Game board
The game machine addresses the challenge of maintaining player engagement by implementing a performance mechanism that spans multiple game periods, including pseudo and main games, thereby enhancing the appeal and duration of the game experience.
Patent Information
- Application Number
- JP2023168845
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-28
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2043-09-28
AI Technical Summary
Conventional game machines struggle to maintain player engagement over the duration of the game, leading to a need for improved appeal and performance extension.
A game machine design that incorporates a performance mechanism allowing for predetermined performances over multiple game periods, including a pseudo game and main game, with specific operations triggering different performance elements.
Enhances the appeal of the game performance by extending the duration and engaging players through varied and interactive gameplay elements, improving overall player experience.
Smart Images

Figure 2025058725000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a slot machine or a pinball gaming machine. [Background technology]
[0002] There is known a gaming machine that displays and outputs sounds as the game progresses (for example, Patent Document 1). Such displays and sound outputs have the effect of increasing the interest of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3639728 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in the conventional presentation in relation to the duration of the game.
[0005] An object of the present invention is to provide a gaming machine that can improve the entertainment value of the presentation in relation to the duration of the game. [Means for solving the problem]
[0006] According to the present invention, A gaming machine equipped with a performance means, the presentation means is means capable of executing a predetermined presentation over a first period, the effecting means is means for executing the predetermined effect over a second period, The presentation means is a means capable of executing presentation in a pseudo game, The presentation means is a means capable of executing presentation in the game, The first period is a period of a first number of games, The second period is a period for a second number of games, The first number of games is the number of games of the main game, The second number of games is the number of games of the main game, The second number of games is less than the first number of games, The second period is a period including a certain game in which a pseudo game and a main game are executed in one game, The predetermined effect is an effect including at least a first effect and a second effect, In the predetermined effect executed over the first period, after the first effect is executed in a first game during the first period, when a certain operation means is operated, the second effect is executed in a second game which is a game subsequent to the first game; In the predetermined performance executed over the second period, after the first performance is executed in the pseudo-play of the certain game, when the certain operation means is operated, the second performance is executed in the main game of the certain game; the number of times the certain operating tool is operated during the first period is a first number of times, the number of times the certain operating tool is operated during the second period is a second number of times, the second number of times is the same as the first number of times, The certain operation means is a means for accepting an operation related to the progress of a game. A gaming machine characterized by: A gaming machine characterized by the above is provided. Effect of the Invention
[0007] According to the present invention, it is possible to provide a gaming machine that can improve the entertainment value of the presentation in relation to the duration of the game. [Brief description 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). [Diagram 2] FIG. 13 is a diagram showing an example of a winning line. [Diagram 3]1 is a perspective view showing the appearance of a reel rotation device 185 of the slot machine 100. FIG. [Figure 4] 1A is an exploded perspective view of a reel drive unit 25, and FIG. 1B is a diagram showing the arrangement of LEDs of a plurality of reel backlights 94 attached to an illumination base 90. FIG. [Diagram 5] FIG. 2 is a circuit block diagram of a control unit. [Figure 6] 1 is a diagram showing the arrangement of symbols on each reel laid out in a plane. FIG. [Figure 7] FIG. 13 is a diagram showing the types of winning roles (including operating roles). [Figure 8] This is an explanatory diagram of the types of small bells. [Figure 9] 1A is a transition diagram of the gaming state of the slot machine 100, and FIG. 1B is a transition diagram of the advantageous and non-advantageous zones of the slot machine 100. FIG. [Figure 10] 1 is a transition diagram of the AT-related states of the slot machine 100. FIG. [Figure 11] 13 is a flowchart showing a flow of main processing of a main control unit. [Figure 12] 13 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 13] 12 is a flowchart showing the flow of the pseudo-game related process (step S109) in FIG. [Figure 14] 14 is a flowchart showing the flow of reel spin start processing (step S1003) in the pseudo game in FIG. [Figure 15] 14 is a flowchart showing the flow of the reel stop control process (step S1005) of the pseudo game in FIG. [Figure 16] 14 is a flowchart showing the flow of the pseudo next game start process (step S1006) in FIG. [Figure 17] 12 is a flowchart showing the process of starting reel spinning (step S113) in FIG. [Figure 18] 18 is a flowchart showing the process flow of the random delay rotation start process (step S1411) in FIG. 17. [Figure 19] (a) is a flowchart of main processing executed by CPU 404 of first sub-control unit 400, (b) is a flowchart of command reception interrupt processing of first sub-control unit 400, and (c) is a flowchart of timer interrupt processing of first sub-control unit 400. [Figure 20] (a) is a flowchart of main processing executed by CPU 504 of second sub-control unit 500, (b) is a flowchart of command reception interrupt processing of second sub-control unit 500, (c) is a flowchart of timer interrupt processing of second sub-control unit 500, and (d) is a flowchart of image control processing of second sub-control unit 500. [Figure 21] FIG. 13 is a diagram showing an example of the operation of a simulated game in an embodiment. [Figure 22] A diagram showing a pseudo-game lamp 190. [Figure 23] A diagram showing an example of the configuration of a continuous performance CE. [Figure 24] 13A and 13B are diagrams showing an example of execution of a continuous performance CE. [Diagram 25] 13A and 13B are diagrams showing an example of execution of a continuous performance CE. [Figure 26] FIG. 13 is a diagram showing an example of a presentation in a simulated game. [Figure 27] FIG. 13 is a diagram showing an example of a presentation in a simulated game. [Figure 28] 13 is a flowchart showing another example of the reel stop control process in a pseudo game. [Figure 29] 13 is a flowchart showing an example of a notification process executed by a CPU 304 of a main control unit 300. [Diagram 30] 13(a) to (c) are figures showing examples of operation navigation in the AT state. [Diagram 31] FIG. 13 is a diagram showing an example of transition of an AT-related state. [Diagram 32] FIG. 13 is a diagram showing an example of transition of an AT-related state. [Diagram 33] 13A is a diagram showing an example of information output from the information output circuit 334 to the information input circuit 652, and FIG. 13B is a diagram showing an example of a display on a game information display device outside the slot machine 100. FIG. [Diagram 34] 13(a) to 13(c) are diagrams showing examples of changes in the RB signal and the BB signal. [Diagram 35] 13A to 13C are diagrams showing examples of changes in the RB signal and the BB signal, and changes in the display example of the display 653. [Diagram 36] 13A to 13C are diagrams showing examples of changes in the RB signal and the BB signal, and changes in the display example of the display 653. [Figure 37] 13A to 13C are diagrams showing examples of changes in the RB signal and the BB signal, and changes in the display example of the display 653. [Figure 38] 13 is a flowchart showing an example of a game start process. [Figure 39] 13 is a flowchart showing an example of a betting process. [Diagram 40] FIG. 13 is an explanatory diagram of a case where the bet buttons 130 to 132 are used as effect selection confirmation buttons. [Diagram 41] 1 is a front view showing the slot machine 100 with the front door 102 open. [Diagram 42] 1 is a block diagram of a control system related to light emitting elements 212-214. [Diagram 43] A figure showing an example of execution of continuous performance CE in this game. [Diagram 44] A figure showing an example of execution of continuous performance CE in a simulated game. [Diagram 45] A figure showing an example of a performance after consecutive performances. [Diagram 46] 13 is a diagram showing a planar expansion of the arrangement of symbols on each reel in the slot machine of the third embodiment. FIG. [Figure 47] 13A is a table showing all the internal winning roles in the slot machine of the third embodiment, and FIG. 13B is a table showing the winning roles of the push order bell role and the number of coins paid out for each operation. [Figure 48] (a) is a diagram showing a table selection table stored in ROM 306 of the main control unit 300, (b) is a flowchart showing the flow of the push order guessing bonus award determination process, and (c) is a diagram showing each of two types of add-on number determination tables. [Figure 49]A diagram showing the button press order guessing game. [Figure 50] A diagram to explain a modified example of the push order guessing game. [Figure 51] A figure to explain an example of notifying the results of the push order guessing game. [Figure 52] A diagram showing the button press order guessing game. [Figure 53] A diagram showing the button press order guessing game. [Figure 54] A diagram showing the button press order guessing game. [Figure 55] 13(a) to (c) are diagrams showing examples of the relationship between the establishment of a winning combination and the order of stopping operations. [Figure 56] A diagram showing the button press order guessing game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.
[0010] First Embodiment The slot machine of this embodiment described below is a gaming machine in which a predetermined number of gaming media are inserted as gaming value, and multiple reels, each decorated with multiple types of patterns, begin to spin when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received.If the conditions determined by the role based on the result of the lottery and the combination of patterns when the multiple reels stop meet predetermined payout conditions, gaming media is paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.
[0011] First, the basic configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a diagram showing an example of a winning line.
[0012] 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 side of the main body 101 and capable of being opened and closed relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on the outer periphery are housed inside the center of the main body 101 (not shown), and are configured to rotate inside the slot machine 100. These reels 110 to 112 are rotated by a driving device such as a stepping motor.
[0013] In this embodiment, each symbol is printed on a strip-shaped member at equal intervals in appropriate numbers, and the strip-shaped member is attached to a predetermined circular cylindrical frame material to form each of the reels 110-112. When viewed from the player, the symbols on the reels 110-112 are displayed vertically in roughly three rows through a display window 113, so that a total of nine symbols can be seen. To explain this in detail using FIG. 2, the symbol displayed on the top row of the left reel 110 (position 1 in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 (position 6 in the figure) is the middle reel middle row symbol. The symbols displayed in the lower row (position 6 in the figure) are called the middle reel lower row symbols, the symbols displayed in the upper row of the right reel 112 (position 7 in the figure) are called the right reel upper row symbols, the symbols displayed in the middle row of the right reel 112 (position 8 in the figure) are called the right reel middle row symbols, and the symbols displayed in the lower row of the right reel 112 (position 9 in the figure) are called the right reel lower row symbols, and each of the symbols on each of the reels 110 to 112 is displayed three vertically on each of the reels 110 to 112 through the display window 113, for a total of nine symbols. Then, by rotating each of the reels 110 to 112, the combination of symbols seen by the player changes. In other words, each of the reels 110 to 112 functions as a display device that variably displays a combination of multiple types of symbols. 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 and at 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 (see FIG. 4 described later) is disposed on the back of each of the reels 110-112 to illuminate each symbol displayed on the display window 113. It is preferable that the backlight is shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 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 the optical sensor. Based on the detection result of the optical sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.
[0015] The winning line display lamp 120 is a lamp that indicates an effective winning line. The winning line is a line that is determined whether or not a symbol combination corresponding to a winning role is displayed. In this embodiment, three lines are provided: a middle winning line L1 consisting of the middle symbols of the left reel, the middle symbols of the middle reel, and the middle symbols of the right reel; an upper winning line L2 consisting of the upper symbols of the left reel, the upper symbols of the middle reel, and the upper symbols of the right reel; and a lower winning line L3 consisting of the lower symbols of the left reel, the lower symbols of the middle reel, and the lower symbols of the right reel. FIG. 2 shows these winning lines L1 to L3. The winning lines that are effective (hereinafter, sometimes simply referred to as "effective lines") are predetermined by the number of game media (medals) bet as game value. The slot machine 100 shown in Fig. 1 requires three medals, and when the number of medals inserted is less than three, no winning lines are active, and when three medals are bet, the winning lines L1 to L3 are active. When the winning lines are active, the player can start playing by operating the start lever 135.
[0016] The number of winning lines is not limited to three. For example, there may be only the middle winning line L1. Alternatively, a downward-sloping winning line consisting of the upper symbols of the left reel, the middle symbols of the middle reel, and the lower symbols of the right reel, or an upward-sloping winning line consisting of the lower symbols of the left reel, the middle symbols of the middle reel, and the upper symbols of the right reel may be added to the winning lines, for a total of five lines, or the number of winning lines according to the number of bets may be set as the winning lines.
[0017] The notification lamp 123 is a lamp that notifies the player, for example, that a specific winning role (specifically, an RB (special role) has been internally won in an internal lottery described later, or that the player is in a state in which a special role has been internally won or that the player is in a special game state described later. The game medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert a game medal. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no need to insert a medal) if the player won a replay role (details of which will be described later), which is one of the winning roles, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0018] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100, in other words, buttons for accepting bet operations. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed (upper limit: three medals). Hereinafter, the bet button 132 is also referred to as a MAX bet button. The game medal insertion lamp 129 lights up lamps in accordance with the number of medals inserted, and when a specified number of medals have been inserted, the game start lamp 121 lights up to indicate that a game start operation is possible.
[0019] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game, and is an insertion slot that accepts insertion of medals. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.
[0020] The number of medals stored in the slot machine 100 is displayed on the display 125. The game information display 126 is displayed on the display 126 to display various internal information (for example, the number of medals paid out during a special game state) in numerical values. The number of medals paid out display 127 is displayed on the display 127 to display the number of medals paid out to a player as a result of winning a certain winning combination. In the following, the expression "given to a player" may be used in the same sense as "paid out to a player." In this embodiment, the number of medals stored display 125, the game information display 126, and the number of medals paid out display 127 are configured as 7-segment (SEG) displays. This number of medals paid out display 127 corresponds to an example of an operation navigation execution means. Although omitted in FIG. 1, a favorable zone lamp indicating that the player is in a favorable zone, which will be described later, may be provided at the lower right of the number of medals paid out display 127.
[0021] As will be described later, in the slot machine 100 of this embodiment, most games are played in the advantageous zone, and since it is possible to know from the presentation that AT games are being played, etc., it is not necessary to provide an advantageous zone lamp.
[0022] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when a 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 a game start operation.
[0023] The stop button unit 136 is provided with stop buttons 137-139 consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started to rotate by operating the start lever 135, and are associated with each of the reels 110-112.
[0024] More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, the operations of the stop buttons 137 to 139 are referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the last stop operation being referred to as the third stop operation. Also, 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.
[0025] Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are spinning is called the operation order or the push order. Furthermore, the operation order in which the first stop operation is the stop operation of the left reel 110 is called the "forward push operation order" or simply "forward push", and the stop operation in which the first stop operation is the stop operation of the right reel 112 is called the "reverse push operation order" or simply "reverse push".
[0026] Each of the stop buttons 137-139 is provided with an illuminator (stop button lamp). In this embodiment, the stop button lamp is illuminated in blue during a period during which the stop operation can be performed on the stop buttons 137-139, and is illuminated in red outside the period. This display allows the player to know whether it is time to accept a stop operation. The color of the light emitted by the stop button lamp is not limited to blue or red, and the stop button lamp may be illuminated during the period during which the stop operation can be performed and turned off outside the period, as long as the driving mode of the stop button lamp is different between the period and outside the period.
[0027] The bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are examples of operation means that accept player operations related to the progress of the game.
[0028] The medal return button 133 is a button for removing medals that have been inserted and become clogged by pressing it. The settlement button 134 is a button for settling medals electronically stored in the slot machine 100 and medals that have been bet, and discharging them from the medal payout outlet 155. The door key hole 140 is a hole for inserting a key for unlocking the front door 102 of the slot machine 100.
[0029] Between the bet button 132 and the medal insertion slot 141, there are provided a chance button 165 and a selection confirmation button 166. A performance lamp is built into the chance button 165, and a performance lamp is built into the selection confirmation button 166. The chance button 165 is an operating means operated by the player during a performance. In addition, a left button 167 is provided to the left of the selection confirmation button 166, and a right button 168 is provided to the right. There are cases where the cursor displayed on the performance image display device 157 can be moved by operating the left button 167 and the right button 168, and in such cases, the movement can be confirmed by the selection confirmation button 166.
[0030] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal receiving tray 161 are provided.
[0031] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 5) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right parts of the front door 102 are decorative lamps for livening up the game. The performance device 160 is disposed at the top of the front door 102, and the performance device 160 has a sound hole 143 provided at the top for outputting to the outside the sound of a speaker 272 (see FIG. 5) provided at the top inside the slot machine 100.
[0032] This performance 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 performance image display device 157 (liquid crystal display device) arranged at the rear 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 performance image display device 157, the display screen of the performance image display device 157 appears in front of the slot machine 100 (the player's side, front side).
[0033] It should be noted that the display device does not have to be a liquid crystal display device, and may be any display device capable of displaying various performance images and various game information, such as 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. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may be square. Also, a decoration (not shown) may be provided on the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen look irregular. In this embodiment, the display screen is flat, but it may be curved.
[0034] Although omitted in FIG. 1, a pseudo game lamp 190, which indicates that a pseudo game is being played (described later), is provided in the upper right portion of the effect device 160 (FIG. 22).
[0035] <Reel rotation device> Next, the reel rotation device 185 that rotates the reels 110 to 112 of the slot machine 100 will be described in detail with reference to FIGS.
[0036] 3 is an external perspective view showing the reel rotation device 185 of the slot machine 100. The reel rotation device 185 is generally composed of reel drive units 25, 26, and 27, and a case member 221 that houses them. The reel drive units 25, 26, and 27 are all made of the same components structurally, except that the arrangement of the patterns printed on the reel band 30 is different (see FIG. 6 described later). Each of the reel drive units 25, 26, and 27 (which have the same configuration, so only the reel drive unit 25 will be described below) is individually housed in the case member 221 in a detachable manner.
[0037] 4(a) is an exploded perspective view of the reel drive unit 25. The reel drive unit 25 is composed of the mounting base 13, the sensor bracket 14, the stepping motor 20, the sensor 80, and the reel 110 composed of the belt-shaped member 30, the reel frame 40, the detection piece 50, and the reinforcing rim 70. The reel drive unit 25 also includes an illumination board 90 composed of a plurality of reel backlights 94 for illuminating the image from behind. Note that an attachment member for attaching the illumination board 90 to the reel drive unit 25 is also provided, but is omitted in the figure. The illumination board 90 is provided not only in the reel drive unit 25 but also in the reel drive units 26 and 27, each of which is provided with a plurality of reel backlights 94.
[0038] The mounting base 13 has a sensor bracket 14 and a stepping motor 20 formed on a flat plate. The sensor bracket 14 is attached onto the mounting base 13, and a sensor 80 for detecting the passage of a detection piece 50 (described later) is attached to the tip of the sensor bracket 14.
[0039] The stepping motor 20 is, for example, a four-phase motor with a resolution of about 252 steps per rotation, driven by a 1-2 phase excitation method. Therefore, one rotation can be controlled with 504 pulses, and the rotation angle can be controlled at 0.7 degrees / pulse.
[0040] A reel frame 40 is attached to the rotating shaft of the stepping motor 20. The reel frame 40 is composed of a boss portion 42 attached to the rotating shaft of the stepping motor 20, a rim portion 44 to which the belt-shaped member 30 is attached, and four connecting portions 43 for connecting the boss portion 42 and the rim portion 44. With this configuration, the reel frame 40 is light in weight, reducing the load on the stepping motor 20. The connecting portions 43 further form screw holes 48 that are opened to attach the detection pieces 50 with screws 60.
[0041] The belt-shaped member 30 is adhered to the periphery of the rim portion 44 of the reel frame 40. At the same time, a reinforcing rim 70 is adhered to the opposite end of the belt-shaped member 30 for the purpose of reinforcing the belt-shaped member 30.
[0042] The main control unit 300 detects the rotation of each reel based on the detection result of a sensor (index sensor) 80 that detects an index (detection piece 50) provided on each reel, and specifies the stop position of each reel (position of the symbol displayed on the reel) when each reel stops. Furthermore, the main control unit 300 transmits information regarding the position of the symbol displayed on the reel to the first sub-control unit 400.
[0043] The multiple reel backlights 94 are made of LEDs and are attached to the lighting board 90. By turning on all of the multiple reel backlights 94, it is possible to illuminate all of the symbols on the symbol display window 113 from behind. By turning on some of the reel backlights 94, it is possible to illuminate some of the symbols on the symbol display window 113 from behind. In this way, the multiple reel backlights 94 illuminate the symbols on the reels 110 to 112 from the back side toward the player.
[0044] 4(b) is an LED layout diagram of the multiple reel backlights 94 attached to the illumination board 90. More specifically, the multiple reel backlights 94 include LED-01 and LED-02 that illuminate the upper tier of the symbol display window 113, LED-03 and LED-04 that illuminate the middle tier of the symbol display window 113, and LED-05 and LED-06 that illuminate the lower tier of the symbol display window 113. Therefore, in this embodiment, it is possible to control the lighting of the reels 110 to 112 separately for the upper tier, middle tier, and lower tier. In order to distinguish between the backlights 94 of each reel 110-112, the LEDs 01-06 that illuminate the left reel 110 are written as LED-L01-L06, the LEDs 01-06 that illuminate the center reel 111 are written as LED-C01-C06, and the LEDs 01-06 that illuminate the right reel 112 are written as LED-R01-R06.
[0045] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 5. Note that Figure 5 shows a circuit block diagram of the control unit.
[0046] The control section of the slot machine 100 is broadly composed of a main control section 300 that controls the progress of the game, a first sub-control section 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control section 300, and a second sub-control section 500 that controls various devices based on the commands sent by the first sub-control section 400. Here, with regard to the main control section 300, as a large data capacity makes it difficult to verify the program and also creates a breeding ground for illegal tampering, there is a problem of reduced security, so there is a limit to the data capacity of the ROM 306 and RAM 308 of the main control section 300.
[0047] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300, and the basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during internal lottery of winning combinations, and the arrangement and stop positions of symbols on the reels, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time and number of times, and a WDT (watchdog timer) 314.
[0048] It should be noted that other storage devices may be used for the ROM 306 and the RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 described below.
[0049] The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits data for frequency division stored in a predetermined area of the ROM 306 to the counter timer 312, and the counter timer 312 determines an interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 304 for each interrupt time.
[0050] The CPU 304 monitors each sensor and transmits a drive pulse in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the division value of the counter timer 312 is set to 1 / 256, and the division data of the ROM 306 is set to 47, the reference time for the interrupt is 256×47÷8 MHz=1.504 ms.
[0051] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on a clock signal input from a crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the 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 control unit main processing described later).
[0052] In addition, the main control unit 300 is equipped with 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 that detects medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the hopper unit 180, optical sensors (index sensor 80) of the reels 110 to 112, etc.) at each interrupt time.
[0053] 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. The random number generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0054] Two medal acceptance sensors are installed in the internal passage of the medal insertion port 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. The left stop button 137 sensor, the middle stop button 138 sensor, and the right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, and detect the operation of the stop buttons by the player.
[0055] The bet button 130 sensor, the bet button 131 sensor, and the bet button 132 sensor are provided on the corresponding bet buttons 130-132, respectively, and detect an insertion operation when medals electronically stored in the 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 paid out by the hopper unit 180. Each of the above sensors may be a non-contact sensor or a contact sensor.
[0056] The optical sensors (index sensors 80) of the reels 110-112 are installed at predetermined positions on the mounting bases of the reels 110-112, and go to L level every time a light-shielding piece (detection piece 50) provided on the reel frame passes by. Rotational position information indicating how far the reel has rotated from the reference position from when it goes to L level until it goes to L level again is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the L level signal, it determines that the reel has made one rotation, and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0057] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives a solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the hopper unit 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, medal insertion possible lamp 124, re-play lamp 122, medal insertion lamp 129, game start lamp 121, number of stored coins indicator 125, game information indicator 126, number of coins paid out indicator 127, pseudo game lamp 190, advantageous zone lamp 191).
[0058] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game result information (e.g., information indicating the game status, the number of games played, etc.) 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.
[0059] 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 supply 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).
[0060] The main control unit 300 also has an output interface for sending control commands (sometimes called sub-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 control commands to the first sub-control unit 400, but is configured so that signals such as control commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0061] <Sub-control section> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control command transmitted by the main control unit 300 via the input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on the control command, and the basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling 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 inputting a clock signal of 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.
[0062] 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.
[0063] The first sub-control unit 400 is also provided with a sound source IC 418, which is provided with speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from the 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 sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0064] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel lamps, bet button lamps, stop button lamps, reel backlights 94, etc.) are connected to the drive circuit 422 via an input / output interface.
[0065] The first sub-controller 400 is also provided with 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. The 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.
[0066] The first sub-control unit 400 is also provided with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time. The first sub-control unit 400 is also provided with a switch sensor 427, which detects pressing of the chance button 165. Pressing of the selection confirmation button 166, the left button 167, and the right button 168 is also detected by the switch sensor 427. Detection signals from the shutter sensor 428 and the switch sensor 427 are output to the basic circuit 402 by the sensor circuit 426.
[0067] Furthermore, the CPU 404 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. Note that the second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image 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).
[0068] 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, and this basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling 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.
[0069] 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 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0070] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and the VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal 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.
[0071] <Pattern Arrangement> Next, the arrangement of symbols on each of the reels 110 to 112 will be described with reference to Figure 6. Note that Figure 6 shows the arrangement of symbols on each of the reels (left reel 110, center reel 111, right reel 112) in a two-dimensional development.
[0072] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 1-20 in this embodiment) of various types (8 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 1-20 shown on the left side of the figure indicate the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "watermelon symbol" is arranged on the number 20 symbol of the left reel 110, a "bell symbol" is arranged on the number 5 symbol of the center reel 111, and a "replay symbol" is arranged on the number 9 symbol of the right reel 112.
[0073] In order to enhance the entertainment value of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110-112 within a maximum retraction range (for example, less than 5 frames) from the position where the reel is stopped.
[0074] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described with reference to Fig. 7. This figure shows the types of winning combinations (including operating combinations).
[0075] The winning combinations of the slot machine 100 include RB (special combination), replay (replay combination), common bell (small combination), push order bell_LCR~RCL (small combination), cherry (small combination), and watermelon (small combination). The types of winning combinations are not limited to these combinations, and can be arbitrarily adopted.
[0076] Among the winning roles in this embodiment, the special role is a role (operating role) that transitions to a special game state (RT2) in which a player is given a predetermined benefit by winning. The replay role is a role that allows replay without inserting new medals. These special roles and replay roles may be called "operating roles." In addition, "winning" in this embodiment also includes a case where a symbol combination of an operating role that does not involve a medal payout (does not involve the payment of medals) is displayed on an active line, and includes, for example, winning of a special role and a replay role. Note that the special role is a role that is carried over to the next game if it is not determined to be a winning role, and other roles are general roles that are not carried over to the next game if it is not determined to be a winning role.
[0077] In this embodiment, the special combination does not pay out medals due to winning the special combination itself. The corresponding symbol combination is "Seven 2-Blank-Blank". In the following explanation, the special combination may be referred to as "RB".
[0078] When a special role is internally won, the internal win flag corresponding to this internally won special role is set to ON (stored in a specified area of the RAM 308 of the main control unit 300). When the flag corresponding to the special role is set to ON, the main control unit 300 transitions the state of the game to a special role internal win state (RT1. RB internal win in progress). This flag remains ON until the corresponding activated role is won. Specifically, even if the special role is not won in a game in which the special role is internally won, the next or subsequent games will be in the same state as when the special role is internally won, and it may be possible to win by matching the corresponding symbol combination.
[0079] In this embodiment, the replay role and each small role can be internally won at the same time as RB in one game. In this embodiment, when a role other than the special role is internally won in the special role internal winning state, the reel stop control is executed so that the symbols constituting the other role are preferentially aligned.
[0080] The replay role is a winning role (operating role) that allows you to play the next game without inserting medals (game media), and medals are not paid out. In other words, you can play again with the same number of bets as the number of medals inserted last time. The corresponding symbol combination is "Replay-Replay-Replay".
[0081] The replay role may be a role that allows the player to play the next game without inserting a medal. Therefore, for example, when a replay 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 prepared in the RAM 308), or the medals inserted in the game in which the replay was won may be carried over and used in the next game.
[0082] A small prize is a winning combination that pays out a certain number of medals upon winning. The corresponding symbol combinations are "ANY-Cherry-ANY" for cherries, "Watermelon-Watermelon-Watermelon" for watermelons, and "Bell-Bell-Bell" for common bells and each push order bell. However, push order bells include a combination of one bell symbol and another symbol (a one-ring combination).
[0083] Here, the common bell is a winning combination regardless of the order of the stop operation (push order) of the stop buttons 137 to 139, but the number of medals paid out and the winning or losing of each push order bell differ depending on the order of the stop operation of the stop buttons 137 to 139. Figure 8 is an explanatory diagram of the common bell and each push order bell.
[0084] In Figure 8, "lottery probability" is the internal probability of winning each role. "Payout number" is the maximum number of medals paid out when each role is won. When the push order bell is won, the number of medals paid out may be less than the "payout number."
[0085] LCR operation to RCL operation indicate the profit a player can obtain depending on the order of stopping operations when an internal win is obtained for each role. LCR operation means performing the stopping operations in the order of left → center → right (stopping the reels in the order of 110 → 111 → 112). LRC operation means performing the stopping operations in the order of left → right → center. CLR operation means performing the stopping operations in the order of center → left → right. CRL operation means performing the stopping operations in the order of center → right → left. RLC operation means performing the stopping operations in the order of right → left → center. RCL operation means performing the stopping operations in the order of right → center → left.
[0086] If Push Order Bell_LCR is an internal win and the player performs the LCR operation, the game result will be "6 bells on the upper row." This means that bell symbols line up on the upper winning line L2 and 6 medals will be paid out. If Push Order Bell_LCR is an internal win and the player performs the LRC operation, the game result will be "1 medal role." This means that one bell symbol and another symbol line up and 1 medal will be paid out.
[0087] If the push order bell_LCR is an internal winner and the player performs the CLR, CRL, RLC or RCL operation, the game result will be "1 coin role" or "spill" depending on the stop operation position of the pattern. "Spill" means that the pattern combination with a payout was not lined up.
[0088] If the push order bell_CLR is an internal win and the player performs the CLR operation, the game result will be "13 middle bells". This means that the bell symbols line up on the middle winning line L1 and 13 medals will be paid out.
[0089] The same applies to the other push-order bells, which are assigned "6 bells on the top row," "one-piece role," "spill," and "13 bells in the middle row."
[0090] If the common bell is an internal winner, regardless of the order of the stop operation, the game result will be "13 middle bells". As mentioned above, this means that the bell symbols line up on the middle winning line L1 and 13 medals will be paid out.
[0091] In this way, each push order bell is a combination that may result in different game results depending on the operation mode of the operation means (stop buttons 137 to 139).
[0092] <Internal lottery> Next, the internal winning combination may be determined by a lottery method generally used in slot machines. For example, the internal winning combination may be determined by using a lottery table. In the lottery table, a number of condition devices and the lottery value of each condition device are set for each game state (RT0: normal state, RT1: RB internal winning state, RT2: RB game state). For each condition device, a combination that will be internally won when that condition device is determined to be a winning combination is defined. The lottery value of each condition device specifies the range of lottery data.
[0093] The random number obtained as a result of executing the internal lottery is determined to be a value corresponding to the lottery data corresponding to which condition device, and the internal lottery role (internal winning role) is determined. In the lottery table corresponding to the RB internal winning state or the RB game state, the winning probability of the condition device corresponding to the RB is 0. In the lottery table corresponding to the RB game state, only the condition devices corresponding to each push order bell and the common bell may be set to win.
[0094] This lottery data is prepared in settings 1 to 6, and the staff of the game establishment can arbitrarily select and set any of the setting values. Settings 1 to 6 may have different winning probabilities for at least one condition device, or the winning probabilities for the condition devices are the same, but the winning probabilities for the lottery that sets each state, such as the AT state, are different. The higher the setting value, the higher the player's advantage tends to be. Changing this setting is called a setting change. The setting change can be performed by the staff of the game establishment operating a setting change switch (not shown) provided inside the slot machine 100. When the setting change is performed, the internal information of the slot machine 100 is cleared. For example, even if the internal winning result of the RB is carried over, it is cleared, and the game state is set to normal play (RT0).
[0095] If no winning combination is selected for each condition device, it is a miss, and the symbol combination corresponding to the winning combination is not displayed. Note that when the symbol combination related to the winning combination does not stop on the winning line, it is sometimes called a "miss." Also, when no winning combination is selected for any condition device, it is sometimes called a "miss."
[0096] <Types of game states> Next, a description will be given of the types of game states of the slot machine 100 and their transitions.
[0097] The slot machine 100 is configured to be able to switch between a total of three game states (sometimes called RT game states): a normal state (RT0), an RB internal winning state (RT2), and an RB game state (RT2). The player's advantage may be changed by transitioning between RT game states.
[0098] In FIG. 9(a), each game state is shown, and the transition conditions are written on the arrows. When the transition condition corresponding to each arrow is established, the game state transitions in the direction of the arrow. These transition conditions include, for example, winning a predetermined combination, internally winning a predetermined combination, a specific combination of symbols being displayed on a specific winning line, a specified number of games being played, and a specified number of coins being paid out.
[0099] In the normal state (RT0), when an RB is internally won, the game state switches to the RB internal win state (RT1). In the RB internal win state (RT1), when an RB is won, the game state switches to the RB game state (RT2). In the RB game state (RT2), when the RB game termination condition is met, the game state switches to the normal state (RT0). The termination condition for the RB game state is, for example, when a specified number of games have been played (e.g., 5 times) or when the number of winning combinations has reached a specified number of times (e.g., 5 times).
[0100] <Non-advantageous and advantageous sections> In the slot machine 100 of this embodiment, a non-advantageous zone or an advantageous zone is set in addition to the game states described above. In the advantageous zone, notification of the recommended stop operation sequence for the internally winning combination (operation navigation) is permitted, and in the non-advantageous zone, this operation navigation is not executed. Note that in the advantageous zone, operation navigation is executed according to conditions, but there are cases where operation navigation is not displayed even if the push order bell is an internal win. These states will be explained below with reference to FIG. 9(b). This figure shows the transition of game states regarding the advantageous zone and non-advantageous zone of the slot machine 100.
[0101] In this embodiment, the initial state (e.g., the state at the time of shipment from the factory) is set to a non-advantageous zone. Also, when the setting is changed, this non-advantageous zone is set. It may be possible to prevent an amusement arcade from being advantageous in terms of ball payout when the arcade is opening, and it may be possible to prevent a decrease in operation (customer attendance at gaming machines) outside of opening hours.
[0102] When playing in a non-advantageous zone, if transition condition A is met, the zone will transition to an advantageous zone. In this embodiment, transition condition A is an internal win for any role. Therefore, the advantageous zone is set for the majority of games. In this embodiment, if the zone is non-advantageous, the advantageous zone flag is set to off, and if the zone is advantageous, the advantageous zone flag is set to on, and the advantageous zone flag is used to distinguish between the non-advantageous zone and the advantageous zone.
[0103] When the transition condition B is met during play in the advantageous zone, the game transitions to the non-advantageous zone. In this embodiment, the transition condition B is: (A) The number of times the game is played in the advantageous zone has reached a certain number (for example, 3,000 times), (a) The difference in the number of medals in the advantageous zone reaches a specified number (for example, 2,400 medals), (c) When the "AT normal state" described below ends, the number of remaining plays in the advantageous zone is less than a specified number (for example, less than 500 plays), or (D) When the "AT normal state" described below ends, the remaining difference in the number of medals in the advantageous zone (remaining number of medals) is less than a specified number (for example, less than 500 medals), The above is true.
[0104] This transition condition B is an example. The transition condition B may include, for example, that the number of times of play in the "AT state" described later has reached the upper limit number of times. It may also include that the remaining rights of the "AT state" have become 0 (AT stock = 0, AT remaining number of plays = 0, AT remaining difference number = 0, AT remaining number of navigations = 0, etc.).
[0105] The number of plays in the advantageous zone and the difference in number of coins are values that determine the end of the advantageous zone, and the number of plays is updated by one play, and the difference in number of coins is updated by the result of one play. However, in this embodiment, the number of plays in the advantageous zone and the difference in number of coins are not updated in the RB play state (RT2). Therefore, in a game where the RB play state ends, the "AT state" does not end.
[0106] In addition, the number of times of play and the difference number are updated even in the RB game state (RT2) (the number of times of play and the difference number in the advantageous zone may be updated, or the number of times of play and the difference number in the AT state may be updated, or both may be updated). However, in the RB game state (RT2), even if the end condition of the difference number is met, the advantageous zone may not be ended, and the AT state may not be ended. It may be possible to prevent the AT state from ending unexpectedly to the player. In addition, since the specification of this embodiment has a low probability of ending the AT state in the RB game state (RT2), it is not necessary to provide an exception process, and it may be possible to reduce the main program capacity. When the number of times of play and the difference number are not updated in the RB game state, it is possible to give the player the impression and a sense of security that the AT state will not end during the RB game state. On the other hand, when the number of times of play and the difference number are updated in the RB game state, it is possible to prevent the player from intentionally switching to the RB game state to earn as many difference numbers as possible, and it is possible to impress upon the player that there is no advantage in starting the RB game state.
[0107] In this embodiment, the difference in number is the cumulative value of the difference between the number of medals inserted in one game and the number of medals that can be paid out (number of medals that can be paid out - number of medals inserted). The number of medals that can be paid out is the maximum number of medals that can be paid out that corresponds to the internal winning role, regardless of whether or not the medals have actually been paid out. For example, if the "Push Order Bell_LCR" in FIG. 8 is an internal win, even if the number of medals paid out to the player due to "spill" is 0, the number of medals that can be paid out is 6, as specified in the "number of medals to be paid out."
[0108] However, the difference in number may be the cumulative value of the difference between the number of medals inserted in one game and the number actually paid out (number of medals paid out - number of medals inserted). The actual number of medals paid out is the number of medals paid out as a result of winning a winning combination. For example, when the "Push Order Bell_LCR" in FIG. 8 is an internal winner, if the number of medals paid out to the player due to "spill" is 0, the number of medals paid out is 0. On the other hand, if the number of medals paid out to the player due to the "1 medal combination" is 1, the number of medals paid out is 1.
[0109] The difference number may be counted so that it falls below 0 (a difference number count that also counts negative numbers), or it may be reset to 0 and counted (MY count) when it falls below 0. In this embodiment, the roles that are the subject of the difference number count are six types of push order bells and common bells, and in the case of a miss, the difference number is updated by the number of inserted coins.
[0110] The state of the advantageous zone is broadly divided into an AT state and a non-AT state. In the AT state, when the push order bell is internally won, the operation navigation is executed using the performance image display device 157. In the operation navigation, a notification is usually made as a recommended stop operation sequence, suggesting the stop operation sequence that will give the player the most profit. For example, when the push order bell_CRL in FIG. 8 is internally won, the CRL operation is notified as the recommended stop operation sequence. However, when a certain condition is met, a stop operation sequence other than the stop operation sequence that will give the player the most profit may be notified as the recommended stop operation sequence. In addition, this operation navigation is not limited to one that indicates the push order, but may also indicate the timing of the stop operation, such as a display such as "Aim for...!", or may indicate both the push order and the timing, as long as it indicates the stop operation mode.
[0111] In this embodiment, the payout number display 127 is also used to perform the operation navigation, and the 7-segment display lights up in a manner corresponding to the stop operation sequence that will give the player the most profit (hereinafter, this may be referred to as navigation lighting). The display on this payout number display 127 may also light up in a manner corresponding to the timing of the stop operation, or in a manner corresponding to both the push order and the timing.
[0112] In the non-AT state, the operation navigation is not executed. In the non-AT state in the favorable zone, a lottery is held to transition to the AT state. In the non-favorable zone, the AT state is not set and it is a non-AT state. When transitioning from the favorable zone to the non-favorable zone, the number of plays and the difference in number of coins in the favorable zone are reset.
[0113] Note that since the non - advantageous section and the advantageous section are set separately from the RT gaming state in FIG. 9(a), for example, there may be a transition from the RB internal winning state to the RB gaming state during the advantageous section.
[0114] <AT - related state> Refer to FIG. 10 for the transition of each state in the AT state and the non - AT state. It is a transition diagram of the AT - related state of the slot machine 100. The AT - related state includes a non - AT state, an AT state, and a pull - back chance.
[0115] The non - AT state includes a normal state and a chance zone state. The initial state (for example, the state at the time of factory shipment) is the normal state. Also, when there is a setting change, the normal state is set. The normal state can be set in both the non - advantageous section and the advantageous section. The chance zone state is a state that is more likely to transition to the AT state than the normal state. The chance zone state is set only in the advantageous section.
[0116] The AT state includes an AT normal state, a pre - ending state, an ending state, a preparation state, and a specialization zone state. Each of these states is set in the advantageous section. The AT state is a state that continues until the number of remaining reels in the advantageous section reaches a specified number of remaining reels (referred to as the AT upper - limit number of remaining reels). The initial value of the AT upper - limit number of remaining reels is set when the AT normal state is set (for example, 300 reels). The pre - ending state and the ending state are states set when the end of the AT state due to the end of the advantageous section is determined.
[0117] Note that in the case of this embodiment, the AT state and the advantageous section count the number of remaining reels independently, but the roles subject to the count of the number of remaining reels are six types of push - order bells and the common bell. In the case of a loss, the number of remaining reels is updated by the number of inserted coins. However, as another embodiment, the counter for the number of remaining reels involved in the transition condition B in the advantageous section may update the inserted coins and the paid - out coins regardless of the winning role.
[0118] The specialized zone state is a state in which the AT upper limit difference number can be added, and the preparation state is a state in which a performance is performed to make the player aware that the transition to the specialized zone state will occur. In the specialized zone state, the number of additions is determined by the recommended stop operation sequence notified by the operation navigation. For example, left, center, and right are replaced with the numbers 1, 2, and 3, respectively. If the recommended stop operation sequence is left → center → right, an addition of 123 sheets is set. Also, if the recommended stop operation sequence is center → right → left, an addition of 231 sheets is set. In other words, this is a specialized zone state in which the notified stop operation sequence is the number of additions. If the initial value of the AT upper limit difference number is 300 and the number of additions is 123 sheets, the AT upper limit difference number will be 423 sheets. If the player further acquires 231 sheets as the number of additions, it will be 654 sheets. The upper limit of the AT upper limit difference number is the specified number of sheets in the advantageous zone.
[0119] The pull-back chance state is a state in which the AT state is likely to be reset after the AT state has ended, and can be either an advantageous or non-advantageous zone (however, due to the transition condition A described above, only a few games will remain in the non-advantageous zone during the pull-back chance state). The pull-back chance state is advantageous to the player in that it is easier to transition to the AT state than the normal state. In the pull-back chance state, if it is in an advantageous zone, operation navigation can be executed. However, various conditions are set so that the payout rate during the pull-back chance state does not exceed 100%. In other words, the pull-back chance state can be said to function to prevent the player's hand from decreasing too much during its setting.
[0120] The transition conditions are explained below. In the following explanation, examples of the transition conditions include a case where a lottery is won when a specific condition device is selected, a case where a lottery is held by selecting a specific condition device and the lottery is won, and a case where a lottery unrelated to the condition device is won.
[0121] When transition condition 1 is met in the normal state, the chance zone state is set. Transition condition 1 is winning the lottery. When the chance zone state is set, the number of plays in the chance zone state is set. The number of plays may be a fixed number, or may be a number that varies depending on the lottery. When transition condition 2 is met in the chance zone state, the state returns to the normal state. Transition condition 2 is the consumption of the number of plays in the chance zone state without winning the AT lottery.
[0122] When transition condition 3 is met in the chance zone state, the AT normal state is set. Transition condition 3 is to win the AT lottery. When transition condition 4 is met in the normal state, the pre-ending state is set. Transition condition 4 is to win the lottery, but the probability of winning is extremely low (freeze).
[0123] In the normal AT state, when transition condition 5 is met, the pre-ending state is set. Transition condition 5 is when the AT upper limit difference in number of coins reaches the specified number of coins in the advantageous zone (transition condition (B) (i)). In the pre-ending state, when transition condition 6 is met, the ending state is set. Transition condition 6 is when the difference in number of coins in the advantageous zone is close to the specified number (for example, 400 coins remaining), or when the number of plays in the advantageous zone is close to the specified number (for example, 150 plays remaining).
[0124] When transition condition 7 is satisfied in the ending state, a chance to win back state is set. Transition condition 7 is the satisfaction of the end condition of the advantageous zone (transition condition B (a) or (b)).
[0125] In the AT normal state, when transition condition 8 is met, the preparation state is set. Transition condition 8 is winning the specialized zone transition lottery. In the preparation state, when transition condition 9 is met, the specialized zone state is set. Transition condition 9 is playing a predetermined number of times (for example, five times). In the specialized zone state, when transition condition 10 is met, the AT returns to the normal state. Transition condition 10 is playing a predetermined number of times (for example, five times).
[0126] In the AT normal state, if transition condition 11 is met, the state returns to the normal state, and if transition condition 12 is met, a chance to pull back is set. Transition condition 11 and transition condition 12 have in common that the difference in number in the advantageous zone reaches the AT upper limit difference in number, but transition condition 11 requires that the RB is not in an internal winning state, and transition condition 12 requires that the RB is in an internal winning state. In other words, when the AT normal state ends with the difference in number being consumed, whether the state returns to the normal state, which is disadvantageous to the player, or moves to a chance to pull back, which is advantageous to the player, is determined depending on whether the RB is in an internal winning state or not.
[0127] In addition, when transition condition 11 or transition condition 12 is established, if transition condition B (C) or (D) is met, the advantageous zone ends. Transition condition B (C) and (D) are set to ensure that the minimum AT upper limit difference in number of coins (300 coins) is obtained when a transition to the AT normal state is decided again during the pull-back chance. When the advantageous zone ends and a non-advantageous zone is set, the difference in number of coins and the number of games played in the advantageous zone are reset. Therefore, if transition condition 12 is established and the advantageous zone ends, the advantageous zone starts again during the pull-back chance state, and if the AT normal state is won, the player's profits may increase in terms of the difference in number of coins and the number of games played in the advantageous zone.
[0128] In the pull-back chance state, if transition condition 13 is met, the AT returns to the normal state. The situation advantageous to the player continues. Transition condition 13 is to win the lottery, but the probability of winning in a non-advantageous zone is much lower than the probability of winning in an advantageous zone. In the pull-back chance state, if transition condition 14 is met, the AT returns to the normal state. Transition condition 14 is the consumption of a predetermined number of games (for example, between 30 and 50 games). The predetermined number may be a fixed number, or may be a number that varies depending on the lottery.
[0129] In the normal state, when the transition condition 15 is satisfied, the ending state is set. The transition condition 15 is when the number of remaining games in the advantageous zone reaches a specified number (for example, 50 times) without the AT state being set even once after the advantageous zone is set. In the case of this embodiment, the transition condition 15 is basically not satisfied. However, if the player receives a penalty for the stop operation described later, it may happen that the AT state is not set even once after the advantageous zone is set. Therefore, in such a case, the ending state is forcibly set to set the AT state. By setting the ending state, the player can grasp the end of the advantageous zone. In addition, even if a beginner makes a mistake in the stop operation and the AT state is not set even once during the advantageous zone, the AT state is set by the satisfaction of the transition condition 15, so that the beginner can enjoy the game.
[0130] In addition, transition condition 15 is when the remaining number of plays in the advantageous zone reaches a specified number (for example, 50 plays), but it is not limited to this and may also be when the number of payout coins in the advantageous zone or the MY value of the difference in number count starting from a difference of 0 coins reaches a specified number (for example, if 2400 coins is the upper limit number of coins in the advantageous zone, the specified number may be 2200 coins).
[0131] <Non-advantageous area → advantage / disadvantageous area> In this embodiment, the transition condition A for transitioning from the non-advantageous zone to the advantageous zone is, as described above, that any of the roles is internally won, and the advantageous zone is set in the majority of the games. A typical state in which the non-advantageous zone is set and then transitions to the advantageous zone is as follows: (i) If RB has not been selected internally: When the settings are changed, or when transition condition 11 is met and transition condition B (c) or (d) is met. (ii) If the candidate has been selected internally for the RB: Transition Condition 12 is met and Transition Condition B (c) or (d) is met. In the case of (i), the AT-related state is the normal state. In the case of (ii), the AT-related state is the pullback chance state. Therefore, when the RB of (ii) is internally won, the advantageous zone to which the player moved from the non-advantageous zone is more advantageous to the player.
[0132] <Stop operation penalty> Regarding the stop operation sequence, a penalty may be imposed on the player in a predetermined case. In the push order bell configuration illustrated in FIG. 8, regarding the stop operation sequence, if the first stop operation is the left reel 110, a maximum of 6 medals can be paid out, and if the first stop operation is the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state where the operation navigation is not activated, if the player always performs the first stop operation on the right reel 112 or the middle reel 111, there is a possibility that a slightly larger number of medals can be obtained.
[0133] For example, in a normal state, the expected value of winning medals may be higher when the first stop operation is the right reel 112 or the middle reel 111 than when the first stop operation is the left reel 110. The superiority or inferiority of the expected value of winning can be determined, for example, by setting the payout number in the recommended stop operation sequence when the first stop operation is the left reel 110 to a small payout and the payout number in the recommended stop operation sequence when the first stop operation is the right reel 112 or the middle reel 111 to a large payout, while setting the internal winning probability to be the same for each push order bell of the left, middle, and right first stop operations. Alternatively, the payout number is the same regardless of which reel the first stop operation is, but the internal winning probability is different for each push order bell of the left, middle, and right first stop operations (the internal winning probability of the push order bell of the left first stop operation is lower than that of the middle and right first stop operations).
[0134] However, this can create a sense of unfairness between beginners who are not familiar with these techniques and advanced players who are. Also, the fact that you can get even the slightest advantage in this way can itself become a strategy, undermining the fairness of the gaming machine.
[0135] Therefore, when the first stop operation is performed on the right reel 112 or the middle reel 111 in the non-AT state, a penalty can be imposed such as not holding a lottery to transition to the AT state in that game, lowering the probability of winning the lottery to transition to the AT state, or invalidating any win in the AT state. The penalty may be imposed when the first stop operation is repeated on the right reel 112 or the middle reel 111 (for example, when a specified number of games are played consecutively, or when the cumulative number of games reaches a specified number of games). In this case, the first stop operation on the left reel 110 is the recommended stop operation order in terms of avoiding the penalty, and the first stop operation on the right reel 112 or the middle reel 111 is the non-recommended stop operation order in terms of the risk of the penalty.
[0136] In this way, the expected number of medals won when performing the first stop operation on the right reel 112 or center reel 111 is higher than the expected number of medals won when performing the first stop operation on the left reel 110, while the latter has a higher advantage in terms of transitioning to the AT state.
[0137] In addition, the number of plays in the advantageous zone is counted as one play, even if the play is performed using a non-recommended stop operation sequence. This prevents players from inappropriately procrastinating.
[0138] The penalty does not have to be applied to games operated in a non-advantageous zone with a non-recommended stop operation sequence. This can prevent the non-advantageous zone from continuing indefinitely. Conversely, the penalty may also be applied to games operated in a non-advantageous zone with a non-recommended stop operation sequence. This can prevent players who perform inappropriate operations from obtaining excessive benefits.
[0139] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0140] <Main processing in main control section> 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. 11. Note that Fig. 11 is a flow chart showing the flow of the main control unit main processing.
[0141] 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. The CPU 304 of the basic circuit 302 that receives this start signal is reset and started by a reset interrupt, and executes the main control unit main processing shown in FIG. 11 according to a control program previously stored in the ROM 306.
[0142] When the power is turned on, first, in step S101, a main control unit initial setting process is performed. In this main control unit initial setting process, a stack initial value is set in the stack pointer (SP) of the CPU 304, interrupt prohibition is set, the I / O 310 is initialized, various variables stored in the RAM 308 are initialized, and the WDT 314 is permitted to operate and has an initial value set.
[0143] In step S103, a game start process (medal insertion / start operation acceptance process) is executed. In this process, whether or not a medal has been inserted (manual insertion or operation of the bet buttons 130-132) is checked, and the winning line display lamp 120 is turned on in response to the insertion of a medal. When a medal has been inserted, preparations are made to send an insertion command indicating that a medal has been inserted to the first sub-control unit 400. When a replay has been won in the previous game, a process is performed to insert the same number of medals as the number of medals inserted in the previous game, so that the player does not need to insert medals. In addition, a check is made as to whether or not the start lever 135 has been operated when the specified number (3 medals) of medals have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning line are confirmed, and the game is started.
[0144] In step S105, various lottery processes including internal winning role lottery process are executed. In this process, a lottery table of internal winning roles stored in the ROM 306 is read according to the current game state, and an internal lottery (lottery for roles) is performed using this and a random number value obtained from the random number generating circuit 316 to determine the internal winning role. If any role (including an operating role) is internally won as a result of the internal lottery, the flag of that role is turned on.
[0145] Also, in this step S105, preparations are made to send an internal lottery command including internal winning information indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a replay role is internally won, preparations are made to send an internal lottery command indicating that a replay role has been internally won to the first sub-control unit 400, and if the result of the winning role internal lottery is a miss (non-winning role), preparations are made to send an internal lottery command indicating a miss to the first sub-control unit 400.
[0146] In addition, the internal winning command includes information that can identify the result of the AT lottery, in addition to the information on the internal winning role. In addition, among the above information, the internal winning command including the internal winning of the push order bell in the AT state also includes operation instruction information that indicates the recommended stop operation order of the operation order (push order) of the stop buttons 137 to 139.
[0147] In step S107, it is determined whether or not the pseudo game flag is set to ON. If this condition is met, the process proceeds to step S109, and if not, the process proceeds to step S111.
[0148] In step S109, a pseudo-game related process is executed. The details of this process will be described later with reference to FIG.
[0149] In step S111, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0150] In step S113, a reel rotation start process is executed on the condition that the game interval timer (subtracted in a timer update process described later) is 0, and the reels 110 to 112 start rotating. When the reels 110 to 112 start rotating, a reel rotation start command is prepared to be sent to the first sub-control unit 400. After that, when the reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel detect the positions of the symbols on each reel, the stop operation of the stop buttons 137 to 139 is enabled. The game interval counter ensures the minimum time required for one game (4.1 s in this embodiment), thereby reducing gambling.
[0151] In step S115, a reel stop control process is executed. In this process, when any of the stop buttons 137-139 is pressed after the stop operation is enabled, the reels 110-112 corresponding to the pressed stop button 137-139 are stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reels 110-112 corresponding to the stop operation are stopped according to the number of pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. In addition, for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub control unit 400. When all the reels 110-112 stop, the process proceeds to step S117.
[0152] In step S117, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. For example, if "watermelon-watermelon-watermelon" is lined up on an activated winning line, it is determined that the watermelon has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0153] In step S119, if any winning combination with a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0154] In step S121, an update process is performed. In this process, the RT gaming state is changed based on the conditions shown in the state transition diagram shown in FIG.
[0155] Also, based on the results of the game, the non-advantageous zone and the advantageous zone described in FIG. 9(a) and the AT-related state described in FIG. 10 are updated. For example, if an advantageous zone is set, the total number of games in the advantageous zone is incremented by one. By updating the total number of games in the advantageous zone at this timing, the total number of games can be managed as if one game had been played, even if a pseudo game and a main game were played, or if only a main game was played. By not counting a pseudo game as one game, it is possible to prevent the total number of games in the advantageous zone from being counted too high, which would be disadvantageous to the player. Also, if an advantageous zone is set, the difference in number of coins is updated.
[0156] Also, for example, if transition condition A is met in a non-favorable zone, the favorable zone flag is set to on, and if transition condition B is met in a favorable zone, the favorable zone flag is set to off. A subcommand indicating the updated information is prepared. Also, when updating the AT-related state, the setting of either the AT state, the non-AT state, or the pull-back chance is updated. The AT state settings include settings that distinguish between the normal AT state, the pre-ending state, the ending state, the specialized preparation zone, and the specialized zone. The non-AT state settings include settings that distinguish between the normal state and the chance zone state. A subcommand indicating the updated settings is prepared.
[0157] After that, the process returns to step S103 and the above-mentioned processing is repeated to progress the game.
[0158] <Main control unit 300 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. 12. Note that Fig. 12 is a flow chart showing the flow of the main control unit timer interrupt process.
[0159] 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.
[0160] 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.
[0161] In step S203, the WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and a WDT interrupt does not occur (so that a processing abnormality is not detected).
[0162] In step S205, an input port status update process is performed. In this input port status update process, the presence or absence of a detection signal is monitored by inputting a detection signal from the sensor circuit 320 of each of the sensors 318 via the input port of the I / O 310, and the result is stored in a signal status storage area partitioned for each of the sensors 318 in the RAM 308. The status of the optical sensor is confirmed in this process.
[0163] In step S207, various game processes are executed, and processes are executed according to the interrupt status (various interrupt statuses are acquired based on signals from various sensors 318). For example, if the interrupt status is during medal insertion processing, medal insertion acceptance processing is performed, and if the interrupt status is during payout processing, medal payout processing is performed.
[0164] In step S209, a timer update process is performed. For example, a process of updating various timers by their respective time units, such as subtracting a game interval timer, is executed.
[0165] In step S211, a command setting and sending process is performed, and various sub-commands prepared for sending in the main process of the main control unit 300, timer interrupt process, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, indicates that data is set), command type (in this embodiment, basic command, input command, start lever acceptance command, internal winning command, performance command associated with performance lottery process, reel rotation start command associated with the start of rotation of the reels 110-112, pseudo game start command, main game start command, first to third press commands associated with the acceptance of the operation of the stop buttons 137-139, first to third stop commands associated with the stopping of the reels 110-112, winning command, payout number command and payout end command associated with medal payout process, status update command), and command data (predetermined information corresponding to the command type).
[0166] In the first sub-control unit 400, the command type contained in the received output schedule information makes it possible to determine presentation control in response to changes in game control in the main control unit 300, and it becomes possible to determine the content of presentation control based on the information of the command data contained in the output schedule information.
[0167] In step S213, an external signal setting process is performed. In this external 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. An external device such as a hall computer can acquire the game information and compile the operation information of each slot machine 100 in the hall. In addition, it is possible to display the game information on an external device such as a game information display device provided for each slot machine 100. The output external signal may include information on the number of games that allows the external device to count the total number of games played per day after the slot machine 100 is turned on. The information on the number of games may be, for example, information indicating the number of medals inserted that is output when the start lever 135 is operated. By counting the number of games using information indicating the number of medals inserted, it is possible to manage the total number of games played per day as if one game had been played, even if both a pseudo game and a real game were played, or if only a real game was played. A player of the slot machine 100 can grasp the total number of games played per day, etc., using the game information display device.
[0168] In step S215, 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 S205 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 state, 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 seven-segment (SEG) displays.
[0169] In step S217, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0170] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original values in each register. After that, the process returns to the main process of the main control unit shown in FIG.
[0171] On the other hand, in step S221, information that needs to be saved, such as specific variables and stack pointers in order to return to the state at the time of power outage when power is restored, is saved in a predetermined area of RAM 308, a checksum value for a predetermined area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to ON.
[0172] <Pseudo-game related processing> Next, the pseudo game-related process (step S109) in the main process of the main control unit in FIG. 11 will be described with reference to FIG. 13. The pseudo game is a type of reel effect in which the rotating reel is made to look as if it has stopped (also called pseudo stop), and refers to the fact that the rotating reel can be pseudo-stopped by operating the stop buttons 137-139, or the situation in which the pseudo stop can be performed. In addition, in such a pseudo game, the game value is not awarded according to the pseudo-stopped stop mode. Furthermore, a pseudo operation for restarting the pseudo-stopped reel is also called a pseudo start operation. And, in order to distinguish from such a pseudo game, a game in which the rotating reel is stopped by operating the stop buttons 137-139 and the game value can be awarded according to the stop mode is also called the main game. FIG. 13 is a flowchart showing the flow of the pseudo game-related process (step S109) in FIG. 11.
[0173] In step S1001, reel stop data for a pseudo game is prepared. For example, reel stop data is prepared in which predetermined symbols are aligned on the winning line L1 and pseudo-stop. Note that reel stop data in which any symbol combination stops can be used as long as the symbol combination is different from the winning combination achieved in the actual game. Also, multiple types of such reel stop data may be prepared and selected from the multiple types.
[0174] In step S1003, a reel spin start process for the pseudo game is executed. The details of this process will be described later with reference to FIG.
[0175] In step S1005, a reel stop control process for the pseudo game is executed. The details of this process will be described later with reference to FIG.
[0176] In step S1006, a pseudo next game start process is executed. The details of this process will be described later with reference to FIG.
[0177] In step S1007, the random delay flag is set to on.
[0178] In step S1009, the pseudo game flag is set to OFF.
[0179] <Reel spin start process for pseudo game> Next, the reel spin start process (step S1003) of the pseudo game in the pseudo game related process of Fig. 13 will be described with reference to Fig. 14. Fig. 14 is a flow chart showing the flow of the reel spin start process (step S1003) of the pseudo game in Fig. 13.
[0180] In step S1101, the acceleration parameters for each reel are set.
[0181] In step S1103, preparations are made for sending a pseudo-game start command to the first sub-control unit 400.
[0182] In step S1105, the start of rotation of the pseudo game is set. Specifically, the reels 110 to 112 are caused to start rotating using the acceleration parameters set in step S1101.
[0183] In step S1107, it is determined whether or not the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1109, and if not, step S1107 is repeated.
[0184] In step S1109, the operation of the stop buttons 137 to 139 is enabled. The enablement here means the enablement of the stop operation in the pseudo game, and means that the player is enabled to perform the pseudo stop described later with reference to FIG.
[0185] <Reel stop control process for pseudo game> Next, the reel stop control process (step S1005) of the pseudo game in the pseudo game related process of Fig. 13 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the flow of the reel stop control process (step S1005) of the pseudo game in Fig. 13.
[0186] In step S1201, a pseudo-game restriction timer is set. The pseudo-game restriction timer is a timer that measures the time of one pseudo-game. In this embodiment, the pseudo-game restriction timer is used to limit the execution time of one pseudo-game to a predetermined time TA (specifically, about 50 seconds). In step S1201, a timer value equivalent to the predetermined time TA is set as an initial value in the pseudo-game restriction timer. This timer value is decremented each time the timer interrupt process (timer update process in step S209) of the main control unit 300 is executed.
[0187] In step S1203, it is determined whether or not any of the stop buttons 137 to 139 has been operated. If any of the stop buttons 137 to 139 has been operated, the process proceeds to step S1205, and if not, the process proceeds to step S1209.
[0188] In step S1205, the reels 110-112 corresponding to the stop buttons 137-139 that were operated to stop are pseudo-stopped. In step S1206, preparations are made to send a sub-command to the first sub-controller 400 indicating that the operation on the stop button has been accepted.
[0189] In step S1207, it is determined whether or not all of the reels 110 to 112 are in a pseudo-stop state. If all of the reels 110 to 112 are in a pseudo-stop state, the process proceeds to step S1208, and if not, the process returns to step S1203.
[0190] In step S1208, preparations are made for sending a sub-command for pseudo game winning judgment to the first sub-control unit 400. For example, when a mode corresponding to a certain role is pseudo-stopped in the pseudo game, a command corresponding to the pseudo-stopped mode is sent. This enables the first sub-control unit 400 to perform control according to the sub-command for pseudo game winning judgment, and for example, when a symbol corresponding to a replay or bell is pseudo-stopped, a corresponding performance can be executed.
[0191] Furthermore, such processing is necessary in pseudo-games when a stopping operation is required at an appropriate operation timing, and by notifying the first sub-control unit 400 of the appearance of the pseudo-stopped pattern, it is possible to perform a presentation corresponding to the pseudo-stopped pattern, which allows for more consistent presentation than a configuration that executes a presentation as if pseudo-stopped even when it is not, and provides a game with a similar feeling to the real game.
[0192] In step S1209, it is determined whether the pseudo-game regulation timer has timed out, that is, whether a predetermined time TA corresponding to the set timer value has elapsed. If the pseudo-game regulation timer has timed out, the process proceeds to step S1211, and if not, the process returns to step S1203.
[0193] In step S1211, all the reels 110 to 112 are pseudo-stopped because a predetermined time TA has elapsed without any operation of any of the stop buttons 137 to 139. In this manner, the pseudo game of this embodiment has a function of automatically pseudo-stopping the reels 110 to 112 when no stop operation is performed, in order to promote the progress of the pseudo game.
[0194] In step S1213, a pseudo game end timer is set. The pseudo game end timer is a timer that measures the time interval between the pseudo game and the main game, and is provided to ensure time to execute a predetermined effect (for example, an effect that the pseudo game has ended, an effect that the main game is about to start, etc.). In this embodiment, the time interval between the pseudo game and the main game is set to a predetermined time TC (specifically, about 1 second), so in step S1213, a timer value equivalent to the predetermined time TC is set as an initial value in the pseudo game end timer. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. In addition, in step S1213, preparations are made to send a pseudo game end command indicating that the pseudo game has ended to the first sub-control unit 400.
[0195] <Pseudo next game start process> In this embodiment, after the reel stop control process of the pseudo game in Fig. 15, the game is not immediately started, but the coin insertion and start operation acceptance process in step S103 is performed in a pseudo manner. This allows the player to experience a pseudo game that is closer to the real game. Therefore, the pseudo game in this embodiment includes the start of the pseudo next game in a broad sense.
[0196] In step S1301, preparations are made to send a pseudo start command to the first sub-control unit 400, indicating that the pseudo next game start process has started. In step S1303, an MB timer is set. The MB timer is a timer that measures the time during which a pseudo betting operation can be accepted, and a timer value equivalent to 20 seconds is set as an initial value, for example. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. In this embodiment, the MB timer is used to limit the operation acceptance time for one pseudo betting operation, allowing the game to proceed smoothly.
[0197] In step S1305, it is determined whether or not the MAX BET button 132 has been operated by the player. If an operation is detected, the process proceeds to step S1309, and if an operation is not detected, the process proceeds to step S1307. In step S1307, it is determined whether or not the MB timer has timed out, and if not, the process returns to step S1305, and if it has timed out, the process proceeds to step S1309.
[0198] In step S1309, preparations are made to send a pseudo bet acceptance command, indicating that a pseudo bet operation has been accepted, to the first sub-control unit 400. Even if the MB timer has timed out, the pseudo bet acceptance command can be sent, allowing the first sub-control unit 400 to proceed with its presentation processing.
[0199] From step S1311 onwards, processing is performed regarding the pseudo start operation of the start lever 135. In step S1311, preparations are made for sending to the first sub-control unit 400 a pseudo lever acceptance wait start command, which indicates that waiting for the pseudo start operation has begun.
[0200] In step S1313, an SR timer is set. The SR timer is a timer that measures the time during which a pseudo start operation can be accepted, and is set to a timer value equivalent to 20 seconds as an initial value, for example. This timer value is decremented every time the timer interrupt process of the main control unit 300 is executed. In this embodiment, the SR timer is used to limit the operation acceptance time for one pseudo start operation, so that the game progresses smoothly.
[0201] In step S1315, it is determined whether or not the start lever 135 has been operated by the player. If an operation is detected, the process ends and proceeds to the process of step S111 in Fig. 11. If an operation is not detected, the process proceeds to step S1317, where it is determined whether or not the SR timer has timed out, and if it has not timed out, the process returns to step S1315, and if it has timed out, the process proceeds to the process of step S111 in Fig. 11.
[0202] <Reel rotation processing> Next, the reel spin start process (step S113) in the main process of the main control unit in Fig. 11 will be described with reference to Fig. 17. Fig. 17 is a flow chart showing the flow of the reel spin start process (step S113) in Fig. 11.
[0203] In step S1400, a wait timer of 4.1 seconds is set. This timer is for setting the interval between games to 4.1 seconds or more, and the game interval is limited to 4.1 seconds or more regardless of whether or not a pseudo game is being executed. The feeling of game progress can be matched with the game of the main game only.
[0204] In step S1401, the acceleration parameters of each reel are set. In step S1403, preparations are made to send a game start command to the first sub-control unit 400. In step S1405, a 7-segment setting process is executed. In this process, display settings related to the operation navigation are made.
[0205] In step S1407, it is determined whether or not the random delay flag is set to ON. If this condition is met, the process proceeds to step S1411, and if not, the process proceeds to step S1409.
[0206] In step S1409, the reels 110 to 112 are started to rotate using the acceleration parameters set in step S1401. In step S1411, a random delay rotation start process is executed. The details of this process will be described later with reference to FIG.
[0207] In step S1413, it is determined whether or not the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1315, and if not, step S1413 is repeated. In step S1415, the operation of the stop buttons 137 to 139 is validated.
[0208] <Random delay rotation start process> Next, the random delay spin start process (step S1311) in the reel spin start process in Fig. 17 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the flow of the random delay spin start process (step S1411) in Fig. 17.
[0209] In step S1501, it is determined whether or not a predetermined time TC has elapsed based on the measurement of the pseudo game end timer. If the predetermined time TC has elapsed based on the measurement of the pseudo game end timer, the process proceeds to step S1503, and if not, step S1501 is repeated.
[0210] In step S1503, the left reel 110 starts to spin. In step S1505, it is determined whether or not the acceleration of the left reel 110 has ended. If the acceleration of the left reel 110 has ended, the process proceeds to step S1507, and if not, the process returns to step S1505.
[0211] In step S1507, a rotation start timer for the center reel 111 is set. Specifically, a timer value equivalent to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the center reel 111 is decremented each time the main control unit timer interrupt process is executed.
[0212] In step S1509, it is determined whether the rotation start timer for the center reel 111 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the rotation start timer for the center reel 111 has timed out, the process proceeds to step S1511; otherwise, the process returns to step S1509.
[0213] In step S1511, the center reel 111 starts to spin. Note that, although the center reel 111 starts to spin in step S1511, the center reel 111 is in a pseudo-stop state until it starts to spin.
[0214] In step S1513, it is determined whether or not the acceleration of the center reel 111 has ended. If the acceleration of the center reel 111 has ended, the process proceeds to step S1515, and if not, the process returns to step S1513.
[0215] In step S1515, a rotation start timer for the right reel 112 is set. Specifically, a timer value equivalent to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the right reel 112 is decremented each time the main control unit timer interrupt process is executed.
[0216] In step S1517, it is determined whether the spin start timer for the right reel 112 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the spin start timer for the right reel 112 has timed out, the process proceeds to step S1519; otherwise, the process returns to step S1517.
[0217] In step S1519, the right reel 112 starts to spin. Note that, although the right reel 112 starts to spin in step S1511, the right reel 112 is in a pseudo-stop state until it starts to spin. In step S1521, the random delay flag is set to OFF.
[0218] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 19. Figure 19(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 19(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 19(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0219] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and the initialization process of the storage area in the RAM 408 are performed. In this process, various storage areas such as an area for storing internal winning information, which is information representing the result of the internal winning, and an area for storing update information, which is information representing the game status, are provided in the RAM 408.
[0220] In step S303, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305.
[0221] In step S305, 0 is substituted into the timer variable.
[0222] In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0223] In step S309, a performance control process is performed. Here, the performance data is expanded, and device data is set in a performance execution area provided in RAM 408, and performance data is set in a performance reservation area provided in RAM 408. Furthermore, based on a received command and the information contained in that command, performance data is set and control processing is executed. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with other data. In this case, the performance content is changed based on the overwritten data.
[0224] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the obtained control data is output to the sound source IC 418 to execute a performance using sound.
[0225] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is obtained from device data set in the performance execution areas corresponding to the various lamps 420, and the obtained control data is output to the drive circuit 422 to perform a performance using the lamps.
[0226] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to perform a performance.
[0227] In step S317, an information output process is performed to set up sending a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0228] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 19 (b). This command reception interrupt processing is processing executed by the first sub-control unit 400 when it detects a strobe signal output by the main control unit 300. In step S321 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.
[0229] Next, using Figure 19 (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 executes timer interrupt processing at a predetermined period in response to this timer interrupt.
[0230] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 19(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0231] In step S333, the device data set in step S315 is transmitted to the second sub-control unit 500, and the random number values for performance are updated.
[0232] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 20. Figure 20(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 20(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 20(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 20(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0233] First, in step S401 in Fig. 20(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, input / output port initial settings, initialization process of a storage area in the RAM 508, etc. are performed.
[0234] In step S403, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405.
[0235] In step S405, 0 is substituted into the timer variable.
[0236] In step S407, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0237] In step S409, a performance control process is performed. Specifically, if a new command is received in step S407, a process corresponding to this command is performed. For example, a process is executed to read performance data for performing image control related to the background image from ROM 506. In addition, a process is executed to read other performance data from ROM 506, and if the performance data needs to be updated, a process to update the performance data is performed.
[0238] In step S411, image control processing is performed based on the processing result of step S409. For example, if there is an image control command in the performance data read out in step S409, image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. This image control processing will be described later with reference to FIG. 20(d). When this image control processing ends, the process returns to step S403.
[0239] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 20 (b). This command reception interrupt processing is processing executed by the second sub-control unit 500 when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0240] Next, using Figure 20 (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 executes timer interrupt processing at a predetermined period in response to this timer interrupt.
[0241] In step S417, 1 is added to the value in the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 20 (a), and the result is stored in the original timer variable storage area. Therefore, in step S403, the timer variable value is determined to be 10 or more every 20 ms (2 ms x 10). In step S419, update processing of the random number value for performance, etc. is performed.
[0242] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 20(d). This figure is a diagram showing a flowchart illustrating the flow of the image control processing.
[0243] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing area between the display area A and the display area B of the VRAM 518. As a result, one frame of image stored in the display area not designated as the drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets the ROM coordinates (the transfer source address of the ROM 506), the VRAM coordinates (the transfer destination address of the VRAM 518), and the like in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0244] In step S423, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0245] In step S425, parameters are set based on the rendering scenario configuration table and attribute data, etc. Here, CPU 504 instructs VDP 516 on information about image data constituting the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (layout coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0246] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0247] In step S429, it is determined whether or not a generation end interrupt signal has been input from VDP 516 based on the end of image drawing. If a generation end interrupt signal has been input, proceed to step S431; if not, wait for the generation end interrupt signal to be input.
[0248] In step S431, 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.
[0249] <About pseudo-games> In the slot machine 100, the reels 110-112 are rotated by inserting medals and operating the start lever 135, and a winning combination is internally determined by an internal lottery. The reels 110-112 are stopped by operating the stop buttons 137-139, and a winning combination is achieved when a combination of symbols according to the internal determination is displayed on the symbol display window. When a winning combination involving the payment of medals is achieved, a prescribed number of medals corresponding to the winning combination is paid out. This series of operations is a normal game, but this normal game is referred to as a main game to distinguish it from the pseudo game described below. The pseudo game is executed before the main game. There are cases where one game is only the main game, and cases where one game is both the pseudo game and the main game. The number of games is equal to the number of main games.
[0250] The pseudo game is a type of reel presentation in which the reels 110-112 are stopped (pseudo-stopped in this embodiment) by operating the stop buttons 137-139, and a certain symbol combination is displayed on the symbol display window, in the same manner as in the main game. In this pseudo game, the reels 110-112 can be stopped in the same manner as in the main game, but unlike the main game, medals are not paid out as a result of the reels 110-112 stopping.
[0251] In this embodiment, the reels 110-112 are not completely stopped in the pseudo game as in the actual game, but are pseudo-stopped (for example, by continuing to vibrate slightly) to make it clear that it is a pseudo game (not an actual game). When the pseudo game ends, the reels 110-112 rotate again and the actual game starts. In other words, the pseudo game is a game in which the reels 110-112 are stopped in a pseudo manner by operating the stop buttons 137-139 on the rotating reels 110-112 during the period from when the start lever 135 is operated until the speed of rotation of the reels 110-112 in the actual game becomes constant, and any combination of symbols can be displayed.
[0252] In the present embodiment, the pseudo game is an effect game that can be executed until the rotation speed of all the reels 110 to 112 in the actual game becomes constant, but for example, it may be an effect game that can be executed until the rotation speed of some of the reels becomes constant. For example, when the reels 110 to 112 that have been rotated are stopped by operating the stop buttons 137 to 139, the pseudo game may be stopped only for the reel 110, and the actual game may be stopped for the reels 111 and 112, or the pseudo game may be stopped for the reels 110 and 111, and the actual game may be stopped only for the reel 112.
[0253] Here, an example of the pseudo game operation of this embodiment will be specifically described with reference to FIG. 21. For example, when the AT state is entered from the next game (pseudo game flag on), when the start lever 135 is operated (STA1 in FIG. 21(a)), the reels 110-112 start to rotate. Next, the corresponding first stop reel (left reel 110 in FIG. 21(a)) is pseudo-stopped based on the first stop operation (STO1-1 in FIG. 21(a), here the operation of the left stop button 137). Next, the corresponding second stop reel (middle reel 111 in FIG. 21(a)) is pseudo-stopped based on the second stop operation (STO1-2 in FIG. 21(a), here the operation of the middle stop button 138). Next, the corresponding second stop reel (middle reel 111 in FIG. 21(a)) is pseudo-stopped based on the second stop operation (STO1-2 in FIG. 21(a), here the operation of the middle stop button 138). Next, based on a third stop operation (STO1-3 in FIG. 21(a), here an operation of the right stop button 139), the corresponding third stop reel (the right reel 112 in FIG. 21(a)) is pseudo-stopped.
[0254] During the pseudo-stop, the reels 110-112 are not completely still as shown in Fig. 21(b), but are slightly vibrating (moving to change the state at intervals of 500 ms or less so as not to maintain the same state for more than 500 ms). Specifically, the reels 110-112 are slightly vibrating up and down between a predetermined position A and a position A' slightly away from position A.
[0255] In addition, when the reels 110 to 112 are not completely stationary, this includes a state in which they are not stationary when viewed from a macro perspective (on the order of seconds), that is, a state in which they are moving slowly enough that the player can see them moving (a state in which they are swaying back and forth), as well as a state in which they are stationary when viewed from a micro perspective (on the order of hundreds of milliseconds).
[0256] In other words, the micro vibration may include a period in which the reels 110-112 are stationary, and in this embodiment, the period between movements in the micro vibration is a period of less than 500 ms. That is, in this embodiment, it is defined that if there is a period of 500 ms or more between movements in the micro vibration, the reels 110-112 are in a stationary state, and if there is a period of less than 500 ms, the reels 110-112 are not in a stationary state.
[0257] The pseudo-stop is performed in the pseudo-game because if the reels 110-112 are completely stopped, the player may mistakenly think that the main game has stopped and quit the game and leave the machine. In other words, this is to prevent the player from giving up the benefits that would have been obtained in the main game that is performed thereafter. In the above example, each of the reels 110-112 performs a pseudo-stop, but, for example, the corresponding reels 110-112 may be completely stopped at the stage of the first stop operation and the second stop operation, and after the third stop operation, all of the reels 110-112 may be simultaneously in the pseudo-stop state. In addition, the vibration of each of the reels 110-112 may be synchronous or asynchronous.
[0258] The state of the micro-vibration is similar to the state of the swaying of the decorative pattern image displayed on the display device of the pachinko. However, while the pachinko is designed to notify the result of the actual game by stopping the swaying of the decorative pattern image after it has been swayed, the slot machine does not notify the result of the actual game by stopping the micro-vibration after the reels 110-112 have vibrated slightly. When the reels 110-112 come to a complete stop in the actual game executed after this pseudo game, the result of the game is notified.
[0259] In this embodiment, when all the reels 110 to 112 are pseudo-stopped, a pseudo next game start process is performed, and then the actual game starts. A random delay is executed when the reels start spinning in this actual game. In the pseudo game, a specific number is lined up, so if the reels 110 to 112 start spinning all at once in the subsequent actual game, some players may find it easier to stop the reels by aiming for a certain symbol.
[0260] That is, there is a possibility that an advantage / disadvantage may occur in the operation of the game when the reels 110-112 start to rotate all at once when a specific number is lined up, and when the reels 110-112 start to rotate all at once when a specific number is not lined up. In this embodiment, as shown in FIG. 21(c), when the reel rotation of the game starts after the pseudo game, the reels 110-112 are rotated in the order of the left reel 110, the center reel 111, and the right reel 112, and the center reel 111 and the right reel 112 are rotated after a random predetermined time determined by lottery has elapsed.
[0261] With this configuration, the reels 110 to 112 do not all start spinning at the same time when a specific winning combination is achieved, but the positions of the left reel 110, the center reel 111, and the right reel 112 are spread out.
[0262] In addition, the configuration for dispersing the positions may be such that the reels start spinning in an order other than the above, or a timer for the spin start delay time for each of the reels 110 to 112 is individually set and then each timer counts down simultaneously. After the left reel 110, the center reel 111, and the right reel 112 start spinning, the operation of the stop buttons 137 to 139 in this game becomes effective after the spinning of all the reels becomes uniform.
[0263] In addition, triggers for executing pseudo-game include when there is a transition to the AT state, when the transition to the AT state is confirmed, when the transition to the AT state is confirmed after a specified number of plays, when a special role is internally won, etc.
[0264] The pseudo game may be, for example, a reel spin or reel stop that is difficult to realize in the actual game (for example, a reel control different from the reel control in the actual game, such as a reverse spin of the reels 110 to 112), or may be a game that reduces the gambling element by increasing the number of games including the pseudo game. Also, the pseudo game may be configured to be executed multiple times in succession.
[0265] <Notification of pseudo-games other than pseudo-stops> In the pseudo game described in Fig. 21, the pseudo stop allows the player to know that the game is a pseudo game and not a real game. In other words, the pseudo stop can be said to be one aspect of a notification that the game is a pseudo game (hereinafter, pseudo game notification).
[0266] In this embodiment, as shown in Fig. 22, a pseudo game lamp 190 is provided on the right side of the shutter 163, and turning on this pseudo game lamp 190 allows the player to know that a pseudo game is being played. Fig. 22(a) shows the shutter 163 in a closed state, Fig. 22(b) shows the shutter 163 in a half-open state, and Fig. 22(c) shows the shutter 163 in an open state, and the state of the pseudo game lamp 190 can be confirmed in any state. Turning on this pseudo game lamp 190 is also one aspect of pseudo game notification.
[0267] In this embodiment, when the image on the effect image display device 157 is to be viewed by the player, the shutter 163 is opened, and the shutter 163 is positioned between the effect image display device 157 and the pseudo game lamp 190 (FIG. 22(c)). At this time, when the player gazes at the image on the effect image display device 157, the pseudo game lamp 190 is positioned further out of the player's field of vision, sandwiched between the shutter 163, and as a result, the pseudo game lamp 190 can be made less noticeable.
[0268] As shown in Fig. 22(d), the pseudo game lamp 190 may be described so that it is clear that it is a lamp that is lit during a pseudo game. This description is not limited to "during a pseudo game" and may be, for example, "free" or "free play". In this embodiment, the pseudo game lamp 190 is controlled by the main control unit 300, but this is not limited to the configuration, and it may be controlled by the first sub-control unit 400.
[0269] <Example of performance> An example of the effect produced by the effect production device 160 will now be described. Fig. 23 is an explanatory diagram showing one example, showing an example of an image displayed by the effect production image display device 157. Sound output from the shutter 163 and the speaker 272 can also be used in combination with this effect.
[0270] The example of Fig. 23 shows a continuous performance CE that is executed over a predetermined period of time. In this embodiment, the continuous performance CE is a continuous performance that is executed over a series of games as a predetermined period of time, and in the illustrated example, a set of performances is basically executed over four games. Therefore, the continuous performance CE is made up of four individual performances (progress performances) EN1 to EN4. Each of the individual performances EN1 to EN4 can be made up of a video or still image.
[0271] The individual effects EN1 to EN4 are basically executed in each game. The individual effects EN to EN4 are updated when start information is received. In other words, the update is triggered by a game progress operation on the start lever 135. The start information includes a real game start command (S1403 in FIG. 17), but in this embodiment, it also includes a pseudo game start command (S1103 in FIG. 14) for reasons that will be described later. The real game start command and the pseudo game start command may be exactly the same command, in which case it contributes to reducing the memory capacity of the main control unit 300.
[0272] 24(a) shows an example of the execution of a continuous effect CE over a predetermined period (from the Nth game to the N+3th game). In the example shown, the continuous effect CE is used as an effect to notify the player of the confirmation of the AT state, and the example shows a case where no pseudo game is performed (only the main game).
[0273] At the N-1th game, the performance image display device 157 displays a display suggesting the execution of a continuous performance CE (in the illustrated example, a notification of an advanced performance). The continuous performance CE starts from the Nth game. When the start lever 135 is operated by the player, the first sub-control unit 400 receives the main game start command (S1403 in FIG. 17), which serves as a trigger for the execution of individual performance EN1 at the Nth game. When the Nth game ends and the player operates the start lever 135, the first sub-control unit 400 receives the main game start command (S1403 in FIG. 17), which serves as a trigger for the execution of individual performance EN2 at the N+1th game.
[0274] Similarly, in the N+2th game, an individual performance EN3 is executed, and in the N+3th game, an individual performance EN4 is executed. A series of continuous performances CE is executed over the period of four games. After that, in the N+4th game, a performance is performed to notify the determination of the AT state.
[0275] Figure 43 shows the chronological progression of the presentation when the pseudo game illustrated in Figure 24(a) is not being played (when only the main game is being played), along with examples of "operation" (player's operation), "LCD presentation" (display content of the presentation image display device 157), "reel" (period of rotation and stop of the left reel 110 to the right reel 112), and "pattern combination" (pattern combination of each reel 110 to 112).
[0276] In "Operation", the vertical line ("|") indicates the timing of the player's operation. "Setting the bet amount" indicates the timing of the player's operation on the bet buttons 130 to 132. The bet amount setting operation is not performed in the Nth game, but this is because the player won the replay in the previous game (the N-1th game).
[0277] "Start operation" indicates the timing of the player's operation of the start lever 135. "Left reel stop", "middle reel stop", and "right reel stop" respectively exemplify the timing of the player's operation of the left stop button 137, the middle stop button 138, and the right stop button 139, and the display period of the acceptance period of the stop operation, and here it is assumed that the stop operation is performed in the order of left → middle → right.
[0278] The display period of the period during which the stop operation is accepted is the period during which the stop button lamp is illuminated in blue to notify the player that the period during which the stop operation is accepted. In this embodiment, the period during which the stop operation is accepted starts for each reel, and the timing is when the reel starts to rotate, reaches a constant speed state, and the detection piece 50 is detected by the index sensor 80.
[0279] However, in this embodiment, the display period during which the stop button lamp is illuminated in blue is started at the same timing for all reels, at the timing when the detection piece 50 corresponding to the third reel is detected by the index sensor 80. In FIG. 43, ● indicates the timing when the display period for the acceptance period of the stop operation starts, and this timing is the same for all reels. The period indicated by the arrow from ● to the vertical line is the display period during which the stop button lamp is illuminated in blue. The color changes from red to blue at the timing of ●, and from blue to red at the timing of the vertical line. Note that the display period during which the stop button lamp is illuminated in blue does not have to be the same for all reels, and may be adjusted to match the acceptance period for each reel.
[0280] In the "LCD performance", "development performance" and "continuous performance" indicate the type of performance to be executed, and "continuous performance" further indicates the type of progression performance (individual performance). "Reel" indicates that the reel is rotating at a high level of the waveform, and that the reel is stopped at a low level of the waveform. In the example of FIG. 43, the left reel 110 to the right reel 112 start rotating in synchronization with the start operation, but if there is a waiting period remaining, each performance of the "LCD performance" may start first. However, even if there is a waiting period remaining, the start timing of each performance of the "LCD performance" may be synchronized with the start timing of the reel rotation. In other words, it can be said that the "LCD performance" starts when the reel starts rotating, whether the start timing of the "LCD performance" and the start timing of the reel rotation are the same due to the start operation, or when one start timing is slightly earlier than the other.
[0281] The "symbol combination" is an example of a combination of symbols on the left reel 110 to the right reel 112, which are the results of each game. When a symbol combination corresponding to a certain combination is displayed, a light-emitting effect can be performed by the reel backlight 94. For example, in the example of FIG. 43, a replay is won in the N-1th game, and in this case, a light-emitting effect can be performed by the reel backlight 94. In this effect, the reel backlight 94 may be illuminated on the pay line, may be illuminated outside the pay line, or may be illuminated on all the reel backlights 94. The reel backlights 94 may also be blinked, and in this case, the brightness may be alternated between high and low, rather than being alternately turned on and off. The light-emitting effect by the reel backlight 94 may be different depending on the combination. For example, in the example of FIG. 43, a bell is won in the N+1th game, and the light-emitting effect in this case may be performed in a different manner from that when a replay is won in the N-1th game.
[0282] Now, in such continuous effects CE, since the individual effects EN1 to EN4 are executed for each game, it is possible to give the player a sense of expectation for each game.
[0283] On the other hand, it is also possible to execute a pseudo game while executing a continuous performance CE. However, if the continuous performance CE is interrupted midway and a pseudo game is executed, the continuity of the continuous performance CE may be lost and the performance effect may be reduced. Also, the execution of a pseudo game may lengthen the time for one game, resulting in a game from the start to the end of the continuous performance CE being drawn out, and the tempo of the game may be reduced.
[0284] In this embodiment, when a pseudo game is executed, the execution period of the continuous effect CE is shortened and the continuous effect CE is executed without omission. Fig. 24(b) is an explanatory diagram showing an example of this.
[0285] 24(b) shows an example of the execution of a continuous effect CE over a specific period (from the Nth game to the N+2th game). In the illustrated example, the continuous effect CE is used as an effect to notify the player of the confirmation of the AT state, and the pseudo game is performed in the N+1th game.
[0286] At the N-1th game, the effect image display device 157 displays a display suggesting the execution of a continuous effect CE (in the illustrated example, a notification of an advanced effect). The continuous effect CE starts from the Nth game. When the start lever 135 is operated by the player, the first sub-control unit 400 receives the game start command (S1403 in FIG. 17), which triggers the execution of the individual effect EN1 at the Nth game.
[0287] When the Nth game ends, the start lever 135 is operated by the player to start the N+1th game. In this game, a pseudo game is started before the main game. The pseudo game start command (S1103 in FIG. 14) is received by the first sub-control unit 400, and this triggers the individual performance EN2 to be executed in the N+1th game.
[0288] Thereafter, in the pseudo game, the start lever 135 is operated by the player (S1315 in FIG. 16) or the SR timer times out (S1317 in FIG. 16), and the first sub-control unit 400 receives the main game start command (S1403 in FIG. 17) by S1403 in FIG. 17, which triggers the execution of individual effect EN3. In other words, in the N+1th game, individual effect EN2 and individual effect EN3 are executed. Even if the SR timer times out, the main game is controlled to start, so that the interval between individual effect EN2 and individual effect EN3 becomes longer, which prevents the effect from becoming drawn out.
[0289] When the N+1th game ends and the start lever 135 is operated by the player, the first sub-control unit 400 receives the game start command (S1403 in FIG. 17), which triggers the individual performance EN4 to be executed in the N+2th game. Compared to the example in FIG. 24(a), a series of continuous performances CE are executed in a period of three games, which is one less game. After that, in the N+3th game, a performance is performed to notify the player that the AT state has been confirmed.
[0290] FIG. 44 shows the chronological progression of the effects when the pseudo game exemplified in FIG. 24(b) is performed, and the meanings of "operation," "liquid crystal effect," "reel," "symbol combination," and the like are as described with reference to FIG. 43. In the pseudo game performed in the N+1th game of the main game, it is assumed that the reels 110 to 112 are slightly vibrated to pseudo-stop and a reach eye (pseudo) is displayed. In the pseudo game, when some symbol combination is displayed in this way, a light-emitting effect may be performed by the reel backlight 94, and in this case, the brightness of the light may be reduced compared to that of the main game.
[0291] Compare FIG. 43 with FIG. 44. In the example of FIG. 44, during the execution period of the continuous performance CE, the number of operations of the start operation is the same even if a pseudo game is performed, and the number of operations of the stop operation is also the same. In this embodiment, since it is assumed that a pseudo bet number operation is performed during the pseudo start operation, the number of operations of the bet number operation is also the same, but the number of times when a replay is not established during the continuous performance CE is the same. Therefore, the number of pseudo bet number operations may be less than the number of bet number operations of the main game by the number of pseudo games. A bet button lamp may be illuminated to encourage the player to perform a pseudo bet number operation. Also, a method that does not require a pseudo bet number operation in a pseudo game may be used.
[0292] The display periods of the acceptance period of the stop operation are compared. In the case of the pseudo game, the start and end conditions of the display period are the same as in the main game. Therefore, the display period of the pseudo game and the main game basically have the same timing. It is possible to give the player the enjoyment of playing the pseudo game with the same feeling as the main game. However, if a random delay is performed at the start of the rotation of the reels in the pseudo game, the display period may appear to start slightly later than in the main game.
[0293] The start condition of the display period of the acceptance period of the stop operation may be different between the pseudo game and the main game. For example, in the pseudo game, it may be adjusted to the acceptance period of each reel without aligning all the reels. Conversely, in the main game, it may be adjusted to the acceptance period of each reel without aligning all the reels, and in the pseudo game, it may be adjusted to the acceptance period of each reel without aligning all the reels. Also, in the case of adjusting to the acceptance period of each reel without aligning all the reels in the pseudo game, even if the acceptance period of the stop operation of the left reel 110 is not started first compared to the other reels, the display period of the blue light emission of the stop button 137 may start first. In the case of a rule that a penalty is applied if the stop operation of the left reel 110 is not the first stop operation, it may be possible to encourage the player to make the first stop operation the stop operation of the left reel 110.
[0294] Compare the timing of the individual effects and the start of reel spinning. The timing of the individual effects and the start of reel spinning in a pseudo game is basically synchronized because it is triggered by the start operation. However, if a random delay is applied to the start of reel spinning in a pseudo game, the start timing of the individual effects may be earlier than the start of reel spinning.
[0295] In this manner, in this embodiment, when a pseudo game is executed, the period during which the continuous performance CE is executed is shortened. Since the continuous performance CE is executed without interruption, the continuity of the continuous performance CE is not lost. In addition, it is possible to prevent the game from being prolonged from the start to the end of the continuous performance CE, and to prevent the tempo of the game from decreasing.
[0296] The shortening of the execution period of the continuous performance CE is realized by performing two individual performances in one game, but the individual performances are performed in the pseudo game and the main game, respectively. Since the pseudo game is similar to the procedure of the main game, the player can be impressed that each individual performance is being performed during the main game, and the sense of incongruity given to the player can be reduced. In particular, in the example of FIG. 24(a) and the example of FIG. 24(b), the number of operations of the start lever 135, etc. that can be accepted during the period in which the continuous performance CE is executed is the same, and the player can proceed with the game without feeling out of place and at a good tempo. That is, in terms of the operation of the game, regardless of the presence or absence of the pseudo game, the use of the game medium may be reduced while the player's operation feeling is made the same in the execution of the continuous performance, and the player may be given a sense of profit from the occurrence of the pseudo game. In addition, in terms of the appreciation of the performance, regardless of the presence or absence of the pseudo game, the player can enjoy the continuous performance that progresses in the same way, and the player's sense of enjoying the performance in the normal game may be the same.
[0297] The timing of pseudo-game execution when the continuous performance CE is executed is not limited to the example of FIG. 24(b). In the example of FIG. 25(a), a case where a pseudo-game is executed in the Nth game is illustrated. In this example, an individual performance EN1 is executed during the Nth game pseudo-game, and an individual performance EN2 is executed during the actual game. Compared to the example of FIG. 24(a), a series of continuous performances CE are executed in a period of three games, which is one less game. In both the example of FIG. 24(a) and the example of FIG. 25(a), the number of operations of the start lever 135 that can be accepted during the period in which the continuous performance CE is executed is the same.
[0298] The example of FIG. 25(b) illustrates a case where pseudo games are executed in the Nth game and the N+1th game. In this example, an individual effect EN1 is executed during the Nth pseudo game, and an individual effect EN2 is executed during the actual game. Also, an individual effect EN3 is executed during the N+1th pseudo game, and an individual effect EN4 is executed during the actual game. Compared to the example of FIG. 24(a), a series of continuous effects CE is executed in a period of two games, which is two games less. In both the example of FIG. 24(a) and the example of FIG. 25(b), the number of operations of the start lever 135 during the period in which the continuous effects CE are executed is the same.
[0299] In addition, whether or not a pseudo game occurs, the contents of the progress effect may or may not change. In the case where it changes, when a pseudo game is not performed, an individual effect A is executed as the second progress effect, and when a pseudo game is performed, an individual effect B different from the individual effect A is executed.
[0300] <Example of a performance after consecutive performances> An example of the performance after the continuous performance CE will be described with reference to Fig. 45. Fig. 45 shows an example of the performance in three games from the Mth game play to the M+2th game play. In the examples of Fig. 24(a) and Fig. 43, the Mth game play corresponds to the N+4th game play, and in the examples of Fig. 24(b) and Fig. 44, the Mth game play corresponds to the N+3rd game play, and after the display of "AT confirmed", the performance of Fig. 45 starts.
[0301] Here, in this embodiment, as described above, a penalty may be imposed on a player in a predetermined case regarding the stop operation sequence. As an example of the penalty, an example of delaying the progress of the presentation will be described here. In the example of FIG. 45, when an operation is performed in a non-recommended stop operation sequence, the presentation does not progress in the next game, and the same presentation is performed. A specific description will be given.
[0302] In the example of Fig. 45, a pseudo bonus effect starts from the Mth game play, and the characters' image and the text "BONUS confirmed" are displayed on the effect image display device 157. The Mth game play is a "just before target game" which is a preparatory game for the subsequent "target game". The "target game" is a game in which a pseudo effect is performed to encourage the player to stop the seven symbols, and the "just before target game" is a game in which it is decided whether or not the player can proceed to the "target game".
[0303] In the "Aim Last Minute Play" mode, the first stop operation on the left reel 110 is the recommended stop operation sequence, and any other non-recommended stop operation sequence is treated as an irregular operation and a penalty is imposed on the next play.
[0304] In Fig. 45, "left 1st operation" indicates a case where the first stop operation is an operation to stop the left reel 110, and the display of the characters image and the text "BONUS confirmed" is maintained on the effect image display device 157. When the start operation of the next M+1th game is performed, the "aim game" starts.
[0305] On the other hand, "other than the left 1st operation" in FIG. 45 indicates a case where the first stop operation is a stop operation for a reel other than the left reel 110 (the middle reel 111 or the right reel 112), which is an irregular operation. For this reason, the performance image display device 157 displays the words "left 1st operation recommended" as a recommended operation display, and urges the player to perform the stop operation in the recommended stop operation sequence. When the start operation of the next M+1th game is performed, the "aim game" does not start, and the "aim just before game" is performed again. When the recommended operation display is performed, if the "aim game" starts after this, it will not be pleasant (it will not feel good) for the player, so by performing the stop operation in the recommended stop operation sequence in the "aim just before game" before proceeding to the "aim game", the player's feeling of comfort can be guaranteed.
[0306] The recommended operation display may be displayed on the entire screen, or may be displayed as a telop in the center of the screen. The recommended operation display may be continued to be displayed until a predetermined timing (e.g., a final stop operation) after an irregular operation is performed, or until a predetermined time has elapsed since an irregular operation is performed, or until an operation related to the next game (a bet amount setting operation, a start operation) is performed. The recommended operation display may be displayed after a final stop operation is performed by an irregular operation, and may be hidden when a predetermined timing (a predetermined time has elapsed, an operation related to the next game) is reached.
[0307] When an irregular operation is performed during the "Aim Last Minute Game", the "Aim Last Minute Game" is repeated, but an upper limit may be set on the number of repetitions (e.g., three times), and the "Aim Game" may start when the number of repetitions reaches the upper limit. This functions as a relief measure for players who continue to repeat irregular operations. On the other hand, if irregular operations are to be restricted more strictly, the "Aim Game" may not start as long as irregular operations are continued.
[0308] Next, the effects after "Aim Game" will be explained. In the following explanation, it is assumed that the number of plays is M and the stop operation is performed in the recommended stop operation sequence. In the M+1 play, a pseudo game is played, and the effect image display device 157 displays the symbol combination that the player should aim for. Here, it is assumed that the pseudo stop operation displays a symbol combination of either a pseudo big bonus or a pseudo regular bonus. The allocation of these bonuses depends on the contents of the AT lottery that has already been performed, and is controlled so that a pseudo big bonus is established when the player's profit is large, and a pseudo regular bonus is established when the player's profit is small.
[0309] When these symbol combinations are displayed, a light-emitting effect may be provided by the reel backlight 94, and different light-emitting effects may be provided for the pseudo big bonus and the pseudo regular bonus.
[0310] After the symbol combination of the pseudo big bonus is displayed, when a pseudo start operation is performed, the reels 110 to 120 rotate, the game can be stopped, and the performance image display device 157 displays the recommended stop operation sequence and the remaining and total number of ATs (30 / 30G). After the symbol combination of the pseudo regular bonus is displayed, when a pseudo start operation is performed, the reels 110 to 120 rotate, the game can be stopped, and the performance image display device 157 displays the recommended stop operation sequence and the remaining and total number of ATs (15 / 15G).
[0311] From the M+2nd play onwards, the same effect continues, and the remaining number of ATs is subtracted. For example, in the M+2nd play after the pseudo-big bonus symbol combination is displayed, the remaining number of ATs and the total number are updated to 29 / 30G. In the M+2nd play after the pseudo-regular bonus symbol combination is displayed, the remaining number of ATs and the total number are updated to 14 / 15G.
[0312] In this manner, the penalty can be implemented by delaying the progress of the presentation, thereby encouraging the player to perform the stop operation in the recommended stop operation sequence. In this embodiment, the stop operation in the recommended stop operation sequence is requested only once for the "Aim Last Play", but the stop operation in the recommended stop operation sequence may be requested at each stage of the continuous presentation, and if an irregular operation is performed, the presentation at the current stage may be repeated without proceeding to the next stage. For example, in the case where the presentations proceed continuously from the Nth game: A presentation, the N+1th game: B presentation, and the N+2th game: C presentation, if an irregular operation is performed at the Nth game, the A presentation may be performed again at the N+1th game. Also, if an irregular operation is performed at the N+1st game in which the B presentation is performed, the B presentation may be performed again at the N+2th game.
[0313] The replay of the effect in the next game as a penalty for such an irregular operation is not limited to the effect image display device 157, and may be a spin effect by the reels 110 to 112 as well.
[0314] As another example of a penalty, the display of the number of ATs may not be updated. For example, when the display of the number of ATs is updated triggered by a start operation, it may not be updated in the game following the game in which the irregular operation was performed, or it may be hidden in the next game. When hidden in the next game, it may be displayed as before the update when redisplayed, or the display before the update may be updated at the timing of the final stop operation. Even when the display of the number of ATs is updated triggered by a final stop operation, the display may not be updated when an irregular operation is performed.
[0315] In addition, the same is true for the number of games displayed on the performance image display device 157, for example. When the display of the number of games is updated in response to a start operation, it may not be updated in the game following the game in which the irregular operation was performed, or may be hidden in the next game. In addition, when the display of the number of games is updated in response to a final stop operation, the display may not be updated in the next game when an irregular operation is performed, or the display may not be updated in the game. In addition, the same is true for the number of ATs and the number of games, as well as point values, meter displays, and icon displays that may lead to developments advantageous to the player, and corresponds to a display object that is updated to be advantageous to the player as the game progresses, but is not updated to be advantageous when an irregular operation is performed.
[0316] The play subject to the penalty may be normal play that is not an AT, or play during an AT. If the AT is composed of a "medal increase section + battle section with continuation", if a stop operation is performed in the recommended stop operation order in the final play of the medal increase section, the next play will transition to the battle section, and if an irregular operation is performed in the final play of the medal increase section, the next play will not transition to the battle section and the final play will be performed again.
[0317] <Display control of specific results in pseudo-game 1> In the pseudo game, when the operation navigation is executed and the player performs the stop operation in accordance with the stop operation order recommended by the operation navigation, the reels may be controlled to stop so that the reels 110 to 112 display a specific result. FIG. 26 shows an example.
[0318] State ST0 indicates a state in which a pseudo game has started. The reels 110 to 112 are rotating, and the performance image display device 157 displays the recommended stop operation sequence of left → center → right. The recommended stop operation sequence may be displayed on the payout number display 127.
[0319] State ST1 indicates the stage where the player has performed the first stop on the left reel 110, and state ST2 indicates the stage where the player has performed the second stop on the center reel 111. State ST3 indicates the stage where the player has performed the third stop on the right reel 112, and since the stopping operation has been performed in accordance with the recommended stopping operation sequence displayed on the performance image display device 157, the reels 110 to 112 have come to a pseudo stop so as to display a specific outcome.
[0320] State ST11 indicates the stage where the player has performed the first stop on the right reel 112, and state ST12 indicates the stage where the player has performed the second stop on the center reel 111. State ST13 indicates the stage where the player has performed the third stop on the left reel 113, and since the stopping operation has not been performed according to the recommended stopping operation sequence displayed on the performance image display device 157, the reels 110 to 112 have been pseudo-stopped to display numbers different from the specific numbers.
[0321] The specific result may be a result indicating internal information of the slot machine 100 (so-called reach result). Examples of the internal information include an internal win of a predetermined role and a confirmed setting of an AT state. The specific result may be a result that is not related to the internal information of the slot machine 100 but has a low probability of appearing. In addition, the specific result may be derived only when a pseudo game is being played and the recommended stop operation sequence is being performed, or may be derived when a real game is being played and the recommended stop operation sequence is being performed, or may be derived even when the recommended stop operation sequence is not being performed.
[0322] Such a display control of a specific outcome may be performed in a game in an AT state, or may be performed by executing the operation navigation in a game not in an AT state. Also, it may be performed without executing the operation navigation.
[0323] In addition, such display control of the specific result may be performed when a pseudo game is performed in a series of games in which the continuous performance CE is executed. For example, in the example of FIG. 24(b), display control of the specific result is performed in the pseudo game of the N+1th game. In this way, by deriving the specific result as a reach-point during the continuous performance, it is possible to give a player a sense of surprise and improve the interest in the game. In addition, when the specific result is made to function as a reach-point and the pseudo game can be executed during the continuous performance, the frequency and probability of the pseudo game occurring may be higher in the continuous performance when the transition to the AT state is determined than in the continuous performance when the transition to the AT state is not determined. On the other hand, the occurrence of the pseudo game may be restricted in the continuous performance when the transition to the AT state is not determined. In another aspect, even during the continuous performance when the transition to the AT state is not determined, a lottery is performed as to whether or not to generate a pseudo game, and when a decision to generate a pseudo game is made, the transition to the AT state is decided, and the specific result may be derived in the pseudo game. The recommended stop operation sequence may be displayed in the form of being written together with the individual performance EN2, or may be displayed on the payout number display 127. In this case, the specific result may indicate the setting of the AT state. There are cases where it is possible to increase the player's motivation to play the pseudo game.
[0324] <Display control of specific results in pseudo-game 2> In the pseudo game, when the player performs the stop operation in accordance with the stop operation sequence recommended for avoiding the penalty for the player, the reels may be controlled to stop so that the reels 110 to 112 display a specific result. The stop operation sequence recommended for avoiding the penalty may or may not be notified to the player by the operation navigation.
[0325] Examples of penalties are as described above. That is, in the configuration of the push order bell illustrated in FIG. 8, when the first stop operation is performed on the left reel 110, a maximum of 6 medals can be paid out, and when the first stop operation is performed on the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state, when the first stop operation is performed on the right reel 112 or the middle reel 111 repeatedly (for example, when a specified number of plays are performed consecutively, or when the cumulative number of plays reaches a specified number of plays), a penalty can be imposed such as not performing a lottery to transition to the AT state, or lowering the probability of winning the lottery to transition to the AT state. In this case, the first stop operation on the left reel 110 is the recommended stop operation order in terms of avoiding the penalty, and the first stop operation on the right reel 112 or the middle reel 111 is the non-recommended stop operation order in terms of the risk of the penalty.
[0326] The recommended stop operation sequences and non-recommended stop operation sequences related to these penalties apply to the actual game, but by making them apply in some way to the pseudo-game as well, it is possible to give the player the enjoyment of playing the pseudo-game with the same feeling as the actual game.
[0327] Therefore, when the player performs the stop operation according to the recommended stop operation sequence in this game, the reels may be controlled to stop so that the reels 110 to 112 display the specific winning numbers. FIG. 27 shows an example of this.
[0328] State ST20 indicates a state where a pseudo game has started. Here, a pseudo game in a non-AT state is assumed. The recommended stop operation sequence is the first stop operation for the left reel 110, and the non-recommended stop operation sequence is the first stop operation for the right reel 112 or the center reel 111. The reels 110-112 spin, and the effect image display device 157 does not display the recommended stop operation sequence, but displays a simple effect image (here, the characters "Chance!"). The recommended stop operation sequence is also not displayed on the payout number display 127.
[0329] State ST21 indicates the stage where the player has performed a first stop on the left reel 110, and state ST22 indicates the stage where the player has performed a second stop on the center reel 111. State ST23 indicates the stage where the player has performed a third stop on the right reel 112, and since the stopping operation was performed according to the recommended stopping operation sequence, the reels 110 to 112 have come to a pseudo stop so as to display a specific outcome.
[0330] State ST31 indicates the stage where the player has performed a first stop on the right reel 112, and state ST32 indicates the stage where the player has performed a second stop on the center reel 111. State ST33 indicates the stage where the player has performed a third stop on the left reel 113. Because the first stop operation is not in the recommended stop operation sequence, the reels 110 to 112 are pseudo-stopped so as to display a number different from the specific number.
[0331] The specific combination may be a combination that indicates internal information of the slot machine 100 (so-called reach combination). Examples of the internal information include an internal win of a predetermined combination, a confirmed setting of an AT state, etc. The specific combination may be a combination that is not related to the internal information of the slot machine 100 but has a low probability of appearing.
[0332] In addition, such display control of the specific result may be performed when a pseudo game is performed in a series of games in which the continuous performance CE is executed. For example, in the example of FIG. 24(b), display control of the specific result is performed in the pseudo game of the N+1th game. In this way, by deriving the specific result as a reach-point during the continuous performance, it is possible to give a player a sense of surprise and improve the interest in the game. In addition, when the specific result is made to function as a reach-point and the pseudo game can be executed during the continuous performance, the frequency and probability of the pseudo game occurring may be higher in the continuous performance when the transition to the AT state is determined than in the continuous performance when the transition to the AT state is not determined. On the other hand, the occurrence of the pseudo game may be restricted in the continuous performance when the transition to the AT state is not determined. In another aspect, even during the continuous performance when the transition to the AT state is not determined, a lottery is performed as to whether or not to generate a pseudo game, and when a decision to generate a pseudo game is made, the transition to the AT state is decided, and the specific result may be derived in the pseudo game.
[0333] <Another Example 1 of the First Embodiment> In the above embodiment, the information on the number of plays included in the game information output in S213 of Fig. 12 is exemplified as the number of plays being counted by an external device based on the main game, but an external signal may be output so that the total number of plays of the pseudo game and the main game is counted by an external device as the total number of plays per day. If the total number of plays per day is added up on the game information display provided for each slot machine 100 every time a pseudo game is played, it may be possible to give the player the recognition that the pseudo game is similar to the main game, and it may be possible to make the player actively enjoy the pseudo game.
[0334] In order to include the number of pseudo games in the total number of games played per day, for example, when the processing of Figure 16 is completed (Yes in S1315 or S1317), a signal to update the number of games played may be output to an external device.
[0335] As another example, a signal for updating the number of games played may be output to an external device at the end of a pseudo game. Fig. 28 is a flow chart showing one such example, showing an example of processing executed in place of the reel stop control processing of the pseudo game in Fig. 15. To explain the processing different from the example in Fig. 15, in the example in Fig. 28, information output processing S1212 is added after S1208, and here a signal for updating the number of games played is output to the information input circuit 652 via the information output circuit 334. Information updating is performed on the side of an external device such as a hall computer.
[0336] Next, in the above embodiment, the start lever 135 is exemplified as an operation means that triggers switching between the individual effects EN1 to EN4, but other operation means may be used, for example, operation means related to the progress of the game. Specifically, it may be the MAX BET button 132 or the stop buttons 137 to 139. In the case of the stop buttons 137 to 139, the third stop operation may be the target.
[0337] <Example of operation navigation> An example of operation navigation using the liquid crystal image display device 157 in this game will be described with reference to Figures 29 and 30. Figure 29 is a flow chart showing the flow of the notification process executed by the CPU 304 of the main control unit 300 when the AT state is set, and for example, the process is started after the reels 110 to 112 start to rotate (S113) and before the stop operation is enabled. Note that it is also possible to adopt a mode in which this process is not executed by the main control unit 300, but the sub-control unit 400 executes the same process according to a sub-command from the main control unit 300.
[0338] In step S1701, it is determined whether the current RT gaming state is RT2 (RB gaming state). If the RT gaming state is RT2, the process ends.
[0339] In step S1702, it is determined whether or not the push order bell has been internally won in this game. If the push order bell has been internally won, the process proceeds to step S1703, where preparations are made to send a sub-command to notify the sub-control unit 400 of the recommended stop operation sequence. If the push order bell has not been internally won, the process proceeds to step S1704, where it is determined whether or not the common bell has been internally won in this game. If the common bell has been internally won, the process proceeds to step S1705, and if not, the process ends.
[0340] In step S1705, it is determined whether the AT remaining number is equal to or less than the number of waiting for the end. If the AT remaining number is equal to or less than the number of waiting for the end, the process proceeds to step S1706. If the AT remaining number is greater than the number of waiting for the end, the process ends. Step S1705 is a process for determining whether the AT state will win a common bell in the final game. The AT remaining number means the remaining difference in the number of ...
[0341] 30(a) to 30(c) respectively show examples of notification in step S1703, step S1707, and step S1706.
[0342] Figure 30(a) is an example of an operation navigation, and the recommended stop operation sequence when the push order bell_RLC is internally won is displayed as 3→1→2. This recommends operation from right to left to middle. Also, it shows that the number of remaining AT coins is 25.
[0343] FIG. 30(b) is an example of notification during RB play. Even if the bell is internally won, the recommended stop operation sequence is not notified. In this way, in this embodiment, even if the AT state is set, operation navigation is not performed during RB play. If operation navigation is performed during RB play, the player may be concerned that the AT state may end due to the end condition of the difference number during RB play. Generally, as a player, operation navigation is performed in a game where the AT state ends, and a payout corresponding to the winning of a role is received, and the player often feels satisfied that the AT state has been completed or that the AT state has been fully utilized. In this embodiment, by not performing operation navigation during RB play, the player's satisfaction can be improved without having the player worry that the AT state will end during RB play.
[0344] In addition, "even if the AT state is set, operation navigation will not be performed during RB play" means that even if the game state is controlled to the AT state as shown in Figure 10, etc. and is controlled to the RB play state, operation navigation will not be performed during the RB play, indicating that operation navigation is not performed during RB play in the AT state.
[0345] Here, "even if the AT state is set, operation navigation is not performed during RB play" includes, for example, the following configuration.
[0346] (i) When the RB gaming state is started during the AT state, information indicating that the AT state is being controlled (AT state command, AT state flag, AT permission information; hereafter referred to as AT state information) is maintained or held even during the RB gaming state, but information indicating that the RB gaming state is in progress (RB state command and RB state flag; hereafter referred to as RB state information) is also set or stored, so that no notification of a stop operation corresponding to the lottery result of the internal winning role lottery process is performed as a control when the AT state information and the RB state information are established simultaneously. Then, when the RB gaming state ends, the RB state information is not set or not stored, and in the subsequent AT state, a notification of a stop operation corresponding to the lottery result of the internal winning role lottery process is performed.
[0347] (ii) When the RB gaming state is started during the AT state, the AT state is considered to be temporarily interrupted and the AT state information is not set or stored, and the RB state information is set or stored, so that the stop operation corresponding to the lottery result by the internal winning role lottery process is not notified during the RB gaming state. However, when the RB gaming state ends, information that can identify a return to the AT state (AT return information) is set or stored, so that when the RB gaming state ends, the RB state information is not set or not stored, and the AT state information is set or stored again by the AT return information, so that the AT state is returned to and a stop operation corresponding to the lottery result by the internal winning role lottery process is notified.
[0348] (iii) When the RB gaming state is started during the AT state, the AT state information is not set or stored, and information indicating that the RB gaming state is in the AT (RB state command during the AT state or RB state flag during the AT state, hereinafter referred to as RB information during the AT state) is set or stored, so that the stop operation corresponding to the lottery result by the internal winning role lottery process is not notified during the RB gaming state. Then, when the RB gaming state ends, the AT RB information is not set or not stored, and then the AT state information is set or stored again, and the stop operation corresponding to the lottery result by the internal winning role lottery process is notified in the AT state.
[0349] In this way, "even if the AT state is set, operation navigation is not performed during RB play" can mean (i) a configuration in which the AT state information is set and stored even in the RB play state, (ii) a configuration in which the AT state information is not set and not stored in the RB play state, but the AT return information is set and stored, and (iii) a configuration in which the AT state information is not set and not stored in the RB play state, but the RB information is set and stored during the AT state. The common point among these is that it is possible to return to the AT state after the RB play state ends, and thus "even if the AT state is set" refers to having AT rights and information that allow for returning to the AT state after the RB play state ends.
[0350] Figure 30(c) shows an example of notification when the common bell is internally won in the final game in the AT state. The common bell has an arbitrary stop operation order when winning. However, as described above, generally as a player, in a game where the AT state ends, when the operation navigation is performed and the player receives a payout corresponding to the winning of a combination, the player often feels satisfied that they have completed the AT state or fully utilized the AT state. Therefore, in this embodiment, when the common bell is internally won in the final game in the AT state, the stop operation order is notified when the AT state ends. The stop operation order to be notified is arbitrary. The stop operation order to be notified may be a predetermined stop operation order. In this case, the program capacity can be reduced in that the process of determining the stop operation order is unnecessary. Conversely, the stop operation order to be notified may be determined by lottery. The bias of the notified stop operation order can be eliminated, and the race feeling (the feeling that it is always the left, middle, and right bells when it ends) can be reduced.
[0351] In the example of Figure 30(c), the stop operation order is displayed as 2 → 1 → 3. This recommends operating in the middle → left → right order, but even if the player selects another stop operation order, the player will win the common bell. In the example of Figure 30(c), it is also displayed that the remaining number of AT cards is 5.
[0352] As described above, in this embodiment, there is a predetermined combination (common bell) without a stop operation mode and a predetermined combination (pushing order bell) with an operation mode. In a game that can be the final game in the AT state (when there is one remaining bell), even if the internally winning combination is a pushing order regardless bell, the recommended operation mode is notified. By ending the final game in the AT state with the operation navigation, a sense of satisfaction that the AT end condition has been achieved can be given to the player.
[0353] Through the above notification process, an AT state with a high level of player satisfaction can be provided. Note that the CPU 304 of the main control unit 300 can perform the same process in the operation navigation of the payout display 127.
[0354] <Example of the transition of the game related to AT> An example of the progress of the game regarding the AT will be described with reference to Figures 31 and 32. Figures 31 and 32 each show an example of the progress of the game before and after the AT state ends due to the ending condition of the difference number of coins. First, the example of Figure 31 will be described.
[0355] At the N play stage, the states are RT1 (RB internal winning state), favorable zone, and normal AT state, and the common bell is internally won. Since the common bell is an internal win, no operation navigation is performed. The common bell is won and the number of AT remaining coins is 17.
[0356] At the N+1 stage, the push order bell is internally selected and operation navigation is performed. As a result of winning the push order bell (13 coins), the number of remaining AT coins is 7 coins (number of coins inserted + 3 coins, number of coins paid out - 13 coins). Since the number of remaining AT coins is 7 coins, the AT state may end depending on the result of the next game, and the state will be in a waiting state to end.
[0357] At the N+2 play stage, the internal lottery result is a miss. No operation navigation is performed. The number of remaining AT coins is 10 coins, which is the number of coins inserted + 3 coins and the number of coins paid out 0 coins. Since the number of remaining AT coins is 10 coins, the AT state may end depending on the result of the next play, and the game enters a waiting state for the end. At the N+3 play stage, the internal lottery result is an internal win for the common bell. Since this is the final play of the AT state, operation navigation is performed. The AT state ends. Since the RT play state is RT1, the establishment of transition condition 12 (Figure 10) sets the pullback chance state in the next play. In the illustrated example, it is assumed that transition condition B (C) or (D) is established, the advantageous zone ends, and a non-advantageous zone is set in the next play.
[0358] At the N+4 game stage, the internal lottery result is an internal win for the common bell. No operation navigation is performed. When transition condition A is met, the game moves from the non-advantageous zone to the advantageous zone. At the N+5 game stage, the internal lottery result is the push order bell. In the pull-back chance state, operation navigation for the push order bell is performed in the advantageous zone. After that, the game progresses to the N+6 game, the N+7 game, and the pull-back chance state.
[0359] The example in FIG. 32 will be explained. At the M play stage, the states are RT1 (RB internal win state), advantageous zone, and normal AT state, with the push order bell being internally won. Since the push order bell is an internal win, no operation navigation is performed. The push order bell is won and the number of remaining AT coins is 7. Since the number of remaining AT coins is 7, the AT state may end depending on the result of the next play, and the state becomes a waiting state for the end.
[0360] At the M+1 play stage, the internal lottery result is a miss. No operation navigation is performed. The number of remaining AT coins is the number of coins inserted + 3, and the number of coins paid out is 0, which is 10 coins. Since there are 10 coins remaining in the AT, the AT state may end depending on the result of the next play, and the game enters a waiting state for the AT to end. However, at the M+1 play stage, the symbol combination corresponding to the RB is displayed, and the RB is won. From the next play, the RT play state becomes RT2 (RB play state).
[0361] At the M+2 stage, the push order bell was selected internally, but since the RT play state is RT2 (RB play state), no operation navigation is performed. Also, since the RT play state is RT2 (RB play state), the difference in number of coins and the number of times played are not updated, and the number of coins remaining in the AT remains at 10 coins.
[0362] The M+7 play stage is the final play of RT2 (RB play state). The internal lottery result is an internal win on the common bell. No operation navigation is performed. The number of remaining AT coins remains at 10. RT0 (normal play) is set from the next play.
[0363] At the M+8 play stage, the internal lottery result is a simultaneous internal win for the common bell and RB. Here, since this is the final play of the AT state, operation navigation is performed for the common bell. The AT state ends. Since the RT play state becomes RT1 in this play, the next play is set to a pull-back chance state due to the establishment of transition condition 12 (Figure 10). In the illustrated example, it is assumed that (C) or (D) of transition condition B is established, the advantageous zone ends, and a non-advantageous zone is set for the next play. At the M+9 play stage, the internal lottery result is a common bell. Operation navigation is not performed. The establishment of transition condition A transitions from the non-advantageous zone to the advantageous zone. At the M+10 play stage, the internal lottery result is a push order bell. In the pull-back chance state, operation navigation for the push order bell is executed in the advantageous zone.
[0364] <Another Example 2 of the First Embodiment> In the information output of step S123, even if the RB game starts (RT2 starts), an external signal does not have to be output. In this embodiment, since the player's profit in the AT state is large, an external signal is output and the data lamp is updated, which may prevent the player from misunderstanding that a bonus greater than that in the AT state has been granted.
[0365] Even if RB play starts (RT2 starts), it is not necessary to perform an effect indicating that the current play is RB play as shown in Fig. 30(b). Specifically, a configuration may be considered in which the effect that was being performed before the RB play started is continued without performing an effect indicating that it is RB play. In this embodiment, since the player's profit in the AT state is large, it may be possible to prevent the player from mistakingly believing that a bonus greater than that in the AT state has been granted in the RB play.
[0366] Even if an internal winning is made in the RB (even if RT1 is set), it is not necessary to perform a presentation notifying that an internal winning has been made in the RB. Specifically, a configuration can be considered in which the presentation that was being performed before the RB is won is continued without performing a presentation indicating that an internal winning has been made in the RB. In the present embodiment, since the player's profit in the AT state is large, there are cases where it is possible to prevent the player from misrecognizing that a privilege equal to or greater than the AT state is given in the RB game.
[0367] When an internal winning has been made in the RB, it is also possible not to notify the symbol combination corresponding to the RB. Specifically, a configuration can be considered in which the presentation that was being performed before the symbol combination corresponding to the RB is displayed is continued without performing a presentation indicating the symbol combination corresponding to the RB. In the present embodiment, since the player's profit in the AT state is large, there are cases where it is possible to prevent the player from misrecognizing that a privilege equal to or greater than the AT state is given in the RB game.
[0368] It is also possible to prevent the presentation from changing before and after the setting change. By continuing the presentation that has been performed before the setting change even after the setting change, there are cases where it is possible to prevent the player from noticing that the setting change has been made.
[0369] It is also possible to prevent the presentation from changing when returning from a power failure (S221) and when changing the settings. By performing the same presentation in the case of a power failure recovery and when changing the settings, there are cases where it is possible to prevent the player from noticing that the setting change has been made.
[0370] <Display of the number of game rounds after setting the AT state> In the slot machine 100 of this embodiment, whether or not the AT state is set greatly affects the profit of the player. When a player selects a slot machine 100 at a gaming establishment, the number of times the game has been played after the AT state has been set is one guide. For example, when the AT state has ended and the number of times the game has been played after the AT state has been set is not small but is rather large, the player may have an expectation that the AT state will soon be set. In this embodiment, an external device outputs information that can provide such number of times the game has been played to the player.
[0371] Fig. 33(a) shows an example of information output from the information output circuit 334 to the information input circuit 652, and shows an example of an external signal output in S213 of Fig. 12. In the example shown, eight external signals can be assigned to pins 1 to 8 of the connector connecting the information output circuit 334 and the information input circuit 652.
[0372] Pin 1 is assigned to the medal insertion number signal. The medal insertion number signal outputs a signal corresponding to the number of bets when start lever 135 is operated. This signal is output for each game, so an external device can determine the number of games from this signal. Pin 2 is assigned to the medal payout number signal. If medals are paid out as a result of a game, the medal payout number signal outputs a signal corresponding to the number of medals paid out.
[0373] Pin 5 is unused. Pin 7 is assigned a security signal. The security signal is a signal that indicates that a setting change or setting confirmation is being performed. Pin 8 is assigned a door open signal. The door open signal is a signal that indicates that the front door 102 is open.
[0374] The RB signal is assigned to pin 3. The RB signal is a signal that is output when the AT state is set in the advantageous zone (at the time of the first win). However, if the AT state (ending state) is set by the establishment of transition condition 15, it is not output. The first win means that the AT state is set by a transition condition other than when a win occurs in the pullback chance state (when the AT normal state is set by transition condition 13).
[0375] FIG. 34(a) shows an example of the change of the RB signal. In this embodiment, the RB signal is turned ON after two games from the setting of the AT state, and is turned OFF in the next game. The reason why the signal is turned ON after two games from the setting of the AT state is that if two games have passed since the setting of the AT state, the AT state is certainly controlled, and since it takes 1 to 2 games to transition from the non-advantageous zone to the advantageous zone, it is possible to achieve consistency with the number of games after the transition to the advantageous zone. The RB signal may be turned ON in a game in which the AT state is set. Also, if the RB signal is ON in a game in which the advantageous zone ends, it is turned OFF. Whether or not the AT state is the first hit is managed by the first hit flag. In this embodiment, the first hit flag is set to OFF when the transition condition 14 is satisfied, and is set to ON when the transition condition 12 is satisfied.
[0376] A BB signal is assigned to pin 4. The BB signal is a signal that is output when the AT state is set. FIG. 34(a) shows an example of the change of the BB signal. In this embodiment, in the case of the first hit in the AT state, the RB signal is output, so the BB signal is output (turned ON) after four plays from the setting of the AT state. In the case of the second or subsequent setting of the AT state, the BB signal turns ON after two plays from the setting of the AT state. FIG. 34(b) shows an example. The BB signal may be turned ON in a game in which the AT state is set. The BB signal also turns ON in that game when the transition condition 15 is established. FIG. 34(c) shows an example. In either case, the BB signal is turned OFF at the end of the AT state or the end of the advantageous zone.
[0377] FIG. 33(b) shows a display example of the display 653 of the external device. The external device in this example is a game information display (generally called a data counter, data lamp, etc.) provided for each slot machine 100. In the illustrated example, the display 653 displays "BB 1", "RB 1", and "262 times". "BB 1" indicates that the number of times set in the AT state is 1, and is information based on the BB signal. "RB 1" indicates that the first hit in the AT state is 1, and is information based on the RB signal. "262 times" indicates that the number of times of play after the setting of the AT state (or after the end of the AT state, or after the output of the RB signal or BB signal is turned OFF) is 262 times, and is information based on the BB signal and the medal insertion number signal (a configuration in which one game is updated with a signal of the number of insertions of three medals. Note that a signal of the number of insertions of three medals is also output during replay).
[0378] The RB signal and the BB signal are used as signals to reset the number of games played after the AT state displayed by the external device is set (or after the AT state ends). Figures 35 to 37 are diagrams showing examples of changes in the RB signal and the BB signal, and changes in the display example of the display 653. In this embodiment, the number of games is reset by the rising edge of the RB signal or the rising edge of the BB signal.
[0379] The example of FIG. 35 will be described. In the example of FIG. 35, the AT state is set in the Nth game, which is the first AT state setting (so-called first win) since the start of the advantageous zone. At this time, the display 653 displays "BB 0", "RB 0", and "250 times". The RB signal is ON in the N+2th game, which is the second game since the AT state was set. The display 653 displays "BB 0", "RB 1", and "0 times", and the RB display becomes 1 in response to the rising edge of the RB signal, and the number of games is reset to 0. The BB signal is ON in the N+4th game, which is the fourth game since the AT state was set. The display 653 displays "BB 1", "RB 1", and "0 times", and the BB display becomes 1 in response to the rising edge of the BB signal, and the number of games is reset to 0.
[0380] The example of FIG. 36 will be described. In the example of FIG. 36, the AT state is set in the Mth game following the AT state described in the example of FIG. 35 (so-called consecutive wins), and this is the second or subsequent AT state setting from the start of the advantageous zone. At this time, the display 653 shows "BB 1", "RB 1", and "150 times". The BB signal is ON in the M+2th game, which is the second game since the setting of the AT state. The display 653 shows "BB 2", "RB 1", and "0 times", and in response to the rise of the BB signal, the BB display is increased by one to 2, and the number of games is reset to 0. Since the AT state is not set for the first time, the RB signal does not change.
[0381] The example of Fig. 37 will be described. In the example of Fig. 37, it is assumed that the AT state is not set even once from the start of the advantageous zone until the remaining number of times of play reaches the specified number of times, and the transition condition 15 is established. In the illustrated example, it is assumed that the number of times of play that is the end condition of the advantageous zone is 3000 times, and the remaining number of times is the specified number of times.
[0382] In the 2948th game, the display 653 shows "BB 0", "RB 0", and "2948 times". In the 2950th game when transition condition 15 is met, the AT state is set and the BB signal is ON. The display 653 shows "BB 1", "RB 0", and "0 times", and in response to the rising edge of the BB signal, the BB display becomes 1 and the number of games is reset to 0.
[0383] In this advantageous zone, the AT state is set for the first time in the 2950th game where the transition condition 15 is established, but it is not treated as a first win, and the RB signal does not turn ON. In the 3000th game, which is the end game of the advantageous zone, the display 653 displays "BB 1", "RB 0", and "50 times", and the number of games is updated. The display of "RB" remains at 0, so the player can understand that the transition condition 15 is established. For convenience of explanation, an example is shown in which the number of games is updated from the output of the BB signal to the 3000th game, which is the end game of the advantageous zone, but this is not limited to this, and an example in which the number of games is updated after the BB signal turns OFF in the 3000th game may also be used.
[0384] In this embodiment, even if the player performs a stop operation that results in a penalty and the state in which the AT state is not set continues in the advantageous zone, the transition condition 15 is satisfied to forcibly set the AT state (ending state), and the display of the number of plays on the display 653 can be reset by outputting the BB signal. If the number of plays is not reset, the display of the number of plays on the display 653 may greatly exceed 3000, which may cause other players who see this to avoid the machine. However, according to this embodiment, the number of plays is always reset once before the end of the advantageous zone, so that it is possible to prevent the machine from being avoided. Therefore, it is possible to reduce the decrease in the operating rate.
[0385] In this embodiment, the same BB signal is output when the AT state is set by the satisfaction of the normal transition condition that is originally scheduled, as shown in Fig. 35 and Fig. 36, and when the AT state is set by the exceptional satisfaction of transition condition 15, as shown in Fig. 37, the output of the BB signal is set to OFF when the advantageous zone ends in either case. By sharing the output of the external signal, it is possible to reduce the number of programs, etc.
[0386] In this embodiment, as illustrated in FIG. 37, even if the transition condition 15 is satisfied in the advantageous zone and the AT state is set for the first time, it is not treated as a first win and the RB signal is not output to ON, but a configuration in which it is output to ON can also be adopted. In this case, the number of "RB"s on the display 653 is updated, and the number of first wins in the AT state in the advantageous zone corresponds to the actual situation. Also, although the configuration is such that the AT state (ending state) is forcibly set by the satisfaction of the transition condition 15 and the BB signal is output, it is also possible to configure the BB signal to be output without forcibly setting the AT state.
[0387] Second Embodiment In the first embodiment, the slot machine 100 has been described as a three-coin bet dedicated machine in which, on the condition that three medals have been bet, a game can be started by operating the start lever 135. In this case, the bet buttons 130 and 131 other than the MAX BET button 132 may also be configured to insert three medals with one bet operation.
[0388] Figure 38 is a flow chart showing an example of the processing of step S103 in Figure 11 (game start processing) in this embodiment. In step S1801, it is determined whether or not a replay was won in the previous game. If a replay was won, the process proceeds to step S1803, where the number of bets is set to 3. The number of bets refers to the number of bets that have been validly set. Thereafter, the process proceeds to step S1826. If a replay was not won in the previous game, the process proceeds to step S1805 as determined in step S1801.
[0389] Steps S1805 to S1811 are processes when a medal is inserted into the medal insertion slot 141, steps S1813 to S1821 are processes when a bet operation is performed on the bet buttons 130 to 132, and the bet process in step S1823 is a common process for inserting a medal into the medal insertion slot 141 and for betting operations on the bet buttons 130 to 132. By modularizing the processes for inserting a medal into the medal insertion slot 141 and for betting operations on the bet buttons 130 to 132 into a common module, the capacity of the program may be reduced. Furthermore, the processes in steps S1813 to S1821 allow the bet operations on the bet buttons 130 to 132 to be accepted substantially simultaneously. Although a process in which bet operations on the bet buttons 130 to 132 can be accepted at different times may be adopted, the capacity of the program may be reduced by allowing simultaneous acceptance as in this embodiment.
[0390] In step S1805, the detection result of the medal acceptance sensor among the various sensors 318 is obtained, and it is determined whether or not a medal has been inserted into the medal insertion slot 141. If insertion of a medal is detected, the process proceeds to step S1807, and if not, the process proceeds to step S1819.
[0391] In step S1807, one credit is added. In step S1809, the added number is set to 1. The added number is a variable used in the process of setting the number of bets, and an added number of 1 means that one bet has been provisionally accepted. In step S1811, the command type of the subcommand to be sent to the sub-control unit 400 is set to "080H". This command type is a type that means that a medal has been inserted into the medal insertion slot 141. Then, proceed to step S1823.
[0392] In step S1813, it is determined whether or not a bet operation has been performed on the MAX BET button 132. Specifically, the detection result of the BET button 132 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the BET button 132 sensor has changed from OFF to ON. If the detection result of the BET button 132 sensor has changed from OFF to ON, proceed to step S1819, and if it has not changed from OFF to ON, proceed to step S1815.
[0393] In step S1815, it is determined whether or not a bet operation has been performed on the 2-coin bet button 131. Specifically, the detection result of the bet button 131 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 131 sensor has changed from OFF to ON. If the detection result of the bet button 131 sensor has changed from OFF to ON, proceed to step S1819, and if it has not changed from OFF to ON, proceed to step S1817.
[0394] In step S1817, it is determined whether or not a bet operation has been performed on the 1 coin bet button 130. Specifically, the detection result of the bet button 130 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 130 sensor has changed from OFF to ON. If the detection result of the bet button 130 sensor has changed from OFF to ON, proceed to step S1819, and if it has not changed from OFF to ON, proceed to step S1825.
[0395] In step S1819, the number of coins to be added is set to 3. This means that a bet of 3 is provisionally accepted. In step S1821, the command type of the subcommand to be sent to the sub control unit 400 is set to "040H." This command type is a type that means that a bet operation has been performed using the bet buttons 130 to 132. Then, the process proceeds to step S1823.
[0396] In this embodiment, a bet operation is accepted when each bet button sensor changes from OFF to ON. Therefore, even if the bet button sensor remains ON before the bet operation acceptance period (steps S1805 to S1825) due to a malfunction of the bet button, for example, because the button part of the bet button is stuck and remains pressed, the bet operation will not be accepted as a valid bet operation.
[0397] Conversely, even if the bet button sensor for a certain bet button has been in the ON state continuously since before the period for accepting a bet operation, if a bet operation is performed on another normal bet button within the acceptance period, that bet operation can be validly accepted.
[0398] Also, if it is within the acceptance period, any of the bet buttons 130-132 is operated and a bet operation for three bets is accepted, and if a bet operation for any of the bet buttons is detected, the process proceeds to step S1819, so that duplicate bet operations are not accepted. Furthermore, since the processes of steps S1819 and S1821 are modularized in common for the bet operations for each of the bet buttons 130-132, the program capacity may be reduced.
[0399] In step S1823, betting processing is performed. Figure 39 is a flowchart of this process. In step S1831, it is determined whether or not the current number of bets is 3. If the number of bets is not 3, the process proceeds to step S1833, and if the number of bets is 3, the process proceeds to step S1842.
[0400] In step S1833, it is determined whether the current credit number is 0 (whether it is 1 or more). If the credit number is 0, the process proceeds to step S1842 without adding to the bet number in order to invalidate the insertion (betting operation) of one medal. If the credit number is not 0, the process proceeds to step S1835 in order to validate the insertion of one medal.
[0401] In step S1835, the number of credits is subtracted by one, and in the following step S1837, the number of bets is added by one and set. In step S1839, the added number is subtracted by one. In step S1841, it is determined whether the added number is 0 or not. If the added number is 0, the process proceeds to step S1842, and if the added number is not 0, the process returns to step S1831 and the same process is repeated. For example, when a bet operation is performed using the bet buttons 130 to 132, these processes are repeated up to the number of credits, and when medals are inserted one by one into the medal insertion slot 141, they are repeated once each time.
[0402] In step S1842, command processing is performed. Here, preparation is made so that a sub-command including the command type and the number of bets set in step S1811 or step S1821 can be sent. By receiving this sub-command, the sub-control unit 400 can specify the current number of bets and distinguish the medal insertion operation (medal insertion slot 141 or bet buttons 130-032). Then, the process proceeds to step S1825 in FIG. 38.
[0403] In step S1825, it is determined whether the bet number is 3. If the bet number is 3, the process proceeds to step S1826 to allow the start of a game, and if the bet number is 1 or 2, the process returns to step S1805. In step S1826, a start operation on the start lever 135 is accepted, and if a start operation is performed, this process ends.
[0404] As described above, according to this embodiment, the 1 coin bet button 130 and the 2 coin bet button 131 are used as the same MAX bet button as the bet button 132. Even if some of the bet buttons break down, the other bet buttons can be used to bet 3 coins, improving the convenience for the player and the continuity of operation of the machine. On the other hand, since 1 bet is possible for the medal insertion slot 141, it is possible to make a 3 bet by inserting 3 medals, or even if there are not enough credits to bet on the bet buttons 130 to 132 and the bet becomes 1 bet or 2 bet, additional medals can be inserted through the medal insertion slot 141 to make a 3 bet.
[0405] When betting using the bet buttons 130 to 132, three bets are set with one bet operation, so the time required for betting can be shorter than when three bets are made by inserting medals one by one into the medal insertion slot 141.
[0406] 1, among the bet buttons 130 to 132, the MAX BET button 132 has a larger operation surface than the other bet buttons 130 and 131. There are cases where the MAX BET button 132 can be made to stand out while allowing three bets with any of the bet buttons 130 to 132.
[0407] In order to make the MAX BET button 132 stand out, the MAX BET button 132 may have a built-in light-emitting element such as an LED that can emit light, but the bet buttons 130 and 131 may not have a built-in light-emitting element. If the MAX BET button 132 has a built-in light-emitting element, the timing at which the light is emitted may be after the timing at which betting operations for the bet buttons 130 and 131 start to be accepted. There are cases in which a player can place a bet on the bet buttons 130 and 131 earlier.
[0408] In this embodiment, of the bet buttons 130 to 132, the MAX BET button 132 is disposed closest to the player as seen from Fig. 1. While allowing three bets with any of the bet buttons 130 to 132, it may be possible to improve the operability of the MAX BET button 132.
[0409] Among the bet buttons 130-132, the MAX bet button 132 may be pressed the deepest when it is turned ON. This may improve the player's operational feel when using the MAX bet button 132. Conversely, among the bet buttons 130-132, the MAX bet button 132 may be pressed the shallowest when it is turned ON. This may improve the player's operational feel when using the MAX bet button 132. This may reduce the burden on the player when using the MAX bet button 132.
[0410] In this embodiment, as shown in Fig. 1, among the bet buttons 130 to 132, in a natural state where no operation is performed, the MAX BET button 132 protrudes furthest upward.
[0411] The configuration examples of the bet buttons 130 to 132 can be appropriately combined.
[0412] Next, in the process of step S103 (game start process), the processing time when a replay is established in the previous game (the time from step S1801 to the start of step S1826) and the processing time when the bet buttons 130 to 132 are operated (the time from when any of steps S1813 to S1817 becomes Yes to the start of step S1826 via steps S1819 and S1823) may be the same. In this case, each processing time may be adjusted by appropriately inserting a wait in the middle. This may allow a game to be played without changing the progress speed of a game over multiple games, whether or not a replay is established in the previous game. Conversely, these processing times may be different, and the processing time of one of them may be shorter than the processing time of the other. In some cases, a player may easily recognize that a replay is established in the previous game.
[0413] <Select a performance> The bet buttons 130 to 132 can also be used as confirmation buttons for effect selection. In this case, the command type indicating the operation on the bet buttons 130 to 132 is assigned the above-mentioned "040H", so whichever bet button 130 to 132 is operated, it can be processed with the same command type, which reduces the program capacity.
[0414] Fig. 40 is an explanatory diagram in the case where the bet buttons 130-132 are used as effect selection confirmation buttons. In states ST40-ST42, a character selection image is displayed on the effect image display device 157, and one character can be selected from three characters: the lord, the princess, and the chief retainer. State ST40 shows an image in which the lord can be selected, and after a predetermined time has passed, this is switched to an image in which the princess can be selected as shown in state ST41. After a further predetermined time has passed, this is switched to an image in which the chief retainer can be selected as shown in state ST42, and after a further predetermined time has passed, the state returns to state ST40.
[0415] The effect image display device 157 displays that the character selection is confirmed when the MAX BET button 132 is operated. However, in this embodiment, the character selection can be confirmed by operating any of the BET buttons 130 to 132, which may improve the operability for the player.
[0416] For example, assume that one of the bet buttons 130 to 132 is operated at the timing of state ST40. The main control unit 300 monitors the detection results of the bet button 130 sensor, the bet button 131 sensor, and the bet button 132 sensor among the various sensors 318, and when an operation is detected by any of them, it transmits a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image showing the lord's selection being confirmed on the performance image display device 157 as shown in state ST50.
[0417] Similarly, assume that any of the bet buttons 130 to 132 is operated at the timing of state ST41. The main control unit 300 transmits a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image of the princess's selection being confirmed on the performance image display device 157, as shown in state ST51.
[0418] Similarly, assume that any of the bet buttons 130 to 132 is operated at the timing of state ST42. The main control unit 300 transmits a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image showing that the selection of the elder retainer has been confirmed on the performance image display device 157, as shown in state ST52.
[0419] In this way, the character selection can be confirmed by operating any of the bet buttons 130 to 132, but for presentation purposes, it may be possible to prevent the player from becoming confused by prompting the player to operate a specific bet button (here, the MAX bet button 132).
[0420] Note that the selection may be finalized only when the bet button indicated by the effect is operated among the bet buttons 130 to 132. Specifically, in the example of Fig. 40, since the operation of the MAX BET button 132 is indicated, the selection may be finalized when the MAX BET button 132 is operated, and the operation may not be finalized even if the bet buttons 130 and 132 are operated. This may prevent the player from becoming confused.
[0421] In addition, the bet buttons 130 to 132 can be operated to confirm the character selection, and can be operated to bet three coins, providing common functions, but in the case of character selection, the character selection may be performed by the MAX BET button 132 that is guided, and another presentation mode may be selected by operating the bet buttons 130 and 131 that are not guided. For example, the character selection displayed first may be a so-called "front presentation mode" that is a standard presentation frequency or expectation of the presentation, but a so-called "back presentation mode" may be provided, allowing the selection of a mode in which the presentation frequency or expectation is extremely allocated, such as "if it occurs, it's a win". In this way, the functions may be divided in a certain state while the functions may be common regardless of which of the bet buttons 130 to 132 is operated in a certain state.
[0422] The effects and operation acceptance for the bet buttons 130 to 132 are not limited to the confirmation of the effect selection. For example, in the pseudo bet operation (FIG. 16: step S1305), a bet operation for any of the bet buttons 130 to 132 may be accepted. By treating the pseudo game and the real game in the same way, it may be possible to match the hitting sensation in these games.
[0423] Conversely, in the pseudo bet operation, only the operation on the MAX BET button 132 may be accepted, and operations on the BET buttons 130 and 132 may not be accepted. In this case, if the MAX BET button 132 is operated, a sub-command with the command type set to "040H" is sent to the sub-control unit 400, but even if the BET buttons 130 and 132 are operated, a sub-command with the command type set to "040H" does not have to be sent to the sub-control unit 400.
[0424] <Check the bet button status> It is also possible to provide a light emitting element for checking the state of each of the bet buttons 130 to 132. Here, an example will be described in which the light emitting element is provided on the main control board on which the main control unit 300 is executed.
[0425] FIG. 41 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box body surrounded by an upper panel 261, a left side panel 260, a right side panel 260, a lower panel 264, and a rear panel 242, and opens to the front. Inside the main body 101, a main control board storage case 210 storing a main control board 211 therein is disposed at a position not overlapping with a ventilation hole 249 provided at the top of the rear panel 242, and three reels 110 to 112 are disposed below the 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 therein 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.
[0426] 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, and a power switch 244 is disposed on the front side of the power supply device 252. The power supply device 252 converts AC power supplied from the outside to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and each device, such as the main control unit 300, sub control units 400, 500, etc. Furthermore, it is provided with a storage circuit (e.g., a capacitor) for supplying power to a predetermined part (e.g., the RAM 308 of the main control unit 300, etc.) for a predetermined period (e.g., 10 days) even after the power from the outside is cut off.
[0427] An auxiliary medal storage 240 is provided to the right of the medal payout device 180, and an overflow terminal is provided behind this (not shown). 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.
[0428] 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 pattern display window 113, there 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 pattern display window 113, there are provided a medal selector 170 for selecting 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 low-frequency speaker 277 is provided at a position corresponding to the sound hole 143 at the bottom.
[0429] Main control board storage case 210 is made of a light-transmitting material, and main control board 211 stored therein can be seen (see-through) from the outside of main control board storage case 210. Main control unit 30 is mounted on main control board 211, and light-emitting elements 212-214 are also mounted thereon. The lighting and extinguishing of light-emitting elements 212-214 can be seen (see-through) from the outside of main control board storage case 210. Light-emitting elements 212-214 are, for example, LEDs.
[0430] The light emitting elements 212 to 214 are controlled in driving by a basic circuit 302. Fig. 42 is a block diagram of a control system related to the light emitting elements 212 to 214. The light emitting elements 212 to 214 are individually controlled in driving by the basic circuit 302 via a drive circuit 329.
[0431] The light emitting element 212 corresponds to the 1-coin bet button 130, the light emitting element 213 corresponds to the 2-coin bet button 131, and the light emitting element 214 corresponds to the MAX bet button 132, respectively.
[0432] For example, when the bet button 130 sensor detects an operation on the 1-coin bet button 130, the basic circuit 302 turns on the light-emitting element 212, and if no operation is detected, the basic circuit 302 turns on the light-emitting element 213. Similarly, when the bet button 131 sensor detects an operation on the 2-coin bet button 131, the basic circuit 302 turns on the light-emitting element 213, and if no operation is detected, the basic circuit 302 turns on the light-emitting element 214. Similarly, when the bet button 132 sensor detects an operation on the MAX bet button 132, the basic circuit 302 turns on the light-emitting element 214, and if no operation is detected, the basic circuit 302 turns off the light-emitting element 214.
[0433] These light emitting elements may be configured to be lit when no operation is performed and to be turned off when an operation is performed.
[0434] Furthermore, the light emitting elements 212 to 214 corresponding to the bet buttons 130 to 132 are provided, but the present invention is not limited to this. For example, light emitting elements corresponding to a stop button, a start lever, and various sensors may be provided.
[0435] A staff member at the gaming establishment can check whether the bet buttons 130-132 and the corresponding sensors are normal or abnormal by checking the state of the light-emitting elements 212-214 when the bet buttons 130-132 are operated. In the case of this embodiment, as described above, since the bet buttons 130-132 are mutually alternate buttons for three bets, it may be difficult to notice a malfunction of each button. However, it is easy to check for a malfunction by using the light-emitting elements 212-214.
[0436] <Another Example of the Second Embodiment> In the second embodiment, both the 1-coin bet button 130 and the 2-coin bet button 131 are operation buttons that can accept 3 bets, but either one of them may be acceptable. That is, 3 bets may be accepted using a total of two buttons, the MAX bet button 132 and the bet button 130 or 131. In this case, a total of three light-emitting elements 212-214 may be provided in association with each button, or only two may be provided in association with the MAX bet button 132 and the button that can accept 3 bets out of the bet buttons 130 or 131.
[0437] Next, in the processing example of FIG. 38, when the number of credits is 1 or 2, a bet is accepted with the betting operation of the bet buttons 130 to 132 with the number of credits as the upper limit, but it is also possible to have a processing that does not accept any bets. For example, when the number of credits is 1 or 2 and a betting operation is performed on any of the bet buttons 130 to 132, the betting operation is invalidated and it does not have to be treated as a bet of 1 or 2. In this case, when a betting operation of the bet buttons 130 to 132 is detected, the number of credits is checked, and if it is less than 3, the betting operation is invalidated.
[0438] <Third embodiment> Another embodiment relating to the stopping operation sequence will be described below. Figure 46 is a diagram showing the arrangement of symbols on each reel in a slot machine of a third embodiment, which is developed in a plane.
[0439] In the slot machine 100 of the third embodiment, when the push order bell is internally won as described later, the player will win a 9-coin or 3-coin role or will not win (miss out). The symbol arrangement of each reel (left reel 110, center reel 111, right reel 112) is set up including these.
[0440] FIG. 47(a) is a table showing all the internal wins in the slot machine of the third embodiment.
[0441] In the table shown in Figure 47 (a), winning combination information is shown on the left side. The minor combinations include replay, common bell, watermelon, weak cherry, strong cherry, push order bell, etc. In addition, there are also misses, which are combinations that are not determined as winning combinations.
[0442] There are two types of push order bells: Type A and Type B, each of which contains four different patterns (CLR, CRL, RLC, RCL). In other words, there are two possible combinations for each type with the same push order. The player's profit is the same for combinations with the same push order, but by having two of each type, the possible outcomes can be varied. In addition, Type A alone contains two more patterns (LCR, LRC), and is equipped with a push order bell with six options (Type A) and a push order bell with four options (Type B).
[0443] Each winning role is assigned a consecutive natural number (winning role number) such as "00" to "30" that corresponds one-to-one with the winning role.
[0444] In addition, the table shown in FIG. 47(a) includes information on the small role group in addition to the winning role information on the left side. The information on the small role group is roughly divided into the push order bell role group and the small roles not included in the push order bell role group. A consecutive number (natural number) is given to each small role for the small roles not included in the push order bell role group. That is, the small role numbers "01" to "20" that correspond one-to-one to the small roles are given. Therefore, the small roles can be identified by the small role number. On the other hand, in the push order bell role group, the group number ("00") is given to the entire group, and each bell role is not numbered. Therefore, although the type such as the push order bell role can be identified by the group number, it is not possible to distinguish between the small roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, push order bell_LCR, push order bell_LRC), and the stop operation mode (push order) cannot be identified. Therefore, the information on the small winning group is transmitted from the main control unit 300 to the first sub-control unit 400, and is information that cannot identify the push order but can identify the type of winning role.
[0445] Next, the push order bell of this embodiment will be explained using Figure 47 (b).
[0446] FIG. 47(b) is a table showing the number of coins paid out for each push order bell role and operation content.
[0447] The case where the push order bell CLR is internally won will be described below in detail. In this push order bell CLR role, if the first stop reel is the middle reel 111 and the second stop reel is the left reel 110, the push order is correct. In the CLR operation where the first and second stop reels are both correct, a bell (push order bell B_CLR or push order bell A_CLR) is won and the maximum number of nine medals is paid out. In the CRL operation where the first stop reel is correct but the second stop reel is incorrect, a three-coin role is won and three medals are paid out. Therefore, if the first stop operation is correct, a result that can display a nine-coin role or a three-coin role is displayed, and at least three medals are paid out. Then, whether the nine-coin role or the three-coin role is displayed is determined depending on whether the second stop operation is correct or not. On the other hand, if an LCR operation or an LRC operation is performed, or an RLC operation or an RCL operation is performed, the first stop operation is considered to be incorrect. In the slot machine 100 of the third embodiment, even if the first stop operation is incorrect, the player can aim for a three-coin role. If the reel can be stopped at a position where the three-coin role can be drawn, the player wins the three-coin role and three coins are paid out. On the other hand, if the reel is stopped at a position where the three-coin role cannot be drawn, the player will get a KOBOSI and no medals will be paid out.
[0448] The same applies when the internal winning combination is the push order bell RLC, the push order bell RCL, the push order bell LCR, or the push order bell LRC. In any case, if the first stop operation is incorrect, the main control unit 300 pulls in the stop position of the center reel 111 so that the 9-coin combination is not achieved. Therefore, if the first stop operation is incorrect, the stop position of the right reel 112 or the stop position of the left reel 110 determines whether the 3-coin combination is displayed or becomes a koboshi. That is, there are cases where the combination displayed is determined by the stop position of the reel by the second stop operation, and cases where the combination displayed is determined by the stop position of the reel by the third stop operation.
[0449] Note that the three sheets in the table shown in FIG. 47(b) may be one sheet, or may be two or more sheets but less than nine sheets.
[0450] <Press order guessing game> Next, the button press guessing game will be described in detail.
[0451] Based on the ON operation (start operation) of the start lever 135, the CPU 304 of the main control unit 300 determines by lottery whether or not to execute the push order guessing game. The push order guessing game is a game executed in the AT state. More specifically, the push order guessing game occurs in an add-on zone (a specialized zone where a large add-on can be obtained if the push order is correct). In addition, even in the AT state, the push order guessing game may occur in the next game or later as a part of the push order bell formation, which becomes a chance to add. Alternatively, the push order guessing game may be a game executed in the non-AT state. For example, in the non-AT state, the push order guessing game may be triggered by the correct push order in the push order guessing game to transition to the AT state. In addition, as another first example, the push order guessing game may be generated in a specific game item in a specific play section in the AT state (for example, the final game in a play section of a specific 10 games). In addition, as another second example described in detail later, it is also applicable to a predetermined state in which the bonus obtained as an add-on is promoted, and the type of bonus granted is determined by the correct / incorrect answer of the push order bell. Specifically, after obtaining the right to add on, the player is transferred to a predetermined state that determines the added bonus, and in this predetermined state, a bonus promotion lottery is held based on rare combinations and the like until the push order bell is won. When the push order bell is won, a push order guess, which will be described later, occurs, and the bonus to be awarded is determined based on whether the push order is correct or incorrect. Also, when the promotion lottery brings the player into a state where the maximum bonus can be awarded, the maximum bonus may be awarded even if the push order bell is not won.
[0452] FIG. 48(a) shows a table selection table stored in the ROM 306 of the main control unit 300. As shown in FIG.
[0453] In the push order guessing game, the number of games to maintain the AT state is added as a game bonus. The ROM 306 of the main control unit 300 has two types of add-on number determination tables that determine the number of games. The table selection table shown in FIG. 48(a) shows the selection rates of the two types of add-on number determination tables (table 1, table 2). Table 2 is a table that is more advantageous for the player. In other words, it is a table that is more likely to result in a larger number of added games. If the push order guessing game is won based on the ON operation of the start lever 135, then it is determined which of the two types of add-on number determination tables to use.
[0454] 48(b) is a flowchart showing the flow of the push order guessing bonus award determination process. The push order guessing bonus award determination process is executed, for example, in the update process (step S121) in the main process of the main control unit in FIG.
[0455] The RAM 308 of the main control unit 300 has an area for storing two-choice correct answer determination information. The CPU 304 of the main control unit 300 first sets 0 to the two-choice correct answer determination information (step S1171). In the push sequence guessing game, the correct answer of the first stop operation is suggested, and if the first stop operation is performed as suggested (if the first stop operation is performed as the correct stop operation), the player is forced to select one of two options in the second stop operation. If the selection of the two options is also correct, the player is considered to have answered the push sequence guessing game (the first stop operation and the second stop operation) correctly. The two-choice correct answer determination information is information indicating whether or not the two options of the second stop operation are correct, and as a result, it is information indicating whether or not the push sequence guessing game is answered correctly. In the two-choice correct answer determination information, 0 indicates an incorrect answer, and 1 indicates a correct answer. Therefore, in step S1171, incorrect answer information is set.
[0456] In step S1172 following step S1171, it is determined whether the internal winning role is the push order bell of the small role group, and if it is, it is determined that the payout request number is not 3 (step S1173). If the internal winning role is the push order bell of the small role group, the payout request number is 9, 3, or 0, as shown in FIG. 47(b). If it is 9, it means that the push order guessing game is correct, and if it is 0, it means that the first stop operation is not performed as suggested and is inaccurate, and the reel is stopped at a position where a 3-coin role cannot be drawn. On the other hand, if the payout request number is 3, it means that the first stop operation is correct but the second stop operation is incorrect, or the first stop operation is not performed as suggested and is inaccurate, but the reel is successfully stopped at a position where a 3-coin role can be drawn. If the payout request number is 9, the two-choice correct answer determination information is reset to 1 (step S1174), and then the process proceeds to step S1175. If the payout request number is 0, the push order guessing game is considered to be incorrect. In this embodiment, the two-choice correct answer determination information is reset to 1 (step S1174), and then the process proceeds to the push order guessing game. That is, in step S1173, by determining that the payout request number is not 3, the process can be made to treat the payout number of 9 or 0 as a correct answer (a result that gives an advantageous benefit). On the other hand, if the internal winning role is not the push order bell of the small role group and if the payout request number is 3, the two-choice correct answer determination information is set to 0 and the process proceeds to step S1175.
[0457] In step S1175, a bonus according to the two-choice correct answer determination information is awarded. As described above, based on the ON operation of the start lever 135, it is determined which of the two types of added number determination tables is to be used.
[0458] FIG. 48(c) is a diagram showing two types of add-on number determination tables.
[0459] When the two-choice correct answer determination information is 1, 100 or more games are always added in both the add-on number determination table 1 shown on the left and the add-on number determination table 2 shown on the right. That is, in the add-on number determination table 1, 200 games are added with a probability of 2%, and 100 games are added with a probability of the remaining 98%. On the other hand, in the add-on number determination table 2, 300 games are added with a probability of 10%, and 200 games are added with a probability of the remaining 90%. In this way, when the two-choice correct answer determination information is 1, the add-on number determination table 2 is more advantageous for the player than the add-on number determination table 1. That is, the add-on number determination table 2 is more likely to add a larger number of games. It is to be noted that the number of added games may be allocated using one type of add-on number determination table, without preparing two types of tables, the add-on number determination table 1 and the add-on number determination table 2.
[0460] When the two-choice correct answer information is 0, 50 games are added with a 100% probability in both Add-on Number Determination Table 1 shown on the left and Add-on Number Determination Table 2 shown on the right.
[0461] In the push order guessing game of this embodiment, 50 games will be added even if the push order is incorrect. If the number of added games is uniformly 0 or small when the specified push order is intentionally ignored, the advantageous zone can be reset or not reset according to the player's intention. For example, it is possible to ignore the push order and reduce the number of added games, end the AT state with the difference in the number of sheets in the advantageous zone being negative, enter a new AT state without resetting the advantageous zone, and increase the number of balls in this new AT state at once. In response to such a strategy, by granting an added game even if the push order is incorrect, it is possible to prevent the advantageous zone from being controlled by the player's intention.
[0462] FIG. 49 shows the state of the push order guessing game.
[0463] When the start lever 135 is turned on and the lottery for playing the push order guessing game is won, the push order guessing game starts, and the effect image display device 157 displays a suggestion of the first stop operation and a roulette effect of the bonus (number of added games) to be awarded. FIG. 49(a) shows a display screen of the push order guessing game for the first stop operation, which is displayed on the effect image display device 157 in response to the on-operation of the start lever 135. At the bottom of this display screen, a suggestion display 1st of the first stop operation is displayed, and the display of "1" in the center suggests that the stop operation of the center reel 111 is performed as the first stop operation. In addition, a roulette effect display Aog is displayed at the top of the display screen, and an effect display is performed to show whether the number of added games is 100G or 50G.
[0464] When the center reel 111 is stopped for the first time according to the suggestion display 1st of the first stop operation, the first stop operation is correct, and the two-choice display 2st of the second stop operation is displayed at the bottom of the display screen of the effect image display device 157, as shown in FIG. 49(b). In the two-choice display 2st of the second stop operation, the display of "1" in the center disappears, and only the question marks on the left and right remain, indicating that the first stop operation was correct, and that either the left reel 110 or the right reel 112 is stopped in the second stop operation. The roulette effect display Aog at the top of the display screen continues to be displayed. The effect of displaying both the two-choice display 2st of the second stop operation and the roulette effect display Aog corresponds to the effect corresponding to the first stop operation being the stop operation of the center reel 111. Note that the roulette effect display Aog may not be displayed, and only the two-choice display 2st of the second stop operation may be displayed. When only the 2-option display 2st of the second stop operation is displayed, the 2-option display 2st of the second stop operation corresponds to the effect that the first stop operation was the stop operation of the center reel 111. Note that the manner in which the display changes (switches) from the suggestion display 1st of the first stop operation to the 2-option display 2st of the second stop operation may be the effect that corresponds to the first stop operation being correct.
[0465] Next, when the right reel 112 is stopped for the second time, as shown in Fig. 49(c), the question mark on the right side disappears and only the question mark on the left side remains in the lower part of the display screen of the effect image display device 157. Note that the roulette effect display Aog in the upper part of the display screen is still displayed.
[0466] Finally, when the remaining left reel 110 is stopped (final stop), the display on the display screen of the effect image display device 157 switches to a bonus award display regardless of whether the second stop operation is correct or not. If the bonus award display is displayed at the stage where the second stop operation is performed without waiting for the final stop operation, the final stop operation will be uninteresting, so it is performed after the final stop operation. Also, from the viewpoint of reel stop control, it is preferable to display the bonus award after the final stop operation, and if the first stop operation described below is incorrect, the second stop operation or the third stop operation determines whether a 3-coin role will be stopped and displayed or a bonus will be displayed, so the bonus award display is displayed after the final stop operation. Next, if the second stop operation is also correct, it means that the push order guessing game is correct, and a 9-coin role will be stopped and displayed, and as shown in FIG. 49(d), the display screen of the effect image display device 157 displays a +100G award display Ag1 to notify that 100G will be added as a bonus. On the other hand, if the second stop operation is incorrect, the push sequence guessing game is deemed incorrect, a 3-coin role is displayed, and as shown in Figure 49(e), the display screen of the performance image display device 157 displays a +50G award display Ag2 to notify that 50G will be added as a bonus.
[0467] The above describes the case where the first stop operation is correct. However, if the left reel 110 is stopped at the first time or the right reel 112 is stopped at the first time without following the 1st suggestion display of the first stop operation, the first stop operation is incorrect, and the display at the bottom of the display screen of the effect image display device 157 disappears as shown in FIG. 49(f). That is, the push order guessing game is already incorrect, the 1st suggestion display of the first stop operation disappears, and the 2-choice display 2st of the second stop operation shown in FIG. 49(b) is not displayed. Note that not following the 1st suggestion display of the first stop operation includes cases where the player intentionally ignores it, makes a mistake by mistake, or does not understand the meaning of the 1st suggestion display of the first stop operation. Although the push order guessing game is incorrect, the roulette effect display Aog is displayed at the top of the display screen of the effect image display device 157, and the effect display of whether the number of added games is 100G or 50G continues to be displayed. The effect of not displaying the two-choice display 2st for the second stop operation but displaying the roulette effect display Aog corresponds to the effect corresponding to the first stop operation being an operation to stop the left reel 110 or the right reel 112.
[0468] Next, even if the second stop is performed, as shown in Fig. 49(g), the roulette effect display Aog continues to be displayed in the upper part of the display screen of the effect image display device 157. On the other hand, the display in the lower part of the display screen remains blank.
[0469] In addition, when the first stop operation is incorrect, the display at the bottom of the display screen of the effect image display device 157 may not disappear, but a display suggesting a three-coin role may be displayed. Alternatively, when the first stop operation is incorrect, the roulette effect display Aog at the top of the display screen of the effect image display device 157 may also disappear. In either case, the effect modes updated when the suggestive display 1st of the first stop operation is not followed, such as the mode in which the two-option display 2st of the second stop operation is not displayed, the mode in which the suggestive display of a three-coin role and the roulette effect display Aog are not displayed, and the mode in which information regarding the stop operation is no longer displayed from the suggestive display 1st of the first stop operation, can be said to be effects corresponding to the first stop operation being an operation to stop the left reel 110 or the right reel 112, that is, an incorrect first stop operation.
[0470] Finally, when the remaining left reel 110 is stopped (final stop), the display on the display screen of the effect image display device 157 switches to a bonus award display. If a 3-coin combination is not displayed (in the case of a bonus), as shown in Fig. 49(h), a +100G award display Ag1 is displayed on the display screen of the effect image display device 157. On the other hand, if a 3-coin combination is displayed, as shown in Fig. 49(i), a +50G award display Ag2 is displayed on the display screen of the effect image display device 157.
[0471] In conventional slot machines, if the first stop is unsuccessful in the push order guessing game, the player loses interest in the subsequent push order and effects, resulting in a decline in interest in the game. On the other hand, in the slot machine 100 of the third embodiment, even if the first stop operation is unsuccessful, the push order guess is considered correct by satisfying a specific condition in the subsequent stop operation (see FIG. 49(h)), and the decline in interest in the game can be prevented even in the second stop and subsequent stops in the push order guessing game. Even if the effect associated with the failure of the first stop operation is executed (see FIG. 49(f)), the effect corresponding to the correct operation can be executed thereafter (see FIG. 49(h)), thereby preventing a decline in interest in the game. In addition, even if the push order guessing is incorrect, a small amount of bonus is awarded (see FIG. 49(e) and (i)), preventing a decline in interest in the game.
[0472] Also, as explained above, intentionally pressing the wrong button sequence can be a strategy element. For example, if you intentionally press the wrong button sequence to prevent a bonus from being obtained, or to obtain a bonus with a small benefit, in the case of a specification that has a rescue function that forces you to continue to the next AT state set if you do not obtain a certain number of coins (for example, 150 coins) in one set of AT state, it is likely that you will not reach the certain number of coins, which can be a strategy element. As another example, by intentionally preventing a bonus from being obtained by pressing the buttons in the wrong order, or by making a bonus with a small benefit available, it is possible to make it difficult to reach the upper limit of the advantageous zone or to suppress the difference in the number of coins in the advantageous zone. This may lead to a strategy to avoid reaching the upper limit of the advantageous zone during the AT state (a method of reaching the upper limit of the advantageous zone during the bonus in the AT state rather than reaching the upper limit of the advantageous zone during the AT state, and making the new advantageous zone advantageous), or a strategy to avoid resetting the advantageous zone by suppressing the difference in the number of coins in the advantageous zone, and to ensure the number of coins that can be obtained in the new AT state in the advantageous zone (a method of making it possible to obtain 2400 coins + α coins by maintaining a negative difference in the number of coins, while only 2400 coins can be obtained when the advantageous zone is reset), and the performance of the gaming machine can be influenced only by the will of the player. On the other hand, in the slot machine 100 of the third embodiment, even if the push order is incorrect, the push order guess is treated as the correct answer by satisfying a specific condition (see FIG. 49(h)), so that it is possible to suppress the influence of the performance of the gaming machine as much as possible due to the will of the player.
[0473] The bonus to be awarded is not limited to the number of games added to the number of games that maintain the AT state, but may be an addition to the number of coins if the maintenance of the AT state is the number of game media acquired (the number of medals acquired). Alternatively, if the AT state is awarded not by the number of games but by the number of sets, the bonus may be an addition to the number of sets. Furthermore, if the push order is correct, a higher AT (an AT that is more likely to win the lottery for moving to the added zone, and the continuation rate of the AT state is higher than that of the normal AT) or a specialized zone may be awarded, and if the push order is incorrect, a normal AT stock (for example, an addition that makes the continuation rate of the AT state about 50%) may be awarded.
[0474] In addition, the bonus is not limited to the bonus for the AT state, but may be bonus for a game state (for example, CZ) that is advantageous to the player. For example, the push order bonus award determination process shown in FIG. 48(b) may be applied to a slot machine that wins the AT state transition lottery when points are accumulated during the CZ and transitions to the AT state, and the points may be awarded as a bonus. As another example, instead of awarding a bonus according to the number of coins paid out as in FIG. 48(b), points may be awarded based on the determination of the push order bell as the internal winning role, and points may be obtained regardless of the number of coins paid out or the operation mode. This provides a rescue measure for a player who has made a mistake in the push order during the CZ.
[0475] In the above description, the amount of the bonus given was changed depending on whether the button press order was correct, but it is also possible to change whether or not a bonus is given. For example, a bonus may be given if the button press order is correct, and no bonus may be given if the button press order is incorrect. Alternatively, the type of bonus given may differ depending on whether the button press order is correct. For example, a large bonus may be given if the button press order is correct, and only a small bonus may be given if the button press order is incorrect.
[0476] In addition, in the push order guessing bonus awarding determination process shown in Figure 48 (b), a bonus will be awarded regardless of whether the "minor winning group" is a push order bell or not, but it may be arranged to award a bonus only when the "minor winning group" is a push order bell.
[0477] Furthermore, in the push order guessing game in Figure 49, the first stop reel is suggested, such as "? 1 ?", and the second stop operation is a selection (2-choice display 2st of the second stop operation), but it is not limited to this, and the first stop operation may be a selection (2-choice guess of the first stop operation), such as "? × ?". In this case, if the first stop operation is correct, the second stop reel will be suggested.
[0478] The push order guessing game may be a six-choice guess or a four-choice guess. In the case of a six-choice guess, "? ? ?" is displayed at the first stop, and when the center reel 111 is stopped at the first stop, "? · ?" is displayed at the second stop, and when the right reel 112 is stopped at the second stop, "? · ·" is displayed at the third stop. In the case of a four-choice guess, "× ? ?" is displayed at the first stop except for the left first stop, and when the right reel 112 is stopped at the first stop, "? ? ·" is displayed at the second stop. In this way, in the case of a six-choice guess, a six-choice guess can be provided by displaying three "?" options at the first stop and two "?" options at the second stop (display of three options x two options), and in the case of a four-choice guess, a two-choice "?" option at the first stop and two "?" options at the second stop (display of two options x two options), so that a four-choice guess can be provided.
[0479] Next, a modified example of the push order guessing game will be described. The modified example described here corresponds to the second example described above.
[0480] FIG. 50 is a diagram for explaining a modified example of the push order guessing game.
[0481] The modified example here is an aspect in which the bonus obtained as an additional bonus is upgraded, as explained in the second example above. First, based on the ON operation of the start lever 135, the CPU 304 of the main control unit 300 performs a lottery for acquiring the additional right (the right to be granted the bonus), and if the lottery is won, a lottery for selecting the initial table is performed.
[0482] FIG. 50(a) shows an initial table selection table stored in the ROM 306 of the main control unit 300. As shown in FIG.
[0483] In this modified example, three types of add-on number determination tables are prepared in the ROM 306 of the main control unit 300. The initial table selection table shown in Fig. 50(a) shows the selection rate of each of the three types of add-on number determination tables (table 1, table 2, table 3). As the initial table, table 3 is the least likely to be selected, and table 1 is the most likely to be selected.
[0484] FIG. 50(b) is a diagram showing the number of added games on each of tables 1 to 3.
[0485] At table 1, the number of games added to the number of games to maintain the AT state (number of added games) is 50 or 100. At table 2, the number of added games is 100 or 200. At table 3, the number of added games is 200 or 300. Therefore, table 3 is the most advantageous table for the player. In other words, it is the table that is most likely to have the most added games. On the other hand, table 1 is the most disadvantageous table for the player. In other words, it is the table that is most likely to have the least added games. When table 1 or 2 is selected as the initial table, the CPU 304 of the main control unit 300 executes a table promotion lottery each time the start lever 135 is operated to ON. The table promotion lottery corresponds to a promotion lottery for the obtained privilege.
[0486] FIG. 50(c) is a diagram showing a table promotion lottery table stored in the ROM 306 of the main control unit 300. As shown in FIG.
[0487] Promotion from table 1 to table 2 occurs with a 50% probability if a rare role (for example, strong cherry) is internally won, and with a 5% probability if the internal winning result is other than a rare role. Promotion from table 2 to table 3 also occurs with a 50% probability if a rare role (for example, strong cherry) is internally won, and with a 5% probability if the internal winning result is other than a rare role. The internal winning result other than a rare role here includes replays and misses, and also includes push order bells, and by providing a low probability of promotion even with push order bells, it is possible to prevent a decrease in the sense of expectation when the push order bell is won. However, push order bells may not be included. Also, if a specific rare role (for example, watermelon) is internally won, promotion may occur from table 1 to table 3.
[0488] Figure 50(d) is a flowchart showing the flow of the modified push order guessing bonus award determination process.
[0489] The push order guessing bonus award determination process shown in Fig. 50(d) is also executed in the update process (step S121) in the main control unit main process. However, when table 1 or table 2 is selected, the push order guessing bonus award determination process shown in Fig. 50(d) is executed in the game in which the push order bell is won. Also, when table 3 is set, it is executed in the game following the game in which table 3 is promoted to table 3 by the promotion lottery, and in the game in which table 3 is selected as the initial table (hereinafter, these games are collectively referred to as the game in which table 3 is set).
[0490] First, the CPU 304 of the main control unit 300 sets the two-choice correct answer determination information to 0, which indicates incorrect answer information (step S117a).
[0491] In step S117b, it is determined whether the internal winning combination is the push order bell of the minor combination group, and if it is the push order bell (Yes), it proceeds to step S117c, and if it is not the push order bell (No), it proceeds to step S117d. In the push order guessing bonus award determination process started in a game in which the push order bell is an internal winning combination, the result is Yes. On the other hand, in the game following the game in which table 3 is set, if an internal winning combination other than the push order bell is obtained, it proceeds to step S117d.
[0492] In step S117c, it is determined that the number of requested payout coins is not 3. As shown in FIG. 47(b), the number of requested payout coins is 9 coins when the push order guessing game is correct, 3 coins when the first stop operation is correct but the second stop operation is incorrect, or the first stop operation is not performed as suggested and is inaccurate, but the reel is successfully stopped at a position where a 3-coin role can be drawn, or 0 coins when the first stop operation is not performed as suggested and is inaccurate, and the reel is stopped at a position where a 3-coin role cannot be drawn. If the number of requested payout coins is 9 coins or 0 coins, proceed to step S117d, and if it is 3 coins, proceed to step S117e.
[0493] In step S117d, the two-choice correct answer determination information is reset to 1, which indicates correct answer information, and the process proceeds to step S117e. Therefore, in the game following the game in which table 3 is set, if an internal win occurs other than the push order bell, the push order guessing game is treated as having been answered correctly.
[0494] In step S117e, a bonus is awarded according to the two-choice correct answer determination information in accordance with the table.
[0495] Figure 50(e) is a diagram showing add-on number determination table 1, (f) is a diagram showing add-on number determination table 2, and (g) is a diagram showing add-on number determination table 3.
[0496] In a game in which the push order bell is internally won, when the add-on number determination table 1 (table 1) is set, if the two-choice correct answer information is 1, 100 games will be added with a 100% probability, and if the two-choice correct answer information is 0, 50 games will be added with a 100% probability.
[0497] In a game in which the push order bell is internally won, when the add-on number determination table 2 (table 2) is set, if the two-choice correct answer information is 1, 200 games will be added with a 100% probability, and if the two-choice correct answer information is 0, 100 games will be added with a 100% probability.
[0498] When the add-on number determination table 3 (table 3) is set, if the two-choice correct answer determination information is 1, 300 games (the most games) are added with a 100% probability, and if the two-choice correct answer determination information is 0, 200 games are added with a 100% probability. Therefore, in the game following the game in which table 3 is set, if an internal win occurs other than the push order bell, 300 games are always added. On the other hand, if it is the push order bell, the addition of 300 games or 200 games is determined depending on the number of coins paid out (whether the push order is correct or not).
[0499] To summarize the above-described modified example, after the right to add is acquired, the actual benefit to be obtained is determined in a state for determining the benefit (hereinafter, the benefit determination waiting state), and the benefit to be obtained is determined by whether the push order is correct or not. When the push order bell is won, a suggestion display for the first stop operation such as "? 1 ?" (see FIG. 49(a)) appears. In the benefit determination waiting state, a promotion lottery (table promotion lottery) for the benefit to be obtained is held until the push order bell is won. This promotion lottery is executed when a rare role is internally won, and when the promotion lottery is won (upgraded), the number of games for the two choices of the roulette performance display Aog shown in FIG. 49(a) is changed. When the add-on number determination table 1 is set, the roulette performance display Aog displays +50G and +100G, the same as the roulette performance display Aog shown in FIG. 49(a), but when the promotion lottery is won (upgraded), the roulette performance display Aog displays +100G and +200G. Furthermore, if you win the promotion lottery (if your benefits are upgraded to the maximum), the roulette display Aog will show +200G and +300G.
[0500] When the bonus reaches its maximum (when promoted to table 3), in the next game, 300 or 200 games will be added depending on whether the push order bell operation is correct or not. If an internal win occurs other than the push order bell (for example, even if it is a miss or a rare role is internally won), 300 games will be added and it will be treated the same as a correct answer in the push order guessing game.
[0501] In step S117a, the two-choice correct answer determination information is set to 0, which indicates incorrect answer information, but conversely, 1, which indicates correct answer information, may be set first (step S117a), and if the number of requested payout coins is 3 as determined in step S117c, the two-choice correct answer determination information is reset to 0, which indicates incorrect answer information, in step S117d, and if it is not 3, the two-choice correct answer determination information is left as 1 and step S117e may be executed. This is the same as the push order guessing bonus award determination process in FIG. 48(b).
[0502] <Announcement of the top-up results> Notification of the benefit announced in the push order guessing game illustrated in Figure 49 may be made in the next game.
[0503] Figure 51(a) shows an example of this, which is an example of notification during the push order guessing game. A bar-shaped display (total add-ons + ...) showing the total number of add-ons notified up to the previous game is displayed at the top of the screen of the performance image display device 157. The player can recognize the number of add-ons, which can encourage the player to participate in the push order guessing game.
[0504] 51(b) to 51(e) are examples of displays for a game after the push order guessing game has ended. This can maintain the player's desire to play the next game and onwards, and can also encourage the player to participate in the push order guessing game.
[0505] In the example of FIG. 51(b), the logo "V Confirmed" is displayed in the band display area from the left side to the top side of the effect image display device 157, and the fact that a special benefit has been obtained is notified. In the example of FIG. 51(c), the effect image display device 157 displays the remaining number of plays of the AT as "30G remaining", and the number of added plays notified in the push order guessing game is displayed as "+100" in a font size smaller than the remaining number of plays of the AT. These displays are updated, for example, as a high-speed counter, and the remaining number of plays of the AT is counted up within a few seconds to a dozen seconds. In the illustrated example, the number of added plays "+100" is not updated even if the remaining number of plays of the AT is counted up. This is to make it easier to recognize the amount of added plays. In addition, the display of the number of added plays "+100" is configured to move upward as time passes, and may be made invisible (fade out) after a predetermined time has passed. On the other hand, the number of times that can be added can be counted down in response to the remaining number of times the AT is played being counted up, or it can be updated, for example, to "+99 -> +98 -> +97" in accordance with the update from "31G remaining -> 32G remaining -> 33G remaining", which allows one to clearly see how many more can be added.
[0506] In the example of Fig. 51(d), an interface is displayed to show the player the number of times the bonus has been used. In this interface, ◯ indicates an unusable bonus, and ● indicates an already used bonus. The bonus may be, for example, the number of times added (e.g., one ◯ is equivalent to 100 times) or the number of sets (e.g., one ◯ is equivalent to 1 set). In the example of Fig. 51(e), the performance image display device 157 displays a message to the player that the game state has moved to the next stage (a higher stage that is advantageous to the player) (the example shown shows a move to the EXTRA stage).
[0507] <Another example of a button press guessing game> Figure 52 is a diagram showing another example of the push order guessing game. In this example, the success or failure of the push order determines whether the AT count will be added or not. In other words, instead of the small bonus of "+50G" in the example shown in Figure 49, this is an example of "no addition."
[0508] 52(a) shows a display screen of the push order guessing game for the first stop operation, which is displayed on the effect image display device 157 in response to the ON operation of the start lever 135. At the bottom of this display screen, a suggestion display 1st for the first stop operation is displayed, and the display of "1" in the center suggests that the stop operation of the center reel 111 is to be performed as the first stop operation. In addition, at the top of the display screen, a roulette effect display Aog is displayed, and an effect display is performed to show whether the number of added games is 100G or 0G (unfortunate).
[0509] When the center reel 111 is stopped for the first time according to the suggestion display 1st of the first stop operation, the first stop operation is correct, and the two-choice display 2st of the second stop operation is displayed at the bottom of the display screen of the effect image display device 157, as shown in FIG. 52(b). In the two-choice display 2st of the second stop operation, the display of "1" in the center disappears, and only the question marks on the left and right remain, indicating that the first stop operation was correct, and that either the left reel 110 or the right reel 112 is stopped in the second stop operation. The roulette effect display Aog at the top of the display screen continues to be displayed. The effect of displaying both the two-choice display 2st of the second stop operation and the roulette effect display Aog corresponds to the effect corresponding to the first stop operation being the stop operation of the center reel 111. Note that the roulette effect display Aog may not be displayed, and only the two-choice display 2st of the second stop operation may be displayed. When only the 2-option display 2st of the second stop operation is displayed, the 2-option display 2st of the second stop operation corresponds to the effect that the first stop operation was the stop operation of the center reel 111. Note that the manner in which the display changes (switches) from the suggestion display 1st of the first stop operation to the 2-option display 2st of the second stop operation may be the effect that corresponds to the first stop operation being correct.
[0510] Next, when the right reel 112 is stopped for the second time, the question mark on the right side disappears and only the question mark on the left side remains at the bottom of the display screen of the effect image display device 157, as shown in Fig. 52(c). Note that the roulette effect display Aog at the top of the display screen is still displayed.
[0511] Finally, when the remaining left reel 110 is stopped (final stop), the display on the display screen of the effect image display device 157 switches to a bonus award display depending on whether the second stop operation is correct or not. If the second stop operation is also correct, the push order guessing game is correct, and a 9-coin role is stopped and displayed, and as shown in FIG. 52(d), the display screen of the effect image display device 157 displays a +100G award display Ag1 to notify that 100G will be added as a bonus (bonus performance). In the next game, the performance shown in FIG. 51(c) is executed as a performance to notify the result of the addition. In this way, the flow of FIG. 52(a)→FIG. 52(b)→FIG. 52(c)→FIG. 52(d) is an example in which the operation order of "center→right→left" is the correct operation for the stop operation, and a 9-coin role is stopped and displayed.
[0512] On the other hand, if the second stop operation is incorrect, the push order guessing game is incorrect, a 3-coin role is displayed, and as shown in FIG. 52(e), the display screen of the performance image display device 157 displays a disappointment display Ag3 notifying that no bonus will be awarded (non-bonus performance). In the next game, no notification is given that an extra bonus has been awarded, and a performance is executed in which only the current number of remaining ATs is displayed. In this way, the flow from FIG. 52(a)→FIG. 52(b)→FIG. 52(c)→FIG. 52(e) is an example in which the operation sequence of "middle→right→left" for the stop operation is incorrect, and a 3-coin role is displayed.
[0513] Next, if the left reel 110 is stopped for the first time or the right reel 112 is stopped for the first time without following the 1st indication of the first stop operation, the first stop operation is incorrect, and the display at the bottom of the display screen of the effect image display device 157 disappears, as shown in FIG. 52(f). In this example, the display screen is further grayed out to emphasize that it was incorrect. Although the push order guessing game was incorrect, the roulette effect display Aog is displayed at the top of the display screen of the effect image display device 157, and the effect display of whether the number of added games is 100G or 0G (unfortunate) continues.
[0514] Next, even if the second stop is performed, as shown in Fig. 52(g), the roulette effect display Aog continues to be displayed in the upper part of the display screen of the effect image display device 157. On the other hand, the display in the lower part of the display screen remains off, and the display screen also remains grayed out.
[0515] Finally, when the remaining left reel 110 is stopped (final stop), the payout becomes 0 depending on whether the second stop operation is correct or not, and the display on the display screen of the effect image display device 157 switches to a bonus award display. If the second stop operation is correct, the push order guessing game is not correct, but in this example, a bonus is awarded in consideration of the second stop operation being correct, and as shown in FIG. 52(h), a +100G award display Ag1 is displayed on the display screen of the effect image display device 157 to notify that 100G will be added as a bonus (bonus effect). In the next game, the effect shown in FIG. 51(c) is executed as an announcement effect of the added result.
[0516] On the other hand, if the second stop operation is also incorrect, the push order guessing game is incorrect, and the 3-coin role is stopped and displayed, and as shown in Fig. 52(i), the display screen of the performance image display device 157 displays the disappointment display Ag3 that notifies that no bonus is given (non-bonus performance). In the next game, no notification is made that an extra bonus has been added, and a performance is executed in which only the current remaining number of ATs is displayed.
[0517] In this way, in a situation where the center reel 111 is stopped for the first time according to the suggestion display 1st of the first stop operation, a symbol combination resulting in a payout of a large number of coins (9 coins) may be displayed and a bonus performance may be executed by granting a bonus, or a symbol combination resulting in a payout of a small number of coins (3 coins) may be displayed and a non-bonus performance may be executed without granting a bonus. If the operation mode of the second stop operation or the third stop operation is an operation capable of displaying a symbol combination resulting in a payout of a large number of coins, a symbol combination resulting in a payout of a large number of coins is displayed and a bonus performance by granting a bonus is executed, whereas if the operation mode of the second stop operation or the third stop operation is an operation capable of displaying a symbol combination resulting in a payout of a small number of coins, a symbol combination resulting in a payout of a small number of coins is displayed and a bonus performance is executed without granting a bonus.
[0518] In addition, in a situation where the left reel 110 is stopped for the first time or the right reel 112 is stopped for the first time without following the 1st suggestion display of the first stop operation, there are cases where a symbol combination resulting in a small number of coins being paid out is displayed and a non-bonus performance is executed without awarding a bonus, and cases where a display result without a payout is displayed and a bonus performance with the awarding of a bonus is executed. If the operation mode of the second stop operation or the third stop operation is an operation that can display a symbol combination resulting in a small number of coins being paid out, a symbol combination resulting in a small number of coins being paid out is displayed and a non-bonus performance is executed without awarding a bonus, whereas if the operation mode of the second stop operation or the third stop operation is an operation that results in a display result without a payout, a display result without a payout is displayed and a bonus performance with the awarding of a bonus is executed.
[0519] In this example, if the first stop operation is incorrect but the second stop operation is correct, the payout is 0 coins (no payout), and if the second stop operation is incorrect, the payout is 3 coins. However, it is also possible to set the payout to 3 coins if the first stop operation is incorrect but the second stop operation is correct, and the payout to 0 coins (no payout) if the second stop operation is incorrect.
[0520] <Variation: Bonus allocation by pressing order> Although it is not a button press guessing game, it is also possible to announce the correct button press sequence in advance and distribute bonuses depending on whether the button press sequence is correct or incorrect. Figure 53 shows an example. In the illustrated example, it is assumed that the presence or absence of an increase in the number of ATs is determined at the start operation stage before the start of the performance. Therefore, if the increase in the number of ATs has not been determined, the number of ATs will not be increased even if the button press sequence is correct.
[0521] FIG. 53(a) shows a display screen for the first stop operation, which is displayed on the performance image display device 157 in response to the ON operation of the start lever 135. Below this display screen, a suggestion display 1st' for the first to third stop operations is displayed, with the central "1" suggesting that the first stop operation is to stop the center reel 111. Furthermore, the "2" and "3" suggest that the second and third stop operations are to stop the right reel 112 and left reel 110, respectively. In other words, the correct push order is announced in advance.
[0522] In addition, a roulette effect display Aog is displayed at the top of the display screen, showing whether the number of added games is 100G or 0G (unfortunately). Furthermore, an image of a character (Lord) is displayed in the center of the bottom of the display screen.
[0523] When the middle reel 111 is made to make a first stop according to the suggestion display 1st', the first stop operation is correct, and suggestion display 2st' for the second and third stop operations is displayed at the bottom of the display screen of the effect image display device 157, as shown in FIG. 53(b). In suggestion display 2st', the "1" display suggesting the first stop operation has disappeared. This notifies the player that the first stop operation was correct. The image of the character (Lord) is larger than it is in the stage in FIG. 53(a). The roulette effect display Aog at the top of the display screen continues to be displayed.
[0524] Next, when the right reel 112 is stopped for the second time, the "2" indication, which indicates the second stop operation, disappears from the bottom of the display screen of the effect image display device 157, as shown in FIG. 53(c). This notifies the player that the second stop operation was correct. The image of the character (Lord) is larger than in the stage of FIG. 52(b). Note that the roulette effect display Aog at the top of the display screen is still displayed.
[0525] Finally, when the remaining left reel 110 is stopped (final stop), the display switches to a bonus award display depending on whether the AT count has been added or not. If the AT count has been added, as shown in FIG. 53(d), the display screen of the bonus image display device 157 displays +100G award display Ag1 to notify that 100G will be added as a bonus (bonus effect). An image of a character (an image of a lord swinging a sword) is also displayed. In the next game, the effect shown in FIG. 51(c) is executed as an effect to notify the result of the addition.
[0526] In this way, in a situation where the center reel 111 is stopped for the first time according to the suggestion display 1st of the first stop operation, a symbol combination resulting in a large number of payouts may be displayed, and a symbol combination resulting in a small number of payouts may be displayed, and if the operation mode of the second stop operation or the third stop operation is an operation capable of displaying a symbol combination resulting in a large number of payouts, a symbol combination resulting in a large number of payouts is displayed. If the operation mode of the second stop operation or the third stop operation is an operation capable of displaying a symbol combination resulting in a small number of payouts, a symbol combination resulting in a large number of payouts may be displayed, and a symbol combination resulting in a large number of payouts may be displayed and a bonus performance due to an additional win or a non-bonus performance due to a non-winning of an additional win may be executed, while a symbol combination resulting in a small number of payouts may be displayed and a bonus performance due to an additional win or a non-bonus performance due to a non-winning of an additional win may be executed.
[0527] If the AT count is not added, as shown in Fig. 53(e), the display screen of the effect image display device 157 displays a regret display Ag3 notifying that no benefit will be given (non-benefit effect). In the next game, no notification is given that an additional bonus has been given, and an effect is executed in which only the current remaining AT count is displayed.
[0528] Next, if the left reel 110 is stopped for the first time or the right reel 112 is stopped for the first time without following the suggestion display 1st', the first stop operation is incorrect, and the display at the bottom of the display screen of the effect image display device 157 disappears, as shown in FIG. 53(f). In this example, the display screen is further grayed out to emphasize that it was an incorrect operation. Also, the size of the image of the character (Lord) remains the same as in the stage of FIG. 53(a). Although the first stop operation is incorrect, the roulette effect display Aog is displayed at the top of the display screen of the effect image display device 157, and the effect display of whether the number of added games is 100G or 0G (unfortunate) is continued.
[0529] Next, even if the second stop is performed, as shown in Fig. 53(g), the roulette effect display Aog continues to be displayed in the upper part of the display screen of the effect image display device 157. Meanwhile, the display in the lower part of the display screen remains off, and the display screen remains grayed out. Also, the size of the image of the character (Lord) remains the same as in the stage of Fig. 53(a).
[0530] Finally, when the remaining left reel 110 is stopped (final stop), the display switches to a bonus award display depending on whether the AT count has been added or not. If the AT count has been added, as shown in FIG. 53(h), the display screen of the performance image display device 157 displays +100G award display Ag1 to notify that 100G will be added as a bonus (bonus performance). However, no image of the character (Lord) is displayed. In the next game, the performance shown in FIG. 51(c) is executed as a performance to notify the result of the addition.
[0531] On the other hand, if the AT count is not added, as shown in Fig. 53(i), the display screen of the effect image display device 157 displays a regret display Ag3 notifying that no benefit will be given (non-benefit effect). In the next game, no notification is given that an additional bonus has been given, and an effect is executed in which only the current remaining AT count is displayed.
[0532] In other words, in a situation where the left reel 110 is stopped for the first time or the right reel 112 is stopped for the first time without following the 1st suggestion display of the 1st stop operation, a symbol combination that will pay out a small number of coins may be displayed, or a display result without a payout may be displayed, and if the operation mode of the second stop operation or the third stop operation is an operation that can display a symbol combination that will pay out a small number of coins, a symbol combination that will pay out a small number of coins will be displayed. If the operation mode of the second stop operation or the third stop operation is an operation that will result in a display result without a payout, a display result without a payout may be displayed, a symbol combination that will pay out a small number of coins may be displayed, and a bonus performance due to an additional win or a non-bonus performance due to a non-win of an additional win may be executed, while a display result without a payout may be displayed, and a bonus performance due to an additional win or a non-bonus performance due to a non-win of an additional win may be executed.
[0533] In this example, there may be an effect (progress effect) that is executed in stages according to the operation. In addition to or instead of the progress effect, an effect in which the entire screen flashes for a moment may be performed. The frame lamp of the cabinet may be made to emit white light for a moment in time with the flash effect. Also, in this example, it is not limited to the push order bell, and may be a role with a replay role or a payout without the concept of push order, or a role in which the number of payouts changes depending on the operation timing.
[0534] <Variation: A button press guessing game involving symbol combinations> A performance may be performed in which the push order guessing game and the symbol combination at the time of reel stop are combined to allocate the bonus. FIG. 54 shows an example. In addition to the push order, the player can be given the joy of obtaining an additional AT count by the symbol combination obtained by the stop operation of the reels 110 to 112. However, in the illustrated example, at the start operation stage before the start of the performance, whether or not the AT count is to be increased and the contents of the stop control of the reels 110 to 112 are determined. Therefore, if the additional AT count is not determined, the AT count will not be increased even if the push order is the correct order, and the specified symbol combination will not appear.
[0535] Fig. 54(a) shows a display screen of the push order guessing game for the first stop operation, which is displayed on the effect image display device 157 in response to the ON operation of the start lever 135. At the bottom of this display screen, a suggestion display 1st for the first stop operation is displayed, and the display of "1" in the center suggests that the stop operation of the center reel 111 is to be performed as the first stop operation. In addition, in the middle of the display screen, a roulette effect display Aog is displayed, and an effect display is performed to show whether the number of added games is 100G or 0G (unfortunate).
[0536] In addition, at the top of the display screen, a symbol suggestion display is displayed to suggest the symbol combination to be stopped. In this example, when the symbol combination of seven symbols is aligned, it is suggested that the number of ATs will be increased (aligning 7s to increase the number of ATs). Seven symbols are also displayed at the bottom of the display screen. Furthermore, an image of a character (Lord) is displayed in the center of the display screen.
[0537] When the center reel 111 is stopped for the first time according to the first suggestion display 1st of the first stop operation, the first stop operation is correct, and the second two-choice display 2st of the second stop operation is displayed at the bottom of the display screen of the effect image display device 157, as shown in FIG. 54(b). In the second two-choice display 2st of the second stop operation, the display of "1" in the center disappears, and only the question marks on the left and right remain, indicating that the first stop operation was correct, and that either the left reel 110 or the right reel 112 will be stopped in the second stop operation. The roulette effect display Aog in the middle of the display screen and the symbol suggestion display continue to be displayed. The image of the character (Lord) also continues to be displayed. The seven symbol is displayed as a stopped symbol on the center reel 111. The seven symbol is displayed as a stopped symbol regardless of the timing of the stop operation of the center reel 111 (even without pressing the button).
[0538] Next, when the right reel 112 is stopped for the second time, as shown in FIG. 54(c), the question mark on the right disappears from the bottom of the display screen of the effect image display device 157, and only the question mark on the left remains. The roulette effect display Aog and the symbol suggestion display in the middle of the display screen continue to be displayed. The image of the character (Lord) also continues to be displayed, and is larger than in the stage of FIG. 54(b). Seven symbols are displayed as stopped symbols on the center reel 111 and the right reel 112, and the combination of seven symbols is tenpai. By displaying the seven symbols as stopped symbols regardless of the timing of the stop operation of the right reel 112 (even without eye pressing), the player's expectation for the addition of the number of ATs can be increased.
[0539] Finally, when the remaining left reel 110 is stopped (final stop), the displa...
Claims
[Claim 1] A gaming machine equipped with a performance means, the presentation means is means capable of executing a predetermined presentation over a first period, the effecting means is means for executing the predetermined effect over a second period, The presentation means is a means capable of executing presentation in a pseudo game, The presentation means is a means capable of executing presentation in the game, The first period is a period of a first number of games, The second period is a period for a second number of games, The first number of games is the number of games of the main game, The second number of games is the number of games of the main game, The second number of games is less than the first number of games, The second period is a period including a certain game in which a pseudo game and a main game are executed in one game, The predetermined effect is an effect including at least a first effect and a second effect, In the predetermined effect executed over the first period, after the first effect is executed in a first game during the first period, when a certain operation means is operated, the second effect is executed in a second game which is a game subsequent to the first game; In the predetermined performance executed over the second period, after the first performance is executed in the pseudo-play of the certain game, when the certain operation means is operated, the second performance is executed in the main game of the certain game; the number of times the certain operating tool is operated during the first period is a first number of times, the number of times the certain operating tool is operated during the second period is a second number of times, the second number of times is the same as the first number of times, The certain operation means is a means for accepting an operation related to the progress of a game. A gaming machine characterized by:
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