Game machine

By introducing a performance content selection process into the game console and using multimedia elements to dynamically display and select possible performance content, the problem of existing game consoles lacking interest when the grand prize banner was established, and a richer and more interactive gaming experience was achieved.

JP2025062373AActive Publication Date: 2025-04-14ENTERRISE CO LTD
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Patent Information

Application Number
JP2023171387
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-02
Publication Date
2025-04-14
Estimated Expiration
2043-10-02

AI Technical Summary

Technical Problem

When the existing game consoles were established, they only used the design of lines that had stopped as the judgment criteria, resulting in the lack of fun in the game.

Method used

By introducing the performance content selection process into the game console, using multimedia elements such as LCD screen, sound effects and electro-optical display units to dynamically display and select possible performance content based on player operations and game status, thereby enhancing the fun of the game.

Benefits of technology

It effectively enhances the fun of the game and provides a richer and more interactive gaming experience through the use of multimedia elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025062373000001_ABST
    Figure 2025062373000001_ABST
Patent Text Reader

Abstract

To provide a game machine loaded with performances capable of enhancing the interest of a game.SOLUTION: A game machine comprises a start switch, a plurality of stop switches and a performance controller. The stop switches can be controlled to keep a player's operation inactive until a prescribed condition is met, starting from the time when the start switch is operated. In a game 1, while the control for keeping the player's operation on the stop switch inactive after operation on the start switch continues, the performance controller can notify a performance device of all candidates of performance contents that can be subsequently announced in the game, and can notify the performance device of candidates constituted by some performance contents out of all performance contents as performance candidates that can be actually selected, upon execution of the control activating the player's operation on the stop switch.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art Conventionally, gaming machines are known that notify players of effects that indicate what role has been won or effects that may be developed in the future (see Patent Document 1).

[0003] In such a gaming machine, for example, when a big bonus flag is established, it is judged whether the player's eye-pressing is successful or not. Then, each time the player operates the stop switch, a notification effect is executed in which the candidates of the symbols that can be stopped on the winning line are gradually narrowed down. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2007-330531 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the gaming machine described above merely narrows down the possible symbols that may stop on the pay line based on the symbols that have stopped on the pay line, which makes it somewhat uninteresting.

[0006] An object of the present invention is to provide a gaming machine equipped with effects that can enhance the entertainment value of the game. [Means for solving the problem]

[0007] The present invention relates to It is an amusement machine. Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine equipped with effects that can increase the excitement of playing the game. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram illustrating a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] A diagram explaining the state transition of a game area. [Diagram 5] FIG. 2 is a diagram illustrating state transitions in a first game state. [Figure 6] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 7] FIG. 13 is a diagram illustrating a state in which a presentation content selection process is being executed. [Figure 8] This is a diagram explaining the range (MY) and the favorable zone difference number. [Figure 9] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 10] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 11] FIG. 11 is a flow diagram showing the flow of a presentation content selection process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figs. 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the gist of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0011] As shown in FIG. 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the amount of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), without using physically existing medals.

[0012] Unlike conventional slot machines, this slot machine 1 does not require the insertion of real medals, and real medals are not paid out. In the slot machine 1, electronic data of pseudo game media is used as game value data to play the game. Such a slot machine 1 is called a medal-less machine, a Smart Slot (registered trademark), a slot machine with a sealed reel, etc.

[0013] First, the card unit 7 connected to this slot machine 1 will be described below.

[0014] <Card unit 7 configuration> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0015] Moreover, the card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals as real objects.

[0016] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1, as described below, and conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.

[0017] Moreover, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management section 620 (described later) of the slot machine 1.

[0018] The card unit 7 also includes a lending button 71. When an operator inserts a bill into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.

[0019] In this specification, "operator" refers to all of the following: players who are playing a game, users who have finished playing (including users walking around the store), and store staff; however, where necessary, they may be referred to individually as "store staff" or "players," etc.

[0020] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.

[0021] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the inside of the card unit 7, and detects and accumulates the bills.

[0022] The card management mechanism 74 guides and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.

[0023] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, and performs other operations.

[0024] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0025] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to the operation of the eject button 72, and the like.

[0026] The lending process of the gaming value includes a process of transmitting the gaming value data of the amount to be lent to the slot machine 1 (the medium management unit 620 mounted on the gaming value control unit 62 described later) in response to the operation of the lending button 71. At that time, a process of subtracting the gaming value data of the amount to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 7 is also performed.

[0027] In the authentication process of card 70, when a PIN is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered PIN matches the PIN written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to be continued to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to be continued to be used (it may restrict its use).

[0028] In the process of reading data from the card 70, if game value data has been written on the card 70, this is read and temporarily stored in the RAM as the loan balance.

[0029] In the process of writing to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.

[0030] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0031] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and the loan balance data owned by the player is written is ejected from the opening.

[0032] The card unit 7 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., described later), transition of the quantity of game value, number of games played, ratio of roles, etc., is sent.

[0033] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine in which a game can be played without using medals, which are real objects. In the slot machine 1 of this embodiment, a game is played using game value data as electronic data, instead of medals, which are real objects. In the following, the term "game value" may be used in addition to "game value data" as a term corresponding to the conventional "medals."

[0034] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10. This front door 100 is locked while a game is in progress.

[0035] A transparent reel window 200 is provided in the center of the front door 100. From this reel window 200, the operator can visually confirm a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.

[0036] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the rear of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the cabinet 10 is inserted into the keyhole. Since the front door 100 and the cabinet 10 remain locked during play, the player cannot access the inside of the cabinet 10.

[0037] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock / unlock the front door 100 and the cabinet 10.

[0038] When store staff are to change settings, check settings, perform maintenance, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0039] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for producing various effects during a game.

[0040] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.

[0041] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.

[0042] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0043] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom portion 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom portion 104 is designed to allow the operator to place personal belongings, etc.

[0044] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0045] Near each switch of the operation unit 4, a sensor is provided which detects the operation by the player and outputs an operation signal to the control unit 6.

[0046] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation for stopping the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0047] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate that the stop switches 40a, 40b, and 40c are in an inoperative state by emitting a color (e.g., red) from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state. The lamps can also indicate that the stop switches 40a, 40b, and 40c are in an operable state by emitting a color different from the above color (e.g., blue) from the time the reels 20a, 20b, and 20c reach a constant speed rotation state until the stop switches 40a, 40b, and 40c are operated.

[0048] Information about which stop switches 40a, 40b, 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, the game result determination unit 612, the game status control unit 615, the medium management unit 620, etc., which will be described later.

[0049] The bet switch 41 is used when the operator bets a game value. The credited game value and the amount of the bet game value are managed by the slot machine 1 (the media management unit 620). In the following, the term "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0050] The lever 42 functions as a start switch that receives an operation for spinning the reels 20a, 20b, and 20c.

[0051] The digital counter 43 digitally displays the number of credits of the game value, the amount of game value paid out (amount acquired), etc. The operator can check the amount of game value he / she possesses by checking the digital counter 43 during the game. This also enables the player to play the game without having to hold actual medals.

[0052] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal drawing". In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data". For example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals".

[0053] The counting button 44 can receive an operation by an operator for transferring the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 receives an operation by the operator, a transfer signal is generated in the counting button 44.

[0054] After the counting button 44 is operated, for example, by raising or lowering the lever 42, an arbitrary amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer an arbitrary amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, an arbitrary amount of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.

[0055] In addition, the amount of subtraction from the managed game value data when the count button 44 is operated once may be determined in advance, for example, to be "1" or "50." In addition, while the count button 44 is continuously operated (while it is being operated), the credited game value may continue to be subtracted.

[0056] In this embodiment, the counting button 44 is disposed at a position visible to the operator of the slot machine 1. The visible position is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.

[0057] 1, the counting button 44 is disposed on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is discharged from the card unit 7 smoother.

[0058] Furthermore, the counting button 44 may be provided with a lamp inside or around it that changes color before and after it is operated.

[0059] The cancel button 45 can receive an operation by an operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 receives an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data in the betting state as a non-betting state.

[0060] For example, when the cancel button 45 is operated when the bet game value is 1 or more, the media management unit 620 updates the bet game value to "0" and adds the game value data bet until it becomes "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the bet game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet release process that returns the bet game value to the number of credits by transitioning the betting state to a non-betting state.

[0061] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.

[0062] The effect button 46 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 46 may be operated by the operator during the game depending on the effect. When the effect button 46 is operated during the game, a change occurs in the effect.

[0063] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is turned on when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an invalid state. When the operation of the effect button 46 is triggered to output a winning notification effect of a special combination or an advantageous game state such as AT, the lamp can also flash at high speed in a color different from the normal lighting, such as red or rainbow colors.

[0064] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0065] The reset button 51 is operated to release various errors and initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."

[0066] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of setting values ​​is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0067] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, and therefore the reset button 51 and the setting change button 52 cannot be touched by anyone other than those authorized to unlock them (for example, a store staff member who has a key). In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0068] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. And the probability of winning at least some of the possible winning roles differs depending on the set value. The set value is set by the store staff before the store opens.

[0069] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside a cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0070] 1 and 2, the spinning reel unit 2 includes three spinning reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The spinning reel unit 2 is disposed inside the housing 10 in a position corresponding to the position of the reel window 200.

[0071] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether or not a combination of patterns displayed on a pay line L (described later) is a predetermined combination of patterns, and thus the game progresses.

[0072] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0073] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c rotate once in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.

[0074] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0075] Furthermore, in the slot machine 1, after the lever 42 is operated, operation of the stop switches 40a, 40b, 40c corresponding to the rotating reels 20a, 20b, 20c is not valid until the rotating reels 20a, 20b, 20c enter a constant speed rotation state in which they rotate at a constant rotation speed (even if the player operates the stop switches 40a, 40b, 40c, the corresponding rotating reels 20a, 20b, 20c will not stop).

[0076] Then, after the reels 20a, 20b, 20c have entered a constant speed rotation state, the main control board P1, which will be described later, outputs a valid signal, which triggers the player's operation of the stop switches 40a, 40b, 40c to become valid (when the player operates the stop switches 40a, 40b, 40c, the corresponding reels 20a, 20b, 20c stop).

[0077] Furthermore, information (valid signal) that the reels 20a, 20b, and 20c have entered a constant speed rotation state is transmitted to the stop switches 40a, 40b, and 40c as well as to the performance control unit 630 and the like.

[0078] <The flow of the game by the operator> The operator bets the game value on the slot machine 1 by using the credited game value by operating the bet switch 41. When a predetermined number of game values ​​(e.g., 3) is bet on the slot machine 1, the pay line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0079] In this embodiment, an example is described in which a predetermined number (for example, 3) of game values ​​that can be played once is automatically bet by pressing the bet switch 41 once.

[0080] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining the winning combination. In this embodiment, when a MAX BET (3 bets) is made, one line L is activated.

[0081] In the following, the term "winning" refers not only to the alignment of symbols that result in the payout of gaming value, such as bells and watermelons, along the valid line L, but also to the alignment of symbols that correspond to specific roles, such as replays, chance symbols, and special roles (bonuses), which do not result in the payout of gaming value, along the valid line L.

[0082] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and increase / decrease processing of game value data.

[0083] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing to determine a winning flag is performed, and the reels 20a, 20b, and 20c start to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination (winning combination) of symbols that are aligned (winning) on ​​the pay line L. This ends one game.

[0084] At least a portion of the information regarding the progress of the game until these specified game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a specified role, the spinning of the reel, etc.) is managed by the main control unit 61.

[0085] <About game status> During play, the type of play area is set as shown in Figure 4, and one of a number of play states is set as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are performed.

[0086] The game state includes a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the purpose of distinction for the sake of convenience.

[0087] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Fig. 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0088] The special role non-carryover state refers to a state in which a special role (for example, a type 1 BB, which is a role continuous operation device for a type 1 special role) has not been won by an internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0089] The bonus internal state is a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the bonus internal state is a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the effective line L, and the special role has not yet been won. In addition, if the winning of the 1st type BB is in a carried over state, no further drawing of the 1st type BB will be performed.

[0090] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no payout of gaming value has been made in excess of a predetermined amount.

[0091] During a game of the slot machine 1, the operator may play the game in a state where the first game state is temporarily in a special role carryover state without winning the special role that is in the carried-over state.

[0092] In this embodiment, an AT (Assist Time) machine equipped with a real bonus as a special role is exemplified.

[0093] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Fig. 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.

[0094] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after the RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.

[0095] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c for roles other than the special roles won by internal lottery via the LCD screen 3, speaker 101, illumination unit 102, etc.

[0096] When the game zone is a favorable zone, the AT lottery is performed according to the winning combination (rare combination, number of winning combinations of a predetermined combination, etc.) by the internal lottery. When the AT is won by the AT lottery (the AT transition signal is generated) while the game zone is a favorable zone, the second game state transitions from the general game state to the AT.

[0097] The second game state transitions from the AT to the general game state when a predetermined number of games have passed since the start of play in the AT, when the number of stocks in the AT becomes 0 (zero), when the total number of game values ​​paid out since the start of play in the AT reaches a predetermined number, when an assist is executed a predetermined number of times, or when an assist for a specific role (for example, a push order bell) is executed a predetermined number of times, etc. This ends the AT.

[0098] The CZ is an example of a special gaming state, different from the modes described below, and is a zone in which one can temporarily reside when not in the general gaming state or the AT, and which suggests the likelihood of winning the AT.

[0099] In addition, the CZ is entered when certain conditions are met, such as when the CZ lottery based on the winning combination in the internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number of games, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the general game state, making it easier for the second game state to transition to the AT.

[0100] <Explanation of advantageous game state processing> Next, the processing and presentation until the advantageous gaming state such as AT and real bonus starts will be explained using Figures 6 and 7. This advantageous gaming state is an example of a "special gaming state that is more advantageous than the general gaming state", and is a gaming state that includes multiple types of AT, big bonus (BB), and regular bonus (RB) described later. Each of the multiple types of AT, big bonus (BB), and regular bonus (RB) is an example of a "specific gaming state".

[0101] As shown in Fig. 6, in this embodiment, it is possible to transition from a general game state or CZ to an advantageous game state. In this embodiment, eight types of advantageous game states (specifically, as shown in Fig. 7(b), miss AT, replay AT, left bell AT, middle bell AT, right bell AT, rare role AT, special BB, and special RB) are prepared.

[0102] First, in the normal game state or CZ, the AT lottery is executed based on the winning combination, the game state during the stay, the stay mode, etc. In this embodiment, as described above, there are cases where the normal game state transitions to the AT via the CZ, and cases where the normal game state transitions directly to the AT.

[0103] When the AT lottery is won, when the AT transitions to (including when it is decided that the AT will start) or when the AT continues (including when it is decided that the AT will continue), a presentation is executed to notify the type of advantageous game state to which the player will transition thereafter.

[0104] Specifically, when transitioning to the AT, the screen in Figure 7(a) is displayed on the LCD screen 3 (hereinafter referred to as the "transition destination candidate presentation"), and the transition destination of the advantageous game state is determined according to the winning role (the flag of the winning role) in the internal lottery executed when the lever 42 is operated in the next game.

[0105] In this embodiment, the destination of the advantageous gaming state differs depending on the winning role in the next game after the transition candidate presentation in Figure 7 (a) is executed, depending on one of the following eight types of roles: miss, replay, left bell (a bell that is won when the left stop switch 40a is pressed first), middle bell (a bell that is won when the middle stop switch 40b is pressed first), right bell (a bell that is won when the right stop switch 40c is pressed first), rare role (e.g. cherry, watermelon, chance eye), big bonus (BB) which is a real bonus, or regular bonus (RB) which is a real bonus.

[0106] Specifically, if the winning role is a miss, it will transition to the "Miss AT", if it is a replay, it will transition to the "Replay AT", if it is a left bell, it will transition to the "Left Bell AT", if it is a middle bell, it will transition to the "Middle Bell AT", if it is a right bell, it will transition to the "Right Bell AT", if it is a rare role, it will transition to the "Rare Role AT", if it is a Big Bonus (BB), it will transition to the "Special BB", and if it is a Regular Bonus (RB), it will transition to the "Special RB".

[0107] Then, from the time the lever 42 is operated until the player's operation of the stop switches 40a, 40b, 40c becomes effective (until a valid signal is output by the main control board P1), all eight types of advantageous game states that are candidates for transition are displayed as presentation content, as shown in Figure 7(b).

[0108] Next, after the player's operation of the stop switches 40a, 40b, 40c becomes valid (after the valid signal is output), two or more possible effects that may actually be entered (in the example of FIG. 7(c) , a losing AT, a replay AT, a rare role AT, a special BB, and a special RB) are selected from the eight types of advantageous game states based on the winning role, as shown in FIG. 7(c) or FIG. 7(d), and the possible effects are displayed (hereinafter referred to as "effect narrowing").

[0109] Then, when the player operates the last stop switch 40 and all the symbols that will stop within the reel window 200 are confirmed, only the presentation contents (selection contents) related to the advantageous gaming state to which the player will actually move are displayed. The selection process of the presentation contents for this advantageous gaming state will be described later.

[0110] In addition, when the next game after the transition destination performance is executed is to transition to special BB or special RB, the following process is executed. That is, if BB or RB is won in the internal drawing of the next game after the transition destination candidate performance is executed, the selected content becomes special BB or special RB. In this case, the second gaming state remains AT, the first gaming state becomes during BB or RB (special role implementation state), and the first gaming state becomes a special role non-carryover state when BB or RB ends due to the payout of more than a predetermined number of gaming values. Then, after the BB or RB ends, the AT starts again and the transition destination candidate performance is executed.

[0111] <About the game area> The above-mentioned game zone is a state (zone) for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0112] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.

[0113] A mode is a zone in which a player can stay in any of the normal game state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal game state, CZ, and AT. Also, the player can stay in the same mode during the advantageous zone, not limited to the normal game state, CZ, and AT.

[0114] In the normal zone, the processing related to the instruction function cannot be executed, but the processing for transition to the advantageous zone is executed when the transition condition to the advantageous zone is satisfied. Note that while the game zone is the normal zone, the second game state is the general game state.

[0115] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state proceeds in a CZ or AT. The advantageous zone is maintained in the gaming zone from when the gaming zone transitions to the advantageous zone until a predetermined end condition is met.

[0116] The possible combination patterns of the game sections and the second game states in the slot machine 1 can be summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is the normal zone, and the first game state is a special role carryover state of the real bonus or a special role implementation state. A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - The pattern where the game zone is a favorable zone and the second game state is a CZ A pattern where the game zone is a favorable zone and the second game state is an AT state A pattern in which the game zone is a favorable zone, and the first game state is a real bonus special role carryover state or a special role implementation state.

[0117] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.

[0118] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0119] Hereinafter, the connection relationship and communication process of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to Fig. 9. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are mounted on different boards.

[0120] The main control board P1 on which the main control unit 61 is mounted, and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and two-way serial communication is possible.

[0121] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting a bet cancellation process when the cancel button 45 is operated, a request for the transfer of game value when the counting button 44 is operated, and the like.

[0122] The information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function (described later) has been activated, information that the number of credits has reached an upper limit (a value used to prompt the operator to transfer credits because there are too many credits), information regarding the presence or absence of a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0123] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information on game value (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, etc.

[0124] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but serial communication is carried out in one direction from the game value control board P2 to the sub-control board P3.

[0125] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands regarding advance notification before the complete function is activated, information regarding the transfer of game value (for example, information indicating that transfer has started, transfer in progress, transfer completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.

[0126] As the game progresses, when functions of the operation unit 4, such as the lever 42 and the stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4 and the like.

[0127] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reel 20, ball output control, transfer request).

[0128] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of a game) required for the progress of a game.

[0129] The main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617 through the operation of the CPU of the main control unit 61 using a storage unit (ROM, RAM, RWM; the same applies below). These functions correspond to the functions of the game control unit.

[0130] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, an internal lottery process, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and the like.

[0131] The game data includes the current number of games, as well as data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0132] <Internal lottery section 610> The internal drawing unit 610 performs an internal drawing based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag. Specifically, the internal drawing unit 610 performs an internal drawing based on an internal drawing table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.

[0133] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of a game) is transmitted to the reel control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.

[0134] The internal lottery table shows information on possible winning combinations in an internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table according to a combination of the RT state and the type of bonus when the lever 42 is operated.

[0135] In addition, the information on the winning combinations shown in the internal lottery table includes one or more winning combinations that are associated with the combinations. The winning combinations include losing winning combinations that do not pay out game value, as well as operation mode winning combinations (e.g., cherry, watermelon, push order bell) that pay out game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0136] When an operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role is won and multiple game values ​​(e.g., 8) according to the role can be acquired. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role will not be won or another role (such as a so-called 1-coin role) will be won.

[0137] In addition, the operation mode role is also won and established during the general game state (for example, other than AT and CZ). However, when the operation mode role is won during the general game state, the correct operation mode is not basically notified, so the operation mode role is missed or the number of payouts of the game value is 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 8) game values ​​will be paid out.

[0138] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.

[0139] Specifically, when the lever 42 is operated while all the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all the reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0140] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that a combination of symbols corresponding to a role indicated by a winning flag (excluding a special role flag), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby winning the role.

[0141] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0142] In addition, in the case of the control of the rotation stop by the operator during the game, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the position of the rotation reels 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c. The pull-in control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. The kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination are not aligned on the pay line L.

[0143] In addition, when a special role is won, the reel control unit 611 can, based on the operation of the lever 42 immediately before the special role is won and the operation of the stop switch 40 immediately after the special role is won, spin and stop the reel 20 but prevent the special role from being won.

[0144] <Explanation of the Game Result Judgment Unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0145] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like.

[0146] <Explanation of the setting value control unit 613> The set value control unit 613 progresses the game using one of a plurality of set values ​​(for example, 1 to 6) with different advantageous degrees of control over the progress of the game, based on the operation of the setting change button 52 by the store staff. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 613 (set value signal) can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0147] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine odds, the probability of winning a specific minor role such as the push order bell (also called the common bell), the probability of winning the CZ, the probability of winning the AT, etc., differs. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine odds).

[0148] The slot machine 1 may further include a setting key. The setting key is a switching key to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0149] <Section control unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0150] When the gaming zone is a normal zone, if the transition condition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone. Examples of the transition condition include the game immediately following the game that transitioned to the normal zone being played, a predetermined combination being won, and winning a zone transition lottery. When a zone transition lottery is executed, when a predetermined combination that is the subject of a lottery (for example, a rare combination such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to conduct a zone transition lottery, and if the result is a win, the zone transition lottery is held.

[0151] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or to transition to a normal zone (whether to end the favorable zone).

[0152] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including a case where the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (advantageous zone difference described later) reaches +2400. The forced termination condition may be, for example, that the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or that the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and the game transitions to the general gaming state.

[0153] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (particularly the player) can earn a maximum gaming value of 1000+2400=3400.

[0154] Furthermore, when the slot machine 1 is powered on, or the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0155] The interval control unit 614 can transmit information regarding the game interval (whether it is a normal interval or an advantageous interval) to the performance control unit 630 or the like as information regarding the progress of the game.

[0156] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0157] Specifically, the game state control unit 615 sets the first game state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to any one of a general game state, AT, and CZ.

[0158] The gaming state control unit 615 sets the first gaming state to a special role non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0159] Then, when a special role is won by the internal drawing but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.

[0160] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0161] In the special role non-carryover state, when a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.

[0162] In addition, when a special combination is won in the bonus internal state, the gaming state control unit 615 transitions the first gaming state from the bonus internal state to the special combination implementation state.

[0163] In addition, in the special role implementation state, if a predetermined condition is satisfied or if the gaming value is paid out in excess of a predetermined amount, the gaming state control unit 615 transitions the first gaming state from the special role implementation state to a special role non-carryover state.

[0164] Returning to FIG. 6, if the AT lottery is not won in the general gaming state or the CZ, the gaming state control unit 615 sets the second gaming state to the general gaming state.

[0165] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to a general gaming state or a CZ.

[0166] In this way, the gaming state control unit 615 can transition the second gaming state between the general gaming state and the CZ, between the CZ and the AT, and between the AT and the general gaming state.

[0167] In addition, when the game state control unit 615 transitions the second game state to the AT, it first starts the AT preparation, and when the AT start condition (for example, the ceiling number of games for starting the AT is reached, the AT start role is won, etc.) is satisfied during the AT preparation, it starts the AT execution. In addition, when the game state control unit 615 terminates the AT execution, it transitions the second game state to the general game state or CZ.

[0168] Also, the game state control unit 615 selects one of a plurality of modes (for example, a normal mode in which it is difficult to win the AT lottery, or a high probability mode in which it is easy to win the AT lottery) related to the progress of the game for the second game state during the advantageous zone. Then, the game state control unit 615 executes the AT lottery (or the AT additional lottery) with the AT winning probability (or the additional probability) associated with the selected mode.

[0169] The game state control unit 615 can transmit information on the first game state and information on the second game state to the performance control unit 630 and the like as information on the progress of the game.

[0170] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one RT state among a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) at which a flag of replay becomes a winning flag is determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is won.

[0171] Note that the RT state control unit 616 can transmit information regarding the RT state as information regarding game progress to the effect control unit 630 and the like.

[0172] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0173] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63 as information regarding the error.

[0174] Thereby, the game value control unit 62 can perform processing according to the content of the error such as backup processing of the game value under management, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 101 of the content of the occurred error.

[0175] <Explanation of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored.

[0176] The RAM and RWM of the game value control unit 62 store game data (information regarding the progress of a game) required for managing the game value.

[0177] Through the operation of the CPU of the gaming value control unit 62 using the memory unit, the gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621.

[0178] <Explanation of Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0179] The media management unit 620 receives an input request (a request to input a predetermined amount of gaming value) or a payout request (a request to pay out a predetermined amount of gaming value) from the main control unit 61, and executes the following processing.

[0180] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0181] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is won based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination.

[0182] 8, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal game state or a special game state (CZ, AT, BB, RB. Note that AT, BB, and RB are advantageous game states). Note that the difference in game value is used for calculating the difference in advantageous zones and for determining whether the complete function is activated, which will be described later.

[0183] In addition, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone to when it transitions back to the normal zone), as shown in Figure 8.

[0184] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, when the difference number becomes -300 after the start of play in the advantageous zone and the game transitions to the AT, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). When the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.

[0185] In addition, the media management unit 620 can initialize the favorable zone difference number to 0 (zero) when the favorable zone ends as a specified termination condition is met other than when the favorable zone difference number becomes +2400.

[0186] The media management unit 620 starts calculating the favorable zone difference number when the game zone transitions again to the favorable zone.

[0187] 8, the media management unit 620 calculates a range (MY) which is the difference between the maximum and minimum values ​​of the difference number using the difference number of the game value, which is the cumulative value obtained by subtracting the number of bets on the game value from the number of payouts of the game value since the slot machine 1 was last powered on. Unlike the advantageous zone difference number and the difference number of the game value described above, this range (MY) is calculated for all game zones (advantage zones and normal zones), that is, continuously as long as the power of the slot machine 1 is kept on.

[0188] This information regarding the range (MY) is transmitted to the function operation unit 621 and is used for the complete function described later.

[0189] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0190] The number of bets, the number of credits, the difference, and the like of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, and the like as information regarding the progress of the game.

[0191] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) transmitted from the medium management unit 620.

[0192] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 621 generates information regarding a pre-notification indicating that activation of the complete function is imminent.

[0193] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will be in a state where play is not possible) unless the power is turned off and on by store staff.

[0194] The operation related to the game here means the operation for playing one game, and includes the operation of the bet switch 41 for betting game value as an operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing of the game value is not performed.

[0195] Note that, for example, information regarding advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 performs advance notification.

[0196] Furthermore, when the range (MY) falls below the first range of 18500, the function activation unit 621 stops generating information related to advance notification. As a result, the performance control unit 630 stops providing advance notification.

[0197] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by making the information regarding the advance notification a flag format, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.

[0198] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0199] The function activation unit 621 cancels the complete function when the store staff turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function cancelled, but the range (MY) is reset to 0 (zero). Therefore, no advance notice is given, and playing with the slot machine 1 becomes possible in a state where the conditions for reactivating the complete function are no longer met.

[0200] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the presentation of the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the sound output of the speaker 101).

[0201] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0202] The sub-control unit 63 functions as a performance control unit 630 through operation of the CPU of the sub-control unit 63 using the memory unit.

[0203] <Direction control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0204] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) transmitted from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0205] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance drawing table dedicated to the AT, and when the real bonus is being executed, executes the bonus performance using a performance drawing table dedicated to the real bonus.

[0206] Specifically, the performance control unit 630 executes performance during AT preparation using a performance drawing table dedicated to AT preparation, executes performance during AT execution using a performance drawing table dedicated to AT execution, executes performance during BB using a performance drawing table dedicated to BB, and executes performance during RB using a performance drawing table dedicated to RB.

[0207] In this embodiment, as described above, eight types of advantageous gaming states are prepared. Each advantageous gaming state has a different presentation during the execution of the advantageous gaming state.

[0208] When the advantageous game state starts (or when the continuation of the AT is confirmed), the performance control unit 630 executes a transition destination candidate performance that notifies the player that a transition to one of the advantageous game states will occur (the AT will start). In the transition destination candidate performance, as shown in Fig. 7(a), a text message such as "Distribution of advantageous game state: The transition destination of the advantageous game state will be determined by the winning combination of the next game" is displayed.

[0209] After the transition destination candidate performance, the performance control unit 630 displays the performance contents related to all advantageous game states on the liquid crystal screen 3 as shown in Fig. 7(b). Specifically, in Fig. 7(b), for example, "rare role AT" is an image (performance content) that suggests a transition to a rare role AT in the following game based on the winning of a rare role. In Fig. 7(b), images of the performance contents corresponding to each type of AT are displayed side by side without overlapping.

[0210] In addition, when the lever 42 is operated, the performance control unit 630 lights up and displays the performance contents related to all advantageous game states in roulette format in order (for example, in the order of loss AT, replay AT, left bell AT, middle bell, right bell, rare role AT, special BB, special RB, loss AT, etc.).

[0211] For example, the miss AT lights up for 0.1 seconds and goes out (or goes to a lower brightness; same below), the replay AT lights up for 0.1 seconds and goes out, the left bell AT lights up for 0.1 seconds and goes out, ... the special RB lights up for 0.1 seconds and goes out, the miss AT lights up for 0.1 seconds and goes out, ... this operation is repeated from when the lever 42 is operated until the spinning reels 20a, 20b, 20c reach a steady rotation state. Note that while one performance content is lit, the other performance contents are not lit, so there will never be two or more performance contents lit.

[0212] Furthermore, the lighting time of "0.1 seconds" is merely an example and can be set as appropriate. The lighting time may also differ depending on the production content. Furthermore, the lighting order is not limited to the above, and may be a fixed order or may be random. Furthermore, it is not necessary for all production contents to be lit, and the timing may be such that there are two or more production contents that are lit.

[0213] The lighted production contents are displayed at a high brightness equal to or higher than a predetermined value, and the other production contents are displayed at a lower brightness than the lighted production contents. Note that the production contents other than the lighted production contents may be displayed in the same color as the background and may not be visible.

[0214] Next, the performance control unit 630 performs performance narrowing based on the internal lottery result signal and the valid signal received from the main control board P1. That is, the performance control unit 630 sequentially lights up and displays performance candidates, which are a part of the performance contents related to all ATs and are composed of two or more performance contents, in a roulette format. This roulette format lighting display allows the player to recognize which role is likely to be a winning combination. The timing at which the performance narrowing is performed is when the reels 20a, 20b, and 20c enter a constant speed rotation state.

[0215] In this case, if the winning combination is a miss, replay, rare combination, big bonus, or regular bonus, the liquid crystal screen 3 will light up and display the miss AT, replay AT, rare combination AT, special BB, and special RB in roulette format in that order (for example, rare combination T, special BB, special RB, miss AT, replay AT, rare combination AT, ...) as shown in Figure 7(c).

[0216] In this way, all presentation contents are targets for lighting up until the rotating reels 20a, 20b, 20c reach a steady rotation state, but after presentation narrowing is performed, among all presentation contents, only presentation contents that may have resulted in a winning combination are targets for lighting up, and presentation contents that may not have resulted in a winning combination are excluded from targets for lighting up.

[0217] As a result, the player recognizes that he or she has won a miss, replay, rare combination, big bonus, or regular bonus, and presses the stop switches 40a, 40b, and 40c while hoping that the combination he or she desires will win. In this case, as shown in FIG. 7(c), the left bell, center bell, and right bell that are not candidates for the winning combination are displayed with a lower brightness than the performance content of the performance candidates (or, if they are not candidates for the winning combination, the corresponding performance content, including the text, may not be visible).

[0218] When the reels 20a, 20b, and 20c are in a steady rotation state, the stop switches 40a, 40b, and 40c are activated. In this embodiment, as described above, the effect narrowing is executed at the timing when the stop switches 40a, 40b, and 40c are activated. This allows the player to aim for a symbol by referring to the narrowed-down effect content.

[0219] In addition, when the final stop switch 40 is pressed, the performance control unit 630 enlarges and displays on the liquid crystal screen 3 the selected AT content (for example, if the BB is won in Figure 7 (c)), which is confirmed to actually be transitioned to, among the performance candidates.

[0220] On the other hand, if the winning role is either the left bell, middle bell, or right bell, the LCD screen 3 will display the performance contents of the left bell AT, middle bell AT, and right bell AT, which are the performance candidates, in roulette format (in the order of middle bell AT, right bell AT, left bell AT, middle bell AT, ...), as shown in Figure 7 (d).

[0221] Also, as shown in Fig. 7(d), the correct pressing order corresponding to the winning combination is displayed at the bottom of the liquid crystal screen 3. In the example of Fig. 7(d), the correct pressing order is that the middle stop switch 40b should be pressed first (the second stop switch 40 to be pressed is the left stop switch 40a, and the third stop switch 40 to be pressed is the right stop switch 40c). Therefore, the player can intuitively understand that the game will move to the middle bell AT.

[0222] As a result, the player can see the correct push order and recognize the operation order of the stop switch 40 and the actual destination AT while recognizing that the game will move to either the left bell AT, the middle bell AT, or the right bell AT after the screen of Fig. 7(a) is displayed. The reason why the left bell AT, the middle bell AT, and the right bell AT are displayed as performance candidates is because the correct push order is displayed at the same time as the operation of the stop switches 40a, 40b, and 40c becomes effective, so there is no need to narrow down the performance candidates to one. Therefore, unlike the above, in the example of Fig. 7(d), the performance content of the left bell AT and the right bell AT other than the middle bell AT, which are in the correct push order, may not be visible.

[0223] In this case, the losing AT, replay AT, rare role AT, special BB, and special RB, which are not candidates for the winning role, are displayed with a lower brightness than the performance candidates (or, if they are not candidates for the winning role, the corresponding performance content, including text, etc., may not be visible).

[0224] Furthermore, when the last stop switch 40 is pressed, the performance control unit 630 enlarges and displays on the liquid crystal screen 3 the selected content of the AT that has been confirmed to actually be shifted from among the performance candidates (in the example of FIG. 7(d) , the middle bell AT). Alternatively, the selected content may be enlarged and displayed superimposed on other performance contents, or the other performance contents may be erased and only the selected content may be displayed on one screen.

[0225] In addition, when the effect narrowing is executed when either the left bell, middle bell, or right bell is won, the effect content corresponding to misses, replays, rare roles, BB, and RB are excluded from the effect content that will be lit up for the following reasons.

[0226] That is, when the reels 20a, 20b, and 20c are in a steady rotation state, the stop switches 40a, 40b, and 40c become active, and it is necessary to notify the correct push order at this timing. Here, when the correct push order is notified, it is clear that a combination other than the left bell, middle bell, and right bell (for example, a miss, special BB, etc.) has not been won. Therefore, the performance contents corresponding to combinations other than the left bell, middle bell, and right bell are removed from the candidates for lighting and are not lit.

[0227] This prevents the player from receiving a contradictory message that indicates that a replay, rare combination, special RB, etc. may have been won, even though the correct button press sequence has been announced. This prevents the player from having strange expectations (for example, thinking that a high-expectation AT such as special BB has been won, etc.).

[0228] For example, the expectation of AT can be increased in the following order: Special BB > Special RB > Rare AT > Left Bell = Middle Bell = Right Bell > Replay AT > Miss AT. The expectation of AT is the expected value of how easily it is possible to win balls, such as a high AT continuation rate, a large number of games, or an easy way to accumulate stocks.

[0229] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to Fig. 10. For the sake of convenience, the flow when a special role, which is a real bonus, is won or awarded is not described below. When the aforementioned non-playable state is not entered and a special role, which is a real bonus, is won, the game state control unit 615 executes a special role implementation state by winning the special role, and when a payout of game value exceeding a predetermined amount is made, it transitions to a special role non-carryover state.

[0230] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).

[0231] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0232] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43 and accept the operation of the bet switch 41, the lever 42, etc. by the operator, on the condition that game value data is transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0233] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.

[0234] Next, the interval control unit 614 causes the game to proceed in the normal interval (step S104).

[0235] The game state control unit 615 allows the game to proceed in the normal game state (step S105).

[0236] Next, the zone control unit 614 determines whether the gaming zone has become a favorable zone because the conditions for transitioning to the favorable zone have been met, or whether the gaming zone is a favorable zone because the state of the favorable zone has been maintained (step S106).

[0237] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.

[0238] On the other hand, if the game zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number starts) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the game zone is an advantageous zone (in both the general game state and the CZ or AT).

[0239] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0240] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0241] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 advances the game in the AT (step S109).

[0242] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or more.

[0243] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0244] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the favorable section difference number is +2400 or more (step S111).

[0245] If the favorable zone difference number becomes +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to a normal zone, the game status control unit 617 ends the AT, and the media management unit 620 initializes the favorable zone difference number to zero (0), and then the processing returns to step S104.

[0246] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0247] If the AT ends (S112: YES), the process returns to step S105.

[0248] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0249] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 621 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).

[0250] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0251] Next, in response to the power being turned off by the store staff member's power-off operation to turn off the power of the slot machine 1 (step S115), the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, when the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is cancelled, but the advantageous zone and the advantageous zone difference number are carried over.

[0252] Next, in response to a power-off restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0253] <Flow of production content selection process> Next, the flow of the rendering content selection process will be described with reference to FIG.

[0254] First, the flow branches depending on whether it is determined that the AT is to be started or whether it is determined that the AT is to be continued (step S201).

[0255] If it is not determined that the AT will start and the AT will not continue (S201: NO), the rendering content selection process of the present invention ends.

[0256] On the other hand, if it is determined that the AT will start, or if it is determined that the AT will continue (S201: YES), the sub-control unit 63 executes the transition destination candidate performance (step S202). As a result, the screen of FIG. 7(a) is displayed on the liquid crystal screen 3.

[0257] Then, based on the fact that the lever 42 has been operated (the lever has been turned on) in the next game (step S203), the main control unit 61 executes an internal lottery (step S204). In addition, the main control unit 61 transmits information (internal lottery result signal) related to the winning flag determined by the internal lottery to the sub-control unit 63.

[0258] Next, the sub-control unit 63 displays the presentation contents related to all candidates for the transition destination of the advantageous gaming state (step S205). As a result, the screen of FIG.

[0259] Next, the flow branches depending on whether or not all of the reels 20a, 20b, 20c have entered a constant speed rotation state (step S206).

[0260] If the reels 20a, 20b, and 20c are not in a constant speed rotation state (S206: NO), the process returns to step S205.

[0261] On the other hand, when the reels 20a, 20b, and 20c are in a constant speed rotation state (S206: YES), the sub-control unit 63 executes effect narrowing (step S207). Specifically, effect candidates (two or more effect contents of the transition destination candidates) selected based on the winning combination from among all transition destination effect contents of the advantageous game state are displayed on the liquid crystal screen 3.

[0262] Next, the flow branches depending on whether or not all of the reels 20a, 20b, 20c have stopped spinning (step S208).

[0263] If all of the reels 20a, 20b, 20c have not stopped spinning (S208: NO), the process returns to step S207.

[0264] On the other hand, if all the reels 20a, 20b, 20c have stopped spinning (S208: YES), the sub-control unit 63 selects one effect content (selected content) related to a winning combination and displays it on the liquid crystal screen 3 (step S209). This ends the effect content selection process of the present invention. In this manner, the rendering content selection process of the present invention is executed.

[0265] In summary, the slot machine 1 of the present invention has the following features: A lever 42 capable of starting the rotation of the multiple reels 20a, 20b, and 20c based on the player's operation; A plurality of stop switches 40a, 40b, 40c are provided corresponding to the plurality of reels 20a, 20b, 20c, respectively, and are capable of stopping the reels during rotation based on the operation of the player; A performance control unit 630 capable of informing a performance device of a performance according to a game progress; Equipped with The stop switches 40a, 40b, and 40c can be controlled so that the operation by the player is not effective until a predetermined condition (the reels 20a, 20b, and 20c are in a constant speed rotation state) is satisfied after the lever 42 is operated. The performance control unit 630 performs the following in one game: While the control that the operation of the stop switches 40a, 40b, and 40c by the player is not valid continues after the lever 42 is operated, it is possible to display on the liquid crystal screen 3 all candidates of presentation contents that may be notified in the subsequent games (candidates for the transition to the advantageous game state), and When control is executed to enable the player's operation of the stop switches 40a, 40b, 40c (for example, a valid signal is output or the disabled state is released), it is possible to display on the liquid crystal screen 3 a portion of all the presentation contents, which is a candidate consisting of two or more presentation contents, as a presentation candidate that may actually be selected.

[0266] <Effects of the Invention> Conventionally, there is known a gaming machine in which candidates for symbols to be stopped are gradually narrowed down based on the symbols that have stopped on a winning line. In such a gaming machine, for example, when a big bonus flag is established, it is judged whether or not the player's eye-pressing is successful, and each time the player operates the stop switch, candidates for symbols that can be stopped on a winning line are gradually narrowed down on the liquid crystal screen.

[0267] However, many gaming machines that provide such effects have been proposed in the past, but they are not very exciting.

[0268] In addition, in order to earn the number of games played, a player may operate the stop switch by sliding his / her finger. In this case, the player is less likely to be able to see the process in which the candidates for the presentation content are narrowed down. Therefore, there is a risk that the presentation content that has been created will not be fully utilized.

[0269] In particular, in a medal-less machine such as that described in this embodiment, unlike conventional gaming machines, the player does not need to physically insert a medal, which may result in the game becoming monotonous and making it easier for the player to push the slide.

[0270] In contrast, in the present invention, the candidates for presentation content are not narrowed down based on the stopped symbols on the valid line (i.e., based on the player's operation), but rather, when the operation to the stop switch becomes valid (a valid signal is generated), the candidates for presentation content are narrowed down to two or more from among a plurality of presentation contents related to the transition destination of the advantageous gaming state.

[0271] That is, in the present invention, the player cannot operate the stop switch from when the lever is operated until the operation of the stop switch becomes effective, and during that time, all the presentation contents to which the advantageous game state is to be transferred are displayed. Then, after the operation of the stop switch becomes effective, the presentation narrowing is executed and presentation candidates are displayed. Therefore, even if the player frequently uses the slide push, the player can see the presentation content candidates until the operation of the stop switch becomes effective.

[0272] This allows the player to play by aiming for a symbol corresponding to the narrowed-down candidate performance content after the operation of the stop switch is enabled, making it possible to fully utilize the performance and to execute a performance that can enhance the interest of the game.

[0273] As described above, according to the present invention, a gaming machine equipped with effects that can increase the excitement of playing the game can be provided.

[0274] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. In addition, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or in appropriate combinations.

[0275] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0276] In the above embodiment, all the effect contents are displayed between the operation of the lever and the operation of the stop switch becoming effective, and when the reel enters a constant speed rotation state, the effect narrowing is executed to narrow down the effect contents to two or more, but the present invention is not limited to this. When the reel enters a constant speed rotation state, the effect contents corresponding to the winning combination may be lit and displayed, and the other effect contents may be erased.

[0277] Also, for example, after the effect narrowing is executed and before all the stop switches are operated, the effect content corresponding to the winning combination may be lit and displayed, and the other effect contents may be erased. For example, depending on the elapsed time (for example, 5 seconds) from when the second stop switch is operated or from when the effect candidates are displayed regardless of the operation of the stop switch (one example of a condition other than the condition that all the stop switches are operated), the effect content corresponding to the winning combination may be lit and displayed, and the other effect contents may be erased.

[0278] In the above embodiment, the candidate content for the narrowed down effect is displayed in a roulette format, but the present invention is not limited to this. It is not limited to the roulette format, and it is sufficient if the narrowed down effect content is displayed in a manner that allows the player to distinguish which of the narrowed down effect content candidates are, such as by displaying all of the narrowed down effect content with the same brightness.

[0279] In the above embodiment, the example is described in which the effect narrowing is executed when the operation of the stop switch becomes effective, but the effect narrowing may be executed after the operation of the stop switch becomes effective. This time lag can occur due to a delay in the transmission of the effective signal from the main control board to the sub-control board, and from the sub-control board to the driver of the stop switch.

[0280] In addition, after operation of the stop switch is enabled and effect narrowing is performed, candidate effect contents may be further selected from among them by operating the effect button.

[0281] Also, in the above embodiment, an example is described in which the destination of the advantageous game state is displayed as the presentation content, but the present invention is not limited to this. The configuration of the present invention may be used when narrowing down candidates for a winning role. In this case, there are multiple candidates for a winning role (for example, three or more), and the winning role can be gradually narrowed down from among them. For example, by operating the lever, a miss, replay, or bell can be displayed, and by operating the stop switch, the winning role can be gradually narrowed down.

[0282] Also, without being limited to the above embodiment, the final narrowed down performance may be two or more instead of one. For example, in the example of Fig. 7(d), after all the stop switches are pressed, the final display performance may be not only the middle bell AT but also the left bell AT.

[0283] In the above embodiment, an example is described in which the operation mode role is a push order bell (left bell, middle bell, right bell), but the operation mode role can be any role, such as a 1-piece push order role in which the payout of game value is less than the number of bets but there is a correct push order, a push order rep that has a role in which the RT shifts depending on the correct push order, a role in which the pattern to be aimed for by the push is determined, or a role that includes both a push order and a correct push order, such as first aiming for the red 7 in the reel window on the left reel, then pushing the right reel, and finally pushing the middle reel.

[0284] In addition, by executing a so-called freeze effect, it is possible to lengthen the "period of time during which control continues after the lever is operated, during which the player's operation of the stop switch is not effective."

[0285] The duration of this freeze effect may be changed according to the expectation of the selected AT, for example, in the case of a special BB, the freeze effect is executed for a long time (e.g., 5 seconds), and in the case of a miss AT, the freeze effect is executed for a short time (e.g., 1 second).

[0286] The freeze effect may occur frequently, and the probability of its occurrence may be set to a different value.

[0287] Although not described in the above embodiment, the AT lottery is also executed in the BB or RB (special role implementation state, special role carryover state) which is a real bonus. In this case, if the AT lottery is won in the BB or RB, the transition destination candidate performance of the advantageous game state is executed when the BB or RB ends, and the transition destination of the advantageous game state is determined by the internal lottery of the next game.

[0288] In the above embodiment, the bonus is described as a continuous operation device for a first type special feature, but the present invention is not limited to this. The bonus may be at least one of the following: a first type special feature, a continuous operation device for a first type special feature, a second type special feature, or a continuous operation device for a second type special feature.

[0289] In addition, in the above embodiment, an example is described in which the slot machine is an AT machine equipped with a real bonus, but the slot machine may be an ART (Assisted Replay Time) machine, or may be a bonus-only slot machine that does not execute AT, ART, etc.

[0290] In addition, a signal indicating the type of game zone may be sent from the zone control unit to a digital counter, so that the digital counter can display whether or not the game zone is an advantageous zone, for example, by whether or not a dot is displayed.

[0291] Also, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly shift the game zone from the advantageous zone to the normal zone. Also, the slot machine may not have a game zone (advantageous zone and normal zone).

[0292] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may be used to determine whether or not to activate the complete function.

[0293] In addition, the slot machine in the above embodiment is a medal-less machine with a play area, but the slot machine to which the present invention is applied does not have to have a play area, and does not have to be a medal-less machine. If the slot machine is not a medal-less machine, it is sufficient that the slot machine has the functions of a conventional gaming machine that uses physical medals, such as a medal insertion port, a medal payout port, and a hopper.

[0294] In addition, although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed. [Explanation of symbols]

[0295] 1. Slot machines (amusement machines) 61 Main control unit 610 Internal lottery section 611 Rotating reel control unit 612 Game result judgment unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error Judgment Unit 62 Game value control unit 620 Media Management Department 621 Functional operation part 63 Sub-control section 630 Production Control Unit

Claims

1. a start switch capable of starting the rotation of a plurality of reels based on an operation by a player; a plurality of stop switches provided corresponding to each of the plurality of reels and capable of stopping the reels during rotation based on an operation by the player; A performance control unit capable of causing a performance device to notify a performance according to a game progress; Equipped with The stop switch can be controlled so that operation by the player is not effective until a predetermined condition is satisfied after the start switch is operated, The performance control unit, in one game, While the control that the operation of the stop switch by the player is not effective continues after the start switch is operated, it is possible to cause the performance device to notify all candidates of performance contents that may be notified in the subsequent game, and When the control for enabling the operation of the stop switch by the player is executed, it is possible to cause the presentation device to notify candidates constituted by a part of the presentation contents among all the presentation contents as presentation candidates that may actually be selected. Amusement machine.

2. The performance control unit is capable of causing the performance device to continue to notify the performance candidates from the time when the performance control unit starts notifying the performance candidates in the performance device until all of the stop switches are operated in one game.

2. The gaming machine according to claim 1.

3. The performance control unit is capable of causing the performance device to notify one selected content among the performance candidates when a condition other than a condition that all of the stop switches have been operated is satisfied in one game.

2. The gaming machine according to claim 1.

4. The performance control unit is capable of informing the performance device of one selected content among the performance candidates after all the stop switches are operated in one game.

2. The gaming machine according to claim 1.

5. The role includes an operation mode role in which a correct operation mode of the stop switch is defined, The performance control unit: When the above operation mode role is won, The correct operation mode can be notified to the performance device, and The performance candidate related to the operation mode role can be notified to the performance device.

2. The gaming machine according to claim 1.

6. a game state control unit capable of executing game progress in any one of game states including a normal game state and a special game state that is more advantageous than the normal game state; Further equipped with A plurality of types of specific game states are prepared for the special game state, The game state control unit is capable of determining which of the plurality of types of specific game states to transition to, The effect control unit is capable of informing the effect device of the effect candidates corresponding to the specific game states to which the game may be subsequently transitioned in a game subsequent to a game in which it has been determined that the game will transition to any of the specific game states.

2. The gaming machine according to claim 1.

Citation Information

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