Game board

The gaming machine addresses the challenge of players with poor aiming skills by incorporating multiple operating means and a favorable game state, allowing all players to enjoy the game and win game values based on their skill level.

JP2025091014AActive Publication Date: 2025-06-18DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2023205959
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-06
Publication Date
2025-06-18
Estimated Expiration
2043-12-06

AI Technical Summary

Technical Problem

Players who are not skilled at aiming struggle to stop specific symbols in gaming tables like slot machines and pachinko machines, limiting their enjoyment of these games.

Method used

The gaming machine is designed with multiple operating means to stop individual reels, an internal winning result determination mechanism, a winning determination mechanism, a game value granting mechanism, and a performance means that configures the game state to be advantageous to the player, allowing for winning combinations and game values to be awarded based on operation timing and skill level.

Benefits of technology

This design enables players of varying aiming skills to enjoy the game by providing a favorable game state and awarding game values based on winning combinations, ensuring that all players can participate and have a positive experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025091014000001_ABST
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Abstract

To provide a game board allowing even a player who is not good at spot pushing to enjoy a game.SOLUTION: A game board capable of acquiring a predetermined amount of a game value in an advantageous state is configured such that a first winning combination or a second winning combination can be won when internally winning a certain internal winning pattern combination in an advantageous state (first case), the amount of the game value imparted when the second winning combination is won is larger than the amount of the game value imparted when the first winning combination is won, the maximum value (a predetermined number of times) of the number of times when the second winning combination can be won is set in an advantageous state, and a predetermined amount of the game value can be acquired when the second winning combination is won for a predetermined number of times in the advantageous state, and is configured such that a certain performance related to operation of operation means related to the second winning combination is executed and the first winning combination or the second winning combination is won in connection with the operation timing of the operation means in the first case, and a predetermined amount of the game value can be acquired even if the first winning combination is won in the first case.SELECTED DRAWING: Figure 12
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Description

Technical Field

[0001] The present invention relates to a gaming table represented by a slot machine (rotary gaming machine) and a pachinko machine (pinball gaming machine).

Background Art

[0002] Conventionally, as one of gaming tables, for example, a slot machine is known. By inserting medals and operating a start lever, this slot machine rotates reels, internally determines a winning combination by an internal lottery, and when the reels are stopped by operating a stop button, a combination of predetermined symbols corresponding to the internal determination is displayed on a reel window, and a winning combination is formed. When a winning combination accompanied by medal payout is formed, a prescribed number of medals corresponding to the formed winning combination are paid out.

[0003] In such a gaming table, there is a game play that executes a navigation that requires aiming and aims at a specific symbol (for example, a 7-symbol, etc.) (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the aiming operation is an operation related to the skill of the player. Therefore, there is a problem that a player who is not good at aiming cannot stop a specific symbol and cannot enjoy such a game play.

[0006] The present invention has been made in view of such circumstances, and an object thereof is to provide a gaming table that allows even a player who is not good at aiming to enjoy the game. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine according to the present invention has, as one aspect thereof, A plurality of operating means capable of stopping the plurality of reels individually; An internal winning result determination means capable of determining an internal winning combination; A winning determination means capable of executing a winning determination; A game value granting means capable of granting a game value; A game machine equipped with a performance means, The game state is configured to be advantageous to the player by setting a predetermined amount of game value as the maximum amount that can be acquired, When a certain internal winning combination is internally won (hereinafter referred to as the "first case"), it is configured to be possible to win at least the first combination, In the first case, the second combination is winnable, The amount of the game value that can be awarded when the second winning combination is won is greater than the amount of the game value that can be awarded when the first winning combination is won, In the first case, the first or second winning combination may be won in relation to the operation timing of the plurality of operation means, the directing means is configured to be capable of executing a certain directing relating to the operation of the plurality of operating means related to the second winning combination in the first case, In the first case, even if the first combination is won (hereinafter referred to as the "second case"), the predetermined amount of game value can be acquired in the advantageous game state. It is characterized by: Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine on which even players who are not good at timing can enjoy playing. [Brief description of the drawings]

[0009]

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Embodiment for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings.

[0011] The slot machine of the present embodiment is a gaming table that conducts a series of games in which a predetermined number of gaming media are inserted, and a plurality of reels each having a plurality of types of symbols are rotated when a predetermined rotation start instruction operation is received, and the winning or losing of internal winning of a plurality of types of winning combinations is determined by lottery based on the reception of the rotation start instruction operation, each of the plurality of reels stops rotating individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the winning combination based on the lottery result and the symbol combination when the plurality of reels stop match the predetermined payout conditions, the gaming media are paid out and the game ends, and if they do not match, the game ends without paying out the gaming media.

[0012] [Embodiment A] <Overall Configuration> First, the overall configuration of the slot machine 100 will be described with reference to FIG. 1. FIG. 1 is an external perspective view of the slot machine 100 as seen from the front side (the player side).

[0013] The slot machine 100 shown in FIG. 1 corresponds to an example of the gaming table of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and openable and closable with respect to the main body 101. Inside the center of the main body 101, three reels (left reel 110, middle reel 111, and right reel 112) having a plurality of types of symbols arranged on the outer peripheral surface (not shown) are housed and configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.

[0014] In the present embodiment, each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame member to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are generally displayed in three in the vertical direction through the reel windows 113, and a total of nine symbols can be seen. By rotating each of the reels 110 to 112, the combination of symbols visible to the player changes. That is, each of the reels 110 to 112 functions as a display device that can variably display a combination of a plurality of types of symbols. In addition to the reel, an electronic image display device such as a liquid crystal display device can also be adopted as such a display device. Further, in the present embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

[0015] On the back of each of the reels 110 to 112, a backlight (not shown) for illuminating the individual symbols displayed in the reel windows 113 is arranged. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be evenly irradiated. Inside the slot machine 100, near each of the reels 110 to 112, an optical sensor (index sensor; not shown) composed of a light projecting part and a light receiving part is provided, and a light shielding piece of a certain length provided on the reel is configured to pass between the light projecting part and the light receiving part of this optical sensor. Based on the detection result of this sensor, the rotational direction position of the symbol on the reel is judged, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.

[0016] The winning line display lamp 120 is a lamp indicating the effective winning line 114. In this embodiment, one winning line 114 of the middle winning line composed of the middle symbol of the left reel, the middle symbol of the middle reel, and the middle symbol of the right reel is provided. The winning line 114 is a line set at the stop position of the symbol that can be visually recognized through the reel window 113, and it is the line for determining whether or not the symbol combination corresponding to the winning combination is displayed. The effective winning line (hereinafter, may be simply referred to as the "effective line") 114 is determined in advance according to the number of medals bet as the game medium. The slot machine 100 of this embodiment is a dedicated machine for three-coin bets. When the number of inserted medals is less than three, the winning line 114 is not effective, and when the number of inserted medals is three, the winning line 114 becomes effective. When the winning line 114 becomes effective, the game can be started by operating the start lever 135. Note that the number of winning lines 114 is not limited to one line. For example, in addition to the middle winning line, a downward-right winning line composed of the upper symbol of the left reel, the middle symbol of the middle reel, and the lower symbol of the right reel, and an upward-right winning line composed of the lower symbol of the left reel, the middle symbol of the middle reel, and the upper symbol of the right reel, a total of three lines may be set as effective winning lines, or the number of winning lines corresponding to the bet number may be set as effective winning lines.

[0017] The notification lamp 123 is a lamp that notifies the player that, for example, in the internal lottery for winning roles described later, it has internally won a specific winning role (specifically, a bonus role), or that a bonus game is in progress. The game medal insertable lamp 124 is a lamp for notifying the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that when winning a replay, which is one of the winning roles in the previous game, the current game can be replayed (i.e., medal insertion is not required). The reel panel lamp 128 is a lamp for effect.

[0018] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In the present embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals. When the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX (maximum) bet button. Note that the game medal insert lamp 129 lights up a number of lamps corresponding to the number of inserted medals, and when the specified number of medals are inserted, the game start lamp 121, which notifies that the game start operation is possible, lights up.

[0019] The medal insertion slot 141 is an insertion slot for the player to insert medals when starting a game. That is, medal insertion can be done electronically (bet operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and "insertion" means including both.

[0020] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information numerically. The paid-out number display 127 is a display for displaying the number of medals paid out to the player as a result of winning a prize in some winning combination. In the present embodiment, the stored number display 125, the game information display 126, and the paid-out number display 127 are composed of 7-segment (SEG) displays. Note that the game information display 126 of the present embodiment displays the number of medals acquired during the bonus game, and the paid-out number display 127 also functions as an effect device for notifying information related to the stop operation (for example, the operation order of the stop buttons 137 to 139, the symbol to aim for, etc.).

[0021] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when a desired number of medals is inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated to operate the start lever 135, the reels 110 to 112 start to rotate. The operation on the start lever 135 is referred to as the start operation of the game.

[0022] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (which may be referred to as the left stop button), the middle reel 111 can be stopped by operating the stop button 138 (which may be referred to as the middle stop button), and the right reel 112 can be stopped by operating the stop button 139 (which may be referred to as the right stop button).

[0023] Hereinafter, operations on the stop buttons 137 to 139 are referred to as stop operations. The first stop operation is called the first stop operation, the next stop operation is called the second stop operation, and the last stop operation is called the third stop operation. In some cases, the reel targeted by the first stop operation is called the first stop reel, the reel targeted by the second stop operation is called the second stop reel, and the reel targeted by the third stop operation is called the third stop reel. Further, the order in which the stop buttons 137 to 139 for stopping all the rotating reels 110 to 112 are operated is called the operation order or the pressing order. The operation order for the stop operation with the first stop reel being the left reel 110 is called the "forward pressing operation order" or simply "forward pressing", the operation order for the stop operation with the first stop reel being the middle reel 111 is called the "middle pressing operation order" or simply "middle pressing", and the operation order for the stop operation with the first stop reel being the right reel 112 is called the "reverse pressing operation order" or simply "reverse pressing". Note that in this embodiment, there may be cases where the stop operation and the operation order by the combination of the first stop operation, the second stop operation, and the third stop operation are abbreviated. For example, the stop operation with the first stop reel being the left reel 110 is denoted as "left", and the stop operation with the first stop reel being the left reel 110, the second stop reel being the middle reel 111, and the third stop reel being the right reel 112 is denoted as "left middle right". In addition, a light emitter may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitter can be lit to notify the player.

[0024] The medal return button 133 is a button for pressing to remove the inserted medals when they are jammed. The settlement button 134 is a button for settling the medals electronically stored in the slot machine 100 and the bet medals and discharging them from the medal payout port 155. The door keyhole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The medal payout port 155 is a payout port for paying out medals.

[0025] Below the stop button unit 136, a title panel 162 for displaying the model name and attaching various certificates is provided. Below the title panel 162, a medal payout port 155 and a medal tray 161 are provided.

[0026] The sound hole 181 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for enlivening the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160. This effect device 160 includes a shutter (shielding device) 163 composed of two right shutters 163a and left shutters 163b that can be opened and closed in the horizontal direction, and a liquid crystal display device 157 (not shown, effect image display device) disposed on the back side of this shutter 163. When the right shutter 163a and the left shutter 163b open outward in the horizontal direction in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears in front of the slot machine 100 (on the player side). Note that the liquid crystal display device 157 of the present embodiment also functions as an effect device for notifying information related to the stop operation (for example, the operation order of the stop buttons 137 to 139, the symbol to aim for, etc.).

[0027] Note that even if it is not a liquid crystal display device, it may be configured to be able to display various effect images and various game information. For example, a plurality of segment displays (7-segment displays), dot matrix displays, organic EL displays, plasma displays, reels (drums), or a display device composed of a projector and a screen may be used. Also, the display screen is rectangular, and the entire screen is configured to be visible to the player. In the case of the present embodiment, the display screen is rectangular, but it may also be square. Further, by providing a decoration (not shown) at the periphery of the display screen, a part of the periphery of the display screen is hidden by the decoration, and the display screen can be made to look irregular. In the case of the present embodiment, the display screen is a flat surface, but it may also be a curved surface.

[0028] <Circuit Configuration of the Control Unit> Next, with reference to FIG. 2, the circuit configuration of the control unit of the slot machine 100 will be described. Note that this figure is a circuit block diagram of the control unit.

[0029] The control unit of the slot machine 100 is roughly divided into a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects according to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400.

[0030] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. In this basic circuit 302, there are a CPU 304, a ROM 306 for storing control program data, lottery data used at the time of internal lottery for winning combinations, stop positions of reels, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input / output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and the RAM 308, and the same applies to the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 every this interrupt time. The CPU 304 executes monitoring of each sensor, etc. and transmission of drive pulses upon this interrupt request. For example, when the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256×47÷8 MHz = 1.504 ms.

[0031] The main control unit 300 includes a random number value generation circuit 316 that is used as a hardware random number counter that varies a numerical value within the range of 0 to 65535 based on a clock signal input from the crystal oscillator 315a, and a startup signal output circuit 338 that outputs a startup signal (reset signal) when the power is turned on. When a startup signal is input from this startup signal output circuit 338, the CPU 304 starts game control (starts the main control unit main process described later).

[0032] Also, the main control unit 300 includes a sensor circuit 320. The CPU 304 monitors the states of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal reception sensor for medals inserted from the medal insertion port 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, index sensor for reel 110, index sensor for reel 111, index sensor for reel 112, effect button 192 sensor, etc.) at each interrupt time.

[0033] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number value generation circuit 316. The random number value generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores the random number value used for the lottery.

[0034] Two medal reception sensors are installed inside the internal passage of the medal insertion port 141 to detect the passage of medals. Two start lever 135 sensors are installed inside the start lever 135 to detect the start operation by the player. The stop button 137 sensor, the stop button 138 sensor, and the stop button 139 sensor are installed on their respective stop buttons 137 to 139 to detect the operation of the stop button by the player.

[0035] The bed button 130 sensor, the bed button 131 sensor, and the bed button 132 sensor are installed on each of the medal input buttons 130 to 132, and detect the input operation when the medals electronically stored in the RAM 308 are input as input medals for the game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the electronically stored medals are settled. The medal payout sensor is a sensor for detecting the medals paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.

[0036] The index sensor of the reel 110, the index sensor of the reel 111, and the index sensor of the reel 112 are installed at predetermined positions on the mounting bases of the respective reels 110 to 112, and become at the L level each time the light-shielding piece provided on the reel frame passes. When the CPU 304 detects this signal, it determines that the reel has rotated once and resets the rotation position information of the reel to zero.

[0037] The main control unit 300 is respectively provided with a drive circuit 322 for driving the stepping motors provided on the reels 110 to 112, a drive circuit 324 for driving the solenoid provided on the medal selector 170 for sorting the inserted medals, a drive circuit 326 for driving the motor provided on the medal payout device 180, and a drive circuit 328 for driving various lamps 336 (winning line display lamp 120, game medal insertable lamp 124, replay lamp 122, game medal insert lamp 129, game start lamp 121, stored number display 125, game information display 126, payout number display 127).

[0038] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs the game information (e.g., game state) of the slot machine 100 to an information input circuit 652 provided in an external host computer (not shown) or the like via this information output circuit 334. Further, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 1300. When the voltage value of the power supply is less than a predetermined value (9V in this embodiment), the voltage monitoring circuit 330 outputs a low voltage signal indicating that the voltage has dropped to the basic circuit 302.

[0039] In addition, the main control unit 300 includes an output interface for transmitting commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that the information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication. The main control unit 300 can transmit signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 cannot transmit signals such as commands to the main control unit 300.

[0040] <Sub-control unit> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives the control commands transmitted by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as a system clock. Further, the first sub-control unit 400 is provided with a ROM 406 in which a control program and data for controlling the entire first sub-control unit 400, data for controlling the lighting pattern of the backlight and various displays, etc. are stored.

[0041] The CPU 404 transmits the data for frequency division stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received data for frequency division, and transmits an interrupt request to the CPU 404 at each of these interrupt times. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0042] Also, a sound source IC 418 is provided in the first sub-control unit 400, and speakers 272 and 277 are connected to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272 and 277 according to an instruction from the CPU 404. An S-ROM (Sound ROM) in which voice data is stored is connected to the sound source IC 418, and the voice data acquired from this ROM is amplified by an amplifier and output from the speakers 272 and 277.

[0043] Also, a drive circuit 422 is provided in the first sub-control unit 400, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, notification lamp 123, etc.) are connected to the drive circuit 422 via an input / output interface.

[0044] Also, a drive circuit 424 for driving the shutter 163 is provided in the first sub-control unit 400, and the shutter 163 is connected to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 according to an instruction from the CPU 404.

[0045] Also, a sensor circuit 426 is provided in the first sub-control unit 400, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.

[0046] Further, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 of the slot machine 100 controls devices such as the liquid crystal display device 157.

[0047] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted by the first sub-control unit 400 via the input interface and controls the entire second sub-control unit 500 based on this control command. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, the number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as the system clock. Also, the second sub-control unit 500 is provided with a ROM 506 in which a control program and data for controlling the entire second sub-control unit 500, data for image display, etc. are stored.

[0048] The CPU 504 transmits the data for frequency division stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0049] Also, a VDP 516 (Video Display Processor) is provided in the second sub-control unit 500, and the ROM 506 and the VRAM 518 are connected to the VDP 516 via a bus. The VDP 516 reads out the image data and the like stored in the ROM 506 based on the signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the liquid crystal display device 157.

[0050] <Processing of the slot machine> Next, the processes of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be described with reference to the drawings.

[0051] <Main control unit main process> First, with reference to FIG. 3, the main control unit main process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit main process.

[0052] When the power is turned on for the slot machine 100, first, in step S101, various initial setting processes are performed. In this initial setting, the setting of the stack initial value to the stack pointer (SP) of the CPU 304, the setting of interrupt prohibition, the initial setting of the I / O 310, the initial setting of various variables stored in the RAM 308, the operation permission and initial value setting to the WDT 314, etc. are performed.

[0053] In step S102, medal insertion / start operation reception processing is executed. Here, it is determined by detection by the sensor circuit 320 whether there is an electronic medal insertion operation by the bet buttons 130 to 132 or a direct medal insertion operation from the medal insertion slot 141. If there is an insertion operation, the winning line display lamp 120 is lit according to the number of inserted medals. Also, preparations are made to send a medal insertion command indicating that a medal has been inserted to the first sub-control unit 400. Note that if a re-play winning occurred in the previous game, since the process of inserting the same number of medals as the number of medals inserted in the previous game is performed, it becomes unnecessary for the player to insert medals.

[0054] Also, a check is made based on the detection by the sensor circuit 320 as to whether the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined, and preparations are made to send a start lever reception command indicating that the start lever 135 has been operated to the first sub-control unit 400.

[0055] In step S103, a valid winning line is determined.

[0056] In step S104, the random number generated by the random number generation circuit 316 is acquired.

[0057] In step S105, internal lottery processing for winning combinations is performed. In the internal lottery processing for winning combinations, a winning combination lottery table stored in the ROM 306 is read out according to the current game state (RT-based game state), and an internal lottery is performed using this and the random number value acquired in step S104. As a result of the internal lottery, if an internal win occurs for any winning combination (including the activated combination), the condition device (flag) of the internally winning combination (internally winning combination) is activated (the flag of that winning combination becomes ON). Also, in this step S105, preparations are made to transmit an internal winning command indicating the result of the internal lottery for winning combinations to the first sub-control unit 400. For example, when a watermelon wins internally, preparations are made to transmit an internal winning command indicating that the watermelon has won internally to the first sub-control unit 400, and when the result of the internal lottery for winning combinations is a loss (non-winning of a winning combination), preparations are made to transmit an internal winning command indicating a loss to the first sub-control unit 400.

[0058] Regarding the internal winning probability of winning combinations, generally speaking, the internal winning probability of each combination is obtained by dividing the numerical data corresponding to the range of lottery data associated with each combination by the numerical data in the range of the random number value acquired during internal lottery (65536 in this embodiment). The lottery data is divided in advance into several numerical ranges, and each numerical range is associated with each combination and a loss. In the internal lottery processing for winning combinations, as a result of executing the internal lottery, it is determined whether the obtained random number value is a value corresponding to the lottery data corresponding to any combination, and the internally winning combination is determined. Actually, in this internal lottery processing for winning combinations, the lottery data corresponding to the current setting value is used from among the six pieces of lottery data prepared for each setting value. In the six pieces of lottery data prepared for each setting value, the winning probability of at least one combination is different.

[0059] In step S106, based on the result of the internal lottery for winning combinations in step S105 and the like, reel stop data is selected. For the reel stop data of the winning combinations for which the stop operation order is questioned, the operation conditions are also set. When the corresponding reel stop data is selected, it means that the operation conditions are also set.

[0060] In step S107, based on the start operation, a reel rotation start process for starting the rotation of all reels 110 to 112 is executed.

[0061] In step S108, reel stop control processing is performed. In the reel stop control processing, the stop buttons 137 to 139 can be accepted. When any of the stop buttons is pressed, in order to stop the reel corresponding to the pressed stop button, the stop data of the reel stop data is referred to, and one of the reels 110 to 112 is stopped according to the number of drawing commands set in the stop data. When all the reels 110 to 112 have stopped, the process proceeds to step S109. In this step S108, for each stop operation, preparations are made to send a stop button reception command related to the pressed stop buttons 137 to 139 (specifically, for the first stop operation, the stop button reception 1 command, for the second stop operation, the stop button reception 2 command, and for the third stop operation, the stop button reception 3 command) to the first sub-control unit 400. For the stop of each reel, preparations are made to send a reel stop command related to the stop position of the reel (specifically, for the first stopped reel, the reel stop 1 command, for the second stop operation, the reel stop 2 command, and for the third stop operation, the reel stop 3 command) to the first sub-control unit 400.

[0062] In step S109, a winning determination process is performed. In the winning determination process, a winning determination is made for the symbols that stopped when the stop buttons 137 to 139 were pressed. When a symbol combination corresponding to any winning combination is displayed on the activated winning line 114, it is determined that a win has occurred for that winning combination. For example, if "Watermelon symbol - Watermelon symbol - Watermelon symbol" is aligned on the activated winning line, it is determined that there is a watermelon win. Also, in this step S109, preparations are made to send a display determination command indicating the result of the winning determination to the first sub-control unit 400.

[0063] In step S110, a medal payout process is performed. In the medal payout process, if a win has occurred for any winning combination for which a payout is made, the corresponding number of medals is paid out. Also, in step S110, preparations are made to send a medal payout command indicating the number of medals to be paid out to the first sub-control unit 400.

[0064] In step S111, a game state control process is performed. In this game state control process, control is performed to transition the game state (RT-based game state, AT-based game state). Also, in this step S111, preparations are made to send a game state command indicating the game state to the first sub-control unit 400.

[0065] Thus, one game ends. Thereafter, the process returns to step S102 and the game progresses by repeating the above-described process. Note that the various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 4) of the main control unit timer interrupt process described later.

[0066] <Main control unit timer interrupt process> Next, with reference to FIG. 4, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0067] The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined period (once every approximately 2 ms in this embodiment), and starts the main control unit timer interrupt process at a predetermined period triggered by this timer interrupt signal.

[0068] In step S201, timer interrupt start processing is performed. In this timer interrupt start processing, operations such as temporarily saving the values of each register of the CPU 304 in the stack area are carried out.

[0069] In step S202, the WDT 314 is restarted regularly (once every approximately 2 ms, which is the period of the main control unit timer interrupt in this embodiment) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).

[0070] In step S203, input port status update processing is performed. In this input port status update processing, detection signals of the sensor circuits 320 of various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and they are stored in the signal status storage areas provided in the RAM 308 partitioned for each of the various sensors 318.

[0071] In step S204, various game processes are executed, and processes corresponding to the interrupt status are executed.

[0072] In step S205, timer update processing is performed. More specifically, various timers are updated according to their respective time units.

[0073] In step S206, command setting transmission processing is performed, and various commands prepared for transmission are sent to the first sub-control unit 400. In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine the effect control according to the change in game control in the main control unit 300, and based on the information of the command data included in the output schedule information, it becomes possible to determine the content of the effect control.

[0074] In step S207, external output signal setting processing is performed. In this external output signal setting processing, the game information stored in the RAM 308 is output to an information input circuit 652 separate from the slot machine 100 via the information output circuit 334.

[0075] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out, and the presence or absence of errors related to medal insertion abnormalities and medal payout abnormalities is monitored. When an error is detected, error processing (not shown) is executed. Further, according to the current game state, settings are made for the medal selector 170 (a medal blocker in which a solenoid provided in the medal selector 170 operates), the various lamps 339, and the various 7-segment (SEG) displays.

[0076] In step S209, it is monitored whether the low voltage signal is on. When the low voltage signal is on (when power-off is detected), the process proceeds to step S211. When the low voltage signal is off (when power-off is not detected), the process proceeds to step S210.

[0077] In step S210, various processes for ending the timer interrupt end processing are performed. In this timer interrupt end processing, values of the respective registers temporarily saved in step S201 are set to the original respective registers. Thereafter, the process returns to the main control unit main processing shown in FIG. 4.

[0078] On the other hand, in step S211, specific variables and stack pointers for returning to the state at the time of power-off at the time of power restoration are saved as restoration data in a predetermined area of the RAM 308, power-off processing such as initialization of the input / output port is performed, and thereafter, the process returns to the main control unit main processing shown in FIG. 4.

[0079] <Processing of the First Sub-Control Unit> Next, with reference to FIG. 5, the processing of the first sub-control unit 400 will be described. Note that FIG. 5(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. FIG. 5(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. FIG. 5(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0080] First, with reference to FIG. 5(a), the main processing of the first sub-control unit 400 will be described.

[0081] When the power is turned on, first, initialization processing is executed in step S301. In this initialization processing, initial settings of input / output ports, initialization processing of storage areas in the RAM 408, etc. are performed. In this processing, an area for storing internal winning information, which is information representing the result of internal winning, and an area for storing RT update information, which is information representing the game state, are respectively provided in the RAM 408.

[0082] In step S302, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S303.

[0083] In step S303, 0 is substituted into the timer variable.

[0084] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.

[0085] In step S305, effect control processing is performed. Here, preparation for the effect is performed according to the effect reservation information in the effect reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading effect data from the ROM 406, and when updating of the effect data is necessary, updating processing of the effect data is included.

[0086] In step S306, sound control processing is performed based on the processing result of step S305. For example, if there is an instruction to the sound source IC418 in the production data read in step S305, this instruction is output to the sound source IC418.

[0087] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if there are instructions to various lamps 420 in the production data read in step S305, this instruction is output to the drive circuit 422.

[0088] In step S308, shutter control processing is performed based on the processing result of step S305. For example, if there is an instruction to the shutter 163 in the production data read in step S305, this instruction is output to the drive circuit 424.

[0089] In step S309, information output processing for setting to send a command to the second sub-control unit 500 based on the processing result of step S305 is performed. For example, if there is a command to be sent to the second sub-control unit 500 in the production data read in step S305, setting to output this control command is performed, and the process returns to step S302.

[0090] Next, with reference to FIG. 5(b), the command reception interrupt processing of the first sub-control unit 400 will be described. This command reception interrupt processing is a process executed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.

[0091] Next, with reference to FIG. 5(c), the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400 will be described. The first sub-control unit 400 is provided with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.

[0092] In step S501, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S302 in the first sub-control unit main process shown in FIG. 5(a), and the result is stored in the original timer variable storage area. Therefore, in step S302, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).

[0093] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and processes such as updating the effect random number values are performed.

[0094] <Processing of the Second Sub-Control Unit> Next, with reference to FIG. 6, the processing of the second sub-control unit 500 will be described. Note that FIG. 6(a) is a flowchart of the main process executed by the CPU 504 of the second sub-control unit 500. FIG. 6(b) is a flowchart of the command reception interrupt process of the second sub-control unit 500. FIG. 6(c) is a flowchart of the timer interrupt process of the second sub-control unit 500. FIG. 6(d) is a flowchart of the image control process of the second sub-control unit 500.

[0095] First, in step S601 of FIG. 6(a), various initial settings are performed. When the power is turned on, the initialization process is first executed in step S601. In this initialization process, initial settings of input / output ports, initialization processes of storage areas in the RAM 508, initialization processes of storage areas in the VRAM 518, and the like are performed.

[0096] In step S602, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.

[0097] In step S603, 0 is assigned to the timer variable.

[0098] In step S604, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 discriminates each command received from the CPU 404 of the first sub-control unit 400.

[0099] In step S605, effect control processing is performed. Specifically, when there is a new command in step S604, the processing corresponding to this command is performed. For example, a process of reading out effect data for performing image control on the background image from the ROM506 is executed. Also, processes such as reading out other effect data from the ROM506 are performed, and when it is necessary to update the effect data, the update process of the effect data is included.

[0100] In step S606, image control processing (specifically described later) is performed based on the processing result of step S605. For example, when there is an image control instruction in the effect data read out in step S605, the image control corresponding to this instruction is performed. For example, image control regarding the display image (notification image, background image) is executed. When this image control processing is completed, the process returns to step S602.

[0101] Next, with reference to FIG. 6(b), the command reception interrupt processing of the second sub-control unit 500 will be described. This command reception interrupt processing is a process executed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400.

[0102] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in the command storage area provided in the RAM508 as an unprocessed command.

[0103] Next, with reference to FIG. 6(c), the second sub-control unit timer interrupt processing executed by the CPU504 of the second sub-control unit 500 will be described. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.

[0104] In step S801, 1 is added to the value in the timer variable storage area of the RAM 508 described in step S602 in the second sub-control unit main process shown in FIG. 6(a), and the result is stored in the original timer variable storage area. Therefore, in step S602, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).

[0105] In step S802, update processing of the effect random number value and the like is performed.

[0106] Next, with reference to FIG. 6(d), the image control process in step S6006 in the main process of the second sub-control unit 500 will be described. This figure is a diagram showing a flowchart indicating the flow of the image control process.

[0107] In step S901, an instruction to transfer image data is issued. Here, first, the CPU 504 swaps the designation of the drawing areas of the display areas A and B in the VRAM 536. As a result, one frame of the image stored in the display area not designated as the drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. in the attribute register of the VDP 516 based on the position information and other tables, and then sets an instruction to start transferring the image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0108] In step S902, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S903; otherwise, it waits for the transfer end interrupt signal to be input.

[0109] In step S903, parameter settings are performed based on the production scenario configuration table, attribute data, etc. Here, the CPU 504 indicates information (coordinate axes of the VRAM 518, image size, VRAM coordinates (placement coordinates), transparency, etc.) of the image data constituting the display image to the VDP 516 in order to form a display image in the display area A or B of the VRAM 518 based on the image data transferred to the VRAM 518 in step S901. The VDP 516 performs parameter settings according to the attributes based on the instructions stored in the attribute register.

[0110] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer according to the instruction of the CPU 504.

[0111] In step S905, it is determined whether or not a generation end interrupt signal from the VDP 516 based on the end of image drawing has been input. If the generation end interrupt signal has been input, the process proceeds to step S906; otherwise, it waits for the generation end interrupt signal to be input.

[0112] In step S906, a scene display counter that is set in a predetermined area of the RAM 508 and counts which scene's image has been generated is incremented (+1), and the process ends.

[0113] <Internal elected official> FIG. 7 is a table showing the internal elected officials of the present embodiment and shows an example of a minor role group. Here, the vertical axis of the table indicates the internal elected officials (specifically, the number and name of the minor role group), and the horizontal axis of the table indicates the order of stop operations. For example, "LCR" indicates a stop operation of "left, center, right", "LRC" indicates "left, right, center", "CLR" indicates "center, left, right", "CRL" indicates "center, right, left", "RLC" indicates "right, left, center", and "RCL" indicates "right, center, left".

[0114] Note that in the game state of this embodiment (RT-based game state), there are a normal game state and a bonus game state (which may be denoted as "during BB") that is more advantageous to the player than the normal game state. In the normal game state, the winning of the small winning combinations 1 to 17 is possible, and in the bonus game state, the winning of the small winning combinations 2 to 17 is possible.

[0115] For example, when winning the push-order bell white RCL of the small winning combination 16 and (1) the stop operation of LCR or LRC is performed, a winning of a single medal combination is achieved and 1 medal is paid out. When (2) the stop operation of CLR or CRL is performed, depending on the operation timing, a winning of a single medal combination is achieved and 1 medal is paid out, or it is a loss and no medal is paid out. Also, when internally winning the push-order bell white RCL of the small winning combination 16 and (3) the stop operation of RLC is performed, a winning of a single medal combination is achieved and 1 medal is paid out. When (4) the stop operation of RCL is performed, depending on the operation timing, a winning of the push-order bell white of the 12-medal combination (the white 7 symbol of the right reel 112 is displayed in the reel window 113) is achieved and 12 medals are paid out, or a winning of the push-order bell blue of the 3-medal combination (the blue 7 symbol of the right reel 112 is displayed in the reel window 113) is achieved and 3 medals are paid out. That is, when internally winning the push-order bell white RCL of the small winning combination 16, there is a stop operation of the correct stop operation order (specifically, RLC) and a button-pushing operation at a suitable operation timing (specifically, a stop operation of button-pushing the white 7 symbol of the right reel 112), and a winning of the 12-medal combination is achieved and 12 medals are paid out. Note that in this embodiment, when the medals paid out vary depending on the operation content, the stop operation order for paying out the maximum number of medals is called the correct operation order or the correct stop operation order, and the stop operation for paying out the maximum number of medals is called the correct stop operation.

[0116] Note that when winning the small winning combinations 10 to 15 and 17, it is the same as when winning the small winning combination 16, and a winning of the 12-medal combination can be achieved only when the correct stop operation order and the operation are performed at a suitable timing. Hereinafter, the small winning combinations 10 to 17 are collectively referred to as "push-order bells".

[0117] In the bonus game state of this embodiment, except for the cases where (1) winning the push-order bell of small winning groups 10 to 17 and winning (1 medal, 12 medals) other than the three-medal winning combination or losing (0 medals), (2) winning the replay B of small winning group 3 and losing during BB (0 medals), and (3) winning the cherry B of small winning group 7 and not winning on the cherry (0 medals), the payout number is 3 for the inserted number 3. Therefore, there is no fluctuation in the acquired number in the bonus game state. That is, in the bonus game state of this embodiment, generally, the increase or decrease in the acquired number depends on the operation mode when winning the push-order bell.

[0118] The bonus game state is also the AT state in which the operation navigator is executed. Here, the operation navigator is an effect that uses the liquid crystal display device 157 and the payout number display 127 to notify the player of operations that are advantageous, such as the content of the stop operation that helps the player win a winning combination with the maximum number of medal payouts, and is an effect that notifies the stop operation order and the stop operation timing (such as the symbols of the internally winning combination). In this embodiment, the operation order of "left, middle, right" is displayed and notified as "1", the operation order of "left, right, middle" is displayed and notified as "2", the operation order of "middle, left, right" is displayed and notified as "3", the operation order of "middle, right, left" is displayed and notified as "4", the operation order of "left, middle" is displayed and notified as "5", and the operation order of "right, middle, left" is displayed and notified as "6" on a predetermined effect device (for example, the payout number display 127).

[0119] When the operation navigator of this embodiment wins internally in the bell of the pressing order in the bonus game state, it notifies the operation order and the symbol (specifically, the white bell symbol or the blue bell symbol) for winning the 12 - symbol combination in which the maximum number of medals (specifically, 12 medals) are paid out. Hereinafter, the operation navigator when winning internally in the bell of the pressing order is referred to as the "bell navigator". For example, when winning in the white CLR of the bell of the pressing order of the small - symbol group 10, it notifies the CLR operation and the white bell symbol. In the bell navigator, different numbers from the above "1" to "6" are used to display and notify on a predetermined effect device (for example, the payout number display 127, etc.). For example, in the case of "right middle left" & "white bell", it is displayed as "7" on a predetermined effect device (for example, the payout number display 127, etc.), in the case of "right left middle" & "blue bell", it is displayed as "8", in the case of "right left middle" & "white bell", it is displayed as "9", and in the case of "right middle left" & "blue bell", it is displayed as "10" on a predetermined effect device (for example, the payout number display 127, etc.).

[0120] In this embodiment, it is configured such that 55 times of the bell navigator can be executed in the bonus game state. When winning the 12 - symbol combination or in the case of a pressing - order mistake (when the stop operation according to the operation order of the bell navigator is not performed), the number of times of the above - mentioned bell navigator is subtracted. However, regarding a pressing - error (when the stop operation according to the operation order of the bell navigator is performed but the pressing fails), the number of times of the above - mentioned bell navigator is not subtracted. This is a specification to relieve the pressing error, so that even a player who is not good at pressing can obtain the specified number of medals (711 medals, to be described later) in the bonus game state. That is, when a pressing error occurs, more than 55 times of the bell navigator will be executed in the bonus game state.

[0121] Thus, in the bonus game state of this embodiment (the narrow - sense bonus state not including the JAC game state to be described later), a maximum of 495 medals (= the number of acquired medals 9 (payout number 12 - input number 3. When winning the 12 - symbol combination by winning in the bell of the pressing order) × 55 times) can be acquired.

[0122] In this embodiment, when the above-mentioned 55 Bernabi counts are subtracted to become 0, the bonus game state (narrow sense of the bonus game state) ends. However, if the player has the JACIN right to shift to the JAC game at the end point, a JAC game state advantageous to the player is started. The JAC game state is a state included in the bonus game state in a broad sense. The JACIN right is granted when winning a replay A of the small combination group 2 in the bonus game state (narrow sense of the bonus game state) and winning with a non-slipping replay combination. In this embodiment, the JACIN right can be granted up to a maximum of 3 times. That is, the JAC game state is configured to be executed continuously up to a maximum of 3 times. Hereinafter, the number of times of the JACIN right is referred to as the "JACIN count", the narrow sense of the bonus game state is simply referred to as the "bonus game state", and the broad sense of the bonus game state is referred to as the "bonus game state (broad sense)".

[0123] In one JAC game state of this embodiment, it is configured such that 8 Bernabis (hereinafter referred to as "J Bernabis") can be executed. When winning a 12-card combination or in the case of a pressing order mistake (when the stop operation according to the operation order of the Bernabi is not performed), the above-mentioned Bernabi count is subtracted. However, regarding a pressing mistake (when the stop operation according to the operation order of the J Bernabi is performed but the pressing fails), the above-mentioned J Bernabi count is not subtracted. This is a specification to relieve the pressing mistake, enabling even players who are not good at pressing to obtain the specified number of cards (72 cards, described later) in the JAC game state. That is, when a pressing mistake occurs, more than 8 J Bernabis will be executed.

[0124] Here, the J Bernabi in the JAC game state is initially a two-choice Bernabi where the correct stop operation order is notified, but the symbol to aim for is not. In the two-choice Bernabi, the numbers "1" to "6" of the above operation navi are displayed on a predetermined effect device (for example, the payout number display 127). Specifically, the arrangement of the white 7 symbol and the blue 7 symbol on the right reel 112 has a correspondence relationship like the symbols P1 and P2 of the right reel in the reel arrangement diagram of FIG. 21, and stop control is performed so that the white 7 symbol or the blue 7 symbol stops according to the timing of the stop operation. That is, it is determined whether or not to win the 12-coin combination at the operation timing of half of the area of the right reel 112 (probability 1 / 2), so it is called a two-choice Bernabi. In a game where the two-choice Bernabi is executed, the player must perform an operation of self-selecting and pressing either the white bell symbol or the blue bell symbol. In a game where the two-choice Bernabi is executed, if the 12-coin combination is not won, (2) the J Bernabi from the next time onwards is not a two-choice Bernabi but a normal Bernabi (the Bernabi executed in the narrow sense of the bonus game state, which notifies the correct stop operation order and the symbol to aim for).

[0125] In one JAC game state, a maximum of 72 medals (= 9 acquired medals (12 payout medals - 3 input medals. When winning the 12-coin combination by hitting the push order Bernabi) × 8 times) can be acquired.

[0126] In this embodiment, in the game where this two-choice Bernabi is executed, by performing the correct stop operation continuously 8 times and winning the 12-coin combination continuously 8 times, the right to continue the bonus game state is granted. That is, the bonus game state of this embodiment has the playability of continuing, and when having the right to continue, after the end of the bonus game state, the bonus game state is started again.

[0127] In addition, since the JAC game state is configured to continue for a maximum of three consecutive times, when three JAC game states are executed after the bonus state ends, in the JAC game state, a maximum of 216 medals (= 72 medals × 3) can be obtained. That is, in one bonus game state (in a broad sense) of the present embodiment, a maximum of 711 medals (= 495 medals + 216 medals) can be obtained.

[0128] In the present embodiment, in addition to winning the 12 - tile combination eight times in a row in the game where the 2 - choice Bernabi is executed, when a predetermined condition is satisfied, the right to continue the bonus game state is granted. Here, the case where the predetermined condition is satisfied means that in the bonus game state, (1) when winning the replay B of the small - combination group 3 and losing during BB, (2) when winning the common bell, watermelon, cherry A, chance tile, reach tile combinations of the small - combination groups 4, 5, 6, 7, 8 and winning with a 7 - of - a - kind, (3) when winning the lottery (hereinafter referred to as the 1G consecutive lottery) executed when winning the cherry B of the small - combination group 7. The right to continue the bonus game state is also hereinafter referred to as the 1G consecutive right. In the case of a loss in (1) or a loss in (3), since no medals are paid out in the game, 711 medals cannot be obtained in the bonus game state (in a broad sense). On the contrary, even when 711 medals cannot be obtained in the bonus game state (in a broad sense), the player may obtain the 1G consecutive right, so the player can improve the sense of expectation for the 1G consecutive right.

[0129] <Game of Bonus Game State> Next, with reference to FIGS. 8 to 17, the game flow in the bonus game state will be specifically described. FIGS. 8 to 17 are diagrams showing the display modes of the reels 110 to 112, the liquid crystal display device 157, the game information display 126, and the payout number display 127 of the slot machine 100. Note that, as described above, in this embodiment, the game information display 126 has the function of displaying the number of medals and is configured to display the number of medals obtained in the bonus game state. However, it may be configured to display the number of medals held by the player on a medal number display that displays the number of medals. In addition, a dedicated display may be provided that only displays the number of game value points obtained in the bonus state. Further, as described above, in this embodiment, the payout number display 127 functions as an instruction monitor that indicates the operation order and operation timing, and displays game information related to the stop operation.

[0130] · An example (Case 1) when 711 medals can be obtained in the bonus game state (in a broad sense) The game flow when 711 medals can be obtained in the bonus game state (in a broad sense) will be described with reference to FIGS. 8 to 12(A).

[0131] FIGS. 8(a) to (f) show the display mode of the slot machine 100 when the push order bell white RCL of the small winning group 16 is won in the game G1 that starts the bonus game state. As shown in FIG. 8(b), based on the start lever operation, on the liquid crystal display device 157, a bell navigation remaining times image d1 showing the bell navigation remaining times 55 and a bell navigation image d2 showing the operation order of right, middle, and left and the pressing of the white 7 symbol on the right reel 112 are displayed. On the payout number display 127, a value "7" indicating that the push order bell white RCL of the small winning group 16 is won is displayed. Here, the "7" on the payout number display 127 suggests the operation order of right, middle, and left and the pressing of the white 7 symbol.

[0132] In game G1, as shown in FIGS. 8(c) to 8(e), the player performs stop operations on the right, center, and left according to the notification content of Bernavi. Also, since the player successfully pressed the white 7 symbol on the right reel 112, as shown in FIG. 8(f), the player wins the payline bell white and 12 medals are paid out. As a result, the number of medals obtained in the bonus game state becomes 9, the value "9" is displayed on the game information display 126, and on the liquid crystal display device 157, a Bernavi remaining times image d1 showing the Bernavi remaining times 54, which is 1 subtracted from 55, is displayed. Thus, in a game in which Bernavi is executed, when the correct stop operation is performed (when the operation is performed in the correct stop operation order and the pressing is successful), the Bernavi remaining times is subtracted.

[0133] FIGS. 8(g) to 8(i) and FIGS. 9(a) to 9(b) show the display modes of the slot machine 100 when winning the payline bell white RCL of the minor winning group 16 in game G2 after several games have passed since game G1. As shown in FIG. 8(g), based on the start lever operation, on the liquid crystal display device 157, a Bernavi remaining times image d1 showing the Bernavi remaining times 54 and a Bernavi image d2 showing the operation order of the right, center, and left and the pressing of the white 7 symbol on the right reel 112 are displayed, and on the payout number display 127, the value "7" indicating winning the payline bell white RCL of the minor winning group 16 is displayed.

[0134] However, in game G2, as shown in FIGS. 8(h) to 8(i) and FIG. 9(a), the player performs stop operations on the right, center, and left according to the notification content of Bernavi. However, since the player fails to press the white 7 symbol on the right reel 112, as shown in FIG. 9(b), the player wins the payline bell blue and 3 medals are paid out. As a result, the number of medals obtained in the bonus game state remains 9 (no increase or decrease), the value "9" is displayed on the game information display 126, and on the liquid crystal display device 157, a Bernavi remaining times image d1 showing the Bernavi remaining times 54 is displayed. Thus, in a game in which Bernavi is executed, when the operation is performed in the correct stop operation order but the pressing fails, the Bernavi remaining times is not subtracted. This is to relieve players who are not good at pressing and allow them to obtain the specified number of medals in the bonus game state.

[0135] In this embodiment, when winning on the push-order bell in the bonus game state, a stop operation is performed in the correct operation order but the button pressing fails and a winning combination of three symbols is achieved, then in the subsequent games, as shown in FIGS. 9(b)→(c), a non-drawing period during which the 1G consecutive drawing is not executed continues until winning on the push-order bell in the next turn and achieving a winning combination of twelve symbols. This is a measure to prevent intentionally prolonging the number of games in the bonus game state. During the non-drawing period, even if winning on the cherry B in the small winning combination group 7, the right to continue the bonus game state is not granted. In this embodiment, during the non-drawing period, even if winning on the cherry B in the small winning combination group 7, the 1G consecutive drawing is not performed. Separately from this, when winning on the cherry B in the small winning combination group 7 during the non-drawing period, the 1G consecutive drawing may be performed but not winning.

[0136] In this embodiment, by providing a non-drawing period, the number of games in the bonus game state is prevented from being intentionally prolonged. Separately from this, the maximum number of times the 1G consecutive drawing is executed may be determined in advance so that the bonus game state is not intentionally prolonged.

[0137] FIGS. 9(c) to (g) show the display modes of the slot machine 100 when winning on the white RCL of the push-order bell in the small winning combination group 16 in the game G3 after several games have passed since the game G2. As shown in FIG. 9(c), based on the start lever operation, on the liquid crystal display device 157, a bell navigation remaining number image d1 showing the bell navigation remaining number 54 and a bell navigation image d2 showing the operation order of right, middle, and left and the button pressing of the white 7 symbol on the right reel 112 are displayed, and on the payout number display 127, a value "7" indicating winning on the white RCL of the push-order bell in the small winning combination group 16 is displayed. In Game G3, as shown in FIGS. 9(d) to 9(f), the player performs stop operations on the right, middle, and left according to the notification content of Bernavi. Also, since the player successfully pressed the white 7 symbol on the right reel 112, as shown in FIG. 9(g), the player wins the press-order bell white, and 12 medals are paid out. As a result, the number of medals obtained in the bonus game state becomes 18, and the value "18" is displayed on the game information display 126. At the same time, on the liquid crystal display device 157, a Bernavi remaining times image d1 indicating the Bernavi remaining times 53, which is obtained by subtracting 1 from 54, is displayed. In Game G3, since the player wins the press-order bell and wins the 12-medal combination, the period during which the 1G consecutive lottery is executed starts from the next game.

[0138] FIG. 9(h) shows the display state of the slot machine 100 when the JACIN right is obtained in Game G4 after several tens of games have passed since Game G3. As shown in FIG. 9(h), on the liquid crystal display device 157, a JAC game obtained image d3 indicating that the JACIN right has been obtained is displayed. In the present embodiment, when the player wins the replay A of the small combination group 2 and wins the non-slippery replay combination, the player obtains the JACIN right (see the small combination group 3 in FIG. 7).

[0139] FIGS. 10(a) to 10(e) show the display state of the slot machine 100 when the player wins the press-order bell blue RLC of the small combination group 15 in Game G5 after several tens of games have passed since Game G4. As shown in FIG. 10(a), based on the start lever operation, on the liquid crystal display device 157, a Bernavi remaining times image d1 indicating the Bernavi remaining times 1 and a Bernavi image d2 indicating the operation order of the right, left, and middle and the pressing of the blue 7 symbol on the right reel 112 are displayed. On the payout number display 127, the value "8" indicating that the player has won the press-order bell blue RLC of the small combination group 15 is displayed. Here, the "8" on the payout number display 127 suggests the operation order of the right, left, and middle and the pressing of the blue 7 symbol.

[0140] In Game G5, as shown in FIGS. 10(b) to 10(d), the player performs stop operations on the right, left, and center according to the notification content of Bernavi. Also, since the player has successfully pressed the blue 7 symbol on the right reel 112, as shown in FIG. 10(e), the player wins in the press order Bernavi blue, and 12 medals are paid out. As a result, the number of medals obtained in the bonus game state becomes 495, the value "495" is displayed on the game information display 126, and on the liquid crystal display device 157, a Bernavi remaining number image d1 indicating the Bernavi remaining number 0, which has been decremented by 1 from 1, is displayed. Since the Bernavi remaining number has become 0, the bonus game state ends in Game G5.

[0141] FIGS. 10(f) to 10(h) show the display mode of the slot machine 100 when the JAC game is started in Game G6, which is the next game after Game G5. This is because the player has acquired the JACIN right as shown in FIG. 9(h) in the bonus game states from Game G1 to Game G5.

[0142] In Game G6, first, as shown in FIGS. 10(f) and 10(g), based on the start lever operation, reels 110 to 112 rotate, and then a pseudo game in which reels 110 to 112 stop is executed. Also, on the liquid crystal display device 157, a JAC game notification image d4 notifying that it is a JAC game is displayed. Next, as shown in FIG. 10(h), based on the start lever operation again, the first game of the JAC game is started.

[0143] Figs. 11(a) to 11(e) show the display modes of the slot machine 100 when, in the next game G7 of the game G6, the small role group 15 wins the push order bell blue RLC and the J Bernabi is executed. As shown in Fig. 11(a), based on the start lever operation, on the liquid crystal display device 157, a J Bernabi remaining times image d5 showing the remaining times 8 of the J Bernabi in the JAC game state and a J Bernabi image d6 prompting the pressing of either the blue 7 symbol or the white 7 symbol of the right reel 112 in the operation order of right, left, and middle are displayed, and on the payout number display 127, a value "5" indicating right, left, and middle is displayed. Here, the J Bernabi image d6 is an image of a two-choice Bernabi, and the "5" on the payout number display 127 suggests the operation order of right, left, and middle. In the game in which the J Bernabi is executed in this way, the push order can be grasped from the J Bernabi image d6 or the numerical value on the payout number display 127, but the symbol to be pressed cannot be grasped.

[0144] In the game G7, as shown in Figs. 11(b) to 11(d), the player performs the stop operations of right, left, and middle according to the notification content of the J Bernabi, and as shown in Fig. 11(e), since the player wins the push order bell blue of the 12-piece combination, 12 medals are paid out. That is, Figs. 11(a) to 11(e) show the case where the player performs the correct stop operation in the game G7 in which the two-choice Bernabi is executed. As a result, the number of acquired medals in the bonus game state becomes 504, the value "504" is displayed on the game information display 126, and on the liquid crystal display device 157, a J Bernabi remaining times image d5 showing the remaining times 7 of the J Bernabi after subtracting 1 from 8 and a two-choice success image d7 indicating the success of the two-choice are displayed. Thus, when the correct stop operation is performed in the game in which the J Bernabi is executed (when operated in the correct stop operation order and the symbol pressing is successful), the remaining times of the J Bernabi are subtracted.

[0145] Figs. 11(f) to (g) show the display modes of the slot machine 100 when, in the next game G8 of the game G7, the player wins the push-order bell blue RCL of the minor winning group 17 and the J Bernabi is executed. As shown in Fig. 11(f), based on the start lever operation, on the liquid crystal display device 157, a J Bernabi remaining times image d5 showing the remaining times 7 of the J Bernabi in the JAC game state, and a J Bernabi image d6 prompting the pressing of either the blue 7 symbol or the white 7 symbol of the right reel 112 according to the operation order of right, middle, and left are displayed, and on the payout number display 127, a value "6" indicating right, middle, and left is displayed. Here, the J Bernabi image d6 is an image of a two-choice Bernabi, and the "6" on the payout number display 127 suggests the operation order of right, middle, and left, and no symbol suggestion is given.

[0146] In the game G8, as shown in Figs. 11(f) to (g), the player performs the stop operations of right, middle, and left according to the notification content of the J Bernabi and wins the push-order bell blue of the 12-coin winning combination, so 12 medals are paid out. That is, Figs. 11(f) to (g) show the case where the player performs the correct stop operation in the game G8 in which the two-choice Bernabi is executed. As a result, the number of medals obtained in the bonus game state becomes 513, the value "513" is displayed on the game information display 126, and on the liquid crystal display device 157, a J Bernabi remaining times image d5 showing the remaining times 6 of the J Bernabi after subtracting 1 from 7 and a two-choice success image d7 indicating the success of the two-choice are displayed.

[0147] Figs. 11(h) to (k) show the display modes of the slot machine 100 when, in the next game G9 of the game G8, the player wins the push-order bell white RCL of the minor winning group 16 and the J Bernabi is executed. As shown in Fig. 11(h), based on the start lever operation, on the liquid crystal display device 157, a J Bernabi remaining times image d5 showing the remaining times 6 of the J Bernabi in the JAC game state, and a Bernabi image d6 prompting the pressing of either the blue 7 symbol or the white 7 symbol of the right reel 112 according to the operation order of right, middle, and left are displayed, and on the payout number display 127, a value "6" indicating right, middle, and left is displayed. Here, the J Bernabi image d6 is an image of a two-choice Bernabi.

[0148] As shown in FIGS. 11(i) to 11(k), in game G9, the player performs stop operations on the right, middle, and left according to the notification content of the J Bernabi (not shown). Since the player wins the push-order bell blue of the three-piece combination, three medals are paid out. That is, FIGS. 11(h) to 11(k) show the case where the player performs an incorrect stop operation in game G9 in which the two-choice Bernabi is executed. As a result, the number of medals obtained in the bonus game state remains at 513 without increase or decrease. The value "513" is displayed on the game information display 126, and on the liquid crystal display device 157, a J Bernabi remaining times image d5 indicating the remaining times 6 of the J Bernabi that is not subtracted from 6 and a two-choice failure image d8 indicating the failure of the two-choice are displayed. Thus, in the game in which the J Bernabi is executed, when the correct stop operation order is not followed and the button pressing fails, the remaining times of the J Bernabi are not subtracted, similar to the case of the game in which the normal Bernabi is executed.

[0149] FIG. 12(A)(a) shows the display mode of the slot machine 100 when the player wins the push-order bell white RCL of the small combination group 16 and the J Bernabi is executed in game G10, the next game of game G9. As shown in FIG. 12(A)(a), based on the start lever operation, on the liquid crystal display device 157, a J Bernabi remaining times image d5 indicating the remaining times 6 of the J Bernabi in the JAC game state and a Bernabi image d2 indicating the operation order of the right, middle, and left and the button pressing of the white 7 symbol on the right reel 112 are displayed. On the payout number display 127, the value "7" indicating that the player has won the push-order bell white RCL is displayed. Here, the Bernabi image d2 is not an image of the two-choice Bernabi, but an image indicating the correct stop operation order and the symbol for button pressing.

[0150] Thus, in this embodiment, when the correct stop operation is not performed (when the button pressing fails) in the game in which the two-choice Bernabi is executed in the JAC game state, the normal Bernabi is executed even if the player wins the push-order bell in the subsequent games. In other words, due to the change in the notification mode of the operation navi, the configuration enables the player to recognize that the player could not obtain the right of 1G consecutive in the JAC game state.

[0151] FIG. 12(A)(b) shows the display mode of the slot machine 100 in the final game G11 of the third JAC game state when, after the end of the game G10, there is no mistake in the order of stop operations in the game that won the push order bell of the JAC game state, and after ending the JAC game state, two more JAC game states (a total of three JAC game states) are executed to end the bonus game state (in a broad sense). As shown in FIG. 12(A)(b), in the final game G11 of the third JAC game state, a bonus acquisition number notification image d9 for notifying that 711 medals could be acquired in the bonus game state (in a broad sense) is displayed on the liquid crystal display device 157, and a value "711" indicating the number of medals acquired in the bonus game state is displayed on the game information display 126.

[0152] Thus, Case 1 shows the case where 711 medals can be acquired in the bonus game state (in a broad sense). That is, Case 1 shows that in the game that won the push order bell of the bonus game state (in a broad sense), if the stop operation is performed in the correct operation order, 711 medals of the specified number can be acquired even if there is a pressing mistake. In the case of a pressing mistake, the number of times of the bell navigator (J bell navigator) is not subtracted. Also, even if there is a pressing mistake in the game where the 2-choice bell navigator is executed as the J bell navigator, in the games where the J bell navigator is executed in the subsequent times, the normal bell navigator is executed, so it becomes easier to acquire the specified number of medals in the JAC game.

[0153] · An example of the case where 711 medals cannot be acquired in the bonus game state (in a broad sense) (Case 2) The flow of the game when 711 medals cannot be acquired in the bonus game state (in a broad sense) will be described with reference to FIGS. 12(B) to 13.

[0154] Figures 12(B)(a) to (d) show the display modes of the slot machine 100 when winning the push order bell white RCL of the small combination group 16 in the game G21 in which the bonus game state has started. As shown in Fig. 12(b), based on the start lever operation, on the liquid crystal display device 157, a bell navigation remaining times image d1 showing the bell navigation remaining times 55 and a bell navigation image d2 showing the operation order of right, middle, and left and the pressing of the white 7 symbol on the right reel 112 are displayed, and on the payout number display 127, a value "7" indicating winning the push order bell white RCL of the small combination group 16 is displayed. Here, the "7" on the payout number display 127 implies the operation order of right, middle, and left and the pressing of the white 7 symbol.

[0155] In the game G21, as shown in Figs. 12(B)(c) to (d), since the player performed a stop operation during the first stop operation without following the notification content of the bell navigation, it is a losing result and no medals are paid out. As a result, on the liquid crystal display device 157, a bell navigation remaining times image d1 showing the bell navigation remaining times 54 obtained by subtracting 1 from 55 is displayed. Thus, when the stop operation is not performed in the correct operation order in the game in which the bell navigation is executed, the bell navigation remaining times are subtracted. This is because a push order mistake is a mistake due to carelessness regardless of the player's skill level and does not need to be remedied. However, in the games after the game G21, a 1G continuous lottery is executed.

[0156] As described above, in this embodiment, when winning the push order bell in the bonus game state and making a push order mistake without following the notification content of the bell navigation, the bell navigation remaining times are subtracted, but the subsequent games do not become a 1G continuous non-lottery period.

[0157] Figs. 13(a) to (c) show the display modes of the slot machine 100 when starting the JAC game in the game G22 after the bonus game state starting from the game G21 has ended. This is because the JAC right was acquired in the bonus game state before the game G22.

[0158] Figs. 13(a) to 13(d) show the display modes of the slot machine 100 when, in the game G21, the push order bell blue RLC of the minor combination group 15 is won and the J Bernavi is executed. As shown in Fig. 13(a), based on the start lever operation, on the liquid crystal display device 157, a J Bernavi remaining times image d5 showing the remaining times 8 of the J Bernavi in the JAC game state and a J Bernavi image d6 prompting the pressing of either the blue 7 symbol or the white 7 symbol of the right reel 112 in the operation order of right, left, and middle are displayed, and on the payout number display 127, a value "5" indicating right, left, and middle is displayed. Here, the J Bernavi image d6 is an image of a two-choice Bernavi, and the "5" on the payout number display 127 suggests the operation order of right, left, and middle.

[0159] In the game G22, as shown in Figs. 13(b) to 13(c), the player performed a stop operation during the first stop operation and lost, so no medals are paid out. That is, Figs. 13(a) to 13(c) show the case where, in the game G22 in which the two-choice Bernavi is executed, the player performed an incorrect stop operation with an incorrect push order. As a result, the number of medals obtained in the bonus game state remains 480, the value "480" is displayed on the game information display 126, and on the liquid crystal display device 157, a J Bernavi remaining times image d5 showing the remaining times 7 of the J Bernavi after subtracting 1 from 8 and a two-choice failure image d8 indicating the failure of the two-choice are displayed. Thus, when an incorrect stop operation is performed (operated in an incorrect stop operation order) in a game in which the J Bernavi is executed, the remaining times of the J Bernavi are subtracted. This is because a push order mistake is a mistake due to carelessness regardless of the player's skill and does not need to be remedied.

[0160] FIG. 13(d) shows the display mode of the slot machine 100 when, in the next game G23 of the game G22, the player wins the Berna white RCL of the minor combination group 16 and the J Bernavi is executed. As shown in FIG. 13(d), based on the start lever operation, on the liquid crystal display device 157, a J Bernavi remaining times image d5 showing the remaining times 7 of the J Bernavi in the JAC game state and a Bernavi image d2 showing the operation order of the right, middle, and left and the pressing of the white 7 symbol of the right reel 112 are displayed, and on the payout number display 127, a value "7" indicating that the player has won the Berna white RCL is displayed. With this display, the player can grasp that they have won the Berna white RCL. Here, the Bernavi image d2 is not an image of a 2-choice Bernavi, but an image showing the correct stop operation order and the symbols to be pressed.

[0161] As described above, in this embodiment, in a game where the 2-choice Bernavi is executed in the JAC game state, if the correct stop operation is not performed (in the case of a wrong pressing order) and the player wins the Berna of the pressing order in the subsequent games, the normal Bernavi is executed. FIG. 13(e) shows the display mode of the slot machine 100 in the final game G24 of the third JAC game state when, after the end of the game G23, there is no wrong pressing order in the stop operation in the game where the player wins the Berna of the pressing order in the JAC game state, and after ending the JAC game state, two more JAC game states (a total of three JAC game states) are executed to end the bonus game state (in a broad sense). As shown in FIG. 13(e), in the final game G24 of the third JAC game state, a bonus acquisition number notification image d9 notifying that 687 coins (= 711 - 12×2) can be acquired in the bonus game state is displayed on the liquid crystal display device 157, and a value "687" indicating the acquisition number in the bonus game state is displayed on the game information display 126. FIG. 13(f) shows the display mode of the slot machine 100 when the normal game state is started in the next game G25 of the game G24. That is, Case 2 shows the case where the player cannot acquire the 1G consecutive right in the bonus game state (in a broad sense).

[0162] As described above, Example 2 shows the case where 711 medals can be obtained in the bonus game state (in a broad sense). That is, in Example 2, in the game where the push-order bell in the bonus game state (in a broad sense) is won, if the stop operation is performed in an incorrect operation order, the number of times of Bell Navi and J Bell Navi is subtracted, indicating that the specified number of 711 medals cannot be obtained. Further, Example 2 shows the case where the specified number of 711 medals cannot be obtained in the bonus game state and the bonus game state cannot be continued.

[0163] · An example (Example 3) of the case where the bonus game state (in a broad sense) continues and 1422 medals can be obtained Next, the game flow in the case where the bonus game state (in a broad sense) continues and 1422 medals (= 711 × 2) can be obtained in the bonus game state will be described with reference to FIGS. 14 to 15.

[0164] FIG. 14(a) shows the display mode of the slot machine 100 of the game G31 in which the bonus game state is started, and FIGS. 14(b) to (c) show the display mode of the slot machine 100 when the white RCL of the push-order bell of the small winning combination group 16 is won in the game G32 after several tens of games have passed since the game G31. In the game G32, as shown in FIGS. 14(b) to (c), a prize is won on the white push-order bell, and 12 medals are paid out. As a result, the number of medals obtained in the bonus game state becomes 270, the value "270" is displayed on the game information display 126, and on the liquid crystal display device 157, a Bell Navi remaining times image d1 indicating the Bell Navi remaining times 25 obtained by subtracting 1 from 26 is displayed.

[0165] Figs. 14(d) to (g) show the display modes of the slot machine 100 when winning the cherry B of the small winning group 7 and winning the 1G consecutive lottery in the next game G33 of the game G32. As shown in Fig. 14(d), based on the start lever operation, on the liquid crystal display device 157, a bell navigation remaining times image d1 showing the bell navigation remaining times 25 and a cherry winning image d10 showing a cherry symbol are displayed. When the cherry winning image d10 is displayed, the player can grasp the cherry win, so the player can perform a pressing operation on the cherry symbol. In the game G33, as shown in Figs. 14(f) to (g), the player wins on the cherry and three medals are paid out. As a result, the number of medals obtained in the bonus game state remains 270, and the value "270" is displayed on the game information display 126. Also, in the game G33, since the player won the 1G consecutive lottery, the player is given the 1G consecutive right to execute one bonus game state.

[0166] Fig. 15(a) shows the display mode of the slot machine 100 in the final game G35 of the bonus game state (in a broad sense). Specifically, it shows the display mode of the final game G35 of the JAC game state when the JAC game state is terminated after obtaining 495 medals in the bonus game state. As shown in Fig. 15(a), in the final game G35, on the liquid crystal display device 157, a bonus obtained number notification image d9 notifying that 711 medals can be obtained in the bonus game state (in a broad sense) is displayed, and the value "711" indicating the number of medals obtained in the bonus game state is displayed on the game information display 126.

[0167] Note that at the end of the final game G35, since the right to execute one bonus game state is given (see Fig. 14(d)), the bonus game state is restarted in the next game.

[0168] Figs. 15(b) to (d) show the display modes of the slot machine 100 in the next game G36 of the game G35. In the game G36, it shows the state where the bonus game state continues, that is, the state where the second bonus game state is started.

[0169] Figure 15(b) shows the display mode of the slot machine 100 during the bet operation of game G36. As shown in Figure 15(b), the slot machine 100 executes a 1G continuous effect, and a bonus determination image d11 indicating that the bonus is consecutive is displayed on the liquid crystal display device 157. Figure 15(c) shows the display mode of the slot machine 100 after the reels 110 to 112 stop in the pseudo-game started after the start lever operation of game G36. On the liquid crystal display device 157, an image indicating that the bonus game state has started is displayed. Figure 15(d) shows the display mode of the slot machine 100 when the bell white RCL of the small winning group 16 is won and the bell navigation is executed in game G36. As shown in Figure 15(d), based on the second start lever operation, on the liquid crystal display device 157, a bell navigation remaining times image d1 indicating the bell navigation remaining times 55 and a bell navigation image d2 indicating the operation order of the right middle left and the pressing of the white 7 symbol of the right reel 112 are displayed, and on the payout number display 127, a value "7" indicating that the bell white RCL of the small winning group 16 is won is displayed.

[0170] Figure 15(e) shows the display mode of the slot machine 100 in the final game G37 of the bonus game state (in a broad sense). Specifically, it shows the display mode of the final game G37 of the JAC game state when 495 medals are obtained in the second bonus game state and then 216 medals (= 72 medals × 3) are obtained in the JAC game state for three times to end the bonus game state (in a broad sense). As shown in Figure 15(e), on the liquid crystal display device 157, a bonus obtained number notification image d9 notifying that 711 medals can be obtained in the second bonus game state (in a broad sense) is displayed, and a total bonus obtained number notification image d12 notifying that a total of 1422 medals (= 711 medals × 2) can be obtained in the two bonus game states (in a broad sense) is displayed. On the game information display 126, a value "1422" indicating the total number of medals obtained in the bonus game state is displayed.

[0171] Thus, Example 3 shows the case where 1422 medals could be obtained in two bonus game states (in a broad sense). That is, in Example 3, since the 1G consecutive right was obtained in the first bonus game state, the second bonus game state could be started, and by winning two consecutive bonus game states, the case of the maximum number of obtained medals of 1422 is shown.

[0172] · An example (Example 4) when the bonus game state (in a broad sense) won consecutively but 1422 medals could not be obtained Next, the game flow when the bonus game state (in a broad sense) won consecutively and 1419 medals (= 708 + 711) could be obtained in the bonus game state will be described with reference to FIGS. 16 to 17. The game flow from game G41 to game G42 where the bonus game state is started, shown in FIGS. 16(a) to (c), is the same as the game flow of games G31 to G32 described in FIGS. 14(a) to (c), so the description will be omitted.

[0173] FIGS. 16(d) to (g) show the display states of the slot machine 100 when winning the cherry B of the small combination group 7 and winning the 1G consecutive lottery in the next game G43 of game G42. As shown in FIG. 16(d), based on the start lever operation, on the liquid crystal display device 157, a bell navigation remaining times image d1 showing the bell navigation remaining times 25 and a cherry winning image d10 showing the cherry symbol are displayed. When the cherry winning image d10 is displayed, the player can grasp the cherry win, so the cherry symbol pressing operation can be performed. In game G33, as shown in FIGS. 16(f) to (g), since it is a losing result, medals are not paid out. As a result, the number of medals obtained in the bonus game state is subtracted by 3 and becomes 267, and the value "267" is displayed on the game information display 126. Also, in game G433, since winning the 1G consecutive lottery, the 1G consecutive right to execute one bonus game state is granted.

[0174] FIG. 17(a) shows the display state of the slot machine 100 in the final game G45 of the bonus game state (in a broad sense). Specifically, it shows the display state of the final game G45 of the JAC game state when the JAC game state for three times is ended after obtaining 492 medals (= 495 medals - 3 medals) in the bonus game state. As shown in FIG. 17(a), in the final game G45, on the liquid crystal display device 157, a bonus acquisition number notification image d9 for notifying that 708 medals (= 711 medals - 3 medals) can be obtained in the bonus game state is displayed, and on the game information display 126, a value "708" indicating the number of acquired medals in the bonus game state is displayed.

[0175] Note that at the end of the final game G45, since the right to execute one bonus game state is granted (see FIG. 16(d)), the bonus game state is restarted in the next game.

[0176] FIGS. 17(b) to (d) show the display state of the slot machine 100 in the next game G46 after the game G45. In the game G46, it shows the state where the bonus game state continues, that is, the state where the second bonus game state is started. The game flow of the game G46 shown in FIGS. 17(b) to (d) is the same as the game flow of the game G36 described in FIGS. 15(b) to (d), so the description is omitted.

[0177] FIG. 17(e) shows the display state of the slot machine 100 in the final game G47 of the bonus game state (in a broad sense). Specifically, it shows the display state of the final game G47 of the JAC game state when, after obtaining 495 medals in the second bonus game state, 216 medals (= 72 medals × 3) are obtained in the JAC game state for three times to end the bonus game state (in a broad sense). As shown in FIG. 17(e), on the liquid crystal display device 157, a bonus acquisition medal number notification image d9 for notifying that 711 medals could be obtained in the second bonus game state (in a broad sense) is displayed, and a total bonus acquisition medal number notification image d12 for notifying that a total of 1419 medals (= 711 medals × 2 - 3 medals) could be obtained in the two bonus game states (in a broad sense) is displayed. On the game information display 126, a value "1419" indicating the total number of acquired medals in the bonus game state (in a broad sense) is displayed.

[0178] As described above, Case 4 shows the case where 1419 medals can be obtained in two bonus game states (in a broad sense). That is, Case 4 shows the case where the specified number of 711 medals could not be obtained in the first bonus game state, but since the 1G consecutive right was obtained, the second bonus game state could be started. In the present embodiment, by missing the cherry which is a winning combination of 1G consecutive in this way, even if 711 medals cannot be obtained, since there is no relation between the cherry winning and the result of the 1G consecutive lottery, the expectation for obtaining the 1G consecutive right can be increased.

[0179] In Cases 3 and 4, the case where the bonus game state is in a two-consecutive-win state has been described, but it is also possible to obtain the 1G consecutive right three or more times. For example, when the 1G consecutive right is obtained three or more times in the first bonus game state, an ending effect may be executed in the second bonus game state.

[0180] <Processing of Bonus Game State> ·Processing during BB Next, with reference to Fig. 18(a), the processing of the bonus game state (in a broad sense) will be described. Fig. 18(a) is a flowchart showing the flow of processing for one game in the bonus game state (in a broad sense). Fig. 18(a) is a flowchart that shows the flow of one game from step S101 to step S111 of the main control unit main processing described with reference to Fig. 3, limited to the processing of one game in the bonus game state (in a broad sense).

[0181] In step S1001, it is determined whether the JACIN flag is on. The JACIN flag is a flag indicating whether there is a JACIN right. When there is a JACIN right, the JACIN flag is on, and when there is no JACIN right, the JACIN flag is off. As described above, the JACIN right is granted when winning the replay A of the small combination group 2 in the BB game state and winning with a non-slipping replay combination. Note that the JACIN right is granted up to a maximum of three times. When the JACIN flag is on (step S1001: YES), since there is a JACIN right, the process proceeds to step S1002, and JAC game processing (to be described in detail later) is executed. Otherwise (step S1001: NO), the process proceeds to step S1003 to execute the game in the bonus game state.

[0182] In step S1003, it is determined whether it is the start game of the bonus game state. If it is the start game of the BB game state (step S1003: YES), the process proceeds to step S1004, where the initial value 55 is set for the Bernabi count. If it is not the start game of the bonus game state (step S1003: NO), the process proceeds to step S1005.

[0183] In step S1005, it is determined whether the push-order bell has been won in the game. If the push-order bell has been won (step S1005: YES), the process proceeds to step S1006, and push-order bell processing (to be described in detail later) is executed. If the push-order bell has not been won (step S1005: NO), the process proceeds to step S1007, and other small combination processing (to be described in detail later) is executed.

[0184] · Other minor winning combination processing FIG. 18(b) is a flowchart showing in detail the flow of other minor winning combination processing in step 1007 of FIG. 18(a).

[0185] In step S1101, it is determined whether the non-drawing flag is on. The non-drawing flag is a flag indicating whether 1G consecutive draws can be executed. When the non-drawing flag is on, 1G consecutive draws cannot be executed. When the non-drawing flag is off, 1G consecutive draws can be executed. Note that the initial value of the non-drawing flag is off. In this embodiment, as described above, when winning the push order bell, performing a stop operation according to the operation order notified by the bell navigation but failing the button press operation and not winning the 12-piece winning combination, the non-drawing flag becomes on (for example, FIG. 9(b) → (c)). When winning the push order bell with the non-drawing flag on and winning the 12-piece winning combination, the non-drawing flag becomes off (for example, FIG. 9(g) → (h)). When the non-drawing flag is off (step S1101: YES), the process proceeds to step S1102. When the non-drawing flag is on (step S1101: NO), the other minor winning combination processing ends.

[0186] In step S1102, 1G consecutive draws corresponding to the winning combination are executed. In this embodiment, specifically, when winning the cherry B in minor winning combination group 7, 1G consecutive draws are executed. When winning the 1G consecutive draws, 1G consecutive rights are granted.

[0187] Although not shown in FIG. 18(b), in this embodiment, as described above, in the bonus game state, (1) when winning the replay B in minor winning combination group 3 and resulting in a loss during BB, (2) when winning the common bell, watermelon, cherry A, chance eyes, reach eyes in minor winning combination groups 4, 5, 6, 7, 8 and winning with 7-of-a-kind, 1G consecutive determination is made and 1G consecutive rights are granted.

[0188] · Push order bell processing FIG. 19 is a flowchart showing in detail the flow of push order bell processing in step 1006 of FIG. 18(a).

[0189] In step S1201, it is determined whether all reels 110 to 112 have stopped. If all reels 110 to 112 have stopped (step S1201: YES), the process proceeds to step S1202; otherwise (step S1201: NO), the process returns to step S1201.

[0190] In step S1202, it is determined whether the stop operation order from the first stop operation to the third stop operation is correct. If the stop operation order from the first stop operation to the third stop operation is correct (step S1202: YES), the process proceeds to step S1203; otherwise (step S1202: NO), the process proceeds to step S1204.

[0191] In step S1203, it is determined whether a winning combination of 12 cards has been achieved. If a winning combination of 12 cards has been achieved (step S1203: YES), the process proceeds to step S1204; if a winning combination of 12 cards has not been achieved (step S1203: NO), the process proceeds to step S1205.

[0192] In step S1204, the non - lottery flag is turned off. That is, in this embodiment, when winning the push - order bell and (1) achieving a winning combination of 12 cards (step S1203: YES), or (2) making a mistake in the push - order (step S1202: NO), the non - lottery flag is turned off (for example, as shown in FIGS. 8(f)→(g), 9(g)→(h), 12(d) and later). As a result, a 1G - continuous lottery can be executed in subsequent games.

[0193] On the other hand, in step S1205, the non - lottery flag is turned on. That is, in this embodiment, when winning the push - order bell and there is no mistake in the push - order but the button - pressing operation fails, the non - lottery flag is turned off. As a result, a 1G - continuous lottery cannot be executed in subsequent games. After the process of step S1205 is executed, the push - order bell process ends.

[0194] In step S1206, the Bernavi count is decremented by 1. Thus, in this embodiment, when winning the push-order bell and (1) winning a 12-card hand or (2) making a push-order mistake, the Bernavi count is decremented. However, (3) when there is no push-order mistake but the eye-push operation fails, the Bernavi count is not decremented.

[0195] In step S1207, it is determined whether the decremented Bernavi count is 0. If the Bernavi count is 0 (step S1207: YES), the process proceeds to step S1208; otherwise, the push-order bell process ends.

[0196] In step S1208, it is determined whether the JACIN count is not 0. In this embodiment, the maximum value of the JACIN count is 3. If the JACIN count is not 0 (step S1208: YES), the process proceeds to step S1209; if the JACIN count is 0 (step S1208: NO), the process proceeds to step S1210.

[0197] In step S1209, since the Bernavi count is 0, that is, at the end of the bonus game, and the JACIN count is not 0, the JACIN flag is turned on. As a result, the JAC game starts from the next game.

[0198] In step S1210, since the Bernavi count is 0, that is, at the end of the bonus game, and the JACIN count is 0, a process to end the bonus game state is performed. As a result, a game in the normal game state or a game in the bonus game state (when having the 1G consecutive right) starts from the next game.

[0199] ·JAC Game Process FIG. 20 is a flowchart showing in detail the flow of the JAC game process in step 1002 of FIG. 18(a).

[0200] In step S1301, it is determined whether the number of J Bernabi turns is 0. Here, the initial value of the number of J Bernabi turns is 0. If the number of J Bernabi turns is 0, that is, in the case of the first game of the JAC game state (step S1301: YES), the process proceeds to step S1302; otherwise (step S1301: NO), the process proceeds to step S1303.

[0201] In step S1302, since it is the first game of the JAC game state, 8 is set for the number of J Bernabi turns.

[0202] In step S1303, it is determined whether the winning number has been selected for the push order bell in the game. If the winning number has been selected for the push order bell (step S1303: YES), the process proceeds to step S1304; otherwise (step S1303: NO), the process proceeds to step S1305, and a lottery process corresponding to the winning combination is executed. After the process of step S1305, the JAC game process ends.

[0203] In step S1304, it is determined whether all the reels 110 - 112 have stopped. If all the reels 110 - 112 have stopped (step S1304: YES), the process proceeds to step S1306; otherwise (step S1304: NO), the process returns to step S1304.

[0204] In step S1306, it is determined whether the stop operation order from the first stop operation to the third stop operation is correct. If the stop operation order from the first stop operation to the third stop operation is correct (step S1306: YES), the process proceeds to step S1307; otherwise (step S1306: NO), the process proceeds to step S1310.

[0205] In step S1307, it is determined whether a winning combination of 12 cards has been achieved. If a winning combination of 12 cards has been achieved (step S1307: YES), the process proceeds to step S1308; if a winning combination of 12 cards has not been achieved (step S1307: NO), the process proceeds to step S1311.

[0206] In step S1308, it is determined whether the counter flag is on. Here, the counter flag is a flag indicating whether to execute a binary Bernabi in J Bernabi. When the counter flag is on, the binary Bernabi is executed, and when the counter flag is off, the normal Bernabi is executed. Note that the initial value of the counter flag is on. If the counter flag is on (step S1308: YES), the process proceeds to step S1309, and if the counter flag is off (step S1308: NO), the process proceeds to step S1312.

[0207] In step S1309, 1 is added to the counter. The initial value of the counter is 0, and the value of the consecutive number of correct operations in the game where the binary Bernabi is executed (the consecutive winning times of the 12 - card combination in the game where the binary Bernabi is executed) is set in the counter. That is, in the game, when winning the push - order bell and winning the 12 - card combination in the game where the binary Bernabi is executed, the counter value is incremented by 1. In this embodiment, when the counter value reaches 8, a 1G continuous right is granted.

[0208] In step S1310, the counter flag is turned off. Thus, in this embodiment, when winning the push - order bell and having a push - order miss, the counter flag becomes off, so that when winning the push - order bell in subsequent times, the normal Bernabi is executed. After the process of step S1310 is completed, the process proceeds to step S1312.

[0209] In step S1311, the counter flag is turned off. Thus, in this embodiment, when winning the push - order bell and having no push - order miss but having a button - press miss, the counter flag becomes off, so that when winning the push - order bell in subsequent times, the normal Bernabi is executed. After the process of step S1311 is completed, the JAC game process ends.

[0210] In step S1312, the number of J Bernabi is decremented by 1. In this embodiment, (1) when winning the push order bell and winning the 12-card hand, (2) when winning the push order bell and making a push order mistake, the number of J Bernabi is decremented. However, when winning the push order bell and not making a push order mistake but making an eye-push mistake, the number of J Bernabi is not decremented.

[0211] In step S1313, it is determined whether the number of J Bernabi is 0. If the number of J Bernabi is 0 (step S1313: YES), the process proceeds to step S1314. If the number of J Bernabi is not 0 (step S1313: NO), the JAC game process ends.

[0212] In step S1314, since the number of J Bernabi becomes 0 and the JAC game state ends, the JACIN count is decremented by 1.

[0213] In step S1315, it is determined whether the decremented JACIN count is not 0. If the JACIN count is not 0 (step S1315: YES), the process proceeds to step S1316. If the JACIN count is 0 (step S1315: NO), the process proceeds to step S1317.

[0214] In step S1317, since the JACIN count is not 0, the JACIN flag is turned on. As a result, the JAC game starts again from the next game.

[0215] In step S1318, since the JACIN count is 0, a process to end the bonus game state is performed. As a result, a game in the normal game state or a game in the bonus game state (when having the 1G consecutive right) starts from the next game. In this embodiment, when the JAC game state is executed only once or twice, the 1G consecutive right is granted.

[0216] <Others> In this embodiment, the 1G consecutive right is the right to provide a new bonus game state, but it is not limited to this, and it may also be the right to extend the number of games in the current bonus game state. For example, it may be the right to additionally provide a predetermined number of bell navis in the current bonus game state.

[0217] Note that the slot machine may be a slot machine that only exchanges electronic data without using medals. In this case, the game medium includes electronic data corresponding to medals. The input of the game medium includes inputting the electronic data from a predetermined external device (an electronic storage device having a function capable of storing the number of lent medals by an electronic method and a function capable of storing the number of medals obtained by winning by an electronic method). The payout of the game medium includes outputting the electronic data to a predetermined external device (electronic storage device). In the case of such a medal-less slot machine, instead of displaying the number of acquired bonus game states on the game information display 126, the number of game media held in the electronic storage device may be displayed.

[0218] As described above, the embodiments of the present invention have been described. However, the present invention is not limited to the above-described embodiments, and various modifications and changes can be made to the embodiments of the present invention without departing from the gist of the present invention. Those with such modifications and changes are also included in the technical scope of the present invention. In addition, the actions and effects described in the embodiments of the invention are merely a list of the most suitable actions and effects resulting from the present invention, and the actions and effects according to the present invention are not limited to those described in the embodiments of the present invention.

[0219] <Summary of the Embodiment> (1) As described above, the gaming table of the above embodiment (for example, in the case of the slot machine 100, a plurality of reels (for example, reels 110 to 112) with a plurality of types of symbols and rotated, and a plurality of operating means (for example, stop buttons 137 to 139) capable of individually stopping the plurality of reels Internal winning result determination means capable of determining internal winning candidates (for example, main control unit 300, winning candidate internal lottery process S105), Winning determination means capable of performing winning determination (for example, main control unit 300, winning determination process S109), Game value awarding means capable of awarding game values (for example, main control unit 300, medal payout process S110), A gaming machine comprising presentation means (for example, main control unit 300, first sub-control unit 400, second sub-control unit 500, liquid crystal display device 157, payout number display 127, etc.), configured to be able to execute a gaming state advantageous to the player (for example, bonus game state) with a predetermined amount of game values (for example, 711 medals) as the maximum acquirable number, When a certain internal winning candidate (for example, push order bell) is internally won (hereinafter referred to as "the first case"), it is configured to be able to win at least the first winning combination (for example, 3 - medal combination), In the first case, it is configured to be able to win the second winning combination (for example, 12 - medal combination), The amount of game value (for example, 12 medals) that can be awarded when winning the second winning combination is more than the amount of game value (for example, 3 medals) that can be awarded when winning the first winning combination, In the first case, in relation to the operation timing of the plurality of operation means, there is a possibility of winning the first winning combination or the second winning combination, The presentation means is configured to be able to execute, in the first case, a certain presentation (for example, operation order for winning the second winning combination, operation guide for displaying a symbol indicating the second winning combination) related to the operation of the plurality of operation means related to the second winning combination, In the first case, even when winning the first winning combination (hereinafter referred to as "the second case"), it is configured to be able to acquire the predetermined amount of game values in the advantageous gaming state, which is characterized by this. This is the first basic configuration.

[0220] According to the first basic configuration, since a predetermined amount of game value can be obtained regardless of the skill level of the player, even a player who is not good at button pressing can enjoy the game.

[0221] Also, in the first basic configuration, in the advantageous game state, it is configured such that the predetermined amount of game value can be obtained by the second combination winning a predetermined number of times (for example, 55 times + 8 times × 3 = 79 times), the advantageous game state is set with the maximum number of times the second combination can win (hereinafter referred to as the "predetermined number of times") (for example, 55 times + 8 times × 3 = 79 times), in the second case, the same amount of game value as the amount of game value used can be awarded, which is set as a preferred configuration 1.

[0222] According to the preferred configuration 1, when the first combination wins, the advantageous game state becomes longer, but since a predetermined amount of game value can be obtained, even a player who is not good at button pressing can maintain their gaming motivation.

[0223] Also, in the preferred configuration 1, in the first case, there is a case where the third combination can win or lose (hereinafter referred to as the "third case"), the amount of game value that can be awarded when the third combination wins is less than the amount of game value that can be awarded when the first combination wins, in the first case, when operated in the first stop operation order, the first combination or the second combination can win, and when operated in the second stop operation order, the third combination can win or lose, in the third case, it is configured such that the second combination cannot win the predetermined number of times, so that the predetermined amount of game value cannot be obtained in the advantageous game state. which is set as a preferred configuration 2.

[0224] According to the preferred configuration 2, when a pressing order mistake occurs in the first case, it is merely carelessness and the player cannot obtain a predetermined amount of game value, so it is possible to arouse the player's attention to the operation.

[0225] Also, in the preferred configuration 2, It is a preferred configuration 3 that the predetermined number of times is set as the maximum number of times the second winning combination can win in the advantageous gaming state.

[0226] Also, in the preferred configuration 1, the preferred configuration 2, or the preferred configuration 3, In the advantageous gaming state, a lottery (hereinafter referred to as "the first lottery") for granting a new advantageous gaming state or extending the advantageous gaming state is configured to be executable, In the second case, the first lottery is configured not to be executed until an internal winning combination is internally won in the next certain internal winning combination in the advantageous gaming state. This is a preferred configuration 4.

[0227] According to the preferred configuration 4, it is possible to prevent the advantageous gaming state from being intentionally prolonged.

[0228] Also, in the preferred configuration 4, In the advantageous gaming state, a fourth winning combination that can execute the first lottery is configured to be winnable, The fourth winning combination is a winning combination that can win in relation to the operation timing of the plurality of operation means, The fourth winning combination is a winning combination that can grant the same amount of game value as the amount of game value used, In the case where the predetermined amount of game value cannot be obtained in the advantageous gaming state, a new advantageous gaming state may be granted. This is a preferred configuration 5.

[0229] According to the preferred configuration 5, even if the player fails to press the fourth winning combination, there is a possibility of winning the first lottery, so the expectation for the grant of a new advantageous gaming state can be enhanced.

[0230] [Embodiment B] [[Embodiment 1]] Hereinafter, with reference to the drawings, a gaming table (slot machine) according to Embodiment 1 of the present invention will be described.

[0231] [Overall Configuration] First, the overall configuration of the slot machine 100 will be described with reference to FIG. 22. FIG. 22 is an external perspective view of the slot machine 100 as seen from the front side (the player side).

[0232] The slot machine 100 shown in FIG. 22 corresponds to an example of the gaming table of the present invention, and includes a main body 101 and a front door 102 that is attached to the front of the main body 101 and can be opened and closed with respect to the main body 101. Inside the center of the main body 101 (not shown), three reels (left reel 110, middle reel 111, and right reel 112) with a plurality of types of symbols arranged on the outer peripheral surface are housed and configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.

[0233] In the present embodiment, each symbol is printed at equal intervals in an appropriate number on a belt-like member, and this belt-like member is attached to a predetermined circular cylindrical frame member to form each reel 110 to 112 (see FIG. 25). The symbols on the reels 110 to 112 are generally displayed vertically in three rows from the symbol display window 113 provided in front of each reel 110 to 112 as seen by the player, and a total of nine symbols can be seen.

[0234] And by rotating each of the reels 110 to 112, the combination of symbols visible to the player will change. That is, each of the reels 110 to 112 functions as a display device that can variably display a plurality of types of symbol combinations. In addition to the reel, an electronic image display device such as a liquid crystal display device can also be adopted as such a display device. Also, in the present embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

[0235] On the back of each of the reels 110 to 112, a backlight 264 (see FIG. 39) for illuminating the individual symbols displayed in the symbol display window 113 is arranged (details will be described later). Also, inside the slot machine 100, in the vicinity of each of the reels 110 to 112, an optical sensor (also called an index sensor, not shown) composed of a light projecting part and a light receiving part is provided, and it is configured such that a light shielding piece of a certain length provided on the reel passes between the light projecting part and the light receiving part of this optical sensor. Based on the detection result of this sensor, the rotational direction position of the symbols on the reel is judged, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.

[0236] The notification lamp 123 is, for example, a lamp that notifies the player that in the internal lottery described later, a specific winning combination (specifically, special combination 1 or special combination 2) has been internally won, or that it is during a bonus game (during the special combination 1·2 game state). The game medal insertable lamp 124 is a lamp for notifying the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that when winning in a replay, which is one of the winning combinations in the previous game, the current game can be replayed (no medal insertion is required). The reel panel lamp 128 is an effect lamp.

[0237] The bet buttons (first operation means) 130 to 132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In the present embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the bet button 132 is also referred to as the MAX bet button. Note that the game medal insert lamp 129 lights up a number of lamps corresponding to the number of inserted medals, and when the specified number of medals has been inserted, the game start lamp 121, which notifies that the game start operation is possible, lights up.

[0238] The performance button 156 is an operation means that can be operated by the player. In this embodiment, it is composed of buttons that can be pressed by the player and is used for various performances. The operation means used for such performances is not limited to buttons. For example, it may be composed of a lever, a touch panel, etc., or may be provided with a plurality of operation means.

[0239] The medal insertion slot 141 is an insertion slot for the player to insert medals when starting the game. That is, medals can be inserted electronically by the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141. "Insertion" means including both.

[0240] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for numerically displaying various internal information (for example, the number of medals paid out during the bonus game). The paid-out number display 127 is a display for displaying the number of medals paid out to the player as a result of winning a certain winning combination, and is also used as an instruction monitor for performing the pressing order performance. In this example, the stored number display 125, the game information display 126, and the paid-out number display 127 are 7-segment (SEG) displays.

[0241] The start lever (second operation means) 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals is inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 will start to rotate. The operation on the start lever 135 is called the start operation of the game.

[0242] The stop button unit 136 is provided with stop buttons (pause buttons) 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and are associated with the respective reels 110 to 112. Note that a light emitter may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitter can be lit to notify the player.

[0243] Hereinafter, the operation on the stop buttons 137 to 139 is referred to as a stop operation. The first stop operation is referred to as the first stop operation (hereinafter, also referred to as "first stop" or "1 stop"), the next stop operation is referred to as the second stop operation (hereinafter, also referred to as "second stop" or "2 stop"), and the last stop operation is referred to as the third stop operation (hereinafter, also referred to as "third stop" or "3 stop").

[0244] Also, the reels that are stopped corresponding to these stop operations are sequentially referred to as the first stop reel, the second stop reel, and the third stop reel. Furthermore, the order of operating the stop buttons 137 to 139 to stop all of the rotating reels 110 to 112 is referred to as the operation order (or the pressing order).

[0245] When the operation order (pressing order) of the stop buttons 137 to 139 is represented by the left stop button 137 as "left or L", the middle stop button 138 as "middle or C", and the right stop button 139 as "right or R", there are six types: (1) the operation order of left → middle → right (left middle right or LCR), (2) the operation order of left → right → middle (left right middle or LRC), (3) the operation order of middle → left → right (middle left right or CLR), (4) the operation order of middle → right → left (middle right left or CRL), (5) the operation order of right → left → middle (right left middle or RLC), and (6) the operation order of right → middle → left (right middle left or RCL).

[0246] The medal return button 133 is a button to be pressed to remove jammed inserted medals. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the bet medals and discharge them from the medal payout opening 155. The door keyhole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.

[0247] Below the stop button unit 136, a title panel 162 for displaying the model name and attaching various certificates is provided. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided. The sound hole 181 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for enlivening the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160.

[0248] This effect device 160 includes a shutter (shielding device) 163 composed of two right shutters 163a and left shutters 163b that can be opened and closed in the horizontal direction, and a liquid crystal display device 157 (effect image display device) disposed on the back side of the shutter 163. When the right shutter 163a and the left shutter 163b open outward in the horizontal direction in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears in front of the slot machine 100 (the player side).

[0249] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device composed of a projector and a screen may be used. Also, the display screen is rectangular, and the entire screen is configured to be visible to the player. In the case of this embodiment, the display screen is rectangular, but it may also be square. Additionally, a decoration (not shown) may be provided at the periphery of the display screen, such that a part of the periphery of the display screen is hidden by the decoration, resulting in the display screen appearing to have an irregular shape. In the case of this embodiment, the display screen is a flat surface, but it may also be a curved surface.

[0250] Also, inside the main body 101, there are provided a setting key that can be switched between on and off by a rotation operation, an operation (setting value change operation) for changing settings by a pressing operation, and a setting switch that can perform an operation for confirming settings. The setting key is an operation means for starting the change and confirmation of setting values (settings 1 to 6 in this example), and the setting switch is one of the setting means capable of setting one of a plurality of setting values.

[0251] <Winning Line> Next, the winning line will be described with reference to FIG. 23. FIG. 23 is a diagram showing an example of the winning line of the slot machine 100.

[0252] As described with reference to FIG. 22, the symbols on the reels 110 to 112 are generally displayed vertically in three rows from the symbol display window 113 provided in front of each of the reels 110 to 112 as seen by the player, and a total of nine symbols can be seen.

[0253] Specifically, the symbol displayed in the upper row of the left reel 110 (position 1 shown in the figure; also referred to as symbol position 1) is called the upper left reel symbol, the symbol displayed in the middle row of the left reel 110 (position 2 shown in the figure; also referred to as symbol position 2) is called the middle left reel symbol, and the symbol displayed in the lower row of the left reel 110 (position 3 shown in the figure; also referred to as symbol position 3) is called the lower left reel symbol.

[0254] Also, the symbol displayed in the upper stage of the middle reel 111 (position 4 shown in the figure; also referred to as symbol position 4) is called the upper-middle reel symbol, the symbol displayed in the middle stage of the middle reel 111 (position 5 shown in the figure; also referred to as symbol position 5) is called the middle-middle reel symbol, and the symbol displayed in the lower stage of the middle reel 111 (position 6 shown in the figure; also referred to as symbol position 6) is called the lower-middle reel symbol.

[0255] Also, the symbol displayed in the upper stage of the right reel 112 (position 7 shown in the figure; also referred to as symbol position 7) is called the upper-right reel symbol, the symbol displayed in the middle stage of the right reel 112 (position 8 shown in the figure; also referred to as symbol position 8) is called the middle-right reel symbol, and the symbol displayed in the lower stage of the right reel 112 (position 9 shown in the figure; also referred to as symbol position 9) is called the lower-right reel symbol.

[0256] In this embodiment, as a winning line, only the middle winning line L1 (hereinafter, may be simply referred to as "winning line L1") composed of the middle-left reel symbol (symbol position 2), the middle-middle reel symbol (symbol position 5), and the middle-right reel symbol (symbol position 8) is provided.

[0257] Here, the winning line is a line set at the stop position of the symbol that can be visually recognized through the symbol display window 113, and it is a line for determining whether or not the symbol combination corresponding to the winning combination explained using FIG. 26 is displayed (aligned). The effective winning line (hereinafter, may be simply referred to as "effective line") is determined in advance according to the number of medals bet as a game medium.

[0258] The slot machine 100 of this embodiment is a dedicated machine for three-coin bets. When the number of inserted medals is less than three, none of the winning lines become effective, and when three medals are bet, the winning line L1 becomes effective. When the winning line becomes effective, the game can be started by operating the start lever 135.

[0259] Hereinafter, among the symbol display windows 113, the symbol positions 2, 5, and 8 on the winning line L1 may be referred to as "winning positions", and the other symbol positions, that is, the symbol positions 1, 3, 4, 6, 7, and 9 may be referred to as "non-winning positions". That is, the winning position refers to the position where the symbols constituting the symbol combination corresponding to the winning combination stop on the winning line.

[0260] Note that the number of winning lines is not limited to one line. For example, in addition to the winning line L1, an upper winning line composed of the upper symbols of the left reel, the upper symbols of the middle reel, and the upper symbols of the right reel, or a lower winning line composed of the lower symbols of the left reel, the lower symbols of the middle reel, and the lower symbols of the right reel, a total of three lines may be set as valid winning lines, or the number of winning lines corresponding to the number of medals bet may be set as valid winning lines.

[0261] <Control Unit> Next, with reference to FIG. 24, the circuit configuration of the control unit of the slot machine 100 will be described in detail. Note that this figure shows a circuit block diagram of the control unit.

[0262] The control unit of the slot machine 100 is roughly divided into a main control unit 300 (first control means) that mainly controls the game, a first sub-control unit 400 (second control means) that mainly controls the effects according to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, and a second sub-control unit 500 (second control means) that controls various devices based on the command transmitted from the first sub-control unit 400.

[0263] <Main Control Unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a control program data, lottery data used during the internal lottery of winning combinations, a ROM 306 for storing the stop positions of the reels, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input / output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and the RAM 308, and the same applies to the first sub-control unit 400 and the second sub-control unit 500 described later.

[0264] The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the data for frequency division stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 executes monitoring of each sensor, etc. and transmission of drive pulses upon receiving this interrupt request. For example, when the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the data for frequency division of the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.

[0265] The main control unit 300 includes a random number value generation circuit 316 that derives a numerical value in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 315a (it is assumed that this circuit incorporates two random number value generation circuits), and a start signal output circuit 338 that outputs a start signal (reset signal) when the power is turned on. When the CPU 304 receives the start signal from this start signal output circuit 338, it starts game control (starts the main control unit main process described later).

[0266] The random value generation circuit 316 generates random values used by the basic circuit 302. There are roughly two types of methods for generating random values in this random value generation circuit 316: the counter mode and the random number mode. In the counter mode, a value that counts up (down) at a predetermined time interval is obtained, and that value is derived as the random value. There are further two methods in the random number mode. The first method in the random number mode is to perform an operation using a predetermined function (for example, a modulus function) with the seed of the random value, and derive the result of this operation as the random value. The second method is to read a value from a random number table in which values in the range of 0 to 65535 are randomly arranged, and derive the read value as the random value. The random value generation circuit 316 obtains irregular values by using the white noise superimposed on the signals input from the various sensors 318 to the sensor circuit 320. The random value generation circuit 316 uses the values thus obtained as the initial value of the counter that counts up (down) in the counter mode, as the seed of the random value, or when determining the read start position of the random number table.

[0267] Also, the main control unit 300 is provided with a sensor circuit 320, and the CPU 304 monitors the states of the various sensors 318 (the bet button 130 sensor, the bet button 131 sensor, the bet button 132 sensor, the medal reception sensor for the medals inserted from the medal insertion port 141, the start lever 135 sensor, the stop button 137 sensor, the stop button 138 sensor, the stop button 139 sensor, the settlement button 134 sensor, the medal payout sensor for the medals paid out from the medal payout device 180, the optical sensor of the reel 110, the optical sensor of the reel 111, the optical sensor of the reel 112, etc.) at each interrupt time.

[0268] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random value generation circuit 316. The random value generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores the random value used for the lottery.

[0269] The medal reception sensor is installed in two places in the internal passage of the medal insertion slot 141 to detect the passage of medals. The start lever 135 sensor is installed in two places inside the start lever 135 to detect the start operation by the player. The stop button 137 sensor, the stop button 138 sensor, and the stop button 139 are installed on each of the stop buttons 137 to 139 to detect the operation of the stop button by the player.

[0270] The bet button 130 sensor, the bet button 131 sensor, and the bet button 132 sensor are installed on each of the medal insertion buttons 130 to 132 to detect the insertion operation when the medals electronically stored in the RAM 308 are inserted as the medals for the game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the electronically stored medals are settled. The medal payout sensor is a sensor for detecting the medals paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.

[0271] The optical sensor of the reel 110, the optical sensor of the reel 111, and the optical sensor of the reel 112 are installed at predetermined positions on the mounting bases of the respective reels 110 to 112 and become at the L level each time the light-shielding piece provided on the reel frame passes through. When the CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotation position information of the reel to zero.

[0272] The main control unit 300 includes a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that sorts the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (the winning line display lamp 120, the notification lamp 123, the playable game medal insertion lamp 124, the replay lamp 122, the game medal insertion lamp 129, the game start lamp 121, the stored number display 125, the game information display 126, and the payout number display 127).

[0273] In addition, an information output circuit 334 (external centralized terminal board 248) is connected to the basic circuit 302, and the main control unit 300 outputs the game information (e.g., game state) of the slot machine 100 to the information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.

[0274] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown). When the voltage value of the power supply is less than a predetermined value (9V in this embodiment), the voltage monitoring circuit 330 outputs a low voltage signal indicating that the voltage has dropped to the basic circuit 302.

[0275] The main control unit 300 also includes an output interface for transmitting commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. The information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication. The main control unit 300 is configured to be able to transmit signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to be able to transmit signals such as commands to the main control unit 300.

[0276] <Sub-control unit> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control commands transmitted by the main control unit 300 via the input interface, and includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as a system clock. The ROM 406 stores a control program and data for controlling the entire first sub-control unit 400, data for controlling the lighting pattern of the backlight and various displays, etc.

[0277] The CPU 404 transmits the data for frequency division stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received data for frequency division, and transmits an interrupt request to the CPU 404 every this interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0278] Also, a sound source IC 418 is provided in the first sub-control unit 400, and speakers 272 and 277 are provided to the sound source IC 418 via the output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272 and 277 in response to commands from the CPU 404. An S-ROM (Sound ROM) storing sound data is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272 and 277.

[0279] Also, a drive circuit 422 is provided in the first sub-control unit 400, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, etc.) are connected to the drive circuit 422 via the input and output interface.

[0280] In addition, the first sub-control unit 400 is provided with a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is provided with the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.

[0281] In addition, the first sub-control unit 400 is provided with a sensor circuit 426. The sensor circuit 426 is connected, via an input interface, to a shutter sensor 428 capable of detecting the position of the shutter 163 and a production button sensor 430 capable of detecting a pressing operation of the production button 156. The CPU 404 monitors the states of the shutter sensor 428 and the production button sensor 430 at each interrupt time.

[0282] In addition, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the production device 160 including display control of the production image display device 157 (hereinafter also referred to as "liquid crystal display device 157"). Note that the second sub-control unit 500 may be composed of a plurality of control units, such as a control unit that controls the display of the liquid crystal display device 157 and a control unit that controls various production driving devices (for example, a control unit that controls the motor drive of the shutter 163).

[0283] The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on this control command. The basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as a system clock. The ROM 506 stores a control program and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0284] The CPU 504 transmits the data for frequency division stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received data for frequency division, and transmits an interrupt request to the CPU 504 at each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0285] Also, a VDP 516 (video display processor) is provided in the second sub-control unit 500, and the ROM 506 and the VRAM 518 are connected to the VDP 516 via a bus. The VDP 516 reads out the image data and the like stored in the ROM 506 based on the signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the effect image display device 157.

[0286] <Symbol Arrangement> Next, with reference to FIG. 25, the symbol arrangement applied to each of the above-described reels 110 to 112 will be described. Note that FIG. 25 is a diagram showing a planar development of the symbol arrangements applied to each reel (left reel 110, middle reel 111, right reel 112).

[0287] A plurality of types (nine types in the present embodiment) of symbols shown on the right side of the figure are arranged on each of the reels 110 to 112 by a predetermined number of frames (20 frames numbered 0 to 19 in the present embodiment). Also, the numbers 0 to 19 shown at the left end of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in the present embodiment, a "watermelon symbol" is arranged in the frame numbered 0 of the left reel 110, a "bell symbol" is arranged in the frame numbered 1 of the middle reel 111, and a "replay symbol" is arranged in the frame numbered 0 of the right reel 112.

[0288] <Types of Winning Combinations> Next, with reference to FIG. 26, the types of winning combinations of the slot machine 100 will be described. Note that FIG. 26 is a diagram showing the types of winning combinations, the names of the condition devices, the symbol combinations corresponding to each winning combination, the payout numbers, and remarks.

[0289] The winning combinations of the slot machine 100 include special combinations (Special Combination 1, Special Combination 2) and general combinations (Re - play Combination 1 - 3, Minor Combination 1 - Minor Combination 5), etc. Note that the types of winning combinations are not limited to these combinations and can be arbitrarily adopted. In FIG. 26, the illustration of some winning combinations is omitted.

[0290] <Type of Winning Combination / Special Combination> Among the winning combinations in this embodiment, Special Combination 1 and Special Combination 2 are combinations that transition the player to a special gaming state where a predetermined benefit is given. Also, the re - play combination is a combination that enables re - play without inserting new medals (a combination to which re - play is given). These winning combinations may be called "active combinations".

[0291] In addition, the "winning" in this embodiment also includes the case where a combination of symbols of an active combination without medal payout (without medal payout) is displayed on the winning line. For example, winning for Special Combination 1, Special Combination 2, and the re - play combination is included.

[0292] Special Combination 1 and Special Combination 2 are winning combinations where the gaming state transitions to the Special Combination 1·2 internal winning state (RT3) by internal winning and transitions to the Special Combination 1·2 gaming state (RT4) by winning. Note that when more than a specified number of medals (for example, 200 medals) are paid out in the Special Combination 1·2 gaming state (RT4), the gaming state transitions to the re - play low - probability state (RT1). Each gaming state (RT1 - RT4) will be described later.

[0293] The symbol combination corresponding to Special Combination 1 (BB) is "Seven 1 Symbol - Seven 1 Symbol - Seven 1 Symbol" or "Seven 2 Symbol - Seven 2 Symbol - Seven 2 Symbol", and the symbol combination corresponding to Special Combination 2 (RB) is "BAR Symbol - BAR Symbol - BAR Symbol".

[0294] When winning internally for Special Role 1 or Special Role 2, the special role internal winning flag corresponding to the internally won role is set to on (stored in a predetermined area of the RAM 308 of the main control unit 300). This flag remains on until winning for the internally won role, and in subsequent games, it becomes a state where it is easier to win for the internally won role. That is, in a game where there is an internal win for Special Role 1 or Special Role 2, even if there is no win for that special role, in subsequent games, it becomes a state of internal winning for that special role, and the symbol combinations corresponding to the special role are in a state where they are likely to win in a complete manner.

[0295] <Type of winning role / Re - game role> Re - game roles 1 to 3 are winning roles (active roles) that can play the game without inserting medals (game media) in the next game when winning, and no medal payout is made. The corresponding symbol combinations are as shown in Figure 26.

[0296] Note that the re - game role only needs to be a role that allows the player to play the next game without inserting medals. Therefore, for example, when winning for the re - game role, it may be that medals are automatically inserted in the next game (the number of inserted medals is reset in the medal insertion number storage area), or it may be that the medals inserted in the game where the re - game role is won can be carried over and used directly in the next game. The special replay described later is also one of the re - game roles.

[0297] <Type of winning role / Small role> Small roles 1 to 5 are winning roles for which a predetermined number of medals are paid out (there is a payout number) when winning.

[0298] Small role 1 (Watermelon) is a winning role where, when winning, the symbol combination of "Watermelon symbol - Watermelon symbol - Watermelon symbol" stops and is displayed on the winning line L1, and 5 medals are paid out.

[0299] Minor winning combination 2 (Cherry) is a winning combination where, upon winning, the symbol combination of "Cherry symbol - ANY - ANY" stops and is displayed on the winning line L1, and two medals are paid out. Note that for the symbol combination of "Cherry symbol - ANY - ANY", it only requires that the symbol on the left reel 110 is the "Cherry symbol", and the symbols on the middle reel 111 and the right reel 112 can be any symbol.

[0300] Hereafter, these minor winning combinations 1 (Watermelon) and minor winning combination 2 (Cherry) may be collectively referred to as "rare winning combinations". However, the rare winning combinations are not limited to these winning combinations. It can be either one of these winning combinations, or other winning combinations can be added.

[0301] Note that when winning a rare winning combination in the AT state described later, a lottery is executed to increase the number of games or the number of sets (to make it easier to win the lottery). On the other hand, even if winning a rare winning combination in the ED state, no lottery is executed to increase the number of games or the number of sets.

[0302] Minor winning combination 3 (Order Bell) is composed of six types of winning combinations from minor winning combination 3a to minor winning combination 3f. In this example, by lottery, with a predetermined probability (about 1 / 6 in this example, common to all settings), it internally wins one of the winning combinations from minor winning combination 3a to minor winning combination 3f. When the operation order (pressing order) of the stop buttons 137 - 139 for the stop operation matches the corresponding winning combination of the internally won winning combination, it wins, and 12 medals are paid out. That is, minor winning combination 3 (Order Bell) is a result of the operation mode (winning combination) with different degrees of advantage depending on the operation mode of the stop buttons (stop buttons) 137 - 139.

[0303] Minor winning combination 4 (Common Bell) is a winning combination where, regardless of the operation order (pressing order) and operation timing of the stop buttons 137 - 139 for the stop operation, the symbol combination of "Bell symbol - Bell symbol - Bell symbol" stops and is displayed on the winning line L1, and 12 medals are paid out.

[0304] The small combination 5 (a single combination) is a winning combination where, regardless of the order (pressing order) or timing of the stop operation by the stop buttons 137 to 139, the symbol combination of "Replay symbol - Replay symbol - Blank 1 symbol" stops and is displayed on the winning line L1, and one medal is paid out.

[0305] <Types of RT-based game states> Next, the types and transitions of the RT-based game states in the slot machine 100 will be described.

[0306] <Replay low probability state (RT1)> The replay low probability state (RT1) is the default RT-based game state (hereinafter also referred to as the "normal game state") that is initially set immediately after the power of the slot machine 100 is turned on, etc., and is a game state that is relatively disadvantageous for the player compared to other game states.

[0307] In this example, in this replay low probability state (RT1), when winning the replay combination 2 (upgraded replay 1) or the replay combination 3 (upgraded replay 2), it transitions to the replay high probability state (RT2) described later. Also, in this replay low probability state (RT1), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.

[0308] <Replay high probability state (RT2)> The replay high probability state is a game state where the internal winning probability of the replay is higher than that in the replay low probability state (RT1).

[0309] In this example, in this replay high probability state (RT2), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.

[0310] <Special combination 1·2 internal winning state (RT3)> The special combination 1·2 internal winning state (RT3) is a state where the internal winning flag corresponding to the special combination 1 or the special combination 2 is set to on, and it is a game state where the player can display the symbol combination corresponding to the special combination corresponding to this flag by performing a stop operation at a predetermined timing.

[0311] In this example, in the internal winning state (RT3) of this special role 1 or 2, when winning a prize in special role 1 or special role 2, it transitions to the special game state (RT4) described later.

[0312] <Special game state (RT4)> The special game state (RT4) is the most advantageous game state for the player among all game states. In this example, in the special game state (RT4), when a specified number of medals (for example, 200 medals) are paid out, it transitions to the low-probability replay state (RT1).

[0313] Note that in this example, the end condition of the special game state (RT4) is not particularly limited, and for example, it may be when winning internally in a specified role, when there are winnings a specified number of times (for example, 8 times), or when a specified number of games (for example, 6 times) are played.

[0314] <Transition of AT-based game states> Next, the AT-based game states will be described.

[0315] The AT-based game states are roughly classified into a low-navigation state and a high-navigation state. The low-navigation state is a state where the probability of executing the operation navigation is low, and is also referred to as the normal mode, non-advantageous section, or normal section. The high-navigation state is a state where the probability of executing the operation navigation is higher than that of the low-navigation state, and is also referred to as the AT mode or advantageous section.

[0316] Here, the operation navigation refers to an effect that notifies the stop operation mode (for example, the correct operation order or the timing of the stop operation) of the stop buttons 137 to 139 in order to obtain medals or maintain an advantageous game state. For example, an effect that notifies the correct operation order of a pressing order role (for example, minor role 3 (pressing order bell LCR)) (for example, an effect that displays characters of "left → middle → right") corresponds to this.

[0317] When a stop operation is performed according to the operation content of the operation navigator, a result advantageous to the player is brought about. Therefore, the high-navi state is a gaming state more advantageous to the player than the low-navi state. Here, being advantageous specifically means that, when playing games for a predetermined period, the ratio of the total number of game media paid out by the gaming table to the total number of game media used by the player as the bet amount on the gaming table, that is, the so-called payout rate (payout rate of balls) is advantageous.

[0318] In this example, the low-navi state is a state where the execution probability of the operation navigator is low, and the high-navi state is a state where the execution probability of the operation navigator is higher than that of the low-navi state. However, the low-navi state may be a state where the operation navigator is not executed, and the high-navi state may be a state where the operation navigator is executed.

[0319] Each gaming state of the AT system is subdivided and managed, and this is called the production state. Specifically, the production state of the low-navi state is the normal gaming state, and the production states of the high-navi state are the normal state, the confirmation notice state, the judgment state, the return state, the AT1 state, the AT2 state, and the ED (ending) state. Note that the AT1 state, the AT2 state, and the ED state are, in principle, states where the number of balls increases.

[0320] In this embodiment, when a certain condition is satisfied (for example, when winning a winning combination other than a losing combination) in the normal gaming state of the low-navi state, it shifts to the normal state of the high-navi state. After that, for example, there are routes that shift in the order of the confirmation notice state → the AT1 state → the judgment state, and from this judgment state, shift to the normal gaming state or the AT2 state via the return state, or a route that directly shifts from the judgment state to the AT2 state, etc.

[0321] The AT state (AT1 state, AT2 state) is a state in which AT games can be played a predetermined number of times (for example, 30 games in one set), and is a state more advantageous to the player than the normal gaming state of the low-navi state or the normal state of the high-navi state.

[0322] In this AT game, at the start of the AT game, a set continuation lottery (e.g., a lottery with a winning probability of 1 / 4) to determine whether to continue the AT game is executed. If one wins this set continuation lottery, an additional predetermined number of AT games (in this example, 30 games per set) are granted, and the AT state is extended. Also, when the conditions for transitioning to the normal game state are met in the AT state (in this example, when all the games in the AT state are completed), the game transitions to the normal game state starting from the next game.

[0323] Also, when the remaining games in the high navigation state reach a predetermined number of games or less (e.g., 20 games), the game transitions to the ED state. In this ED state, an ED (ending) effect suggesting the end of the high navigation state is executed.

[0324] Note that the condition for transitioning to the ED state is not limited to the remaining games in the high navigation state being a predetermined number of games or less (e.g., 20 games). For example, the predetermined number of games can be 20 or more or less, or it can also be that "the number of acquired coins + the difference in the planned number of acquired coins > 2000".

[0325] <Main control unit main process> First, with reference to FIG. 27, the main control unit main process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit main process.

[0326] As described above, the main control unit 300 is provided with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 that receives this startup signal starts reset by a reset interrupt and executes the main control unit main process shown in FIG. 27 according to the control program stored in advance in the ROM 306.

[0327] When the power is turned on, first, various initial settings are performed in step S101. In this initial setting, the stack initial value is set to the stack pointer (SP) of the CPU 304, the interrupt prohibition is set, the initial setting of the I / O 310, the initial setting of various variables stored in the RAM 308, the operation permission and the initial value are set to the WDT 314, etc.

[0328] In step S102, the bet number setting / start operation reception process is executed. Here, it checks whether medals are inserted and prepares to send an insertion command indicating that medals have been inserted. If a re-game winning combination was won in the previous game, the process of inserting the same number of medals as the number of medals inserted in the previous game is performed, so it is not necessary for the player to insert medals. Also, it checks whether the start lever 135 has been operated, and if there is an operation of the start lever 135, it proceeds to step S103.

[0329] In step S103, the number of inserted medals is determined, and a winning line determination process for determining a valid winning line is performed.

[0330] In step S104, a random number generated by the random number generation circuit 316 is acquired, and an internal lottery process for winning combinations is performed. In the internal lottery process for winning combinations, according to the current game state, the winning combination lottery table stored in the ROM 306 is read out, and an internal lottery is performed using this and the acquired random number value, and preparations are made to send an internal lottery command indicating the result of this internal lottery to the first sub-control unit 400. As a result of the internal lottery, if any winning combination (including the activated combination) is internally won, the flag of that winning combination is turned on.

[0331] In step S105, a reel stop data selection process for selecting reel stop data is performed based on the internal lottery result of the internal lottery process for winning combinations. Note that this reel stop data is stored in the ROM 306 of the main control unit 300. Also, in step S105, preparations are made to send a reel stop data command including information regarding the selected reel stop data to the first sub-control unit 400.

[0332] In step S106, based on the start lever operation, the effect state control process related to the control of the above-described AT-based gaming state is executed. In step S107, an effect process is executed. In this effect process, control of various effects and the like is performed.

[0333] In step S108, a reel rotation start process is executed to start the rotation of all the reels 110 to 112.

[0334] In step S109, a reel stop control process is performed. In the reel stop control process, reception of the stop buttons 137 to 139 becomes possible. When any one of the stop buttons is pressed, in order to stop the reel corresponding to the pressed stop button, the stop table of the reel stop data is referred to, and any one of the reels 110 to 112 is stopped according to the number of drawing commands set in the stop table. When all the reels 110 to 112 stop, the process proceeds to step S110. In this step S109, for each stop operation, preparation is made to transmit a stop button reception command related to the stop button 137 to 139 that has been stopped (specifically, for the first stop operation, a stop button reception 1 command, for the second stop operation, a stop button reception 2 command, and for the third stop operation, a stop button reception 3 command) to the first sub-control unit 400. For the stop of each reel, preparation is made to transmit a reel stop command related to the stop position of the reel (specifically, for the first stopped reel, a reel stop 1 command, for the second stop operation, a reel stop 2 command, and for the third stop operation, a reel stop 3 command) to the first sub-control unit 400.

[0335] In step S110, a winning determination process for performing a winning determination is performed. In this winning determination process, when a symbol combination corresponding to any winning combination is displayed on the activated winning line 114, it is determined that a win has occurred for that winning combination. For example, if "bell - bell - bell" is aligned on the activated winning line, it is determined that a win has occurred for the small winning combination 3 (bell). In this step S110, preparation is made to transmit a winning determination command indicating the result of the winning determination to the first sub-control unit 400.

[0336] In step S111, medal awarding processing is performed. In the medal awarding processing, if a winning combination with a payout is won, medals corresponding to the number of medals for that winning combination are paid out according to the number of winning lines.

[0337] In step S112, game state control processing is performed. In the game state control processing, processing related to the transition of each RT-based game state is performed, and the game state is transitioned due to the establishment of their start conditions or end conditions. Also, preparations are made to transmit a game state command including information indicating the current RT-based game state.

[0338] In step S113, effect state control processing related to the control of the above-described AT-based game state is executed. In step S114, high navigation state end processing related to the end of the high navigation state is executed.

[0339] Thus, one game ends. Thereafter, the game progresses by returning to step S102 and repeating the above-described processing. Note that the various commands prepared in each of the above steps are transmitted in the command setting transmission processing (step S206 in FIG. 28) of the main control unit timer interrupt processing described later.

[0340] <Main control unit timer interrupt processing> Next, with reference to FIG. 28, the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.

[0341] The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined period (once every approximately 2 ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined period triggered by this timer interrupt signal.

[0342] In step S201, timer interrupt start processing is performed. In this timer interrupt start processing, processing such as temporarily saving the values of each register of the CPU 304 in the stack area is performed.

[0343] In step S202, the watchdog timer 314 is restarted periodically (once every approximately 2 ms, which is the period of the main control unit timer interrupt in this embodiment) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).

[0344] In step S203, an input port state update process is performed. In this input port state update process, the detection signals of the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and the signals are stored in the signal state storage areas provided in the RAM 308 partitioned for each of the various sensors 318.

[0345] In step S204, various game processes are executed, and processes corresponding to the interrupt status are executed. In step S2005, a timer update process is performed. More specifically, the various timers are updated in their respective time units.

[0346] In step S206, a command setting transmission process is performed, and various commands prepared for transmission are transmitted to the first sub-control unit 400. In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine the effect control according to the change in the game control in the main control unit 300, and based on the information of the command data included in the output schedule information, the content of the effect control can be determined.

[0347] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652 separate from the slot machine 100 via the information output circuit 334.

[0348] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of various sensors 318 stored in the signal state storage area in step S203 are read out, the presence or absence of errors related to medal insertion abnormalities and medal payout abnormalities is monitored, and if an error is detected, error processing (not shown) is executed. Further, according to the current gaming state, settings are made for the medal selector 170 (medal blocker in which the solenoid provided in the medal selector 170 operates), various lamps 339, and various 7-segment (SEG) displays.

[0349] In step S209, it is monitored whether the low-voltage signal is on. When the low-voltage signal is on (when power-off is detected), the process proceeds to step S211, and when the low-voltage signal is off (when power-off is not detected), the process proceeds to step S210.

[0350] In step S210, various processes for ending the timer interrupt end processing are performed. In this timer interrupt end processing, values of each register temporarily saved in step S2001 are set to the original registers, etc. Then, the process returns to the main control unit main processing shown in FIG. 28.

[0351] On the other hand, in step S211, specific variables and stack pointers for returning to the state at the time of power-off at the time of power recovery are saved as recovery data in a predetermined area of the RAM 308, power-off processing such as initialization of the input / output port is performed, and then the process returns to the main control unit main processing shown in FIG. 28.

[0352] <Processing of the First Sub-Control Unit> Next, with reference to FIG. 29, the processing of the first sub-control unit 400 will be described. Note that FIG. 29(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. FIG. 29(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. FIG. 29(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0353] First, with reference to FIG. 29(a), the main processing of the first sub-control unit 400 will be described.

[0354] When the power is turned on, first, the initialization process is executed in step S301. In this initialization process, initial settings of input / output ports, initialization processing of storage areas in the RAM 408, and the like are performed. In this process, an area for storing internal winning information, which is information representing the result of internal winning, and an area for storing RT update information, which is information representing the game state, are respectively provided in the RAM 408.

[0355] In step S302, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S3003. In step S303, 0 is assigned to the timer variable. In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.

[0356] In step S305, effect control processing is performed. Here, preparation for the effect is carried out according to the effect reservation information in the effect reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading effect data from the ROM 406, and includes performing an update process of the effect data when the update of the effect data is necessary.

[0357] In step S306, sound control processing is performed based on the processing result of step S305. For example, when there is an instruction to the sound source IC 418 in the effect data read in step S305, this instruction is output to the sound source IC 418. In step S307, lamp control processing is performed based on the processing result of step S305. For example, when there is an instruction to various lamps 420 in the effect data read in step S305, this instruction is output to the drive circuit 422.

[0358] In step S308, shutter control processing is performed based on the processing result of step S3005. For example, if there is an instruction for the shutter 163 in the production data read in step S305, this instruction is output to the drive circuit 424. In step S309, information output processing for setting to transmit a command to the second sub-control unit 500 based on the processing result of step S305 is performed. For example, if there is a command to be transmitted to the second sub-control unit 500 in the production data read in step S305, a setting to output this control command is made, and the process returns to step S302.

[0359] Next, with reference to FIG. 29(b), the command reception interrupt processing of the first sub-control unit 400 will be described. This command reception interrupt processing is a process executed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in the command storage area provided in the RAM 408.

[0360] Next, with reference to FIG. 29(c), the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400 will be described. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.

[0361] In step S501, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S302 in the first sub-control unit main processing shown in FIG. 29(a), and the result is stored in the original timer variable storage area. Therefore, in step S302, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10). In step S502, transmission of a command to the second sub-control unit 500 set in step S309, update processing of production random number values, and the like are performed.

[0362] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be described with reference to FIG. 30. Note that FIG. 30(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 30(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. FIG. 30(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. FIG. 30(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0363] First, in step S601 of FIG. 30(a), various initial settings are performed. When the power is turned on, first, the initialization process is executed in step S601. In this initialization process, input / output port initial settings, initialization processing of the storage area in the RAM 508, initialization processing of the storage area in the VRAM 536, and the like are performed.

[0364] In step S602, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S603. In step S4003, 0 is assigned to the timer variable. In step S604, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 determines whether a command has been received from the CPU 404 of the first sub-control unit 400.

[0365] In step S605, effect control processing is performed. Specifically, when there is a new command in step S604, the process corresponding to this command is performed. For example, a process of reading out effect data for performing image control related to the background image from the ROM 506 is executed. Also, processes such as reading out other effect data from the ROM 506 are performed, and when the update of the effect data is necessary, the update process of the effect data is included.

[0366] In step S606, image control processing (specific details will be described later) is performed based on the processing result of step S605. For example, if there is an image control instruction in the production data read in step S605, image control corresponding to this instruction is performed. For example, image control regarding the display image (notification image, background image) is executed. When this image control processing is completed, the process returns to step S602.

[0367] Next, with reference to FIG. 30(b), the command reception interrupt processing of the second sub-control unit 500 will be described. This command reception interrupt processing is a process executed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400.

[0368] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in the RAM 508.

[0369] Next, with reference to FIG. 30(c), the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500 will be described. The second sub-control unit 500 is provided with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.

[0370] In step S801, 1 is added to the value in the timer variable storage area of the RAM 508 described in step S602 in the second sub-control unit main processing shown in FIG. 30(a), and the result is stored in the original timer variable storage area. Therefore, in step S602, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10). In step S802, update processing of the production random number value and the like is performed.

[0371] Next, with reference to FIG. 30(d), the image control processing in step S606 in the main processing of the second sub-control unit 500 will be described. This figure shows a flowchart indicating the flow of the image control processing.

[0372] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designations of the drawing areas of the display areas A and B in the VRAM 536. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets, in the attribute register of the VDP 534, the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 536), etc. based on the position information table, etc., and then sets an instruction to start transferring image data from the ROM 506 to the VRAM 536. The VDP 534 transfers the image data from the ROM 506 to the VRAM 536 based on the instruction set in the attribute register. Thereafter, the VDP 534 outputs a transfer end interrupt signal to the CPU 504.

[0373] In step S902, it is determined whether or not a transfer end interrupt signal from the VDP 534 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S903. If not, it waits for the transfer end interrupt signal to be input.

[0374] In step S903, parameter settings are performed based on the effect scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 534 about information on the image data constituting the display image (coordinate axes of the VRAM 536, image size, VRAM coordinates (arrangement coordinates), transparency, etc.) in order to form a display image in the display area A or B of the VRAM 536 based on the image data transferred to the VRAM 536 in step S901. The VDP 534 performs parameter settings according to the attributes based on the instruction stored in the attribute register.

[0375] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer according to the instruction of the CPU 504.

[0376] In step S905, it is determined whether an end-of-generation interrupt signal from the VDP534 based on the end of image drawing has been input. If the end-of-generation interrupt signal has been input, the process proceeds to step S906. Otherwise, it waits for the end-of-generation interrupt signal to be input.

[0377] In step S906, the scene display counter that is set in a predetermined area of the RAM508 and counts which scene's image has been generated is incremented (+1), and the process ends.

[0378] <Freeze control> Next, the freeze control that the slot machine 100 can execute will be described.

[0379] Here, "freeze" is control that directly or indirectly temporarily stops (freezes) the progress of the game. This control includes, for example, stopping, interrupting, waiting, invalidating, etc. so that the game does not progress even if the player operates operation means such as the bet buttons 130 to 132, the start lever 135, the stop buttons 137 to 139, etc. As a specific example of freeze, a method of performing a process of looping within the main control unit main process or within the main control unit timer interrupt process so that the game does not progress even if the operation means is operated until a predetermined time has elapsed can be cited.

[0380] Note that it is also possible not to perform the game progress process based on the reception of operations of all the operation means among the operation means operated to advance the game, or not to perform the game progress process based on the reception of operations of some of the operation means among the operation means operated to advance the game. Further, while not performing the game progress process based on the reception of operations of the operation means operated to advance the game, it may be configured to perform the command transmission process based on the reception of operations of some of the operation means among the operation means operated to advance the game.

[0381] By using such a freeze, it is possible to give the player a sense of discomfort caused by the fact that the process based on the reception of the operation of the operation means operated to advance the game is not performed, and the player can recognize that they are in a special state (for example, a state with a privilege) due to this sense of discomfort. Furthermore, it is possible to prevent the effects to be shown to the player from being aborted by the progress of the game, and it is possible to surely execute important effects such as suggesting that it is advantageous to the player until the end.

[0382] <Freeze Control / Example 1> FIG. 31(a) is a time chart of freeze control (Example 1) when the winning combination in the previous game is other than replay, and FIGS. 32 and 33 are diagrams showing examples of effects of freeze control (Example 1) when the winning combination in the previous game is other than replay in chronological order.

[0383] <Freeze Control / Example 1 / Game Period T1> The game period T1 shown in FIG. 31(a) is the period from when the pressing operation of the start lever 135 is received to immediately before the third stop operation of the stop buttons 137 to 139 in the previous game (the Nth game, where N is a positive integer).

[0384] The state shown in FIG. 32(1) is the state where the pressing operation of the start lever 135 is received during the game period T1 of the previous game (the Nth game).

[0385] In the same state, since the pressing operation of the start lever 135 has been received, the winning combination internal lottery process (step S105) has been performed. In this example, as a result of the internal lottery, it has been internally selected as a loss.

[0386] Also, in the same state, based on the pressing operation of the start lever 135, the reel rotation start process (step S108) is performed, the rotation of all the reels 110 to 112 is started, and in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image in which a lord and an old man are sitting in the castle town) is started.

[0387] It is a state in which the first stop operation of the 32 buttons 137 to 139 in FIG. 3 is accepted.

[0388] In this state, as the first stop operation of the stop buttons 137 to 139, since the stop operation of the stop button 137 has been accepted, the reel stop control process (step S109) is performed, and the left reel 110 corresponding to the stop button 137 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image showing the appearance of the lord and the old man noticing something) is started.

[0389] The state shown in FIG. 32(3) is a state in which the second stop operation of the stop buttons 137 to 139 is accepted during the game period T1 of the previous game (the Nth game).

[0390] In this state, as the second stop operation of the stop buttons 137 to 139, since the stop operation of the stop button 138 has been accepted, the reel stop control process (step S109) is performed, and the middle reel 111 corresponding to the stop button 138 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image showing the appearance of the lord noticing the upper side) is started.

[0391] <Freeze control / Example 1 / Game period T2> The game period T2 shown in FIG. 31(a) is the period from when the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (the Nth game) until immediately before the pressing operation of the bet button 132 is accepted in the current game (the (N + 1)th game).

[0392] The state shown in FIG. 32(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted during the game period T2 of the previous game (the Nth game).

[0393] In the same state, as the third stop operation of the stop buttons 137 to 139, since the stop operation of the stop button 139 has been received, the reel stop control process (step S109) is performed, and the right reel 112 corresponding to the stop button 139 is stopped.

[0394] Also, in the same state, a preview performance suggesting the possibility of giving a privilege to the player in the next game (the current game (the (N + 1)-th game)) is started. The performance mode of the preview performance is not particularly limited, but in the preview performance of this example, in the display area of the liquid crystal display device 157, the display of an image showing the lord looking upward is started.

[0395] Also, in the same state, based on the stop of all the reels 110 to 112, a winning determination process (step S110) is performed. In this example, as a result of the internal winning, since it is an internal winning for a loss, it is determined that the player did not win in the winning combination, and on the effective line of the symbol display window 113, a symbol combination corresponding to a loss (in this example, the symbol combination of "REPLAY" - "BELL" - "REPLAY") is stopped and displayed.

[0396] The state shown in FIG. 32(5) is a state in which, during the game period T2 of the previous game (the N-th game), the continuation of the preview performance shown in FIG. 32(4) of the same figure is being executed.

[0397] In the same state, as the continuation of the preview performance shown in FIG. 32(4), in front of the liquid crystal display device 157, an effect of closing the two right shutters 163a and the left shutter 163b of the shutter (shielding device) 163 is being executed.

[0398] According to this example, in order to execute a preview performance suggesting that a certain performance is started in the previous game (the N-th game) before the start of the exciting performance (a certain performance), a certain performance can be started by the operation of the nearest player in the flow of the performance.

[0399] <Freeze Control / Example 1 / Game Period T3> The gaming period T3 shown in Fig. 31(a) is the period from when the pressing operation of the bet button 132 is received to immediately before the pressing operation of the start lever 135 is received in the current game (the (N + 1)-th game).

[0400] Here, the start time of the gaming period T3, that is, the timing when the pressing operation of the bet button 132, indicated by the symbol Tbet in Fig. 31(a), is received, is referred to as the "bet button operation start time Tbet".

[0401] The state shown in Fig. 32(6) is a state in which the pressing operation of the bet button 132 has been received during the gaming period T3 of the current game (the (N + 1)-th game).

[0402] In the same state, since the pressing operation of the bet button 132 has been received, after performing the process of inserting the specified number of credits, the bet number setting / start operation reception process (step S102) is performed, and the game has shifted to a state where the start operation of the game is possible.

[0403] Also, in the same state, as a continuation of the preview effect shown in Fig. 32(4) and (5), a stimulating effect (a certain effect) suggesting the possibility of giving a privilege to the player in the current game (the (N + 1)-th game) has been started.

[0404] The stimulating effect in this example is an example of the "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and is an effect that may be executed in relation to the operation of the first operation means (for example, the bet button 132) and in relation to the freeze.

[0405] The effect mode of the "certain effect" according to the present invention is not particularly limited, but the stimulating effect in this example is a continuous effect that is executed over the effect time Tpl (a certain effect time) shown in Fig. 31(a) in relation to the operation of the bet button 132 (the first operation means), and is composed of the effects shown in Fig. 31(6) to (8) and Fig. 33(9) to (10).

[0406] In the state shown in FIG. 32(6), based on the pressing operation of the bet button 132, a part of the exciting effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the character string "high probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.

[0407] Also, in the slot machine according to this example, in relation to the operation of the first operation means (for example, the bet button 132), the time for executing the freeze (freeze execution time) may be set to a certain effect time of a certain effect.

[0408] In this example, in relation to the operation of the bet button 132 (the first operation means), the time for executing the freeze (freeze execution time) is set (temporarily set) to the effect time Tpl (a certain effect time) of the exciting effect (a certain effect).

[0409] <Freeze control / Example 1 / Game period T4> The game period T4 shown in FIG. 31(a) is the period from the start of the freeze based on receiving the pressing operation of the start lever 135 in the current game (the (N + 1)-th game) until immediately before receiving the first stop operation of the stop buttons 137 to 139.

[0410] Here, the start time of the game period T4, that is, the timing of receiving the pressing operation of the start lever 135 indicated by the symbol Tstl in FIG. 31(a), is referred to as the "start lever operation start time Tstl".

[0411] Also, in the current game (the (N + 1)-th game), the time from when the bet button 132 is operated until the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (= Tstl - Tbet), is referred to as the "elapsed time Tet".

[0412] The state shown in FIG. 32(7) is a state in which, during the game period T4 of the current game, in relation to the execution of a thrilling effect (a certain effect), the freeze has started.

[0413] In the slot machine according to this example, the time (elapsed time) from when the first operation means (for example, the bet button 132) is operated until the second operation means (for example, the start lever 135) is operated, the time for executing the freeze (freeze execution time) related to the operation of the second operation means may be changed.

[0414] And when the elapsed time is less than a certain effect time of a certain effect, in relation to the operation of the second operation means, the freeze execution time may be reset to the time obtained by subtracting the elapsed time from the certain effect time, and the freeze may be executed.

[0415] In this example, during the game period T3, in relation to the operation of the bet button 132 (the first operation means), the time for executing the freeze (freeze execution time) was set to the effect time Tpl (a certain effect time) of the thrilling effect (a certain effect).

[0416] However, in this example, since the elapsed time Tet from when the bet button 132 (the first operation means) is operated until the start lever 135 (the second operation means) is operated is less than the effect time Tpl (a certain effect time) of the thrilling effect (a certain effect), during the game period T4, in relation to the operation of the start lever 135 (the second operation means), the freeze execution time Tfz is reset to the time obtained by subtracting the elapsed time Tet from the effect time Tpl (a certain effect time) (in this example, Tpl - Tet), and the freeze is executed.

[0417] According to this example, since the freeze execution time (freeze execution time Tfz) related to the operation of the start lever 135 (second operation means) may be changed according to the time (elapsed time Tet) from when the bed button 132 (first operation means) is operated until the start lever 135 (second operation means) is operated, the time for executing the freeze can be adjusted according to the operation interval of the plurality of operation means, and a novel effect that has never existed before can be provided.

[0418] Also, when the elapsed time Tet is less than the production time Tpl (a certain production time) of the exciting production (a certain production), the freeze execution time Tfz is reset to the time (Tpl - Tet) obtained by subtracting the elapsed time Tet from the production time Tpl (a certain production time) in relation to the operation of the start lever 135 (second operation means), and since the freeze may be executed, by adjusting the time for executing the freeze, the production time of a certain production can be ensured, and the satisfaction of the player can be increased.

[0419] In addition, resetting the freeze execution time Tfz to the time (Tpl - Tet) obtained by subtracting the elapsed time Tet from the production time Tpl (a certain production time) is the case where no replay is established in the game before the exciting production (a certain production) starts. Therefore, starting from the operation of the bet button, the production can be started in accordance with the start timing of the game, and the production can be started at the optimal timing for the player.

[0420] Note that the "first operation means" and "second operation means" according to the present invention are not limited to the combination of the bet button 132 and the start lever 135. For example, the "first operation means" may be the bet button 132 and the "second operation means" may be any one of the stop buttons 137 to 139, or the "first operation means" may be the start lever 135 and the "second operation means" may be any one of the stop buttons 137 to 139, or the "first operation means" may be any one of the stop buttons 137 to 139 (for example, the first stop operation) and the "second operation means" may be any one of the stop buttons 137 to 139 (for example, the second stop operation).

[0421] In the state shown in FIG. 32(7), during the game period T4 of the current game (the (N + 1)-th game), since the start lever 135 has been pressed, the winning combination internal lottery process (step S105) has been performed. In this example, as a result of the internal lottery, a certain internal winning combination (for example, a rare combination) has been internally won, and a privilege (in this example, points) has been awarded.

[0422] Also, in the same state, in relation to the execution of the excitement effect (a certain effect), the freeze of the freeze execution time Tfz (= Tpl - Tet) has started. In this example, the rotation start of all the reels 110 to 112 has been temporarily suspended, and all the reels 110 to 112 are kept stopped.

[0423] Also, in the same state, since the effect time Tpl (a certain effect time) of the excitement effect (a certain effect) has not elapsed, a part of the excitement effect (a certain effect) (in this example, the effect of closing the shutter 163) is continued.

[0424] The state shown in FIG. 32(8) is a state in which the freeze and the excitement effect (a certain effect) are continued during the game period T4 of the current game (the (N + 1)-th game).

[0425] In the same state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze is continued, and the state of temporarily suspending the start of the rotation of all the reels 110 to 112 is maintained. Also, since the effect time Tpl (a certain effect time) of the excitement effect (a certain effect) has not elapsed, a part of the excitement effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the family crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0426] The state shown in FIG. 33(9) is a state in which the freeze and the excitement effect (a certain effect) are continued during the game period T4 of the current game (the (N + 1)-th game).

[0427] In the same state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze is continued, and the rotation start of all the reels 110 to 112 is temporarily suspended. Also, since the production time Tpl (a certain production) of the fanning production (a certain production) has not elapsed, a part of the fanning production (a certain production) (in this example, the production of closing the shutter 163 and the production of enlarging and displaying the crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0428] The state shown in FIG. 33(10) is a state in which the freeze and the fanning production (a certain production) are finished during the game period T4 of the current game.

[0429] In the same state, since the freeze execution time Tfz of the freeze has elapsed, the freeze is ended, and the rotation of all the reels 110 to 112 is started. Also, since the production time Tpl (a certain production) of the fanning production (a certain production) has elapsed, the fanning production (a certain production) is ended.

[0430] Also, in the same state, in relation to the start of the rotation of all the reels 110 to 112, an operation navi (in this example, the display of an image including the string "Aim at the middle reel!") that suggests the operation order of the stop buttons 137 to 139 is started in the display area of the liquid crystal display device 157.

[0431] <Freeze control / Example 1 / Game period T5> The game period T5 shown in FIG. 31(a) is the period from when the first stop operation of the stop buttons 137 to 139 is received to immediately before the second stop operation of the stop buttons 137 to 139 in the current game (the (N + 1)-th game).

[0432] The state shown in FIG. 33(11) is a state in which the first stop operation of the stop buttons 137 to 139 is received during the game period T5 of the current game (the (N + 1)-th game).

[0433] In the same state, as the first stop operation of stop buttons 137 to 139, since the stop operation of stop button 138 was received, reel stop control processing (step S109) was performed, and the middle reel 111 corresponding to the stop button 138 was stopped. At the same time, in the display area of the liquid crystal display device 157, a successful effect (in this example, an image of the team leader, an image of a closed treasure chest, and an image including the character string "GOOD!") indicating that a privilege (points in this example) is given in the game is started to be displayed.

[0434] <Freeze Control / Example 1 / Game Period T6> The game period T6 shown in FIG. 31(a) is the period from when the second stop operation of stop buttons 137 to 139 is received to when the third stop operation of stop buttons 137 to 139 is received in the current game (the (N + 1)-th game).

[0435] The state shown in FIG. 33(12) is the state where the second stop operation of stop buttons 137 to 139 is received in the game period T6 of the current game (the (N + 1)-th game).

[0436] In the same state, as the second stop operation of stop buttons 137 to 139, since the stop operation of stop button 137 was received, reel stop control processing (step S109) was performed, and the left reel 110 corresponding to the stop button 137 was stopped. At the same time, in the display area of the liquid crystal display device 157, a successful effect (in this example, an image of the team leader, an image of an open treasure chest, and an image including the character string "GOOD!") indicating that a privilege (points in this example) is given in the game is started to be displayed.

[0437] The state shown in FIG. 33(13) is the state where the second stop operation of stop buttons 137 to 139 is received in the game period T6 of the current game (the (N + 1)-th game).

[0438] In the same state, as the third stop operation of stop buttons 137 to 139, since the stop operation of stop button 139 was received, reel stop control processing (step S109) was performed, and the right reel 112 corresponding to the stop button 139 was stopped. At the same time, in the display area of the liquid crystal display device 157, a success effect (in this example, an image of the gang leader, an image of an open treasure chest, and an image including the character string "+10P" indicating the number of points to be awarded) suggesting that a privilege (in this example, points) is to be awarded in the game is being displayed.

[0439] In the slot machine according to this example, when a predetermined condition is satisfied (for example, when an internal winning is made for a rare combination), a privilege (for example, points) is awarded to the player. When the privilege satisfies a certain condition (for example, when the awarded points reach a certain number of points), the player is configured to shift to a game state advantageous to the player (for example, the AT state or the CZ state). Note that the game specifications of the slot machine are not limited to this example. For example, as a privilege, an additional number of AT games, an additional number of AT difference cards, a transition to a specialized zone, etc. may be awarded.

[0440] <Freeze Control / Example 2> FIG. 31(b) is a time chart of freeze control (Example 2) when the winning combination in the previous game is other than replay, and FIG. 34 is a diagram showing an example of the effect of freeze control (Example 2) in chronological order when the winning combination in the previous game is other than replay.

[0441] This Example 2 shows an example where the elapsed time Tet2 from when the bet button 132 is operated until the start lever 135 is operated is longer than the elapsed time Tet of Example 1 described with reference to FIG. 31(a) (Tet2 > Tet).

[0442] Note that since the game periods T1 and T2 shown in FIG. 31(b) are the same as the game periods T1 and T2 of Example 1 described with reference to FIG. 31(a), the description of the game periods and the description of the corresponding effect examples are omitted.

[0443] <Freeze Control / Example 2 / Game Period T3> The game period T3 shown in FIG. 31(b) is the period from when the pressing operation of the bet button 132 is received until immediately before the pressing operation of the start lever 135 is received in the current game (the (N + 1)-th game).

[0444] The state shown in FIG. 34(6) is a state in which the pressing operation of the bet button 132 has been received during the game period T3 of the current game (the (N + 1)-th game).

[0445] In this state, since the pressing operation of the bet button 132 has been received, after performing the process of inserting the specified number of credits, the bet number setting / start operation reception process (step S102) is performed, and the game has shifted to a state where the start operation of the game is possible.

[0446] Also, in this state, a provoking effect (a certain effect) that suggests the possibility of giving a privilege to the player in the current game (the (N + 1)-th game) has started.

[0447] The provoking effect in this example is an example of the "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and is an effect that may be executed in relation to the operation of the first operation means (for example, the bet button 132) and in relation to freezing.

[0448] The effect mode of the "certain effect" according to the present invention is not particularly limited, but the provoking effect in this example is a continuous effect that is executed over the effect time Tpl (a certain effect time) shown in FIG. 31(b) in relation to the operation of the bet button 132 (the first operation means), and is composed of the effects shown in FIGS. 34(6) to (10).

[0449] In the state shown in FIG. 34(6), based on the pressing operation of the bet button 132, a part of the provoking effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the string "high probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.

[0450] Also, in the state shown in the subsequent Figure 34(7), since the production time Tpl (a certain production time) of the fanning production (a certain production) has not elapsed, a part of the fanning production (in this example, the production of closing the shutter 163) is continued.

[0451] Also, in the slot machine according to this example, in relation to the operation of the first operation means (for example, the bet button 132), the time for executing the freeze (freeze execution time) may be set to a certain production time of a certain production.

[0452] In this example, in relation to the operation of the bet button 132 (the first operation means), the time for executing the freeze (freeze execution time) is set (temporarily set) to the production time Tpl (a certain production time) of the fanning production (a certain production).

[0453] <Freeze control / Example 2 / Game period T4> The game period T4 shown in FIG. 31(b) is the period from when the freeze is started based on receiving the pressing operation of the start lever 135 in the current game (the (N + 1)-th game) until immediately before receiving the first stop operation of the stop buttons 137 to 139.

[0454] Here, the start time of the game period T4, that is, the timing of receiving the pressing operation of the start lever 135 indicated by the symbol Tstl in FIG. 31(b), is referred to as the "start lever operation start time Tstl".

[0455] Also, in the current game (the (N + 1)-th game), the time from when the bet button 132 is operated until the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (= Tstl - Tbet), is referred to as the "elapsed time Tet2".

[0456] The state shown in FIG. 34(8) is a state in which, during the game period T4 of the current game (the (N + 1)-th game), freezing is started in relation to the execution of a fanning effect (a certain effect).

[0457] The slot machine according to this example may change the time for executing freezing (freezing execution time) in relation to the operation of the second operation means according to the time (elapsed time) from when the first operation means (for example, the bet button 132) is operated until the second operation means (for example, the start lever 135) is operated.

[0458] And when the elapsed time is less than a certain effect time of a certain effect, in relation to the operation of the second operation means, the freezing execution time may be reset to the time obtained by subtracting the elapsed time from the certain effect time, and freezing may be executed.

[0459] In this example, during the game period T3, the time for executing freezing (freezing execution time) was set to the effect time Tpl (a certain effect time) of the fanning effect (a certain effect) in relation to the operation of the bet button 132 (the first operation means).

[0460] However, in this example, since the elapsed time Tet2 from when the bet button 132 (the first operation means) is operated until the start lever 135 (the second operation means) is operated is less than the effect time Tpl (a certain effect time) of the fanning effect (a certain effect), during the game period T4, in relation to the operation of the start lever 135 (the second operation means), the freezing execution time Tfz2 is reset to the time obtained by subtracting the elapsed time Tet2 from the effect time Tpl (a certain effect time) (in this example, Tpl - Tet2), and freezing is executed.

[0461] According to this example, since the freeze execution time (Tfz2) related to the operation of the start lever 135 (second operation means) may be changed according to the time (elapsed time Tet2) from when the bed button 132 (first operation means) is operated until the start lever 135 (second operation means) is operated, the time for executing the freeze can be adjusted according to the operation interval of the plurality of operation means, and a novel effect that has never existed before can be provided.

[0462] Also, when the elapsed time Tet2 is less than the production time Tpl (a certain production time) of the exciting production (a certain production), in relation to the operation of the start lever 135 (second operation means), the freeze execution time Tfz2 may be reset to the time (Tpl - Tet2) obtained by subtracting the elapsed time Tet from the production time Tpl (a certain production time), and since the freeze may be executed, by adjusting the time for executing the freeze, the production time of a certain production can be ensured, and the satisfaction of the player can be increased.

[0463] Also, resetting the freeze execution time Tfz to the time (Tpl - Tet) obtained by subtracting the elapsed time Tet from the production time Tpl (a certain production time) is the case where a replay has not been established in the game before the exciting production (a certain production) starts. Therefore, triggered by the operation of the bet button, the production can be started in accordance with the start timing of the game, and the production can be started at the optimal timing for the player.

[0464] In the state shown in FIG. 34(8), in the game period T4 of the current game (the (N + 1)-th game), since the pressing operation of the start lever 135 has been received, the internal winning combination lottery process (step S105) is being performed. In this example, as a result of the internal lottery, a certain internal winning combination (for example, a rare combination) has not been internally won, and no special privilege (in this example, points) has been awarded.

[0465] Also, in the same state, in relation to the execution of the excitement effect (a certain effect), the freeze of the freeze execution time Tfz2 (= Tpl - Tet2) has started. In this example, the start of the rotation of all the reels 110 to 112 is temporarily suspended, and all the reels 110 to 112 are kept stopped.

[0466] Also, in the same state, since the production time Tpl (a certain production time) of the excitement effect (a certain effect) has not elapsed, a part of the excitement effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0467] The state shown in FIG. 34(9) is a state in which the freeze and the excitement effect (a certain effect) are continued during the game period T4 of the current game (the (N + 1)-th game).

[0468] In the same state, since the freeze execution time Tfz2 of the freeze has not elapsed, the freeze is continued, and the state of temporarily suspending the start of the rotation of all the reels 110 to 112 is maintained. Also, since the production time Tpl (a certain production time) of the excitement effect (a certain effect) has not elapsed, a part of the excitement effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of enlarging and displaying the crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0469] The state shown in FIG. 34(10) is a state in which the freeze and the excitement effect (a certain effect) are terminated during the game period T4 of the current game (the (N + 1)-th game).

[0470] In the same state, since the freeze execution time Tfz2 of the freeze has elapsed, the freeze is terminated, and the rotation of all the reels 110 to 112 is started. Also, since the production time Tpl (a certain production time) of the excitement effect (a certain effect) has elapsed, the excitement effect (a certain effect) is terminated.

[0471] Also, in the same state, in relation to the start of the rotation of all the reels 110 to 112, an operation navi that suggests the operation order of the stop buttons 137 to 139 (in this example, the display of an image including the character string "Aim at the middle reel!") is started in the display area of the liquid crystal display device 157.

[0472] <Freeze control / Example 2 / Game period T5> The game period T5 shown in Fig. 31(b) is the period from when the first stop operation of the stop buttons 137 to 139 is received until immediately before the second stop operation of the stop buttons 137 to 139 is received in the current game (the (N + 1)-th game).

[0473] The state shown in Fig. 34(11) is the state in which the first stop operation of the stop buttons 137 to 139 is received during the game period T5 of the current game (the (N + 1)-th game).

[0474] In the same state, since the stop operation of the stop button 138 is received as the first stop operation of the stop buttons 137 to 139, the reel stop control process (step S109) is performed, and the middle reel 111 corresponding to the stop button 138 is stopped. Also, in the display area of the liquid crystal display device 157, a failure effect (in this example, the display of an image of an old woman and an image including the character string "Ishishi") that suggests that no special prize (in this example, points) is given in the game is started.

[0475] <Freeze control / Example 2 / Game period T6> The game period T6 shown in Fig. 31(b) is the period from when the second stop operation of the stop buttons 137 to 139 is received until the third stop operation of the stop buttons 137 to 139 is received in the current game (the (N + 1)-th game).

[0476] The state shown in Fig. 34(12) is the state in which the second stop operation of the stop buttons 137 to 139 is received during the game period T6 of the current game (the (N + 1)-th game).

[0477] In the same state, as the second stop operation of stop buttons 137 to 139, since the stop operation of stop button 137 has been received, reel stop control processing (step S109) is performed, and the left reel 110 corresponding to the stop button 137 is stopped. At the same time, in the display area of the liquid crystal display device 157, a failure effect (in this example, the display of an image including an old woman's image and the string "What a pity!") suggesting that no privilege (in this example, points) is given in the game is started.

[0478] The state shown in FIG. 34(13) is a state in which the second stop operation of stop buttons 137 to 139 has been received during the game period T6 of the current game (the (N + 1)-th game).

[0479] In the same state, as the third stop operation of stop buttons 137 to 139, since the stop operation of stop button 139 has been received, reel stop control processing (step S109) is performed, and the right reel 112 corresponding to the stop button 139 is stopped. At the same time, in the display area of the liquid crystal display device 157, a failure effect (in this example, the display of an image including an old woman's image and the string "What a pity!") suggesting that no privilege (in this example, points) is given in the game is started.

[0480] <Freeze Control / Example 3> FIG. 35(a) is a time chart of freeze control (Example 3) when the winning combination of the previous game is other than replay, and FIG. 36 is a diagram showing an example of the effect of freeze control (Example 3) in time series when the winning combination of the previous game is other than replay.

[0481] In the third embodiment, an example is shown in which the elapsed time Tet3 from when the bet button 132 is operated until the start lever 135 is operated is longer than the effect time Tpl (a certain effect time) of the exciting effect (a certain effect) (Tet3 > Tpl) and freeze is not executed.

[0482] Note that since the gaming periods T1, T2, and T6 shown in Fig. 35(a) are the same as the gaming periods T1, T2, and T6 of Example 1 described with reference to Fig. 31(a), the description of these gaming periods and the corresponding presentation examples will be omitted.

[0483] <Freeze Control / Example 3 / Gaming Period T3> The gaming period T3 shown in Fig. 31(b) is the period from when the pressing operation of the bet button 132 is received until immediately before the pressing operation of the start lever 135 is received in the current game (the (N + 1)-th game).

[0484] The state shown in Fig. 34(6) is the state in which the pressing operation of the bet button 132 has been received during the gaming period T3 of the current game (the (N + 1)-th game).

[0485] In this state, since the pressing operation of the bet button 132 has been received, after performing the process of inserting the specified number of credits, the bet number setting / start operation reception process (step S102) is performed, and the game has shifted to a state where the start operation of the game is possible.

[0486] Also, in this state, a stimulating presentation (a certain presentation) that suggests the possibility of giving a privilege to the player in the current game (the (N + 1)-th game) has started.

[0487] The stimulating presentation in this example is an example of the "certain presentation" according to the present invention. This "certain presentation" is a presentation that requires at least a certain presentation time, and is a presentation that may be executed in relation to the operation of the first operation means (for example, the bet button 132) and in relation to freeze.

[0488] The presentation mode of the "certain presentation" according to the present invention is not particularly limited, but the stimulating presentation in this example is a continuous presentation that is executed over the presentation time Tpl (a certain presentation time) shown in Fig. 35(b) in relation to the operation of the bet button 132 (the first operation means), and is composed of the presentations shown in Figs. 36(6) to (11).

[0489] In the state shown in FIG. 36(6), during the game period T3 of the current game (the (N + 1)-th game), based on the pressing operation of the bet button 132, a part of the exciting effect (a certain effect), in this example, the effect of closing the shutter 163 and the effect of displaying the character string "high probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163, is started.

[0490] Also, in the state shown in the subsequent FIG. 36(7), since the effect time Tpl (a certain effect time) of the exciting effect (a certain effect) has not elapsed during the game period T3 of the current game (the (N + 1)-th game), a part of the exciting effect (a certain effect), in this example, the effect of closing the shutter 163, is continued.

[0491] Also, in the state shown in the subsequent FIG. 36(8), since the effect time Tpl (a certain effect time) of the exciting effect (a certain effect) has not elapsed during the game period T3 of the current game (the (N + 1)-th game), a part of the exciting effect (a certain effect), in this example, the effect of closing the shutter 163 and the effect of displaying the family crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163, is continued.

[0492] Also, in the state shown in the subsequent FIG. 36(9), since the effect time Tpl (a certain effect time) of the exciting effect (a certain effect) has not elapsed during the game period T3 of the current game (the (N + 1)-th game), a part of the exciting effect (a certain effect), in this example, the effect of closing the shutter 163 and the effect of enlarging and displaying the family crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163, is continued.

[0493] Also, in the state shown in the subsequent FIG. 36(10), during the game period T3 of the current game (the (N + 1)-th game), since the production time Tpl (a certain production time) of the excitement production (a certain production) has not elapsed, a part of the excitement production (a certain production) (in this example, the production of closing the shutter 163 and the production of enlarging and displaying the image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continuing, and an operation navigator (in this example, the display of an image including the string "Aim at the middle reel!") that suggests the operation order of the stop buttons 137 to 139 is started.

[0494] Also, in the state shown in the subsequent FIG. 36(11), during the game period T3 of the current game (the (N + 1)-th game), since the production time Tpl (a certain production time) of the excitement production (a certain production) has elapsed, the excitement production (a certain production) has ended. On the other hand, in the display area of the liquid crystal display device 157, an operation navigator (in this example, the display of an image including the string "Aim at the middle reel!") that suggests the operation order of the stop buttons 137 to 139 is continuing.

[0495] <Freeze control / Example 3 / Game period T4> The game period T4 shown in FIG. 35(a) is the period from when the start lever 135 is pressed and accepted in the current game (the (N + 1)-th game) until immediately before the first stop operation of the stop buttons 137 to 139 is accepted.

[0496] Here, the start time of the game period T4, that is, the timing when the pressing operation of the start lever 135, indicated by the symbol Tstl in FIG. 35(a), is accepted, is referred to as the "start lever operation start time Tstl".

[0497] Also, in the current game (the (N + 1)-th game), the time from when the bet button 132 is operated until the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (= Tstl - Tbet), is referred to as the "elapsed time Tet3".

[0498] The state shown in FIG. 36(12) is a state in which a pressing operation of the start lever 135 has been received during the game period T4 of the current game (the (N + 1)-th game).

[0499] In the slot machine according to this example, the time (elapsed time) from when the first operation means (for example, the bet button 132) is operated until the second operation means (for example, any one of the start lever 135 and the stop buttons 137 to 139) is operated may change the time for executing a freeze (freeze execution time) in relation to the operation of the second operation means.

[0500] And when the elapsed time exceeds a certain production time of a certain production, it is configured not to execute a freeze.

[0501] In this example, since the elapsed time Tet3 (= Tstl - Tbet) from when the bet button 132 (first operation means) is operated until the start lever 135 (second operation means) is operated exceeds the production time Tpl (a certain production time) of the exciting production, a freeze is not executed in relation to the reception of the pressing operation of the start lever 135.

[0502] According to this example, since it is possible to secure the production time of a certain production without executing a freeze, the control load can be reduced, the production that the player wants to show can be surely shown, and the satisfaction of the player can be increased.

[0503] <Freeze control / Example 3 / Game period T5> The game period T5 shown in FIG. 35(a) is a period from when the first stop operation of the stop buttons 137 to 139 is received until immediately before the second stop operation of the stop buttons 137 to 139 is received in the current game (the (N + 1)-th game).

[0504] The state shown in FIG. 36(13) is a state in which the first stop operation of the stop buttons 137 to 139 has been received during the game period T5 of the current game (the (N + 1)-th game).

[0505] In the same state, as the first stop operation of the stop buttons 137 to 139, since the stop operation of the stop button 138 has been received, the reel stop control process (step S109) is performed, and the middle reel 111 corresponding to the stop button 138 is stopped. At the same time, in the display area of the liquid crystal display device 157, a success effect (in this example, an image of the boss, an image of a closed treasure box, and an image including the character string "GOOD!") indicating that a privilege (points in this example) is given in the game is started to be displayed.

[0506] <Freeze Control / Example 4> FIG. 35(b) is a time chart of the freeze control (Example 4) when the winning combination in the previous game is replay, and FIGS. 37 and 38 are diagrams showing the production examples of the freeze control (Example 4) in chronological order when the winning combination in the previous game is replay.

[0507] In the above Examples 1 to 3, the examples of the freeze control when the winning combination in the previous game is other than replay were described, but this Example 4 shows an example of the freeze control when the winning combination in the previous game is replay.

[0508] Note that since the game periods T5 and T6 shown in FIG. 31(b) are the same as the game periods T5 and T6 of Example 1 described with reference to FIG. 31(a), the description of the game period and the description of the corresponding production example are omitted.

[0509] <Freeze Control / Example 4 / Game Period T1> The game period T1 shown in FIG. 31(b) is the period from when the pressing operation of the start lever 135 is received in the previous game (the Nth game) until immediately before the third stop operation of the stop buttons 137 to 139 is received.

[0510] The state shown in FIG. 37(1) is the state where the pressing operation of the start lever 135 is received in the game period T1 of the previous game (the Nth game).

[0511] In the same state, since the start lever 135 has been pressed, the winning combination internal lottery process (step S105) has been performed. In this example, as a result of the internal lottery, it has been internally won for replay.

[0512] Also, in the same state, based on the pressing operation of the start lever 135, the reel rotation start process (step S108) is performed, starting the rotation of all the reels 110 to 112, and in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image where a lord and an old man are seated inside the castle) is started.

[0513] The state shown in FIG. 37(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been received during the game period T1 of the previous game (the Nth game).

[0514] In the same state, since the stop operation of the stop button 137 has been received as the first stop operation of the stop buttons 137 to 139, the reel stop control process (step S109) is performed, stopping the left reel 110 corresponding to the stop button 137, and in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image showing the lord and the old man noticing something) is started. In this example, since it has been internally won for replay, the replay symbol is stopped and displayed in the middle stage of the left reel 110 based on the first stop operation.

[0515] The state shown in FIG. 37(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been received during the game period T1 of the previous game (the Nth game).

[0516] In the same state, as the second stop operation of stop buttons 137 to 139, since the stop operation of stop button 138 was accepted, reel stop control processing (step S109) was performed, and the middle reel 111 corresponding to the stop button 138 was stopped. At the same time, in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image showing the lord looking upwards) has started. In this example, since a replay is internally won, the replay symbol is stopped and displayed in the middle stage of the middle reel 111 based on the second stop operation.

[0517] <Freeze Control / Example 4 / Game Period T2> The game period T2 shown in FIG. 31(b) is the period from when the third stop operation of stop buttons 137 to 139 was accepted in the previous game (the Nth game) until immediately before the start lever 135 is pressed in the current game (the (N + 1)th game).

[0518] The state shown in FIG. 37(4) is the state where the third stop operation of stop buttons 137 to 139 was accepted during the game period T2 of the previous game (the Nth game).

[0519] In the same state, as the third stop operation of stop buttons 137 to 139, since the stop operation of stop button 139 was accepted, reel stop control processing (step S109) was performed, and the right reel 112 corresponding to the stop button 139 was stopped. In this example, since a replay is internally won, the replay symbol is stopped and displayed in the middle stage of the right reel 112 based on the third stop operation.

[0520] Also, in the same state, a preview effect suggesting the possibility of giving a privilege to the player in the next game (the current game (the (N + 1)th game)) has started. The form of the preview effect is not particularly limited, but in the preview effect of this example, in the display area of the liquid crystal display device 157, the display of an image showing the lord looking upwards has started.

[0521] Also, in the same state, based on the stop of all the reels 110 to 112, a winning determination process (step S110) is performed. In this example, as a result of an internal winning, since it has internally won a replay, on the valid line (in this example, the middle winning line) of the symbol display window 113, a symbol combination corresponding to the replay (in this example, "REPLAY-REPLAY-REPLAY") is stopped and displayed.

[0522] Subsequently, the main control unit 300 performs a bet number setting / start operation reception process (step S102). In this example, since it won a replay in the previous game (the Nth game), it performs a process (automatic insertion) of inserting the same number of medals as the number of medals inserted in the previous game (the Nth game).

[0523] The state shown in FIG. 37(5) is a state in which, at the timing of automatic insertion, the continuation of the preview effect shown in FIG. 4 of the same figure is being executed.

[0524] In the same state, as a continuation of the preview effect shown in FIG. 37(4), an effect of closing the two right shutters 163a and left shutter 163b of the shutter (shielding device) 163 is executed in front of the liquid crystal display device 157.

[0525] According to this example, in order to execute a preview effect suggesting that a certain effect (a certain effect) was started in the previous game (the Nth game) before the start of the exciting effect (a certain effect), a certain effect can be started by the operation of the latest player in the flow of the effect.

[0526] <Freeze Control / Example 4 / Game Period T4> The game period T4 shown in FIG. 31(b) is the period from when the pressing operation of the start lever 135 is received in the current game (the (N + 1)th game) until immediately before the first stop operation of the stop buttons 137 to 139 is received.

[0527] In the game before a certain effect is started, when the game value related to the game in which a replay is established and the certain effect is started is automatically inserted (the third case), the freeze execution time may be set to a certain effect time in relation to the operation of the start lever.

[0528] In this example, in the game before the excitement effect (a certain effect) is started (in this example, the previous game (the Nth game)), since the game value (in this example, medals) related to the game in which a replay is established and the certain effect is started is automatically inserted, the freeze execution time Tfz is set to the effect time Tpl (a certain effect time) of the excitement effect (a certain effect) in relation to the operation of the start lever 135.

[0529] The state shown in FIG. 37(6) is a state in which the pressing operation of the start lever 135 is received during the game period T4 of the current game (the (N + 1)th game).

[0530] In the same state, as a continuation of the preview effect shown in FIGS. 37(4) and (5), an excitement effect (a certain effect) suggesting the possibility of giving a privilege to the player in the current game (the (N + 1)th game) is started.

[0531] According to this example, when a replay is established, the operation of the bet button becomes unnecessary. Therefore, instead of the operation of the bet button, starting from the operation of the start lever, an effect can be started in accordance with the start timing of the game, and the effect can be started at the optimal timing for the player.

[0532] Also, in the same state, in relation to the execution of the excitement effect (a certain effect), the freeze of the freeze execution time Tfz (= Tpl) is started. In this example, the start of the rotation of all the reels 110 to 112 is temporarily suspended, and all the reels 110 to 112 are kept stopped.

[0533] The state shown in FIG. 37(7) is a state in which the freeze and the excitement effect (a certain effect) are continued during the game period T4 of the current game (the (N + 1)th game).

[0534] In the same state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze is continued, maintaining a state where the start of the rotation of all the reels 110 to 112 is temporarily suspended. Also, since the production time Tpl (a certain production) of the fanning production (a certain production) has not elapsed, a part of the fanning production (a certain production) (in this example, the production of closing the shutter 163) is continued.

[0535] The state shown in FIG. 37(8) is a state in which the freeze and the fanning production (a certain production) are continued during the game period T4 of the current game (the (N + 1)-th game).

[0536] In the same state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze is continued, maintaining a state where the start of the rotation of all the reels 110 to 112 is temporarily suspended. Also, since the production time Tpl (a certain production) of the fanning production (a certain production) has not elapsed, a part of the fanning production (a certain production) (in this example, the production of closing the shutter 163 and the production of displaying the family crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0537] The state shown in FIG. 38(9) is a state in which the freeze and the fanning production (a certain production) are continued during the game period T4 of the current game (the (N + 1)-th game).

[0538] In the same state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze is continued, maintaining a state where the start of the rotation of all the reels 110 to 112 is temporarily suspended. Also, since the production time Tpl (a certain production) of the fanning production (a certain production) has not elapsed, a part of the fanning production (a certain production) (in this example, the production of closing the shutter 163 and the production of enlarging and displaying the family crest image in the display area of the liquid crystal display device 157 behind the closed shutter 163) is continued.

[0539] The state shown in FIG. 38(10) is a state where, during the game period T4 of the current game (the (N + 1)-th game), the freeze and the exciting effect (a certain effect) have ended.

[0540] In this state, since the freeze execution time Tfz of the freeze has elapsed, the freeze has ended, the rotation of all the reels 110 to 112 has started, and since the production time Tpl (a certain production time) of the exciting effect (a certain effect) has elapsed, the exciting effect (a certain effect) has ended.

[0541] Also, in this state, in relation to the start of the rotation of all the reels 110 to 112, an operation navigator (in this example, the display of an image including the string "Aim for the middle reel!") that suggests the operation order of the stop buttons 137 to 139 is started in the display area of the liquid crystal display device 157.

[0542] <Freeze Control / Summary> As described above, the gaming table (for example, the slot machine 100 shown in FIG. 22) according to the present embodiment includes a control means (for example, the main control unit 300 shown in FIG. 24), a first operation means (for example, the bet button 132, the start lever 135, the stop buttons 137 to 139 shown in FIG. 22), and a second operation means (for example, the bet button 132, the start lever 135, the stop buttons 137 to 139 shown in FIG. 22). The control means changes the time for executing a freeze (hereinafter referred to as the "freeze execution time", for example, the freeze time Tfz shown in FIG. 31(a)) that is started in relation to the operation of the second operation means according to the time (hereinafter referred to as the "elapsed time", for example, the elapsed time Tet shown in FIG. 31(a)) from the operation of the first operation means to the operation of the second operation means. The gaming table is characterized by this.

[0543] According to the gaming table of the present embodiment, it is possible to adjust the time for executing a freeze according to the operation interval of a plurality of operation means, and it is possible to provide a novel effect that has never existed before.

[0544] In addition, it is provided with effect means (for example, the liquid crystal display device shown in FIG. 22, the first sub-control unit 400 and the second sub-control unit 500 shown in FIG. 24) capable of executing a certain effect (for example, the exciting effect shown in FIGS. 32(6) to (8) and FIGS. 33(9) to (10)). The certain effect is an effect that may be executed in relation to the freeze, the certain effect is an effect that requires at least a certain effect time (for example, the effect time Tpl shown in FIG. 31(a)), and the certain effect is an effect that may be started in relation to the operation of the first operation means (hereinafter referred to as "the first case"). When the elapsed time is less than the certain effect time in the first case, the control means may execute the freeze in relation to the operation of the second operation means.

[0545] With such a configuration, the effect time of a certain effect can be ensured, so that the certain effect does not extend, and the effect that the player wants to see can be surely shown, thereby enhancing the satisfaction of the player.

[0546] Note that, in the first case, when the elapsed time exceeds the certain effect time, the control means may not execute the freeze in relation to the operation of the second operation means.

[0547] In addition, the control means may set the freeze execution time to the certain effect time in relation to the operation of the first operation means, and the control means may re-set the freeze execution time to the time obtained by subtracting the elapsed time from the certain effect time in relation to the operation of the second operation means (hereinafter referred to as "the second case").

[0548] With such a configuration, by adjusting the time for executing the freeze, the effect time of a certain effect can be ensured, and the satisfaction of the player can be enhanced.

[0549] In addition, when a certain effect is started in relation to the operation of the first operation means, the freeze may be started in relation to the operation of the second operation means during the execution of the certain effect.

[0550] With such a configuration, by adjusting the time to execute the freeze triggered by the operation of the second operation means, it is possible to ensure the effect time of a certain effect and improve the satisfaction of the player.

[0551] Further, the first operation means is a bet button (for example, the bet button 132 shown in FIG. 22), and the second operation means is a start lever (for example, the start lever 135 shown in FIG. 22). When a replay is established in a certain game, game values (for example, medals, electronic information corresponding to medals) are automatically inserted without operating the bet button. In the second case, it may occur even when a replay has not been established in the game before the certain effect is started.

[0552] With such a configuration, an effect can be started in accordance with the start timing of the game triggered by the operation of the bet button, and the effect can be started at the optimal timing for the player.

[0553] In addition, the effect means may be capable of executing an effect (for example, a preview effect shown in FIGS. 32(4) to (5)) that suggests the start of the certain effect in the game before the certain effect is started.

[0554] With such a configuration, a certain effect can be started by the most recent operation of the player in the flow of the effect.

[0555] Further, the control means may set the freeze execution time to the certain production time in relation to the operation of the start lever (hereinafter referred to as "the third case"). The third case may be a case where, in a game before the certain production starts, a replay is established and a game value related to the game in which the certain production starts is automatically inserted.

[0556] With such a configuration, when a replay is established, the operation of the bet button becomes unnecessary. Therefore, instead of operating the bet button, an effect can be started in accordance with the start timing of the game by using the operation of the start lever as an opportunity, and the effect can be started at the optimum timing for the player.

[0557] In addition, when a replay is established in a game before the certain production starts and a game value related to the game in which the certain production starts is automatically inserted, the effect means may be able to execute an effect suggesting that the certain production has started in the game before the certain production starts.

[0558] With such a configuration, a certain production can be started by the operation of the nearest player in the flow of the production.

[0559] <Backlight effect> Next, the backlight effect that the slot machine 100 can execute will be described.

[0560] Here, the backlight effect is an effect using the backlights 264 arranged on the back surfaces of the reels 110 to 112. First, prior to the description of the backlight effect, the backlights 264 will be described with reference to FIG. 39.

[0561] FIG. 39(a) is a front view of the reel backlight 264, FIG. 39(b) is a side view of the reel backlight 264, and FIG. 39(c) is an external perspective view of the members constituting the reel backlight 264 disassembled and viewed from the front side.

[0562] The reel backlight 264 is a light-emitting means for illuminating (lighting) the reel tapes of the respective reels 110 to 112 from the rear side (back surface). In this example, it is composed of a reflector 266, a lighting substrate 268 detachably attached to the back surface of this reflector 266, and a decorative plate 270 disposed on the side surface of the reflector 266.

[0563] The reflector 266 of the reel backlight 264 in this example is formed of white plastic, but the material of the reflector 266 of the reel backlight 264 is not particularly limited and may be metal or the like, or may be a member of another color.

[0564] In the reflector 266, three openings 266a to 266c communicating from the front side to the back side are formed side by side in the vertical direction. Further, on the lighting substrate 268, six LEDs 268a are arranged at positions corresponding to the openings 266a to 266c.

[0565] The openings 266a to 266c and the LEDs 268a of the reflector 266 provided in the middle reel device 260 are arranged at positions corresponding to the symbol positions (the positions of symbol positions 4 to 6 described with reference to FIG. 23) where the symbols stop and are displayed in the symbol display window 113 in a state of being attached to the middle reel device 260.

[0566] The openings 266a to 266c and the LED 266a of the reflector 266 provided in the left reel device (not shown) are arranged at positions corresponding to the symbol positions (the positions of symbol positions 1 to 3 described with reference to FIG. 23) where the symbols stop and are displayed in the symbol display window 113 in a state of being attached to the left reel device.

[0567] The openings 266a to 266c and the LEDs 268a of the reflector 266 provided in the right reel device (not shown) are arranged at positions corresponding to the symbol positions (the positions of symbol positions 7 to 9 described with reference to FIG. 23) where the symbols stop and are displayed in the symbol display window 113 in a state of being attached to the right reel device.

[0568] In this example, six LED 268a are arranged at positions corresponding to the openings 266a to 266c so that the light emitted from one opening does not interfere with the light emitted from other openings. Thereby, each of the plurality of symbol positions of the symbol display window 113 can be irradiated with light uniformly.

[0569] For example, by lighting all the LED 268a, all the symbols visible to the player can be illuminated from behind. Also, by lighting a part of the LED 268a, a part of the symbols visible to the player can be illuminated from behind. Note that the number and positions of the openings and LEDs are not limited to this example.

[0570] Also, in this example, in the reflector 266, a plurality of slits (grooves) 266d to 266g are provided at predetermined intervals on the lower surface of the upper opening 266a, the upper and lower surfaces of the central opening 266b, and the upper surface of the lower opening 266c. Thereby, the light emitted from the LED 268a can be uniformly irradiated onto the symbols located in the front, and the visibility of the symbols can be enhanced.

[0571] Also, the slit 266d provided on the lower surface of the upper opening 266a, the slit 266e provided on the upper surface of the central opening 266b, the slit 266f provided on the lower surface of the central opening 266b, and the slit 266g provided on the upper surface of the lower opening 266c are arranged such that the portions where the respective slits are formed and the portions where no slits are formed are staggered in the vertical direction (so that the positions of the slits do not coincide with the upper and lower of the partition of the opening). With such a structure, the light emitted from adjacent openings through the slits is configured not to interfere with each other.

[0572] Note that since the reel backlight 264 can sufficiently and uniformly illuminate the reel tape by the reflector 266 and the slits (grooves) 266d to 266g, it does not have a lens cover like the reel front illumination 250, but it may be configured to have a lens cover. Thereby, the reel tape can be illuminated uniformly, and furthermore, since the reel backlight 264 is not directly visible during reel assembly or game table maintenance, the glare on the operator can be reduced.

[0573] <Backlight effect / Example 1 (normal game, special replay winning by internal lottery)> FIG. 40(a) is a time chart showing the flow of a game (Example 1) in which a special replay is internally won in a normal game, and FIG. 41 is a diagram showing the effect examples of the backlight effect in a game (Example 1) in which a special replay is internally won in a normal game in chronological order.

[0574] <Backlight effect / Example 1 (normal game, special replay winning by internal lottery) / Game period T1> The game period T1 shown in FIG. 40(a) is the period from when the first stop operation of the stop buttons 137 to 139 is received until the third stop operation of the stop buttons 137 to 139 is received in a certain game (the Nth game, where N is a positive integer) of a normal game.

[0575] The state shown in FIG. 41(1) is the state where the start lever 135 has been pressed during the game period T1 of a certain game (the Nth game).

[0576] In the same state, since the pressing operation of the start lever 135 has been received, a winning combination internal lottery process (step S105) has been performed. In this example, as a result of the internal lottery, a special replay (a certain internally winning combination) has been internally won. Needless to say, the "certain internally winning combination" according to the present invention is not limited to a special replay.

[0577] Also, in the same state, based on the pressing operation of the start lever 135, reel rotation start processing (step S108) is performed, the rotation of all reels 110 to 112 is started, and in the display area of the liquid crystal display device 157, the display of a normal effect corresponding to a normal game (in this example, the display of an image in which a lord and an old man are enshrined in the castle) is started.

[0578] The state shown in FIG. 41(2) is a state in which a first stop operation of the stop buttons 137 to 139 has been received during the game period T1 of a certain game (the Nth game).

[0579] In the same state, since the stop operation of the stop button 137 has been received as the first stop operation of the stop buttons 137 to 139, reel stop control processing (step S109) is performed, and the left reel 110 corresponding to the stop button 137 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of a winning combination suggestion effect (in this example, an effect in which a princess appears) suggesting that a special replay (a certain internal winning combination) has been internally won is started.

[0580] The state shown in FIG. 41(3) is a state in which a second stop operation of the stop buttons 137 to 139 has been received during the game period T1 of a certain game (the Nth game).

[0581] In the same state, since the stop operation of the stop button 138 has been received as the second stop operation of the stop buttons 137 to 139, reel stop control processing (step S109) is performed, and the middle reel 111 corresponding to the stop button 138 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of a winning combination suggestion effect (in this example, an effect in which the princess stops and smiles) suggesting that a special replay (a certain internal winning combination) has been internally won is started.

[0582] The state shown in FIG. 41(4) is a state in which a third stop operation of the stop buttons 137 to 139 has been received during the game period T1 of a certain game (the Nth game).

[0583] In the same state, as the third stop operation of stop buttons 137 to 139, since the stop operation of stop button 139 has been received, reel stop control processing (step S109) is performed, and the right reel 112 corresponding to the stop button 139 is stopped. Also, in the display area of the liquid crystal display device 157, the display of a winning combination suggestion effect (in this example, the effect of a princess passing in front of a palace) suggesting that a special replay (a certain internal winning combination) has been internally won is started.

[0584] <Backlight effect / Example 1 (normal game, special replay winning) / Game period T2> The game period T2 shown in FIG. 40(a) is the period from when the winning determination of a certain game (the Nth game) in the normal game is made until immediately before the pressing of the bet button 132 in the next game (the (N + 1)th game) is received.

[0585] The state shown in FIG. 41(5) is a state in which the winning determination is being made during the game period T2 of a certain game (the Nth game).

[0586] In the same state, based on the stop of all reels 110 to 112, winning determination processing (step S110) is performed. In this example, as a result of internal winning, since a special replay (a certain internal winning combination) has been internally won, the symbol combination corresponding to the special replay (a certain internal winning combination) (in this example, the symbol combination of "BAR - replay - replay") is stopped and displayed on the effective line of the symbol display window 113.

[0587] Also, in the same state, using the backlight 264 described with reference to FIG. 39, a backlight effect (the first effect) is executed.

[0588] The backlight effect of this example is an example of the "first effect" according to the present invention, and is a "light emission effect on at least a part of the area (the first area) of the stopped reel".

[0589] The presentation mode of the "first presentation" according to the present invention is not particularly limited. However, in the backlight presentation (first presentation) of this example, it is a presentation that causes the effective lines of the symbol display window 113 or the lines that clearly indicate that a certain internal winning combination (in this example, a special replay) has won to emit light.

[0590] Specifically, in the backlight presentation (first presentation) of this example, for the backlight presentation (first presentation), the LED 268a of the reflector 266 disposed on the rear side (back surface) of the symbol position (first area. In this example, the middle symbol LM of the left reel, the middle symbol CM of the middle reel, and the middle symbol RM of the right reel) of the middle winning line where the symbol combination corresponding to the special replay (a certain internal winning combination) (in this example, the symbol combination of "BAR-replay-replay") is stopped and displayed blinks in a light emission color different from the normal light emission color (in this example, white) (in this example, green). Hereinafter, the backlight presentation (first presentation) of this example may be referred to as "flash 1 presentation".

[0591] Also, in this example, in order to make the flash 1 presentation prominent, the LED 268a of the reflector 266 disposed on the rear side (back surface) of symbols other than the symbol position (first area) of the middle winning line is turned off.

[0592] Note that the "first area" of the "first presentation" according to the present invention is not limited to the symbol position of the middle winning line shown in FIG. 41(5). For example, as shown in FIG. 41(5'), when the symbol combination corresponding to the special replay (a certain internal winning combination) (in this example, the symbol combination of "BAR-replay-replay") is stopped and displayed on the downward right winning line composed of the upper symbol LU of the left reel, the middle symbol CM of the middle reel, and the lower symbol RL of the right reel, the LED 268a of the reflector 266 disposed on the rear side (back surface) of the symbol position (first area) of the downward right winning line may blink in a light emission color different from the normal light emission color (in this example, white) (in this example, green).

[0593] Also, although illustration is omitted, regarding the upper winning line composed of the upper symbols on the left reel, the upper symbols on the middle reel, and the upper symbols on the right reel, the lower winning line composed of the lower symbols on the left reel, the lower symbols on the middle reel, and the lower symbols on the right reel, and the diagonally upward winning line composed of the lower symbols on the left reel, the middle symbols on the middle reel, and the upper symbols on the right reel, similarly, the "first area" of the "first effect" according to the present invention may be the symbol positions of these winning lines.

[0594] Also, the "first effect" according to the present invention is not limited to the mode of flashing the LED 268a of the backlight 264 in a light emission color different from the normal light emission color (in this example, white) (in this example, green). For example, it may be lit in a light emission color different from the normal light emission color (for example, white) (for example, yellow), or may be changed to another color (for example, red or rainbow color), or may be an effect of illuminating (lighting) the "first area" from the front side of the reels 110 to 112. Further, it may be a light emission effect on at least a part of the area (first area) of the full - screen liquid crystal display.

[0595] <Backlight effect / Example 1 (normal game, special replay win) / Game period T3> The game period T3 shown in Fig. 40(a) is the period from when the pressing of the bet button 132 is accepted until immediately before the pressing operation of the start lever 135 is accepted in the next game (the (N + 1) - th game) of a certain game (the N - th game) of the normal game.

[0596] The state shown in Fig. 41(6) is the state where the pressing of the bet button 132 is accepted in the next game (the (N + 1) - th game) of a certain game (the N - th game) of the normal game.

[0597] In the same state, since the pressing operation of the bet button 132 has been accepted, after performing the process of inserting the specified number of credits, the bet number setting / start operation reception process (step S102) is performed, and the game has shifted to a state where the start operation of the game is possible.

[0598] Also, in the same state, based on the pressing operation of the bet button 132 in the next game (the (N + 1)-th game), the LED 268a of the reflector 266 is lit.

[0599] In this example, an example is shown in which the flash 1 effect (the first effect) is executed triggered by an internal winning of a certain internal winning combination (in this example, a special replay). However, the "first effect" according to the present invention may be executed triggered by winning a certain internal winning combination.

[0600] <Backlight effect / Example 2 (Judge victory, special replay not won)> Next, an example of the backlight effect in a game (Example 2) where a special replay was not internally won at the time of judge effect victory will be described.

[0601] FIG. 40(b) is a time chart showing the flow of a game (Example 2) where a special replay was not internally won at the time of judge effect victory, and FIGS. 42(1) to (8) and FIGS. 43(9) to (10) are diagrams showing examples of the backlight effect in a game (Example 2) where a special replay was not internally won at the time of judge effect victory in time series.

[0602] Here, the "judge effect" according to the present invention is an effect for notifying whether a privilege is given to the player. In this example, as an example of the "judge effect" according to the present invention, an example of shifting from a normal game to an AT (entering the AT) will be described, but it is not limited to this example. For example, it may be an effect executed during an additional play during the AT, or an effect executed when shifting to a specialized zone or a chance zone.

[0603] Also, the "privilege" according to the present invention includes the right to shift to a game state advantageous to the player (for example, bonus, AT, CZ, etc.) and an increase in the number of AT games.

[0604] <Backlight effect / Example 2 (Judge victory, special replay not won) / Game period T4> The game period T4 shown in FIG. 40(b) is the period from when the first stop operation of the stop buttons 137 to 139 is received to when the third stop operation of the stop buttons 137 to 139 is received in a certain game (the Nth game where N is a positive integer) at the time of a judge effect victory.

[0605] The state shown in FIG. 42(1) is the state immediately before the first stop operation of the stop buttons 137 to 139 is received during the game period T4 of a certain game (the Nth game) at the time of a judge effect victory.

[0606] In this state, since the start lever 135 has been pressed, the winning combination internal lottery process (step S105) has been performed. In this example, as a result of the internal lottery, the winning combination is an internal winning for a winning combination other than the special replay (a certain internally winning combination) (in this example, a losing combination).

[0607] Also, in this state, based on the pressing operation of the start lever 135, the reel rotation start process (step S108) is performed, starting the rotation of all the reels 110 to 112, and in the display area of the liquid crystal display device 157, the display of a judge effect corresponding to the judge state (in this example, a continuous effect where the lord chases the retainers in the castle town) is started.

[0608] The state shown in FIG. 42(2) is the state where the first stop operation of the stop buttons 137 to 139 is received during the game period T4 of a certain game (the Nth game) at the time of a judge effect victory.

[0609] In this state, since the stop operation of the stop button 137 is received as the first stop operation of the stop buttons 137 to 139, the reel stop control process (step S109) is performed, stopping the left reel 110 corresponding to the stop button 137, and in the display area of the liquid crystal display device 157, the display of a judge effect corresponding to the judge state (in this example, a continuous effect where the lord chases the retainers in the castle town) is continued.

[0610] The state shown in FIG. 42(3) is a state in which, during the game period T4 of a certain game (the Nth game) when the judge effect is a win, the second stop operation of the stop buttons 137 to 139 is accepted.

[0611] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, the reel stop control process (step S109) is performed, and the middle reel 111 corresponding to the stop button 138 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of the judge effect corresponding to the judge state (in this example, a continuous effect in which the lord chases the retainers in the castle) is continued.

[0612] The state shown in FIG. 42(4) is a state in which, during the game period T4 of a certain game (the Nth game) when the judge effect is a win, the third stop operation of the stop buttons 137 to 139 is accepted.

[0613] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, the reel stop control process (step S109) is performed, and the right reel 112 corresponding to the stop button 139 is stopped. At the same time, in the display area of the liquid crystal display device 157, the display of the judge effect corresponding to the judge state (in this example, a continuous effect in which the lord chases the retainers in the castle) is continued.

[0614] The judge effect in this example is an effect accompanied by freeze. In this state, in relation to the start of the judge effect, the freeze is started. The freeze in this example is related to the fact that the last reel 112 among the plurality of reels 110 to 112 has stopped, and for a predetermined period (in this example, the judge effect result display waiting time until the display of the judge effect result is started. For example, 10 seconds), the process regarding the payout of game values (in this example, medals) is not performed. During the judge effect result display waiting time (predetermined period. In this example, 10 seconds), the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off.

[0615] Note that the "judgment effect" according to the present invention is not limited to the "effect with freeze", and may be an effect without freeze or another effect using a timer. Also, in this example, when the judgment effect is executed, all or part of the backlight 264 is turned off for a predetermined period so that the judgment effect and the flash 2 effect (second effect) described later are prominent. However, during this period, the backlight 264 may be turned on, or an effect of flashing (flashing) the backlight 264 may be executed.

[0616] Also, the "freeze" according to the present invention is not limited to "processing related to the payout of game values is not performed for a predetermined period", and for example, operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 may be disabled, or conversely, the operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 may be enabled. In this case, when the operation means is received, the freeze may be configured to be aborted (cancelled).

[0617] Also, the "predetermined period" according to the present invention may be a period from the start of the judgment effect until all or at least part of the display of the judgment effect result display can be visually recognized, or a period from the start of the judgment effect until all or at least part of the display of a part of the judgment effect (for example, the first exciting part) can be visually recognized.

[0618] In the state shown in FIG. 42(4), upon the third stop operation of the stop buttons 137 to 139, the counting of the resu...

Claims

1. A gaming table provided with a plurality of reels which are provided with a plurality of types of symbols and are rotationally driven, a plurality of operating means capable of individually stopping the plurality of reels, internal winning result determining means capable of determining internal winning roles, winning determination means capable of executing winning determination, game value awarding means capable of awarding game values, and presentation means, wherein: it is configured to be capable of executing a game state advantageous to the player with a predetermined amount of game values as the maximum acquirable number, when winning an internal winning role (hereinafter referred to as "the first case"), it is configured to be capable of winning at least the first role, in the first case, it is configured to be capable of winning the second role, the amount of game values that can be awarded when winning the second role is larger than the amount of game values that can be awarded when winning the first role, in the first case, in relation to the operation timing of the plurality of operating means, there is a possibility of winning the first role or the second role, the presentation means is configured to be capable of executing a certain presentation related to the operation of the plurality of operating means related to the second role in the first case, even in the first case, when winning the first role (hereinafter referred to as "the second case"), it is configured to be capable of obtaining the predetermined amount of game values in the advantageous game state, A gaming table characterized by the above.

2. The gaming table according to claim 1, wherein: in the advantageous game state, it is configured to be capable of obtaining the predetermined amount of game values by the second role winning a predetermined number of times, in the second case, the same amount of game values as the amount of game values used can be awarded, A gaming table characterized by the above.

3. The gaming table according to claim 2, wherein: In the first case, there may be a situation where one wins or loses in the third role (hereinafter referred to as "the third case"). The amount of game value that can be awarded when winning in the third role is less than the amount of game value that can be awarded when winning in the first role. In the first case, when operated in the first stop operation order, it is possible to win in the first role or the second role. When operated in the second stop operation order, it is possible to win or lose in the third role. In the third case, it is configured such that the second role cannot win the predetermined number of times, so that the predetermined amount of game value cannot be obtained in the advantageous game state. A gaming table characterized by the above.

4. The gaming table according to claim 3, wherein the predetermined number is set as the maximum number of times the second role can win in the advantageous game state. A gaming table characterized by this.

5. The gaming table according to any one of claims 2 to 4, is configured to be able to execute a lottery (hereinafter referred to as "the first lottery") that grants a new advantageous game state in the advantageous game state. In the second case, the first lottery is configured not to be executed until an internal winning occurs in the certain internal winning role in the advantageous game state. A gaming table characterized by the above.

6. The gaming table according to claim 5, a fourth role that can win in the advantageous game state and can execute the first lottery is configured. The fourth role is a role that can win in relation to the operation timing of the plurality of operation means. The fourth role is a role that can award the same amount of game value as the amount of game value used. When the predetermined amount of game value cannot be obtained in the advantageous game state, it is configured such that a new advantageous game state may be given. The game machine characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2020089648A