Game machine
The gaming machine improves player engagement by implementing a winning category lottery with specific operation sequences and timings, enhancing the gaming experience through varied and rewarding gameplay.
Patent Information
- Application Number
- JP2025078617
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-09
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2042-01-06
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and improve gaming properties by providing varied and challenging winning conditions that reward correct operation sequences and timings.
The gaming machine incorporates a winning category lottery system with multiple types of winning categories, each having specific correct operation sequences and timings, and includes an operation mode notification system to guide players towards optimal reel stops, ensuring higher payouts for correct operations and lower payouts for incorrect ones.
This enhances player engagement by providing varied and challenging gameplay, improving the overall gaming experience through dynamic winning conditions and enhanced rewards for correct player interactions.
Smart Images

Figure 2025109806000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.
Background Art
[0002] In a slot machine as a gaming machine, in response to a player's bet of medals (gaming media) and operation of a start switch, a winning combination lottery is performed, and a plurality of reels on which various symbols are depicted are rotationally controlled. Then, in accordance with the lottery result and the player's operation of the stop switch, the reels are sequentially stopped, and when a symbol combination corresponding to a winning combination is displayed on an effective line, which is a line that is the target of payout, a predetermined number of medals are paid out, and a gaming profit (hereinafter simply referred to as a gaming benefit) is given to the player.
[0003] Also, in a slot machine, a plurality of gaming states that differ in the degree of advantage (gaming benefit) of the player are provided during the progress of the game. For example, when winning a selected winning type (hereinafter referred to as a selected winning type) in which a winning combination with a large gaming benefit (hereinafter referred to as a correct winning combination) overlaps with other winning combinations, the operation mode of the stop switch that is the winning condition for the correct winning combination (hereinafter referred to as the correct operation mode) is notified (hereinafter, an effect that notifies the operation mode that is the winning condition for such a predetermined winning combination (assists the winning of the correct winning combination) is simply referred to as an assist effect), and there is also a slot machine that provides an AT (assist time) effect state in which the player can easily display the symbol combination corresponding to the correct winning combination on the effective line. In addition, an RT (replay time) gaming state in which the winning probability of the replay combination is set high may be used, or a so-called ART gaming state in which the above-described AT effect state and the RT gaming state are simultaneously advanced may be used (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
SUMMARY OF THE INVENTION
PROBLEMS TO BE SOLVED BY THE INVENTION
[0005] As described above, when a predetermined winning category is selected by lottery, a predetermined operation is performed on the stop switch, so that a predetermined winning combination can be made to win. Utilizing such gaming properties, the player may be selectively made to operate the stop switch, and when a predetermined winning combination wins, gaming benefits may be granted on the assumption that the operation was correct.
[0006] It is desired to improve the gaming properties when performing such games.
[0007] In view of such problems, an object of the present invention is to provide a gaming machine capable of improving gaming properties.
MEANS FOR SOLVING THE PROBLEMS
[0008] To solve the above problems, the gaming machine of the present invention includes a winning category lottery means for determining any one of a plurality of types of winning categories by a winning category lottery, a reel control means for rotationally controlling a plurality of reels in which a plurality of types of symbols are respectively arranged in response to an operation of a start switch, and stopping and controlling the reels corresponding to the operated stop switches in response to an operation of a stop switch corresponding to the rotating reels, an operation mode notification means for notifying an operation mode advantageous to the player, and a payout control means for paying out gaming value based on the winning of a winning combination. comprising a plurality of reels including a first reel, a second reel, and a third reel, wherein there are a plurality of types of selection winning types in which a plurality of small roles win overlappingly as the selected type, and a correct operation mode is set for each of the plurality of types of selection winning types. There are selection winning types in which the operation mode of first stopping the second reel is the correct operation mode, and selection winning types in which the operation mode of first stopping the third reel is the correct operation mode. However, there is no selection winning type in which the operation mode of first stopping the first reel is the correct operation mode. The reel control means, in a game in which the selection winning type is won, when a stop operation is performed in the correct operation mode corresponding to the selection winning type, controls the stop of the reel so that a small role that pays out more game values than the game value bet for one game wins. Among the incorrect operation modes that are operation modes different from the correct operation mode corresponding to the selection winning type, when a stop operation is performed in a first incorrect operation mode of first stopping the first reel, controls the stop of the reel so that a small role that pays out fewer game values than the game value bet for one game always wins. Among the incorrect operation modes, when a stop operation is performed in a second incorrect operation mode of first stopping the second reel or the third reel, controls the stop of the reel so that there are cases where a small role that pays out fewer game values than the game value bet for one game wins and cases where no role wins, depending on the timing of the stop operation. For winning types different from the selection winning type, there are specific winning types in which a specific correct operation sequence and a specific correct operation timing are set as the winning conditions for a specific role. The operation mode notification means, in a game in which the specific winning type is won, notifies a specific symbol related to the winning of the specific role. The reel control means, in a game in which the specific winning type is won, when a stop operation is performed in the specific correct operation sequence and the specific correct operation timing corresponding to the specific winning type, can control the stop so that at least one of the specific symbols is on an effective line.
Advantages of the Invention
[0009] According to the present invention, it is possible to improve the gaming performance.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, with reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.
[0012] (Mechanical Configuration of Slot Machine 100) As shown in the external views of FIGS. 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 having an open front surface, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically side by side at one end of the front surface of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided substantially at the center of the lower part of the front upper door 104. At a position corresponding to the symbol display window 108 in the housing 102, three reels 110 (left reel 110a, middle reel 110b, right reel 110c) are provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement of FIG. 3(a), a plurality of types of symbols are arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, middle reel 110b, and right reel 110c, which are located in the upper, middle, and lower stages, through the symbol display window 108.
[0013] An operation unit installation table 112 is formed at the upper part of the front lower door 106, and a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, etc. are provided on the operation unit installation table 112. The medal insertion unit 114 accepts the insertion of medals as game values through a medal insertion port 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals out of the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100. Note that the bet switch 116 includes a max bet switch for inserting (betting) the specified number of medals required for one game and a 1-bet switch for additionally inserting one medal within the range of the specified number.
[0014] The start switch 118 is composed of, for example, a lever capable of detecting a tilting operation, and detects a game start operation by the player. The stop switch 120 (stop switch 120a, stop switch 120b, stop switch 120c) is provided corresponding to each of the left reel 110a, the middle reel 110b, and the right reel 110c, and detects the stop operation of the player. Note that in a state where the stop operation of the stop switch 120 is possible, when the player first stops any one of the stop switch 120a, the stop switch 120b, and the stop switch 120c, it is called the first stop. After the first stop, when the player stops any one of the two stop switches 120 that have not been stopped, it is called the second stop. After the second stop, when the player finally stops the remaining stop switch 120, it is called the third stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the pressing operation and the rotating operation of the player.
[0015] At approximately the center of the upper part of the front upper door 104, a liquid crystal display unit 124 for displaying various images associated with the presentation is provided. Also, on the upper part and the left and right sides of the front upper door 104, presentation lamps 126 composed of, for example, high-brightness light-emitting diodes (LEDs) are provided. Further, speakers 128 for performing auditory presentations such as sound effects and music are provided at the left and right positions of the liquid crystal display unit 124 on the back surface of the front upper door 104 and at the left and right positions on the back surface of the front lower door 106.
[0016] On the operation unit installation base 112, a main credit display unit 130 and a main payout display unit 132 are provided. Also, between the symbol display window 108 and the operation unit installation base 112, a sub-credit display unit 134 and a sub-payout display unit 136 are provided. The number of medals credited (credit number) is displayed on the main credit display unit 130 and the sub-credit display unit 134, and the number of medals paid out is displayed on the main payout display unit 132 and the sub-payout display unit 136.
[0017] Below the reel 110 inside the housing 102, a medal payout device (medal hopper) 142 for paying out medals from the medal discharge port 140a is provided. Also, at the lower front part of the front lower door 106, a tray part 140 for storing the medals paid out from the medal discharge port 140a is provided. Further, a power switch 144 is provided inside the housing 102. The power switch 144 is operated by an administrator who manages the slot machine 100 and is used to switch between two states: the power-off state and the power-on state.
[0018] In addition, a setting key and a setting change switch (collectively referred to as setting value setting means), not shown in the drawings, are provided on the main control board 200, which will be described later, inside the housing 102. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the off position to the on position, and the power is turned on via the power switch 144, the machine shifts to the setting change mode, and it becomes possible to change the setting value (also simply referred to as setting change). The setting value represents the degree of advantage (machine ratio) of the player step by step. For example, it is represented in six steps from 1 to 6. Generally, the larger the numerical value of the setting value, the higher the degree of advantage (higher expected number of winning coins) for the entire game. Then, each time the setting change switch is pressed in the state where setting change is possible, the setting value is incremented by 1. For example, it is changed to any one of the six-step setting values. When the start switch 118 is operated, the setting value is determined, and by returning the setting key to the original position (off position), the setting change mode ends and the game becomes possible. Note that setting change is possible only for a certain period after the power switch 144 is operated and the power is turned on.
[0019] In the slot machine 100, when the game can be started and a specified number of medals are bet, the effective line is activated and the operation on the start switch 118 becomes effective. Here, the bet includes any of the cases where medals credited through the operation of the bet switch 116 are inserted, the case where medals are inserted through the medal insertion unit 114, and specifically, the case where medals are automatically inserted based on the replay combination being displayed on the effective line, which will be described in detail later. Also, the effective line is a line for determining the winning of the winning combination, and in this embodiment, there is one such line. As shown in FIG. 3(b), among the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the effective line A is set as a line connecting the positions corresponding to the symbols that stop at the upper row of the left reel 110a, the middle row of the middle reel 110b, and the lower row of the right reel 110c. The invalid lines are lines other than the effective line A that are not used for the winning determination of the winning combination and display other symbol combinations that facilitate the understanding of the winning combination when it is difficult to grasp the winning combination only with the symbol combination displayed on the effective line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in FIG. 3(b) are assumed.
[0020] Then, when the start switch 118 is operated by the player, the game starts, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and a winning type lottery or the like is executed. Thereafter, in response to the operations of the stop switches 120a, 120b, and 120c, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped respectively. And when the winning combination that can receive the payout of medals wins according to the lottery result of the winning type lottery and the combination of the symbols displayed on the effective line A, the payout of medals is executed. When the winning type that can receive the payout of medals is a non-winning or when winning but not winning, the game ends when all of the left reel 110a, middle reel 110b, and right reel 110c have stopped.
[0021] In this embodiment, the above-described one game is played as follows: After any one of medal insertion through the medal insertion unit 114, credit medal insertion through operation of the bet switch 116, or automatic medal insertion based on the replay symbol being displayed on the active line A, the left reel 110a, middle reel 110b, and right reel 110c are rotationally controlled and the winning type lottery is executed in response to the player's operation of the start switch 118. Then, in response to the lottery result of the winning type lottery and the player's operations of the plurality of stop switches 120a, 120b, 120c, the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, 120c are respectively stopped. When a winning combination that can receive medal payout wins, the game until the medal payout is executed is defined as one game. Also, when the winning type is a non-winning type or when winning but not winning the prize, one game ends when all of the left reel 110a, middle reel 110b, and right reel 110c stop. However, the start of one game may be reinterpreted as the player's operation of the start switch 118 instead of the above-described medal insertion or winning of the replay symbol. Also, the number of times such one game is repeated is defined as the number of games. Further, such one game in which the winning type lottery is executed and one payout can be received is sometimes referred to as a basic game in order to distinguish it from a pseudo game (simulated game) described later. Here, whether the basic game is played alone or in combination with the pseudo game, one game completion is defined as the completion of the basic game. Therefore, the completion of the pseudo game does not affect the counting of the number of games within the slot machine 100. However, regarding the number of games managed by a hall computer (not shown), depending on the specifications, the pseudo game may or may not be counted as the number of games.
[0022] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in FIG. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game and a sub-control board 202 (sub-control unit) that controls the effects according to the progress of the game. Further, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to one direction from the main control board 200 to the sub-control board 202 from the viewpoint of preventing fraud and the like.
[0023] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a that is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c that functions as a work area, etc., and comprehensively controls the entire slot machine 100. Note that the main RAM 200c retains data without being erased as long as the power is not turned off and no setting change is made and RAM clearing is not executed.
[0024] Further, the main control board 200 has functional units such as an initialization means 300, a bet means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game state control means 312, an effect state control means 314, and a command transmission means 316, in which the main CPU 200a functions by cooperating with the main RAM 200c based on the program stored in the main ROM 200b.
[0025] In the main control board 200, the main CPU 200a receives various detection signals from a medal insertion detection unit 414b that detects the insertion of medals into the medal insertion slot 114a, a bet switch 116, a start switch 118, and stop switches 120a, 120b, 120c, and executes various processes based on the received detection signals.
[0026] The initialization means 300 executes the initialization process in the main control board 200. The betting means 302 bets medals for use in the game. The winning type lottery means 304 performs a winning type lottery that determines the success or failure of the winning combination, more specifically, the success or failure of the winning type including the winning combination, based on the operation of the start switch 118, as will be described in detail later.
[0027] The reel control means 306 rotationally controls the left reel 110a, the middle reel 110b, and the right reel 110c in response to the operation of the start switch 118, and stops and controls the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operations of the stop switches 120a, 120b, and 120c respectively corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c. Further, the reel control means 306, in response to the operation of the start switch 118, extends the time from when the operations of the stop switches 120a, 120b, and 120c were enabled in the previous game until the operations of the stop switches 120a, 120b, and 120c by the player are enabled to display the lottery result of the winning type lottery (invalidated by the completion of the operations of the stop switches 120a, 120b, and 120c in the previous game) beyond the specified time, and during that time, may perform a reel effect (freeze effect) of rotationally controlling the reels 110a, 110b, and 110c in various modes. The reel effect can be realized by not enabling an arbitrary switch that should originally be valid for a predetermined time, postponing a process that should originally be executed for a predetermined time, or not transmitting or receiving a signal of an arbitrary switch that should originally be transmitted or received for a predetermined time. Also, in the present embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game is interrupted, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are rotationally controlled, and a pseudo-game similar to the basic game may be performed in which the reels 110a, 110b, and 110c are temporarily stopped and controlled in response to the operations of the stop switches 120a, 120b, and 120c. Note that the pseudo-game ends on the condition that the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotational control of the reels 110a, 110b, and 110c in the basic game resumes. Also, as an example of the pseudo-game, in response to the operations of the stop switches 120a, 120b, and 120c, predetermined symbols (for example, symbols constituting a bonus combination) on each of the reels 110a, 110b, and 110c can be automatically temporarily stopped and controlled. In such a pseudo-game, an effect can be executed with a rotational control and a stop mode similar to or different from those of the basic game, so the interest of the game can be enhanced.Note that the temporary stop appears to be a stop at first glance, but it indicates a state where it is not completely stopped by continuously changing the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec. The temporary stop control indicates the control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise distinguished, both the stop and the temporary stop are simply treated as a stop in the sense that they maintain their positions without rotating in one direction. Also, in response to the operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and in response to the operations of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c respectively, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped. In this sense, both the stop control and the temporary stop control are simply treated as stop control.
[0028] Also, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals of the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. Also, the reel drive control unit 150 stops the drive of the stepping motor 152 based on the stop signals of the left reel 110a, middle reel 110b, and right reel 110c respectively transmitted from the reel control means 306 and the detection signal of the rotation position detection circuit 154 in response to the operation signal of the stop switch 120.
[0029] The determination means 308 determines whether or not the symbol combination corresponding to the winning combination is displayed on the valid line A. Here, in some cases, the fact that the symbol combination corresponding to the winning combination is displayed on the valid line A is simply referred to as a win. The payout control means 310 pays out medals by the number (value amount) corresponding to the winning combination based on the fact that the symbol combination corresponding to the winning combination is displayed on the valid line A (winning). Also, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 discharges medals while counting the number of medals paid out.
[0030] The game state control means 312 refers to the result of the winning type lottery and the determination result of the determination means 308, and shifts the game state to any one of a plurality of types of game states. Further, the effect state control means 314 refers to the result of the winning type lottery, the determination result of the determination means 308, and the transition information of the game state, and shifts the effect state to any one of a plurality of types of effect states.
[0031] The command transmission means 316 sequentially determines game-related commands associated with the operations of the bet means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the effect state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.
[0032] Also, a random number generator (random number generation means) 200d is provided on the main control board 200. The random number generator 200d sequentially increments the count value, and when counting for a predetermined number of times, resets the count value (changes the number sequence and determines the initial value) to loop the count value within a predetermined numerical range. On the main control board 200, a random number value is obtained by extracting the count value from the random number generator 200d at a predetermined point in time. The random number value (hereinafter referred to as the winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used for the game benefits given to the player, for example, by the winning type lottery means 304 to determine the winning type.
[0033] (Sub-control board 202) Further, similar to the main control board 200, the sub-control board 202 includes various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b storing programs and the like, a sub-RAM 202c functioning as a work area, etc., and controls the effects in particular based on commands from the main control board 200. Also, similar to the main RAM 200c, a backup power source (not shown) is connected to the sub-RAM 202c, and the data is retained without being erased even when the power is turned off. Note that, similar to the main control board 200, a random number generator (random number generation means) 202d is provided on the sub-control board 202, and the random number value (hereinafter referred to as the effect lottery random number) generated by the random number generator 202d is mainly used to determine the mode of the effect.
[0034] Also, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command reception means 332, an effect control means 334, etc., which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.
[0035] The initialization determination means 330 executes the initialization process in the sub-control board 202. The command reception means 332 receives commands from other control boards such as the main control board 200 and performs processing on the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the game effects performed by each device of the liquid crystal display unit 124, the speaker 128, and the effect lamp 126 based on the received commands. Specifically, the effect control means 334 determines the image data to be displayed on the liquid crystal display unit 124 and the effect data for effects through effect devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines the audio data constituting the audio to be output from the speaker 128. Then, the effect control means 334 executes the determined game effects. Note that the effects include auxiliary effects. The auxiliary effect is an effect for notifying the correct operation modes of the stop switches 120a, 120b, and 120c, which are the winning conditions for the correct role, when winning a selected winning type in which the correct role and the incorrect role overlap in the winning type lottery. With such an auxiliary effect, the player can easily display the symbol combination corresponding to the correct role on the effective line A. Note that the correct role refers to a winning role that is more advantageous than the incorrect role, including not only the payout of medals due to the winning of the winning role but also all game benefits obtained by the winning of the winning role. The effect state in which such an auxiliary effect is executed is called the AT (assist time) effect state. Also, there is a case where a so-called ART game state in which the AT effect state and the RT (replay time) game state with a high winning probability of the replay role proceed in parallel is used.
[0036] Note that, hereinafter, notification means that is managed by a board other than the main control board 200, including the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, the sub-payout display unit 136, etc., may be referred to as other notification means. On the other hand, notification means that is managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). Further, the main notification means and the other notification means capable of executing the auxiliary effect may be collectively referred to as the auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state. In particular, in the present embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) capable of specifying the operation mode (batting order) is displayed on the main payout display unit 132, and as the other notification means, the operation order is notified through the liquid crystal display unit 124, the effect lamp 126, and the speaker 128.
[0037] (Table used in the main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type lottery table.
[0038] In the slot machine 100, as will be described in detail later, a plurality of types of game states and effect states are provided, and the game state and the effect state are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts the corresponding winning type lottery table from the main ROM 200b according to the current set value (indicating the ease of obtaining game benefits step by step) stored in the main RAM 200c and the current game state, and determines which winning type in the extracted winning type lottery table the winning type lottery random number obtained according to the operation signal of the start switch 118 corresponds to.
[0039] Here, the winning roles that make up the winning type extracted by the winning type lottery table include a replay role, a minor role, and a bonus role. The replay role is a role that allows the game to be executed again without the player making a new bet on medals when the symbol combination corresponding to the replay role is displayed on the valid line A. The minor role is a role that can receive the payout of a predetermined number of medals according to the symbol combination when the symbol combination corresponding to the minor role is displayed on the valid line A. Also, the bonus role is a role that can shift the game state managed by the game state control means 312 to the bonus game state (the RBB operation in-game state described later) when the symbol combination corresponding to the bonus role is displayed on the valid line A.
[0040] As shown in FIG. 5, in this embodiment, as the bonus role, the winning role "RBB" is provided. Also, as the replay roles, the winning roles "Replay 1" to "Replay 12" are provided. Further, as the minor roles, the winning roles "Minor Role 1" to "Minor Role 46" are provided. In FIG. 5, one or more symbols constituting each winning role are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. Hereinafter, the winning roles "Minor Role 1" to "Minor Role 20" may be abbreviated as the winning role "7-piece role", and the winning roles "Minor Role 21" to "Minor Role 38", "Minor Role 40", "Minor Role 41", "Minor Role 43", "Minor Role 45" may be abbreviated as the winning role "1-piece role".
[0041] Here, in the present embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to the winning combination that can be won are on the valid line A, the reel control means 306 performs stop control so that the symbol stops on the valid line A. Further, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to the winning combination that can be won are not on the valid line A but are within the range (pull-in range) corresponding to four symbol frames in the direction opposite to the rotation direction of the reel 110, the reel control means 306 makes the number of symbols away become the number of sliding frames, and after maintaining the rotation for the number of sliding frames so as to pull the symbols constituting the symbol combination corresponding to the winning combination onto the valid line A, stop control is performed so as to stop. Further, when there are a plurality of symbols corresponding to the winning combination that can be won in the reel 110 and all are within the pull-in range of the reel 110, it is determined which symbol is to be pulled onto the valid line A according to a predetermined priority order, and after maintaining the rotation for the number of sliding frames so as to pull the prioritized symbol onto the valid line A, stop control is performed so as to stop. Incidentally, when the stop switch 120 is pressed, if the symbols constituting the symbol combination corresponding to the winning combination other than the winning combination that can be won are on the valid line A, the so-called kicking-out process of preventing the reel control means 306 from stopping the symbol on the valid line A is also executed in parallel. Further, as will be described later, when the operation mode (operation order and operation timing) is set as a winning condition for the winning combination included in the winning type, the reel control means 306 performs stop control so that the symbol combination corresponding to the winning combination can be displayed on the valid line A according to the operation mode of the player.
[0042] Then, for example, the symbols that constitute the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 12", the winning roles "Minor Role 1" to "Minor Role 20", "Minor Role 33" to "Minor Role 41", "Minor Role 43", "Minor Role 45", and "Minor Role 46" are arranged on each reel 110 so as to be surely displayable on the effective line A by the above-described stop control. Such winning roles may be represented as PB = 1. On the other hand, for example, the symbols that constitute the symbol combinations corresponding to the winning roles "RBB", the winning roles "Minor Role 21" to "Minor Role 32", "Minor Role 42", and "Minor Role 44" are not necessarily arranged on each reel 110 so as to be displayable on the effective line A by the above-described stop control, so so-called omission may occur. Such winning roles may be represented as PB ≠ 1.
[0043] As shown in FIG. 6, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types subject to lottery differ depending on each game state, or the presence or absence of non-winning (losing) differs. In FIG. 6, the winning areas (winning types) assigned for each game state (non-internal game state (non-internal), RBB internal middle game state (RBB internal middle), RBB operating game state (RBB operating)) are represented by "◎" or "○", but actually, a winning type lottery table corresponding to each of a plurality of game states is stored in the main ROM 200b. Note that "◎" indicates a winning type for which a lottery for shifting to an advantageous section can be performed, and "○" indicates a winning type for which a lottery for shifting to an advantageous section cannot be performed.
[0044] In the winning category lottery table, a predetermined number of placements (winning range values), which are numerical values indicating the winning range, and the winning category are associated with each of the divided winning areas. When the total number of placements of all the winning areas assigned for each gaming state is calculated, it becomes the total number of winning category lottery random numbers (65,536). Therefore, the probability of each winning category being determined is the value obtained by dividing the number of placements associated with the winning area by the total number of winning category lottery random numbers. The winning category lottery means 304 sequentially obtains the number of placements from the higher numbered ones among the plurality of winning areas in the winning category lottery table based on the gaming state at that time, subtracts the number of placements from the winning category lottery random numbers, and when the value after subtraction becomes less than 0, the winning category associated with the winning area at that time is set as the lottery result of the winning category lottery. Also, if the total number of placements of all winning areas of 1 or more winning areas is subtracted from the winning category lottery random numbers and the value after subtraction is 0 or more, the winning category "loss" of winning area 0 becomes the lottery result of the winning category lottery.
[0045] Here, a supplementary explanation about the winning combination "RBB" will be given. A predetermined special combination of the first type (RB) is a combination that increases the number of combinations of symbols related to winning for each specified number, or increases the probability of the conditional device related to winning for each specified number operating. It is a combination that operates when a predetermined condition is met and can continue to operate until the results of games not exceeding 12 times are obtained. Here, the conditional device is a device whose operation is a condition required for the combination of symbols related to winning, replay, combination, or the operation of the combination continuous operation device to be displayed, and operates when winning in the winning category lottery (lottery by an electronic computer in the gaming machine), that is, it means a winning flag.
[0046] According to the winning category lottery table in FIG. 6, for example, the winning category "loss" is associated with winning area 0. When winning in such a winning category, none of the symbol combinations corresponding to any of the winning combinations shown in FIG. 5 will be displayed on the effective line A, and no medal payout or the like will be performed.
[0047] In addition, the winning area 1 is associated with the winning type "All Small Roles" in which the winning roles "Small Role 1" to "Small Role 46" are included in duplicate. The winning area 2 is associated with the winning type "All Medium Dividends" in which the winning roles "Small Role 1" to "Small Role 20" are included in duplicate. The winning area 3 is associated with the winning type "All One Card" in which the winning roles "Small Role 21" to "Small Role 38", "Small Role 41", "Small Role 43", and "Small Role 45" are included in duplicate.
[0048] In addition, in the winning areas 4 to 23, any one of the winning roles (winning roles "Small Role 1" to "Small Role 20") with a payout number of 7 and any one of the non-winning roles (winning roles "Small Role 21" to "Small Role 38") with a payout number of 1 are included in duplicate, and the selected winning types (winning types "Batting Bell A1" to "Batting Bell A8", winning types "Batting Bell C1" to "Batting Bell C8", winning types "Batting Bell D1" to "Batting Bell D4") are respectively associated. Hereinafter, the 20 winning types in the winning areas 4 to 23 may be simply abbreviated as the winning type "Batting Bell".
[0049] In addition, the winning area 24 is associated with the winning type "Weak Watermelon" in which the winning roles "Small Role 42", "Small Role 44", and "Small Role 46" are included in duplicate.
[0050] In addition, in the winning areas 25 to 39, selection winning types (winning types "Selected Replay 1" to "Selected Replay 22", "Matched Replay") in which the winning role "Replay 1" and one of the winning roles "Replay 2" to "Replay 12" are included in duplicate are respectively associated. As can be understood with reference to FIGS. 3 and 5, when the winning role "Replay 1" is displayed on the valid line A, any of the symbols "Blue BAR", "Red BAR", "Blank A", "Blank B" can be displayed in the middle sections of the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the invalid line B1 respectively. Also, when the winning role "Replay 2" is displayed on the valid line A, the symbol "Replay" can be displayed (so-called small V replay) in the upper section of the left reel 110a, the middle section of the middle reel 110b, and the upper section of the right reel 110c. When the winning role "Replay 5" is displayed on the valid line A, the symbol "Replay" can be displayed (so-called upward right replay) in the lower section of the left reel 110a, the middle section of the middle reel 110b, and the upper section of the right reel 110c corresponding to the invalid line C. When the winning role "Replay 6" is displayed on the valid line A, the symbol "Replay" can be displayed (so-called upper section replay) in the upper sections of the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the invalid line B2. When the winning role "Replay 7" is displayed on the valid line A, the symbol "Replay" can be displayed (so-called downward right replay) in the upper section of the left reel 110a, the middle section of the middle reel 110b, and the lower section of the right reel 110c corresponding to the valid line A. In the following, the 15 winning types in the winning areas 25 to 39 may be simply abbreviated as the winning type "Selected Replay".
[0051] In addition, in the winning area 40, the winning type "Normal Replay" in which the winning roles "Replay 5" and "Replay 8" are included in duplicate is associated. In the winning area 41, the winning type "Chance Eye" in which the winning roles "Replay 5" and "Replay 10" are included in duplicate is associated. In the winning area 42, the winning type "Strong Watermelon" in which the winning roles "Replay 5" and "Replay 11" are included in duplicate is associated. In the winning area 43, the winning type "Confirmed Cherry" in which the winning roles "Replay 5", "Replay 7", "Replay 9", and "Replay 12" are included in duplicate is associated.
[0052] In addition, in the winning area 44, a winning type "RBB strong check" in which the winning role "RBB" and the winning role "minor role 40" are included in duplicate is associated. In the winning area 45, a winning type "RBB weak check" in which the winning role "RBB", the winning role "minor role 37", the winning role "minor role 39", and the winning role "minor role 45" are included in duplicate is associated. In the winning areas 46 and 47, winning types "RBB common single A" and "RBB common single B" in which either the winning role "RBB" or the winning role "single role with a payout of 1" are included in duplicate are associated. In the winning areas 48 to 51, winning types "RBB single 1" to "RBB single 4" in which either the winning role "RBB" or the winning role "single role with a payout of 1" are included in duplicate are associated. In the winning area 52, a winning type "RBB" in which only the winning role "RBB" is included is associated.
[0053] And when winning in a winning type in which a plurality of winning roles are included in duplicate, winning conditions regarding which symbol combination corresponding to any winning role is preferentially displayed on the effective line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing (operation position of the reel 110) of the stop switches 120a, 120b, and 120c are set.
[0054] In the following description, the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the left reel 110a, the middle reel 110b, and the right reel 110c are referred to as "batter order 1", and the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the left reel 110a, the right reel 110c, and the middle reel 110b are referred to as "batter order 2", and the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the middle reel 110b, the left reel 110a, and the right reel 110c are referred to as "batter order 3", and the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the middle reel 110b, the right reel 110c, and the left reel 110a are referred to as "batter order 4", and the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the right reel 110c, the left reel 110a, and the middle reel 110b are referred to as "batter order 5", and the operations of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the right reel 110c, the middle reel 110b, and the left reel 110a are referred to as "batter order 6".
[0055] For example, when the winning category "batter bell C1" in the winning area 12 is won and the operation in the correct operation mode (batter order 3) is performed, stop control is performed so that the symbol combination corresponding to the winning combination "minor combination 17", which is the correct winning combination with a payout number of 7, is preferentially displayed on the valid line A. Also, when the operations in batter orders 1, 2, 4 to 6 are performed, stop control is performed so that the symbol combination corresponding to the winning combination "single combination", which is an incorrect winning combination with a payout number of 1, is displayed on the valid line A with a probability of 1 / 1 or 1 / 4.
[0056] Note that the winning probabilities (number of stops) for each winning type in the winning areas 4 to 11 and the winning probabilities for each winning type in the winning areas 12 to 19 are set to be equal. Since the player usually cannot know which winning type they have won, by providing the winning areas as described above, it is made difficult for the correct winning combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode where the incorrect winning combination is preferentially displayed, it is not always the case that the symbol combination corresponding to the incorrect winning combination is displayed on the effective line A. Therefore, depending on the operation mode, a miss may occur (PB≠1).
[0057] Also, when winning the winning type "Select Replay 1" in the winning area 25, and it is an operation in batting order 1 which is the correct operation mode, and a color press correct operation is performed at the timing when the symbol numbers 0 to 2 and 13 to 19 are located on the effective line A for all the reels 110, stop control is performed so that the symbol combination corresponding to the winning combination "Replay 1" which is the color press correct winning combination is preferentially displayed on the effective line A. When a color press incorrect operation which is an operation other than the color press correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning combination "Replay 3" which is the color press incorrect winning combination is preferentially displayed on the effective line A. Here, the "color press correct operation" means an operation performed at the timing when, in each rotating reel 110, the symbols corresponding to the colors shown in batting orders 1 and 2 of the winning areas 25 to 39 in FIG. 6 (red = symbol "Red BAR", blue = symbol "Blue BAR") can be drawn in, and at the timing when symbols different from the corresponding symbols (red = symbol "Blue BAR", blue = symbol "Red BAR") are not drawn in. Also, when it is an operation in batting order 2 which is the correct operation mode, and an operation is performed at the timing when the symbol numbers 0 to 2 and 13 to 19 are located on the effective line A for all the reels 110, which corresponds to the color press correct operation, stop control is performed so that the symbol combination corresponding to the winning combination "Replay 1" which is the color press correct winning combination is preferentially displayed on the effective line A. When an operation other than the color press correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning combination "Replay 4" which is the color press incorrect winning combination is preferentially displayed on the effective line A.
[0058] Also, when the winning category of the winning area 25 is "Selected Replay 1", the operation is in batting order 3 which is an incorrect operation mode, and a color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 2" which is the color press correct role is preferentially displayed on the effective line A (so-called small V replay is displayed). When an operation other than the color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 7" which is the color press incorrect role is preferentially displayed on the effective line A (so-called downward right replay is displayed). Also, when the operation is in batting order 4 which is an incorrect operation mode, and a color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 2" which is the color press correct role is preferentially displayed on the effective line A (so-called small V replay is displayed). When an operation other than the color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 5" which is the color press incorrect role is preferentially displayed on the effective line A (so-called upward right replay is displayed). Also, when the operation is in batting order 5 which is an incorrect operation mode, and a color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 2" which is the color press correct role is preferentially displayed on the effective line A (so-called small V replay is displayed). When an operation other than the color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 6" which is the color press incorrect role is preferentially displayed on the effective line A (so-called upper replay is displayed). Also, when the operation is in batting order 6 which is an incorrect operation mode, and a color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 2" which is the color press correct role is preferentially displayed on the effective line A (so-called small V replay is displayed). When an operation other than the color press correct operation is performed, stop control is carried out so that the symbol combination corresponding to the winning role "Replay 5" which is the color press incorrect role is preferentially displayed on the effective line A (so-called downward right replay is displayed).In this way, when winning the winning combination "Selected Replay" in the winning areas 25 to 39, the correct operation modes are batting orders 1 and 2, and when the color pressing correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning combination "Replay 1" is preferentially displayed on the effective line A. The player can visually confirm that their operation was a color pressing correct operation.
[0059] In addition, when winning any of the above-mentioned winning types, the internal winning flags corresponding to the respective winning types are established (ON), and stop control of each reel 110 is performed according to the established status of this internal winning flag. At this time, if a winning type including a minor combination is won but the symbol combination corresponding to these winning combinations cannot be displayed on the effective line A within the game, the internal winning flag is turned off after the end of the game. That is, the right to win a minor combination is limited only to within the game in which a winning type including a minor combination is won, and this right cannot be carried over to the next game. On the other hand, when winning a winning type including the winning combination "RBB", the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning combination "RBB" is displayed on the effective line A. In addition, when the internal winning flag corresponding to the winning type including the replay combination is established, the symbol combination corresponding to any one of the replay combinations included in the winning type is always displayed on the effective line A, and after the processing necessary to play the next game without requiring medals is performed, the internal winning flag is turned off.
[0060] (Transition of game state) Here, with reference to FIG. 7, the transition of the game state will be described. Here, a plurality of game states such as a non-internal game state, an RBB internal mid-game state, and an RBB operating game state are prepared. As will be described later, each game state is transitioned according to the winning, winning (activation), and end of the bonus combination. Note that the winning types that can be won in each game state are represented by "◎" and "○" in FIG. 6.
[0061] The non-internal game state is a game state corresponding to the initial state among a plurality of game states. In such a non-internal game state, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB". For example, in a game where the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the effective line A, the game state control means 312 transitions the game state to the RBB active game state (1).
[0062] In the RBB active game state, the winning probability of the replay combination is set to 0. In such an RBB active game state, as the winning types that can be won, the winning type "small combination ALL" is set in winning area 1, "medium payout ALL" is set in winning area 2, and "one symbol ALL" is set in winning area 3. When winning the winning type "small combination ALL", the symbol combination corresponding to any one of the winning combinations "small combination 1" to "small combination 46" is displayed on the effective line A. When winning the winning type "medium payout ALL", the symbol combination corresponding to any one of the winning combinations "small combination 1" to "small combination 20" is displayed on the effective line A. When winning the winning type "one symbol ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "small combination 21" to "small combination 38", "small combination 41", "small combination 43", "small combination 45" is displayed on the effective line A. Here, due to the configuration of such small combinations, the expected number of medals obtained per unit game in the RBB active game state is made low.
[0063] When the end condition of the RBB active game state is satisfied, that is, when the number of obtained medals exceeds a predetermined number (for example, 22 medals), the game state control means 312 transitions the game state to the non-internal game state (2).
[0064] On the other hand, in a game where the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A, the game state control means 312 transitions the game state to the RBB internal active game state (3).
[0065] In the middle game state inside the RBB, the winning probability of the replay winning combination is set to approximately 1 / 7.3. Also, in the middle game state inside the RBB, it is not possible to win the winning type "LOSE". In other words, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A in the winning game of the winning combination "RBB", then afterwards, smaller winning combinations or replay winning combinations will be preferentially stopped and controlled on the effective line A over the winning combination "RBB", so the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A. Therefore, once the game state transitions to the middle game state inside the RBB, afterwards, the middle game state inside the RBB will be maintained without the game state transitioning. Here, while maintaining such a middle game state inside the RBB, an AT effect state is realized in the middle game state inside the RBB.
[0066] Here, in the middle game state inside the RBB, since multiple types of correct winning combinations win without overlapping each other, the number of opportunities to win with the correct winning combination can be increased. As a result, for example, by performing an auxiliary effect in the AT effect state in the middle game state inside the RBB, it becomes easier to obtain medals. On the other hand, in the game state during RBB operation, since multiple types of correct winning combinations win overlappingly, the number of opportunities to win with the correct winning combination is small, so the number of opportunities to win with the correct winning combination is reduced compared to the AT effect state in other game states, making it difficult for the player to increase the medals they own. Therefore, it is possible to realize a specification (Accelerator RBB) where the game state during RBB operation has a function that the winning probability of the winning combination related to winning is higher than that in the middle game state inside the RBB, but in terms of the medal acquisition performance, the game state during RBB operation is inferior to the middle game state inside the RBB.
[0067] (Transition of the effect state) FIG. 8 is an explanatory diagram for explaining the transition of the effect state. Hereinafter, the effect state transitioned by the effect state control means 314 in the main control board 200 will be described in detail.
[0068] Here, in order to comprehensively and uniformly determine whether or not the gaming states with high medal acquisition performance are biased, a gaming section having the performance related to the instruction function, that is, a gaming section advantageous to the player including a gaming section where an auxiliary effect (instruction function) is executed, etc. is defined as an advantageous section. Note that, in the advantageous section, when the auxiliary effect is activated as a result of a lottery or the like related to the operation of the auxiliary effect on the main control board 200, for example, only when it is displayed on the main notification means, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 so that the content of the instruction can be identified on the main control board 200. Also, different from the advantageous section, a gaming section where the auxiliary effect (instruction function) cannot be executed is defined as a non-advantageous section. Therefore, the plurality of effect states belong to either the advantageous section or the non-advantageous section, which are gaming sections. In the present embodiment, almost all of the effect states belong to the advantageous section, and a non-advantageous section is realized in some effect states (here, non-advantageous effect states).
[0069] Note that, in the advantageous section, in a winning mode where the correct combination will be missed without the auxiliary effect, when performing an auxiliary effect (an auxiliary effect that can obtain the maximum number of payout coins) that assists the winning of the correct combination in the selection winning type where the payout of the correct combination is the maximum (here, 9 coins), for example, it must be notified to that effect by lighting the section display 160.
[0070] Also, in the non-advantageous section, it is possible to vary the winning probability of the winning type for each set value, but the probability of determining the transition to an effect state (AT effect state) accompanied by an auxiliary effect in the same winning type must not be varied for each set value. On the other hand, in the advantageous section, it is possible to vary both the winning probability of the winning type and the probability of determining the transition (or addition) to an effect state (AT effect state) accompanied by an auxiliary effect in the same winning type for each set value.
[0071] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 1500 games or 3000 games, or MY exceeds 2400). Note that MY indicates the difference number of coins when the difference number is set to 0 when it is the lowest. Note that in a medal-less gaming machine that can proceed with the game without the intervention of actual medals while maintaining the playability of the slot machine, there is no need to set a limit on the number of stay games, so the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.
[0072] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0073] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, an AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different gameplay. Each performance state will be explained individually below.
[0074] (Normal performance state) The normal performance state belongs to the advantageous section and is a performance state that is likely to be present at the start of the game among a plurality of performance states. The performance state control means 314 conducts an AT lottery in the normal performance state. The AT lottery is a lottery for determining the transition to the AT performance state, and the performance state control means 314 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the performance state control means 314 wins the AT lottery, it shifts the performance state to a precursor performance state corresponding to the stage before the AT performance state (1) and causes the performance control means 334 to execute a precursor performance that increases the degree of expectation that the transition to the AT performance state has been determined. Also, even if the performance state control means 314 does not win the AT lottery, it may cause the performance control means 334 to execute a precursor performance while maintaining the normal performance state, and can make the player expect that the transition to the AT performance state has not been determined. Further, each time the performance state control means 314 completes a predetermined number of games in the normal performance state, it executes a so-called chance zone (CZ) in which the winning probability of the AT lottery is increased over a plurality of games. Even when winning the AT lottery in such a chance zone, the performance state control means 314 shifts the performance state to the precursor performance state (1).
[0075] (Precursor performance state) The premonitory performance state belongs to the advantageous section and is a performance state in which a premonitory performance is executed during a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). Note that the premonitory performance (this premonitory performance) executed in the premonitory performance state and the premonitory performance (fake premonitory performance) executed in the normal performance state are similar in terms of the display mode and the number of consecutive games. Therefore, just by watching the premonitory performance, the player cannot tell which performance state they are staying in. However, the premonitory performance executed in the premonitory performance state is different from the premonitory performance executed in the normal performance state in that the result indicating that the transition to the AT performance state has been determined is finally notified. Therefore, the player hopes that the premonitory performance state is a state in which the result indicating that the transition to the AT performance state has been determined is notified in the premonitory performance. And when the premonitory performance state ends, the performance state control means 314 always shifts the performance state to the AT performance state (2). That is, when the premonitory performance is being executed in the premonitory performance state, it will always shift to the AT performance state. In this regard, the premonitory performance state is more advantageous to the player than the normal performance state. Also, the determination of the transition to the premonitory performance state is synonymous with the determination of the subsequent transition to the AT performance state, and the transition to the premonitory performance state (that is, the transition to the AT performance state) and, as another example, the direct transition to the AT performance state may be collectively expressed as a transition to a specific performance state.
[0076] (AT performance state) The AT performance state belongs to the advantageous section, and until a predetermined end condition is satisfied, for example, until the difference in the number of medals inserted (betting number) and the number of paid-out medals, that is, the difference number, reaches a predetermined difference number (300 medals or 100 medals), an auxiliary performance is executed. In the AT performance state, the performance state control means 314 conducts an additional draw of the difference number with a probability corresponding to the winning type determined by the winning type lottery. When winning the additional draw, the performance state control means 314 adds the difference number that has won the predetermined difference number, which is the end condition. Thus, the end condition of the AT performance state changes. And when the performance state control means 314 satisfies the predetermined end condition, it shifts the performance state to the normal performance state (3).
[0077] Thus, in this embodiment, the player expects to shift to the AT performance state while staying in the normal performance state, and when the preliminary performance starts, the player hopes that this preliminary performance is the true preliminary performance, that is, the preliminary performance in the preliminary performance state. Here, if the shift to the AT performance state is not notified in the preliminary performance, the normal performance state continues, and if the shift to the AT performance state is notified in the preliminary performance, the AT performance state is executed after the preliminary performance state ends.
[0078] When the AT performance state ends, the performance state control means 314 shifts the performance state to the normal performance state (3), but may shift the performance state to the non-favorable performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables affecting the performance of the instruction function) is cleared. However, depending on the performance mode at the time of the shift, the player may not be able to tell whether the performance state has shifted to the normal performance state or the non-favorable performance state.
[0079] (Non-favorable performance state) The non-favorable performance state belongs to the non-favorable section and is the initial performance state. In the non-favorable performance state, the performance state control means 314 determines, for example, with a probability of about 1 / 2 per game to shift to the advantageous section, and when the shift to the advantageous section is determined, the performance state is always shifted to the allocation performance state (5). Therefore, the number of games stayed in the non-favorable performance state is often short (several games).
[0080] (Allocation performance state) The distribution performance state belongs to the advantageous section, and it is always passed through when transitioning from the non-advantageous section to the advantageous section. For example, it is a performance state that stays for only one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the precursor performance state. Specifically, the performance state control means 314 determines, for example, to transition to the precursor performance state with a probability of 1 / 10 and shift the performance state to the precursor performance state (6), or determines to transition to the normal performance state with a probability of 9 / 10 and shift the performance state to the normal performance state (7). However, the ratio of such distribution is not limited to precursor performance state:normal performance state = 1:9 and can be arbitrarily determined.
[0081] If the precursor performance state is determined in the distribution performance state, the performance state will surely transition to the AT performance state via the precursor performance state that continues for a predetermined number of games (after the precursor performance). Also, if the precursor performance state is not determined in the distribution performance state, the performance state will be the normal performance state. However, in the normal performance state, the winning probability of the AT lottery is made different depending on the route to the normal performance state. For example, as described above, when the performance state directly transitions from the AT performance state to the normal performance state (3), the performance state control means 314 conducts an AT lottery with a low probability (for example, 1 / 4000) in the normal performance state that has transitioned from the AT performance state (not transitioning from the non-advantageous performance state).
[0082] On the other hand, when the presentation state transitions from the non-favorable state and the distribution presentation state to the normal presentation state as it moves from the non-favorable section to the favorable section (7), the presentation state control means 314 conducts an AT lottery with a high probability (e.g., 1 / 8) in the normal presentation state that has transitioned from the non-favorable section. Therefore, in the normal presentation state that has transitioned from the non-favorable presentation state (via the non-favorable section), it will win the AT lottery eventually. Here, two patterns of low probability (e.g., 1 / 4000) and high probability (e.g., 1 / 8) are given as the winning probabilities of the AT lottery for explanation. However, it is also possible to set three or more patterns for the winning probability, and in the normal presentation state that has transitioned from the non-favorable presentation state, the AT lottery may be conducted with a relatively high winning probability. Also, such winning probabilities are not limited to 1 / 8 or 1 / 4000, etc. As long as it is easier for the normal presentation state that has transitioned from the non-favorable presentation state to be determined to transition to the AT presentation state than the normal presentation state that has not transitioned from the non-favorable presentation state, for example, if the winning probability of the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state is set higher than the winning probability of the AT lottery in the normal presentation state that has not transitioned from the non-favorable presentation state, the winning probability can be set arbitrarily.
[0083] However, even if the presentation state control means 314 wins the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state, it does not immediately transition to the precursor presentation state. After the distribution presentation state ends, for example, during a block period of 96 games, it stays in the normal presentation state and prohibits the transition to the AT presentation state. Specifically, when the presentation state control means 314 wins the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state, it turns on this precursor permission flag. This precursor permission flag is a flag indicating whether the transition to the precursor presentation state is permitted, and when it is turned on, the transition to the precursor presentation state is permitted. Once this precursor permission flag is turned on, it remains in the ON state until it transitions to the precursor presentation state. Therefore, even if it wins the AT lottery later, this precursor permission flag remains in the ON state. Note that the presentation state control means 314 determines the number of games within 96 games by lottery when transitioning from the distribution presentation state to the normal presentation state and sets it as the block period. However, the block period is set so that 96 games are often selected.
[0084] The performance state control means 314 counts the number of games after the distribution performance state ends, and during the block period, regardless of whether the main precursor permission flag is ON or not, does not shift the performance state to the precursor performance state. Then, when the block period has elapsed (reaching a predetermined number of games corresponding to the block period) and the main precursor permission flag is ON, the performance state control means 314 shifts the performance state to the precursor performance state (8) and resets the main precursor permission flag. Therefore, in the normal performance state shifted from the non-favorable performance state, even if winning the AT lottery early, it will not shift to the precursor performance state unless at least 96 games corresponding to the block period are completed.
[0085] In this way, by passing through the non-favorable performance state (non-favorable section), the player can obtain the following privileges. That is, with a probability of 1 / 10, immediately shift to the precursor performance state, pass through the precursor performance state, and then shift to the AT performance state, or with a probability of 9 / 10, shift to the normal performance state, and after the block period elapses, the precursor performance is executed, pass through the precursor performance state, and then shift to the AT performance state. Then, after the non-favorable performance state and the distribution performance state end, for example, the precursor performance starts after 0 to 96 games have passed, and after the precursor performance ends, that is, after the non-favorable performance state and the distribution performance state end, for example, after 32 to 128 games have passed, it will almost shift to the AT performance state. Sometimes, winning the AT lottery with a high probability during a predetermined number of games like this is called "heaven" or "heaven mode". Therefore, the player will desire to shift to the non-favorable performance state (non-favorable section), that is, reset the favorable section.
[0086] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to an AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the AT presentation state being pulled back after the AT presentation state ends, and the operation rate of the slot machine 100 can be improved.
[0087] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 executes a chance zone in which the probability of winning the AT lottery is increased over multiple games every time a predetermined number of games are consumed, as in the normal presentation state transitioned from the AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 314 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the AT presentation state by itself, the AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state again after the end of the subsequent AT presentation state (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the AT presentation state to be executed at least twice.
[0088] In this embodiment, as described above, when the AT performance state ends, the performance state control means 314 may directly transition the performance state to the normal performance state (3), or may transition the performance state to the non-favorable performance state (4). Here, as a condition for transitioning the performance state to the non-favorable performance state, in the AT lottery, winning the transition to an AT performance state having a predetermined gaming profit may be mentioned. For example, there are a plurality of types of AT performance states in the AT performance state with different continuation game numbers and additional probability of the difference number. When winning a specific AT performance state among them, the performance state control means 314 always transitions the performance state to the non-favorable performance state (4) after the end of the AT performance state. Also, even if not winning a specific AT performance state, the performance state control means 314 may transition the performance state to the non-favorable performance state with a predetermined probability after the end of the AT performance state (4).
[0089] Here, the favorable section is reset once. Therefore, the player can transition to an AT performance state with a high gaming profit with a relatively small number of games starting from the allowable number of staying games in the favorable section, for example, 1500 games or 3000 games, and it becomes possible to obtain a gaming profit by effectively using the allowable number of staying games in the favorable section.
[0090] Also, in the present embodiment, as described above, after the end of the AT performance state, when winning the AT lottery in the normal performance state, the performance state control means 314 shifts the performance state to the preliminary performance state (1). However, after the number of games played in the normal performance state reaches a predetermined number of games (for example, 600 games) without shifting to the AT performance state and then winning the AT lottery in the normal performance state, the performance state control means 314 determines to finally shift to the non-favorable performance state, and without shifting the performance state to the preliminary performance state, after notifying that the preliminary performance (false preliminary performance) has not been directly shifted to the AT performance state, first, it shifts to the special preliminary performance state (9). Here, as a predetermined transition condition for determining the transition to the non-favorable performance state (non-favorable section), after the number of games played in the normal performance state reaches a predetermined number of games (for example, 600 games) and then winning the AT lottery in the normal performance state has been described, but not limited to such a case, as a predetermined transition condition, after the number of games played in the favorable section reaches a predetermined number of games and then winning the AT lottery in the normal performance state may also be used. Also, as a predetermined transition condition, instead of or in addition to the above, reaching a predetermined number of games (for example, 871 games) of the number of games played in the normal performance state (so-called ceiling function), or winning the re-AT lottery based on not winning the AT lottery in the chance zone (CZ) may also be used.
[0091] (Special preliminary performance state) The special precursor performance state belongs to the advantageous section and is a performance state that stays for a predetermined number of games (e.g., 10G). It conducts a special performance state lottery and executes a precursor performance indicating the expected degree of transition to the special performance state. Here, the special performance state lottery is an additional lottery for the difference number of medals, and when the difference number of medals is added one or more times, the transition to the special performance state is determined. The performance state control means 314 conducts the special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the gaming profit is stably different step by step according to the set value. For example, among two arbitrarily extracted set values, the higher the set value, the higher the probability that the difference number of medals is added by the special performance state lottery compared to the lower set value. Therefore, for example, the expected number of medals to be added is 100 for setting 1 and 200 for setting 6, and a gaming property where it is relatively easier to obtain gaming profit can be configured for the higher set value. When winning the special performance state lottery, the performance state control means 314 sets the cumulative sum (ending number) of the added difference number of medals as the ending condition of the special performance state and shifts the performance state to the special performance state (10). Also, if not winning the special performance state lottery, the performance state control means 314 directly shifts the performance state to the non-advantageous performance state (11). Here, an example of adding the difference number of medals by the special performance state lottery in the special performance state has been described, but it is not limited to such a case. A predetermined difference number of medals may be added, or the difference number of medals may be added by a lottery when a so-called rare combination such as the winning type "reach target" or the winning type "cherry" is won. Also, here, an example of adding the difference number of medals in the special performance state has been described, but it is not limited to such a case. The number of medals obtained (payout number of medals) or the number of continuous games may be added instead.
[0092] (Special performance state) The special performance state (special state) belongs to the advantageous section, and auxiliary performances are executed until a predetermined end condition is satisfied. Such an end condition is, for example, that the awarding of the gaming profit determined until the start of the special performance state, such as the number of difference medals obtained reaching the end number of medals, is completed during the special performance state. For example, at the end of the special pre-performance state (start of the special performance state), the end number of medals (accumulation of the added difference medals) is determined by a special performance state lottery in the special pre-performance state. And in the special performance state, when the end number of medals is awarded to the player (when the number of difference medals obtained reaches the end number of medals), it is considered that the end condition is satisfied, and the special performance state ends. Here, the end number of medals is not changed (the special performance state is not extended) in the special performance state. And when the performance state control means 314 satisfies a predetermined end condition, it shifts the performance state to a non-advantageous performance state (12).
[0093] When a player wins the AT lottery after the number of staying games in the normal performance state exceeds a predetermined number of games (for example, 600 games), the player always shifts to a non-advantageous performance state via the special pre-performance state (11), (12), and as a result, can shift to the AT performance state. Here, by the performance state control means 314 shifting the performance state to a non-advantageous performance state and resetting the advantageous section once, the player can shift from the start of the number of staying games allowed in the advantageous section, such as 1500 games or 3000 games, to the AT performance state with a high gaming profit, and can also effectively utilize the number of staying games allowed in the advantageous section to obtain a gaming profit.
[0094] Note that in the special performance state, the non-advantageous performance state, and the normal performance state via the distribution performance state, the winning probability of the AT lottery is higher than that of the normal performance state directly shifted from the AT performance state. So, in order for the player to grasp this fact, a predetermined display is made on the liquid crystal display unit 124 to suggest that there is a high possibility of shifting to the AT performance state.
[0095] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 600 games) in the normal performance state, the AT lottery is won after the number of stay games exceeds a predetermined number of games, and in the case where the AT lottery is won before the predetermined number of games, the game profit is not very different from the viewpoint that the AT performance state can be executed once, although the advantageous zone is reset. In the latter case, the AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the AT performance state is often started after waiting for the passage of a further block period. In that case, it can be said that the game profit is smaller in the former case, since medals are consumed in the normal game state until the transition to the AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds a predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if the lottery is won, additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.
[0096] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the AT performance state.
[0097] In addition, since the special performance state shifts after the number of consecutive games in the normal performance state exceeds a predetermined number of games, compared with the AT performance state, the number of times of the special performance state is less likely to fluctuate and will be executed at a stable frequency. Then, even if the fluctuation range of the expected number of medals obtained in the AT performance state becomes large, in such a special performance state, it is possible to absorb such fluctuations, further suppress the fluctuation range of the expected number of medals obtained according to the set value, and increase the designed value of the expected number of medals obtained in the AT performance state.
[0098] Also, after the end of the AT performance state, it directly shifts to the normal performance state (3). Without shifting to the AT performance state, when the number of consecutive games in the normal performance state reaches a predetermined number of games (for example, 871 games) (so-called ceiling function), the performance state control means 314 resets the advantageous section and shifts the performance state to the non-advantageous performance state (13). Then, as described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have elapsed, the precursor performance starts. After the end of the precursor performance, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have elapsed, it can shift to almost the AT performance state. Therefore, if the game continues without shifting to the AT performance state in the normal performance state, within a predetermined number of games (for example, 999 games), it will shift to the AT performance state. Due to such a ceiling function, even if the player unfortunately consumes a large number of medals, they can obtain a sense of security that they can receive relief measures. In addition, when the normal performance state is consumed to a certain extent, the expected number of medals obtained when the game continues increases, and the game will continue until the ceiling (for example, 999 games), so the operating rate of the slot machine 100 can be improved.
[0099] In addition, the predetermined number of games (e.g., 96 to 871 games) in such a ceiling function is determined at the following timing. For example, when directly transitioning from the AT performance state to the normal performance state (3), the performance state control means 314 determines the predetermined number of games (e.g., 96 to 871 games) of the ceiling function in the normal performance state when transitioning from the AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-favorable performance state and the allocation performance state (7), the performance state control means 314 determines the predetermined number of games (e.g., 96 to 871 games) of the ceiling function in the normal performance state when transitioning from the allocation performance state to the normal performance state. However, unlike the case of transitioning from the AT performance state to the normal performance state, when transitioning to the normal performance state via the non-favorable performance state and the allocation performance state, since the probability of winning the AT lottery is high, it often waits for the passage of the block period and transitions to the precursor performance state, and the ceiling function is rarely executed.
[0100] Also, in the above-described embodiment, as the winning probability of the AT lottery in the normal performance state, when transitioning from the non-favorable performance state to the normal performance state, it is a high probability (e.g., 1 / 8), and when directly transitioning from the AT performance state to the normal performance state, it is a low probability (e.g., 1 / 4000). However, it is not limited to such a case. For example, when directly transitioning from the AT performance state to the normal performance state, although the winning probability of the AT lottery at the start of the normal performance state is low, it may be assumed that there is a case of transitioning to a high probability by a promotion lottery, and further, it may be assumed that there is a case of transitioning to a low probability by a demotion lottery. Also, when directly transitioning from the AT performance state to the normal performance state, by satisfying predetermined conditions such as winning the lottery, the winning probability of the AT lottery may be a high probability from the start of the normal performance state.
[0101] In addition, in the above-described embodiment, assuming that the number of stay games allowed in the advantageous section is 1500 games, the number of stay games in the normal performance state that can transition to the special performance state is set to 600 games, or the ceiling of the ceiling function is set to 871 games. However, not limited to such a case, when the number of stay games allowed in the advantageous section is 3000 games, the number of stay games in the normal performance state that can transition to the special performance state and the ceiling of the ceiling function may be set to higher values, for example, 1200 games or 2000 games, in order to increase the expected number of medals obtained in the AT performance state. Also, as described above, in a medal-less gaming machine, it is not necessary to provide a limit on the number of stay games (1500 games or 3000 games), and the advantageous section is forcibly terminated based on the fact that MY exceeds 2400 medals in the advantageous section. Therefore, in a medal-less gaming machine, within a range where the value of the advantageous section MY counter that counts the difference in medals (MY) during the advantageous section does not reach 2400 medals, for example, the difference in medals in the normal performance state that can transition to the special performance state may be set to 900 medals, or the ceiling of the ceiling function may be set to 1200 medals. In this way, the conditional number of games can be arbitrarily determined.
[0102] Hereinafter, the specific processing in the main control board 200 and the sub-control board 202 will be described based on a flowchart.
[0103] (CPU Initialization Process of Main Control Board 200) FIG. 9 is a flowchart for explaining the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0104] (Step S100-1) In response to power-on, the main CPU 200a reads a startup program from the main ROM 200b as an initial setting process and performs setting processes necessary for executing various processes.
[0105] (Step S100-3) The main CPU 200a sets a wait processing time in the timer counter.
[0106] (Step S100-5) The main CPU 200a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided on the main control board 200, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is detected, the process proceeds to step S100-3 above. If the power-off warning signal is not detected, the process proceeds to step S100-7.
[0107] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 above has elapsed. As a result, if it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.
[0108] (Step S100-9) The main CPU 200a executes the processes necessary to permit access to the main RAM 200c.
[0109] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power-off, and whether the backup is abnormal. Then, when the main CPU 200a determines that either one or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. When it determines that both the backup and the checksum are not abnormal, it turns off the backup abnormality flag.
[0110] (Step S100-13) The main CPU 200a determines whether the backup error flag is on. As a result, if it is determined that the backup error flag is on, the process proceeds to step S110; if it is determined that the backup error flag is not on, the process proceeds to step S120.
[0111] (Step S110) The main CPU 200a executes cold start processing. This cold start processing will be described later.
[0112] (Step S120) The main CPU 200a executes setting value switching processing for switching the setting values. This setting value switching processing will be described later.
[0113] (Step S130) The main CPU 200a executes state restoration processing to return to the state immediately before power-off. This state restoration processing will be described later.
[0114] Figure 10 is a flowchart for explaining the cold start processing (S110) on the main control board 200.
[0115] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes used area RAM check processing for detecting abnormalities in the used area.
[0116] (Step S110-3) The main CPU 200a clears another area (unused area) in the main RAM 200c and executes another area RAM check processing for detecting abnormalities in the another area. In the case where an abnormality is detected in the another area in the another area RAM check processing, the main CPU 200a turns on the RAM read / write error flag.
[0117] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0118] (Step S110-7) The main CPU 200a determines whether an abnormality was detected in step S110-1 above. As a result, if it is determined that an abnormality was detected in step S110-1 above, the process proceeds to step S112, and if it is determined that no abnormality was detected in step S110-1 above, the process proceeds to step S110-9.
[0119] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that turns on when an abnormality is detected in step S110-3 above.
[0120] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. As a result, if it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.
[0121] (Step S120) The main CPU 200a executes a setting value switching process for switching the setting value. Note that this setting value switching process will be described later.
[0122] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.
[0123] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error. Note that this error stop process will be described later.
[0124] FIG. 11 is a flowchart for explaining the error stop process (S112) in the main control board 200.
[0125] (Step S112-1) The main CPU 200a sets the initial stack pointer value as the address of the stack pointer.
[0126] (Step S112-3) The main CPU 200a executes an error setting process for performing error display and warning sound setting.
[0127] (Step S112-5) The main CPU 200a sets the external signal 1~3 output bit off to turn off the output image of the bits corresponding to the external signals 1~3.
[0128] (Step S112-7) The main CPU 200a executes an output port image setting process for updating the output image of the bits set in the above step S112-5.
[0129] (Step S112-9) The main CPU 200a migrates to an infinite loop. As a result, the progress of the game will stop.
[0130] FIG. 12 is a flowchart for explaining the set value switching process (S120) in the main control board 200.
[0131] (Step S120-1) The main CPU 200a acquires the signal of input port 1, and based on the acquired signal of input port 1, determines whether the set value switching condition is satisfied. As a result, if it is determined that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is determined that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal of input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open, and a signal indicating whether the setting key is turned on. And here, when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired, it is determined that the set value switching condition is satisfied.
[0132] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the usage area to be cleared at the time of setting change in the main RAM 200c.
[0133] (Step S120-5) The main CPU 200a executes a table content setting process to transfer the table data of the set value switching time data table to the main RAM 200c.
[0134] (Step S120-7) The main CPU 200a sets a setting change start command indicating the start of setting value change in the transmission buffer.
[0135] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal of the input port.
[0136] (Step S120-11) The main CPU 200a acquires the set value data indicating the current set value.
[0137] (Step S120-13) The main CPU 200a determines whether it has detected the on-edge of the setting change switch in step S120-9. As a result, if it determines that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it determines that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.
[0138] (Step S120-15) The main CPU 200a increments the set value data by 1.
[0139] (Step S120-17) The main CPU 200a determines whether the set value data is within the range (1 to 6) that can be set as the set value. As a result, if it determines that the set value data is within the range, the process proceeds to step S120-21, and if it determines that the set value data is not within the range, the process proceeds to step S120-19.
[0140] (Step S120-19) The main CPU 200a sets the set value data to 0.
[0141] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19 above.
[0142] (Step S120-23) The main CPU 200a executes display data conversion processing to display the set value on the main credit display unit 130.
[0143] (Step S120-25) The main CPU 200a determines whether it has detected the on-edge of the setting change switch. As a result, if it determines that it has not detected the on-edge of the setting change switch, the process moves to step S120-31, and if it determines that it has detected the on-edge of the setting change switch, the process moves to step S120-27.
[0144] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. As a result, if it determines that the setting change switch is on, the process moves to step S120-27, and if it determines that the setting change switch is not on, the process moves to step S120-29.
[0145] (Step S120-29) The main CPU 200a sets the setting change switch interval timer.
[0146] (Step S120-31) The main CPU 200a executes timer wait processing to wait until the setting change switch interval timer reaches 0.
[0147] (Step S120-33) The main CPU 200a determines whether it has detected the on-edge of the start switch 118. As a result, if it determines that it has not detected the on-edge of the start switch 118, the process moves to step S120-9, and if it determines that it has detected the on-edge of the start switch 118, the process moves to step S120-35.
[0148] (Step S120-35) The main CPU 200a determines whether the setting key is off. As a result, if it determines that the setting key is off, the process moves to step S120-35, and if it determines that the setting key is not off, the process moves to step S120-37.
[0149] (Step S120-37) The main CPU 200a determines whether the setting key is on. As a result, if it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.
[0150] (Step S122) The main CPU 200a executes an initialization start process for starting the initialization start. Note that this initialization start process will be described later.
[0151] Figure 13 is a flowchart for explaining the initialization start process (S122) on the main control board 200.
[0152] (Step S122-1) The main CPU 200a sets a setting change end command indicating that the change of the setting value has ended in the transmission buffer.
[0153] (Step S122-3) The main CPU 200a sets a setting change state command indicating the state when the change of the setting value has ended in the transmission buffer.
[0154] (Step S122-5) The main CPU 200a sets a wait timer at the time of initialization start.
[0155] (Step S122-7) The main CPU 200a executes a timer wait process of waiting until the wait timer at the time of initialization start becomes 0.
[0156] (Step S122-9) The main CPU 200a executes a RAM clear process at the time of setting change for clearing a separate area in the main RAM 200c.
[0157] (Step S122-11) The main CPU 200a executes RAM clear processing to clear the used area to be cleared when changing settings in the main RAM 200c.
[0158] (Step S122-13) The main CPU 200a sets a game state command indicating the current game state in the transmission buffer.
[0159] (Step S200) The main CPU 200a executes game start processing to start the game. Note that this game start processing will be described later.
[0160] Figure 14 is a flowchart for explaining the state return process (S130) in the main control board 200.
[0161] (Step S130-1) The main CPU 200a returns the stack pointer.
[0162] (Step S130-3) The main CPU 200a executes unused area clear processing to clear the unused area in the main RAM 200c.
[0163] (Step S130-5) The main CPU 200a clears the stack pointer save buffer.
[0164] (Step S130-7) The main CPU 200a sets (turns on) the power-off return flag.
[0165] (Step S130-9) The main CPU 200a executes port input processing to update the image of the input port.
[0166] (Step S130-11) Based on the image of the input port updated in step S130-9 above, the main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bits.
[0167] (Step S130-13) The main CPU 200a sets the operation target bits extracted in step S130-11 above as the operation target bits in the previous state.
[0168] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, or standby. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to values such as accelerating = 3, rotating steadily = 2, stopped = 1, standby = 0 according to the operating state of the stepping motor 152.
[0169] (Step S130-17) Based on the motor phases acquired in step S130-15 above, the main CPU 200a determines whether any of the reels 110a, 110b, and 110c are not in the steady rotation and acceleration states. As a result, if it is determined that none of the reels 110a, 110b, and 110c are in the steady rotation and acceleration states, the process proceeds to step S130-21, and if it is determined that any of the reels 110a, 110b, and 110c are in the steady rotation or acceleration state, the process proceeds to step S130-19.
[0170] (Step S130-19) The main CPU 200a executes a rotation error process for setting the settings at the time of error detection of the reels 110a, 110b, and 110c.
[0171] (Step S130-21) The main CPU 200a restores the register group that has been saved.
[0172] (Step S130-23) The main CPU 200a enables interrupts and ends the state restoration process. As a result, the main CPU 200a returns to the state just before the power-off.
[0173] FIG. 15 is a flowchart for explaining the game start process (S200) on the main control board 200.
[0174] (Step S200-1) The main CPU 200a executes a replay state identification signal output setting process for outputting a replay state identification signal indicating whether it is a replay.
[0175] (Step S200-3) The main CPU 200a sets an inserted coin display output bit off for turning off the bit corresponding to the inserted coin display (bet number) display.
[0176] (Step S200-5) The main CPU 200a executes an output port image setting process for updating the output image for the bit set in step S200-3.
[0177] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0178] (Step S200-9) The main CPU 200a executes a timer wait process of waiting until the game start wait timer becomes 0.
[0179] (Step S200-11) The main CPU 200a executes a per-game RAM clear process of clearing the area to be cleared for each game among the used areas in the main RAM 200c.
[0180] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.
[0181] (Step S200-15) The main CPU 200a executes an edge clearing process for clearing the edge information of the input port image.
[0182] (Step S210) The main CPU 200a executes a game medal insertion process for accepting the insertion of medals. Note that this game medal insertion process will be described later.
[0183] FIG. 16 is a flowchart for explaining the game medal insertion process (S210) on the main control board 200.
[0184] (Step S210-1) The main CPU 200a executes an error confirmation process for confirming the detection results of various errors.
[0185] (Step S210-3) The main CPU 200a executes an edge check process for detecting the rising edge (on edge) of the signal of the input port.
[0186] (Step S210-5) The main CPU 200a acquires a door open error detection flag that goes high when the front upper door 104 or the front lower door 106 is open.
[0187] (Step S210-7) Based on the door opening error detection flag obtained in step S210-5 above, main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed. As a result, if it is determined that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 or the front lower door 106 is not closed, the process proceeds to step S210-9.
[0188] (Step S210-9) Main CPU 200a sets an error code "E8" indicating that at least one of the front upper door 104 or the front lower door 106 is open.
[0189] (Step S210-11) Main CPU 200a executes error weight processing that performs error display, warning sound request, and waits for error recovery.
[0190] (Step S210-13) Main CPU 200a executes set value confirmation processing to confirm the set value.
[0191] (Step S210-15) Main CPU 200a executes edge clearing processing to clear the edge information of the input port image.
[0192] (Step S210-17) When a credit switch (not shown) for paying back the stored (credited) medals is pressed, main CPU 200a executes credit button check processing to pay back the stored medals.
[0193] (Step S210-19) The main CPU 200a executes game medal input button related processing for betting medals. Here, when the bet switch 116 is pressed, the stored (credited) medals are bet up to a specified number, and the stored number is subtracted by the number of bet medals. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to the specified number, and when more medals than the specified number are inserted, the excess is added to the stored number.
[0194] (Step S210-21) The main CPU 200a executes game medal acquisition processing to confirm whether the inserted number is the specified number.
[0195] (Step S210-23) Based on the confirmation result of step S210-21 above, the main CPU 200a determines whether the inserted number is not the specified number. As a result, if it is determined that the inserted number is not the specified number, the process moves to step S210-1, and if it is determined that the inserted number is the specified number, the process moves to step S210-25.
[0196] (Step S210-25) The main CPU 200a sets the start display output bit for turning on (lighting) a start display (not shown) indicating whether the operation of the start switch 118 has become effective.
[0197] (Step S210-27) The main CPU 200a determines whether the falling edge (pressing) of the start switch 118 has not been detected. As a result, if it is determined that the falling edge of the start switch 118 has not been detected, the process moves to step S210-1, and if it is determined that the falling edge of the start switch 118 has been detected, the process moves to step S210-29.
[0198] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.
[0199] (Step S210-31) The main CPU 200a executes a replay state identification signal clearing process for clearing the replay state identification signal.
[0200] (Step S210-33) The main CPU 200a executes a pre-blocking process for turning off (extinguishing) the start indicator.
[0201] (Step S210-35) The main CPU 200a sets a lever press command indicating that the start switch 118 has been pressed in the transmission buffer.
[0202] (Step S220) The main CPU 200a executes an internal lottery process for performing a winning type lottery. Note that this internal lottery process will be described later.
[0203] FIG. 17 is a flowchart for explaining the internal lottery process (S220) in the main control board 200.
[0204] (Step S220-1) The main CPU 200a acquires set value data.
[0205] (Step S220-3) The main CPU 200a sets an error code "EC" indicating a set value abnormality error.
[0206] (Step S220-5) The main CPU 200a determines whether the set value data acquired in step S220-1 is abnormal. As a result, if it is determined that the set value data is abnormal, the process proceeds to step S112, and if it is determined that the set value data is not abnormal, the process proceeds to step S220-7.
[0207] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.
[0208] (Step S220-9) The main CPU 200a executes state offset acquisition processing for acquiring an offset value related to the game state.
[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0210] (Step S220-13) The main CPU 200a sets, as the initial value of the winning area, the value indicated by the address obtained by adding the offset value acquired in step S220-9 to the address set in step S220-11 above. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.
[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing for shifting the winning area by one.
[0212] (Step S220-17) The main CPU 200a determines whether to perform the winning type lottery. As a result, if it is determined not to perform the winning type lottery, the process proceeds to step S220-21, and if it is determined to perform the winning type lottery, the process proceeds to step S220-19.
[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.
[0214] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, that is, whether it has won in the winning area by the winning category lottery. As a result, if it is determined that it has won in the winning category lottery, the process proceeds to step S230, and if it is determined that it has not won in the winning category lottery, the process proceeds to step S220-23.
[0215] (Step S220-23) The main CPU 200a determines whether the winning category lottery has ended. As a result, if it is determined that the winning category lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning category lottery has ended, the process proceeds to step S220-25.
[0216] (Step S220-25) The main CPU 200a clears the trigger role type.
[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. Note that this symbol code setting process will be described later.
[0218] Figure 18 is a flowchart for explaining the symbol code setting process (S230) in the main control board 200.
[0219] (Step S230-1) The main CPU 200a acquires the winning area selected in step S220 above, and if the winning area obtained includes a bonus role, it executes a game state setting process for setting the game state to the internal middle game state.
[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 above as the stop control number.
[0221] (Step S230-5) Based on the winning area obtained in step S230-1 above, the main CPU 200a determines (sets) the winning combination group. Note that depending on the determined winning combination group, the main CPU 200a may turn on the pseudo-game execution flag. The pseudo-game execution flag indicates to execute the pseudo-game when it is on, and indicates not to execute the pseudo-game when it is off.
[0222] (Step S230-7) Based on the stop control number set in step S230-3 above, the main CPU 200a executes a symbol code initial setting process for setting the displayable symbols and the symbol codes indicating the symbols to be drawn.
[0223] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting the display symbol bits.
[0224] (Step S231) The main CPU 200a executes an execution flag setting process for setting the execution flag, performing various processes related to the production state, processes related to the auxiliary production, etc. Note that this execution flag setting process will be described later.
[0225] (Step S230-13) The main CPU 200a sets an effect command, which is a command related to the advantageous section, in the transmission buffer.
[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the winning type in the transmission buffer.
[0227] (Step S230-17) The main CPU 200a checks the one-game timer.
[0228] (Step S230-19) The main CPU 200a sets a reel rotation pre-command indicating that the reels 110a, 110b, and 110c are before rotation in the transmission buffer.
[0229] (Step S230-21) The main CPU 200a executes an excitation release waiting process to wait for the excitation release of the stepping motor 152.
[0230] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operations of the stop switches 120a, 120b, and 120c, predetermined symbols (for example, symbols constituting a bonus combination) on each of the reels 110a, 110b, and 110c are automatically subjected to temporary stop control. When all of the reels 110a, 110b, and 110c have temporarily stopped, or when rotation has started through random delay processing after the temporary stop has ended, the pseudo game execution flag is turned off.
[0231] (Step S230-23) The main CPU 200a determines whether the one-game timer is not zero. As a result, if it is determined that the one-game timer is not zero, the process proceeds to step S230-23, and if it is determined that the one-game timer is zero, the process proceeds to step S230-25.
[0232] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to be accelerating to start the rotation of each reel, or the one-game timer is set to a value corresponding to 4.1 seconds.
[0233] (Step S230-27) The main CPU 200a sets a reel start command indicating that the rotation of the reels 110a, 110b, and 110c has started in the transmission buffer.
[0234] (Step S240) The main CPU 200a executes the drum rotation process, which is a process during the rotation of the reels 110a, 110b, and 110c. Note that the drum rotation process will be described later.
[0235] FIG. 19 is a flowchart for explaining the execution flag setting process (S231) on the main control board 200.
[0236] (Step S231-1) The main CPU 200a executes the AT state update process of updating (transferring) the production state based on the next AT flag. Note that the next AT flag indicates the production state set in the next game and will be set in the following process.
[0237] (Steps S232 to S238) The main CPU 200a executes the state-specific module execution process of executing the modules for each production state and game section, and ends the execution flag setting process. Note that in the state-specific module execution process, the modules (processes) corresponding to the transferred production state and game section are read from the main ROM 200b and executed. Hereinafter, the modules related to the features of the present embodiment will be described in detail, and the description of the modules unrelated to the features of the present embodiment will be omitted.
[0238] FIG. 20 is a flowchart for explaining the non-favorable production state process (S232) executed in the state-specific module execution process. The non-favorable production state process is executed when the production state is a non-favorable production state.
[0239] (Step S232-1) The main CPU 200a conducts a lottery for shifting to a favorable section based on the winning type determined by the winning type lottery.
[0240] (Step S232-3) The main CPU 200a determines whether it has been selected in the advantageous section in step S232-1. As a result, if it is determined that it has been selected in the advantageous section, the process proceeds to step S232-5, and if it is determined that it has not been selected in the advantageous section, the non-advantageous presentation state process ends.
[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution presentation state, turns on the advantageous section flag indicating that it is the advantageous section, and ends the non-advantageous presentation state process.
[0242] Figure 21 is a flowchart for explaining the distribution presentation state process (S233) executed in the state-specific module execution process. The distribution presentation state process is executed when the presentation state is the distribution presentation state.
[0243] (Step S233-1) The main CPU 200a conducts a lottery to allocate, for example, to the precursor presentation state with a probability of 1 / 10 and to the normal presentation state with a probability of 9 / 10.
[0244] (Step S233-3) The main CPU 200a determines whether it has been selected in the normal presentation state in step S233-1. As a result, if it is determined that it has been selected in the normal presentation state, the process proceeds to step S233-5, and if it is determined that it has not been selected in the normal presentation state (selected in the precursor presentation state), the process proceeds to step S233-13.
[0245] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0246] (Step S233-7) The main CPU 200a determines the number of games to execute the ceiling function in the normal presentation state as 871 games at the maximum, and sets the determined number of games to the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the execution of the ceiling function.
[0247] (Step S233-9) The main CPU 200a determines the number of games in the block period that prohibits the transition to the AT performance state in the normal performance state that has transitioned from the non-favorable performance state, with a maximum of 96 games, and sets the determined number of games in the block game number counter. The block game number counter is a counter that counts the number of games that prohibits the execution (setting) of the AT performance state.
[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal performance state, and ends the distribution performance state process.
[0249] (Step S233-13) In step S233-3, when it is determined that the normal performance state has not been won (the omen performance state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the omen performance state.
[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the omen performance state, with a maximum of 32 games, sets the determined number of games in the omen game number counter, and ends the distribution performance state process. The omen game number counter is a counter that counts the number of games until the end of the omen performance state.
[0251] FIG. 22 is a flowchart for explaining the normal performance state process (S234) executed in the state-specific module execution process. The normal performance state process is executed when the performance state is the normal performance state.
[0252] (Step S234-1) The main CPU 200a performs an AT lottery based on the winning probability (low probability or high probability) of the AT lottery and the winning type determined by the winning type lottery.
[0253] (Step S234-3) The main CPU 200a determines whether it has won the AT lottery or whether the present omen permission flag is ON. As a result, if it is determined that it has won the AT lottery or the present omen permission flag is ON, the process proceeds to step S234-5, and if it is determined that it has not won the AT lottery and the present omen permission flag is OFF, the process proceeds to step S234-21.
[0254] (Step S234-5) The main CPU 200a determines whether the block game count counter is 0. As a result, if it is determined that the block game count counter is 0, the process proceeds to step S234-9, and if it is determined that the block game count counter is not 0 (still in the block period), the process proceeds to step S234-7.
[0255] (Step S234-7) Regardless of whether the present omen permission flag is ON or OFF at that time, the main CPU 200a sets the present omen permission flag to ON.
[0256] (Step S234-9) In step S234-5, if it is determined that the block game count counter is 0, the main CPU 200a sets the present omen permission flag to OFF.
[0257] (Step S234-11) The main CPU 200a determines whether the ceiling game count counter exceeds 271. As a result, if it is determined that the ceiling game count counter exceeds 271, that is, the number of staying games in the normal performance state is less than 600 games, the process proceeds to step S234-13, and if it is determined that the ceiling game count counter is 271 or less, that is, the number of staying games in the normal performance state is 600 games or more, the process proceeds to step S234-19.
[0258] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the omen performance state.
[0259] (Step S234-15) The main CPU 200a determines the number of games to continue the precursor performance state with a maximum of 32 games, and sets the determined number of games to the precursor game number counter.
[0260] (Step S234-17) Regardless of whether the winning probability of the AT lottery in the normal performance state is a low probability or a high probability, the main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state.
[0261] (Step S234-19) In step S234-11, when it is determined that the ceiling game number counter is 271 or less, that is, the number of staying games in the normal performance state is 600 games or more, the main CPU 200a sets the next AT flag to a value corresponding to the special precursor performance state.
[0262] (Step S234-21) The main CPU 200a determines whether the block game number counter is greater than 0. As a result, if it is determined that the block game number counter is greater than 0, the process proceeds to step S234-23, and if it is determined that the block game number counter is not greater than 0 (it is 0), the process proceeds to step S234-25.
[0263] (Step S234-23) The main CPU 200a decrements the block game number counter by 1.
[0264] (Step S234-25) The main CPU 200a determines whether the ceiling game number counter is 0. As a result, if it is determined that the ceiling game number counter is 0, the process proceeds to step S234-27, and if it is determined that the ceiling game number counter is not 0, the process proceeds to step S234-29.
[0265] (Step S234-27) To execute the ceiling function, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and ends the normal presentation state process.
[0266] (Step S234-29) The main CPU 200a decrements the ceiling game count by 1 and ends the normal presentation state process.
[0267] Here, although detailed explanation is omitted, in the normal presentation state, every time a predetermined number of games are completed, a chance zone (CZ) with an increased winning probability for the AT lottery is executed over multiple games. Also, the winning probability of the AT lottery is low at the start of the normal presentation state, but may shift to a high probability through a promotion lottery.
[0268] FIG. 23 is a flowchart for explaining the preliminary presentation state process (S235) executed in the state-specific module execution process. The preliminary presentation state process is executed when the presentation state is the preliminary presentation state.
[0269] (Step S235-1) The main CPU 200a determines whether the preliminary game count counter is 0. As a result, if it is determined that the preliminary game count counter is 0, the process proceeds to step S235-3, and if it is determined that the preliminary game count counter is not 0, the process proceeds to step S235-5.
[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state and ends the preliminary presentation state process.
[0271] (Step S235-5) The main CPU 200a decrements the preliminary game count counter by 1 and ends the preliminary presentation state process.
[0272] FIG. 24 is a flowchart for explaining the AT production state process (S236) executed in the state-specific module execution process. The AT production state process is executed when the production state is the AT production state.
[0273] (Step S236-1) The main CPU 200a performs an additional draw lottery for a predetermined number of additional tickets, which is the end condition in the AT production state. When winning the additional draw lottery, the main CPU 200a adds the number of winning additional tickets to the predetermined number of additional tickets.
[0274] (Step S236-3) The main CPU 200a determines whether the AT production state satisfies the end condition. As a result, if it is determined that the end condition is satisfied, the process proceeds to step S236-5. If it is determined that the end condition is not satisfied, the AT production state process ends.
[0275] (Step S236-5) The main CPU 200a determines whether the transition to the normal production state has been determined. As a result, if the transition to the normal production state has been determined, the process proceeds to step S236-7. If the transition to the normal production state has not been determined, that is, if the transition to the non-favorable production state has been determined, the process proceeds to step S236-11.
[0276] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal production state.
[0277] (Step S236-9) The main CPU 200a determines the number of games to execute the ceiling function in the normal production state as 871 games at the maximum, sets the determined number of games to the ceiling game number counter, and ends the AT production state process.
[0278] (Step S236-11) If it is determined in step S236-5 that the transition to the normal effect state has not been determined, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous effect state, and ends the AT effect state process.
[0279] FIG. 25 is a flowchart for explaining the special premonitory effect state process (S237) executed in the state-specific module execution process. The special premonitory effect state process is executed when the effect state is the special premonitory effect state.
[0280] (Step S237-1) The main CPU 200a performs a bonus draw for a predetermined number of additional winning combinations, which is the gaming profit that can be obtained in the special effect state. If the bonus draw is won, the number of winning combinations won is added to the predetermined number of additional winning combinations.
[0281] (Step S237-3) The main CPU 200a determines whether the special premonitory effect state has satisfied the end condition (here, the completion of a predetermined number of games). As a result, if it is determined that the end condition is satisfied, the process proceeds to step S237-5, and if it is determined that the end condition is not satisfied, the special premonitory effect state process ends.
[0282] (Step S237-5) The main CPU 200a determines whether the bonus draw was won in step S237-1. As a result, if it is determined that the bonus draw was won, the process proceeds to step S237-7, and if it is determined that the bonus draw was not won, the process proceeds to step S237-9.
[0283] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special effect state and ends the special premonitory effect state process.
[0284] (Step S237-9) If it is determined in step S237-5 that the player has not won the bonus lottery, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and ends the special precursor presentation state process.
[0285] FIG. 26 is a flowchart for explaining the special presentation state process (S238) executed in the state-specific module execution process. The special presentation state process is executed when the presentation state is the special presentation state.
[0286] (Step S238-1) The main CPU 200a determines whether the special presentation state satisfies the end condition. As a result, if it is determined that the end condition is satisfied, the process proceeds to step S238-3, and if it is determined that the end condition is not satisfied, the special presentation state process ends. The end condition for the special presentation state is that the predetermined number of additional tickets loaded in step S237-1 has been obtained.
[0287] (Step S238-3) The main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and ends the special presentation state process.
[0288] FIG. 27 is a flowchart for explaining the process during reel rotation (S240) on the main control board 200.
[0289] (Step S240-1) The main CPU 200a sets the stop display output bit off (output image) to turn off (turn off the display) the bits corresponding to the displays (not shown) of the stop switches 120a, 120b, and 120c. Here, the stop display output bit is composed of a 3-bit bit string, and each bit is associated with the emission color of the three stop switches 120a, 120b, and 120c, and is represented by blue = 1 and red = 0.
[0290] (Step S240-3) The main CPU 200a executes output port image setting processing for updating the output image with respect to the bits set in step S240-1 above.
[0291] (Step S240-5) The main CPU 200a executes error confirmation processing for confirming the detection results of various errors.
[0292] (Step S240-7) The main CPU 200a refers to the index flag and acquires the indexes of the rotating reels 110a, 110b, and 110c. Since the index flag is only set after the reels 110a, 110b, and 110c reach the steady rotation speed, in other words, the fact that the index flag is set also indicates that the reels 110a, 110b, and 110c have reached the steady rotation speed.
[0293] (Step S240-9) The main CPU 200a determines whether all the index flags of the reels 110a, 110b, and 110c have been detected. As a result, if it is determined that not all the index flags have been detected, the process proceeds to step S240-1, and if it is determined that all the index flags have been detected, the process proceeds to step S240-11.
[0294] (Step S240-11) The main CPU 200a acquires the stop reel bits indicating the reels 110a, 110b, and 110c that are stopped or starting to stop. Here, the stop reel bit is composed of a 3-bit bit string, and each bit is associated with one of the three reels 110a, 110b, and 110c, and is represented by a steady state = 1, an acceleration state, a deceleration state, or a stop state = 0.
[0295] (Step S240-13) The main CPU 200a saves the stop reel bit acquired in step S240-11 as the reel rotation in progress flag.
[0296] (Step S240-15) The main CPU 200a sets the stop display output bit on (output image) to turn on (turn off the display) the bits corresponding to the displays (not shown) of the stop switches 120a, 120b, and 120c.
[0297] (Step S240-17) The main CPU 200a acquires the image of input port 0 and executes an operation target bit extraction process for extracting the operation target bits from the acquired image. Here, the operation target bits are composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented as operated = 1 and not operated = 0.
[0298] (Step S240-19) The main CPU 200a calculates the logical product of the reel rotation in progress flag acquired in step S240-13 and the operation target bits extracted in step S240-17. Here, if the reel 110 is rotating and the stop switch 120 corresponding to that reel is being operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is effectively rotating, the logical product becomes 1.
[0299] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, that is, whether the stop switch 120 corresponding to the rotating reel 110 is not being operated. As a result, if it is determined that the stop switch 120 corresponding to the rotating reel 110 is not being operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the rotating reel 110 is being operated, the process proceeds to step S240-23.
[0300] (Step S240-23) The main CPU 200a acquires an output image including a stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19 above. Here, when the operated stop switch 120 is lit red, the bit of the logical product becomes 0, and when it is lit blue, the bit of the logical product becomes 1.
[0301] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 above is 0, that is, whether the operated stop switch 120 is lit red. As a result, if it is determined that the operated stop switch 120 is lit red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit red, the process proceeds to step S240-27.
[0302] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is invalid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Here, it is determined whether the operated stop switch 120 is one. If it is determined that the operated stop switch 120 is one, the process proceeds to step S240-29, and if it is determined that the operated stop switch 120 is not one, that is, two or more, the process proceeds to step S240-1.
[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0304] (Step S240-31) The main CPU 200a prohibits interrupts.
[0305] (Step S240-33) The main CPU 200a executes a pressing reference position acquisition process for deriving the symbol number of the symbol located on the active line A as the pressing reference position.
[0306] (Step S240-35) The main CPU 200a executes a slipping frame number acquisition process for determining the number of slipping frames of the reel 110.
[0307] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. Note that this reel stop process will be described later.
[0308] FIG. 28 is a flowchart for explaining the reel stop process (S250) in the main control board 200.
[0309] (Step S250-1) The main CPU 200a acquires the pressing reference position derived in the above step S240-35.
[0310] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of slipping frames determined in the above step S240-37 with respect to the pressing reference position acquired in the above step S250-1.
[0311] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting the stop process of the target reel 110 for the programs operating in parallel. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the valid line A. Such a stop request flag and the above stop request number are read by the programs operating in parallel, and the stop process of the reel 110 is performed. Note that when the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.
[0312] (Step S250-7) The main CPU 200a permits interrupts.
[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reel 110 in the transmission buffer.
[0314] (Step S250-11) The main CPU 200a sets a stop display output bit off (output image) to turn off (extinguish) the bit corresponding to the display (not shown) of the stop switch 120.
[0315] (Step S250-13) The main CPU 200a executes an output port image setting process for updating the output image for the bit set in the above step S250-11.
[0316] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting the display symbol bit.
[0317] (Step S250-17) The main CPU 200a executes a pre-next drum setting process for stopping the next reel 110.
[0318] (Step S250-19) The main CPU 200a determines whether the stop processing for all the reels 110 has been completed. As a result, if it is determined that the stop processing for all the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all the reels 110 has been completed, the process proceeds to step S250-21.
[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, that is, whether all the reels 110 have not stopped. As a result, if it is determined that all the reels 110 have not stopped, the process proceeds to step S250-21, and if it is determined that all the reels 110 have stopped, the process proceeds to step S250-23.
[0320] (Step S250-23) The main CPU 200a executes error confirmation processing for checking the detection results of various errors.
[0321] (Step S250-25) The main CPU 200a executes operation target bit extraction processing for extracting information on the operation target bits.
[0322] (Step S250-27) Based on the operation target bits acquired in step S250-25 above, the main CPU 200a determines whether the stop switch 120 is pressed. As a result, if it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.
[0323] (Step S260) The main CPU 200a executes display determination processing for determining the winning winning combination. Note that this display determination processing will be described later.
[0324] FIG. 29 is a flowchart for explaining the display determination process (S260) on the main control board 200.
[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0326] (Step S260-3) The main CPU 200a executes a display determination abnormality detection process to determine whether a display determination abnormality has occurred based on whether the symbol combination displayed on the active line A matches the symbol combination permitted to be displayed on the active line A.
[0327] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that it is a display determination abnormality (error).
[0328] (Step S260-7) The main CPU 200a determines whether there is a display determination abnormality based on the determination result of step S260-3 above. As a result, if it is determined that there is a display determination abnormality, the process proceeds to step S112, and if it is determined that there is no display determination abnormality, the process proceeds to step S260-9.
[0329] (Step S260-9) The main CPU 200a executes a display symbol identification generation process to determine the winning combination based on the symbol combination stopped (displayed) on the active line A.
[0330] (Step S260-11) The main CPU 200a sets 0 as the initial value of the payout number.
[0331] (Step S260-13) The main CPU 200a determines whether a minor winning combination has won. As a result, if it is determined that a minor winning combination has won, the process proceeds to step S260-15, and if it is determined that a minor winning combination has not won, the process proceeds to step S260-35.
[0332] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a minor winning combination has won.
[0333] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the winning minor winning combination.
[0334] (Step S260-19) The main CPU 200a determines whether it is not an advantageous section. As a result, if it is determined that it is not an advantageous section, the process proceeds to step S270, and if it is determined that it is an advantageous section, the process proceeds to step S260-21.
[0335] (Step S260-21) The main CPU 200a acquires the value of the advantageous section MY counter that counts MY during the advantageous section.
[0336] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous section MY counter acquired in step S260-23 above.
[0337] (Step S260-25) The main CPU 200a acquires the number of inserted coins for the game.
[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23 above.
[0339] (Step S260-29) The main CPU 200a determines whether the subtraction result in step S260-27 is not negative. As a result, if it is determined that the subtraction result is not negative, the process proceeds to step S260-33, and if it is determined that the subtraction result is negative, the process proceeds to step S260-31.
[0340] (Step S260-31) The main CPU 200a clears (sets to 0) the value of the advantageous section MY counter.
[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous section MY counter with the value subtracted in step S260-27 or the value cleared in step S260-31.
[0342] (Step S260-35) The main CPU 200a determines whether the replay role has won. As a result, if it is determined that the replay role has not won, the process proceeds to step S270, and if it is determined that the replay role has won, the process proceeds to step S260-37.
[0343] (Step S260-37) The main CPU 200a sets the inserted number of medals to the paid-out number.
[0344] (Step S260-39) The main CPU 200a turns on the replay operation flag.
[0345] (Step S260-41) The main CPU 200a sets the automatic insertion number.
[0346] (Step S270) The main CPU 200a executes a payout process for paying out medals. Note that this payout process will be described later.
[0347] Figure 30 is a flowchart for explaining the payout process (S270) on the main control board 200.
[0348] (Step S270-1) The main CPU 200a acquires the replay operation flag.
[0349] (Step S270-3) The main CPU 200a sets a payout start command indicating that the payout of medals has started in the transmission buffer.
[0350] (Step S270-5) Based on the replay operation flag acquired in step S270-1 above, the main CPU 200a determines whether the replay winning combination has won. As a result, if it is determined that the replay winning combination has won, the process proceeds to step S270-41, and if it is determined that the replay winning combination has not won, the process proceeds to step S270-7.
[0351] (Step S270-7) The main CPU 200a executes main display processing for displaying 0 on the main payout display unit 132.
[0352] (Step S270-9) The main CPU 200a determines whether there is no payout (the number of payout medals is 0). As a result, if it is determined that there is no payout, the process proceeds to step S270-35, and if it is determined that there is a payout, the process proceeds to step S270-11.
[0353] (Step S270-11) The main CPU 200a determines whether the stored number of medals is 50 or more. As a result, if it is determined that the stored number of medals is 50 or more, the process proceeds to step S270-13, and if it is determined that the stored number of medals is less than 50, the process proceeds to step S270-15.
[0354] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and transfers the process to step S270-23.
[0355] (Step S270-15) The main CPU 200a sets the payout start interval timer.
[0356] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, that is, whether it is the first payout. As a result, if it is determined that it is the first payout, the process is transferred to step S270-21, and if it is determined that it is not the first payout, the process is transferred to step S270-19.
[0357] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer becomes 0.
[0358] (Step S270-21) The main CPU 200a increments the stored number by 1.
[0359] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.
[0360] (Step S270-25) The main CPU 200a executes main display pre-processing for displaying the number of payout medals already paid out on the main payout display unit 132.
[0361] (Step S270-27) The main CPU 200a determines whether it is not in the bonus game state. As a result, if it is determined that it is not in the bonus game state, the process is transferred to step S270-31, and if it is determined that it is in the bonus game state, the process is transferred to step S270-29.
[0362] (Step S270-29) The main CPU 200a increments the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state, by 1.
[0363] (Step S270-31) The main CPU 200a determines whether the payout of medals has ended. As a result, if it is determined that the payout has not ended, the process proceeds to step S270-11, and if it is determined that the payout has ended, the process proceeds to step S270-33.
[0364] (Step S270-33) The main CPU 200a executes payout end processing to end the payout of medals.
[0365] (Step S270-35) The main CPU 200a determines whether an over error has been detected. As a result, if it is determined that no over error has been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.
[0366] (Step S270-37) The main CPU 200a sets the error code "E5" indicating an over error.
[0367] (Step S270-39) The main CPU 200a executes error weight processing that performs error display, requests a warning sound, and waits for error recovery.
[0368] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.
[0369] (Step S280) The main CPU 200a executes a game transition process that manages the transition of the game state, the process of managing the advantageous section, etc. Note that this game transition process will be described later.
[0370] FIG. 31 is a flowchart for explaining the game transition process (S280) in the main control board 200.
[0371] (Step S280-1) The main CPU 200a acquires the replay operation flag, and based on the acquired replay operation flag, sets the stop display output bit off (output image) to turn on or off the bit corresponding to the replay display (not shown) indicating that the next game is a replay game, and executes a replay display control process for updating the output bit of the set output image.
[0372] (Step S280-3) When a bonus combination wins, the main CPU 200a executes a device operation symbol display process for setting various parameters for controlling the bonus game state.
[0373] (Step S281) The main CPU 200a executes a state-specific module execution process for executing modules for each production state and section state. In the state-specific module execution process, the module (process) corresponding to the production state being transitioned is read from the main ROM 200b and executed.
[0374] (Step S280-5) When the number of bonus operation-acquired medals reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for transitioning the game state to a non-internal game state.
[0375] (Step S280-7) The main CPU 200a executes an advantageous section update process for managing the advantageous section.
[0376] (Step S280-9) The main CPU 200a determines whether the next game is not in the AT production state. As a result, if it is determined that the next game is not in the AT production state, the process proceeds to step S280-15, and if it is determined that the next game is in the AT production state, the process proceeds to step S280-11.
[0377] (Step S280-11) The main CPU 200a determines whether it is not in the bonus game state. As a result, if it is determined that it is not in the bonus game state, the process proceeds to step S280-15, and if it is determined that it is in the bonus game state, the process proceeds to step S280-13.
[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag for lighting the section display 160 to on.
[0379] (Step S280-15) The main CPU 200a executes an effect command setting process of setting an effect command, which is a command related to the advantageous section, in the transmission buffer.
[0380] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.
[0381] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.
[0382] (Step S280-21) The main CPU 200a determines whether the effect wait timer set when ending the advantageous section in step S280-7 is not zero. As a result, if it is determined that the effect wait timer is not zero, the process proceeds to step S280-21, and if it is determined that the effect wait timer is zero, the process proceeds to step S280-23.
[0383] (Step S280-23) The main CPU 200a sets a game state command indicating the game state in the transmission buffer.
[0384] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer and transfers the process to Step S200.
[0385] One game is executed through a series of processes from Step S200 to Step S280. Thereafter, Steps S200 to S280 are repeated.
[0386] Next, the power-off save process and the timer interrupt process in the main control board 200 will be described.
[0387] (Power-off save process of the main control board 200) FIG. 32 is a flowchart for explaining the power-off save process in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts and executes the power-off save process.
[0388] (Step S300-1) When a power-off warning signal is input, the main CPU 200a saves the registers.
[0389] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0390] (Step S300-5) The main CPU 200a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to Step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to Step S300-7.
[0391] (Step S300-7) The main CPU 200a restores the registers.
[0392] (Step S300-9) The main CPU 200a performs processing to permit interrupts and ends the power-off-time saving process.
[0393] (Step S300-11) The main CPU 200a executes output port clear processing to stop the output of the output port.
[0394] (Step S300-13) The main CPU 200a executes a power-off-time saving process for another area.
[0395] (Step S300-15) The main CPU 200a executes RAM protection setting processing necessary to prohibit access to the main RAM 200c.
[0396] (Step S300-17) The main CPU 200a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0397] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 by 1.
[0398] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S1000).
[0399] In the case where a power failure actually occurs, the operation of the slot machine 100 stops while looping through steps S300-19 to S300-21.
[0400] (Timer interrupt processing of the main control board 200) FIG. 33 is a flowchart for explaining the timer interrupt processing in the main control board 200. The main control board 200 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interrupt processing is executed.
[0401] (Step S400-1) The main CPU 200a saves the registers.
[0402] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0403] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch state.
[0404] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing to control the lighting of the main credit display unit 130, the main payout display unit 132, the inserted coin number display, the start display, the displays of the stop switches 120a, 120b, 120c, the replay display, and the section display 160.
[0405] (Step S400-9) The main CPU 200a updates the phase for timer interrupt processing. The phase for timer interrupt processing is one of 0 to 3. Here, when the phase for timer interrupt processing is 0, 1, or 2, it is incremented by 1, and when the phase for timer interrupt processing is 3, it is changed to 0.
[0406] (Step S400-11) The main CPU 200a performs sub-command transmission processing for transmitting the command stored in the transmission buffer to the sub-control board 202.
[0407] (Step S400-13) The main CPU 200a executes stepping motor control processing for controlling the stepping motor 152.
[0408] (Step S400-15) The main CPU 200a executes output port image output processing for outputting the output image to be output to the medal payout device 142.
[0409] (Step S400-17) The main CPU 200a executes random number update processing for updating various random number values.
[0410] (Step S400-19) The main CPU 200a executes illegal monitoring processing for detecting an error in order to output an external signal (external signals 4 and 5) corresponding to the error to the outside.
[0411] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the phase for timer interrupt processing updated in the above step S400-9. Here, the phase for timer interrupt processing is set to any one of 0 to 3, and since there is one module corresponding to each of the timer interrupt processing phases 0 to 3 (a total of 4), one module is executed once every four times of timer interrupt processing (every 5.96 ms). For example, a module that executes time monitoring processing for subtracting various timers is associated with one phase for timer interrupt processing.
[0412] (Step S400-23) The main CPU 200a executes test signal output processing for outputting a test signal externally.
[0413] (Step S400-25) The main CPU 200a executes port input processing for reading various input port images and accurately obtaining the latest switch state.
[0414] (Step S400-27) The main CPU 200a restores the register.
[0415] (Step S400-29) The main CPU 200a enables interrupts and ends the timer interrupt processing.
[0416] <Stage production> As described above, based on the commands received from the main control board 200, the production control means 334 determines the image data to be displayed on the liquid crystal display unit 124, and the production data for production through decorative devices such as the production lamp 126, the sub credit display unit 134, the sub payout display unit 136, etc. At the same time, it determines the audio data that constitutes the audio to be output from the speaker 128, and executes the determined game production. As a production executed by the production control means 334, there is a stage production that suggests the internal progress state of the game by the background of the image on the liquid crystal display unit 124. The player can grasp the progress state of the game through the stage production. As elements constituting the stage production, here, a background image, a stage index, BGM, a production type, and a system sound are mentioned. However, it goes without saying that the elements constituting the stage production are not limited to this.
[0417] The background image (first image) is an image that is displayed on the liquid crystal display unit 124 and serves as the background of an arbitrary image. For example, there are scenes such as parks, roads, buildings, arenas, facilities, streets, mountains, hills, ponds, seas, beaches, morning, noon, evening, night, sunny, cloudy, rainy, snowy, etc. Also, as the background image, an image corresponding to the character that mainly appears in the stage production may be adopted. Also, without changing the content of the background image, it is also possible that the color and brightness of the entire background image change according to the expected degree of obtaining game benefits, for example, from white (day) → orange (evening) → black (night).
[0418] The stage index (second image) is an index indicating the type of stage production or background image. Note that the title symbolizing the type of the background image, which is the stage index, is emphasized in large characters, for example, immediately after the start of display, and is displayed in small characters in the upper left corner of the liquid crystal display unit 124 after a predetermined time has elapsed. Also, at the timing when the stage index is started to be displayed, an effect sound emphasizing that the stage index has been displayed is output from the speaker 128. Therefore, the display start timing of the stage index shown below can be replaced with the output timing of the effect sound.
[0419] The BGM is music that is continuously output from the speaker 128 during the stage performance. Here, an example is shown in which music is used as the BGM, but other sounds may also be used. Silence is also an aspect of the BGM.
[0420] The type of effect indicates the type of effect to be executed in the stage effect. The effect control means 334 determines an effect suitable for the stage effect, for example, an effect in which a character moves, by drawing lots based on the type of effect.
[0421] The system sound is output from the speaker 128 and is generated in response to the progress of the game, and is output from the speaker 128 in response to, for example, the insertion of a medal through the medal insertion unit 114, the operation of the bet switch 116, the operation of the start switch 118, the operation of the stop switch 120, and the payout of medals through the medal payout device 142. Hereinafter, the insertion of a medal through the medal insertion unit 114, the operation of the bet switch 116, the operation of the start switch 118, the operation of the stop switch 120, and the payout of medals through the medal payout device 142 may be abbreviated as the "system sound trigger."
[0422] The performance control means 334 determines the stage performance based on the information such as the selected winning type, the winning combination, the game state, the performance state, etc. managed by the main control board 200, and the lottery result based on the progress of the game and the performance type managed by the sub-control board 202. The main control board 200 transmits, for example, a command (identifier 90H) indicating the selected winning type, the game state, the performance state, etc. to the sub-control board 202 in response to the operation of the player's start switch 118, and transmits a command (identifier B1H) indicating the winning combination, the game state, the performance state, etc. to the sub-control board 202 in response to the third stop (when the hold is released) of the player's stop switch 120. Therefore, the performance control means 334 may determine the stage performance based on the operation of the player's switch. When the determined stage performance is different from the currently executed stage performance, the performance control means 334 executes a so-called stage change to switch the currently executed stage performance to the determined stage performance. Note that the entire process of switching the subsequent stage performance along with the determination of the stage change may be referred to as stage change processing.
[0423] When a stage performance different from the currently executed stage performance is determined (when a stage change is determined), the performance control means 334 performs stage change processing at a predetermined timing. The stage change processing is performed, for example, at the time of switching of one game (the timing related to the switching of one game) or at the end of the performance (a predetermined switching timing).
[0424] Here, when switching between games, it is at the start of the next game in response to the player's operation of the start switch 118. Also, with the start of the next game, the previous game ends, so when switching between games, it can also be replaced with the end of the previous game. The end of the effect means the end of an effect that starts in response to the operation of a predetermined switch, for example, the start switch 118, and ends in response to the third stop (when pressed or released) of the stop switch 120. However, in the stage change process at the end of the effect, a stage transition effect, which will be described in detail later, may be performed during the process. The stage transition effect is an effect that emphasizes that a stage change is being executed and makes the player expect that the progress state of the game may have changed and a game profit may have been obtained. Therefore, when a stage change is made at the end of the effect, the start of the next stage effect is not limited to the operation timing of the player's switch such as the third stop of the stop switch 120, and the stage transition effect is executed in response to the operation of the switch, and it may be at the timing after a predetermined time (for example, 1 second) has elapsed.
[0425] In this way, when the stage change is determined, the effect control means 334 must appropriately switch the stage effect so as not to give the player a sense of discomfort without complicating the switching process of each element. Hereinafter, the stage change process will be described in detail.
[0426] FIGS. 34 to 36 are explanatory diagrams for explaining the flow of the stage change process. FIG. 34 shows an example in which the stage change process is performed when switching between games, for example, when the start switch 118 is operated, and FIGS. 35 and 36 show examples in which the stage change process is performed at the end of the effect, here, in response to the operation of the stop switch 120.
[0427] As shown in FIG. 34, as a stage effect, the effect control means 334 displays a background image A (e.g., a townscape) and a stage indicator A (e.g., "Stage A") on the liquid crystal display unit 124, outputs BGMA from the speaker 128, executes an effect type A (e.g., a normal effect state, the effect type of Stage A), and outputs system sound A from the speaker 128 according to a system sound trigger. Then, the effect control means 334 determines a stage change according to the operation of the start switch 118 at the time of switching of one game, and starts a stage change process at the timing when the start switch 118 is operated. Specifically, the effect control means 334 switches the background image A of the liquid crystal display unit 124 to a background image B (e.g., the sea) at the timing when the start switch 118 is operated, highlights the stage indicator B (e.g., "Stage B"), stops the output of BGMA and starts the output of BGMB. Also, the effect control means 334 outputs an effect sound that emphasizes that the stage indicator is displayed at the timing when the display of the stage indicator B starts. Further, the effect control means 334 switches the effect type from the effect type A to the effect type B (e.g., a normal effect state, the effect type of Stage B) and switches the system sound from the system sound A to the system sound B at the timing when the start switch 118 is operated.
[0428] Here, as an example of executing a stage change process at the time of switching of one game (the timing related to the switching of one game), an example in which the effect control means 334 executes a stage change process according to the operation of the start switch 118 has been described. However, not limited to such a case, when one game is started by inserting medals through the medal insertion unit 114, inserting the credited medals through the operation of the bet switch 116, or automatically inserting medals based on the display of the replay role on the valid line A, assuming that one game is switched according to the execution of any of them, a stage change process may be performed.
[0429] Subsequently, as shown in FIG. 35, the production control means 334 displays a background image B (e.g., the sea) and a stage indicator B (e.g., "Stage B") on the liquid crystal display unit 124 as a stage production, outputs BGMB from the speaker 128, executes a production type B (e.g., a normal production state, a production type of Stage B), and outputs a system sound B from the speaker 128 according to a system sound trigger. Then, the production control means 334 performs a production over one game, and at the end of the production, that is, determines a stage change according to the third stop of the stop switch 120, starts a stage change process according to the third stop of the stop switch 120, and switches the stage production after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed since the third stop of the stop switch 120, the production control means 334 switches the background image B of the liquid crystal display unit 124 to a background image C (e.g., a night view), highlights a stage indicator C (e.g., "Stage C"), stops the output of BGMB and starts the output of BGMC. In addition, after a predetermined time has elapsed since the third stop of the stop switch 120, the production control means 334 switches the production type from production type B to production type C (e.g., a chance zone, a production type of Stage C), and switches the system sound from system sound B to system sound C.
[0430] Here, as an example of executing a stage change process at the end of the production (predetermined switching timing), an example has been described in which the production control means 334 switches the stage production after a predetermined time (e.g., 1 second) has elapsed since the third stop of the stop switch 120. However, it is not limited to such a case, and operations of switches operable by the player, such as the bet switch 116, the start switch 118, the stop switch 120, the production switch 122, a clearing switch (not shown), insertion of medals through the medal insertion unit 114, payout of medals through the medal payout device 142, etc. are executed, and the stage may be switched according to the elapse of a predetermined time.
[0431] As described above, the stage change process is performed at various timings, such as when switching between games or when the performance ends. When the stage change process is executed, the background image, stage indicator, BGM, performance type, and system sound are switched all at once. However, if all of the background image, stage indicator, BGM, performance type, and system sound are uniformly switched in each stage change process performed at such various timings, the stage change process becomes complicated, and the processing load and the program capacity increase unnecessarily.
[0432] Therefore, when a stage change is determined, each element of the stage performance is switched at an appropriate timing. For example, regarding the background image, stage indicator, and BGM that are easy for the player to grasp the stage change, they are switched when switching between games where the stage change is determined or when the performance ends, and regarding other performance types and system sounds, they are switched when switching between games, that is, when operating the start switch 118 of the next game (fixed timing).
[0433] As shown in FIG. 36, the performance control means 334 displays the background image B (for example, the sea) and the stage indicator B (for example, "B stage") on the liquid crystal display unit 124 as the stage performance, outputs BGMB from the speaker 128, executes the performance type B (for example, the normal performance state, the performance type of the B stage), and outputs the system sound B from the speaker 128 according to the system sound trigger. Then, the performance control means 334 performs the performance over one game, determines the stage change at the end of the performance, that is, in response to the third stop of the stop switch 120, starts the stage change process from the third stop of the stop switch 120, and starts to switch the stage performance after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed from the third stop of the stop switch 120, the performance control means 334 switches the background image B of the liquid crystal display unit 124 to the background image C (for example, night view), highlights the stage indicator C (for example, "C stage"), stops the output of BGMB, and starts the output of BGMC.
[0434] However, the performance control means 334 does not switch the performance type and system sound after a predetermined time has elapsed since the third stop of the stop switch 120, and then, when the start switch 118 is operated, switches the performance type from performance type B to performance type C (e.g., chance zone, C stage performance type) and switches the system sound from system sound B to system sound C.
[0435] In the example of FIG. 36, the background image, stage indicator, and BGM of the stage presentation are switched after a predetermined time has elapsed since the third stop of the stop switch 120 based on the determination of the stage change, so the player can easily understand that the stage change was triggered by the third stop of the stop switch 120. Here, the presentation type and system sound are switched after waiting until the start switch 118 is operated. However, after the third stop of the stop switch 120, it is unlikely that the presentation will be determined based on the presentation type before the start switch 118 is operated, and even if the presentation is determined, the presentation type is unlikely to be understood, so the player is unlikely to feel uncomfortable that the presentation type has not been changed at the time when a predetermined time has elapsed since the third stop of the stop switch 120. Also, even if the system sound has not been changed at the time when a predetermined time has elapsed since the third stop of the stop switch 120, it is unlikely that the system sound itself will be output, and even if the system sound is output, the sound is difficult to distinguish compared to the BGM, and is unlikely to be consciously heard, so the player is unlikely to feel uncomfortable. Therefore, the stage presentation can be appropriately switched without the player feeling uncomfortable.
[0436] In addition, regardless of the timing at which the stage change is determined, the production control means 334 uniformly switches the production type and the system sound at the timing when the start switch 118 is operated after the stage change is determined. Therefore, as shown in FIG. 34, regardless of whether the stage change is determined at the time of switching of one game, or as shown in FIG. 36, regardless of whether the stage change is determined at the end of the production, in either case, the production type and the system sound are switched at the time of switching of one game. With such a configuration, the program for the production type and the system sound can be simplified, and the processing load and the program capacity can be reduced.
[0437] <Stage transition production> As described above, in the stage change process, the production control means 334 may execute a stage transition production that emphasizes that the stage change is to be executed and makes the player expect that the progress state of the game has changed and a game profit may be obtained. The stage transition production is a production in which the currently executed stage production is covered with an arbitrary image (transition image), the stage production is switched during that time, and the covered transition image is deleted, so that the stage production after the switch appears.
[0438] The transition images in the stage transition production include the following images. For example, the doors open from both the left and right sides of the liquid crystal display unit 124, gradually close over a predetermined time (for example, 1 second), and completely close after the predetermined time has elapsed. At this time, since the background image of the stage production that was executed immediately before is covered by the doors, the player cannot visually recognize it. Subsequently, the closed doors gradually open over a predetermined time (for example, 1 second), and completely open after the predetermined time has elapsed, and the doors themselves are also deleted. At this time, the background image of the stage production after the switch appears from inside the doors.
[0439] Hereinafter, an example where a door opens and closes as a transition image will be described. However, the transition image is not limited to such a case. The transition image occupies the liquid crystal display unit 124 and covers to some extent the background image of the stage production being executed. As time passes, if the occupation of the liquid crystal display unit 124 is released and the background image of the next stage production appears, various images can be arbitrarily adopted. For example, instead of a door, an arbitrary character may appear, and the background image of the stage production may be covered by the movement of the character. Also, for example, a shield such as a letter or a logo may be adopted as the transition image. Also, for example, the entire screen of the liquid crystal display unit 124 may change to a predetermined color or brightness so that the background image of the stage production being executed cannot be visually recognized. Also, for example, the transition image may move from one side of the left, right, up, or down of the liquid crystal display unit 124 to the other side, and the background image of the next stage production may be sequentially switched from the location where the image has passed.
[0440] FIG. 37 is an explanatory diagram for explaining the flow of stage change processing accompanied by a stage transition effect. Here, an example is shown in which stage change processing is performed at the end of the production (after a predetermined time has elapsed since the operation of the stop switch 120). Note that the slope of the transition image in the timing chart of FIG. 37 represents the change in the occupation degree of the transition image in the liquid crystal display unit 124. An upward slope to the right indicates that the occupation degree changes from 0% to 100%, and a downward slope to the right indicates that the occupation degree changes from 100% to 0%. Also, the display states of the liquid crystal display unit 124 at points (a) to (f) in the timing chart of FIG. 37 are shown below the timing chart. Here, among the elements of the stage production, the background image, the stage indicator, and the BGM will be described with attention.
[0441] As shown in FIG. 37, assume that the effect control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage effect, outputs BGM B from the speaker 128, and executes an effect type B (for example, a normal effect state, the effect type of Stage B). Then, the effect control means 334 performs an effect over one game, and at the end of the effect, that is, when a stage change is determined in response to the third stop of the stop switch 120, the stage change process is started.
[0442] Specifically, when the third stop of the stop switch 120 is completed at time point (a), the effect control means 334 causes a transition image (for example, a door) to appear from the left and right so as to cover the background image B in the layer in front of the background image B while the background image B and the stage indicator B are displayed on the liquid crystal display unit 124. The effect control means 334 gradually closes the door, which is the transition image, and covers approximately half of the background image B at time point (b), which is 0.5 seconds after time point (a). Then, the effect control means 334 closes the door, which is the transition image, at time point (c), which is 0.5 seconds after time point (b), and completely covers the background image B. The effect control means 334 maintains the state where the door is fully displayed until time point (d), which corresponds to a predetermined time elapsing after the third stop of the stop switch 120 in FIG. 36, and then displays the background image C at time point (d) and gradually opens the door, which is the transition image. At time point (e), which is 0.5 seconds after time point (d), the background image C is caused to appear while covering approximately half of the background image C displayed in the layer behind the transition image. Then, the effect control means 334 deletes the door, which is the transition image, at time point (f), which is 0.5 seconds after time point (e), and the background image C is displayed over the entire liquid crystal display unit 124.
[0443] The performance control means 334 determines a stage change at the third stop of the stop switch 120. However, it does not immediately switch the background image B. Instead, it starts the stage transition performance in parallel while keeping the background image B displayed behind it. In other words, the background image B is maintained until at least the point (c) when the transition image completely covers the background image B. Also, the performance control means 334 determines a stage change at the third stop of the stop switch 120, but does not immediately switch to the background image C. It switches during the stage transition performance. And at the same time as the start of the opening of the door, which is the transition image in the stage transition performance, the background image C appears behind it. In other words, for the background image C, it is sufficient to start the display at least at the point (d) when the door, which is the transition image, starts to open. Therefore, when the performance control means 334 performs a stage change accompanied by a stage transition performance, after determining the stage change at the third stop of the stop switch 120, it continues to display the background image B until at least the point (c) when the transition image completely covers the background image B, and starts the display of the background image C at the point (d) when the door, which is the transition image, starts to open.
[0444] Also, the performance control means 334 highlights the stage indicator C (for example, "C stage") of the switched background image C along with the stage change. However, when performing a stage change accompanied by a stage transition performance, at the point (d) when the display of the background image C starts, the transition image covers the background image C, and it is highly likely that the player cannot visually recognize the entire background image C. At this point, even if the stage indicator is displayed, the player may not be able to properly recognize it. Therefore, as shown in FIG. 37, the performance control means 334 starts the display of the background image C at the point (d) when the door, which is the transition image, starts to open. For the stage indicator C, it starts the display only at the point (f) when the transition image is deleted. Also, the performance control means 334 outputs a sound effect at the same time as starting the display of the stage indicator C. With such a configuration, since the stage indicator C is displayed after the background image C is displayed on the entire liquid crystal display unit 124, the player can easily and surely visually recognize that the stage performance has switched to the stage performance C indicated by the stage indicator C ("C stage").
[0445] In addition, as shown in FIG. 37, the production control means 334 starts the output of BGMC along with the start of the display of the stage index C as the stage changes. In this way, by simultaneously performing the display of the stage index C and the output of the sound effects and BGM, the start of the stage production can be emphasized. Since the BGM is a piece of music, it is not affected by the transition image in the stage transition production. Therefore, the production control means 334 may start the output of BGMC at the time point (d) when the display of the background image C is started.
[0446] As described above, in response to the third stop of the stop switch 120, a stage change is executed with a stage transition production. Here, after the reel 110 stops due to the third stop of the stop switch 120, the player can start the next game at an arbitrary timing by operating the start switch 118. At this time, if the player operates the start switch 118 without waiting for the completion of the stage transition production, the previous production is interrupted and the next stage production is started. That is, when the start switch 118 is operated, the production control means 334 must start the next stage production regardless of the progress of the stage change process. In this way, the start of the next game may cancel the interruption of the production being executed in the previous game. Hereinafter, the case where the production related to the stage change process is canceled by the player's operation will be described.
[0447] FIG. 38 is an explanatory diagram for explaining another flow of the stage change process accompanied by a stage transition production. Here, an example is shown in which the stage change process is performed at the end of the production (after a predetermined time has elapsed since the operation of the stop switch 120). Here, as in FIG. 37, among the elements of the stage production, the background image, the stage index, and the BGM will be described.
[0448] As shown in FIG. 38, assuming that the effect control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage effect, outputs BGM B from the speaker 128, and executes an effect type B (for example, a normal effect state, the effect type of Stage B). Then, the effect control means 334 performs an effect over one game, and at the end of the effect, that is, when a stage change is determined in response to the third stop of the stop switch 120, the effect control means 334 starts a stage change process accompanied by a stage transition effect.
[0449] Specifically, similar to FIG. 37, at the time point (a) when the third stop of the stop switch 120 is completed, the effect control means 334 causes transition images (for example, doors) to appear from the left and right so as to cover the background image B in the layer in front of the background image B while keeping the background image B and the stage indicator B displayed on the liquid crystal display unit 124. The effect control means 334 gradually closes the door, which is a transition image, and covers about half of the background image B at the time point (b) 0.5 seconds after the time point (a). Then, at the time point (c) 0.5 seconds after the time point (b), the effect control means 334 closes the door, which is a transition image, and completely covers the background image B. After maintaining the state in which the door is displayed, the effect control means 334 displays the background image C at the time point (d), gradually opens the door, which is a transition image, and as it transitions to the time point (e) 0.5 seconds after the time point (d), the background image C is made to appear while covering the background image C in the layer behind the transition image.
[0450] Assume that at such a time point (e), the player operates the start switch 118 to start the next game without waiting for the completion of the stage transition effect. Then, the effect control means 334 ends the stage transition effect and immediately starts the next stage effect C.
[0451] Specifically, when the start switch 118 is operated at the time point (e), the effect control means 334 ends the stage transition effect, that is, immediately deletes the transition image. With such a configuration, the player can visually confirm that the background image B and the transition image are completely deleted, and can easily and surely grasp that the previous game has ended.
[0452] Also, although the background image C is already being displayed at time (d), the stage indicator C is not yet being displayed and BGMC has not been output either. Therefore, the effect control means 334 immediately displays the stage indicator C and immediately outputs BGMC without waiting for the time when the stage transition effect that should originally start being displayed is completed. With such a configuration, when the next game starts, the player can visually recognize the background image C across the entire liquid crystal display unit 124, and can easily and surely visually recognize that the stage effect has switched to the stage effect C indicated by the stage indicator C (the "C stage").
[0453] Here, an example was described in which the start switch 118 is operated at time (e) when the door, which is the transition image, is gradually opening. However, this is not limited to such a case. From the time (d) when the occupied area of the transition image starts to become smaller and the background image C behind can be visually recognized, to the time when the transition image is completely deleted and the background image C behind occupies the entire liquid crystal display unit 124 (corresponding to time (f) in FIG. 37), if the start switch 118 is operated at any time, the effect control means 334 deletes the transition image (ends the stage transition effect) and starts displaying the stage indicator C.
[0454] FIG. 39 is an explanatory diagram for explaining another flow of the stage change process involving a stage transition effect. Here, an example is shown in which the stage change process is performed at the end of the effect (after a predetermined time has elapsed since the operation of the stop switch 120). Here too, similar to FIG. 38, the explanation focuses on the background image, stage indicator, and BGM among the elements of the stage effect.
[0455] As shown in FIG. 39, assuming that the effect control means 334 displays the background image B (for example, the sea) and the stage indicator B (for example, "B stage") on the liquid crystal display unit 124 as a stage effect, outputs BGMB from the speaker 128, and executes the effect type B (for example, the normal effect state, the effect type of the B stage). Then, the effect control means 334 performs an effect over one game, and at the end of the effect, that is, when a stage change is determined in response to the third stop of the stop switch 120, the effect control means 334 executes a stage change process accompanied by a stage transition effect.
[0456] Specifically, similar to FIG. 38, when the third stop of the stop switch 120 is completed at time point (a), the effect control means 334 causes the transition images (doors) to appear from the left and right so as to cover the background image B in the layer in front of the background image B while the background image B and the stage indicator B are displayed on the liquid crystal display unit 124. The effect control means 334 gradually closes the door which is the transition image, and covers about half of the background image B at time point (b) which is 0.5 seconds after time point (a).
[0457] Here, assume that the player operates the start switch 118 to start the next game without waiting for the door which is the transition image to completely cover the background image B. Then, in order to execute the effect of the next game, the effect control means 334 ends the previous stage effect B and immediately starts the next stage effect C. Specifically, without waiting for the time point (corresponding to time point (c) in FIG. 37) when the original transition image completely covers the background image B, the effect control means 334 deletes the background image B and the stage indicator B related to the previous stage effect B, stops the output of BGMB, displays the background image C and the stage indicator C related to the next stage effect C, and outputs BGMC. With such a configuration, the player can easily and surely recognize that the background image B and the transition image are completely deleted and grasp that the previous game has ended.
[0458] In addition, the effect control means 334 immediately displays the background image C and the stage indicator C without waiting for the time when the stage transition effect that should originally start being displayed is completed. With such a configuration, when the next game starts, the player can visually recognize the background image C across the entire liquid crystal display unit 124, and can easily and surely visually recognize that the stage effect has switched to the stage effect C indicated by the stage indicator C ("C stage").
[0459] Here, an example was described in which the start switch 118 is operated at the time point (b) when the door, which is the transition image, is gradually closing. However, it is not limited to such a case. From the time point (a) when the occupied area of the transition image starts to increase and begins to cover the background image B behind, to the time point when the transition image completely covers the background image B (corresponding to the time point (c) in FIG. 38), if the start switch 118 is operated at any time during this period, the effect control means 334 deletes the background image B and the transition image (ends the stage transition effect), stops the BGMB, starts displaying the background image C and the stage indicator C, and outputs the BGMC.
[0460] Here, the specific processing of the stage change processing described with reference to FIGS. 37 to 39 will be described. Here, an example will be given in which the sub-CPU 202a on the sub-control board 202 is composed of two CPUs, namely, a sub-main CPU (not shown) and a sub-sub CPU (not shown), and the sub-main CPU receives an instruction from the main CPU 200a and transmits a command to the sub-sub CPU.
[0461] When the sub-main CPU determines a stage change in response to the third stop of the stop switch 120 in FIG. 37, it starts a stage transition effect and then transmits a stage change command, which is a command indicating the execution of stage production C, to the sub-sub CPU. Such a stage change command may be a single command, or a command for executing the stage transition effect and a command for executing stage production C may be defined separately. In this case, the sub-main CPU transmits the command for executing the stage transition effect and the command for executing stage production C continuously at once.
[0462] The stage change command also includes a first delay time (for example, 1.5 seconds or 90 frames) from the start of the stage transition effect until the display of the background image C of the next stage production is started. When the sub-sub CPU receives the stage change command, it starts the stage transition effect, starts the display of the transition image, and sets a value corresponding to the first delay time in the first delay time counter. Note that there are a plurality of first delay times corresponding to each stage transition effect, and the sub-sub CPU sets the first delay time associated with the stage transition effect. Then, the sub-sub CPU decrements the first delay time counter every predetermined time, and when the value of the first delay time counter becomes 0 (when the first condition is satisfied), it starts the display of the background image C of stage production C. In this way, as shown in FIG. 37, the background image C can be appropriately presented at the timing when the occupation of the liquid crystal display unit 124 by the transition image starts to be released.
[0463] In addition, the stage change command also includes a second delay time (for example, 2.5 seconds or 150 frames) from the start of the stage transition effect until the display of the stage index C of the stage effect C and the output of the BGMC are started. When the sub-sub CPU receives the stage change command, it starts the stage transition effect and sets a value corresponding to the second delay time in the second delay time counter. Also, there are a plurality of stage indexes corresponding to each stage transition effect, and the sub-sub CPU sets the second delay time associated with the stage transition effect. Then, the sub-sub CPU decrements the second delay time counter every predetermined time, and when the value of the second delay time counter becomes 0, it starts the display of the stage index C of the stage effect C and the output of the BGMC. In this way, as shown in FIG. 37, the stage index C can be appropriately displayed and the BGMC can be output at the timing when the transition image is deleted.
[0464] Note that since the stage index is displayed after the background image is displayed, the second delay time is equal to or longer than the first delay time. Therefore, the sub-sub CPU may set the first delay time and the second delay time independently as described above. Instead, it may start counting further when the first delay time is reached, and start displaying the stage index after the elapse of a time corresponding to the difference between the second delay time and the first delay time.
[0465] Also, here, an example in which the sub-sub CPU sets time in counters (the first delay time counter, the second delay time counter) has been described, but it may be possible to set the number of frames of the liquid crystal display unit 124 or the number of timer interrupts corresponding to the delay time.
[0466] Also, here, as the first condition, an example was given in which a value corresponding to 1.5 seconds as the first delay time was set in the first delay time counter, and when the decremented value became 0, the background image in the stage production after switching was displayed. However, it is not limited to such a case, and it is sufficient if it can be grasped that the first delay time has been reached. For example, the first delay time counter may be incremented from 0, and when the value corresponding to the first delay time is reached, it may be considered that the first condition is satisfied and the background image may be displayed. Also, the background image can be displayed by forcibly switching to a flag indicating that the first condition is satisfied. Similarly, as the second condition, an example was given in which a value corresponding to 2.5 seconds as the second delay time was set in the second delay time counter, and when the decremented value became 0, the stage indicator in the stage production after switching was displayed. However, it is not limited to such a case, and it is sufficient if it can be grasped that the second delay time has been reached. For example, the second delay time counter may be incremented from 0, and when the value corresponding to the second delay time is reached, it may be considered that the second condition is satisfied and the stage indicator may be displayed. Also, the stage indicator can be displayed by forcibly switching to a flag indicating that the second condition is satisfied.
[0467] Here, when the start switch 118 is operated while the stage transition production is being executed, the sub-main CPU transmits a command indicating that the start switch 118 has been operated to the sub-sub CPU. The sub-sub CPU sets the values of the first delay time counter and the second delay time counter to 0 in response to such a command. When the value of the first delay time counter becomes 0, the sub-sub CPU forcibly ends the transition production, deletes the transition image, and starts displaying the background image C of the stage production C. Also, when the value of the second delay time counter becomes 0, the sub-sub CPU starts displaying the stage indicator C of the stage production C and outputting the BGMC. In this way, as shown in FIG. 39, at the start of the next game, the background image C and the stage indicator C can be appropriately displayed and the BGMC can be output.
[0468] However, even if the start switch 118 is operated while the stage transition effect is being executed, as shown in FIG. 38, if the background image C is already being displayed, that is, if the start switch 118 is operated after the value of the first delay time counter has become 0, the sub-sub CPU sets only the value of the second delay time counter to 0 and starts displaying the stage index C of the stage effect C and outputting the BGMC. In this way, as shown in FIG. 38, the stage index C can be appropriately displayed and the BGMC can be output at the timing when the transition image is deleted.
[0469] Here, an example has been described in which the first delay time and the second delay time are included in the stage change command. However, since the first delay time and the second delay time correspond to the stage transition effect, they may be included as information in the stage transition effect. Further, even if the first delay time and the second delay time are not included in the stage change command or the stage transition effect, if the sub-sub CPU can extract the stage transition effect from the stage change command, it can specify the first delay time and the second delay time corresponding to the stage transition effect. Therefore, the sub-sub CPU may specify the first delay time and the second delay time from the stage transition effect, for example, using a table held in the storage unit. Further, an identifier (flag) may be associated with each of the stage transition effect and the next stage effect, and the sub-sub CPU may specify the first delay time and the second delay time according to the combination of the identifiers.
[0470] Also, here, as an example of the first image displayed on the liquid crystal display unit 124 when the first condition for reaching the first delay time is satisfied, a background image has been given. However, the present invention is not limited to such a case, and any image that can be visually recognized by the player may be used even if it is partially covered by the transition image. Also, as an example of the second image displayed on the liquid crystal display unit 124 when the second condition for reaching the second delay time is satisfied, a stage index has been given. However, the present invention is not limited to such a case, and any image that is difficult for the player to visually recognize while it is partially covered by the transition image may be used.
[0471] In the stage change process, by controlling using counters (the first delay time counter, the second delay time counter), it is possible to appropriately switch the stage effects and, in response to the operation of the start switch 118, appropriately display the next stage effect.
[0472] <Color Picking Game> Incidentally, during the AT effect state, it may be determined by lottery to execute the "Color Picking Game" with a predetermined winning probability. When winning such a Color Picking Game and the execution of the Color Picking Game is determined, the Color Picking Game is started by winning the winning type "Selected Replay" in the winning areas 25 to 39 thereafter.
[0473] The Color Picking Game is a game of guessing the color of the symbol to be stopped. Specifically, in the Color Picking Game, it is started upon winning the winning type "Selected Replay" in the winning areas 25 to 39, and through the freeze effect, it notifies that the game is the "Color Picking Game". After the operation of the stop switch 120 by the player becomes effective, the player operates at the timing when the symbols "Red BAR" or "Blue BAR" can be drawn for each of the reels 110a, 110b, and 110c to guess the color of the symbol to be stopped. Here, when the player performs a correct color pressing operation (the first stop operation), which is an operation in batting order 1 as the correct operation mode and is an operation corresponding to the winning type "Selected Replay" that has been won, the reel control means 306 preferentially displays the symbol combination corresponding to the winning role "Replay 1", which is the correct color pressing role, on the active line A (the first display mode). On the other hand, when the player performs an incorrect color pressing operation (the second stop operation), which is an operation in batting order 1 as the correct operation mode but is an operation other than the correct color pressing operation corresponding to the winning type "Selected Replay" that has been won, the reel control means 306 preferentially displays the symbol combination corresponding to the winning role "Replay 3", which is the incorrect color pressing role, on the active line A (the second display mode).
[0474] FIG. 40 is an explanatory diagram for explaining the flow of a color-matching game. Here, it is assumed that the winning category of the winning area 25 is "Selected Replay 1" by the winning category lottery. Therefore, the color-pressing correct operation is an operation at the timing when the symbol "Red BAR" can be drawn into all the reels 110. When the player operates the stop switch 120a at the timing when the symbol "Red BAR" on the left reel 110a can be drawn in, as shown in FIG. 40(a), the symbol "Red BAR" on the left reel 110a stops on the invalid line B1. Subsequently, when the player operates the stop switch 120b at the timing when the symbol "Red BAR" on the middle reel 110b can be drawn in, as shown in FIG. 40(b), the symbol "Red BAR" on the middle reel 110b stops on the invalid line B1. Finally, when the player operates the stop switch 120c at the timing when the symbol "Red BAR" on the right reel 110c can be drawn in, since the player's operation becomes the color-pressing correct operation, the winning combination "Replay 1", which is the color-pressing correct winning combination, wins, and as shown in FIG. 40(c), the symbol "Red BAR" on the right reel 110c stops on the invalid line B1. The player can visually recognize that the symbol combinations (here, the symbol "Red BAR", the symbol "Red BAR", the symbol "Red BAR") for which the stop was attempted are aligned in a straight line on the invalid line B1, and can grasp that the operation by the color-pressing correct operation (success in color-matching) has been performed.
[0475] As described above, when the player operates the stop switch 120 by the color-pressing correct operation and the winning combination "Replay 1" wins, the effect state control means 314 determines to shift to a specialized zone where the available number of difference tickets is added. After starting the specialized zone, when the end condition of the specialized zone is satisfied, the effect state control means 314 resumes the AT effect state with the additional number of difference tickets added during the specialized zone.
[0476] Next, the case where the player performs an incorrect color pressing operation will be described. When winning the winning type "Selected Replay 1" in the winning area 25 by the winning type lottery, if the player operates the stop switch 120a at the timing when the symbol "Red BAR" on the left reel 110a can be drawn in, as shown in FIG. 40(d), the reel control means 306 causes the symbol "Red BAR" on the left reel 110a to stop on the invalid line B1. Subsequently, when the player operates the stop switch 120b at the timing when the symbol "Red BAR" on the middle reel 110b can be drawn in, as shown in FIG. 40(e), the symbol "Red BAR" on the middle reel 110b stops on the invalid line B1. Finally, when the player operates the stop switch 120c at the timing when the symbol "Blue BAR" on the right reel 110c can be drawn in, since the player's operation is an incorrect color pressing operation, the winning combination "Replay 3", which is an incorrect color pressing winning combination, wins, and as shown in FIG. 40(f), the symbol "Replay" on the right reel 110c stops on the invalid line B1. The player can visually recognize that the symbols for which the stop was attempted (here, the symbol "Red BAR", the symbol "Red BAR", the symbol "Blue BAR") did not line up in a straight line on the invalid line B1, and can grasp that an operation was performed by an incorrect color pressing operation (failure in color guessing). In this case, the effect state control means 314 does not determine to shift to the specialized zone.
[0477] Here, an example has been described in which the color guessing game is executed in the AT effect state and the specialized zone is shifted by performing a correct color pressing operation. However, the effect state in which the color guessing game is executed is not limited to such a case, and it can be executed in various effect states including the normal effect state and the like. Also, the game benefits given by performing a correct color pressing operation are not limited to the determination of shifting to the specialized zone. It can be arbitrarily set as long as it is a game benefit advantageous to the player, such as the determination of shifting to the chance zone, the determination of shifting to the AT effect state, the determination of shifting to the special omen effect state, or increasing the probability of shifting to those states.
[0478] Also, when the AT performance state is managed in set units where the difference number at the start is fixed or determined by lottery, the probability of determining the execution of the color-matching game may be different for each set unit. For example, among the sets, in the 3rd set, 7th set, and 10th set, the color-matching game may occur an average of 2 times per set, and in the other sets, it may occur with an average probability of 1 / 2 per set.
[0479] As described above, such a color-matching game is triggered by the winning of the winning type "selected replay" in the winning areas 25 to 39. However, in the winning areas 25 to 39, the number of reels 110 that require the selection of the symbol color in the color-pressing correct answer operation is different, and the probability that it becomes the color-pressing correct answer operation when the stop switch 120 is randomly operated is different. Referring to FIG. 6, for example, in the winning types "selected replay 1" to "selected replay 8" in the winning areas 25 to 32, any one of the symbols "red BAR" or "blue BAR" must be selected on all the reels 110, and the probability that it becomes the color-pressing correct answer operation when randomly operated is 1 / 8. Also, in the winning types "selected replay 11" to "selected replay 14" in the winning areas 33 to 36, for the left reel 110a, selecting either the symbol "red BAR" or "blue BAR" results in the color-pressing correct answer operation (it is a common color), and for the middle reel 110b and the right reel 110c, any one of the symbols "red BAR" or "blue BAR" must be selected, and the probability that it becomes the color-pressing correct answer operation when randomly operated is 1 / 4. Also, in the winning types "selected replay 21" and "selected replay 22" in the winning areas 37 and 38, for the left reel 110a and the middle reel 110b, selecting either the symbol "red BAR" or "blue BAR" results in the color-pressing correct answer operation, and for the right reel 110c, any one of the symbols "red BAR" or "blue BAR" must be selected, and the probability that it becomes the color-pressing correct answer operation when randomly operated is 1 / 2. Also, for the winning type "aligned replay" in the winning area 39, selecting either the symbol "red BAR" or "blue BAR" on all the reels 110 results in the color-pressing correct answer operation, and it will always be the color-pressing correct answer operation (probability is 1 / 1) even when randomly operated.
[0480] Incidentally, here, it has been described that when winning the winning types "Selected Reel 21" and "Selected Reel 22", any of the symbols "Red BAR" or "Blue BAR" can be selected for the left reel 110a and the middle reel 110b, and it will be a correct color pressing operation. At this time, the effect control means 334 displays either the symbol "Red BAR" or the symbol "Blue BAR" on the liquid crystal display unit 124 for the left reel 110a and the middle reel 110b, and prompts the player to operate the stop switch 120 at the timing when the symbol can be drawn in, so that it can seem as if the correct symbol of the correct color pressing operation is notified to the player.
[0481] In this way, here, the number of reels 110 that must be selected differs depending on the winning type "Selected Reel" to be won. Therefore, in order to increase the probability of performing a correct color pressing operation, the player hopes to win the winning type "Selected Reel" with a smaller number of reels 110 for which either the symbol "Red BAR" or the symbol "Blue BAR" must be selected. That is, the player hopes that the result of the winning type lottery is the winning types "Selected Reel 11" to "Selected Reel 14" rather than the winning types "Selected Reel 1" to "Selected Reel 8", hopes that the winning types are "Selected Reel 21" and "Selected Reel 22" rather than the winning types "Selected Reel 11" to "Selected Reel 14", and hopes that the winning type is the "Matched Reel" rather than the winning types "Selected Reel 21" and "Selected Reel 22".
[0482] Here, when winning the winning type "Selected Reel" in the winning areas 25 to 39, a freeze effect is performed before the operation of the stop switch 120 by the player becomes effective, and the number of reels 110 that the player must select is notified according to the winning type "Selected Reel" that has been won.
[0483] For example, when winning the winning types "Selected Replay 1" to "Selected Replay 8", since there are 8 options to choose from, the effect control means 334, in parallel with the freeze effect, displays "12 options" as the initial value on the liquid crystal display unit 124, and then deletes "12 options" and displays "8 options". In this way, the player grasps that they must select either the symbol "Red BAR" or the symbol "Blue BAR" for all the reels 110. Also, when winning the winning types "Selected Replay 11" to "Selected Replay 14", since there are 4 options to choose from, the effect control means 334, in parallel with the freeze effect, displays "12 options" on the liquid crystal display unit 124, then deletes "12 options" and displays "8 options", and further deletes "8 options" and displays "4 options" thereafter. In this way, the player grasps that they must select either the symbol "Red BAR" or the symbol "Blue BAR" for the middle reel 110b and the right reel 110c. Also, when winning the winning types "Selected Replay 21" and "Selected Replay 22", since there are 2 options to choose from, the effect control means 334, in parallel with the freeze effect, displays "12 options" on the liquid crystal display unit 124, then deletes "12 options" and displays "8 options", further deletes "8 options" and displays "4 options" thereafter, and further deletes "4 options" and displays "2 options" thereafter. In this way, the player grasps that they must select either the symbol "Red BAR" or the symbol "Blue BAR" for the right reel 110c. Also, when winning the winning type "Matched Replay", since there is 1 option, the effect control means 334, in parallel with the freeze effect, displays "12 options" on the liquid crystal display unit 124, then deletes "12 options" and displays "8 options", further deletes "8 options" and displays "4 options" thereafter, further deletes "4 options" and displays "2 options" thereafter, and finally deletes "2 options" and displays "1 option". In this way, the player grasps that they may select either the symbol "Red BAR" or the symbol "Blue BAR" for all the reels 110.
[0484] In this way, in the freeze effect before the operation of the stop switch 120 by the player becomes effective when winning the winning type "selection replay" in the winning areas 25 to 39, by notifying the number of reels 110 that the player must select, the player can be made to estimate the winning type that has been won. Also, depending on the number of selections, the player can grasp that there is a high possibility of performing a correct color press operation, so it becomes possible to increase the player's expectation level.
[0485] Here, when winning the winning type "aligned replay", the effect control means 334 displays "12 selections" on the liquid crystal display unit 124 in parallel with the freeze effect, then deletes "12 selections" and displays "8 selections", then further deletes "8 selections" and displays "4 selections", then further deletes "4 selections" and displays "2 selections", and finally deletes "2 selections" and displays "1 selection" as an example for explanation. However, it is not limited to such a case. For example, the effect control means 334 displays "12 selections" on the liquid crystal display unit 124 in parallel with the freeze effect, allows the player to operate while maintaining the state of "12 selections", and as a result, regardless of the symbol displayed on the invalid line B1, an effect may be performed as if a correct color press operation has been performed. Also, the effect control means 334 displays "12 selections" on the liquid crystal display unit 124 in parallel with the freeze effect, allows the player to operate while maintaining the state of "12 selections", and as a result, an effect may be performed as if the symbol displayed on the invalid line B1 was an incorrect color press operation, and then a reverse effect such as rotating the reel 110 in the reverse direction may be performed, and an effect indicating that a correct color press operation has been performed may be performed. Also, when winning the winning type "aligned replay", it may be determined by lottery whether to perform any of the effects.
[0486] With a freeze effect, the number of options ("12-choice", "8-choice", "4-choice", "2-choice", "1-choice") is determined. When the stop switch 120 becomes effective, the player operates the stop switch 120 at the timing when they can draw either the symbol "Red BAR" or the symbol "Blue BAR" on each reel 110 relying on their own intuition. At this time, some players may want to know how the correct color pressing operations in the past have changed. For example, by referring to the history of the correct color pressing operations in the past color guessing games, one can grasp the flow and bias of the previous correct color pressing operations, consider that the most recent correct color pressing operations do not occur continuously, and perform operations different from the most recent correct color pressing operations. Therefore, here, the correct color pressing operations in the past color guessing games are displayed as a history (correct color pressing operation history) on the liquid crystal display unit 124.
[0487] When the command transmission means 316 on the main control board 200 transmits the result of the winning type lottery to the sub-control board 202, the effect control means 334 holds the result of the winning type lottery in the sub-RAM 202c on the condition that it is a win of the winning type "Selected Replay" after the execution of the color guessing game is determined. As a result of such a winning type lottery, six times of the color guessing game are respectively held in the first holding area to the sixth holding area in the sub-RAM 202c. Therefore, when the execution of the color guessing game is determined and a new win of the winning type "Selected Replay" occurs, the result of the winning type lottery in the sixth holding area is deleted, the results of the winning type lottery in the first holding area to the fifth holding area are shifted to the results of the winning type lottery in the second holding area to the sixth holding area, and the result of the winning type lottery received from the main control board 200 is held as the result of the winning type lottery in the first holding area. Then, the effect control means 334 displays the correct color pressing operation history based on the information in such sub-RAM 202c.
[0488] FIG. 41 is an explanatory diagram for explaining the color pressing correct operation history. After the start of the next game after the color matching game ends (the third stop release), when the player operates the effect switch 122 (confirmation operation), the effect control means 334 displays, as the color pressing correct operation history, the color pressing correct operations in the color matching games up to 6 games before, including the color pressing correct operation in the ended color matching game. For example, in the example of FIG. 41(a), the color pressing correct operations in the ended color matching game, that is, the color pressing correct operations in the color matching game one game before, are "red", "blue", "red". This indicates that in the color matching game one game before, for example, the winning type "selected replay 3" with the color pressing correct operations of "red", "blue", "red" was won.
[0489] As described above, in the present embodiment, when either the symbol "red BAR" or the symbol "blue BAR" is selected on the predetermined reel 110 and it becomes a color pressing correct operation, the effect control means 334 prompts the player to operate the stop switch 120 at the timing when either one of the symbols "red BAR" or "blue BAR" can be drawn in for the predetermined reel 110, so that it may seem as if the correct symbol of the color pressing correct operation is notified to the player. In this case, although they are the same color internally, either one of the symbols "red BAR" or "blue BAR" is the symbol displayed by the color pressing correct operation. Therefore, even if the color pressing correct operations in the color pressing correct operation history are "red", "blue", "red", the winning type won in the color matching game is not limited to the winning type "selected replay 3" with the color pressing correct operations of "red", "blue", "red", but may also be the winning type "selected replay 13" with the color pressing correct operations of "common", "blue", "red", the winning type "selected replay 21" with the color pressing correct operations of "common", "common", "red", or the winning type "aligned replay" with the color pressing correct operations of "common", "common", "common".
[0490] In the color pressing correct answer operation history of Fig. 41(a), the color pressing correct answer operations in the color guessing game two times ago are "red", "red", "red". This indicates that in the color guessing game two times ago, any one of the winning types "selected replay 1", "selected replay 11", "selected replay 21", "matched replay" was the winning one. Also, the color pressing correct answer operations in the color guessing game three times ago are "blue", "blue", "red". This indicates that in the color guessing game three times ago, any one of the winning types "selected replay 7", "selected replay 13", "selected replay 21", "matched replay" was the winning one. Also, the color pressing correct answer operations in the color guessing game four times ago are "red", "blue", "blue". This indicates that in the color guessing game four times ago, any one of the winning types "selected replay 4", "selected replay 14", "selected replay 22", "matched replay" was the winning one. Also, the color pressing correct answer operations in the color guessing game five times ago are "red", "blue", "red". This indicates that in the color guessing game five times ago, any one of the winning types "selected replay 3", "selected replay 13", "selected replay 21", "matched replay" was the winning one. Also, the color pressing correct answer operations in the color guessing game six times ago are "red", "red", "blue". This indicates that in the color guessing game six times ago, any one of the winning types "selected replay 2", "selected replay 12", "selected replay 22", "matched replay" was the winning one.
[0491] Here, as in the color pressing correct answer operation history of Fig. 41(a), the color pressing correct answer operations in the six color guessing games conducted in the past are displayed, and the player can visually recognize how the past color pressing correct answer operations have changed.
[0492] Here, an example of only displaying the correct color pressing operation is described. However, this is not limited to such a case, and in each color matching game, the selected winning type may be displayed so that it can be grasped. Also, in each color matching game, it may be displayed so that it can be determined whether an operation has been performed by the correct color pressing operation, that is, whether the color matching has been successful. For example, the background may be made yellow when the color matching is successful and gray when it fails, and the background color may be changed depending on success or failure. Also, it may be displayed so that the symbols that the player actually tried to stop on the invalid line B1 for each reel 110 can be grasped. With such a configuration, the player can grasp how likely the symbols that are correct in the past color matching games are and which reel 110 has a high correct answer rate.
[0493] The correct color pressing operation history shown in FIG. 41(a) like this is displayed in a partial area of the liquid crystal display unit 124, for example, in a relatively corner side of the frame so as not to interfere with other effects in the liquid crystal display unit 124, by operating the effect switch 122. At this time, the brightness of other effects may be lowered, the color tone may be made darker, and a guidance display such as "History display in progress" indicating that the correct color pressing operation history is being displayed may be displayed to emphasize that the correct color pressing operation history is being displayed. Then, the correct color pressing operation history is deleted from the liquid crystal display unit 124 by operating the effect switch 122 again. The player can repeatedly display and hide the correct color pressing operation history by operating the effect switch 122 at an arbitrary timing during the game. However, in order to suppress unnecessary display switching, when the effect switch 122 is continuously operated a predetermined number of times in a state where the game is not in progress (no other switch is pressed), the display of the correct color pressing operation history may be restricted until the game progresses.
[0494] Note that the color pressing correct answer operation history, that is, the contents of the first to sixth holding areas of the sub-RAM 202c are reset when the power is turned on again. Therefore, after the reset, there is no past color pressing correct answer operation history. In this case, since the winning type lottery results of the first to sixth holding areas are not held, the production control means 334 displays "-" (hyphen), "·" (dot), " " (blank), etc. in the display columns from "one time ago" to "six times ago". Thereafter, each time the color guessing game is executed, the winning type lottery result is held in the first holding area, and the production control means 334 displays the color pressing correct answer operation history from "the first time". When the color guessing game reaches the sixth time, all the color pressing correct answer operation histories will be filled. With such a configuration, the player can know the result of the color guessing game executed after the reset and can grasp the number of color guessing games (1, 2, 3, 4, 5, 6 times or more) executed after the reset.
[0495] Here, when winning the winning type "selected replay" and the color guessing game is started, as described above, the winning type lottery result in the sixth holding area of the sub-RAM 202c is deleted, and the winning type lottery results in the first to fifth holding areas are shifted to the winning type lottery results in the second to sixth holding areas, and the received winning type lottery result is held as the winning type lottery result in the first holding area. Also, when winning the winning type "selected replay" and the color guessing game is started, a freeze effect is performed before the operation of the stop switch 120 by the player becomes effective, and the production control means 334 notifies the number of reels 110 that the player must select according to the winning type "selected replay" in which the freeze effect is won. During such a freeze effect, the production control means 334 makes the color pressing correct answer operation history non-displayed and makes the operation of the production switch 122 invalid in order to emphasize the notification of the number of reels 110 that the player must select. Therefore, if the color pressing correct answer operation history is being displayed and the winning type "selected replay" is won and the color guessing game is started, the displayed color pressing correct answer operation history will be deleted. The player can display the color pressing correct answer operation history again by operating the production switch 122 after the freeze effect.
[0496] After the number of reels 110 that the player must select is notified, when the player operates the effect switch 122, the effect control means 334 displays a color pressing correct operation history as shown in FIG. 41(b) based on the information held in the first to sixth holding areas of the sub-RAM 202c. Here, since the winning type lottery results in the first to fifth holding areas are shifted to the winning type lottery results in the second to sixth holding areas, it can be understood that the color pressing correct operation history from one time ago to five times ago is displayed shifted by one step compared to FIG. 41(a). Also, a display column for "this time" is formed at the uppermost stage of the color pressing correct operation history. However, although the effect control means 334 grasps the color pressing correct operation, until the player completes the operation of the stop switch 120, "???" is displayed as the color pressing correct operation.
[0497] Here, when the player operates the stop switch 120 and the third stop is completed, the effect state control means 314 determines whether the player has performed a color pressing correct operation. If the player has performed a color pressing correct operation, it determines to shift to the specialized zone. If the player has performed a color pressing correct operation, the effect control means 334 notifies to that effect and that the shift to the specialized zone has been determined. When the color pressing correct operation history was displayed at the time of the third stop of the stop switch 120, in order to emphasize the effect of whether the shift to the specialized zone has been determined as a result of the color guessing game, the color pressing correct operation history is once deleted. Then, after the third stop is completed, when the player operates the effect switch 122, the effect control means 334 displays the color pressing correct operation instead of "???" in the display column for "this time" shown in FIG. 41(b) based on the information held in the first holding area.
[0498] After the next game starts in response to the operation of the start switch 118, when the player operates the effect switch 122, the result of the current color guessing game is reflected in the color pressing correct operation history as the result of the previous color guessing game. At this time, since the color guessing game has already ended, as shown in FIG. 41(c), the display of "this time" is replaced with "the first time", and similarly, the displays of "the previous time" to "the fifth previous time" are replaced with "the second previous time" to "the sixth previous time". In this way, a color pressing correct operation history with one more result of the color guessing game added compared to FIG. 41(a) is displayed. With such a configuration, the player can know the result of the color guessing game. Therefore, even if the player could not perform the color pressing correct operation, it is possible to refer to the current result for the next color guessing game.
[0499] As described above, the effect control means 334 does not display the color pressing correct operation until the third stop is completed. However, since the effect control means 334 obtains the result of the winning type lottery from the main control board 200 when the start switch 118 is operated, it knows the color pressing correct operation itself, that is, the symbol (the symbol "red BAR" or the symbol "blue BAR") to be displayed on the valid line B1 on each of the reels 110a, 110b, and 110c. In addition, each time the stop switch 120 is operated, the effect control means 334 obtains information from the main control board 200 about which symbol is displayed on the valid line A, so it can know which of the symbol "red BAR" and the symbol "blue BAR" is displayed on the invalid line B1. Therefore, the effect control means 334 can determine for each reel 110 whether the symbol (the symbol "red BAR" or the symbol "blue BAR") that the player tried to stop is the symbol to be displayed by the color pressing correct operation.
[0500] Therefore, in the slot machine 100, in the color guessing game, at the time of the first stop or the second stop, a correct answer notification effect is executed to notify whether the operations of the stop switch 120 performed by the player until then (the first stop at the time of the first stop and the first stop and the second stop at the time of the second stop) match the color pressing correct operation.
[0501] FIG. 42 is an explanatory diagram for explaining the correct answer notification effect. For example, assume that the winning category “Selected Reel 6” in the winning area 30 is won by the winning category lottery. The color pressing correct answer operation is an operation at the timing when the symbols “Blue BAR”, “Red BAR”, and “Blue BAR” can be drawn into the reels 110a, 110b, and 110c, respectively. At this time, when the player operates the stop switch 120a at the timing when the symbol “Blue BAR” on the left reel 110a can be drawn in, the reel control means 306 stops the symbol “Blue BAR” on the left reel 110a on the invalid line B1. However, in the first stop stage, even if the player operates the stop switch 120a at the timing when either the symbol “Red BAR” or the symbol “Blue BAR” can be drawn in, the reel control means 306 stops that symbol on the invalid line B1. Therefore, at this point, the player cannot grasp whether his operation on the left reel 110a is the color pressing correct answer operation or not.
[0502] Here, when the player operates the effect switch 122 before operating the stop switch 120b, the effect control means 334 displays the color pressing correct answer operation history 138. In parallel with this, when the player continuously operates (long presses) the effect switch 122 for a predetermined time or more before operating the stop switch 120b (verification operation), if the symbol “Blue BAR” stopped on the invalid line B1 is the color pressing correct answer operation, the effect control means 334 outputs a special sound (for example, “Pikkin”) from the speaker 128 or displays a predetermined image on the liquid crystal display unit 124 as shown in FIG. 42(a) to notify that fact. In this way, the player can grasp the intermediate process of whether the symbol “Blue BAR” stopped on the invalid line B1 at the first stop is the symbol displayed by the color pressing correct answer operation, and can have an expectation for the next stop operation of the stop switch 120.
[0503] However, even if the operation of drawing in the symbol "blue BAR" stopped on the invalid line B1 is a correct color pressing operation, the effect control means 334 notifies that it is a correct color pressing operation only with a predetermined notification probability (for example, 50%). This is because if the symbol "blue BAR" stopped on the invalid line B1 is a symbol displayed by a correct color pressing operation and it is notified 100% to that effect, when the notification is not executed, it is determined that it is not a correct color pressing operation, and the player's enthusiasm for the subsequent color guessing game will decrease.
[0504] Subsequently, when the player operates the stop switch 120b at the timing when the symbol "red BAR" on the middle reel 110b can be drawn in, the reel control means 306 stops the symbol "red BAR" on the middle reel 110b on the invalid line B1. However, even at the stage of the second stop, even if the player operates the stop switch 120b at the timing when either the symbol "red BAR" or the symbol "blue BAR" can be drawn in, the reel control means 306 stops that symbol on the invalid line B1. Therefore, at this point, the player still cannot grasp whether the combination of the symbol "blue BAR" and the symbol "red BAR" stopped on the invalid line B1 is the symbol displayed by the correct color pressing operation. However, if the player continuously operates (long presses) the effect switch 122 for a predetermined time or more before operating the stop switch 120c, the effect control means 334 notifies, with a predetermined notification probability, that the combination of the symbol "blue BAR" and the symbol "red BAR" stopped on the invalid line B1 is the symbol displayed by the correct color pressing operation, as shown in FIG. 42(b). In this way, at the second stop point, the player can grasp the intermediate process of whether the combination of the symbol "blue BAR" and the symbol "red BAR" stopped on the invalid line B1 is the symbol displayed by the correct color pressing operation, and can have expectations for the next stop operation of the stop switch 120.
[0505] Here, when determining whether such an operation by the player himself / herself matches the correct color pressing operation, it is specified that the operation of the effect switch 122 is required, and notification is made at the timing of that operation. For example, even if the stop switch 120 is operated while the correct color pressing operation history is being displayed, no notification is made that it matches the correct color pressing operation. Therefore, every time the player operates the stop switch 120, by actively operating the effect switch 122, the player can grasp that his / her operation matches the correct color pressing operation.
[0506] Here, if the player does not perform the correct color pressing operation at the third stop, since the three symbol combinations of the symbol "blue BAR" or the symbol "red BAR" do not line up in a straight line on the invalid line B1, it is assumed that no determination (correct answer notification effect) is made as to whether the correct color pressing operation is being performed at the third stop. However, it may also be possible to make a determination as to whether the correct color pressing operation was performed at the third stop.
[0507] Also, here, an example was given and explained in which, on the condition that the execution of the color guessing game is determined, the color guessing game is executed while waiting for the winning of the winning type "selected replay". However, it is not limited to such a case. For example, at the timing when the execution of the color guessing game is determined, the above-described pseudo game may be performed, and the symbol combination may be displayed on the invalid line B1 only when the player performs the correct color pressing operation in the pseudo game.
[0508] Also, here, in the color-matching game, an example was described in which the player is made to display either the symbol "blue BAR" or the symbol "red BAR" for each reel 110 on the invalid line B1, and the effect control means 334 displays information indicating the color-pressing correct answer operation (first stop operation) in the color-matching game as the color-pressing correct answer operation history. However, the first stop operation is not limited to such a case. For example, it can also be the correct answer operation mode in a game in which the winning category "batter order bell" of the winning areas 4 to 19 is won. In this case, the player is made to operate the stop switch 120 in any of the batter orders 1 to 6 with a predetermined number of selections (for example, 6 selections, 4 selections, 2 selections, 1 selection), and the effect control means 334 may display, as the correct answer operation mode (first stop operation) in the game, for example, "123" as the correct answer operation history if it is batter order 1. Also, here too, the winning category that has been won may be displayed so as to be graspable, or it may be displayed so that it can be grasped whether the operation actually performed by the player matches the correct answer operation mode. For example, when operating according to the correct answer operation mode, the background is made yellow, and when operating other than the correct answer operation mode, it is made gray, or the color of the background is changed depending on whether the operation is performed according to the correct answer operation mode, or for the correct answer operation mode, the operation performed by the player, for example, if it is batter order 2, "132" may be displayed juxtaposed. With such a configuration, the player can grasp how often they have operated according to the correct answer operation mode in past color-matching games.
[0509] Also, here, after an operation has been performed on all stop switches (start of third stop or release of third stop), the operation of the effect switch 122 has been described as a confirmation operation as an opportunity to notify information indicating a correct color pressing operation (first stop operation). However, this is not limited to such a case, and any switch that can be operated by the player (for example, the start switch 118, stop switches 120a, 120b, 120c, and the settlement switch) can be adopted. Also, as a verification operation, the operation of the effect switch 122 continued for a predetermined time or more has been described. However, this is not limited to such a case, and any switch that can be operated by the player can be used. If it is a switch different from the switch targeted for the confirmation operation, it is not necessary to continue operating it for a predetermined time (not necessary to long-press).
[0510] <PUSH effect> By the way, as described above, the winning type lottery means 304 determines any one of a plurality of types of winning types including a selected winning type in which an operation in a predetermined operation mode is set as a winning condition for a predetermined winning combination by winning type lottery. Among the auxiliary effect execution means, for example, the effect control means 334 executes an auxiliary effect that notifies a predetermined operation mode through the liquid crystal display unit 124 when the selected winning type wins in the AT effect state. The predetermined operation mode is, for example, a correct operation mode.
[0511] The performance control means 334 may execute other performances in parallel with the auxiliary performance. As an example of other performances, there is a PUSH performance. The PUSH performance is a performance that prompts the player to perform an operation and notifies whether any gaming benefits have been granted in response to the operation. In the PUSH performance, in order to prompt the player to perform an operation, an appearance performance (appearance video) in which an image prompting the player to perform an operation (for example, an image described as "PUSH") appears is displayed. The appearance performance is, for example, a performance (video) in which an image indicating a predetermined performance switch appears, but is not limited to the performance switch, and may be a performance (video) in which an image of any switch operable by the player, such as a stop switch or a start switch, appears. Also, in the appearance performance, the image prompting the player to perform an operation may gradually appear, such as the occupied area on the liquid crystal display unit 124 increasing or the transparency decreasing as time passes, or may appear step by step.
[0512] Figures 43 and 44 are diagrams for explaining the auxiliary performance and the PUSH performance. When the start switch 118 is operated in the AT performance state and the winning type "batting order bell" is determined by the winning type lottery, the performance control means 334 displays an operation image indicating a predetermined operation mode on the liquid crystal display unit 124 as shown in Fig. 43(a). For example, the performance control means 334 displays a navigation image indicating the correct operation mode as an operation image indicating a predetermined operation mode, in association with the stop switch 120, on the liquid crystal display unit 124. For example, assume that the operation order of the correct operation mode is in the order of the stop switch 120c, the stop switch 120b, and the stop switch 120a. In this case, the performance control means 334 displays an index 410 (for example, "1") indicating the first stop at the display position (image right position) corresponding to the stop switch 120c, an index 412 (for example, "2") indicating the second stop at the display position (image middle position) corresponding to the stop switch 120b, and an index 414 (for example, "3") indicating the third stop at the display position (image left position) corresponding to the stop switch 120a as the navigation image.
[0513] Here, when the stop switch 120c for performing the first stop is pressed, the effect control means 334, as shown in the order of FIGS. 43(b), 43(c), and 43(d), in response to the operation of the stop switch 120c, displays a disappearance effect (disappearance video) (disappearance effect) that causes the operation image of the index 410 indicating the first stop to disappear with respect to the index 410 indicating the first stop. For example, when the stop switch 120c is pressed, as shown in FIG. 43(b), as a disappearance effect, an image in which the number "1" of the index 410 explodes appears. At this time, for example, an explosion image larger than the number "1" is displayed, and the entire number "1" is covered and the number "1" disappears. Then, as shown in FIG. 43(c), the size of the explosion image of the index 410 gradually becomes smaller, and finally, as shown in FIG. 43(d), the explosion image of the index 410 also disappears.
[0514] After the first stop, when the stop switch 120b for performing the second stop is pressed, the effect control means 334, as shown in the order of FIGS. 43(e), 43(f), and 44(a), in response to the operation of the stop switch 120b, displays a disappearance effect (disappearance effect) that causes the operation image of the index 412 indicating the second stop to disappear with respect to the index 412 indicating the second stop. For example, when the stop switch 120b is pressed, as shown in FIG. 43(e), as a disappearance effect, an image in which the number "2" of the index 412 explodes appears. At this time, for example, an explosion image larger than the number "2" is displayed, and the entire number "2" is covered and the number "2" disappears. Then, as shown in FIG. 43(f), the size of the explosion image of the index 412 gradually becomes smaller, and finally, as shown in FIG. 44(a), the explosion image of the index 412 also disappears.
[0515] After the second stop, when the stop switch 120a for performing the third stop is pressed, the effect control means 334, as shown in the order of FIGS. 44(b), 44(c), and 44(d), in response to the operation of the stop switch 120a, displays a disappearance effect (disappearance effect) that causes the operation image of the indicator 414 indicating the third stop to disappear with respect to the indicator 414. For example, when the stop switch 120a is pressed, as shown in FIG. 44(b), an image in which the number "3" of the indicator 414 explodes appears as the disappearance effect. At this time, for example, an explosion image larger than the number "3" is displayed, and the entire number "3" is covered and the number "3" disappears. Thereafter, as shown in FIG. 44(c), the size of the explosion image of the indicator 414 gradually decreases, and finally, as shown in FIG. 44(d), the explosion image of the indicator 414 also disappears.
[0516] In FIGS. 44 and 45, the size of the explosion image gradually decreased over time. However, the size of the explosion image may change stepwise. Also, the transparency of the explosion image may gradually or stepwise increase over time. At this time, for example, the transparency of the explosion image may increase while the explosion image is being diffused. Also, the disappearance effect is not limited to the mode including the explosion image. For example, the size of the number itself of "1", "2", or "3" may gradually or stepwise decrease over time, and finally, the number may disappear.
[0517] Here, the player usually, without delay, performs an operation of releasing the finger from the stop switch 120 after operating the stop switch 120. For example, in the state of FIG. 44(a), it is assumed that the player performs an operation of pressing the stop switch 120a for performing the third stop (third stop press), and then performs an operation of releasing the finger from the pressed stop switch 120a (third stop release). The effect control means 334 executes, for example, the disappearance effect of the indicator 414 indicating the third stop at the timing of the third stop press. The time until the indicator 414 indicating the third stop disappears due to the disappearance effect is sufficiently longer than the time from the third stop press to the third stop release when the third stop release is performed without delay after the third stop press.
[0518] The performance control means 334 executes a PUSH performance in the order shown in FIGS. 44(b), 44(c), and 44(d) in response to the third stop release, and displays an appearance performance that causes an image prompting the player to operate to appear. The appearance image includes, for example, a contour image 420 and display information 422. The contour image 420 is, for example, an image showing the contour of the performance switch, but it may be an image showing the contour of any switch that prompts the player to operate, not limited to the performance switch. The display information 422 includes at least one of displays of characters, numbers, or symbols. The display information 422 is arranged, for example, within the area inside the contour image 420, but it may also be arranged around the contour image 420.
[0519] For example, when the third stop release is performed, the performance control means 334 gradually causes a contour image 420 showing the contour of the performance switch to appear as an appearance performance, as shown in FIG. 44(b). For example, the transparency of the contour image 420 gradually or stepwise decreases as time passes. Note that it is not limited to the mode in which the transparency of the contour image 420 decreases. For example, the size of the contour image 420 may gradually or stepwise increase as time passes.
[0520] As described above, when the time until the indicator 414 for the third stop disappears by the disappearance performance is sufficiently longer than the time from the third stop press to the third stop release, as shown in FIG. 44(b), an explosion image of the indicator 414 indicating the third stop is displayed, and the contour image 420 gradually appears. A part or all of the contour image 420 may overlap with the explosion image of the indicator 414. Also, in the state of FIG. 44(b), the display information 422 does not appear and is difficult to visually recognize (in other words, substantially unrecognizable). Note that being difficult to visually recognize includes not only the case where the display information 422 does not appear at all, but also the mode in which the characters, numbers, or symbols indicated by the display information 422 appear with a transparency or size such that they cannot be read.
[0521] When a predetermined time has elapsed since the start of the execution of the PUSH performance, as shown in FIG. 44(c), the visibility of the contour image 420 improves (becomes higher) compared to FIG. 44(b), and the display information 422 appears and becomes substantially visible. For example, the display information 422 appears as the transparency of the display information 422 gradually or stepwise decreases over time, and the display information 422 becomes substantially visible. Note that the mode is not limited to the case where the transparency of the display information 422 decreases. For example, the size of the display information 422 may gradually or stepwise increase over time.
[0522] As shown in FIG. 44(c), when the display information 422 becomes visible, the contour image 420 and the display information 422 are displayed, and the explosion image of the indicator 414 indicating the third stop is displayed smaller than in FIG. 44(b). Note that "visible" is not limited to the case where the characters, numbers, or symbols indicated by the display information 422 appear with a transparency or size that allows at least reading, and may include a mode in which a display presumed to be the display information 422 slightly appears at the display position where the display information 422 appears. Also, in the state of FIG. 44(c), the explosion image, the contour image 420, and the display information 422 will be displayed. In this state, the explosion image and the contour image 420 may or may not overlap. When the explosion image and the contour image 420 do not overlap, the display information 422 is located within the contour image 420 and does not overlap the explosion image. Also, when the explosion image and the contour image 420 overlap, the visibility of the display information 422 may be ensured by displaying the display information 422 so as not to overlap the explosion image.
[0523] Thereafter, as shown in FIG. 44(d), when the disappearance of the explosion image of the indicator 414 indicating the third stop is completed and the appearance display by the PUSH performance is completed, an image (the contour image 420 and the display information 422) prompting the player to operate is displayed in the final display mode. Then, for example, a switch prompting the player to operate, such as a predetermined performance switch, is activated, and an effect for notifying whether or not an arbitrary game benefit has been granted is executed in response to the pressing operation of the switch.
[0524] As described above, disappearance effects and appearance effects are displayed in both the first stage illustrated in FIG. 44(b) and the second stage illustrated in FIG. 44(c) after the first stage. As shown in FIGS. 44(b) and 44(c), since the size of the explosion image in the second stage is smaller than that of the explosion image in the first stage, the disappearance effect in the second stage has lower visibility than the disappearance effect in the first stage. On the other hand, as shown in FIGS. 44(b) and 44(c), since the transparency of the appearance image in the second stage is smaller than that of the appearance image in the first stage, the appearance image in the second stage has higher visibility than the appearance image in the first stage.
[0525] In FIGS. 44(b) and 44(c), the visibility of the disappearance effect was reduced by decreasing the size of the disappearance effect (for example, the explosion image). However, the method of reducing visibility is not limited to this example, and for example, a method of increasing the transparency of the disappearance effect may also be used. Also, in FIGS. 44(b) and 44(c), the visibility of the appearance effect was improved by decreasing the transparency of the appearance effect (the contour image 420 and the display information 422). However, the method of improving visibility is not limited to this example, and for example, a method of increasing the size of the appearance effect may also be used. Also, since the disappearance effect is displayed in both the first stage and the second stage, the second stage, which has lower visibility than the first stage, shows at least before the disappearance of the disappearance effect is completed.
[0526] In this way, by reducing the visibility of the disappearance effect while improving the visibility of the appearance effect, even when the disappearance effect and the appearance effect are performed in parallel, each effect can be appropriately displayed. For example, as shown in FIG. 44(c), after the visibility of the disappearance effect has decreased compared to FIG. 44(b), the display information 422 in the appearance effect becomes visible. Therefore, even when the disappearance effect and the appearance effect are displayed in parallel, the player can appropriately recognize the display information 422. Also, as shown in FIG. 44(b), when the visibility of the disappearance effect is high in the first stage, the display information 422 in the appearance effect is in a state where it is difficult to see. Therefore, it is possible to suppress the appearance effect from inhibiting the effect of the disappearance effect.
[0527] FIGS. 45 and 46 are diagrams for explaining the performance timings of the disappearance effect and the appearance effect. In the AT performance state, when the start switch 118 is operated and the winning type "batting order bell" is determined by the winning type lottery, the performance control means 334 displays the indicator 410 (for example, "1") for the first stop, the indicator 412 (for example, "2") for the second stop, and the indicator 414 (for example, "3") for the third stop. Then, when the display of the indicators 410, 412, and 414 is completed, the operation of the stop switch 120 is enabled. Here, the third stop where the disappearance effect and the appearance effect are displayed in parallel will be described, and the descriptions of the first stop and the second stop will be omitted. In FIGS. 45 and 46, the progress of the disappearance of the disappearance effect is represented by a downward rightward line from "disappearance start" to "disappearance completion". Also, in FIGS. 45 and 46, the progress of the appearance of the appearance effect is represented by an upward rightward line from "appearance start" to "appearance completion".
[0528] After the operation of the stop switch 120 is enabled, as shown in FIG. 45(a), when a third stop pressing operation is performed on the stop switch 120 that performs the third stop (the "press" in FIG. 45), the disappearance effect of the indicator 414 for the third stop is started (the "disappearance start" in FIG. 45). After the third stop pressing operation, when a third stop releasing operation is performed (the "release" in FIG. 45), the appearance effect is started (the "appearance start" in FIG. 45). In the example of FIG. 45(a), before the disappearance of the indicator 414 for the third stop is completed (the "disappearance complete" in FIG. 45), the display information 422 in the appearance effect changes from a state where it is difficult to view to a state where it is visible (the "visible" in FIG. 45). In the example of FIG. 45(a), after a certain time has elapsed from the "disappearance start" and the visibility of the indicator 414 for the third stop has decreased, the display information 422 becomes "visible". The state from the "appearance start" to the "visible" in the example of FIG. 45(a) corresponds to the state in FIG. 44(b), and the state from the "visible" to the "disappearance complete" in the example of FIG. 45(a) corresponds to the state in FIG. 44(c). And in the example of FIG. 45(a), after the disappearance of the indicator 414 for the third stop is completed (the "disappearance complete" in FIG. 45), the appearance of the appearance effect is completed (the "appearance complete" in FIG. 45). Thereby, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0529] In FIG. 45(a), "appearance complete" occurred after "disappearance complete". However, as shown in FIG. 45(b), when the timing of the third stop releasing operation is earlier than that in FIG. 45(a), "disappearance complete" and "appearance complete" may occur at the same timing. Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0530] Also, as shown in FIG. 45(c), when the timing of the third stop releasing operation is earlier than that in FIG. 45(b), "appearance complete" may occur before the timing of "disappearance complete". Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0531] Also, as shown in FIG. 45(d), when the timing of the third stop release operation is later than that in FIG. 45(a), "disappearance completed" and "visible" may be at the same timing. Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0532] Also, as shown in FIG. 46(a), when the timing of the third stop release operation is earlier than that in FIG. 45(d), it may become "visible" after the timing of "disappearance completed". Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0533] Also, as shown in FIG. 46(b), when the timing of the third stop release operation is later than that in FIG. 46(a), the third stop release operation may be performed after the timing of "disappearance completed" to become "appearance start". Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0534] Note that in FIGS. 45(a) to 45(d) and FIGS. 46(a) to 46(b), the relative timing of "disappearance completed" with respect to the timings of "appearance start", "visible", and "appearance completed" changes depending on the timing of the third stop release operation. However, assuming that the timing of the third stop release with respect to the third stop press does not change, the auxiliary effect and the PUSH effect may be controlled so that the relative timing of "disappearance completed" with respect to the timings of "appearance start", "visible", and "appearance completed" arbitrarily varies. Even in this mode, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0535] Also, in FIGS. 45(a) to 45(d) and FIGS. 46(a) to 46(b), the appearance effect was started in response to the third stop release operation. However, as shown in FIG. 46(c), the effect control means 334 may start the disappearance effect (''disappearance start'') of the third stop indicator 414 and start the appearance effect (''appearance start'') in response to the third stop press operation. In the example of FIG. 46(c), it becomes ''visible'' before ''disappearance completion'' and becomes ''appearance completion'' after ''disappearance completion''. However, while starting ''appearance start'' in response to the third stop press operation, the relative timing of ''disappearance completion'' with respect to the timings of ''visible'' and ''appearance completion'' may be arbitrarily different as in FIGS. 45(a) to 45(d) and FIGS. 46(a) to 46(b). Also by these aspects, each of the auxiliary effect and the PUSH effect can be appropriately performed.
[0536] In this way, even when the auxiliary effect and the PUSH effect are performed in parallel, when the visibility of the disappearance effect deteriorates, by improving the visibility of the appearance effect, it becomes possible to appropriately display each of the auxiliary effect and the PUSH effect.
[0537] Note that in the above, the appearance effect of the PUSH effect was displayed in parallel with the disappearance effect of the third stop indicator 414. However, the appearance effect is not limited to the mode of being displayed in parallel with the disappearance effect of the third stop indicator 414, and may be displayed in parallel with the disappearance effect of the first stop indicator 410, or may be displayed in parallel with the disappearance effect of the second stop indicator 412.
[0538] Also, in the above description, an example was given in which the auxiliary performance executed when the selected winning category is won in the AT performance state and the PUSH performance are carried out in parallel. However, in the AT performance state, when a so-called rare role is won, a predetermined performance (for example, display of "!!!", etc.) may be carried out to notify the winning of the rare role in order to prevent the omission of the rare role. Regarding this predetermined performance for the rare role, similar to the auxiliary performance, for example, a disappearance performance such as disappearing an image of "!" etc. may be carried out and may be carried out in parallel with the PUSH performance. Here, when the subject that causes the auxiliary performance execution means to execute the auxiliary performance, or executes a predetermined performance for notifying the winning of a so-called rare role and preventing omission, and notifies the player of an advantageous operation mode is called the operation mode notification means. The operation mode notification means displays not only an operation image indicating an operation mode advantageous to the player but also a disappearance performance for disappearing the operation image in response to the operation of the stop switch, not limited to the auxiliary performance. For example, the operation mode notification means may display a disappearance performance for disappearing an image of "!" etc. in a predetermined performance for a rare role. And the operation mode notification means may reduce the visibility of the second-stage disappearance performance compared to the first-stage disappearance performance, and improve the visibility of the second-stage appearance performance compared to the first-stage appearance performance.
[0539] Also, in the above PUSH effect, as shown in FIGS. 44(b) to 44(d), the contour image 420 gradually appears, the display information 422 changes from a state where it is difficult to view to a state where it is visible, and the contour image 420 and the display information 422 are displayed in the final display mode. However, the PUSH effect is not limited to the mode of being executed until the contour image 420 and the display information 422 are displayed in the final display mode. For example, before the contour image 420 gradually appears and the display information 422 becomes visible, the PUSH effect may end and the contour image 420 may be erased, or after the display information 422 becomes visible, before the display information 422 is displayed in the final display mode, the PUSH effect may end and the contour image 420 and the display information 422 may be erased. Thereby, it becomes possible for the player to expect that the contour image 420 and the display information 422 are displayed in the final display mode in the PUSH effect, and the game performance can be improved. Note that when the contour image 420 and the display information 422 are not displayed in the final display mode, the activation of a switch that prompts the player to operate, such as an effect switch, may not be performed.
[0540] Also, the above-described appearance image included the contour image 420 and the display information 422. However, the appearance image is not limited to the mode of including both the contour image 420 and the display information 422, and may include at least either one of the contour image 420 and the display information 422.
[0541] Note that in the description of FIGS. 43 to 46, the visibility of the disappearance effect was gradually decreased and the visibility of the appearance effect was gradually increased. However, at least, it is sufficient that the visibility of the disappearance effect at a predetermined second timing indicating the second stage is lower than the disappearance effect at a predetermined first timing indicating the first stage, and the visibility of the appearance effect at a predetermined second timing indicating the second stage after the first stage is higher than the appearance effect at a predetermined first timing indicating the first stage.
[0542] The preferred embodiments of the present invention have been described above with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modifications or alterations within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0543] In the above-described embodiment, an example in which the number of reels 110 is three (left reel 110a, middle reel 110b, right reel 110c) has been described. However, the present invention is not limited to such a case, and it can also be applied when the number of reels 110 is four (first reel, second reel, third reel, fourth reel) or five or more.
[0544] In the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged so as to share the functional parts for progressing the game. However, the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200. Also, all the functional parts can be arranged on a single control board.
[0545] In the above-described embodiment, the game is played using medals as game values. However, the game values may be electrical information (so-called medal-less). In this case, when a winning combination wins, the value amount corresponding to the winning combination may be given to the player as electrical information.
[0546] In the above-described embodiment, an example applied to the slot machine 100 has been described. However, the present invention can also be applied to a pachinko machine, which includes a game board in which a game area through which game balls flow down is formed, a large winning opening provided in the game area and into which game balls can enter, an opening / closing member for opening and closing the large winning opening, and a large winning opening control means for executing a large combination game including a plurality of rounds of game in which the opening / closing member is controlled to open and close and the large winning opening is opened when a predetermined condition is satisfied.
[0547] In addition, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily need to be processed in time series in accordance with the order described as a flowchart, and may include parallel or subroutine processing.
Explanation of Signs
[0548] 100 Slot machine (gaming machine) 110 Reel 118 Start switch 120 Stop switch 122 Effect switch 124 Liquid crystal display unit 128 Speaker 304 Winning type lottery means 306 Reel control means 314 Effect state control means 334 Effect control means
Claims
【Claim 1】 Winning type lottery means for determining any one of a plurality of types of winning types by a winning type lottery; Reel control means for rotationally controlling a plurality of reels on which a plurality of types of symbols are respectively arranged in response to an operation of a start switch, and for stoppingly controlling each of the reels corresponding to the stop switch operated in response to an operation of the stop switch corresponding to the rotating reel; Operation mode notification means for notifying a player of an operation mode advantageous to the player; Payout control means for paying out a game value based on the winning of a winning combination; comprising The plurality of reels include a first reel, a second reel, and a third reel. As the winning type, there are a plurality of types of selective winning types in which a plurality of types of minor winning combinations win overlappedly. A correct operation mode is set for each of the plurality of types of the selective winning types. There are the selective winning types in which the operation mode of first stopping the second reel becomes the correct operation mode and the selective winning types in which the operation mode of first stopping the third reel becomes the correct operation mode, but there is no selective winning type in which the operation mode of first stopping the first reel becomes the correct operation mode. The reel control means, in a game in which the selective winning type has won, when a stop operation is performed in the correct operation mode corresponding to the selective winning type, controls the stop of the reel so that a minor winning combination that pays out a number of game values greater than the game value bet per game wins; among the incorrect operation modes that are operation modes different from the correct operation mode corresponding to the selective winning type, when a stop operation is performed in a first incorrect operation mode of first stopping the first reel, controls the stop of the reel so that a minor winning combination that pays out a number of game values less than the game value bet per game always wins; among the incorrect operation modes, when a stop operation is performed in a second incorrect operation mode of first stopping the second reel or the third reel, controls the stop of the reel so that there are cases where a minor winning combination that pays out a number of game values less than the game value bet per game wins and cases where no winning combination wins, depending on the timing of the stop operation; Among the winning types different from the selective winning type, there is a specific winning type in which a specific correct operation order and a specific correct operation timing are set as the winning conditions for a specific winning combination. The operation mode notification means notifies a specific symbol related to winning of the specific winning combination in the game in which the specific winning type is won. The reel control means is a gaming machine capable of performing stop control so that the specific symbol stops on at least one valid line when a stop operation is performed in accordance with the specific correct operation sequence and the specific correct operation timing corresponding to the specific winning type in the game in which the specific winning type is won.
Citation Information
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