Game machine

By introducing multiple types of patterned roulettes and internal lottery systems into the game console, combined with intelligent winning time management, the shortcomings of existing game consoles in improving product quality and game entertainment are solved, and a more diverse and interesting gaming experience is achieved.

JP2025068417APending Publication Date: 2025-04-28NET SA
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Patent Information

Application Number
JP2023178315
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-16
Publication Date
2025-04-28

AI Technical Summary

Technical Problem

Existing gaming consoles have shortcomings in improving product quality and gaming entertainment, especially in the lack of innovative approaches to adding new winning time features to gaming consoles.

Method used

By introducing various types of pattern roulettes, internal lottery systems, roulette control systems, prize judgment systems and control systems into the game console, intelligent management and optimization of winning time is achieved. Specific measures include adjusting the basic value and continuous rate of winning opportunities when specifying the number of games to ensure the diversity and fun of the game.

Benefits of technology

It improves the entertainment and product quality of the game console, makes the gaming experience more diverse and interesting, and avoids the game failure problem caused by excessive winning opportunities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique capable of suitably adjusting the additional amount in an additional specialization state.SOLUTION: When a performance state is an additional specialization state, a predetermined number of games (11 games) can be played. According to the number of games in the additional specialization state when addition occurs, an addition basic value and the number of continuous placements are determined in order to determine the additional amount. The addition basic value and the number of continuous placements are set so that the expected value of the additional amount when addition is determined while the number of games in the additional specialization state is "11" is larger than the expected value of the additional amount when addition is determined while the number of games in the additional specialization state is "1 to 10."SELECTED DRAWING: Figure 20
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Description

[Technical field]

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

[0002] Conventionally, gaming machines (gaming machines, slot machines) equipped with a plurality of reels with patterns arranged on the outer periphery have been known. In this type of gaming machine, a certain gaming value is given to gaming media such as medals or pachinko balls, and a game is played to acquire such gaming media. In addition, such gaming machines perform an internal lottery and spin the reels when the player starts the spinning, and control the reels to stop in a manner according to the result of the internal lottery, the order of the reels to stop, and the timing of the reels to stop when the player stops the reels. The result of the game is determined by the symbol combination displayed on the winning determination line when the reels are stopped, and medals or the like are paid out according to the result of the game.

[0003] In recent years, there have been gaming machines that can perform assist time play, which changes the probability of a winning combination by executing a winning assistance effect under specified conditions to assist in the winning of a winning combination, making it easier to win gaming media such as medals in the AT state in which the winning assistance effect can be executed.

[0004] In addition, with regard to gaming machines that allow assist time play, gaming machines that allow an additional bonus to postpone the end of the assist time play have been popular (see Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2014-79344 A Summary of the Invention [Problem to be solved by the invention]

[0006] In recent years, many gaming machines capable of assist time play have been offered on the market, and in order to improve the marketability of gaming machines, it is necessary to devise a new method of adding on assist time.

[0007] This case was made in consideration of the above circumstances, and its purpose is to increase the entertainment value of the game by using a new adding-on method, thereby improving the marketability of the gaming machine. [Means for solving the problem]

[0008] (1) The present invention provides a game machine comprising: a plurality of reels having a plurality of types of symbols arranged on their outer peripheral surfaces; an internal lottery means for performing an internal lottery for determining whether a winning combination will be achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery when a stop operation is initiated; a winning determination means for determining that a winning combination has been achieved based on a symbol combination showing a winning mode predetermined for each winning combination being displayed on an active line when the plurality of reels are stopped; and a zone control means for setting a normal zone in which the presentation state cannot be changed and an advantageous zone in which the presentation state can be changed between a plurality of presentation states including a first presentation state and a second presentation state, and wherein in the advantageous zone, when the presentation state is the first presentation state, stop operation instruction information for assisting the winning combination in achieving a winning combination is provided. The present invention relates to a gaming machine that provides a gaming machine that provides a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine that provides a gaming machine with a gaming machine

[0009] In the present invention, with regard to the second state in which a predetermined number of plays is possible, if the add-on condition is met when the number of plays after the start of the second state reaches the predetermined number, the expected value of the amount of add-on is made larger than when the add-on condition is met with plays other than the predetermined number of plays. This makes it possible to realize gameplay related to add-on that aims to add on when the predetermined number of plays have been played, thereby increasing the interest in the game.

[0010] (2) The interval control means may determine different add-on basic values ​​and add-on continuation rates at least when the addition is determined when the number of plays after the start of the second presentation state is a first number other than the specified number, and when the addition is determined when the number of plays after the start of the second presentation state is a second number other than the specified number and the first number, and when the addition is determined when the number of plays after the start of the second state is other than the specified number, the add-on basic value and the add-on continuation rate may be determined so that the expected value of the amount of addition is approximately the same regardless of whether the addition is determined for any number of plays other than the specified number.

[0011] In this way, even if the basic value of the addition when the addition condition is met when the number of plays after the start of the second state is other than the specified number of times and the continuation rate of the addition are different, the amount of the addition is suppressed, and the ability to acquire medals, etc. is prevented from increasing too much.

[0012] (3) When the interval control means determines the addition when the number of plays after the start of the second state is other than the specified number, the interval control means may determine the basic add-on value and the continuation rate of the addition so that the greater the number of plays after the start of the second state, the smaller the basic add-on value and the larger the continuation rate of the addition.

[0013] In this way, it is possible to realize a specification in which the greater the number of plays after the start of the second state, the greater the fluctuation in the amount of the added bonus that can be obtained when an add-on is decided.

[0014] (4) When the interval control means determines the addition when the number of plays after the start of the second state is other than the specified number, the interval control means may determine the basic value of addition and the continuation rate of addition so that the greater the number of plays after the start of the second state, the larger the basic value of addition and the smaller the continuation rate of addition.

[0015] In this way, the greater the number of plays after the start of the second state, the smaller the fluctuation in the amount of the added-on bonus that is obtained when it is decided to add on, making it possible to realize a specification in which the amount of the added-on bonus is stable. [Brief description of the drawings]

[0016] [Figure 1] 1 is a schematic front view of a gaming machine according to a first embodiment. [Diagram 2] FIG. 2 is a right side view of the gaming machine according to the first embodiment. [Diagram 3] 1 is a diagram illustrating functional blocks of a gaming machine according to a first embodiment. FIG. [Figure 4] 3 is a diagram illustrating an internal lottery table of the gaming machine in the first embodiment. FIG. [Diagram 5] 2 is a block diagram of a control circuit system of the gaming machine according to the first embodiment. FIG. [Figure 6] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 7] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 8] FIG. 2 is a diagram illustrating effective lines in the first embodiment. [Figure 9] 1 is a diagram for explaining a pattern arrangement and pattern names in the first embodiment. FIG. [Figure 10] 1 is a diagram illustrating functional blocks of a gaming machine according to a first embodiment. FIG. [Figure 11] FIG. 13 is a diagram illustrating an internal lottery table in the first embodiment. [Figure 12] FIG. 2 is a diagram illustrating a winning combination for each winning mode in the first embodiment. [Figure 13] FIG. 13 is a diagram for explaining the relationship between the operation order of the stop buttons and winning combinations in the first embodiment. [Figure 14] FIG. 2 is a diagram for explaining the relationship between winning combinations and symbol combinations in the first embodiment. [Figure 15] FIG. 2 is a transition diagram of a game state in the first embodiment. [Figure 16] FIG. 2 is a transition diagram of the rendering state in the first embodiment. [Figure 17] A diagram explaining the AT lottery table in the first embodiment. [Figure 18] A diagram explaining a CZ lottery table in the first embodiment. [Figure 19] A figure explaining the add-on specialization state lottery table in the first embodiment. [Figure 20] 1 is a diagram explaining the relationship between the value of the add-on specialized state game number counter (1 to 10), the add-on basic value, and the continuation setting number in the first embodiment. FIG. [Figure 21] FIG. 13 is a diagram illustrating a table selection lottery table in the case of an add-on specialized state game number counter (11) in the first embodiment. [Figure 22] 13 is a diagram explaining the relationship between the type of table, the basic add-on value, and the number of consecutive entries in the first embodiment. FIG. [Figure 23] A diagram explaining the relationship between the value of the add-on specialized state game number counter (1 to 10), the add-on basic value, and the add-on placement number in the second embodiment. [Figure 24] A figure explaining the relationship between the value of the add-on specialized state game number counter (1 to 10), the add-on basic value corresponding to the rank value, and the add-on placement number in the third embodiment. [Diagram 25] A diagram explaining the types of tables in the third embodiment, and the relationship between the rank value, the basic added value, and the number of consecutive entries. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] 1. First embodiment 1-1.Configuration As an example of the gaming machine according to the present invention, a slot machine will be taken up, and this embodiment will explain in detail the basic structure and basic operation of the slot machine.

[0018] FIG. 1 is a schematic front view of the gaming machine ((A) is an overall view, and (B) is a view of the upper front part), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of the design panel.

[0019] Reference numeral 1 denotes the main body of the gaming machine generally called a "pachinko slot machine," and is broadly divided into a cabinet 1a incorporating a rotating drum (reel section 2) and a front door 1b (see FIG. 2 in particular).

[0020] The front door 1b is the main part, which can be said to be the face of the gaming machine, and a unique metallic feel is required to create a sense of luxury and to meet the demands of design. By adding regular chrome plating, dark chrome plating, hard gold plating, metallizing (plating), satin finish (plating), etc. to the resin material, a gorgeous and heavy appearance is given to the exterior.

[0021] A transparent panel 21 is fitted into the front surface of the front door 1b. In addition, a design panel 22 is attached to the front door 1b on the inner side of the transparent panel 21.

[0022] The design panel 22 has a top surface 22a to which a display / performance device 11 (or a video display device) that performs various performances according to the game status is fixed with screws, a middle surface 22b in which a window portion 3 (a pattern display window) is formed, and a bottom surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent toward the inside of the cabinet 1a, and a left side surface 22e and a right side surface 22f that connect the left and right sides of the bottom surface 22d form an approximately box-like shape and a recessed space (see Figure 3 in particular).

[0023] On this bottom portion 22d, there are provided three-dimensionally protruding decorations 23 or three-dimensional electrically operated objects 24 that are driven according to the progress of the game (for example, electrically operated toys, opening and closing doors, bumpers that move up and down, or swinging boats used in effects related to internal winning roles in order to heighten the sense of anticipation. However, there are also cases where effects unrelated to internal winning roles are simply performed.).

[0024] The front door 1b and the design panel 22 are integrally molded from resin material using a mold. The molding method is generally injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.

[0025] Reference numeral 2 denotes a reel section built into the cabinet 1a, which is composed of three reels: a left reel 2a, a center reel 2b, and a right reel c. Inside each reel, a reel section symbol display LED (not shown) is provided, which is configured to emit light (light or blink) or turn off according to various effects. In other words, each reel is a symbol row that displays multiple symbols from top to bottom in a row, and in this case, a symbol variation game (hereinafter referred to as a game) is started in which the three symbol rows (multiple rows) are varied.

[0026] Reference numeral 3 denotes a window provided in the center of the front of the design panel 22, through which the design on the reel tape affixed (placed or applied) to the outer periphery of the reel section 2 can be seen visually through the transparent panel 21.

[0027] Reference numeral 4 denotes a display LED block provided below the window portion 3 and on the underside of the design panel 22, and is composed of a group of display LEDs including an LED 4a for indicating the number of inserted medals, an LED 4b for indicating the number of stored medals, an LED 4c for indicating the number of medals paid out, a replay display LED 4d, an error display LED 4e, and an LED 4f for indicating that a performance is in progress, as will be described later.

[0028] Reference numeral 5 denotes the medal insertion section, which has a medal insertion port for inserting game medals (game media, sometimes called "coins" or simply "medals") to start the game of spinning and stopping the reel section 2.

[0029] Medals inserted through the medal insertion slot are counted by a medal sorting device (also called a "selector"; not shown), and the number of medals inserted correctly is added up and displayed on the inserted medal count LED 4a or the stored medal count display LED 4b of the display LED block 4.

[0030] 6 is a settlement button (or a credit return switch) and is used to settle (return) the inserted medals and the stored medals. For example, assuming that three medals are inserted and 40 medals are stored (a total of 43 credits), when the settlement button is operated in this state, 43 medals are paid out from the medal payout device 18.

[0031] 7 is a 1 bet button, which is used when inserting one medal from the stored medal to play a game. Recently, the 1 bet button 7 may not be provided. Also, a cross key (not shown) required for cursor operation in the up, down, left and right directions and for viewing history information may be provided to the left of the 1 bet button 7.

[0032] Numeral 8 denotes a MAX BET button, which is used when inserting three medals from the reserve in order to play a game, or when inserting the maximum number of medals (one or two: the optimal number) set according to the internal lottery status during a bonus game, etc. An LED is provided inside the MAX BET button 3, which lights up when the MAX BET button 8 is in an operable state.

[0033] Reference numeral 9 denotes a start lever (part of the reel rotation starter), which is used to start the reel section 2 all at once after a predetermined number of game medals required for playing a game have been inserted. LEDs are provided around the start lever 9, and are designed to light up when the start operation is possible. The start lever 9 is also used to determine the desired setting value selected from stage values ​​1 to 6 when setting the ball payout rate in stages. In this embodiment, the number of game medals required for playing a game is three.

[0034] Reference numeral 10 denotes a stop button section (also called a "stop switch" as a synonymous name), which is used when stopping the reel section 2 that is rotating. The stop button section 10 is composed of three buttons, a left stop button 10a, a center stop button 10b, and a right stop button 10c. By operating the stop button section 10 while the reel section 2 is rotating, the left reel 2a, the center reel 2b, and the right reel 2c corresponding to the respective buttons can be stopped. When the rotation of the three reels, the left reel 2a, the center reel 2b, and the right reel 2c, reaches a predetermined speed (approximately 80 rotations per minute) and the stop button section becomes operable, the LEDs built into the left stop button 10a, the center stop button 10b, and the right stop button 10c are turned on. When the left stop button 10a, the center stop button 10b, and the right stop button 10c are used as direction input means, they can be respectively made to correspond to leftward, upward, and rightward inputs.

[0035] Reference numeral 11 denotes a display and performance device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), an FPD (flat panel display) such as an organic EL (electroluminescence), and the display and performance device is capable of performing various video effects and announcing necessary information related to the reel game under the control of a performance control unit (not shown). Regardless of whether or not special glasses are used, display and performance devices capable of three-dimensional display have recently become inexpensively manufactured, and gaming machines using 3D display devices in which performance images such as 7 symbols pop out when in a reach state or a jackpot state are becoming mainstream. The performance control unit is equipped with ROM and RAM, and communicates bidirectionally with the sub-control unit 160 to execute various performances according to the received performance commands.

[0036] Numeral 12 denotes the speaker section, which is composed of four speakers, an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and emits sound effects according to various performances, a warning sound when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs. If a serious problem (selector error, hopper error, or RAM error, but does not include door open) occurs, the warning sound will be emitted and the error display LED 4e will light up.

[0037] Reference numeral 13 denotes a status display LED section, which is composed of an upper status display LED 13a provided on the top of the display device 11, and upper left status display LED 13b, upper right status display LED 13c, middle left status display LED 13d, middle right status display LED 13e, lower left status display LED 13f, lower right status display LED 13g, and lower middle status display LED 13h provided on both sides, and can effectively perform various light effects. Also, when the step setting value is being changed or the front door 1b is open, or when a problem occurs, the LED flashes repeatedly as a warning indication.

[0038] The status display LED section 13 (13a to 13h) is arranged so as to go almost all the way around the outer periphery of the front door 1b, so that it is possible to effectively perform a light effect in which colorful lights circle the outer periphery edge without interruption for the player. In particular, the upper status display LED 13a provided at the upper center position of the front door 1b (upper center position of the front of the gaming machine main body) is called a top lamp, and emits light in a unique color corresponding to an internal winning combination or a winning combination, thereby playing a central role in the light effect that informs the player of the internal winning combination or the winning combination, etc., and stimulates a sense of expectation.

[0039] 1(B) shows an embodiment of a gaming machine cabinet in which the logo panel section 17 described later is eliminated and the top lamp 13a is accordingly larger overall. In a variable display game in which the reel section is varied, the winning combination is determined in advance by an internal lottery, and when the three reels are stopped by operating the stop switch, the top lamp 13a lights up in a unique color corresponding to the internal winning combination or the winning combination (e.g., red for cherry, green for watermelon, yellow for bell, and blue for replay), and then goes into an off state or a luminous state in a neutral color such as white that is different from the unique color during the interval period until the start of the next variable display game.

[0040] In addition, a plurality of status display LEDs for notifying the bonus win or other necessary information may be provided in the left and right spaces (on the top surface 22a) of the display and effect device 1. Also, AT notification lamps for notifying the AT win are provided in the left and right spaces (on the middle surface 22b) of the reel section 2, and the two AT notification lamps on the left and right are lit up.

[0041] 14 is a special button, which the player operates once or repeatedly to input information required for various games and their video effects displayed on the display and effect device 11 (for example, the rise of the power level gauge, the display of bonus formation symbols, input information such as the operation of a fighter plane's machine gun, the dropping of bombs, or the movement direction of characters). In particular, if the AT is won, the special button 14 flashes with a "beep beep beep" sound effect to encourage operation, and when the player taps the special button 14 with high hopes, a "crack, crack, crack" sound effect is generated and the AT notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) described later, and is used only for various video and sound effects, so it does not affect the game results.

[0042] Reference numeral 15 denotes a tray, into which game medals paid out from a medal payout device 18 (see FIG. 4) are discharged from a medal payout outlet 16, and the tray can receive up to several hundred medals.

[0043] Reference numeral 17 denotes a logo panel portion, which is used to display various trademarks such as the manufacturer name or model name as necessary.

[0044] Reference numeral 19 denotes a door keyhole, which is used when opening the front door 1b of the gaming machine main body 1 with a door key, when canceling a play-stop state (a state in which operations for medal-type play are disabled), and when canceling a game that has been stopped due to an error.

[0045] 20 is a return button (officially called the "return button for jammed inserted medals"), which is used to return, via the medal payout outlet 16, game medals that have become jammed in the game medal selector (not shown) through which the game medals pass after the medal insertion section 5.

[0046] Referring now to Figure 3, the design panel 22 shown in Figure 3(A) has a top surface 22a on which a display performance device mounting portion 22j for mounting the display performance device 11 is formed, a middle surface 22b on which a window portion 3 (pattern display window 3) is formed, and a bottom surface 22d on which the above-mentioned display LED block 4 is mounted, and a three-dimensionally protruding decoration or a three-dimensional electrically driven drive object is provided on the top surface.

[0047] The left side surface 22e and side surface 22f, which connect the bottom surface 22d, form a generally box-like (or boat-like) shape with a recessed space inside, and the upper and lower parts of the box are provided with upper and lower mounting parts 22g and 22h, which have multiple mounting holes for mounting to the front door 1b. By attaching decorative stickers to the five inner surfaces consisting of the bottom surface 22d, left side surface 22e, and right side surface 22f, three generally flat surfaces are formed, especially on the bottom surface 22d. However, since the decorative object 23 and the electrically driven object 24 are provided, it is natural that there will be some unevenness.

[0048] Reference numeral 4a denotes an inserted medal number LED, which displays the number of game medals inserted from the medal insertion portion 5 or by pressing the max bet button 8 or 1 bet button 7 to play a game.

[0049] 4b is a medal storage number display LED, which displays the number of gaming medal credits (stored number) within a range of, for example, a predetermined maximum number of 50. It also performs a payout effect display when the stored medals are settled.

[0050] 4c is a medal payout number display LED, which displays the number of medals paid out when a prize is won. It also displays the step setting value of the payout rate, and an error code when the game is stopped or an error occurs.

[0051] 4d is a replay display LED, which lights up when a replay is activated in a variable display game.

[0052] 4e is an error display LED that lights up when a serious trouble (for example, a trouble other than the door opening) occurs.

[0053] 4f is an effect-in-progress display LED that is turned on when indicating that an effect is being performed by the reel section 2. In other words, it indicates that a reel effect is being performed.

[0054] The design panel 22 shown in Fig. 3(B) differs from that shown in Fig. 3(A) in that it has a top surface 22i as a further bent surface (edge). The provision of this top surface 22i is advantageous in that it makes the attached display and performance device 11 easier for the player to see, and also makes the design panel itself stronger.

[0055] FIG. 4 is a schematic diagram of the internal structure of the gaming machine.

[0056] In the center of the cabinet 1a of the gaming machine main body 1, a reel section 2 and a medal payout device 18 (a medal hopper 18) are arranged below the reel section 2.

[0057] A reflector 27 is provided at the upper right corner of the housing 1a, and a photosensor is provided at the corresponding position on the front door 1b. When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor. When the front door 1b is open, no reflected light is detected, making it possible to detect the open or closed state of the front door 1b.

[0058] Reference numeral 28 denotes a power supply unit. When a power switch 28c is turned on, power is supplied to each circuit block, and after an initial check and initial setting, the variable display game can be played.

[0059] 28a is a setting key switch (also called a setting change permission switch) that is used when setting the ball payout rate in stages or when checking the stage setting value. By inserting the operation key into the keyhole 28d and rotating it, it is possible to change the state from OFF to ON or vice versa.

[0060] 28b is an error release switch, which is used when setting the ball payout rate in stages or when releasing a game that has been stopped due to an error.

[0061] 4c is an LED that displays the number of medals paid out, and displays the step setting value of the payout rate. Each time the error reset switch 28b is pressed, the value is increased by "1", and after displaying "6", it returns to "1" and indicates a turnaround.

[0062] FIG. 5 is a block diagram of a control circuit system of the gaming machine.

[0063] The control circuit system is broadly divided into the main block (main board: the area not enclosed by the dashed line) and the sub-block (auxiliary board: the area enclosed by the dashed line). The main block controls the game results, while the sub-block is responsible for controlling various presentations that attract the player's attention and interest, such as the announcement and display of game progress and internal lottery results.

[0064] Reference numeral 100 denotes a main control unit, which is an integrated one-chip microcomputer (LE4380A-PA-S manufactured by LETECH Co., Ltd.) equipped with a microprocessor with a built-in CPU, and which is provided with a ROM 101 for storing a control program describing a predetermined data table area and the control procedure of the entire device, and a RAM 102 (also called RWM: rewritable memory. It also includes not only built-in but also external RAM) for temporarily storing information required for control, in which counters, registers, etc. are formed. As described later, even if the power switch 28c is turned off or the power cord is unplugged, all the control data stored in this RAM 102 is retained by the RAM backup power source that is constantly supplied via the power connector, but if the power connector itself is unplugged, power is no longer supplied, and the control data is erased (all cleared or reset to 0) or becomes meaningless information.

[0065] The main control unit 100 is connected to a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a limit setting unit 180, and a settlement button sensor via an I / O port (not shown) and a data bus, and the main control unit 100 is configured to be able to receive input signals from these.

[0066] The reel unit 2, the medal payout device 18, the display LED block 4, and the external central terminal board 170 are connected to the main control unit 100 via an I / O port (not shown) and a data bus, and the main control unit 100 is configured to be able to control each of these devices by sending and receiving input / output signals. An index signal of one pulse per rotation is input to the main control unit 100 from each index sensor provided on the reel unit 2.

[0067] The main control unit 100 outputs information required for collecting and managing the operating status of gaming machines in a pachinko parlor or the like from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output from the main control unit 100 to the outside are a medal insertion signal, a medal payout signal, an external output signal 1 (e.g., a BB signal or a pseudo BB signal), an external output signal 2 (e.g., an RB signal or a pseudo RB signal), an external output signal 3 (e.g., an AT signal), an external output signal 4 (e.g., a signal indicating that various errors have occurred), an external output signal 5 (e.g., a cheating behavior detection signal), and a relay common signal. In particular, the BB signal, the RB signal, and the AT signal are not only collected and managed by the hall computer, but are also output to a data counter installed near the top of the pachinko slot machine, and are used to display main information on pachinko slot games (number of games played, number of BBs, number of RBs, number of ATs, and ball information) to the player.

[0068] The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / O port (not shown) or a data bus. Basically, the main control unit 100 can transmit various information to both control units, but conversely the main control unit 100 cannot receive information from both control units (i.e., the main control unit 100 is connected to enable one-way communication from the main control unit 100 to both control units). However, it can only receive credit data consisting of 2 bits from the credit control unit 165 via a data input circuit 166 (for example, two NOT circuits). This credit data is 2-bit data with 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 credits or more, and is input to two input ports of the main control unit 100 as a High or Low signal, similar to various sensor input signals.

[0069] The main control unit 100 outputs control data (for example, coin insertion data, lottery result and winning status data, stage setting value data, data indicating the switch operation state of the stage setting unit 150, etc.) necessary for various controls of the sub-blocks to the sub-control unit 160. The sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU, like the main control unit 100, and is provided with a ROM 161 that stores a control program describing the control procedure of the entire sub-block, and a RAM 162 that includes counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. The ROM 161 stores multiple BGM (background music) data, and in order to lift the player's spirits, especially during bonus games and ATs, specially arranged BGM is appropriately selected and played according to the performance scene. It is not necessary to provide the main control unit 100 and the sub-control unit 160 separately, and it is also possible to make them into one control unit.

[0070] The sub-control unit 160 is connected to the display performance device 11, speaker unit 12, status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112, and door abnormality signal output device 113 via an I / O port (not shown) and a data bus, and the sub-control unit 160 is capable of accepting input signals from each of these devices and outputting necessary data and signals to perform various controls.

[0071] When the internal lottery means 220 executes an internal lottery and the sub-control unit 160 is notified of the result of replay, small winning combination, bonus, or loss (non-winning), before notifying the player of the lottery result, the sub-control unit 160 determines whether or not to perform an effect on the display and performance device 11, the speaker unit 12, and the status display LED unit 13. When the sub-control unit 160 determines to perform an effect, it selects an effect image to be displayed from a plurality of effect images stored in the ROM 161 and outputs the same to the display and performance device 11.

[0072] The operation direction sensor 111 outputs a directional signal corresponding to the up, down, left or right direction in which the start lever 9 is operated. The sub-control unit 160 receives this directional signal and displays various video effects, winning announcements, etc. on the display performance device 11 in accordance with the directional signal, and also generates sound effects from the speaker unit 12.

[0073] The special button sensor 112 outputs an ON signal (e.g., a HIGH signal) when the special button 14 is operated, and an OFF signal (e.g., a LOW signal) when it is released, and the sub-controller 160 displays various games, their video effects, winning announcements, etc. on the display and effect device 11 according to the timing at which the ON signal was received and the number of times the pulse was received (called successive hits). In addition, the speaker unit 12 generates sound effects such as bomb dropping and machine gun operation.

[0074] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-controller 160, and outputs an ON / OFF signal in response to the opening / closing of the front door 1b when the main power supply is ON, while when the main power supply is OFF, it is driven by power supplied from the sub-power supply (backup battery) and detects and stores abnormal opening / closing of the front door 1b when the main power supply is OFF, and notifies the sub-controller 160 of the abnormal opening / closing when the main power supply is OFF even if the main power supply is subsequently turned ON. As a result, even if the front door 1b is closed and there appears to be no abnormality, the sub-controller 160 generates a warning sound when the main power supply is turned ON, so that the manager of the game hall can recognize the abnormal situation and take appropriate measures such as checking and inspecting the game machines.

[0075] The medal detection sensor 130 is composed of a medal passage sensor and a proximity sensor (not shown), and outputs a pulse signal whose number corresponds to the number of medals inserted from the medal insertion slot 5. The main control unit 100 receives this pulse signal, and executes counter logic processing at the rising and falling edges of the pulse signal, thereby controlling the inserted medal number LED 4a or the stored medal number display LED 4b in the display LED block 4 to display the inserted medal number or credit number that has increased by a number corresponding to the number of pulses.

[0076] The bet button detection sensor 140 is composed of two sensors, a 1 bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1 bet button 7, and a MAX bet button detection sensor 140b that outputs a pulse signal in response to the operation of the MAX bet button 8. The main control unit 100 controls the number display of the inserted number LED 4a in response to the obtained pulse signal.

[0077] Furthermore, when the player operates the start lever 9 after inserting a predetermined number of medals, the start SW sensor 110 outputs a start signal, and upon receiving this start signal, the main control unit 100 starts the game by performing a random number lottery or the like, and outputs a drive pulse signal to the reel unit 2. Note that a game performed by one operation of the start lever 9 constitutes one game, and the player repeats the game with the aim of acquiring a bonus role or an AT state to increase the number of medals.

[0078] When the stop buttons 10a to 10c are operated during the variable display game, the rotation of the corresponding reel is stopped, and if a predetermined minor combination is won and medals are paid out, the number of medals paid out is displayed on the medal payout number display LED 4c in the display LED block 4, and this is added to the credit number and displayed on the medal storage number display LED 4b. When a payout operation is performed using the settlement button 6 or the credit number exceeds the maximum number of 50, for example, the main control unit 100 drives and controls the medal payout device 18 to discharge the required number of medals from the medal payout outlet 16 and accumulate them in the tray 15.

[0079] Furthermore, when a small win, replay, or bonus is internally won, the main control unit 100 outputs control data (event data) related to the internal win, etc., to the sub-control unit 160. Then, when the sub-control unit 160 receives control data from the main control unit 100, it is configured to perform various performance operations such as lighting control of the status display LED unit 13, control of a voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and display control of characters and background images on the display screen of the display performance device 11.

[0080] Reference numeral 150 denotes a step setting unit, and by performing a step setting operation of the ball output rate described later, the hall service vehicle can select a desired setting value from step values ​​1 to 6.

[0081] Reference numeral 25 denotes an input switch section (input switch section) for inputting various data, and for example, sets the warning mode when the step setting operation of the payout rate is performed, and sets the time period when a warning is generated or not generated. There are three warning modes: the on or off state of the warning generation function, and a timer state in which a warning is generated only during a set time period. The input switch section 25 is composed of an initialization switch for initializing the sub-block and a volume switch used to change the volume of the speaker section 12, and functions when both are pressed simultaneously.

[0082] Reference numeral 26 denotes a clock unit consisting of a radio-controlled clock that receives absolute time data from a satellite or the like and keeps accurate time, and continuously outputs the clocked time to the sub-control unit 160.

[0083] FIG. 6 is a block diagram of a control circuit system for controlling the reel section.

[0084] The reel section 2 is equipped with step motors 30a, 30b, and 30c for controlling the rotation of three reels: a left reel 2a, a center reel 2b, and a right reel 2c. Each step motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control section 100, and when the drive pulse signal is continuously supplied simultaneously to the three phases, an attractive force is generated, causing the reels to stop suddenly.

[0085] These step motors 30a, 30b, and 30c use a 4-phase 1-2 excitation method, with a step number of 252 steps / rotation (1.43 degrees / step), and rotate exactly one time when the main control unit 100 inputs 504 pulses of a drive pulse signal. The main control unit 100 can accurately grasp the position of each reel because one pulse of index signal (reference signal or reference position signal) is returned from the reel sensors 31a, 31b, and 31c, which are each made up of a photointerrupter provided on each reel. In other words, the resolution of one input pulse is 0.714 (degrees / pulse). If the resolution is to be further increased, the rotation position can be grasped in detail by managing the time from one input pulse to the next input pulse and the rotation speed.

[0086] FIG. 7 is a configuration block diagram of the reel section.

[0087] The left reel 2a, the middle reel 2b, and the right reel 2c, which are thick disk-shaped rotating bodies, are connected to the respective rotating shafts of the step motors 30a (not shown), 30b (not shown), and 30c, and rotate in the direction of the arrow shown in the figure (i.e., from top to bottom). In addition, a left reel belt 32a, a middle reel belt 32b, and a right reel belt 32c, on which a plurality of types of patterns are drawn, are attached to the outer periphery of each reel, and when a combination of patterns predetermined for each role is displayed in the window 3 in a line on the pay line, the role is won. Note that the star mark, the + mark, the plum mark (black circle mark), and the triangle mark in the figure are shown for convenience. In addition, the reel belt is generally called a reel tape. In addition, the pay line in the gaming machine of this embodiment is formed by the middle row of the left reel 2a, the middle row of the middle reel 2b, and the middle row of the right reel 2c, as shown in FIG. 8.

[0088] Reel sensors 31a, 31b, and 31c (not shown) are provided for the step motors 30a, 30b, and 30c, respectively, and one index signal pulse is returned from each reel sensor for each rotation of the step motor. The main control unit 100 always grasps the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the bottom position of the window unit 3) based on this index signal and the number of drive pulse signals output.

[0089] FIG. 9 shows the arrangement of symbols on the reels.

[0090] A reel (not shown) bearing left reel symbols, center reel symbols, and right reel symbols, respectively, is attached to the left reel 2a, center reel 2b, and right reel 2c so as to go around the outer periphery of each reel.

[0091] Each reel has 20 symbols in a different sequence, with 10 different symbols printed on it: a red 7 symbol, a bar symbol, a replay 1 symbol, a replay 2 symbol, a bell symbol, a watermelon symbol, a cherry symbol, a blank 1 symbol, a blank 2 symbol, and a blank 3 symbol.

[0092] The internal lottery means 220 is a means for conducting an internal lottery to determine whether or not a winning combination will be obtained when the start lever 9 is operated in a state in which the start operation is possible, and performs lottery table selection processing, random number determination processing, and lottery flag setting processing.

[0093] In the lottery table selection process, it is determined which of the internal lottery tables stored in the internal lottery table storage means 300 is to be used according to the game status stored in the game information storage means 430. As shown in Fig. 10, the internal lottery tables stored in the internal lottery table storage means 300 are internal lottery tables 1 to 3, and in each internal lottery table, various roles such as replay, small role, and bonus, and miss (non-winning) are associated with each of a plurality of random number values ​​(65536 random numbers from 0 to 65535).

[0094] In addition, small prizes 1 to 17 are prepared as small prizes, and as winning modes of the small prizes, batting order bell 1 to batting order bell 8, common 1-coin prize, watermelon, cherry, JAC1, and JAC2 are set as shown in FIG.

[0095] In addition, a replay is provided as a replay, and a normal replay is provided as a winning mode of the replay, as shown in FIG.

[0096] In addition, the probability of winning a small prize does not change between the internal lottery table 1 and the internal lottery table 2, and the probability of winning a replay is higher in the internal lottery table 2 than in the internal lottery table 1. In addition, the probability of winning a small prize in the internal lottery table 3 is higher than in the internal lottery table 1 and the internal lottery table 2, and replay will not be a winning prize.

[0097] In addition, a big bonus (BB) is provided as a bonus, and the big bonus (BB) is drawn at an internal lottery table 1.

[0098] As the game state, normal state, BB internal state, and BB operating state can be set, and in the lottery table selection process, when the game state is normal state, internal lottery table 1 in FIG. 11 is selected as the lottery table to be used in the internal lottery, when the game state is BB internal state, internal lottery table 2 is selected, and when the game state is BB operating state, internal lottery table 3 is selected.

[0099] In addition, the winning patterns of batting order Bell 1 to 8, common 1, watermelon, cherry, JAC1, JAC2, normal replay, and BB are associated with one or more roles as shown in FIG.

[0100] In the random number determination section, based on the start of the start lever 9, one of the random numbers (65,536 values ​​from 0 to 65,535) continuously generated by the built-in random number generating unit 103 is obtained, and based on the obtained random number value, the internal lottery table stored in the internal lottery table storage means 300 is referred to to determine whether a winning combination has been achieved.

[0101] In the lottery flag setting process, the winning flag corresponding to the winning combination determined to be a winning combination based on the result of the random number determination process is set to a winning state. If two or more types of combinations are won, the winning flag is set to a winning state for each of the two or more types of combinations that are won in duplicate. The setting status of the lottery flag is stored in the lottery flag storage means 420.

[0102] In addition, in the gaming machine of this embodiment, a carryover flag that can be carried over to the next game or later until a prize is won, and a non-carryover flag that is reset to a non-winning state without being carried over to the next game or later regardless of whether a prize is won or not are prepared. The combination associated with the carryover flag is a big bonus (BB), and the small combination and replay are associated with the non-carryover flag.

[0103] When the big bonus (BB) is won, the winning state of the big bonus (BB) is carried over until the big bonus (BB) is won. Even when the winning state of the big bonus (BB) is carried over, the internal lottery means 220 carries out an internal lottery to determine whether or not a small role and a replay are won, and when a small role or a replay is won in this internal lottery, two or more types of lottery flags consisting of the lottery flag of the carried over bonus and the lottery flag of the won small role or replay are set to the winning state.

[0104] The reel control means 230 spins the reel section 2 (left reel 2a to right reel 2c) which is a three (multiple) row of symbols on which a plurality of symbols (20 symbols in this embodiment) are drawn, based on the operation of the turn lever 9. After that, when the player performs a stop operation by operating the enabled stop button 10 (left stop button 10a to right stop button 10c), the reel control means 230 performs control to stop the left reel 2a to right reel 2c in a manner according to the setting status of the lottery flag (result of the internal lottery) and the stop operation manner (stop operation sequence and timing of the stop operation) of the left stop button 10a to right stop button 10c.

[0105] That is, the reel control means 230 determines the stop position of the reel corresponding to the pressed button among the left reel 2a to the right reel 2c each time the left stop button 10a to the right stop button 10c are pressed, and controls the reel to stop at the determined stop position. In this embodiment, pressing the left stop button 10a corresponds to an operation for stopping the left reel 2a, pressing the center stop button 10b corresponds to an operation for stopping the center reel 2b, and pressing the right stop button 10c corresponds to an operation for stopping the right reel 2c. That is, in the gaming machine of this embodiment, when the order of pressing the stop operation of the left stop button 10a to the right stop button 10c is changed, the stop order of the left reel 2a to the right reel 2c is changed. In this embodiment, as necessary, the stopping operation that stops the first reel among the left reel 2a to the right reel 2c may be referred to as the first stopping operation, the stopping operation that stops the second reel may be referred to as the second stopping operation, and the stopping operation that stops the last reel may be referred to as the third stopping operation.

[0106] Furthermore, the reel control means 230 refers to the stop control table stored in the stop control table storage area 305 to determine the stop position of the reel during spinning.

[0107] In the stop control table, a correspondence relationship between the push detection position, which is the position of the reel at the time when the stop button 10 is actuated (the time when the push of the stop button is detected), and the actual stop position is set according to the setting state of the lottery flag. Note that in the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols indicating the amount of rotation from the push detection position to the actual stop position may be set according to the setting state of the lottery flag.

[0108] Furthermore, in the gaming machine of this embodiment, the priorities for small wins, replays, and bonuses are set in the order of "replay > bonus" and then "small win > bonus", and the stop control table is set so that a stop position including a pattern that constitutes the winning form of a win with a high priority is selected according to the priorities associated with each win.

[0109] In addition, in the gaming machine of this embodiment, in the stop control table that is referenced when the lottery flags related to multiple types of minor roles are set to a winning state in the internal lottery, there are cases where the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the active line (number priority control) and cases where the stop position is set according to the number of medals paid out based on a predetermined dividend for the minor role (payout number priority control). When the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the active line, the stop position relative to the press detection position is set so that the stop position with the largest number of pattern combinations that indicate winning forms that can be displayed on the active line is prioritized, and when the stop position is set according to the number of medals paid out, the stop position relative to the press detection position is set so that the stop position with the largest number of medals paid out based on the dividend for the minor role corresponding to the pattern displayed at the display position on the active line (the stop position where the minor role with the largest dividend may win) is prioritized. However, when the stop positions are set according to the number of medals paid out, for multiple stop positions that have the same number of medals paid out, the priority of each stop position is treated as being the same and a stop position relative to the press detection position is set, and when the stop positions are set according to the number of pattern combinations that indicate winning forms that can be displayed on an active line, the priority of each stop position is treated as being the same and a stop position relative to the press detection position is set, and when the stop positions are set according to the number of pattern combinations that indicate winning forms that can be displayed on an active line, the priority of each stop position is treated as being the same and a stop position relative to the press detection position is set.

[0110] In the stop control table that is referenced when batting order bell 1 to batting order bell 8 are selected in the internal lottery, the correct batting order is set for each batting order bell as shown in FIG. 13, and a pressing order different from the correct batting order is treated as an incorrect batting order. In particular, in this embodiment, the pressing order (batting order 1, batting order 2) that stops the left reel 2a first is an incorrect batting order for any batting order bell, and one small combination is always displayed and one coin is paid out. In this embodiment, the order of stop operations that allows the winning of correct bell 1 to correct bell 4 (small combination 1 to small combination 4), which are small combinations that pay out eight coins for batting order bell 1 to batting order bell 8, may be referred to as the correct batting order, and the order of stop operations that is different from the correct operation mode may be referred to as the failed batting order, as necessary.

[0111] In addition, when any of the winning patterns of batting order bell 1 to batting order bell 8 is obtained and there is a possibility of winning for both the 1-coin minor role and the 8-coin minor role, the stop positions are set in each stop control table relative to the press detection position so that if the stopping operation is performed according to the correct batting order, the symbols constituting the winning form of the 8-coin minor role are preferentially displayed on the valid line by the payout number priority control, and if the stopping operation is performed according to the incorrect batting order, the symbols constituting the winning form of the 1-coin minor role are preferentially displayed on the valid line by the number priority control.

[0112] In addition, in the stop control table which is referred to when a common 1-coin winning mode is obtained in the internal lottery, the stop position relative to the pressing detection position is set so that a 1-coin minor winning mode is always won regardless of the operation mode.

[0113] In addition, in the stop control table which is referred to when the winning mode of watermelon is obtained in the internal lottery, the stop position for the pressing detection position is set so that the small prize 16 is always won regardless of the operation mode.

[0114] In addition, in the stop control table that is referred to when a cherry winning pattern is obtained in the internal lottery, the stop position is set for the pressing detection position so that the small prize 17 may or may not be won depending on the timing of the stop operation of the left stop button 10a. Note that, even if the small prize 17 is not won, the symbol combination corresponding to the small prize 17 and the big bonus (BB) is set so that the big bonus (BB) is not won.

[0115] In addition, in the stop control table which is referenced when the winning mode of JAC1 is obtained in the internal lottery, the stop position for the press detection position is set so that any of the 8-coin small prizes will definitely win, and in the stop control table which is referenced when the winning mode of JAC2 is obtained in the internal lottery, the stop position for the press detection position is set so that any of the 1-coin small prizes will definitely win.

[0116] In addition, in the stop control table which is referred to when a winning mode of a normal replay is obtained in the internal lottery, the stop position for the press detection position is set so that the replay will always win regardless of the operation mode.

[0117] As for the Big Bonus (BB), in the normal state, it is only possible to win if the Big Bonus (BB) is won alone. In the BB internal state, there are no misses, and since a small win or replay with a higher priority than the Big Bonus (BB) is always won in duplicate, the stop position for the press detection position is set in the stop control table so that the Big Bonus (BB) is not won.

[0118] The winning determination means 240 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the left reel 2a to the right reel 2c. Specifically, while referring to the winning determination table stored in the winning determination table storage area 310, it determines whether or not the symbol combination displayed on the pay line at the time when all of the left reel 2a to the right reel 2c have stopped is in the form of a winning combination that has been determined in advance. Then, a winning determination table is prepared so that the presence or absence of a winning combination of a big bonus (BB), a replay, and small prizes 1 to 17 can be determined based on the symbol combination displayed on the pay line when each reel has stopped, as shown in FIG. 14.

[0119] The winning determination means 240 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the left reel 2a to the right reel 2c. Specifically, while referring to the winning determination table stored in the winning determination table storage area 310, it determines whether or not the symbol combination displayed on the pay line at the time when all of the left reel 2a to the right reel 2c have stopped is in the form of a winning combination that has been determined in advance. Then, a winning determination table is prepared so that the presence or absence of a winning combination of a big bonus (BB), a replay, and small prizes 1 to 17 can be determined based on the symbol combination displayed on the pay line when each reel has stopped, as shown in FIG. 13.

[0120] In the gaming machine of this embodiment, when a winning combination is achieved, a winning process is executed based on the determination result of the winning determination means 240. As the winning process, for example, when a small combination is achieved, a medal payout process is performed by the payout control means 205, when a replay is achieved, a replay process is performed by the replay process means 215, and when a bonus is achieved, a game state transition process for transitioning the game state is performed by the game state control means 225.

[0121] The payout control means 205 performs a payout control process for the payout of medals according to the game result. Specifically, when a small winning combination is won, the payout number of medals in the game is determined based on the payout amount predetermined for each combination, and medals equivalent to the determined payout number are added to the credit. In addition, when the credit exceeds 50, the payout control means 205 controls the medal payout device 18 to pay out the excess medals.

[0122] When a replay is won, the replay processing means 215 performs an automatic insertion process to automatically insert a number of medals equivalent to the specified insertion number required for the next game without using the medals (including credit medals) held by the player, and waits for the next game start operation using the start lever 9 with a winning line corresponding to the specified insertion number set.

[0123] The game state control means 225 performs a game state transition process to transition the game state between the normal state, the BB inside state, and the BB operating state, as shown in Fig. 15. In this embodiment, information indicating the game state in which the player is currently playing is stored in the game state storage area 430.

[0124] The normal state is a game state corresponding to the initial state among a plurality of game states, and it is possible to transition from the normal state to the BB internal state or the BB operation state. Specifically, if the big bonus (BB) is won in the normal state but the big bonus (BB) is not awarded, the state transitions to the BB internal state, and if the big bonus (BB) is won and also awarded in the normal state, the state transitions to the BB operation state. In the normal state, the internal lottery is performed by referring to the internal lottery table 1, in which the winning probability of the replay is set to about 1 / 7.3 or more and the big bonus (BB) is set as the lottery target, among the internal lottery tables 1 to 3 shown in FIG. 11.

[0125] The BB internal state is a game state entered when a big bonus (BB) is won in an internal lottery in the normal state but the big bonus (BB) is not awarded. Of internal lottery tables 1 to 3 shown in Figure 11, the probability of a replay winning is higher than that of internal lottery table 1, so a miss (non-win) does not occur, and an internal lottery is held with reference to internal lottery table 2, in which the big bonus (BB) is excluded from the lottery.

[0126] The BB operating state is a game state to which the player enters when a symbol combination indicating a winning form of a big bonus (BB) is displayed on an active line, and an internal lottery is conducted by referring to internal lottery table 1 and internal lottery table 3, which has a different selection pattern for small winning roles from internal lottery table 2, among internal lottery tables 1 to 3 shown in FIG. 11.

[0127] In addition, in the BB operating state, it is determined whether or not the termination condition is met based on the total number of medals paid out through play in the BB operating state, and if it is determined that more than a predetermined number (e.g., 50 medals) have been paid out, the game state control means 225 performs control to terminate the BB operating state and return the game state to the normal state.

[0128] As shown in Fig. 16, the AT control means 235 (section control means) changes the presentation state between a plurality of types of presentation states including a normal section (non-advantageous section), a normal presentation state, a CZ state, an AT state (first presentation state), and an added specialized state (second presentation state), sets the presentation state to an AT state (assist time state) under a predetermined condition, judges whether the end condition of the AT state is met based on the value of the AT game number counter 405, and performs control to end the AT state when the end condition of the AT state is met. In this embodiment, information indicating the presentation state in which the player is currently playing is stored in the presentation state storage area 440. In this embodiment, when the player is in the AT state or the added special state, if the player obtains a winning pattern of any of the batting order bells 1 to 8, the AT control means 235 displays information corresponding to the correct batting order on the medal payout number display LED 4c (stop operation instruction information; instruction information "3" to "6" in FIG. 13) to notify the player of the correct batting order to assist in the winning of the 8-coin small prize (small prize 1 to small prize 4), and if the player obtains a winning pattern of any of the batting order bells 1 to 8, the sub-control unit 160 displays information on the display performance device 11 to align the 8-coin small prizes on the active line, thereby performing a winning assistance performance to assist in the winning of the 8-coin small prize, so that the player can play in an assist time game in which it is easier to win medals than when the player is in the normal section, normal performance state, or CZ state.

[0129] In addition, the AT control means 235 can set a normal zone and an advantageous zone as shown in Fig. 16, and in the normal zone, a lottery for transition to an advantageous zone is held, and the advantageous zone is started by winning the lottery for transition to an advantageous zone, and the presentation state can be set to the AT state on the condition that the zone is an advantageous zone. In this embodiment, among the multiple types of presentation states, the normal presentation state, the CZ state, the AT state, and the added-on specialized state can be set only when the zone is an advantageous zone.

[0130] In the normal zone game, when the game state is normal or BB state, the AT control means 235 performs the lottery for the transition to the advantageous zone based on the fact that any of the winning patterns of batting order bell 1 to batting order bell 8, common 1-coin role (common 1-coin role + BB in the normal state), watermelon, and cherry is obtained in the internal lottery. In this embodiment, the lottery for the transition to the advantageous zone is not performed when the winning pattern of the replay is obtained in the normal state or BB state, or when the winning pattern of the big bonus (BB) being won alone in the normal state is obtained. In addition, in this embodiment, it is designed to always win when the lottery for the transition to the advantageous zone is performed.

[0131] When the AT control means 235 wins the advantageous zone transition lottery in the normal zone, it performs advantageous zone transition processing based on the fact that the advantageous zone transition lottery has been won, and starts the advantageous zone from the next game of the game in which the advantageous zone transition lottery has been won. In this embodiment, if the result of the advantageous zone transition lottery is an advantageous zone win, the advantageous zone transition processing transitions the presentation state to the normal presentation state. Note that the advantageous zone transition lottery may be won in two or more ways, and the advantageous zone transition processing may determine whether the presentation state is transitioned to the normal presentation state, the CZ state, or the AT state.

[0132] And, when the presentation state is the normal presentation state or the CZ state in the advantageous zone, the AT control means 235 performs the AT lottery for every game. Specifically, when the game state is the normal state or the BB internal state, the AT lottery is performed based on the results of all internal lotteries.

[0133] In the AT lottery, the random numbers (16384 values ​​from 0 to 16383) for the AT lottery that are continuously generated by the built-in random number generating unit 103 are obtained, and the obtained random numbers are compared with the AT lottery table stored in the AT lottery table storage means 315 to determine whether or not the AT lottery has been won according to the comparison result. In the AT lottery table, AT win or loss is assigned to the random numbers for the AT lottery, and it is determined that the AT lottery has been won when the random number obtained for the AT lottery is associated with an AT win in the AT lottery table. In this embodiment, the probability of winning the AT differs between the normal presentation state and the CZ state, and the probability of winning the AT is set higher in the CZ state than in the normal presentation state.

[0134] For example, when the presentation state is the normal presentation state, if the winning pattern of watermelon or cherry is obtained by the internal lottery, the AT lottery table 1 in Fig. 16 is selected as the lottery table to be used in the AT lottery, and when the winning pattern of watermelon or cherry is obtained by the internal lottery (including a miss), the AT lottery table 2 is selected as the lottery table to be used in the AT lottery. Also, when the presentation state is the CZ state, if the winning pattern of watermelon or cherry is obtained by the internal lottery, the AT lottery table 3 is selected as the lottery table to be used in the AT lottery, and when the winning pattern of watermelon or cherry is obtained by the internal lottery (including a miss), the AT lottery table 4 is selected as the lottery table to be used in the AT lottery.

[0135] In addition, when any of the winning modes of the batting order bell 1 to the batting order bell 8 is obtained, if the first stop is to stop a reel other than the left reel 2a, the AT lottery performed in this game may be invalidated as a penalty for this game. Also, when any of the winning modes of the batting order bell 1 to the batting order bell 8 is obtained, the AT lottery may be in a high probability state only for the next game. In the case of a high probability state, the AT lottery table 1 to the AT lottery table 4 described above may be selected as the AT lottery table, and if the next game has a low probability of AT lottery because the high probability of AT lottery for the next game is not obtained, the AT lottery table 5 in FIG. 16 may be selected as the AT lottery table to perform the AT lottery regardless of which winning mode is obtained in the normal performance state and the CZ state.

[0136] In addition, when any of the winning patterns of batting order bell 1 to batting order bell 8 is obtained, the trigger for executing the AT lottery may be set to be after the first stopping operation, and the AT lottery may be performed if the first stopping operation is to stop the left reel 2a, and the AT lottery may not be performed if the first stopping operation is to stop the middle reel 2b or the right reel 2c.

[0137] In addition, when the presentation state is the normal presentation state, the AT control means 235 conducts an AT lottery if a winning pattern of watermelon or cherry is obtained in the internal lottery, and if the lottery result is a miss, it selects the CZ lottery table of Figure 18 and conducts a CZ lottery.

[0138] In this embodiment, if the result of the CZ lottery is a CZ win, the AT control means 235 performs processing to transition the presentation state to the CZ state. In addition, when the AT control means 235 transitions the presentation state to the CZ state upon the end of the game based on the lottery result of the CZ win, it sets the CZ game number counter 415 to "5", which corresponds to the number of games played, which is the end condition of the CZ state, 5 times.

[0139] In addition, based on the fact that the presentation state is the CZ state, the AT control means 235 performs a process of subtracting a fixed value "1" equivalent to one game from the value of the CZ game number counter 415 each time a game is played in the CZ state.

[0140] When the value of the CZ game number counter 415, which is subtracted by a fixed value each time a game is played in the CZ state, reaches the initial value "0", the AT control means 235 determines that the condition for terminating the CZ state has been met and performs processing to transition the presentation state to the normal presentation state.

[0141] In this embodiment, if the result of the AT lottery in the normal presentation state or CZ state is an AT win, the AT control means 235 performs processing to transition the presentation state from the normal presentation state or CZ state to the AT state. Also, when the AT control means 235 transitions the presentation state to the AT state upon the end of the game based on the lottery result of the AT win, it sets the value "50" corresponding to 50 times, which is the number of times of play that is the end condition of the AT state, in the AT game number counter 405.

[0142] The AT control means 235 also performs a process of playing an assist time game based on the fact that the presentation state is the AT state, and subtracting a fixed value "1" equivalent to one game from the value of the AT game number counter 405 every time a game is played in the AT state. In this embodiment, when any of the winning modes of batting order bell 1 to batting order bell 8 is obtained in the AT state, a correct batting order notification is performed to notify the player of the correct batting order, and a winning assistance presentation is performed. In this embodiment, the instruction function corresponds to instructing the player on the operation mode by the correct batting order notification.

[0143] In this embodiment, when the AT control means 235 notifies the player of the correct batting order when one of the winning patterns of batting order bells 1 to 8 is obtained, the medal payout number display LED 4c displays information corresponding to the correct batting order. Specifically, an operation instruction number is set for each correct batting order, and the medal payout number display LED 4c displays one of the operation instruction numbers "03 (batting order 3)", "04 (batting order 4)", "05 (batting order 5)", or "06 (batting order 6)" using a 7-segment display.

[0144] In addition, when the presentation state is an AT state in the advantageous zone, if a winning pattern of watermelon or cherry is obtained in the internal lottery, the AT control means 235 selects the added special state lottery table in Figure 19 and conducts an added special state lottery.

[0145] In this embodiment, if the result of the add-on specialized state lottery is a win for the add-on specialized state, the AT control means 235 performs processing to transition the presentation state to the add-on specialized state.

[0146] In addition, the AT control means 235 performs a process of adding a fixed value "1" equivalent to one game to the value of the add-on specialization state game number counter 450 every time a game is played in the add-on specialization state based on the fact that the presentation state is the add-on specialization state. In this embodiment, a maximum of 11 games (a predetermined number of times) can be played in the add-on specialization state.

[0147] In addition, when the presentation state is the add-on specialized state, the AT control means 235, when the add-on condition is satisfied, performs a process of setting the add-on basic value counter 455 with reference to the specialized state game number counter 450 and Figs. 20 to 22, and a process of setting the continuation number of placements (add-on continuation rate) in the continuation number placement counter 460. Then, the AT control means 235 performs a process of adding the value of the add-on basic value counter 455 to the add-on amount counter 465. Next, the AT control means 235 performs a continuation lottery using the continuation number of placements set in the continuation number placement counter 460, and if the continuation lottery is won, the process of adding the value of the add-on basic value counter 455 to the add-on amount counter 465 is repeated until the result of the continuation lottery is a miss (non-win).

[0148] Then, the AT control means 235 performs a process of adding the value set in the add-on amount counter 465 to the AT game number counter 405, and performs a process of setting the add-on specialization state game number counter 450, the add-on basic value counter 455, the continuous number setting counter 460, and the add-on amount counter 465 to "0", and then performs a process of shifting the presentation state to the AT state. Note that the AT control means 235 causes an assist time game to be played based on the fact that the presentation state is the add-on specialization state, but when the presentation state is the add-on specialization state, it does not perform a process of subtracting the value of the AT game number counter 405.

[0149] Then, when the value of the AT game number counter 405, which is subtracted by a fixed value each time an assist time game is played, reaches the initial value "0", the AT control means 235 determines that the condition for terminating the AT state has been met, and determines that the condition for terminating the advantageous zone has been met.

[0150] In this embodiment, the AT control means 235 sets the value of the first clear counter 425 provided in the main RAM 102 to the initial value "0" in the advantageous zone transition process, and in the advantageous zone, updates the value of the first clear counter 425 by the difference in the number of medals in each game, subtracts the value "3" corresponding to the number of medals inserted (3 medals) used in the game from the value corresponding to the number of medals paid out (for example, "8" if 8 medals are paid out, and "0" if no combination is won and no payout is made), to obtain the calculation result of the difference in the number of medals in the game, and performs an update process to add this calculation result to the value of the first clear counter 425, and determines that the end condition of the advantageous zone has been established even if the value of the first clear counter 425 exceeds a threshold value (for example, 2400). Also, if a replay wins in a game, an update process is performed to add the difference in the number of medals in the game to "0" and the value of the first clear counter 425.

[0151] In addition, in the advantageous zone, the first clear counter 425 is updated even if a transition in the game state or presentation state occurs, unless the end condition of the advantageous zone is met.

[0152] In addition, the AT control means 235 performs an initialization process to initialize information stored in a predetermined storage area of ​​the main RAM 102 based on the end of the advantageous period. In this embodiment, with respect to the main RAM 102, the information stored in the AT game number counter 405, the CZ game number counter 415, the first clear counter 425, the performance state storage means 440, the add-on specialized state game number counter 450, the add-on basic value counter 455, the continuous number of placement counter 460, and the add-on amount counter 465 is initialized by an initialization process associated with the end of the advantageous period. When the initialization is performed, the values ​​of the AT game number counter 405, the CZ game number counter 415, the first clear counter 425, the performance state storage means 440, the add-on specialized state game number counter 450, the add-on basic value counter 455, the continuous number of placement counter 460, and the add-on amount counter 465 are set to 0.

[0153] 1-2. Method of this embodiment A method for determining the basic value of addition, the number of consecutive placements, and the amount of addition when the presentation state is the addition-specialized state in this embodiment will be described in detail with reference to Figs. 20 to 22.

[0154] Figure 20 shows the basic add-on value and the number of continuations corresponding to the value of the add-on specialized state game count counter 450 when the add-on conditions are met and the value of the add-on specialized state game count counter 450 is "1 to 10".

[0155] The add-on special state game number counter is incremented by "1" based on the start of the start lever 9, and then the AT control means 235 determines whether to add on or not based on the internal lottery result. Here, an example will be described in which the value of the add-on special state game number counter 450 is "6" (the sixth game from the start of the add-on special state) and a normal replay, watermelon, or cherry is obtained in the internal lottery.

[0156] When the internal lottery results in a winning pattern of normal replay, watermelon, or cherry, the AT control means 235 performs a process of setting the basic add-on value "50" corresponding to the sixth game in Fig. 20 to the basic add-on value counter 455, and a process of setting the continuous number of places "8192" to the continuous number of places counter 460. Then, the AT control means 235 performs a process of adding the basic add-on value "50" to the add-on amount counter 465.

[0157] Then, the random number (16384 values ​​from 0 to 16383) for the continuation lottery that is continuously generated by the built-in random number generating unit 103 is obtained, and the obtained random number value is compared with the continuation number counter 460, and it is determined whether or not the continuation lottery has been won according to the comparison result. If it is determined that the continuation lottery has been won, a process is performed to add "50", which is the basic value of the addition, to the addition amount counter 465. For example, if the continuation lottery is won three times, the value of the addition amount counter 460 changes from "50 (0th time) → 100 (1st time) → 150 (2nd time) → 200 (3rd time)", and is finally determined to be "200".

[0158] In addition, when the value of the add-on specialized state game number counter 450 is "1 to 10", the add-on basic value and the number of continuous placements corresponding to the value of the add-on specialized state game number counter 450 are set so that the larger the value of the add-on specialized state game number counter 450, the smaller the add-on basic value and the larger the number of continuous placements.

[0159] In addition, when the value of the add-on specialization state game number counter 450 is "1 to 10", the add-on basic value corresponding to the value of the add-on specialization state game number counter 450 and the number of continuous placements are set so that the expected value of the amount of add-on (amount of add-on) is approximately 100 games. In FIG. 20, when the value of the add-on specialization state game number counter 450 increases by "1", the add-on basic value decreases by 10 games, and the number of continuous placements is set so that the number of placements corresponding to approximately 10% increases. Here, the total number of random numbers of the number of continuous placements is 16384, and the random number corresponding to 10% of that is 1638.4. Since this value is not possible, it is not possible to increase it exactly by 10%, and the number of continuous placements corresponding to the value of the specialization state game number counter 450 is set so that it is approximately 10%. This is the reason why the expected value of the amount of add-on corresponding to the value of the add-on specialization state game number counter 450 is approximately 100 games.

[0160] In this embodiment, when the value of the number of games in the add-on special state counter 450 is "1 to 10", if the winning pattern of normal replay, watermelon, or cherry is obtained by the internal lottery, it is determined that the add-on will always be performed, but it is also possible to determine whether or not to perform the add-on by performing a lottery. Also, for each of normal replay, watermelon, and cherry, a winning pattern that determines whether or not to perform the add-on by performing a lottery and a winning pattern that determines that the add-on will always be performed may be set individually.

[0161] Next, we will explain how to determine the basic add-on value, the number of continuations, and the amount of add-on when the value of the add-on specialized state game number counter 450 is "11."

[0162] FIG. 21 is a diagram showing winning numbers used in a table selection lottery, which is a lottery for selecting one of 18 types of tables.

[0163] FIG. 22 is a diagram showing the basic added value and the number of consecutive placements corresponding to each of the 18 types of tables.

[0164] The AT control means 235 decides to always add when the value of the add-on special state game number counter 450 is "11". Here, the AT control means 235 decides which of the lottery types 1 to 3 to perform the table determination lottery based on the winning pattern obtained in the internal lottery. Specifically, if the winning pattern of watermelon or cherry is obtained in the internal lottery, the lottery type 1 is selected, if the winning pattern of normal replay is obtained in the internal lottery, the lottery type 2 is selected, and if the winning pattern other than watermelon, cherry, and normal replay is obtained in the internal lottery, the lottery type 3 is selected to perform the table determination lottery.

[0165] In the table determination lottery, random numbers (16,384 values ​​from 0 to 16,383) for the table determination lottery that are continuously generated by the built-in random number generating unit 103 are obtained, and the obtained random number value is compared with the number of places assigned to each table in the lottery type selected from lottery type 1 to lottery type 3 to determine the table to be used.

[0166] Then, the AT control means 235 performs a process of setting an additional basic value and a continuous input number corresponding to the determined table, and determines the amount of additional input using the set additional basic value and continuous input number.

[0167] Here, an example will be described in which a cherry winning pattern is obtained in the internal lottery and "table 18" is selected in the table determination lottery.

[0168] By obtaining the cherry winning pattern in the internal lottery, the AT control means 235 selects the lottery type 1 and performs a table determination lottery. Then, when "table 18" is determined in the table determination lottery, a process is performed to set the basic add-on value "100" corresponding to "table 18" in Fig. 22 to the basic add-on value counter 455, and a process is performed to set the continuous placement number "13107" to the continuous placement number counter 460, thereby determining the amount of add-on.

[0169] The basic add-on value and the number of continuous placements are set so that the expected value of the amount of add-on for tables 1 to 18 is greater than the expected value of the amount of add-on when the value of the add-on specialization state game number counter 450 is "1 to 10", regardless of which table is selected. Therefore, the expected value of the amount of add-on when the value of the add-on specialization state game number counter 450 is "11" is greater than the expected value of the amount of add-on when the value of the add-on specialization state game number counter 450 is "1 to 10".

[0170] According to the embodiment described above, when the presentation state is the add-on specialized state, the add-on basic value and the number of continuous placements are different for each of the 1 to 10 games when the add-on is determined, and the expected value of the amount of the add-on is approximately the same. Therefore, it is possible to make the distribution of the amount of the add-on different depending on which of the 1 to 10 games the add-on is determined in, while preventing the performance of winning the balls from increasing too much.

[0171] Furthermore, according to this embodiment, when the presentation state is in the add-on specialized state, the expected value of the amount of add-on when the add-on is determined in the 11th game, which is the final game, is larger than the expected value of the amount of add-on when the add-on is determined in any of the games 1 to 10. Therefore, when staying in the add-on specialized state, it is possible to realize a game characteristic in which the add-on is not determined in any of the games 1 to 10, and the expectation of reaching the 11th game is realized, which increases the interest of the game.

[0172] Also, according to this embodiment, when the presentation state is the add-on specialized state, the expected value of the amount of the add-on when the add-on is determined for each of the 1st to 10th games is approximately the same, and the expected value of the amount of the add-on when the add-on is determined for the 11th game, which is the final game, is larger than the expected value of the amount of the add-on when the add-on is determined for any of the 1st to 10th games. Therefore, when the presentation state is shifted to the add-on specialized state once, the probability of reaching the 11th game, which has a high expected value of the amount of the add-on, can be reduced, thereby suppressing the expected value of the amount of the add-on per add-on specialized state, and it is possible to prevent the performance of winning balls from increasing too much.

[0173] In addition, according to this embodiment, when the presentation state is the add-on specialized state, the larger the number of games in the add-on specialized state except for the 11th game, the smaller the add-on basic value when the add-on is determined, and the larger the number of continuous placements is set. Here, the amount of the add-on in the first game, which is the most likely to be determined, is stable without fluctuating up and down, and the amount of the add-on in the 10th game, which is the least likely to be determined, is designed to be unstable because it fluctuates up and down greatly. Therefore, the amount of the add-on when transitioning to the add-on specialized state once is stable, making it possible to reduce the possibility of winning a large number of medals in a short period of time.

[0174] In addition, when the presentation state is an add-on specialized state, if a winning pattern of watermelon or cherry is obtained in an internal lottery, it may be decided to add on, and the add-on specialized state may be continued without ending.

[0175] In this way, when a player gets a winning pattern of watermelon or cherry, which has a low probability of winning, it is possible to prevent the player from feeling a sense of loss that the added-on specialization state will end.

[0176] 2. Second embodiment

[0177] In this embodiment, configurations and control methods common to the first embodiment will be omitted, and only major differences will be described.

[0178] Figure 23 is a diagram showing the basic add-on value and the number of continuations corresponding to the value of the add-on specialized state game count counter 450 when the add-on conditions are met and the value of the add-on specialized state game count counter 450 is "1 to 10".

[0179] In this embodiment, when the value of the add-on specialization state game number counter 450 is "1 to 10", the add-on basic value corresponding to the value of the add-on specialization state game number counter 450 and the number of continuous placements are set so that the larger the value of the add-on specialization state game number counter 450, the greater the add-on basic value and the number of continuous placements are set so that the expected value of the amount of add-on is approximately 100 games when the value of the add-on specialization state game number counter 450 is "1 to 10". In FIG. 23, when the value of the add-on specialization state game number counter 450 increases by "1", the add-on basic value increases by 10 games and the number of continuous placements is set so that the number of placements equivalent to approximately 10% decreases.

[0180] According to the embodiment described above, when the presentation state is the add-on specialized state, the larger the number of games in the add-on specialized state except for the 11th game, the higher the basic add-on value when the add-on is determined, and the lower the number of continuous placements. Here, the amount of the add-on in the first game, which is the most likely to be determined, fluctuates greatly up and down and is not stable, while the amount of the add-on in the 10th game, which is the least likely to be determined, is designed to be stable without fluctuating up and down. Therefore, since the amount of the add-on when transitioning to the add-on specialized state once fluctuates up and down, it is possible to expect a large amount of add-on to be obtained by transitioning to the add-on specialized state once.

[0181] 3. Third embodiment

[0182] In this embodiment, configurations and control methods common to the first embodiment will be omitted, and only major differences will be described.

[0183] A method of determining the basic value of addition and the number of consecutive placements when the presentation state is the addition-specialized state in this embodiment will be described in detail with reference to Figs. 24 and 25.

[0184] Figure 24 shows the value of the add-on specialized state game count counter 450 when the add-on condition is met and the value of the add-on specialized state game count counter 450 is "1 to 10", as well as the add-on basic value corresponding to the rank value and the number of continuing positions.

[0185] FIG. 25 shows 18 types of tables, the basic value added corresponding to the rank value, and the number of consecutive placements.

[0186] In the first embodiment, when the value of the add-on specialized state game number counter 450 is "1 to 10", the AT control means 235 determines the amount of add-on and then controls to end the add-on specialized state and transition to the AT state, but in this embodiment, when a winning pattern of watermelon or cherry is obtained in the internal lottery, it determines to add on, determines the amount of add-on, adds "1" to the rank value, and performs processing to continue the add-on specialized state. Also, when a winning pattern of normal replay is obtained in the internal lottery, the AT control means 235 determines the amount of add-on and then controls to end the add-on specialized state and transition to the AT state.

[0187] In this embodiment, an example will be described in which a watermelon winning mode is obtained by internal lottery when the value of the add-on specializing state game number counter 450 is "6", a cherry winning mode is obtained when the value of the add-on specializing state game number counter 450 is "7", and a normal replay winning mode is obtained when the value of the add-on specializing state game number counter 450 is "11". In addition, in a game in which the value of the add-on specializing state game number counter 450 is other than "6", "7", and "11", a winning mode other than watermelon, cherry, and normal replay is obtained by internal lottery. In addition, in a table determination lottery performed when the value of the add-on specializing state game number counter 450 is "11", "table 18" is determined.

[0188] First, when the performance state transitions to the added specialization state, the AT control means 235 sets the initial value of the rank value to "1 (rank 1)".

[0189] Then, when the value of the add-on specialized state game number counter 450 is "6", if a watermelon winning pattern is obtained in the internal lottery, the AT control means 235 performs a process of setting the add-on basic value "50" corresponding to the 6th game and rank 1 in FIG. 24 to the add-on basic value counter 455, and a process of setting the continuous number of places "8192" to the continuous number of places counter 460. Then, the amount of add-on is determined based on the determined add-on basic value and continuous number of places. Then, the AT control means 235 adds "1" to the rank value (rank 2) and continues the add-on specialized state.

[0190] Then, when the value of the add-on specialized state game number counter 450 is "7", if a cherry winning pattern is obtained in the internal lottery, the AT control means 235 performs a process of setting the add-on basic value "60" corresponding to the seventh game and rank 2 in FIG. 24 to the add-on basic value counter 455, and a process of setting the continuous number of places "9830" to the continuous number of places counter 460. Then, the amount of add-on is determined based on the determined add-on basic value and continuous number of places. Then, the AT control means 235 adds "1" to the rank value (rank 3) and continues the add-on specialized state.

[0191] When the value of the number of games in the addition specialization state counter 450 is "11", if a winning mode of normal replay is obtained in the internal lottery, the AT control means 235 selects the lottery type 2 and performs a table determination lottery. If "table 18" is determined in the table determination lottery, a process is performed to set the basic addition value "200" corresponding to "table 18" and rank 3 in Fig. 24 to the basic addition value counter 455, and a process is performed to set the continuous setting number "13107" to the continuous setting number counter 460, thereby determining the amount of addition.

[0192] In other words, the sum of the amounts of add-on determined when the value of the add-on specialized state game number counter 450 is "6," "7," and "11" becomes the amount of add-on determined in the current add-on specialized state.

[0193] The basic add-on value and the number of continuous placements are set so that the expected value of the amount of add-on for tables 1 to 18 in the same rank is greater than the expected value of the amount of add-on for the same rank value when the value of the add-on specialization state game number counter 450 is "1 to 10", regardless of which table is selected. Therefore, the expected value of the amount of add-on when the value of the add-on specialization state game number counter 450 is "11" is greater than the expected value of the amount of add-on when the value of the add-on specialization state game number counter 450 is "1 to 10".

[0194] In addition, when the value of the add-on specialized state game number counter 450 is "1 to 10", the basic add-on value and the number of continuing games are set to approximately 100 games for rank 1, approximately 150 games for rank 2, and approximately 200 games for rank 3.

[0195] Furthermore, according to this embodiment, when the presentation state is an addition-specialized state, the expected value of the amount of addition when an addition is determined for the same rank value for each of games 1 to 10 is approximately the same, while still realizing game play that expects an addition to the rank value due to a win in a winning mode with a low probability of winning.

[0196] In addition, according to this embodiment, the expected value of the amount of the addition when the addition is decided in the 11th game, which is the final game, is larger than the expected value of the amount of the addition when the addition is decided in any of the games 1 to 10 with the same rank value. Therefore, when moving to a single addition specialization state, it is possible to suppress the expected value of the amount of the addition per one addition specialization state by lowering the probability of reaching the 11th game, which has a high expected value of the amount of the addition, and it is possible to prevent the performance of winning balls from increasing too much. [Explanation of symbols]

[0197] 1. Gaming machine body 1a Housing 1b Front door 2 Drum section 2a left drum 2b middle drum 2c Right drum 3 Window section 4 Display LED block 4a Input quantity LED 4b Medal storage number display LED 4c Medal payout number display LED 4d Replay display LED4d 4e Error Indicator LED 4f Display LED during performance 5. Medal insertion area 5a Left light transmitting part 5b Right light transmitting part 6 Settlement button (credit return switch) 7 1 bet button 8 Max Bet Button 9 Start lever 10 Stop button section 10a Left stop button 10b Stop button 10c Right stop button 11 Display production device 12 Speaker section 12a Top left speaker 12b Top right speaker 12c Bottom left speaker 12d Bottom right speaker 13 Status display LED section 14 Special Button 15 Saucer 16 Medal payout outlet 17 Logo panel 18 Medal payout device 19 Door Keyhole 20 Return button 21 Transparent Panel 22 Design Panel 23 Decorations 24 Electric Drives 25 Input Switch Section 26 Timing section 27 Reflector 28 Power supply section 28a Setting key switch 28b Error release switch 28c Power Switch 28d Keyhole 100 Main control unit 101 ROM 102 RAM 110 Start switch sensor 111 Special button sensor 112 Operation direction sensor 113 Door abnormality signal output device 120 Stop button sensor 130 Medal detection sensor 140 Bet Button Sensor 150 Step setting section 160 Sub-control section 161 ROM 162 RAM 165 Credit Control Unit 300 Sand Machine

Claims

1. A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; An internal lottery means for performing an internal lottery for determining whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to a result of an internal lottery when a stop operation is initiated; A winning determination means for determining that a winning combination has been achieved based on a symbol combination showing a winning mode determined in advance for each winning combination being displayed on an active line while the reels are stopped; A section control means for setting a normal section in which the presentation state cannot be changed and an advantageous section in which the presentation state can be changed between a plurality of presentation states including a first presentation state and a second presentation state; Equipped with In the advantageous zone, when the presentation state is the first presentation state, a gaming machine that provides stop operation instruction information that assists the winning of a winning combination, The second performance state is capable of being played a predetermined number of times, The section control means In the advantageous section, when the performance state is the second performance state, by satisfying a condition for adding, an addition is determined to extend the end of the first performance state; When the addition is determined, the amount of the addition is determined using a basic value of the addition and a continuation rate of the addition determined according to the number of games after the start of the second performance state; A gaming machine that determines the basic add-on value and the continuation rate of the add-on so that the expected value of the amount of the add-on is greater when the add-on is determined when the number of games played after the start of the second presentation state is the specified number than when the add-on is determined when the number of games played after the start of the second presentation state is other than the specified number.

2. The section control means determining different added-on basic values ​​and added-on continuation rates in a case where the added-on is determined when the number of games played after the start of the second presentation state is a first number that is a number other than the predetermined number of games, and in a case where the added-on is determined when the number of games played after the start of the second presentation state is a second number that is a number other than the predetermined number and the first number; A gaming machine as described in claim 1, in which when the addition is determined when the number of plays after the start of the second state is other than the specified number, the addition basic value and the addition continuation rate are determined so that the expected value of the amount of the addition is approximately the same regardless of whether the addition is determined at any number of plays other than the specified number.

3. The section control means A gaming machine as described in claim 1 or claim 2, in which when the addition is determined when the number of plays after the start of the second state is other than the specified number, the basic add-on value and the continuation rate of the addition are determined so that the greater the number of plays after the start of the second state, the smaller the basic add-on value and the larger the continuation rate of the addition.

4. The section control means A gaming machine as described in claim 1 or claim 2, in which when the addition is determined when the number of plays after the start of the second state is other than the specified number, the addition basic value and the addition continuation rate are determined so that the greater the number of plays after the start of the second state, the larger the addition basic value and the smaller the addition continuation rate.

Citation Information

Patent Citations

  • Game machine

    JP2014079344A