Game machine
The gaming machine detects out-of-step conditions in reel rotations and switches to alternative drive modes, ensuring natural and engaging gameplay by addressing synchronization failures in reel performances.
Patent Information
- Application Number
- JP2024001360
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-09
- Publication Date
- 2025-07-22
AI Technical Summary
Conventional gaming machines fail to address the issue of reel synchronization failures, which result in unnatural reel performances and reduced player interest due to incomplete or uncomfortable gaming experiences.
The gaming machine includes a determination means to detect out-of-step conditions in the reel rotation and switches to alternative drive modes, such as reverse rotation or vertical oscillation, to maintain a natural and engaging gameplay experience.
This solution ensures that reel performances are completed naturally, maintaining player engagement and preventing discomfort by addressing synchronization issues in reel performances.
Smart Images

Figure 2025107858000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been known a gaming machine that enhances the production effect and improves the interest of the game by executing a reel production that varies the reel in a special mode different from the normal state (such as normal rotation at a constant speed) (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0005] To solve the above problems, the gaming machine of the present invention includes a reel with a plurality of symbols, driving means for rotating the reel, control means capable of controlling the driving means, determination means capable of determining a driving mode by the driving means, and determination means capable of determining whether the driving means is in an abnormal state. The determination means can determine a first driving mode, and when the first driving mode is determined, the control means can drive the driving means based on the first driving mode. When it is determined by the determination means that the driving means is in an abnormal state while driving the driving means based on the first driving mode, it is possible to drive the driving means based on a second driving mode different from the first driving mode.
Brief Description of the Drawings
[0006]
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Mode for Carrying Out the Invention
[0007] A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment does not use physical medals (gaming media), but manages medals as data (so-called credit medals), and conducts medal lending and gaming in electronic information, so that players can play games without touching the gaming medals. As described above, the gaming machine is a medal-less gaming machine (hereinafter, also simply referred to as "gaming machine 1") that plays games using pseudo gaming media in the data format. Such a gaming machine 1 is also referred to as a smart pachislot (registered trademark), a smart slot (registered trademark), etc. Hereinafter, as the gaming machine 1, an example applied to the slot machine of the 6th model having an AT (ART) state will be described, but it is not limited thereto. For example, it can also be applied to a normal type (so-called A type) slot machine capable of real bonus games. Note that the medals as data used in the medal-less gaming machine are referred to as "gaming medals", and the medals as data deposited by the gaming store side (management device, dedicated unit) with the "gaming medals" obtained in past games are referred to as "held medals".
[0008] The overall configuration of the gaming machine 1 will be described with reference to FIGS. 1 and 2. A display window 6 that allows visual recognition of the rear is formed in the central part of the front door 1a, and through this display window 6, the symbols shown on the reel 41 can be visually recognized. The symbols include cherry, watermelon, bell, replay, BAR, 7, etc. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, an effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, a stop button 5, etc., and notification means such as a gaming medal number display device 7, a count button lamp 2e, a bet number lamp 2f, etc. are provided. Note that the gaming medal number display device 7 may be provided on the upper surface side or the front side of the stepped portion. Above the display window 6, a navigation lamp 12 for guiding the player on the operation order of the stop button 5 is provided. On the upper part of the front door 1a, there is a display 8 that operates as a display means and a notification means. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited to this, and a configuration of multiple screens (for example, a main screen and a sub-screen) may also be used. Note that, instead of or in addition to the display 8, a liquid crystal display may be provided in the lower part (lower panel) of the front door 1a, and it is not necessarily required to provide the display 8.
[0009] On the side of the display 8, there are provided a speaker 9 that operates as a notification means and performs sound effects and notifications, and a lamp 11 that performs light effects and notifications corresponding to the winning of each role or the effects displayed on the display 8.
[0010] Inside the housing 1b, there is a main control unit 10 in which a CPU for comprehensively controlling the game is mounted, and also a sub-control unit 20 in which a CPU for performing control related to game effects and the like under the control of the main control unit 10 is mounted. Also, inside the housing 1b, there is provided a drum unit 4. The drum unit 4 includes three rotating drums (reels 41, left reel 41a, middle reel 41b, right reel 41c) arranged side by side in the horizontal direction. On the circumferential surfaces of each of the reels 41a to 41c, a plurality of symbols (identification information) are represented according to a predetermined arrangement. In the stopped state of the reel 41, for each of the reels 41a to 41c, a predetermined number (for example, three) of consecutive symbols are visible through the display window 6. FIG. 3 is a diagram showing the reels 41a to 41c and the symbols arranged on the circumferential surfaces of the reels 41a to 41c. As described above, the gaming machine 1 includes the reels 41a to 41c with a plurality of symbols attached thereto, and includes a stepping motor (not shown) as a driving means for rotating the reels 41a to 41c. And the main control unit 10 is configured to be able to control the stepping motor as a control means. Inside the housing 1b, a power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided. Inside the housing 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19 which is a pedestal device is adjacent to the outside of the gaming machine corresponding to each medal-less gaming machine 1 (not shown).
[0011] As shown in FIG. 4, to the main control unit 10, there are connected various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a count button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply device 15. Note that the broken line part (dedicated unit 19) in FIG. 4 indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing a lottery related to the game, and in addition, detects and controls the operations of the above-mentioned various parts, shifts the game state, and outputs a predetermined command (control information) to the sub-control unit 20 at a predetermined timing. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. To the sub-control unit 20, there are connected various parts such as a navigation lamp 12, a count button lamp 2e, a bet number lamp 2f, an effect button 2g, a display 8, a speaker 9, and a lamp 11. The sub-control unit 20 operates as an effect control means and controls the operations of the above-mentioned various parts according to a command (control information) from the main control unit 10. Specifically, the sub-control unit 20 functions as an effect stage control means for controlling the above-mentioned various parts in order to control an effect stage corresponding to the game state.
[0012] The operations of the main parts will be described. The game medal number display device 7 is a game value display means and displays the total number of game medals (game values) that can be used in the game. Therefore, the player can play the game by inserting game medals within the range of the number of game medals displayed on the game medal number display device 7. The game medal number display device 7 includes a storage means (such as a RAM) and a display means (such as a 7-segment LED). When game medals are lent out or paid out, the main control unit 10 adds the lending number or payout number, stores (records) the addition result (total) as the "game medal number" in the storage means, and displays it on the display means. Also, when game medals are inserted, the main control unit 10 subtracts the inserted number from the "game medal number" that is "stored and displayed" in the game medal number display device 7. The lending of game medals is performed by the lending operation of the dedicated unit 19 which is an under-stage device, and the insertion of game medals is performed by the operation of the bet button 2a or the MAX bet button 2b. An upper limit value (for example, set to 16300) is set for the game medal number (amount of game value) that can be stored and displayed in the game medal number display device 7. For example, when the total of game medals exceeds the upper limit value due to a payout by winning, "game unavailable" control is executed so that the game cannot be played. In the "game unavailable" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operation means used to insert (bet) game medals at the start of the game. The bet button 2a sets the bet number "1" (temporarily stores it in the RAM) by a pressing operation, and the MAX bet button 2b sets the maximum bet number "3" (temporarily stores it in the RAM). The main control unit 10 subtracts the corresponding bet number from the game medal number stored and displayed in the game medal number display device 7 in response to the pressing operation of the bet button 2a or the MAX bet button 2b.
[0014] The start lever 3 is an operation means that the player operates when starting the game after game medals are inserted. The stop button 5 is an operating means (stop operating means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation parts (5a to 5c). Specifically, during the constant-speed rotation of the reels 41a to 41c, in response to the stop operation (reception) of the left stop button 5a, the symbol shown on the left reel 41a is stopped and displayed; in response to the stop operation of the middle stop button 5b, the symbol shown on the middle reel 41b is stopped and displayed; and in response to the stop operation of the right stop button 5c, the symbol shown on the right reel 41c is stopped and displayed. The effect button 2g is an operating means that can be operated when the player operates to change the effects and the like displayed on the display 8.
[0015] The count button 2c is an operating means that the player operates when counting the game medals obtained. Specifically, the count button 2c is a count operating means that is operated to output at least a part of the game medals (game values) displayed on the game medal number display device 7 (game value display means) as count data to the dedicated unit 19 (external) outside the machine. Therefore, the count button 2c is operated when ending the game, but is not limited to this, and in principle can be operated at any time (even during the game or in a state where the game is unavailable). The amount of counting varies depending on the pressing mode of the count button 2c. For example, when the count button 2c is "short-pressed" (pressed for less than 500 milliseconds, for example), the main control unit 10 outputs count data that can identify that "1" game medal has been counted, that is, a count amount of "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the count amount "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "long-pressed" (pressed for 500 milliseconds or more, for example), the main control unit 10 outputs count data that can identify that a maximum of "50" game medals have been counted, that is, a maximum count amount of "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the count amount (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, when the count button 2c is long-pressed in a state where the number of game medals displayed on the game medal number display device 7 is "50 or less", since the maximum number of "50" game medals is counted, all the game medal numbers are counted. In this case, the main control unit 10 outputs count data that can specify the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game medals stored and displayed on the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0". Also, when the long-press of the count button 2c continues in a state where the number of game medals displayed on the game medal number display device 7 is "more than 50", the number of game medals "50" is counted in response to the first long-press detection, and every time a subsequent long-press detection occurs (for example, every 300 milliseconds), the maximum number of "50" game medals is counted. In this case, the main control unit 10 outputs count data that can specify the total counted quantity to the dedicated unit 19, and subtracts the total counted quantity from the number of game medals stored and displayed on the game medal number display device 7. Note that the output of the count data to the dedicated unit 19 based on the continuous long-press may output the count data that can specify the total counted quantity at once at the end of the continuous long-press, or may output the count data that can specify the counted quantity (maximum 50) individually every time a long-press detection occurs. On the dedicated unit 19 side, for example, the total number of counted quantities until the return button is operated is managed as the number of medals held. In addition to the normal count button 2c, separate count buttons such as a button that can count 100 sheets with a short press or a count button that stops at up to 500 sheets even when long-pressed may be provided.
[0016] In this way, the number of game medals stored and displayed on the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.
[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed and the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiple bets) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, when he / she confirms that the number of bets has been set by checking that the number of bets lamp 2f is lit, he / she may press the settlement button 2d. As a result, the number of game medals for the set number of bets is added to the number of game medals stored and displayed in the game medal display device 7. Therefore, if the count button 2c is then pressed, the number of bets can also be returned accordingly.
[0019] In addition, other operating means such as the bet button 2a and the count button 2c can also be given the function of the payoff button 2d. For example, when the bet button 2a is "short-pressed", the number of bets "1" is set, and when the bet button 2a is "long-pressed", the operation of the payoff button 2d (the above return operation) can be performed. Also, when the count button 2c is operated, before the counting operation, the operation of the payoff button 2d (the above return operation) can be performed. As a result, the player can, by simply performing the counting operation, surely return the medals for the bets to the number of game medals and then output (count) the number of game medals to the dedicated unit 19.
[0020] The bet number lamp 2f is a notification means that notifies, by lighting an LED, that the number of bets has been set or the number of bets (1 to 3 bets) before the start of the game. The sub-control unit 20 controls to light one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the number of bets "1" is set, two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the number of bets "2" is set, and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the number of bets "3" is set. That is, the bet number lamp 2f is a multiplier display means that displays at least before the start of the game the number of bets (game value) set as the multiplier in the game. When the sub-control unit 20 detects the start of the game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Also, when the sub-control unit 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the payoff button 2d, it controls to turn off the bet number lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out in response to the insertion of game medals.
[0021] The probability setting device 16 can set a plurality of setting values (for example, 1 to 6), and changes the degree of advantage for the player (probability for controlling to an advantageous game state) according to the setting values. For example, the main control unit 10 stores any one of the setting values in the storage means based on the probability setting operation in the probability setting device 16 by the store clerk of the game arcade, and controls the winning probability of a predetermined combination (such as a weak cherry) based on the stored setting value.
[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is installed outside the gaming machine 1 and is connected to the gaming machine 1 via a connection terminal board so as to be capable of data communication. When a lending operation such as the insertion of cash (paper money) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that can identify the number of lent game medals to the gaming machine 1. In the gaming machine 1, the main control unit 10 identifies the number of lent game medals based on the input lending data, and adds the lent number to the number of game medals stored and displayed in the game medal number display device 7.
[0023] The dedicated unit 19 is also a return device that returns game medals. Specifically, the gaming machine 1 outputs counting data that can identify the counted amount of game medals to the dedicated unit 19 based on the operation of the counting button 2c. When the dedicated unit 19 inputs the counting data output from the gaming machine 1, it manages the counted amount of game medals identified based on the counting data as the number of medals in hand. The dedicated unit 19 is provided with a card unit (not shown), and the number of medals in hand can be stored (recorded) in the IC card in the card unit. The IC card can be ejected from the card unit by a return operation (pressing the return button). The discharged IC card can be exchanged for prizes by handing it over to the prize exchange corner provided in the game arcade, or it can be replayed by inserting it into the card unit of another dedicated unit 19 using the number of held medals. The dedicated unit 19 is linked with the game medal number display device 7. If the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". That is, the player cannot obtain the IC card unless all the game medals have been counted. This enables the player to eliminate the omission of returning the remaining game medals.
[0024] The dedicated unit 19 can be connected to a computer such as a hall computer or a management device via a relay device or directly, and can output game information such as out, safe, and sales information to the computer. This enables, for example, the computer to total the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate error balls based on this game information.
[0025] In addition, the dedicated unit 19 can be connected to a calling device (not shown) provided with a call button for the player to operate when calling a staff member (store clerk) and a call lamp for notifying that the staff member has been called via a relay device or directly, and can output game information such as the execution information of the game received from the gaming machine 1 and the occurrence information such as the AT state to the calling device.
[0026] The game on the gaming machine 1 will be described with reference to the flowchart of FIG. 5. Execute the game start process (S1). In the game start process, first, the gaming machine 1 inputs the loan data output from the dedicated unit 19. Specifically, when a player performs a lending operation of game medals in the dedicated unit 19, lending data that can identify the number of lent medals is output from the dedicated unit 19. Therefore, the gaming machine 1 inputs this lending data. When the gaming machine 1 inputs the lending data, the main control unit 10 identifies the number of lent medals based on the lending data, and causes the game medal number display device 7 to store and display the number of game medals corresponding to the number of lent medals. When the "number of lent medals" is "100", since the initial number of game medals displayed on the game medal number display device 7 is "0", it is updated from "0" to "100" (= 0 + 100). In the game start process, next, according to the operation by the player, game medals are inserted. Specifically, according to the operation of the bet button 2a or the MAX bet button 2b, the bet number is set as the number of game medals used in one game. When the bet number "3" is set while the number of game medals "100" is displayed on the game medal number display device 7, the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (= 100 - 3), and the sub-control unit 20 turns on all three lamps of the bet number lamp 2f. When the bet number (for example, 3 bets) is set as the number of game medals used in one game, the game can be started and the operation of the start lever 3 becomes effective.
[0027] Execute a lottery process (S2). In the game start state, when the start lever 3 is tilted, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for this game from among a plurality of winning combinations. The sub-control unit 20 controls to turn off the bet number lamp 2f according to the tilting operation of the start lever 3. The turning off of the bet number lamp 2f indicates that the inserted (bet) number of game medals has been used.
[0028] Execute a reel rotation process (S3). Specifically, the main control unit 10 starts the rotation (forward rotation) of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation (constant speed rotation) at a constant speed (fixed speed), at which the reels rotate at a constant speed (constant speed), and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0029] A reel stopping process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.
[0030] The prize-winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and determines that a winning combination has been achieved when the combination of symbols that has stopped on the pay line (winning line) is a predetermined combination of symbols. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times. In addition, in this embodiment, winning is determined based on the combination of patterns that stop on a total of five winning lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines for determining whether or not a win has been won is not limited to five lines, and can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0031] A payout process is executed (S6). When it is determined that a prize has been won for a specific minor role, a process of paying out the corresponding number of gaming medals (hereinafter, simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a prize has been won for the 10-coin payout combination, it adds the payout number "10" to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0032] Execute the game end process (S7). In the game end process, a process of counting gaming medals is executed. Specifically, when the counting button 2c is operated by the player, the main control unit 10 counts the number of gaming medals stored and displayed in the gaming medal number display device 7. More specifically, when the counting button 2c is briefly pressed, the count amount "1" is subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the counting button 2c is long-pressed, the maximum count amount "50" is subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the long-press of the counting button 2c continues, the maximum count amount "50" is continuously subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. As a result, count data that enables identification of the count amount is output to the dedicated unit 19. The dedicated unit 19 stores the total count amount as the number of medals held based on the input count data. In the dedicated unit 19, in response to a return operation, the number of medals held in the card unit is stored in the IC card, and then the IC card is ejected from the card unit. Note that the IC card can be ejected only when the number of gaming medals stored and displayed in the gaming medal number display device 7 is "0". Therefore, the player needs to operate the counting button 2c to execute the counting process until the number of gaming medals displayed in the gaming medal number display device 7 becomes "0". The player can perform re-gaming or prize exchange based on the ejected IC card. In the replay game, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed according to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0033] (Combination of symbols corresponding to winning roles) Next, each winning role and the combination of symbols corresponding to each winning role will be described. Fig. 6 is a chart showing the internal lottery table. This internal lottery table is referred to during the bonus carry-over (inside). Since the gaming machine 1 of the present embodiment basically executes the game during the bonus carry-over (inside), the lottery is executed with reference to this internal lottery table. The winning roles shown in Fig. 6 include small roles such as the replay role, the bell role, the watermelon role, the cherry role, the common single role, and the chance symbol. Note that these role names may be referred to by omitting "role" from "〇〇 role". Also, the combinations of symbols shown below are merely examples, and other combinations of symbols may be used.
[0034] The replay role has a combination of predetermined symbols, for example, "replay · replay · replay" (replay alignment). When the combination of symbols stops and is displayed on a predetermined line, the game can be replayed without inserting medals in the next game.
[0035] The common single role wins regardless of the pressing order, but the combination of symbols stopped and displayed varies depending on the pressing order. For example, when the stop buttons 5a to 5c are operated in a specific stop operation order and operation timing at the time of winning the common single role, "BAR · BAR · BAR" (BAR alignment) stops and is displayed on the winning line. More specifically, when the stop buttons 5a to 5c are operated in the pressing order of "right → middle → left" ("reverse pressing") and the stop buttons 5a to 5c are operated aiming at the BAR symbol, the BAR alignment can be stopped. On the other hand, when it is not reverse-pressed or not operated at a specific timing, combinations of symbols other than BAR alignment (e.g., "Replay Bell Bell", etc.) are stopped and displayed.
[0036] The weak cherry combination wins when a predetermined combination of symbols stops and is displayed on the winning line, and two cherry symbols are aligned consecutively on the rising right line. The strong cherry combination wins when a predetermined combination of symbols stops and is displayed on the winning line, and three cherry symbols are aligned consecutively on the rising right line. The watermelon combination wins when "Watermelon Watermelon Watermelon" (watermelon alignment) stops and is displayed on the winning line. The chance combination wins when "Bell Replay Bell" stops and is displayed on the winning line. The bell combination has a corresponding symbol combination, for example, "Bell Bell Bell" (bell alignment), and wins when the symbol combination stops and is displayed on a predetermined line. There is a pressing-order bell for the bell combination. For the pressing-order bell, when the stop buttons 5a to 5c are operated in the correct pressing order at the time of winning, the corresponding symbol combination stops and is displayed on a predetermined line to win. There are two types of pressing-order bells: pressing-order bell A (A1 to A6) and pressing-order bell B (B3 to B6). For pressing-order bell A1, the correct pressing order is "5a → 5b → 5c" (left → middle → right); for pressing-order bell A2, the correct pressing order is "5a → 5c → 5b" (left → right → middle); for pressing-order bell A3, the correct pressing order is "5b → 5a → 5c" (middle → left → right); for pressing-order bell A4, the correct pressing order is "5b → 5c → 5a" (middle → right → left); for pressing-order bell A5, the correct pressing order is "5c → 5a → 5b" (right → left → middle); for pressing-order bell A6, the correct pressing order is "5c → 5b → 5a" (right → middle → left). For pressing-order bell B3, the correct pressing order is "5b → 5a → 5c" (middle → left → right); for pressing-order bell B4, the correct pressing order is "5b → 5c → 5a" (middle → right → left); for pressing-order bell B5, the correct pressing order is "5c → 5a → 5b" (right → left → middle); for pressing-order bell B6, the correct pressing order is "5c → 5b → 5a" (right → middle → left).
[0037] When the stop buttons 5a to 5c are operated in accordance with the correct pressing order, the bell alignment stops being displayed for the pressing order bells A and B. However, when the stop button 5 is operated in accordance with a pressing order other than the correct pressing order (incorrect pressing order) when the pressing order bell is selected, the bell alignment does not stop being displayed, and a so-called "spill mark" (a result other than the bell alignment) stops being displayed.
[0038] As a game state related to the pressing order bell role, AT (assist time) can be generated. In a game in which the pressing order bell role is selected by an internal lottery process, AT is a state in which the sub-control unit 20 controls the display 8 or the like to notify the correct pressing order for the stop buttons 5a to 5c and symbols serving as a guide for pressing the eyes. That is, the main control unit 10 and the sub-control unit 20 execute control for notifying information related to a stop operation for deriving a symbol combination in a game that has become the pressing order bell role as a lottery result of the internal lottery process.
[0039] When the correct pressing order is selected for the left, middle, and right pressing order bells, the pressing order consisting of the character information "1", "2", and "3" is displayed on the display 8 in order from the left, the voices of "left", "middle", and "right" are output from the speaker 9, and the navigation lamp 12 is lit in the order of 12a (left), 12b (middle), and 12c (right) to notify the pressing order of the stop button 5. Note that guiding the pressing order by output means and notification means such as the display 8, the lamp 11, the navigation lamp 12, and the speaker 9 is also referred to as "pressing order navigation". In non-AT, even if the winning result of the internal lottery process is the pressing order bell role, the correct pressing order of the stop button 5 is not notified. For this reason, basically, unless the operation order of the operated stop button 5 coincides with the pressing order corresponding to the randomly selected pressing order bell role, the player cannot stop and display the symbol combination corresponding to the selected pressing order bell role. For this reason, during AT, the player can more easily acquire medals than during non-AT.
[0040] The bonus winning combination is the one that changes the game state to the bonus state when it wins. The bonus winning combination can carry over the winning right in the selected game and subsequent games as long as the corresponding symbol combination does not stop (the bonus winning combination wins). Therefore, until the bonus winning combination wins by the stop of the corresponding symbol combination, the established state of the bonus winning is maintained (hereinafter, this state is referred to as "during bonus carry-over" or "inside"). In a normal game, it will be executed during the bonus carry-over for most of the time. On the other hand, when winning the bonus winning combination and the corresponding symbol combination stops showing (the bonus winning combination wins), it shifts to the bonus state, and after the end of the bonus state, it becomes a non-carry-over state (hereinafter, this state is referred to as "not during bonus carry-over" or "not inside") without carrying over the right to win the bonus winning combination. Note that in the bonus state, the lottery of combinations is carried out so that there is almost no increase or decrease in medals (so-called zero ball).
[0041] Figure 7 is a chart showing the payout table. Replay is a bonus overlapping combination, and a replay game is given as a privilege when the corresponding symbol combination stops showing. The common single symbol combination pays out one medal as a winning privilege. The weak cherry pays out one medal as a winning privilege. The strong cherry pays out one medal as a winning privilege. The watermelon pays out six medals as a winning privilege. The chance symbol pays out one medal as a winning privilege.
[0042] The push order bell A (A1~A6) pays out nine medals as a winning privilege. The push order bell B (B3~B6) pays out fifteen medals as a winning privilege. When the stop buttons 5a to 5c are operated in an incorrect pressing order, the combination of symbols corresponding to the spill mark is stopped and displayed, and one medal is paid out for the push order bells A and B.
[0043] The weak cherry and watermelon hands are treated as weak rare hands, and the strong cherry and chance symbols are treated as strong rare hands (Fig. 7). Note that this is not the only case. Hands other than the weak cherry and watermelon hands may be treated as weak rare hands, and hands other than the strong cherry and chance symbols may be treated as strong rare hands.
[0044] The bonus hand wins repeatedly at a predetermined rate when winning the replay hand. When the bonus hand wins repeatedly with the replay hand, the main control unit 10 performs reel control on the combination of symbols corresponding to the bonus hand with the lowest priority. Therefore, in a game where the bonus hand wins repeatedly, basically, the combination of symbols corresponding to the bonus hand cannot be stopped, and the combination of symbols corresponding to the replay hand will stop, and the state of having a bonus carryover will continue (be carried over) in subsequent games. Note that this is not the only case. The bonus hand may win alone.
[0045] In this way, the presence or absence of winning for the replay hand, small hands, and bonus hands is determined respectively. As a result of the determination, if winning of a small hand is determined, the corresponding game value is given (medals are paid out). That is, the main control unit 10 is provided with game value giving means for giving a game value (medals) corresponding to the stop mode of the symbols. Note that the number of medals paid out when the combination of symbols corresponding to each winning hand stops and is displayed may be other than the above number. Also, the combination of symbols corresponding to each winning hand may be other than the above, and may be composed of symbols that require a button pressing operation, or may be composed of symbols that do not require a button pressing operation. In addition, in the present embodiment, although the number of medals paid out is assumed to be the same regardless of the number of bets, the number of medals paid out may be varied according to the number of bets. Also, the winning probability (number of winning values) for each winning combination may be other than those shown in FIG. 6. In addition, as for the winning probability, there are provided winning combinations whose winning probability varies according to the set value and winning combinations whose winning probability does not vary according to the set value, but it is not limited to this, and it may be common to all set values. Also, although the winning probability for each winning combination in the 3-bet game is assumed, it may be the winning probability for each winning combination in cases other than the 3-bet game. In addition, although no losing combination is provided among the winning combinations, a losing combination may be provided.
[0046] (Non-favorable section, favorable section) The main control unit 10 according to the present embodiment includes section control means capable of controlling to either a non-favorable section or a favorable section as a game section. The non-favorable section is a game section in which the push-order navigator related to the push-order bell combination is not executed. It starts when the next game is started after the favorable section ends, and ends when the favorable-section transition condition is satisfied. Also, in the initial state (at the time of reset) of the main control unit 10, it is controlled to the non-favorable section.
[0047] In the present embodiment, combinations other than the common single combination function as favorable-section transition combinations. That is, if a combination other than the common single combination is won as a result of the internal lottery in the game in the non-favorable section, the favorable-section transition condition is satisfied, and after the third stop operation of that game, it transitions from the non-favorable section to the favorable section. Note that a combination different from the combinations other than the common single combination may be used as the favorable-section transition combination. A favorable-section lamp capable of notifying that it is in the favorable section by lighting may be provided, and lighting control may be performed by the main control unit 10. Also, when the favorable-section lamp is provided, it may be configured to light during the favorable section and during a game state (for example, the AT state) in which medals increase.
[0048] The advantageous section is a gaming section in which the push order navigator related to the push order bell can be executed, and by executing the push order navigator, it is a gaming section advantageous to the player as compared with the non-advantageous section. Also, the advantageous section ends when the end condition of a predetermined advantageous section is satisfied after the advantageous section transition condition is satisfied in the non-advantageous section. As an end condition of the advantageous section, for example, it is satisfied when the gaming machine 1 (including when the settings are changed) is reset. As will be described later, the end condition of the advantageous section is also satisfied when the limiter function is activated.
[0049] That is, the gaming machine 1 is provided with a limiter function (hereinafter also referred to as an advantageous section limiter) for limiting the number of medals acquired by the player, and the end condition of the advantageous section is also satisfied when the advantageous section limiter is activated. For example, the advantageous section limiter satisfies the condition that "the number of medals acquired during one advantageous section (the difference in medals (the number of medals inserted - the number of medals paid out)) reaches the upper limit number of medals (for example, +2400 medals)". Therefore, the advantageous section limiter operates when the difference in medals in one advantageous section reaches the upper limit number of medals. Also, the condition of the upper limit number of medals may be "the number of medals acquired during one advantageous section (the net increase in medals (so-called MY)) reaches the upper limit number of medals (for example, 2400 medals)".
[0050] Note that the above end condition of the advantageous section may be satisfied when the condition that "the number of games during one advantageous section (the advantageous section game number) reaches the upper limit number of games (for example, 4000 games)" is satisfied. That is, the advantageous section limiter may be made to operate when the number of games in one advantageous section reaches the upper limit number of games. The end condition of the advantageous section is not limited to the above, and may include, for example, "at least one push order bell has been notified", "the combination of symbols corresponding to the bonus combination has been stopped and displayed", and the like. Also, when a predetermined winning combination (non-favorable section transition combination) is won during the favorable section, the favorable section may end and the game may shift to the non-favorable section.
[0051] When the favorable section ends, among the information related to the game, the right to win the bonus is carried over, but other information is initialized. For example, the values of each counter described later and various information managed during each game state (e.g., difference, probability state, net increase state, consecutive winning times of small winning combinations, history of winning combinations, etc.) are initialized (reset) when the favorable section ends. Note that, without being limited to this, some or all of the information initialized at the end of the favorable section may not be initialized. The gaming machine 1 of the present embodiment is basically controlled to execute the game during the carry-over of the bonus (inside) and in the favorable section.
[0052] In addition, the gaming machine 1 of the present embodiment is provided with a so-called complete function (also simply referred to as complete) that limits the number of medals actually obtained by the player (net increase number) from when the power of the gaming machine 1 is turned on until it is turned off, as a function for limiting the number of medals obtained by the player. Specifically, when the net increase number (MY) from when the power of the gaming machine 1 is turned on until it is turned off reaches a predetermined number (+19000 medals, which is the complete value), the game is set to a non-executable state, and the subsequent game is set to a game stop state where it becomes impossible. Therefore, during the business hours of the game arcade, the number of medals obtained by the player side is limited. Also, during the business hours of the game arcade, even if the difference number during one favorable section is an extremely small value and the player can obtain an extremely large number of medals until the favorable section limiter function operates, the complete function will operate first until the favorable section limiter function operates, and it is possible to prevent the disadvantage of the game arcade side from becoming extremely large even when the difference number is an extremely small value.
[0053] (Rotation control when deviation is detected during the drum effect) In the gaming machine 1 according to this embodiment, the main control unit 10 executes rotation control in response to out-of-step detection. On the circumferential surfaces of each of the rotating drums (left reel 41a, middle reel 41b, right reel 41c), there are 21 frames of symbols consisting of symbol numbers 0 to 20. Indexes (detection pieces) are provided at predetermined positions on each reel 41 (for example, positions corresponding to the "7" symbol of symbol number 2), and sensors for index detection are provided at specific positions. Thereby, when the sensor detects the index, the main control unit 10 can detect that the symbol at the predetermined position is present at a predetermined position (for example, the middle line, etc.). Since the stepping motor can rotate the drum by 24 steps for one symbol, the main control unit 10 can rotate each of the reels 41a to 41c by 504 steps (= 21 symbols × 24 steps) for one round.
[0054] Therefore, in the gaming machine 1 of this embodiment, the main control unit 10 can execute a drum effect of rotating the reels 41a to 41c in a special manner by controlling the driving of the stepping motor. However, since the reels 41a to 41c are driven by a stepping motor, so-called out-of-step, which is a rotation failure specific to the stepping motor, may occur. That is, such out-of-step causes the reels 41a to 41c to operate in a special manner different from the normal mode (forward rotation at a constant speed, etc.) (for example, reverse-rotating each of the reels 41a to 41c at different speeds), so a load is applied to the stepping motor or the like, and thus it is likely to occur in the drum effect. Note that FIG. 9(a) is a timing chart showing the drum control during normal times (when the drum effect is not executed). During normal times, as shown in FIG. 9(a), when the main control unit 10 receives the operation of the start lever 3 (OFF → ON detection), the reels 41a to 41c in the stopped state are accelerated. The acceleration operation is an operation of accelerating the rotation speed of the reel 41 in order to reach a constant speed (a certain speed) from the state where the reel 41 is stopped. Then, when the rotation speed of the reel 41 reaches a constant speed, the main control unit 10 maintains the constant speed rotation, and becomes capable of accepting the stop button 5 during the constant speed rotation.
[0055] Incidentally, if a loss of synchronism occurs during a reel performance, the performance executed will be unsightly to the player, or will not be recognized as a performance, resulting in an unnatural reel performance. When a loss of synchronism occurs, the symbols on the reel 41 may stop one or more steps off from the position where they should stop. As a result, even if there is a specific result that should be derived in the reel performance (for example, a specific pattern (including a combination of specific patterns), such as a bonus pattern alignment that suggests or indicates a bonus win), the specific result cannot be derived. In other words, with this type of reel presentation, the presentation ends in an incomplete state, which may give the player a sense of discomfort and reduce interest. There are also methods to prevent loss of synchronism in advance. For example, aging evaluation is performed during development to continuously test the reel performance, and a method of improving the reel 41 itself is known. However, such a method requires a great deal of man-hours and costs. In order to solve such problems, the gaming machine 1 of the present invention is provided with a means for detecting out-of-step, and when out-of-step is detected during a reel performance, it switches to a reel performance that can be executed even if out-of-step occurs (in other words, a reel performance with no or extremely low possibility of out-of-step, or a reel performance that does not lead to a specific outcome), thereby making it possible to execute a reel performance that does not feel unnatural.
[0056] Specifically, the main control unit 10 is provided with a function that can determine (detect) that a stepping motor or a reel has lost synchronization (poor rotation) if the index is not re-detected when the number of steps after index detection reaches 504. The gaming machine 1 of the present embodiment performs such a determination not only during normal play but also during a reel performance (during reverse rotation), thereby making it possible to determine whether or not a step-out has occurred during a reel performance. The number of steps until the index is detected again, which is the number of steps at which it is determined that a step-out has occurred, is not limited to the above number of steps (504), and may have a predetermined range (for example, 450 to 750, etc.). That is, in the gaming machine 1 of this embodiment, the main control unit 10 is provided with a determination means (out-of-step detection function) capable of determining whether the stepping motor (driving means) is in an abnormal state (out-of-step state). In addition, the determination means can also determine abnormalities in the stepping motor or reel 41 other than step-out. In the gaming machine 1 of this embodiment, for example, if a step-out is detected during execution of a reel performance A in which the reels 41a to 41c are rotated in reverse, the reel performance A is switched to a reel performance B in which the reels are swung up and down. In addition, the gaming machine 1 of this embodiment is capable of determining which symbol is currently present at a specified position on each of the reels 41a to 41c by managing the number of steps after index detection, but it may also be possible to determine which symbol is currently present at a specified position by managing the elapsed time after index detection instead of the number of steps.
[0057] The basic operation of such a reel presentation will be explained below. FIG. 8 is a flowchart showing the basic processing steps of the reel performance. FIG. 9(b) is a timing chart showing reel control when no step-out occurs, and FIG. 9(c) is a timing chart showing reel control when step-out occurs. 8 and 9(b), in response to the start lever 3 being accepted, the main control unit 10 executes a reel performance A in which the stopped reels 41a to 41c are rotated in reverse (S101). Note that an embodiment in which the reel performance is executed (started) upon winning a predetermined lottery will be described later. During execution of reel performance A, the main control unit 10 monitors (detects) the occurrence of out-of-step (S102). When out-of-sync does not occur (S102 - No), after the end of the drum effect A (S104 - Yes) → execution of the random delay wait (S105) → acceleration (S106) → constant speed rotation (S107), during this constant speed rotation (S107 - Yes), the reception process of the stop button 5 becomes possible (see Fig. 9(b)). Note that the "random delay wait" is a known process that, in view of the fact that when predetermined symbols rotate in parallel, it becomes easier to recognize the symbols during rotation compared to normal button pressing (it aids in button pressing), and to ensure the fairness of the game by preventing button pressing assistance, the rotation start timing of each reel 41a to 41c is randomly delayed. The acceleration operation after the random delay wait is also referred to as "acceleration (with random delay).
[0058] When out-of-sync occurs (S102 - Yes), the drum effect A is switched to and executed as the drum effect B that swings the reels 41a to 41c up and down (S103). The "swinging up and down" is an example of the "drum effect that is easy to execute even when out-of-sync" described above. Then, after the end of the drum effect B (S104 - Yes) → execution of the random delay wait (S105) → acceleration (S106) → constant speed rotation (S107), during this constant speed rotation (S107 - Yes), the reception process of the stop button 5 becomes possible (see Fig. 9(c)). In this way, even when the stepping motor, which is the driving means, is out-of-sync, by switching to a drum effect that is easy to execute even when out-of-sync, the drum effect can be executed in a natural flow. Therefore, it is possible to prevent the drum effect from being incomplete and giving the player a sense of discomfort, and to prevent a decline in the appeal. Also, the player can be made to recognize even the out-of-sync as part of the effect, and by giving a surprise and a sense of emotion, it can be provided as an effect that gives a positive rather than a negative effect to the fact of being out-of-sync. Note that detailed specific examples of the drum effect will be described later.
[0059] (Details of each gaming state) Referring to FIG. 10, each gaming state of the gaming machine 1 according to the present embodiment and the transition of each gaming state will be described. Hereinafter, unless otherwise specified, the timing of transition from each gaming state to another gaming state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). Note that the present invention is not limited to this, and the transition may be made from the next game after the transition condition is satisfied.
[0060] There are a plurality of types of gaming states, including a normal gaming state, a pseudo bonus, and an ST gaming state. The main control unit 10 functions as a gaming state control means so that it can be controlled to any one of the plurality of gaming states. The pseudo bonus includes BB (Big Bonus) and RB (Regular Bonus). The number of games of BB is 60G, and the number of games of RB is 20G. The ST gaming state includes ST after BB, which is shifted to after the end of BB, and ST after RB, which is shifted to after the end of RB. The number of games of ST after BB is 32G, and the number of games of ST after RB is 16G. The gaming states include an AT gaming state and a non-AT gaming state. The pseudo bonus is controlled to the AT state, and the normal gaming state and the ST gaming state are controlled to the non-AT gaming state. Note that the ST gaming state may be controlled to the AT gaming state. In the normal gaming state, the longer the player stays, the longer the period during which it is difficult for the player's medals to increase, which is disadvantageous to the player. On the other hand, the AT state is a gaming state in which medals are likely to increase by continuing the game, which is advantageous to the player. In addition, in gaming states other than the pseudo bonus, it is stipulated that the game is played in an operation mode in which the left stop button 5a is operated first (also referred to as the left 1ST operation). When the game is played by an irregular press other than the left 1ST operation, this regulation is observed by controlling so that the pseudo bonus lottery described later is not executed as a penalty.
[0061] (Normal gaming state) The normal game state is a non-AT state and is the game state controlled in the initial state (at reset). When the player fails to win the pseudo-bonus lottery executed during the ST game state, the normal game state transitions from the ST game state after the end of the ST game state. During the normal game state, a pseudo-bonus lottery corresponding to the winning combination is executed. If the player wins the lottery, the game transitions to the pseudo-bonus from the next game. Figure 11(a) is the pseudo-bonus lottery table 1 referred to during the pseudo-bonus lottery in the normal game state. As shown in Figure 11(a), during the normal game state, when the player wins on replay, bell order, weak rare combination, or strong rare combination, the win or loss is determined by lottery with reference to the pseudo-bonus lottery table 1. If the player wins on replay, the winning probability is 2 / 256; if the player wins on bell order, the winning probability is 1 / 256; if the player wins on weak rare combination, the winning probability is 32 / 256; if the player wins on strong rare combination, the winning probability is 64 / 256. The pseudo-bonus lottery is executed not only during the normal game state but also during the ST game state. The pseudo-bonus lottery during the ST game state will be described later.
[0062] If the player wins the pseudo-bonus, a pseudo-bonus type lottery is executed. Figure 12 is the pseudo-bonus type lottery table for determining the type of pseudo-bonus, which is referred to when the player wins the pseudo-bonus. As shown in Figure 12, in the pseudo-bonus type lottery, during the normal game state, the type of pseudo-bonus, either RB or BB, is determined by lottery according to the situation during ST after BB and ST after RB. During the normal game state, the winning probability of RB is 76 / 256, and the winning probability of BB is 180 / 256. The pseudo-bonus type lottery executed during ST after BB and ST after RB will be described later.
[0063] (Pseudo-bonus) The pseudo-bonus is in the AT state and, as described above, there are BB and RB. The AT state (specific game state) is a game state in which, since it is controlled by AT, medal acquisition is extremely easy by performing push order navigation for the push order bell role. BB ends when 60G of game counts are completed, and RB ends when 20G of game counts are completed. The pseudo-bonus transitions from the current game state when winning the pseudo-bonus lottery during the normal game state or the ST game state.
[0064] (ST game state) The ST game state is a non-AT state, and as described above, there are ST after BB and ST after RB. ST after BB is a game state that always transitions from BB when BB ends, and ST after RB is a game state that always transitions from RB when RB ends. ST after BB ends when 32G of game counts are completed, and ST after RB ends when 16G of game counts are completed. As described above, the pseudo-bonus lottery is also executed during the ST game state.
[0065] Figure 11(b) is the pseudo-bonus lottery table 2 referred to during games other than the final game of ST after BB. That is, the pseudo-bonus lottery table 2 is referred to during each game from 1G to 31G of ST after BB. As shown in Figure 11(b), during games other than the final game of ST after BB, when winning the replay, push order bell, weak rare role, or strong rare role, refer to the pseudo-bonus lottery table 2 to determine whether to win the pseudo-bonus or lose by lottery. When winning the replay, the winning probability is 25 / 256, when winning the push order bell, the winning probability is 8 / 256, when winning the weak rare role, the winning probability is 128 / 256, and when winning the strong rare role, the winning probability is 256 / 256. That is, when winning the strong rare role, one will always win the pseudo-bonus.
[0066] Fig. 11(c) is the pseudo-bonus lottery table 3 referred to during games other than the final game of ST after BB and the final game of ST after RB. That is, the pseudo-bonus lottery table 3 is referred to during the 32G of ST after BB and each game from 1G to 15G of ST after RB. As shown in Fig. 11(c), during games other than the final game of ST after BB and the final game of ST after RB, when winning a replay, push order bell, weak rare combination, or strong rare combination, refer to the pseudo-bonus lottery table 3 to determine whether to win the pseudo-bonus or lose by lottery. When winning a replay, the winning probability is 50 / 256; when winning a push order bell, the winning probability is 16 / 256; when winning a weak rare combination, the winning probability is 256 / 256; when winning a strong rare combination, the winning probability is 256 / 256. That is, when winning a rare combination, one will surely win the pseudo-bonus.
[0067] Fig. 11(d) is the pseudo-bonus lottery table 4 referred to during the final game of ST after RB. That is, the pseudo-bonus lottery table 4 is referred to during the 16G of the game of ST after RB. As shown in Fig. 11(d), during the final game of ST after RB, when winning a replay, push order bell, weak rare combination, or strong rare combination, refer to the pseudo-bonus lottery table 4 to determine whether to win the pseudo-bonus or lose by lottery. When winning a replay, the winning probability is 100 / 256; when winning a push order bell, the winning probability is 32 / 256; when winning a weak rare combination, the winning probability is 256 / 256; when winning a strong rare combination, the winning probability is 256 / 256.
[0068] As shown in Fig. 11, the pseudo-bonus lottery uses different tables according to the game state and the number of games played, and the winning probabilities have the following relationship: during the normal game state (Fig. 11(a)) < other than the final game of ST after BB (Fig. 11(b)) < other than the final game of ST after BB and the final game of ST after RB (Fig. 11(c)) < the final game of ST after RB (Fig. 11(d)). That is, the winning probability of the pseudo-bonus has the relationship of RB after ST > BB after ST > normal game state. The final game of ST after RB is set to the specification that is most likely to win the pseudo-bonus (intense specification). The ST game state is a game state that always transitions after the end of the pseudo-bonus. Since it is more likely to transition to the pseudo-bonus than during the normal game state (the winning probability of the pseudo-bonus is high), it is easy to repeatedly execute the AT game state (pseudo-bonus). In particular, since ST after RB is more likely to win the pseudo-bonus than ST after BB, it is easy to repeatedly execute the AT game state.
[0069] As described above, the pseudo-bonus type lottery is also executed during ST after BB and ST after RB. As shown in FIG. 12, during ST after BB, the type "RB" is won with a probability of 154 / 256, and the type "BB" is won with a probability of 102 / 256. During ST after RB, the type "RB" is won with a probability of 102 / 256, and the type "BB" is won with a probability of 154 / 256. In the pseudo-bonus type lottery, the winning probability of the type "BB" has the relationship of normal game state > ST after RB > ST after BB, and the winning probability of the type "RB" has the relationship of ST after BB > ST after RB > normal game state (FIG. 12).
[0070] (Reel rotation effect) During the ST game state, a reel rotation effect that rotates the reel 41 in various modes is executed. During the normal game state, a specific reel rotation effect (No5 "bonus symbol alignment" described later) is executed only when winning the pseudo-bonus. During the ST game state, a reel rotation effect lottery corresponding to the lottery result of the pseudo-bonus lottery and the winning combination (lottery trigger combination) is executed. If "execute" is won as the lottery result, the reel rotation effect is executed, and if "none" is won, the reel rotation effect is not executed. That is, the reel rotation effect during the ST game state is executed based on the lottery result of the previous game. FIG. 13(a) is the losing result of the pseudo-bonus lottery, referring to the losing result in the reel effect lottery table _ST, and FIG. 13(b) is the winning result of the pseudo-bonus lottery, referring to the winning result in the reel effect lottery table _ST. As shown in FIG. 13(a), when the lottery result of the pseudo-bonus lottery in _ST is a loss, if the winning combination is a replay, "Execute" wins with a probability of 32 / 256. If the winning combination is a push-order bell, "Execute" wins with a probability of 16 / 256. If the winning combination is a weak rare combination, "Execute" wins with a probability of 256 / 256. That is, when the lottery result of the pseudo-bonus lottery in _ST is a loss, when the winning combination is a weak rare combination, the reel effect is always executed. As shown in FIG. 13(b), when the lottery result of the pseudo-bonus lottery in _ST is a win, if the winning combination is a replay, "Execute" wins with a probability of 256 / 256. If the winning combination is a push-order bell, "Execute" wins with a probability of 240 / 256. If the winning combination is a weak rare combination, "Execute" wins with a probability of 256 / 256. If the winning combination is a strong rare combination, "Execute" wins with a probability of 256 / 256. That is, when the lottery result of the pseudo-bonus lottery in _ST is a win, when the winning combination is a replay, a weak rare combination, or a strong rare combination, the reel effect is always executed.
[0071] When the lottery result of the reel effect lottery is "Execute", the reel effect is executed at the start of the next game. In the gaming machine 1 of this embodiment, basically, after the execution of the reel effect, it is controlled to the pseudo-bonus. However, only when the pseudo-bonus lottery is a "win" and a "push-order bell", the pseudo-bonus starts immediately from the next game (FIG. 13(b)), so a game with surprise can be provided.
[0072] When winning the reel effect lottery, the main control unit 10 determines the reel effect pattern. That is, the main control unit 10 is provided with a determining means capable of determining the reel effect pattern, which is the driving mode by the driving means. The determining means determines the revolving drum effect pattern as the driving mode (revolving drum mode) with reference to the revolving drum effect pattern type lottery table_ST shown in FIG. 14. Then, the control means drives the stepping motor based on the determined revolving drum effect pattern (driving mode). As shown in FIG. 14, there are five basic patterns in the revolving drum effect pattern, namely, "Short Pulpull (No1)", "Middle Pulpull (No2)", "Long Pulpull (No3)", "Ultra Long Pulpull (No4)", and "Bonus Symbol Alignment (No5)", and one pattern is determined by lottery from among these. The winning probability of "Short Pulpull" is 32 / 256, the winning probability of "Middle Pulpull" is 32 / 256, the winning probability of "Long Pulpull" is 32 / 256, the winning probability of "Ultra Long Pulpull" is 16 / 256, and the winning probability of "Bonus Symbol Alignment" is 144 / 256.
[0073] The content of the revolving drum effect pattern will be described. FIG. 15 is a chart showing the basic content (non-out-of-tune pattern) of the revolving drum effect pattern. As shown in FIG. 15, there are five basic rotation effect patterns, and each pattern is composed of the revolving drum modes of "reverse rotation", "vertical oscillation", and "temporary stop". "Reverse rotation" corresponds to the revolving drum effect A. Specifically, it is a revolving drum mode in which the three reels 41a to 41c are rotated in the reverse direction and do not become "Bonus Symbol Alignment" within 5 seconds (that is, in the reverse rotation of less than 5 seconds, it does not temporarily stop in "Bonus Symbol Alignment"). "Vertical oscillation" is a revolving drum mode corresponding to the so-called "fluctuating oscillation" in which the stepping motor repeats the vertical movement for four steps, and corresponds to the revolving drum effect B. "Temporary stop" is a revolving drum mode in which the reel 41 stops. The vertical movement less than that of the "vertical oscillation" (for example, the repetition of the vertical movement for one step) may be regarded as the "temporary stop". In this embodiment, for the BB as a pseudo-bonus, the symbol combination of "7·7·7" (BB symbol) stops (temporarily stops) in the rotating drum effect, and for the RB as a pseudo-bonus, the symbol combination of "7·7·BAR" (BAR symbol) stops (temporarily stops) in the rotating drum effect. An example will be described. The BB symbol and the BAR symbol are collectively referred to as "bonus symbol alignment". Note that there are cases where it is controlled to BB or RB even if the bonus symbol alignment does not stop. As shown in No1 of FIG. 15, "Short Pull Pull" is a rotating drum effect pattern with a basic rotating drum mode of reverse rotation for 5 seconds (rotating drum effect A) → vertical oscillation for 3 seconds (rotating drum effect B). As shown in No2 of FIG. 15, "Middle Pull Pull" is a rotating drum effect pattern with a basic rotating drum mode of reverse rotation for 4 seconds (rotating drum effect A) → vertical oscillation for 4 seconds (rotating drum effect B). As shown in No3 of FIG. 15, "Long Pull Pull" is a rotating drum effect pattern with a basic rotating drum mode of reverse rotation for 3 seconds (rotating drum effect A) → vertical oscillation for 5 seconds (rotating drum effect B). As shown in No4 of FIG. 15, "Ultra Long Pull Pull" is a rotating drum effect pattern with a basic rotating drum mode of vertical oscillation for 8 seconds (rotating drum effect B). As shown in No5 of FIG. 15, "bonus symbol alignment" is a rotating drum effect pattern with a basic rotating drum mode of reverse rotation for 5 seconds (rotating drum effect A) → temporary stop for 3 seconds (bonus symbol alignment).
[0074] FIG. 16 is a chart showing a comparison of the rotating drum effects (with / without detuning) of No3 (Long Pull Pull) and No5 (bonus symbol alignment) in FIG. 15. That is, FIG. 16 shows a comparison of the rotating drum modes when detuning does not occur and when detuning occurs 3 seconds after the start of the rotating drum effect when the rotating drum effect patterns of No3 and No5 are determined. The upper part of No3 in FIG. 16 is the basic rotating drum effect pattern by "Long Pull Pull" when detuning does not occur (the same as No3 in FIG. 15). In contrast, the lower row of No. 3 in Figure 16 basically executes the basic reel performance pattern described in the upper row (the same as No. 3 in Figure 15), but if out-of-step occurs 3 seconds after the start of reel performance A based on reverse rotation, the reverse rotation (reel performance A) is switched to up and down oscillation (reel performance B), and up and down oscillation (reel performance B) is executed for 4 to 6 seconds (a specified period after out-of-step detection), after which a random delay wait is executed.
[0075] The top row of No. 5 in Figure 16 is the basic reel presentation pattern resulting from a "bonus symbol alignment" when no loss of synchronism occurs (same as No. 5 in Figure 15). In contrast, the lower row of No. 5 in Figure 16 basically executes the basic reel performance pattern described in the upper row (the same as No. 5 in Figure 15), but if out-of-step occurs 3 seconds after the start of reel performance A based on reverse rotation, the reverse rotation (reel performance A) is switched to up and down oscillation (reel performance B), and up and down oscillation (reel performance B) is executed for 4 to 6 seconds (a specified period after out-of-step detection), after which a random delay wait is executed. In other words, when the gaming machine 1 of this embodiment detects out-of-step during a reel performance, it executes an "up-and-down swing" reel performance, which is a reel mode that can be executed without problems even if out-of-step occurs (even if the pattern position is not recognized), thereby realizing a reel performance that does not feel unnatural. Although not shown in the figure, even if step-out does not occur, a "random delay wait" is executed 8 seconds after the start of the reel performance.
[0076] (Slot machine performance image) The image of the reel presentation will be explained with reference to the drawings. FIG. 17 is a list diagram of each state in the reel performance. FIG. 17(a) shows a state where a rare symbol (watermelon symbol) is hit during ST and the corresponding symbol combination (watermelon combination) is displayed in a stopped state. In addition, when a rare symbol is won, a pseudo bonus lottery is executed (Figure 11 (b) to (d)). The display 8 can display information indicating the expectation of winning a rare role. FIG. 17(b) shows the state before the start of the reel display effect. The display 8 shows an example of displaying information (such as "Put more force on the next lever!") suggesting that the reel display effect will be executed after the start of the next game and that there is a possibility of winning a pseudo bonus in the reel display effect. FIG. 17(c) shows a state where the reels 41a to 41c are rotating in the reverse direction as the reel display effect. FIG. 17(d) shows a state where the reels 41a to 41c are swinging up and down as the reel display effect. FIG. 17(e) shows a state where a loss (not winning BB or RB in the pseudo bonus lottery) is determined while the reels 41a to 41c are swinging up and down as the reel display effect. The display 8 shows an example of displaying information (such as an image representing a broken glass) suggesting that a loss has been determined.
[0077] FIG. 17(f) shows a state suggesting that BB is determined (winning) because the combination of symbols (BB symbols) corresponding to BB has temporarily stopped as the reel display effect. The display 8 is displaying information (big 7) suggesting that BB is determined. FIG. 17(g) shows a state suggesting that RB is determined because the combination of symbols (BAR symbols) corresponding to RB has temporarily stopped as the reel display effect. The display 8 is displaying information (big BAR) suggesting that RB is determined. FIG. 17(h) shows a state suggesting that BB is determined while the reels are swinging up and down as the reel display effect. The display 8 shows an example of displaying information (such as small 7) suggesting that BB is determined. FIG. 17(i) shows a state suggesting that RB is determined while the reels are swinging up and down as the reel display effect. The display 8 shows an example of displaying information (such as small BAR) suggesting that RB is determined. FIG. 17(k) shows the state during the pseudo bonus. The display 8 shows an example in which information indicating that it is during a pseudo-bonus (three summary images) is displayed. Hereinafter, specific examples of each reel effect will be described with reference to FIGS. 17(a) to (k).
[0078] FIG. 18 is an explanatory diagram of the reel effect when the No. 3 "Long Pull Pull (out-of-tune pattern)" in FIG. 16 fails. FIG. 18(1) shows a state in which a rare combination is won during the ST game state and the corresponding symbol combination is stopped and displayed (FIG. 17(a)). FIG. 18(2) shows a state before the start of the reel effect (FIG. 17(b)). FIG. 18(3) shows a state in which the reels rotate counterclockwise for 3 seconds as a reel effect (FIG. 17(c)). That is, FIG. 18(3) shows a state in which the reel effect A is being executed for 3 seconds. FIG. 18(4) shows a state in which the reels swing up and down for 4 seconds as a reel effect (FIG. 17(d)). That is, FIG. 18(4) shows a state in which after the reel effect A is executed for 3 seconds, the reel effect B is executed for 4 seconds. FIG. 18(5) shows a state that suggests that the pseudo-bonus has been determined to be a miss while the up-and-down swing is being executed for 1 second (FIG. 17(e)). After that, the game returns to the ST game state. That is, in this case, the production mode transitions in the order of FIG. 17(a) → (b) → (c): 3 seconds → (d): 4 seconds → (e): 1 second → return to the ST game state. Regarding FIG. 17(d), in order to show the lottery result of the pseudo-bonus during the 1-second up-and-down swing, in the Long Pull Pull based on a 5-second up-and-down swing, the actual up-and-down swing time as the reel effect B is controlled to be short at 4 seconds (= 5 seconds - 1 second). Since this control is also applied to other reel control patterns, the up-and-down swing time of the Short Pull Pull corresponding to FIG. 17(d) is 2 seconds, the up-and-down swing time of the Middle Pull Pull is 3 seconds, and the up-and-down swing time of the Ultra Long Pull Pull is 7 seconds.
[0079] Fig. 19 is an explanatory diagram of the drum rotation effect when the No. 3 "Long Pull Pull (pattern with out-of-tune)" in Fig. 16 fails. Fig. 19(1) shows the state where a rare combination is won during the ST gaming state and the corresponding symbol combination stops and is displayed (Fig. 17(a)). Fig. 19(2) shows the state before the start of the drum rotation effect (Fig. 17(b)). Fig. 19(3) shows the state where it rotates counterclockwise for 3 seconds as the drum rotation effect (Fig. 17(c)). That is, Fig. 19(3) shows the state where the drum rotation effect A is being executed for 3 seconds. Fig. 19(4) shows the state where it swings up and down for 2 seconds as the drum rotation effect (Fig. 17(d)). That is, Fig. 19(4) shows the state where after executing the drum rotation effect A for 3 seconds, the drum rotation effect B is being executed for 2 seconds. Fig. 19(5) shows the state that suggests that the pseudo-bonus has failed while the up-and-down swing is being executed for 1 second (Fig. 17(e)). After that, it returns to the ST gaming state. That is, in this case, the effect mode transitions in the flow of Fig. 17(a) → (b) → (c): out-of-tune occurs · for 3 seconds → (d): for 2 seconds → (e): for 1 second → returns to the ST gaming state. Regarding Fig. 17(d), in response to the detection of out-of-tune 3 seconds after the start of the drum rotation effect, when it switches to the up-and-down swing based on 3 seconds, in order to show the lottery result of the pseudo-bonus during the 1-second up-and-down swing, the actual up-and-down swing as the drum rotation effect B is controlled to be shorter (2 seconds = 3 seconds - 1 second) than when there is no out-of-tune. Note that when BB is won during out-of-tune, Fig. 17(h) can be applied in Fig. 19(5), and when RB is won during out-of-tune, Fig. 17(i) can be applied in Fig. 19(5).
[0080] Fig. 20 is an explanatory diagram of the drum rotation effect when RB is won in the No. 3 "Long Pull Pull (pattern without out-of-tune)" in Fig. 16. Fig. 20(1) shows the state where a rare combination is won during the ST gaming state and the corresponding symbol combination stops and is displayed (Fig. 17(a)). Figure 20(2) shows the state before the start of the barrel rotation effect (Figure 17(b)). Figure 20(3) shows the state where it rotates counterclockwise for 3 seconds as the barrel rotation effect (Figure 17(c)). That is, Figure 20(3) shows the state where the barrel rotation effect A is being executed for 3 seconds. Figure 20(4) shows the state where it swings up and down for 4 seconds as the barrel rotation effect (Figure 17(d)). That is, Figure 20(4) shows the state where after the barrel rotation effect A is executed for 3 seconds, the barrel rotation effect B is executed for 4 seconds. Figure 20(5) shows the state suggesting that RB has been determined in the state where the up-and-down swing is being executed for 1 second (Figure 17(i)). Figure 20(6) shows the state during the pseudo-bonus (Figure 17(k)). That is, in this case, the production mode transitions in the order of Figure 17(a) → (b) → (c): 3 seconds → (d): 4 seconds → (i): 1 second → (k). Note that in the case of the out-of-tune present pattern, only the time in Figure 17(d) becomes shorter, so the overall flow does not change.
[0081] Figure 21 is an explanatory diagram of the barrel rotation effect in No. 5 "Bonus (BB) Symbol Alignment (Out-of-tune Free Pattern)" of Figure 16. Figure 21(1) shows the state where a rare combination is won during the ST gaming state and the corresponding symbol combination is stopped and displayed (Figure 17(a)). Figure 21(2) shows the state before the start of the barrel rotation effect (Figure 17(b)). Figure 21(3) shows the state where it rotates counterclockwise for 5 seconds as the barrel rotation effect (Figure 17(c)). That is, Figure 21(3) shows the state where the barrel rotation effect A is being executed for 5 seconds. Figure 21(4) shows the state suggesting that BB has been determined because the BB symbol has been temporarily stopped for 3 seconds (Figure 17(f)). Figure 21(5) shows the state during the pseudo-bonus (Figure 17(k)). That is, in this case, the production mode transitions in the order of Figure 17(a) → (b) → (c): 5 seconds → (f): 3 seconds → (k).
[0082] Figure 22 is an explanatory diagram of the reel effect in "Bonus (BB) Symbol Alignment (Out-of-tune Pattern)" of No. 5 in Figure 16. Figure 22(1) shows the state where a rare combination is won during the ST gaming state and the corresponding symbol combination is stopped and displayed (Figure 17(a)). Figure 22(2) shows the state before the start of the reel effect (Figure 17(b)). Figure 22(3) shows the state where the reel rotates counterclockwise for 3 seconds as the reel effect (Figure 17(c)). That is, Figure 22(3) shows the state where the reel effect A is being executed for 3 seconds. Figure 22(4) shows the state where the reel swings up and down for 2 seconds as the reel effect (Figure 17(d)). That is, Figure 22(4) shows the state where, after the reel effect A is executed for 3 seconds, the reel effect B is executed for 2 seconds. Figure 22(5) shows the state that suggests the confirmation of BB in the state where the up-and-down swing is executed for 1 second (Figure 17(h)). Figure 22(6) shows the state during the pseudo-bonus (Figure 17(k)). That is, in this case, the production mode transitions in the flow of Figure 17(a) → (b) → (c): out-of-tune occurs · 3 seconds → (d): 2 seconds → (h) → (k). As a result, although the reel effect time is slightly shorter than 2 seconds in essence, since the flow is the same as that of No. 3 "Long Pull Pull (No Out-of-tune Pattern)", it can be made so that the player only recognizes that No. 3 "Long Pull Pull (No Out-of-tune Pattern)" has been executed. By doing so, it becomes difficult to distinguish the presence or absence of out-of-tune, so even if out-of-tune occurs, the reel effect can be executed without a sense of incongruity.
[0083] Thus, when the control means determines that the first driving mode (for example, the reverse rotation → temporary stop with bonus symbols aligned as shown in No. 5 of FIG. 16) is determined by the determination means, the control means can drive the driving means (stepping motor) based on the first driving mode. When it is determined by the determination means that it is in an abnormal state (out-of-tune state) while driving the driving means based on the first driving mode, the driving means can be driven based on a second driving mode (vertical swinging) different from the first driving mode. Note that the content of the reel effect described above is an example, and other reel effects may be used. For example, the present invention may be applied to an effect indicating an increase in the number of games during the AT gaming state instead of an effect indicating a pseudo bonus win. Further, when the AT gaming state is managed by the number of remaining cards, the number of occurrences of the push order navigation, the number of small winning selections, the number of medals acquired, and the number of medals paid out, the present invention may be applied to an effect indicating an increase in those values. Also, the above-described reel effect may be executed during the normal gaming state or during the pseudo bonus. Also, a reel effect using two or fewer reels 41 may be used. Further, the first driving mode may be other than reverse rotation, such as a high-speed rotation (higher than the constant speed rotation) or an ultra-high-speed rotation, and the second driving mode may be other than vertical swinging, such as a repetition of forward rotation and reverse rotation. That is, the first driving mode is preferably a reel mode (a reel mode for deriving a specific outcome) that is difficult to execute when the driving means (stepping motor) is out of tune, and the second driving mode may be a reel mode (a reel mode that does not derive a specific outcome) that can be executed even when out of tune. In the above-described embodiment, the case where out-of-tune is detected 3 seconds after the start of the reel effect has been described, but this is merely an example. For example, if out-of-tune is detected 1 second after the start of the reel effect, a reel effect of vertical swinging for 3 seconds may be executed thereafter.
[0084] (Modification example) FIG. 23 is a chart showing the content of the reel effect pattern (modification example). That is, the content of the reel effect pattern shown in FIG. 15 is changed. FIG. 24 is a chart showing a comparison of the rotating drum effects (with / without out-of-tune) of No. 1 (Short Pull-Pull) and No. 5 (Bonus Symbol Alignment)_Modification Example. As shown in FIG. 24, in the modification example, regardless of whether there is out-of-tune, the rotating drum effect is always executed for 8 seconds (no random delay wait is executed during the 8 seconds). Moreover, the temporary stop in the second half is fixed at 3 seconds, and the first half of 5 seconds is designed to be reverse rotation or vertical oscillation. And when out-of-tune occurs during reverse rotation, the time until temporary fixation is set to vertical oscillation. For example, for No. 1 "Short Pull-Pull", when no out-of-tune is detected, the flow is 4 seconds of reverse rotation → 1 second of vertical oscillation → 3 seconds of temporary stop. However, for example, when out-of-tune is detected 2 seconds after the start of the rotating drum effect (reverse rotation), then, the rotating drum effect is executed in the flow of 3 seconds of vertical oscillation → 3 seconds of temporary stop (see FIG. 24). Also, for No. 5 "Bonus Symbol Alignment", when no out-of-tune is detected, the flow is 5 seconds of reverse rotation → 3 seconds of temporary stop. However, for example, when out-of-tune is detected 2 seconds after the start of the rotating drum effect (reverse rotation), similar to the aforementioned "Short Pull-Pull", then, the rotating drum effect is executed in the flow of 3 seconds of vertical oscillation → 3 seconds of temporary stop (see FIG. 24).
[0085] As described above, the gaming machine 1 of the present invention includes a reel 41 with a plurality of symbols, a driving means (such as a stepping motor) for rotating the reel 41, a control means (main control unit 10) capable of controlling the driving means, a determination means (main control unit 10) capable of determining the driving mode by the driving means, and a determination means (main control unit 10) capable of determining whether the driving means is in an abnormal state (out-of-tune state). The determination means can determine a first driving mode (reverse rotation for bonus symbol alignment). When the first driving mode is determined, the control means can drive the driving means based on the first driving mode. When it is determined by the determination means that it is in an abnormal state while driving the driving means based on the first driving mode, the driving means can be driven based on a second driving mode (vertical oscillation) different from the first driving mode. That is, as the reel effect, a first reel effect (a reel effect for deriving a specific winning combination) that is difficult to execute when the driving means (stepping motor) goes out of synchronization and a second reel effect (a reel effect that does not derive a specific winning combination) that can be executed even when out of synchronization are made executable. When out of synchronization is detected during the execution of the first reel effect, the process is switched to the second reel effect. According to the gaming machine of the present invention having such a configuration, even when the stepping motor (driving means) goes out of synchronization, the reel effect can be executed in a natural flow by switching to a reel effect that is easy to execute even when out of synchronization. In addition, it is possible to prevent the reel effect from being aborted and giving the player a sense of discomfort, and to prevent a decrease in the appeal.
[0086] On the other hand, for example, in Patent Document (Japanese Patent Application Laid-Open No. 2016-202687), a gaming machine is disclosed that enhances the effect of the presentation by executing a reel effect in which the reel is varied in a special mode (for example, reverse rotation or temporary stop) different from the normal mode (forward rotation at a constant speed, etc.) to improve the appeal of the game. However, in such a conventional gaming machine, since the special mode is different from the normal mode, a load is applied to the driving means (stepping motor), so there is a risk of out of synchronization occurring. In addition, if out of synchronization occurs in the driving means, the reel effect will end in a halfway state, which may give the player a sense of discomfort and reduce the appeal. Moreover, the conventional gaming machine has not taken any measures to solve such problems regarding out of synchronization. According to the gaming machine of the present invention, it is possible to execute a reel effect (a reel effect that does not derive a specific winning combination) that can be executed even when out of synchronization. When out of synchronization is detected during the execution of a reel effect (a reel effect for deriving a specific winning combination) that is difficult to execute when out of synchronization, the process is switched to a reel effect that can be executed even when out of synchronization. Therefore, all or part of such problems that the conventional gaming machine should improve can be solved.
[0087] As described above, the preferred embodiments of the gaming machine according to the present invention have been explained. However, it goes without saying that the gaming machine according to the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in the above-described embodiment, the AT state has been described in the case of being controlled by the game number management type AT. However, the present invention is not limited to this. For example, it may be managed by at least one of the number of difference sheets, the number of occurrences of the push order navigation, the number of times of selecting a small winning combination, the number of medals acquired, the number of medals paid out, and the like. In addition, the tables referred to in the above-described various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the above-described values and can be appropriately changed. In addition, among the various tables, there are those in which the winning probabilities are common for all setting values and those in which the winning probabilities are different for each setting value. However, the present invention is not limited to this. Even if the winning probabilities are common for all setting values in all tables, or different, it may be acceptable. Also, the winning probabilities and the tables to be referred to may be different only for some setting values (only even settings, only odd settings, only high settings). In addition, in the above-described embodiment, when expressing the content such as "the probability of one is higher than that of the other" or "the probability of one is lower than that of the other", one probability includes 0% and the other probability includes 100%. In addition, in the above-described embodiment, the numerical values defined in terms of control are merely examples, and they may be numerical values with a width (2 or more) or numerical values without a width (1).
[0088] In addition, vibration means for vibrating the front door 1a by the operation of a motor, a speaker, or the like may be provided on the front door 1a. When a relatively highly anticipated effect is performed, the vibration means may be operated to enhance the player's sense of anticipation. In addition, blowing means for blowing air toward the player may be provided on the front door 1a. When a relatively highly anticipated effect is performed, the blowing means may be operated to enhance the player's sense of anticipation.
[0089] Also, in the above-described embodiment, the main control unit 10 performs the operations as various means such as the game state control means. However, the sub-control unit 20 may perform part or all of them, and the sub-control unit 20 can also operate as various means. Conversely, in the above, the sub-control unit 20 operates as a means for executing an effect on the display 8 or the like. However, the main control unit 10 may perform part or all of them, and the main control unit 10 can also operate as various means.
[0090] Also, in the above-described embodiment, an example in which the gaming machine is a slot machine is shown, but the present invention is not limited to this. For example, the gaming machine may be a gaming machine (slot machine) that uses physical game media such as medals.
[0091] Also, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. In addition to this, by displaying an image in which symbols such as reels vary on the display 8 such as a liquid crystal display, the display can also be used as the variable display means for identification information.
Explanation of Reference Numerals
[0092] 1 Medal-less gaming machine (gaming machine) 3 Start lever 5 Stop button 8 Display 10 Main control unit 20 Sub-control unit 41 Reel (41a: left reel, 41b: middle reel, 41c: right reel)
Claims
1. A reel with a plurality of symbols attached thereto, driving means for rotating the reel, control means capable of controlling the driving means, determining means capable of determining a driving mode by the driving means, determining means capable of determining whether the driving means is in an abnormal state, comprising: The determining means: is capable of determining a first driving mode, The control means: when the first driving mode is determined, is capable of driving the driving means based on the first driving mode, in a state where the driving means is being driven based on the first driving mode, when it is determined by the determining means that it is in an abnormal state, is capable of driving the driving means based on a second driving mode different from the first driving mode A gaming machine characterized by the above.
2. The first driving mode: is a driving mode for deriving a specific symbol, The second driving mode: is a driving mode for not deriving the specific symbol A gaming machine according to Claim 1, characterized by the above.
3. The determining means: is capable of determining whether the driving means is in an out-of-tune state A gaming machine according to Claim 1, characterized by the above.
4. The first driving mode: is a driving mode for rotating the reel in the reverse direction A gaming machine according to Claim 1, characterized by the above.
5. The second driving mode: is a driving mode for swinging the reel up and down A gaming machine according to Claim 1, characterized by the above.
Citation Information
Patent Citations
Game machine
JP2016202687A