Game board
The gaming machine enhances player engagement by using multiple triggers to initiate and conclude gameplay states, thereby increasing enjoyment through varied gameplay dynamics.
Patent Information
- Application Number
- JP2024011576
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-30
- Publication Date
- 2025-08-12
AI Technical Summary
Existing gaming machines lack mechanisms to significantly enhance player engagement and enjoyment.
A gaming machine with multiple types of playable specified numbers, where a first trigger initializes the game and a second trigger activates a specific gaming state, enhancing the variety and excitement of gameplay.
This design increases player engagement and enjoyment by introducing triggers that initiate different gameplay elements, providing varied and dynamic gaming experiences.
Smart Images

Figure 2025116984000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines and pinball gaming machines. [Background technology]
[0002] BACKGROUND ART Conventionally, some gaming machines are provided with various gaming states to enhance the enjoyment of the game (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-49146 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in terms of increasing the enjoyment of the game.
[0005] The present invention aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention has: A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), the plurality of types of prescribed numbers include a first prescribed number and a second prescribed number, Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes when the gaming machine is initialized, The second trigger includes the end of a specific gaming state. It is characterized by: [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 2] FIG. 10 is a diagram showing an example of a winning line. [Figure 3] FIG. 2 is a circuit block diagram of a control unit. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 5] FIG. 10 is a diagram showing an example of an internal winning combination. [Figure 6] 2 is a transition diagram of the gaming state of the slot machine 100 shown in FIG. [Figure 7] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 8] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 9] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 10] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 11] 10(a) to 10(d) are diagrams showing an example of the flow of a game. [Figure 12] 10(a) and 10(b) are diagrams showing an example of the operation of the operation navigation, and 10(c) is a diagram showing an example of the display content of the instruction monitor. [Figure 13] FIG. 10 is a diagram showing an example of a replay and a small winning combination. [Figure 14] FIG. 10 is a diagram showing an example of a bonus combination. [Figure 15] FIG. 10A is a diagram showing an example of an internal winning combination, and FIGS. 10B and 10C are diagrams showing whether or not the internal winning combination overlaps with a bonus combination. [Figure 16] FIG. 7 is a diagram showing a transition diagram of a game state different from that shown in FIG. 6. [Figure 17] FIG. 17 is a diagram specifically showing a part of FIG. 16 (transition of prescribed number 2). [Figure 18] 16A is a diagram showing conditions for changing the prescribed number, and FIG. 16B is a simplified transition diagram of FIG. [Figure 19] FIG. 10 is a diagram showing an example of a bonus display effect in a game with a specified number of three. [Figure 20] FIG. 10 is a diagram showing an example of a bonus display effect in a game with a specified number of 2. [Figure 21] FIG. 10 is a diagram illustrating an example of a period for special notification. [Figure 22] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 23] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 24] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 25] 18. (a) is a diagram showing an example in which the operations relating to BB1 and MB3 in FIG. 18 are changed, and (b) is a diagram showing some of the roles that result in an internal win in (a). [Figure 26] 22. (a) is a diagram showing an example in which the operation relating to BB3 in FIG. 22 is changed, and (b) is a diagram showing some of the roles that result in an internal win in (a). [Figure 27] FIG. 10 is a perspective view showing the appearance of a slot machine according to a second embodiment of the present invention. [Figure 28] FIG. 10 is a diagram showing the internal configuration of a slot machine according to a second embodiment. [Figure 29]FIG. 11 is an external view of a part of a front door 1102 of the medalless slot machine, seen from the front side (player side). [Figure 30] (a) An exploded oblique view showing the components that make up the lower tray 1200. (b) A partially enlarged view from above of the locking claw 1208b2 of the lower tray base 1202. (c) A cross-sectional view showing the cross-section of the bottom surface 1208a and rear wall 1208b of the lower tray cover 1208. [Figure 31] 10(a) is a perspective view of the certificate stamp attachment unit 1250 as seen from the front, and FIG. 10(b) is a perspective view of the certificate stamp attachment unit 1250 as seen from the rear. [Figure 32] FIG. 11 is a perspective view of the lower part of the front door 1102 as seen from behind. [Figure 33] 1A is an external perspective view and a schematic diagram showing the state before the certificate stamp attachment unit 1250 is attached to the front door 1102. FIG. 1B is an external perspective view and a schematic diagram showing the state after the certificate stamp attachment unit 1250 has been attached to the front door 1101. [Figure 34] 13A is a front view showing a part of a door relay board 1300 of a medalless slot machine, and FIG. 13B is a partially enlarged view showing the periphery of a clear switch 1304 and a reset switch 1306 in the door relay board 1300. [Figure 35] 34(a) is a cross-sectional view taken along line XX in Fig. 34(a), (b) is a cross-sectional view taken along line YY in Fig. 34(a), and (c) is a diagram showing a modified example of the "protrusion" according to the present invention. [Figure 36] 10A and 10B are diagrams showing modified examples of the "protrusion" according to the present invention. [Figure 37] FIG. 13 is a plan view schematically showing the door relay board 1300. [Figure 38] FIG. 1 shows a slot machine 100 in which two stop buttons are provided for one reel. [Figure 39] FIG. 2 is a diagram showing small stop buttons 137b to 139b and large stop buttons 137a to 139a. [Figure 40]1 shows small stop buttons 137b to 139b and large stop buttons 137a to 139a provided toward the front side of the slot machine 100. FIG. [Figure 41] FIG. 10 is a diagram showing an example in which small stop buttons 137b to 139b and large stop buttons 137a to 139a are integrated together. [Figure 42] FIG. 10 is a diagram showing an example in which small stop buttons 137b to 139b are rectangular. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, a slot machine according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings.
[0010] The slot machine of this embodiment, which will be described below, is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels, each bearing multiple types of symbols, begin to rotate upon receiving a predetermined rotation start instruction operation, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually upon receiving a predetermined rotation stop instruction operation.If the conditions determined by the combination of symbols when the multiple reels stop based on the results of the lottery meet predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.
[0011] First, the basic configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a diagram showing an example of a pay line.
[0012] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0013] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in appropriate numbers, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are displayed in approximately three rows vertically through the display window 113, for a total of nine symbols. Explaining this specifically with reference to FIG. 2, the symbol displayed on the top row of the left reel 110 (position 1 in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 is the left reel bottom row symbol. The symbols displayed on the right reel 112 (position 6 in the figure) are called the middle reel lower symbol, the symbols displayed on the top of the right reel 112 (position 7 in the figure) are called the right reel upper symbol, the symbols displayed on the middle of the right reel 112 (position 8 in the figure) are called the right reel middle symbol, and the symbols displayed on the bottom of the right reel 112 (position 9 in the figure) are called the right reel lower symbol. Each of the symbols on each of the reels 110 to 112 is displayed vertically in three rows on each reel 110 to 112 through a display window 113, for a total of nine. By spinning each of the reels 110 to 112, the combination of symbols visible to the player changes. In other words, each of the reels 110 to 112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0014] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110 to 112 are stopped so that the desired symbol appears on the pay line.
[0015] The winning line indicator lamp 120 is a lamp that indicates an active winning line. A winning line is a line that determines whether a symbol combination corresponding to a winning role is displayed. In this embodiment, three lines are provided: a middle winning line L1 consisting of the symbol in the middle row of the left reel, the symbol in the middle row of the middle reel, and the symbol in the middle row of the right reel; a right-up winning line L2 consisting of the symbol in the bottom row of the left reel, the symbol in the middle row of the middle reel, and the symbol in the top row of the right reel; and a right-down winning line L3 consisting of the symbol in the top row of the left reel, the symbol in the middle row of the middle reel, and the symbol in the bottom row of the right reel. Figure 2 shows these winning lines L1 to L3. The active winning lines (hereinafter sometimes simply referred to as "active lines") are predetermined based on the number of medals bet as gaming media (a specified number). The slot machine 100 shown in FIG. 1 requires three medals. If fewer than three medals are inserted, no pay line is active. When three medals are bet, pay lines L1 to L3 become active. Once a pay line is active, the start lever 135 can be operated to start the game. The number of pay lines is not limited to three. For example, only pay line L1 may be set as an active pay line, or a number of pay lines corresponding to the number of bets may be set as active pay lines.
[0016] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination has been internally won in an internal lottery described below, or that a specific game state has been achieved. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert a medal. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player has won a replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0017] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the bet button 132 will also be referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0018] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0019] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information numerically. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of achieving a winning combination. In the following, the expression "awarded to the player" may be used to mean the same thing as "paid out to the player." In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0020] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.
[0021] The stop button unit 136 is provided with stop buttons 137 to 139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 is referred to as the operation sequence or push sequence. Furthermore, the operation sequence in which the first stop operation is an operation to stop the left reel 110 is referred to as the "forward push operation sequence" or simply "forward push," and the stop operation in which the first stop operation is an operation to stop the right reel 112 is referred to as the "reverse push operation sequence" or simply "reverse push." Incidentally, light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.
[0022] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0023] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0024] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 3) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. The performance device 160 is disposed above the front door 102, and the performance device 160 has a sound hole 143 provided above it for outputting to the outside the sound of a speaker 272 (see FIG. 3) provided at the top inside the slot machine 100. This effect device 160 includes a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and an effect image display device 157 (liquid crystal display device) disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the effect image display device 157, the display screen of the effect image display device 157 appears in front of the slot machine 100 (on the player's side, front side). Note that the display device does not have to be a liquid crystal display device; any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen can be viewed by the player. In this embodiment, the display screen is rectangular, but it may also be square. In addition, a decoration (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.
[0025] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 3. Note that Figure 3 shows a circuit block diagram of the control unit.
[0026] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.
[0027] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0028] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0029] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, optical sensor for left reel 110, optical sensor for middle reel 111, optical sensor for right reel 112, etc.) at each interrupt time.
[0030] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0031] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0032] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled (the value stored in RAM 308 is cleared and the same number of medals is dispensed). The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0033] The optical sensors of the left reel 110, center reel 111, and right reel 112 are installed at predetermined positions on the mounting bases of each reel 110-112, and turn low each time a light-shielding piece attached to the reel frame passes over them. Rotational position information, which indicates how far the reel has rotated from the reference position between the time it first turns low and the time it next turns low, is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the low signal, it determines that the reel has rotated once and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0034] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0035] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0036] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0037] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0038] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0039] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0040] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from speakers 272, 277.
[0041] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel lamps, bet button lamps, reel backlights, etc.) are connected to the drive circuit 422 via an input / output interface.
[0042] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0043] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0044] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0045] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0046] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0047] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0048] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 4. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a two-dimensional layout.
[0049] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "bell symbol" is arranged on the symbol number 0 on the left reel 110, a "replay symbol" is arranged on the symbol number 0 on the center reel 111, and a "seven 2 symbol" is arranged on the symbol number 3 on the right reel 112.
[0050] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range (in this embodiment, less than 5 frames) from the position where the stop operation is performed.
[0051] <Internal winning roles and prize winning roles> In the slot machine 100, an internally won combination is drawn by lottery in response to a game start operation (operation of the start lever 135), and a winning combination is determined based on the result of the lottery. An example of an internally won combination in the slot machine 100 will be described below with reference to Figure 5. Figure 5 is a diagram showing an example of an internally won combination.
[0052] The left column of Figure 5 shows the following internal winning roles: Miss, Normal Replay 8, Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, Chance RepCRL2, CLR Bell 1, CRL Bell 1, RLC Bell 1, RCL Bell 1, CLR Bell 2, CRL Bell 2, RLC Bell 2, RCL Bell 2, Blue CLR Bell, Blue CRL Bell, Blue RLC Bell, Blue RCL Bell, Red CLR Bell, Red CRL Bell, Red RLC Bell, Red RCL Bell, Blue Bell, Red Bell. The top column of Figure 5 also shows six different push orders (LCR for left-center-right, LRC for left-right-center, CLR for center-left-right, CRL for center-right-left, RLC for right-left-center, and RCL for right-center-left). Of the above internal winning combinations, CLR Bell 1, CRL Bell 1, RLC Bell 1, RCL Bell 1, CLR Bell 2, CRL Bell 2, RLC Bell 2, and RCL Bell 2 may be referred to as "push order bells." Also, of the above internal winning combinations, blue CLR Bell, blue CRL Bell, blue RLC Bell, blue RCL Bell, red CLR Bell, red CRL Bell, red RLC Bell, and red RCL Bell may be referred to as "press order bells." Also, of the above internal winning combinations, blue Bell and red Bell may be referred to as "press order bells."
[0053] In a game in which each internal winning combination has been determined, the reels 110 to 112 are controlled to stop so that a symbol combination (display mode) corresponding to the push order is achieved. These display modes are shown in FIG.
[0054] If a losing combination is internally won, the display will show no winning combination (miss).
[0055] Normally, if you win Replay 8 internally, you will win the replay, but the display will show a replay line-up for the first left stop (LCR, LRC), and a reach line for any other stop operation.
[0056] If you win Chance RepCLR1 or Chance RepCLR2 internally, you will win a replay, but the display will be as follows: for the first stop on the left (LCR, LRC), it will be reach numbers 1 and 2; for center left and right (CLR), it will be a push order chance replay; for center right and left (CRL), it will be a replay alignment; and for the first stop on the right (RLC, RCL), it will be a scattered replay.
[0057] If you win Chance RepCRL1 or Chance RepCRL2 internally, you will win a replay, but the display will be as follows: for the first stop on the left (LCR, LRC), reach numbers 3 and 4; for center left and right (CLR), a replay alignment; for center right left (CRL), a push order chance replay; and for the first stop on the right (RLC, RCL), a scattered replay.
[0058] If you win internally on CLR Bell 1 or CLR Bell 2, on the first stop on the left (LCR, LRC) it will be awarded as a scattered coin (payout of 1 coin), on the center left and right (CLR) it will be awarded as a middle bell (payout of 8 coins), on the center right left (CRL) it will be awarded as a bell on the downward right (payout of 1 coin), and on the first stop on the right (RLC, RCL) it will be awarded as a scattered coin or a loss depending on the timing of the operation.
[0059] If you win internally on CRL Bell 1 or CRL Bell 2, if you win the first stop on the left (LCR, LRC), you will win one scattered coin, if you win the center left / right (CLR), you will win one bell going down to the right, if you win the center right / left (CRL), you will win the middle bell, and if you win the first stop on the right (RLC, RCL), you will win one scattered coin or lose depending on the timing of your operation.
[0060] If you win internally on RLC Bell 1 or RLC Bell 2, if it stops on the first left (LCR, LRC), it will win one scattered coin, if it stops on the first center (CLR, CRL), it will either win one scattered coin or lose depending on the timing of your operation, if it stops on right-left-center (RLC), it will win the bottom bell (payout of 8 coins), and if it stops on right-center-left (RCL), it will win one bell going down to the right.
[0061] If you win internally on RCL Bell 1 or RCL Bell 2, if you win the first left stop (LCR, LRC), you will win one scattered coin, if you win the first middle stop (CLR, CRL), you will win one scattered coin or lose depending on the timing of your operation, if you win right-left-center (RLC), you will win one bell going down to the right, and if you win right-center-left (RCL), you will win the bottom bell.
[0062] If you win internally on the blue CLR bell or red CLR bell, on the first stop on the left (LCR, LRC) you will win a scattered coin, on the center left and right (CLR) if the operation timing of the Seven 1 or Seven 2 symbol is appropriate you will win a middle bell, if not appropriate you will win a single bell going down to the right, on the center right left (CRL) you will win a single bell going down to the right, and on the first stop on the right (RLC, RCL) you will win a scattered coin or lose depending on the operation timing.
[0063] If you win internally on the blue CRL bell or red CRL bell, on the first stop on the left (LCR, LRC) you will win a scattered coin, on the center left and right (CLR) you will win a bell that slopes down to the right, on the center right left (CRL) if the operation timing of the Seven 1 or Seven 2 symbol is appropriate you will win a bell that slopes down to the right, and on the first stop on the right (RLC, RCL) you will win a scattered coin or lose depending on the operation timing.
[0064] If you win internally on the blue RLC bell or red RLC bell, on the first stop on the left (LCR, LRC) you will win one scattered coin, on the first stop in the middle (CLR, CRL) you will either win one scattered coin or lose depending on the timing of your operation, on right-left-center (RLC) if the timing of your operation on the Seven 1 or Seven 2 symbol is appropriate you will win the bottom bell, if not you will win a single bell going down right, and on right-center-left (RCL) you will win a single bell going down right.
[0065] If you win internally on the blue RCL bell or red RCL bell, on the first stop on the left (LCR, LRC) you will win a single scattered coin, on the first stop in the middle (CLR, CRL) you will either win a single scattered coin or lose depending on the timing of your operation, on right-left-center (RLC) you will win a single bell that slopes down to the right, and on right-center-left (RCL) if the timing of your operation on the Seven1 or Seven2 symbol is appropriate you will win a bottom bell, otherwise you will win a single bell that slopes down to the right.
[0066] If the blue bell is an internal win, on the first left stop (LCR, LRC), if the timing of operating the Seven 1 symbol is appropriate, you will win the blue push bell (payout of 8 coins), but if it is not appropriate, you will win the downward right 1 bell.On other than the first left stop (CLR, CRL, RLC, RCL), if the timing of operating the Seven 1 symbol on the left reel is appropriate, you will win the blue push bell, but if it is not appropriate, you will win the upward right 1 bell.
[0067] If the red bell is an internal win, on the first left stop (LCR, LRC), if the timing of operating the Seven 1 or Seven 2 symbol is appropriate, it will win the red eye push bell (payout of 8 coins), but if it is not appropriate, it will win the downward right 1 bell, and on other than the first left stop (CLR, CRL, RLC, RCL), if the timing of operating the Seven 2 symbol on the left reel is appropriate, it will win the red eye push bell, but if it is not appropriate, it will win the upward right 1 bell.
[0068] The internal winning probability of the internal winning combination can be set arbitrarily.
[0069] Also, while the middle bell, bottom bell, blue eye push bell, and red eye push bell all have a payout of 8 coins, this is not a limitation and the number of coins may vary. For example, the middle bell, blue eye push bell, and red eye push bell may have a payout of 12 coins, and the bottom bell may have a payout of 8 coins, resulting in two types of payouts that exceed the number of coins bet. Also, there may be three types of payouts that exceed the number of coins bet, such as 12 coins for the blue eye push bell and red eye push bell, 8 coins for the middle bell, and 6 coins for the bottom bell. Also, any of these bells may have a payout of 3 coins, resulting in a payout of the same number as the number of coins bet.
[0070] <Types of game status> Next, a description will be given of the types of gaming states and transitions of the gaming states of the slot machine 100 shown in Fig. 1. Fig. 6 is a transition diagram of the gaming states of the slot machine 100 shown in Fig. 1.
[0071] As shown in Figure 6, the gaming states of the slot machine 100 shown in Figure 1 include normal, CZ-A, CZ-B, normal AT, higher AT-A, higher AT-B, and bonus, and these can be switched when transition conditions are met. Note that the normal AT, higher AT-A, higher AT-B, and bonus are all AT gaming states. In the AT gaming state, if an internal win occurs on the push order bell, the eye push order bell, or the eye push bell, the operation sequence and operation timing are notified, and by following this notification (hereinafter, sometimes referred to as operation navigation), more profits can be earned.
[0072] Each game state will be explained below. Note that the transition conditions between each game state are not limited to the conditions described above, and various conditions (for example, the passage of the number of games, the payment of a predetermined number of payouts, winning a transition lottery, winning a specific internal winning combination, winning a specific winning combination, or the stop display of a specific symbol combination) can be adopted.
[0073] Normal mode is set in the first game after a setting change or RAM clear, and is the game mode in which the player mainly stays. From this normal mode, if the CZ lottery is won, the game will transition to CZ-A (condition (A) in Figure 6 is met). The CZ lottery is executed periodically when a rare combination is internally won or every predetermined number of games.
[0074] In CZ-A, if you win the lottery to transition to AT state before CZ-A ends (for example, until 10 games are played), you will transition to normal AT (condition (c) in Figure 6 is met), and if you do not win the lottery to transition by the end of CZ-A, you will transition to normal time (condition (b) in Figure 6 is met).
[0075] The normal AT is a game state where a net increase of 2 coins can be expected per play. The normal AT manages the number of remaining games, and the number of remaining games is added by an additional lottery based on the internal winning role (for example, a rare role or a push order bell). When the number of remaining games in the normal AT reaches 0, the game transitions to normal mode (condition (I) in Figure 6 is met). Also, if the transition lottery to a higher-level AT-A (for example, executed when a rare role is internally won) is won, the game transitions to the higher-level AT-A (condition (D) in Figure 6 is met).
[0076] The upper AT-A is a game state where a net increase of 4 medals per game can be expected. In the upper AT-A, the remaining number of games of the upper AT-A is managed. The remaining number of games of the upper AT-A is added by a supplementary lottery according to internal winning combinations (e.g., rare combinations or push-order bells), and when the remaining number of games of the upper AT-A becomes 0, it shifts to the normal AT (condition (o) in Fig. 6 is satisfied). When shifting from the upper AT-A to the normal AT, a result screen is displayed, and the number of played games and the number of acquired medals in the upper AT-A are configured to be displayed. Through this display, the player can be informed that the medals have increased in the upper AT-A, and the player can feel the feeling of getting more balls.
[0077] From the normal AT and the upper AT-A, when winning the lottery for shifting to the upper AT-B, it shifts to the upper AT-B (condition (ka) in Fig. 6 is satisfied). This lottery for shifting is executed, for example, when an internal winning combination is a rare combination or according to the number of played games in the upper AT-A. In the lottery for shifting according to the number of played games, the higher the number of played games, the higher the winning probability, and it becomes easier to shift to the upper AT-B. For example, when the number of played games is 50, 100, and 150, and lotteries a, b, and c for shifting are executed respectively, the winning probabilities are in the relationship of "a < b < c". Also, when the difference in the number of medals in the AT game state becomes a predetermined number (e.g., 2000 medals) or more, or when the difference in the number of medals during the advantageous period becomes a predetermined number or more, the lottery for shifting to the upper AT-B is also executed. When these conditions based on the difference in the number of medals are satisfied, the lottery for shifting may be executed in each game, or the winning probability may be set to 100%.
[0078] From the normal AT and the upper AT-A, when winning the lottery for shifting to the bonus, it shifts to the bonus (condition (ki) in Fig. 6 is satisfied). This lottery for shifting is executed, for example, when an internal winning combination is a rare combination. In the bonus, when the payout (or the difference in the number of medals) exceeds 100, it shifts to the state before the bonus shift (normal AT or upper AT-A) (condition (ku) in Fig. 6 is satisfied).
[0079] The higher AT-B is a game state where a net increase of 4 coins can be expected per game. The higher AT-B manages the number of remaining sets in the higher AT-B, which continues for 20 games per set. This number of remaining sets in the higher AT-B is added by an additional lottery according to the internal winning role (for example, a rare role). In addition, in the higher AT-B, a lottery for the right to transition to CZ-B is held according to the internal winning role (for example, a rare role).
[0080] When the number of games that can be continued in the higher AT-B reaches 0, a three-game continuation judgment period is entered. If the number of remaining sets in the higher AT-B is not 0 at the end of this continuation judgment period, the number of sets is subtracted by one, giving a new number of games that can be continued (20 games), allowing play to continue in the higher AT-B. Even if the number of remaining sets in the higher AT-B is 0, a continuation lottery based on an internal winning combination is executed during the three-game continuation judgment period. If the lottery is won, play in the higher AT-B can be continued for another set (20 games). In this embodiment, the probability of winning the continuation lottery is approximately 80%, making it easier to stay in the higher AT-B. If both the number of games that can be continued in the higher AT-B and the number of remaining sets in the higher AT-B reach 0 and the continuation lottery is not won, if the player has the right to transition to CZ-B, the player transitions to CZ-B (condition (k) in Figure 6 is met). If the player does not have the right to transition, the player transitions to normal play (condition (k) in Figure 6 is met). When transitioning to CZ-B, the advantageous zone is reset (becoming a non-advantageous zone), and the start of the new advantageous zone will be from CZ-B.
[0081] Also, when a favorable zone ends in the higher-ranked AT-B, if the player has the right to transition to CZ-B, the game will transition to CZ-B (the next favorable zone starts from CZ-B, and condition (K) in Figure 6 is met), and if the player does not have the right to transition, the game will transition to normal time (the next favorable zone starts from normal time, and condition (K) in Figure 6 is met). At the end of the favorable zone, an ending effect may be executed in the higher-ranked AT-B, followed by a transition to CZ-B or normal time (the next favorable zone starts from CZ-B or normal time). Furthermore, if a condition based on the difference in number of coins is met and the game transitions to the higher-ranked AT-B, the player may be granted the right to transition to CZ-B.
[0082] In addition, the higher-ranked AT-B has a higher net increase and continuation rate compared to the normal AT and the higher-ranked AT-A, but it may also have the same net increase as the normal AT (no change in net increase) and a higher continuation rate.
[0083] In CZ-B, if a player wins the lottery to transition to the AT state before CZ-B ends (for example, until 10 games are played), the player transitions to the higher-level AT-B via the bonus-specialized zone (not shown) (condition (L) in FIG. 6 is met). If the player does not win the lottery to transition to the AT state by the end of CZ-B, the player transitions to normal mode (condition (S) in FIG. 6 is met). In the bonus-specialized zone (for example, 10 games), the player can acquire the number of games that can be continued when transitioning to the higher-level AT-B. Note that the bonus-specialized zone is not limited to a fixed state of, for example, 10 games. For example, the minimum number of guaranteed games may be 5 games, and the bonus-specialized zone may continue from the 6th game onwards until a win is not found in the continuation lottery for the bonus-specialized zone itself, or from the 6th game onwards until a win is not found in the bonus-specialized zone. Alternatively, there may be no minimum number of guaranteed games, and the bonus-specialized zone may continue until a win is found in the continuation lottery for the bonus-specialized zone itself, or until a win is found in the bonus-specialized zone.
[0084] In addition to the game states described above, the slot machine 100 also has a non-advantageous zone and an advantageous zone. After a setting change or RAM clear, the non-advantageous zone is established, and if an internal winning combination is achieved, the zone transitions to an advantageous zone. To prevent excessive gambling in the advantageous zone, upper limits (limiters) are set for the number of games played and the number of coins paid out. Reaching these limits returns the zone to the non-advantageous zone (the advantageous zone is reset). In the AT game state, when the number of games played or the number of coins paid out approaches these limits, a display (e.g., an ending display) is executed to notify the player that the game is about to end. In this embodiment, the advantageous zone is also reset (a non-advantageous zone is established) when transitioning from the higher-level AT-B to the CZ-B. The upper limit of the advantageous zone may be the number of coins paid out without including the number of games played, or the number of games played without including the number of coins paid out. In addition, the upper limit of the number of coins to be paid out could be, for example, 2,400 coins, but it could also be the difference in number of coins based on the lowest value of the difference in number of coins (the so-called MY value, which goes from minus 3,000 coins to 2,400 coins and finally ends up at minus 600 coins), or the difference in number of coins after entering the positive range (going from minus 3,000 coins to 5,400 coins and finally ending up at plus 2,400 coins).
[0085] In addition, the advantageous period may not only end when the upper limit value is reached (when the upper limit value is reached or exceeded), but may also end at a value just before the upper limit value (for example, a difference of 2,200 coins).
[0086] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0087] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 7. This figure is a flowchart showing the flow of the main control unit main processing.
[0088] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 7 in accordance with the control program pre-stored in the ROM 306.
[0089] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0090] In step S103, a game start process is executed. In this process, whether or not medals have been inserted (by hand or by operating the bet buttons 130 to 132) is checked, and if medals have been inserted, preparations are made to send an insertion command indicating this. If a replay was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. In addition, a check is made to see if the start lever 135 has been operated when a specified number of medals (for example, three) have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning lines are determined, and the game begins.
[0091] In step S105, the lottery table for the internal winning roles stored in ROM 306 is read out according to the current lottery state, and an internal lottery (lottery for roles) is performed using this and the random number value obtained from the random number generating circuit 316, and a process for determining the internal winning role and a lottery for transitioning the game state (various lottery processes) are performed.
[0092] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0093] In step S109, the reels 110-112 start to rotate, provided that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0094] In step S111, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S113.
[0095] In step S113, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0096] In step S115, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0097] In step S117, a state update process is executed. Specifically, a process of transitioning the gaming state and the like is executed.
[0098] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0099] <Main control unit 300 timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 8. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0100] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0101] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0102] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0103] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0104] In step S207, various game processes are executed, and processes according to the interrupt status are executed.
[0105] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0106] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with stopping reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0107] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0108] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0109] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0110] In step S217, it is monitored whether the low voltage signal is ON or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0111] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0112] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of RAM 308, a checksum value for a specified area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to on.
[0113] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 9. Figure 9(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 9(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 9(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0114] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and initialization processing of the storage area in RAM 408 are performed. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing information indicating the game status are respectively provided in RAM 408.
[0115] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.
[0116] In step S305, 0 is substituted into the timer variable.
[0117] In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0118] In step S309, performance control processing is performed. Here, performance data is expanded, and device data is set in a performance execution area provided in RAM 408, performance data is set in a performance reservation area provided in RAM 408, and performance data is set and control processing is executed based on received commands and the information contained in those commands. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content is changed based on the overwritten data.
[0119] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the acquired control data is output to the sound source IC 418, thereby executing a sound performance.
[0120] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to each lamp 420, and the acquired control data is output to the drive circuit 422, thereby causing the lamp to perform a performance.
[0121] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to execute an effect.
[0122] In step S317, an information output process is performed based on the processing result of step S309 to set up the sending of a control command to the second sub-control unit 500. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0123] Next, using Figure 9(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0124] Next, using Figure 9(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0125] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 9(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0126] In step S333, the device data set in step S315 is sent to the second sub-control unit 500, and the random number values for performance are updated.
[0127] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 10. Figure 10(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 10(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 10(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 10(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0128] First, in step S401 of Fig. 10(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, the input / output ports are initialized, and a storage area in the RAM 508 is initialized.
[0129] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.
[0130] In step S405, 0 is substituted into the timer variable.
[0131] In step S407, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0132] In step S409, effect control processing is performed. Specifically, if a new command is received in step S407, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0133] In step S411, image control processing is performed based on the processing result of step S409. For example, if the performance data read out in step S409 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 10(d). When this image control processing is completed, the process returns to step S403.
[0134] Next, using Figure 10(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0135] Next, using Figure 10(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0136] In step S417, 1 is added to the value of the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 10(a) and stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0137] In step S419, the random number values for effect are updated.
[0138] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 10(d). This figure is a flowchart showing the flow of the image control processing.
[0139] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0140] In step S423, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0141] In step S425, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0142] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0143] In step S429, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; if not, the process waits for the generation completion interrupt signal to be input.
[0144] In step S431, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0145] <<Example of operation>> The features of the slot machine 100 described above will be explained below using an operational example.
[0146] [Example of game state transition (1)] Among the game states described in Figure 6, the higher AT-B is a state in which it is easy to make a profit by continuing the game for 20 games in one set with a high probability, and the player aims to move to this higher AT-B.
[0147] To move to the higher AT-B, you need to win the lottery to move to the higher AT-B in the normal AT or the higher AT-A, so the goal is to first pass through the CZ-A and stay in the normal AT or the higher AT-A. In particular, the higher AT-A has a high net increase in number of plays, and the more you play, the easier it is to win the lottery to move to the higher AT-B, so even if you play many times, you will feel a sense of anticipation and your interest in the game will not decrease.
[0148] Even if you move to the higher AT-B, there is a chance that you will move from this state to CZ-B or normal mode (conditions (S) and (K) in Figure 6 are met). Of these, CZ-B is a game state that allows you to move to the higher AT-B without going through the CZ-A or normal AT route (condition (L) in Figure 6 is met). In other words, even if the higher AT-B has ended, it is possible to move to the higher AT-B without going through CZ-A, the normal AT, or the higher AT-A.
[0149] From the above, the gameplay is as follows: during normal play, the aim is to move from CZ-A to normal AT, then to higher AT-A, then to higher AT-B, and if you move from higher AT-B to CZ-B, the aim is to move again to higher AT-B.
[0150] FIG. 11(a) illustrates an example of the game flow. In this example, during the first advantageous zone (advantageous zone 1), condition (F) is met in the higher-ranked AT-A, transitioning to the higher-ranked AT-B. Then, condition (S) is met in the higher-ranked AT-B. In this case, as shown in FIG. 11(a), the advantageous zone ends and becomes a non-advantageous zone. At the start of a new advantageous zone (advantageous zone 2), the game state changes to CZ-B. Also, in this example, a display indicating that CZ-B is being prepared is executed while the non-advantageous zone is set, and a display indicating that CZ-B has started is executed when CZ-B starts in advantageous zone 2. This display indicating that CZ-B is being prepared is merely an example; a CZ-B title screen may be displayed to indicate that the game is "preparing." In this way, by indicating that CZ-B is being prepared even during a non-advantageous zone, it is possible to prevent players from quitting the game. In addition, the ending screen (the so-called result screen) when the higher AT-B ends may display or produce a presentation that suggests a transition to CZ-B, thereby preventing players from quitting the game when the ending screen is displayed.
[0151] Furthermore, in the example of Figure 11(a), in the second advantageous zone (advantageous zone 2), condition (Shi) is met in CZ-B, and the game moves to the higher AT-B via the added-on specialized zone, and then condition (Sa) is met in the higher AT-B. In this case, just as at the end of the second advantageous zone, the advantageous zone ends and becomes a non-advantageous zone, and when a new advantageous zone (advantageous zone 3) begins, the game state changes to CZ-B. Although not shown, in this non-advantageous zone, the same effects are executed as in the non-advantageous zone between the first and second advantageous zones. Furthermore, in the third advantageous zone (advantageous zone 3), condition (Shi) is met in CZ-B, and the game moves to the higher AT-B via the added-on specialized zone.
[0152] 11(a) shows that the higher AT-B that transitioned from the CZ-B at the beginning of the advantageous zone continues until the end of the advantageous zone. In this way, in this embodiment, the ending (reaching the upper limit of the advantageous zone) is reached while remaining at the higher AT-B, and the transition condition (Si) for the higher AT-B is met at the next CZ-B, thereby enabling a loop of the higher AT-B.
[0153] In the above example, the advantageous zone is reset at the end of the higher AT-B, and after the preparation period (1-3G spent on transitioning to the advantageous zone, a non-advantageous zone), a new advantageous zone starts from CZ-B. However, it is also possible to make the new advantageous zone start from the higher AT-B. By doing this, the player does not feel the break in the advantageous zone, and can seamlessly experience the feeling of winning balls from the higher AT-B.
[0154] In the above example, a transition to a higher-level AT-B is made through a more advantageous state than normal, such as a CZ-B or a special bonus zone. However, after transitioning to a new advantageous zone, a predetermined number of normal game plays may be played before transitioning to a higher-level AT-B. This can prevent excessive ball payouts. It is preferable that the predetermined number of games is not a large number, such as 32 games. In addition, in the case of a mode-managed game system in which multiple ceilings for transitioning to advantageous game states are set (e.g., Super Heaven with a maximum ceiling of 32 games, Heaven with a maximum ceiling of 128 games, Normal C with a maximum ceiling of 250 games, Normal B with a maximum ceiling of 650 games, Normal A with a maximum ceiling of 1200 games, etc.), it is preferable to transition to a higher-level AT-B through Super Heaven or Heaven, and not determine Normal A to C. Furthermore, the transition to the higher AT-B may be made after a fixed number of games, such as 32 or 128 games, or after a certain number of games (variable number of games) within a predetermined range, such as 32 games or 128 games. In the case of a periodic game that provides an opportunity to periodically transition to a more advantageous gaming state, it is preferable to transition to the higher AT-B in the first cycle. In such a state where a transition to the higher AT-B is confirmed, a special effect that identifies or suggests this may be executed. This prevents the player from quitting the game midway and maintains the excitement of transitioning to the higher AT-B.
[0155] [Example of game state transition (2)] Figure 11(a) illustrates an example of transitioning from CZ-B to the higher-level AT-B via the additional specialized zone during the second favorable zone (favorable zone 2). However, there are cases where the player does not win the lottery for transitioning to the AT state during CZ-B and transitions to normal mode (condition (S) in Figure 6 is met). In this case, the player can be guaranteed to transition to the normal AT (conditions (A) and (C) in Figure 6 are guaranteed to be met), for example, by always winning the CZ lottery during normal mode and then always winning the lottery for transitioning to the AT state during CZ-A. Figure 11(b) illustrates an example of transitioning from CZ-B to CZ-A and the normal AT via normal mode. In this configuration, even if the player is unable to transition from CZ-B to the higher-level AT-B, the player is guaranteed to transition to CZ-A in the first CZ lottery, and then to the normal AT at that CZ-A. Therefore, even if the player is unable to transition to the higher-level AT-B, the player can still benefit from the favorable zone reset.
[0156] [Example of game state transition (3)] In Figures 11(a) and 11(b), a configuration is described in which the advantageous zone is reset once, and then a transition to CZ-B occurs at the beginning of the new advantageous zone. This CZ-B is a game state that is a preliminary stage for transitioning to a more advantageous game state (higher AT-B). As such, the configuration in which a game state that is a preliminary stage for transitioning to a more advantageous game state starts from the beginning of a new advantageous zone is not limited to the example shown in Figures 11(a) and 11(b). Below, an example employing such a configuration is described.
[0157] Figure 11(c) shows an example in which an AT CZ is set up. In this example, after obtaining the right to transition from the normal AT to the AT CZ, the advantageous zone is reset, and the beginning of the new advantageous zone is the AT CZ. If you succeed in the AT CZ (win the lottery), you will transition to a higher AT, and if you fail (do not win the lottery), you will transition to the normal AT.
[0158] Figure 11(d) shows an example in which a CZ is provided that transitions to either a higher-level AT or a normal AT. In this example, the advantageous zone is reset during the CZ, and the beginning of the new advantageous zone is the CZ. If the CZ is successful (wins the lottery), the player transitions to the higher-level AT, and if the CZ is unsuccessful (does not win the lottery), the player transitions to the normal AT. Note that a transition to normal mode upon failure is also possible. Also, if the player obtains the right to a higher-level CZ in the CZ before the advantageous zone is reset, the beginning of the new advantageous zone may be a higher-level CZ (a game state more advantageous than the CZ).
[0159] [Technical concept of operation examples (1) to (3) regarding transition of game state] The technical concepts based on the above-described embodiments will be described below with reference to the corresponding configurations.
[0160] In the above explanation, A first gaming state (for example, a normal AT) that is advantageous to the player; A gaming machine having a second gaming state (for example, a higher AT-B) that is more advantageous to the player than the first gaming state, The first gaming state is a gaming state controlled in an advantageous zone, The second gaming state is a gaming state controlled in the advantageous zone, The advantageous zone has a predetermined upper limit (for example, an upper limit value), In the second gaming state, after the advantageous period has ended and a new advantageous period has begun as the specified amount approaches (for example, after the upper limit value has been reached and the advantageous period has ended and a new advantageous period has begun, or after the value just before the upper limit value has been reached and the advantageous period has ended and a new advantageous period has begun), there may be a transition to the second gaming state without transitioning to the first gaming state (for example, FIG. 11(a)). The gaming machine characterized by the above features has been described.
[0161] With this gaming machine, even if the advantageous zone is reset to a more advantageous second gaming state, it is possible to transition to the second gaming state in the new advantageous zone without passing through the first gaming state, thereby preventing a decline in gaming interest when the upper limit of the advantageous zone is reached.
[0162] Also, A first gaming state (for example, a normal AT) that is advantageous to the player; A gaming machine having a second gaming state (for example, a higher AT-B) that is more advantageous to the player than the first gaming state, The first gaming state is a gaming state controlled in an advantageous zone, The second gaming state is a gaming state controlled in the advantageous zone, The advantageous zone has a predetermined upper limit (for example, an upper limit value), In the second gaming state, after the specified amount is approached and the advantageous period ends to become a new advantageous period (for example, after the upper limit value is reached and the advantageous period ends to become a new advantageous period, or after a value just before the upper limit value is reached and the advantageous period ends to become a new advantageous period), the game may transition to the second gaming state through a gaming state different from either the first gaming state or the second gaming state (for example, CZ-B, additional specialization, or normal time). The gaming machine characterized by the above features has been described.
[0163] With this gaming machine, even if the advantageous zone is reset to a more advantageous second gaming state, it is possible to transition to the second gaming state in the new advantageous zone without passing through the first gaming state, thereby preventing a decline in gaming interest when the upper limit of the advantageous zone is reached.
[0164] In addition, the gaming machine described above, The second gaming state is a gaming state in which continuation is managed using a number of sets corresponding to multiple games (for example, 20 games per set), When the second gaming state ends at the end of the set number, the advantageous zone may end (for example, when the condition (K) in FIG. 6 is met), The gaming machine characterized by the above features has been described.
[0165] This gaming machine can make the end of the advantageous zone look sharp. It also prevents players from feeling disappointed when they lose a large amount of added bonuses due to the end of the advantageous zone.
[0166] In addition, the gaming machine described above, The first gaming state is a gaming state in which an operation mode is notified to the player (for example, an operation navigation is executed), The second gaming state is a gaming state in which an operation mode is notified to the player (for example, an operation navigation is executed), The second gaming state is a gaming state in which the expected value of game value acquisition is higher than that of the first gaming state (for example, the net increase in number of coins is higher, or the continuation rate is higher). The gaming machine characterized by the above features has been described.
[0167] In addition, the gaming machine described above, In the second gaming state, when the predetermined amount is approached and the advantageous zone ends and a new advantageous zone is formed, a transition to the second gaming state may occur if a specific condition is met in a third gaming state (for example, CZ-B) (for example, winning the lottery for transitioning to the AT state). The gaming machine characterized by the above features has been described.
[0168] In this gaming machine, after the advantageous zone ends, the machine can transition to a second gaming state if certain conditions are met, thereby suppressing excessive ball output while increasing expectations in the third gaming state and improving the enjoyment of the game.
[0169] In addition, the gaming machine described above, If the specific condition is not met in the third gaming state, the game state does not transition to the second gaming state, and the game state is more likely to transition to the first gaming state. The gaming machine characterized by the above features has been described.
[0170] In this gaming machine, even if a specific condition is not met, the game state can be easily shifted to the first gaming state, thereby making it difficult for interest in the game to decrease.
[0171] [Example of operation navigation (1)] An example of the operation of the operation navigation will be described below with reference to Figures 12(a) and 12(b), which are diagrams showing an example of the operation of the operation navigation.
[0172] A normal AT is a game state in which the number of remaining AT games is subtracted for each play, while operation navigation and additional lotteries are executed. In this example, as a type of operation navigation when an internal win is made on the push order bell, an "x??" is provided to notify players not to make the first stop on the left (hereinafter referred to as "left prohibition navigation"). In a game in which this left prohibition navigation is displayed, by not making the first stop on the left, the player does not miss the chance to win the middle or bottom bell. Note that this left prohibition navigation is not displayed if an internal win is made on the push order bell or the push order bell.
[0173] FIG. 12(a) shows an example in which the normal AT continues when the left prohibition navigation is followed (the first stop on the left is not made). In contrast, if the left prohibition navigation is not followed (the first stop on the left is made), as shown in FIG. 12(b), the number of remaining games in the AT will not be subtracted until the next left prohibition navigation is displayed, but operation navigation and additional lottery will not be executed (hereinafter referred to as the restricted state). The restricted state may last until the next CLR1 bell to RCL2 bell is won, or until the CLR1 bell to RCL2 bell is won after at least a predetermined number of games (e.g., 10 games) have passed. Also, as shown in FIG. 12(b), this restricted state is configured to be released by following the instructions (not making the first stop on the left) during a game in which the left prohibition navigation is displayed.
[0174] In addition, in a slot machine having the above configuration, there is a possibility that a beginner may not understand the intention of the left prohibition navigation and may disobey the left prohibition navigation and make the first stop on the left, resulting in a restricted state. For this reason, for example, an upper limit may be set on the number of games in one normal AT in which the restricted state is set, and the restricted state may be released after this upper limit has been reached. Furthermore, if the number of times the left prohibition navigation is not obeyed (the first stop on the left) exceeds a predetermined number, the same processing as when the left prohibition navigation is obeyed (the first stop on the left) may be executed even if the left prohibition navigation is not obeyed thereafter.
[0175] In addition, if you follow the left prohibition navigation, or if you follow it and then win a specified role (for example, an upper bell or a middle bell), you may be given advantageous benefits such as points that allow the normal AT to progress more advantageously.
[0176] [Example of operation navigation (2)] An example of the operation of the operation navigation will be described below with reference to Fig. 12(c), which is a diagram showing an example of the operation of the operation navigation.
[0177] In a game in which the push order bell, the eye push order bell, or the eye push bell is internally won, when the operation navigation is executed by the effect image display device 157, etc., the content corresponding to this operation navigation is further displayed on the instruction monitor (for example, the payout number display 127). Figure 12(c) shows the content of this instruction monitor.
[0178] On the other hand, for Normal Replay 8, Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, and Chance RepCRL2, reach-eye combinations may be displayed depending on the operation order. Therefore, for example, by executing an operation navigation to display reach-eye combinations when an internally advantageous state is achieved, the player can be notified of the internally advantageous state. If nothing is displayed on the instruction monitor, the behavior will be different from when an internal win occurs on a push-order bell or the like, potentially leading to the player guessing the internal state at the time the operation navigation is executed. Therefore, when an operation navigation to display reach-eye combinations is executed in a game in which an internal win occurs on Normal Replay 8 or the like, the content corresponding to this operation navigation may be displayed on the instruction monitor, similar to when an internal win occurs on a push-order bell. For example, when the operation navigation indicates the operation order of the center, left, and right, the instruction monitor in FIG. 12(c) can display either 01, 05, or 09. Note that the content corresponding to the left prohibition navigation (15 on the instruction monitor in FIG. 12(c)) is not displayed. Furthermore, when a reach-eye pattern is to be stopped in a game in which an internal win has been made on normal replay 8, the reach-eye pattern is displayed by operating any one of CLR to RCL as the push order, but which operation navigation to perform may be determined by the main control means and may be determined by uniform lottery from four types of push orders from CLR to RCL. Furthermore, when a reach-eye pattern including a seven-two symbol on the left reel is included among Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, and Chance RepCRL2, the indication monitor in Figure 12(c) may display a display corresponding to a red indication.
[0179] <About machines with variable numbers> Hereinafter, a slot machine according to an embodiment of a gaming machine in which the prescribed number changes will be described with reference to Figures 13 to 21. This slot machine has a configuration in which the number of medals required to start a game (prescribed number) changes depending on the game status. In the following description, the configuration described in Figures 1 to 12 will be referred to as appropriate, and the terms and symbols of this example will take precedence over any contradictory configuration.
[0180] <Internal winning roles and prize winning roles> In the slot machine 100, upon receiving a game start operation (operation of the start lever 135), an internal win role is drawn by lottery, and a winning role is determined based on the result of the lottery. Here, examples of winning roles and internal win roles different from those shown in FIG. 5 will be described with reference to FIGS. 13 to 15. FIG. 13 is a diagram showing an example of a replay and a small role, and FIG. 14 is a diagram showing an example of a bonus role. Also, FIG. 15(a) is a diagram showing an example of an internal win role, and FIGS. 15(b) and 15(c) are diagrams showing whether or not the internal win role overlaps with a bonus role.
[0181] FIG. 13 shows the names of winning combinations (replays, small combinations), the corresponding combinations, the left, center, and right symbols that make up the combinations, the payout amounts according to the prescribed number of bets from 1 to 3, and remarks. In this embodiment, replays 1 to 18 and small combinations 1 to 84 are provided. Note that one name may correspond to multiple combinations. For example, the winning combination "Chance Eye" corresponds to Replays 5 to 10. In other words, there are a total of six different symbol combinations for "Chance Eye."
[0182] In addition, the winning roles include those that pay out the same for a specified number of 2 and a specified number of 3, such as "1 watermelon spill," and those that pay out differently for a specified number of 2 and a specified number of 3, such as "13 for BBMB." The "BBMB middle number adjustment role" is a technical intervention role that allows you to win a payout by stopping the BAR symbol on the middle reel 111 (by successfully pressing the button).
[0183] FIG. 14 shows the name of the winning combination (bonus combination), the symbol combination of the combination, remarks, the specified number set in the bonus state entered after winning the bonus combination, the specified number set when the bonus state ends, and the winning probability. In this embodiment, BB1, BB2, BB3, BB4, MB1, MB2, and MB3 are provided as bonus combinations. Note that there are three symbol combinations for MB3. In this embodiment, the total internal winning probability of BB1 to BB4 is set higher in a game with a specified number of 2 than in a game with a specified number of 3 (A>B in FIG. 14).
[0184] FIG. 15(a) shows internal winning combinations and the corresponding winning combinations in FIG. 13. For example, 3BET normal Replay 1 is a combination that can win Replay 1 if it is internally won, and 2BET normal Replay 1 is a combination that can win Replay 2, Replay 3, or Replay 18 if it is internally won. Note that although a corresponding winning combination is set, there are cases where a combination that does not actually win (is not displayed) is used for control purposes (bold underlined portion in FIG. 15(a)). For example, All Winning 1 wins (is displayed) for 13 coins for BBMB (small combinations 10 to 13) or BBMB medium combination number adjustment combinations (small combinations 14 to 19), but does not win (is not displayed) for small combinations 1 to 9 or 20 to 84.
[0185] Note that a role with "2BET" written in the name of the internal winning role (winning result name) is a role that can be internally won only in a game with a prescribed number of 2, and a role with "3BET" written in the name is a role that can be internally won only in a game with a prescribed number of 3. Note that, unlike the configuration in which different internal winning roles are provided for the prescribed number of 2 and the prescribed number of 3 as in this embodiment, a configuration may be adopted in which the same internal winning role is provided for the prescribed number of 2 and the prescribed number of 3, and different stop control is performed according to the prescribed number to result in a result according to the prescribed number. For example, the winning combination of "Bell" at the prescribed number of 3 is composed of a symbol combination (also called a conditional device) of "Bell-Bell-Bell (9 coins)," a symbol combination of "Bell-Bell-Symbol A (2 coins)," and a symbol combination of "Bell-Bell-Symbol B (2 coins)," and the winning combination of "Bell" at the prescribed number of 2 is composed of a symbol combination of "Bell-Bell-Bell (2 coins)," a symbol combination of "Bell-Bell-Symbol A (2 coins)," and a symbol combination of "Bell-Bell-Symbol B (2 coins)." When the bell is internally won at the prescribed number of 3, the stop control is configured to prioritize the payout number and "Bell-Bell-Bell (9 coins)" wins, and when the bell is internally won at the prescribed number of 2, the stop control is also configured to prioritize the payout number, but the symbol combination to be stopped may be predefined as "Bell-Bell-Symbol A (2 coins)" or "Bell-Bell-Symbol B (2 coins)," and either of them may be stopped. In this way, the same internal winning combination is provided for the prescribed number of 2 and the prescribed number of 3, and different stop control is performed according to the prescribed number, so that the result is determined according to the prescribed number.
[0186] Although not shown in the figure, the internal winning probabilities of winning results (small roles 1 to 84) also differ between games with a specified number of 2 and games with a specified number of 3. This is because the winning probability of an internally winning role can be determined for each specified number. For example, the probability that watermelon (small roles 1 to 8, 81) is determined as an internally winning role during 2 bets on the specified number of 2 is higher than the probability that watermelon (small roles 1 to 8) is determined as an internally winning role during 3 bets on the specified number of 3. Also, the probability that cherry (small roles 2 to 6, 20 to 84) is determined as an internally winning role during 2 bets on the specified number of 2 is higher than the probability that cherry (small roles 2 to 5, 20 to 84) is determined as an internally winning role during 3 bets on the specified number of 3. The same relationship applies to other small roles. In this way, by differentiating the probability of being determined as a winning result (increasing the probability) between games with a prescribed number of 2 and games with a prescribed number of 3, in RT4 (described later), when a bonus is internally won, a replay or small win can be simultaneously won, and small win priority control and replay priority control make it difficult to match bonus symbols, making it easier to carry over bonuses. In this way, in RT4 games, not only the probability of winning a replay but also the probability of winning a small win is increased, preventing the results from becoming monotonous and increasing the enjoyment of the game. Note that there may be winning results in which the probability of being determined as an internal winning role in a prescribed number of 3 is higher than the probability of being determined as an internal winning role in a prescribed number of 2.
[0187] Figure 15(b) is a diagram showing whether or not there is an internal win overlapping with the bonus role in a game with a specified number of 3 for the internal win role in Figure 15(a). For example, 3BET normal replay 1 is an internal win role that may overlap with BB1 to BB4 and MB1 and result in an internal win. Note that there is no internal win role that overlaps with MB2 and MB3 in a game with a specified number of 3.
[0188] Figure 15(c) is a diagram showing whether or not there is an internal win overlapping with the bonus role in a game with a prescribed number of 2 for the internal win role in Figure 15(a). For example, 2BET normal replay 1 is an internal win role that may overlap with BB1 to BB4, MB2, and MB3 and result in an internal win. Note that there is no internal win role that overlaps with MB1 in a game with a prescribed number of 2.
[0189] <Types of game status> Next, types of game states of the slot machine 100 shown in Fig. 1 and examples of transitions of game states different from those in Fig. 6 will be described with reference to Fig. 16 and Fig. 17. Fig. 16 is a diagram showing transitions of game states different from those in Fig. 6, and Fig. 17 is a diagram specifically showing part of Fig. 16 (transitions with a prescribed number of 2).
[0190] 16 shows various game states, which will be explained by dividing them into game states A to E. Game states A and B are states where the specified number is 3 (only 3 coins bet), and game states D and E are states where the specified number is 2 (only 2 coins bet).
[0191] Gaming state A is a state that is disadvantageous to the player (a normal game state in which the game is played normally), and is further divided into three states (RT0 to RT2) with different replay probabilities. These states will be explained below.
[0192] RT0 is the state with the lowest replay probability, and when a replay is displayed, it transitions to RT1 (condition (A)), and when a chance replay is displayed, it transitions to RT2 (condition (C)). Also, when an internal bonus is won, it transitions to game state B (condition (E)), which will be described later. This state is the first state set after a setting change, and is the so-called initial state (condition (S)).
[0193] RT1 is a state where the replay probability is slightly higher than RT0 (for example, about 1 / 7.2), and after 14 games are played in this state, the game will transition to RT0 (condition (B)). Also, if an internal bonus is won, the game will transition to game state B (condition (E)), which will be described later.
[0194] RT2 is a state in which the probability of replay is higher than RT0 (for example, about 1 / 5), and after 10 games are played in this state, the game will transition to RT0 (condition (D)). Also, if an internal bonus is won, the game will transition to game state B (condition (E)), which will be described later.
[0195] Gaming state B is a state in which an internal win occurs in a bonus (either BB1 to BB4 or MB1), and is further divided into states (RT0 to RT3) with different replay probabilities. These states will be explained below.
[0196] RT3 is a state in which the replay probability is higher than RT0 to RT2 described in gaming state A, and is set when an internal win occurs on any of BB1, 3, 4, or MB1. If a bonus is displayed in this state, the game will transition to gaming state C (condition (F)).
[0197] RT0-RT2 are the same states as RT0-RT2 described in gaming state A, and are set when BB2 is internally won. When BB2 is internally won, the RT does not shift (RT3 is not set), and RT0-RT2 shifts under the same conditions as gaming state A. For example, if 10 games are played in RT1 in gaming state A and an internal win is made to BB2, the game will shift to RT0 after four games remain in gaming state B. This makes it difficult for players to notice that they have shifted to the bonus (BB2) due to an internal win. If a bonus is displayed in this state, the game will shift to gaming state C (condition (F)). In other words, BB1, 3, 4, and MB1 are bonuses that shift to RT3 when internally won, but BB2 does not shift the RT even when internally won, and the current RT is maintained. It can also be said that RT3 is a state that shifts when BB1, 3, 4, or MB1 are internally won.
[0198] Game state C is a state that is entered when any of BB1 to BB4 or MB1 to MB3 is won (displayed). The specified number here is 2 if the bonus that triggered the transition is MB3, and 3 otherwise (see Figure 14). BB1 to BB4 correspond to the "continuous operation device for special features related to first-class special features" as defined in the rules, and the first-class special features are automatically activated during the bonus. MB1 to MB3 correspond to the "continuous operation device for special features related to second-class special features" as defined in the rules, and the second-class special features are automatically activated during the bonus. The specified number during the bonus is not limited to this embodiment, and BB1 to BB4, MB1, and MB2 may be set to either 2 or 1. Similarly, MB3 may be set to either 3 or 1.
[0199] In gaming state C, an internal win occurs in all wins 1 in Figure 15, and 13 coins for BBMB (small roles 10-13) or BBMB medium number adjustment role (small roles 14-19) are won. If the bonus role that triggered the transition to this state is BB1-BB4 or MB2, the game will transition to gaming state D (condition (H)) when the corresponding termination condition (see the remarks column in Figure 14) is met. Also, if the bonus role that triggered the transition to this state is MB1 or MB3, the game will transition to gaming state A (RT0) when the corresponding termination condition (see the remarks column in Figure 14) is met (condition (G) (R)).
[0200] Game state D is the state to which the game transitions when the bonuses BB1 to BB4 and MB2 end, and is further divided into two states (RT4 and RT0) with different replay probabilities. These states will be explained below. In this state, if MB3 is an internal win before BB1 to 4 or MB2, BB1 to 4 or MB2 will not be an internal win.
[0201] RT4 is the state with the highest replay probability, and is entered when the bonuses BB1 to BB4 and MB2 have ended. If an internal win occurs in this state on a bonus (excluding MB3), the game will transition to game state E, which will be described later (conditions (L) (N)). Also, if 16 games are played without an internal win on a bonus (excluding MB3), the game will transition to RT0 (conditions (J) (K)). Note that in RT4, the internal wins for replays and small winning combinations are higher, so even if there is an internal win on MB3, these combinations are displayed first, making it difficult to display MB3, or it will not be displayed at all (it will be displayed if the game is such that MB3 can be displayed without a replay or small winning combination after transitioning to RT0, condition (J)).
[0202] RT0 is a state where the replay probability is lower than RT4, and if an internal bonus (excluding MB3) is won in this state, the game will transition to game state E (conditions (L) (N)), which will be described later. Also, if MB3 is displayed, the game will transition to game state C (condition (Q)).
[0203] Gaming state E is a state in which an internal win occurs in a bonus (either BB1 to BB4 or MB2), and is further divided into states with different replay probabilities (RT3, RT4, RT0). These states will be explained below.
[0204] RT3 is a state where the replay probability is low, and is set when an internal win occurs on any of BB1, 3, 4, or MB2. If a bonus is displayed in this state, the game transitions to game state C (condition (P)). Note that, because the replay probability is low in this state, it becomes easier to line up the internally winning bonus symbols (because the replay probability is low, the frequency of games where bonus symbols can be lined up increases compared to RT4).
[0205] RT4 and RT0 are the same states as RT4 and RT0 described in gaming state D, and are set when an internal win occurs on BB2. When an internal win occurs on BB2, RT does not transition (RT3 is not set), and transitions to RT4 and RT0 occur under the same conditions as gaming state D (condition (M)). For example, if an internal win occurs on BB2 after 10 games in RT4 in gaming state D, the game transitions to RT0 after the remaining 6 games in gaming state E. Note that in RT4, the chances of internal wins for replays and small combinations are high, so even if an internal win occurs on BB2, these combinations are displayed first, making it difficult for BB2 to be displayed or even not to be displayed (it becomes more likely to be displayed after transitioning to RT0, condition (M)). This makes it difficult for the player to notice that an internal win has occurred and transitioned to the bonus (BB2). After transitioning to RT0, if BB2 is displayed, the game transitions to gaming state C (condition (O)).
[0206] <<Example of operation>> The slot machine 100 having the features shown in FIGS. 13 to 17 will be described below using an operation example.
[0207] [About the behavior of changing the specified number (1)] In the embodiment described in Fig. 13 to Fig. 17, there is a configuration in which the state of the prescribed number 2 and the state of the prescribed number 3 are changed via the bonus state. Fig. 18(a) shows the conditions for changing the prescribed number. Fig. 18(b) shows a transition diagram that simplifies Fig. 16. Fig. 18(b) shows that the state of the prescribed number 2 and the state of the prescribed number 3 are shifted via the bonus state.
[0208] In the embodiment described in Figures 13 to 17, the internal winning probability of the bonus when the prescribed number is 2 is set higher than when the prescribed number is 3. BB1 to BB4 are bonuses that transition from the prescribed number 3 state to the prescribed number 2 state, and MB3 is a bonus that transitions from the prescribed number 2 state to the prescribed number 3 state. MB1 is a bonus exclusive to the prescribed number 3 state, and MB2 is a bonus exclusive to the prescribed number 2 state.
[0209] In the embodiment described in Figures 13 to 17, after BB1 to BB4 have temporarily reached the prescribed number 2 state, if BB1 to BB4 or MB2 are internally won before MB3, the state returns to the prescribed number 2 state after the bonus ends, thereby realizing a loop advantageous to the player. If MB3 is internally won first, the other bonuses will not be internally won, and then after the bonus of MB3 ends, the state will shift to the prescribed number 3 state, thereby ending the advantageous loop. In other words, MB3 plays the role of an undesirable bonus for the player.
[0210] If an internal win occurs on BB1, BB3, BB4, or MB2 when the required number is 2, the replay probability changes as the game transitions from RT4 to RT3, letting the player know that a favorable loop is about to be executed. On the other hand, if an internal win occurs on MB3 when the required number is 2, MB3 is displayed after the game transitions from RT4 to RT0. The presentation does not change before or after the internal win on MB3, and no results suggesting an internal win are displayed. With this configuration, while RT4 continues, there is a possibility that no internal wins have been obtained on any of the bonuses, and there is also a possibility that an internal win has been obtained on MB3. Players continue playing in the hope that the favorable loop will resume, ensuring that the number of games in RT4 is completed.
[0211] Furthermore, in the above embodiment, if an internal win occurs on BB2 when the predetermined number is 2, BB2 is displayed after the transition from RT4 to RT0. At this time, the presentation does not change before and after the internal win of BB2, and no results suggesting an internal win are displayed. In other words, the behavior when an internal win occurs on BB2 is configured to be the same as the behavior when an internal win occurs on MB3. This makes the internal win state of RT4 unclear, raising the player's interest by making them wonder whether the advantageous loop will resume or whether the game will transition to the predetermined number of 3. In this way, by providing BB2, which continues the advantageous loop in the same way as the behavior when an internal win occurs on MB3, which triggers the end of the advantageous loop, it is possible to prevent the remaining game of RT4 from becoming uninteresting due to the frequency of replay wins, which would ensure an internal win on MB3.
[0212] [About the behavior of changing the specified number (2)] An example of the presentation leading up to the bonus being displayed will be described below with reference to Figures 19 and 20. Figure 19 is a diagram showing an example of the presentation of the bonus display in a game with a prescribed number of 3. Figure 20 is a diagram showing an example of the presentation of the bonus display in a game with a prescribed number of 2.
[0213] In game state A of FIG. 16, a chance replay may be displayed when RT is 0. FIG. 19(a) shows the details and selection rates of effect patterns A to D, which are executed based on this transition timing. For example, effect pattern A shows a premonition effect in games 1 to 6, followed by a development effect and a consecutive effect in games 7 to 10 (the 10th game shows an effect indicating whether or not a bonus has been won in the consecutive effects), and a confirmation notification effect in game 11 (a bonus confirmation screen displayed if an internal bonus has been won). This corresponds to a total of 11 games. Furthermore, effect pattern B shows a total of 12 games, with a revival effect inserted into the 11th game of effect pattern A. Note that effect patterns C and D, in which no premonition effect is executed, are also provided. In this case, the average number of games in which the effect is executed is 10 games, taking into account the selection rate, and 8 games on a simple average.
[0214] FIG. 19(b) shows the flow when a chance replay is displayed, transitioning to RT2 (10 games), and an effect according to effect pattern A in FIG. 19(a) is executed. In this example, a message such as "CHANCE IN PROGRESS" is displayed in the early stages (a precursor effect), and development effects and continuous effects are executed in the last four games of RT2. Note that if an internal win has been made on BB2 in FIG. 19(b), a confirmation announcement effect will be executed when the game returns to RT0.
[0215] Figure 19(c) shows the flow when a chance replay is displayed, an internal win occurs in BB1 (transition to RT3), and an effect according to effect pattern A in Figure 19(a) is executed. In this example, a display such as "CHANCE in progress" is displayed in the early stages (premonition effect), and development effects and continuous effects are executed in games 7 to 10, and a confirmation notification effect is executed in game 11 to notify that an internal win has been achieved in the bonus.
[0216] In game state D of FIG. 16, a chance replay may be displayed in RT4. FIG. 20(a) shows the details and selection rates of effect patterns A to C that are executed based on the timing of the chance replay display. For example, effect pattern A shows a one-stage rise effect (the aura of the main character, Lord, rises one stage) in game 1, a Lord's joy effect (executed if an internal bonus is won) in game 2, and a confirmation notification effect (executed if an internal bonus is won) in game 3, for a total of three games. Also, effect pattern B shows a one-stage rise effect in game 1, an aura disappearance effect in game 2, a revival effect in game 3, and a confirmation notification effect in game 4, for a total of four games. Note that effect pattern C is also provided, which cuts out the first game of effect pattern A. In this case, the average number of games in which the effect is executed is three, taking into account the selection rate, and is three on a simple average.
[0217] Figure 20(b) shows the flow when a chance replay is displayed and an effect according to effect pattern A in Figure 20(a) is executed. In this example, an aura is displayed on the player in the game in which the chance replay is displayed, and an effect of rising by one level is executed in one game, but because the internal bonus is not won, the joyful effect on the player in the second game is not executed, and instead an effect of the aura disappearing is executed, and the normal effect is restored in the third game.
[0218] FIG. 20(c) shows the flow when a chance replay is displayed, an internal win occurs on BB1 (transition to RT3), and an effect according to effect pattern A in FIG. 20(a) is executed. In this example, an aura is displayed on the bottom in a game in which a chance replay is displayed, a one-stage rise effect is executed in one game, a bottom joy effect is executed in two games, and a confirmation notification effect is executed in three games to notify that an internal win has been achieved on the bonus. Note that in the M+1 game to M+3 game in the figure, a small combination with a payout of one coin is won, and an example is shown in which the small combination is displayed with priority over the BB1 symbol, but it is also possible to line up bonus symbols in a game in which neither a replay nor a small combination is achieved.
[0219] In the above example, the number of games until the confirmation announcement is displayed is longer for the effect of the prescribed number 3 than for the effect of the prescribed number 2. Note that even if the bonus is not internally won (the confirmation announcement is not executed), the number of games until the confirmation announcement is displayed is longer for the effect of the prescribed number 3 than for the effect of the prescribed number 2. In this way, by making the number of games until the confirmation announcement shorter when the prescribed number is 2, where the probability of winning the bonus is higher, than when the prescribed number is 3, it is possible to minimize the negative impression that the player has had their gaming value consumed despite being in an advantageous position.
[0220] [About the behavior of changing the specified number (3)] Hereinafter, an example of a special notification that notifies the player that the specified number has been changed to a state advantageous to the player (specified number 3 to specified number 2) will be described with reference to Figure 21. Figure 21 is a diagram showing an example of the period of the special notification.
[0221] In Figure 21, the Y-1st and Yth plays are the last two games of the BB1 bonus (game state C in Figure 16), and the state of the prescribed number 2 (game state D, RT4 in Figure 16) starts from the Y+1st play after this bonus ends. Furthermore, an internal win is made on MB3 in the Y+16th play, and MB3 is displayed in the Y+17th play which transitions to RT0, the MB3 bonus (game state C in Figure 16) is executed in the Y+18th play, and the state transitions to the prescribed number 3 state (game state A in Figure 16) in the Y+19th play.
[0222] During the (Y-1)th game, the cumulative total of medals paid out is displayed along with the bonus effects, and during the (Y)th game, a bonus result screen is displayed from the wait period set after the reels stop (after payout) until the start of the next game. This result screen displays the cumulative total of medals won during the bonus. In addition to this result screen, an anti-addiction display is displayed for a predetermined period (5 seconds). Note that in Figure 21, the (Y+1)th game starts after the predetermined period has elapsed and the anti-addiction display is cleared, but if the start operation for the (Y+1)th game is performed before the predetermined period has elapsed, the anti-addiction display will be displayed until the predetermined period has elapsed.
[0223] From the Y+1th play, the game enters a state where the required number is 2, and RT4 of 16 games begins (game state D in Figure 16). In this state, the title screen is displayed in the first game, and from the second game onwards, a presentation showing a high probability of replay (which can also be considered a presentation showing a high probability of winning a bonus) and the number of games remaining in this state are displayed. When transitioning from RT4 to RT0, the number of games remaining is displayed as a question mark. Also, in the state where the required number is 2, a small win suggestion presentation is executed in games where an internal win is achieved with a watermelon or cherry. Note that in situations where an internal win is displayed and the completion function (limit) is activated by acquiring medals, the small win suggestion presentation can be omitted to give the player room to miss out on small wins and prevent the completion function from being activated, and the complete function can be activated after the bonus ends. The complete function is a function that stops gameplay so that game progress cannot be continued when the total number of payouts on the gaming machine in a day or since power-on (or the difference in the number of payouts starting from the point at which the difference between the amount of game value used and the amount of game value awarded on the gaming machine in a day or since power-on) reaches a specified value of 19,000. If the specified value is reached during bonus play, gameplay may be stopped at the end of the bonus. In such a case, in this embodiment, gameplay is stopped at the time the specified number is reached in game state D or game state E, which are non-bonus, but gameplay is stopped at the end of the bonus if the specified number is reached in game state C, which is bonus. Therefore, it is more advantageous for the player to deliberately delay the timing at which the specified value is reached. Therefore, by not displaying the small win suggestion effect when the specified value is close to being reached during non-bonus play, and giving the player room to miss out on small wins, the player's disappointment at missing out on the bonus can be alleviated. In addition, in such a configuration, the frequency of not displaying the small win suggestion effect may be increased during an internal bonus win compared to when there is no internal win, thereby reducing the impression that the bonus has been missed despite an internal win.Alternatively, the frequency of not displaying the small win suggestion effect may be the same (unchanged) whether during an internal bonus win or a non-internal win, and by doing so, it is possible to leave room for the player to win a bonus during a non-internal win, and to minimize the impression that the player has lost out.
[0224] In this example, an internal win for MB3 occurs in the final play of RT4 (the Y+16th play) of 16 games, MB3 is displayed in the immediately following RT0 play (the Y+17th play), and the MB3 bonus is executed in the next play (the Y+18th play). In the MB3 bonus, two medals are used to win 13 medals for BBMB (small roles 10 to 13), and by acquiring three medals, the MB3 bonus completion condition is met (see Figure 14).
[0225] During the MB3 bonus, a result screen is displayed from the start of the game until the waiting period set after the reels stop (after payout) has elapsed, and until the next game begins. This result screen displays the total number of medals won during the repeated bonuses, with the specified number of medals set at 2 in between. Note that the total may not only show the number of medals won during the bonus, but may also take into account the number of medals gained or lost during non-bonus periods such as game state D or game state E. In addition to this result screen, an anti-addiction display is displayed for a specified period (5 seconds).
[0226] In addition, during play during the MB3 bonus, the anti-addiction display may be displayed from the start of the MB3 game (lever operation) as shown in (a1) of FIG. 21, or may be displayed after the reels have stopped (after a payout) as shown in (a2) of FIG. 21. Displaying the anti-addiction display from the start of the MB3 game is preferable when a result screen is displayed from the start operation. Since the anti-addiction display can be hidden after a predetermined period has elapsed since the start operation, it can be said to be preferable because it improves the tempo of play compared to when the anti-addiction display is displayed after the reels have stopped. On the other hand, displaying the anti-addiction display after the reels have stopped is preferable when a result screen is displayed after the reels have stopped, and it can be said to be preferable because it can maintain the player's sense of anticipation until the final stop of the final game. Also, in FIG. 21, the anti-addiction display is cleared when the Y+19th game starts after the predetermined period has elapsed. However, if the start operation for the Y+19th game is performed before the predetermined period has elapsed, the anti-addiction display will be displayed until the predetermined period has elapsed.
[0227] 21(b1) to (b3) show examples of the execution period of a special notification that notifies that a period including the specified number of 2 (Y+1 to Y+17 games) is advantageous. This special notification is executed using a lamp or the like (e.g., payout number indicator 127) controlled by the main control unit 300. Note that the specified number during a bonus is unrelated to the execution conditions of the special notification. For example, in this embodiment, the specified number is 3 during bonuses BB1 to BB4, but it may be another specified number, and even in that case, the execution period of the special notification will not change.
[0228] Since the specified number is changed when the bonus ends, examples of the start timing of the special notification include after the final stop or payout of the final bonus game (Fig. 21(b1)), after the wait for the final bonus game ends (Fig. 21(b2)), when a gaming operation such as a bet operation or a start operation is performed for the next game after the bonus ends (the first game for which the specified number has changed), or when these operations become acceptable (Fig. 21(b3)). Examples of the end timing of the special notification include after the final stop or payout of the final bonus game (Fig. 21(b1)), after the wait for the final bonus game ends (Fig. 21(b2)), when a gaming operation such as a bet operation or a start operation is performed for the next game after the bonus ends (the first game for which the specified number has changed), or when these operations become acceptable (Fig. 21(b3)). In addition, when the specified number is 2, there may be a bonus with a specified number of 3 (for example, BB1 to BB4, MB2) and then the number may return to 2 again.In this case, the specified number will be 3 during the bonus, but the special notification will continue.
[0229] It should be noted that the execution period of the immersive display and the execution period of the special notification can be a combination of the configurations described with reference to FIGS. 21(a1), (a2), and (b1) to (b3).
[0230] Furthermore, if the complete function (a function that stops game progress when the MY (the lowest value of the difference in number of coins since power supply was started, starting from the starting point, and the difference in number of coins from that starting point) reaches a predetermined value since the start of power supply) is activated during the execution of the special notification, the special notification may be terminated or may not be terminated (continued). In a configuration in which the special notification ends when gameplay is stopped by the complete function, the termination actions of both the inability to play and the end of the advantageous state coincide, so the player can be encouraged to end gameplay without any problems. On the other hand, in a configuration in which the special notification continues even when gameplay is stopped, it can be made to recognize to the gaming parlor staff that not only power restoration to cancel the game suspension caused by the complete function but also initialization processing is required. Because the complete function is a function that stops gameplay when gaming media are dispensed, a determination process is performed during or immediately after the payout process to determine whether the specified value of the complete function (the upper limit of 19,000 coins) has been reached. On the other hand, since the special notification is initiated and terminated at the end of the bonus, which triggers the change in the specified number, it is preferable in the program development process to configure the special notification to begin and end after the payout process of the gaming medium. This configuration allows the special notification to continue even when gameplay is stopped by the complete function, eliminating the need to change the processing order in the main control unit. Furthermore, if a pre-notification of the activation of the complete function is given, the special notification may be terminated before the pre-notification is executed. The special notification may also be terminated when the complete function is activated at the end of the specified number 2 state, or may not be terminated (continued) if the end of the specified number 2 state and the activation of the complete function do not overlap. In this way, by continuing the execution of the special notification from the start of the specified number 2 period until the normal game reaches the specified number 3, even if the bonus period does not include a bonus period in which the specified number is not 2, the player is made aware of the advantageous state and is prevented from immediately quitting play and leaving the gaming parlor after the bonus period ends. In addition, to prevent the gaming parlor from starting business the next day while the specified number of periods is still 2, it is possible to notify gaming parlor staff that initialization operations such as setting changes are required during maintenance work after closing time.
[0231] [About the behavior of changing the specified number (4)] The embodiment described in Figures 13 to 21 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 22. Figure 22 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0232] Fig. 22(a) shows that the state of the prescribed number 3 and the state of the prescribed number 1 are shifted with a bonus state in between. Fig. 22(b) shows the name of the bonus role, the symbol combination of the role, remarks, the prescribed number set in the bonus role that is shifted to after winning the bonus role, the prescribed number set when the bonus role ends, and the probability of winning.
[0233] In the example of FIG. 22, BB1 is a bonus exclusive to the prescribed number 3 state, BB2 is a bonus that transitions from the prescribed number 3 state to the prescribed number 1 state, and BB3 is a bonus that transitions from the prescribed number 1 state to the prescribed number 3 state. In the prescribed number 1 state, BB3 is an internal win by itself with a 100% probability, and the BB3 symbol combination can be stopped without even aiming (so-called 100% draw). Therefore, when the BB2 bonus ends and the game transitions to the prescribed number 1 state, BB3 is displayed and the game transitions to the BB3 bonus. In other words, the bonus states are configured to continue with the prescribed number 1 state in between, so that the player feels as if a series of bonuses continues seamlessly.
[0234] In the above configuration, bonuses can be consecutively played with short periods of play (one in the above example), and the number of medals consumed can be kept to a minimum (one in the above example), increasing the enjoyment of the game. The internal winning probability of BB3 in the specified number 1 state does not have to be 100%; for example, it may be higher than the combined winning probability of BB1 and BB2. Furthermore, the configuration is not limited to a single internal winning of BB3, but may be a combination in which BB3 overlaps with other winning combinations to become an internal winning. Furthermore, the symbol combination of BB3 may be a combination that can be stopped by satisfying an operational condition, such as a stop timing. The specified number 1 state may also be a specified number 2 state.
[0235] An example of the operation of FIG. 22(a) will be described below with reference to FIG. 22(c).
[0236] In Figure 22(c), the Z-1th play is the last game of the BB2 bonus, and the Zth play after this bonus ends shows a transition to a state where the required number is 1. Furthermore, in this Zth play, an internal win is made on BB3, BB3 is displayed, the BB3 bonus starts from the Z+1th play, and then the W+2th play shows a transition to a state where the required number is 3.
[0237] In this example, consecutive bonuses (BB2, BB3) can be treated as a single unit. For example, the result screen and anti-addiction display are displayed at the end of consecutive bonuses, and the number of coins won is displayed as the cumulative total across consecutive bonuses, providing a more realistic sense of winning. Similarly, when displaying "~ coins left" (displaying the remaining number of coins to be won), the total value of consecutive bonuses (200 in this example) can be used as the initial value, again providing a more realistic sense of winning. Furthermore, if the values for the number of coins won and the remaining number of coins won are calculated based on the number of coins used (the difference in number of coins) rather than just the number of coins paid out, the value can be left unchanged between bonuses (in this example, from the end of BB2 to the start of BB3, when the required number is 1), preventing the player from feeling like they're losing coins. Furthermore, the bonus introductory effects can be configured to be displayed only when the first bonus is displayed, providing a more seamless impression of the bonus.
[0238] As shown in Figure 22(c), the special notification is executed from the time the first bonus ends and the specified number becomes 1 until the second bonus ends. Also, the external signal of the bonus (BB signal to the holcon) may be configured to be output from the start of the first bonus to the end of the second bonus (configuration that groups consecutive bonuses (BB2, BB3) together) in order to prevent the number of bonuses from being counted excessively.
[0239] In addition, if the conditions for the complete function (limit) are met during the first bonus, the complete function may be activated after the first bonus ends, or after the second bonus ends.
[0240] [About the behavior of changing the specified number (5)] The embodiment described in Figures 13 to 21 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 23. Figure 23 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0241] FIG. 23(a) shows that transitions occur between a bonus state with a specified number of 1, a bonus state with a specified number of 2 where an internal bonus win is more likely, and a bonus state with a specified number of 3, with bonus states in between. In other words, this is an example of the existence of multiple states with specified numbers that differ from normal play. FIG. 23(b) also shows the name of the bonus combination, the symbol combination of the bonus combination, notes, the specified number set in the bonus state to which the bonus combination is won, the specified number set when the bonus state ends, and the probability of winning.
[0242] In the example of FIG. 23, BB1 is a bonus exclusive to the specified number 3 state, BB2 is a bonus that transitions from the specified number 2 state or the specified number 3 state to the specified number 1 state, BB3 is a bonus that transitions from the specified number 1 state to the specified number 2 state, and MB is a bonus that transitions from the specified number 2 state to the specified number 3 state. Note that in the specified number 1 state, BB3 is an internal win by itself with a 100% probability, and the BB3 symbol combination can be stopped without even aiming. Therefore, if the BB2 bonus ends and the game transitions to the specified number 1 state, BB3 is displayed and the game transitions to the BB3 bonus. In other words, the bonus states are configured to be continuous, with the specified number 1 state in between.
[0243] Furthermore, after BB3 has temporarily put the state into the prescribed number 2 state, if BB2 is internally won before MB, the bonus state will again continue with a prescribed number 1 state in between, and then return to the prescribed number 2 state, thus realizing a loop advantageous to the player. If MB is internally won first, the other bonuses will not be internally won, and then after the MB bonus ends, the state will shift to the prescribed number 3 state, thereby ending the advantageous loop described above. In other words, MB plays the role of an undesirable bonus for the player (similar to MB3 in Figure 16).
[0244] The example of Figure 23 combines the loop advantageous to the player described in Figures 13 to 21 with the bonus configuration of successive bonuses sandwiched between the prescribed number 1 state described in Figure 22. Figure 23(c) shows an example of the operation of Figure 23(a). For example, the W+1th game and the Y+1th game in Figure 23(c) perform the same operation as the Yth game and the Y+1th game in Figure 21. Furthermore, the Y+18th game and the Y+19th game in Figure 23(c) perform the same operation as the Y+18th game and the Y+19th game in Figure 21. Furthermore, the Z-1th game and the Zth game in Figure 23(c) perform the same operation as the Z-1th game and the Zth game in Figure 22. In other words, the contents described in Figures 13 to 22 can be applied to the example of Figure 23.
[0245] In the example of Figure 23, the special notification when the specified number is 1 and the special notification when the specified number is 2 may be made in different notification modes, and these special notifications may be executed using different notification means.
[0246] [About the behavior of changing the specified number (6)] The embodiment described in Figures 13 to 21 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 24. Figure 24 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0247] Figure 24(a) shows that the state of the specified number 3 and the state of the specified number 2, which is likely to be internally selected for the bonus, shift while sandwiching the bonus state. Also, Figure 24(b) shows the name of the bonus combination, the symbol combination of the combination, remarks, the specified number set in the bonus state that has won and shifted to the bonus combination, the specified number set when the bonus state ends, and the winning probability, respectively.
[0248] In the example of Figure 24, BB1 is a bonus that shifts from the state of the specified number 3 or the state of the specified number 2 to the state of the specified number 3, and BB2 is a bonus that shifts from the state of the specified number 3 or the state of the specified number 2 to the state of the specified number 2. Also, MB1 is a bonus that shifts from the state of the specified number 2 to the state of the specified number 3, and MB2 is a bonus that shifts from the state of the specified number 3 to the state of the specified number 2.
[0249] In the above configuration, by passing through a bonus (MB2) with a small payout number, the player shifts to the state of the specified number 2, which is advantageous to the player, and from this state, the player can obtain benefits from the bonus. This state of the specified number 2 continues unless it is internally selected for BB1 or MB1. Note that it may be configured not to be internally selected for BB1 in the state of the specified number 2. Also, the internal winning probability shown in Figure 24(b) is an example, and it is only necessary that A < a, B < b, and C < α. Furthermore, the symbol combination of MB2 is a combination that can be stopped without aiming, but it may also be a combination that can be stopped by satisfying the operation conditions (for example, the stop timing).
[0250] Hereinafter, using Figure 24(c), an example of the operation of Figure 24(a) will be described.
[0251] In FIG. 24(c), the effect executed in the (M-1)th game is changed to a preparation effect indicating that an internal win on MB2 occurs in the Mth game, MB2 is displayed, and the preset number of 2 is reached. Then, after the MB2 bonus occurs in the (M+1)th game, a start effect is executed indicating that the preset number of 2 state will begin during the wait period at the end of this game. After that, in the (M+3)th game, an internal win occurs on BB2, and the preset number of 2 is reached, and BB2 is displayed. Note that in this example, an effect is executed in which the player aims for the seven-two symbol in the game in which the internal win on BB2 occurs; however, it is also possible to notify the player of an internal win on the bonus through consecutive effects over multiple games.
[0252] After that, when MB1 is internally won on the N+1th play and MB1 is displayed, the presentation of the state of the prescribed number 2 changes, and when the MB1 bonus is achieved on the subsequent N+2th play, an end presentation is executed suggesting that the state of the prescribed number 2 will begin during the waiting period at the end of this play.
[0253] In this example, the special notification is executed from the end of the bonus (MB2) when the state changes to the prescribed number 2 until the end of the bonus (MB1) when the state changes to the prescribed number 3.
[0254] The result screen and the addictive prevention display described above may be executed, and the configurations described above can be applied. For example, the addictive prevention display may be executed after the N+3th game is completed.
[0255] [About the behavior of changing the specified number (7)] In the embodiment described in Figures 13 to 21, the bonus whose specified number changes after the bonus has ended was determined for each type of bonus, such as BB1 and MB3, but it is not limited to this configuration. For example, the bonus may be determined for each role (winning result) that is internally won, or it can be determined by the type of minor role that is won in combination with the bonus. An example of these configurations will be described below using Figures 25 and 26.
[0256] FIG. 25(a) is a diagram showing an example in which the operations relating to BB1 and MB3 in FIG. 18 are changed, and FIG. 25(b) is a diagram showing some of the roles that result in an internal win in FIG. 25(a).
[0257] In Figure 18, BB1 serves as a bonus whose prescribed number changes from 3 to 2. In the example of Figure 25(a), this BB1 differs in that some of the prescribed numbers change and some do not change depending on the type of internal win related to BB1. Specifically, "BB1 (single)", "BB + Cherry", and "BB + Watermelon 2" (winning results 00, 02, 04 in Figure 25(b)) are internal winning roles whose prescribed number changes, while "BB + Replay" and "BB + Watermelon 1" (winning results 01, 03 in Figure 25(b)) are internal winning roles whose prescribed number does not change.
[0258] In this example, when the BB1 symbols are aligned, the player cannot determine whether the specified number will change or not. Therefore, during the BB1 bonus, an effect such as a judge effect that notifies the player whether the specified number will change or not can be executed, which can increase the interest in the game.
[0259] In Figure 18, MB3 serves as a bonus that changes the specified number from 2 to 3. In the example of Figure 25(a), MB3 differs in that some MB3s have a variable specified number and some do not, depending on the type of internal win associated with MB3. Specifically, "MB3 + Bell 1" (winning result X1 in Figure 25(b)) is an internal winning role that does not change the specified number, and "MB3 + Bell 2" (winning result X2 in Figure 25(b)) is an internal winning role that changes the specified number.
[0260] In this example, when the MB3 symbols are aligned, the player cannot determine whether the specified number will change. Therefore, during the MB3 bonus, an effect such as a judgment effect can be executed to notify the player whether the specified number will change, thereby increasing the player's interest in the game. For example, in a game in which the result screen for the Y+18th game in FIG. 21 is displayed, even after the MB3 game is completed, a revival effect can be set to notify the player that the specified number 2 state continues, or a judgment effect can be set to determine whether the advantageous state loop will continue on the Y+18th game. This can increase the player's interest in the game just before the state in which the specified number has changed ends, and can maintain the player's sense of anticipation even when an unwelcome MB3 is displayed.
[0261] After MB3 ends with winning result X1, the replay probability may be normal and the game state may transition to RT0 (for example, game state D in FIG. 16) where the number of games to end is not set, and after MB3 ends with winning result X2, the replay probability may be normal and the game state may transition to RT0 (initial state) where the number of games to end is not set. In this case, if a new bonus (BB1-4, MB2) is internally won after MB3 ends with winning result X1, not only can the corresponding bonus symbols be aligned immediately, but the game value does not decrease until the next bonus, which prevents the risk of speculation from increasing.
[0262] Furthermore, after MB3 ends due to winning result X1, the game may transition to RT4 (e.g., game state D in FIG. 16), which has a high replay probability and a set number of plays until completion, or to RT5, which can be transitioned to after MB3 ends and has a high replay probability and a set number of plays until completion. After MB3 ends due to winning result X2, the game may transition to RT4, which has a high replay probability and a set number of plays until completion, or to RT5, which can be transitioned to after MB3 ends and has a high replay probability and a set number of plays until completion. In this case, since the replay probability is high after MB3 ends due to winning result X1, even if MB3 is won again, the symbols will not be displayed immediately, preventing the player from losing interest. Furthermore, even if MB3 ends due to winning result X2, which returns to normal play with a set number of 3, the game will transition to RT5, which has a high replay probability, and then return to RT0 for normal play, thereby reducing the player's disappointment. Furthermore, before reaching the predetermined number of plays that triggers the end of the RT5, it is possible to win an internal win on a new bonus while the replay probability is still high, so it is possible to aim for the next bonus win without significantly reducing the game value. Note that if the "predetermined number of plays" that ends the RT5 is an excessively large number of plays or if there is no upper limit on the number of plays, the risk of speculation becomes too high. Therefore, it is desirable that the predetermined number of plays be set within 100 plays, for example. The end condition of the RT5 may be when the predetermined number of plays is reached or when an internal win on a new bonus occurs (or when a new bonus symbol is displayed). Alternatively, the display of a predetermined specific symbol combination (such as a part of a replay or a missed bell) may be triggered, preventing transition to a new RT other than the RT5 (excluding it from the end condition of the RT5). If such a "specific symbol combination" were to be established, the game would become one in which the "specific symbol combination" is displayed during RT5, and this "specific symbol combination" could transition to an RT that continues until the next bonus, making the chance of luck becoming too high, so it is not desirable for RT5 to end with a "specific symbol combination."In addition, for bonuses such as MB3, which transition to normal play with a specified number of 3, it is desirable to make the RT fluctuate at the start of the bonus, which can prevent advantageous RT from continuing for too long.
[0263] FIG. 26(a) is a diagram showing an example in which the operation relating to BB3 in FIG. 22 is changed, and FIG. 26(b) is a diagram showing some of the roles that result in an internal win in FIG. 26(a).
[0264] In Fig. 22, BB3 serves as a bonus whose prescribed number changes from 1 to 3. In the example of Fig. 26(a), this BB3 differs in that some of the prescribed numbers change and some do not change depending on the type of internal win related to BB3. Specifically, "BB3+1-piece role A" (winning result A5 in Fig. 26(b)) is an internal winning role whose prescribed number does not change, and "BB3+1-piece role B" (winning result A6 in Fig. 26(b)) is an internal winning role whose prescribed number changes.
[0265] In this example, by repeatedly winning result A5 every time the game state is fixed at the specified number of 1, it is possible to extend (add on) the 1 set bonus multiple times, providing a bonus that is expected to provide more game value, and further increasing the interest in games with a fixed number of 1, which is the interval between bonuses.
[0266] [About the behavior of changing the specified number (8)] In the above embodiment, a special notification was described that notifies the player that the specified number has changed from normal (e.g., FIG. 21). During the specified number change but not during a bonus when this special notification is being issued, the design value of the payout rate is preferably less than 1, thereby suppressing the risk of the player's chance of winning. On the other hand, setting the design value of the payout rate to a value greater than 1 can improve the risk of the player's chance of winning. Furthermore, by determining the payout number and winning probability of various bonuses so that the expected increase in game value from the time the specified number changes until it changes back to the specified number in normal play (the series of states in which the specified number has changed) does not exceed a predetermined number (e.g., 1,000), the risk of the player's chance of winning while the specified number is changing can be prevented from being excessively increased. Furthermore, the number of coins to be won for a bonus that changes the specified number after the bonus ends is preferably a number that allows a player to win a certain number of coins (e.g., 100 or more), thereby enhancing the player's sense of euphoria when the specified number changes. In addition, in the case of a bonus that is won when the prescribed number is 3 (normal or unfavorable state) and ends with a prescribed number of 2 (advantageous state), or a bonus that is won when the prescribed number is 2 (advantageous state) and ends with a prescribed number of 3 (normal or unfavorable state), the number of coins paid out does not have to be a certain amount (for example, 100 or more), and it may end with a small number of coins paid out, as in MB3 of this embodiment (however, the payout rate during the bonus is 1 or more or exceeds 1). This makes it possible to clearly distinguish between the roles of bonuses that aim to increase the gaming value and bonuses that aim to change the prescribed number, and provides gameplay that is easy for players to understand.
[0267] [Technical concept in (1) to (8) regarding the operation where the prescribed number changes] In the above explanation, A winning result determination means (for example, the main control unit 300) for determining the winning result; A game control means (for example, a main control unit 300) for controlling the game state; Equipped with The gaming state includes a first gaming state (for example, RT4 of gaming state D in FIG. 16), a first special gaming state (for example, BB1 of gaming state C in FIG. 16), and a second special gaming state (for example, MB3 of gaming state C in FIG. 16), The winning result determination means is a means for determining a first winning result (for example, BB1) as a winning result, the winning result determination means is a means for determining a second winning result (e.g., MB3) as the winning result, the winning result determination means is means for not determining the second winning result as a winning result in a situation where the first winning result has been determined as a winning result, the winning result determination means is means for not determining the first winning result as a winning result in a situation where the second winning result has been determined as a winning result, When the first winning result is determined as the winning result, if a first display result (for example, blue 7-blue 7-blue 7) is displayed, the first special game state is started, When the second winning result is determined as the winning result, if a second display result (for example, red 7-red 7-replay) is displayed, the second special game state is started; When the second winning result is determined as a winning result in the first gaming state, it is difficult to display the second display result until a specific situation occurs thereafter (for example, RT0 in gaming state D in FIG. 16) (for example, in RT4 in gaming state D in FIG. 16, a replay is displayed first, so a bonus is not displayed), When the first winning result is determined as a winning result in the first gaming state, the first display result can be displayed even if the specific situation does not occur thereafter (for example, a bonus can be displayed in RT3 of gaming state E in FIG. 16 ), After the first special gaming state ends, the first gaming state is transitioned to (for example, condition (H) in FIG. 16 ), After the second special gaming state ends, the first gaming state does not transition (for example, condition (R) of FIG. 16 ), The gaming machine characterized by the above features has been described.
[0268] In addition, the gaming machine described above, The gaming state includes a second gaming state (for example, RT0 in gaming state D in FIG. 16), In the first gaming state, the probability that the winning result determination means determines that the re-game winning result is a winning result is a first probability, The second gaming state is a second probability that the probability that the winning result determination means determines the re-game winning result as the winning result is lower than the first probability, The specific situation is a situation in which the second display result in the second gaming state can be displayed (for example, a bonus can be displayed in RT0 in gaming state D in FIG. 16 ), The gaming machine characterized by the above features has been described.
[0269] In addition, the gaming machine described above, The first gaming state includes, as an ending condition, a predetermined number of games (for example, 16 games in FIG. 16 ) being consumed, The second gaming state includes, as a start condition, that the predetermined number of games in the first gaming state has been consumed (for example, conditions (J) and (K) in FIG. 16 ). The gaming machine characterized by the above features has been described.
[0270] In addition, the gaming machine described above, The first special gaming state is a gaming state in which the amount of gaming value that can be obtained is greater than that in the second special gaming state (for example, see the remarks column of BB1 and MB3 in FIG. 14). The gaming machine characterized by the above features has been described.
[0271] In addition, the gaming machine described above, In a state in which the situation in which the second winning result was determined as a winning result in the first gaming state is carried over, the expected value of gaining gaming value is lower than in a state in which the situation in which the second winning result was determined as a winning result in the first gaming state is not carried over (for example, an internal win on MB3 ends the advantageous state of the prescribed number 2 and returns to a state of the prescribed number 3 in which it is difficult to gain gaming value), In the state in which the situation in which the second winning result was determined as a winning result in the first gaming state is carried over, it is possible to execute the same effects as in the state in which the situation in which the second winning result was determined as a winning result in the first gaming state is not carried over (for example, the effects do not change before and after the internal winning of MB3, and the results indicating the internal winning are not displayed). The gaming machine characterized by the above features has been described.
[0272] Also, in the above explanation, A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), The plurality of types of prescribed numbers include a first prescribed number (e.g., prescribed number 3) and a second prescribed number (e.g., prescribed number 2), Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes when the gaming machine is initialized (for example, condition (S) in FIG. 16), The second trigger includes the end of a specific gaming state (for example, BB1 to BB4 of gaming state C in FIG. 16) (for example, condition (H) in FIG. 16), The gaming machine characterized by the above features has been described.
[0273] Also, in the above explanation, A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), The plurality of types of prescribed numbers include a first prescribed number (e.g., prescribed number 3) and a second prescribed number (e.g., prescribed number 2), Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes the end of a special game state (for example, MB3 of game state C in FIG. 16) (for example, condition (R) in FIG. 16), The second trigger includes the end of a specific gaming state (for example, BB1 to BB4 of gaming state C in FIG. 16) (for example, condition (H) in FIG. 16), The gaming machine characterized by the above features has been described.
[0274] In addition, the gaming machine described above, There is a first state (for example, a gaming state A) as a state in which only the first prescribed number is determined, The specific gaming state can be transitioned from the first state (for example, conditions (E) and (F) in FIG. 16 ). The gaming machine characterized by the above features has been described.
[0275] In addition, the gaming machine described above, There is a second state (for example, a gaming state D) in which only the second prescribed number is determined, In the first state, a first winning result (for example, BB1 to BB4 in FIG. 15) can be determined with a first probability, In the second state, the first winning result can be determined with a second probability higher than the first probability (see, for example, FIG. 15 ). The gaming machine characterized by the above features has been described.
[0276] In addition, the gaming machine described above, The transition from the second state to the first state requires passing through a special gaming state (for example, MB3 in gaming state C in FIG. 16), In the special gaming state, the gaming value acquired in the special gaming state (for example, 3 coins) is greater than the gaming value used in the special gaming state (for example, 2 coins), The gaming machine characterized by the above features has been described.
[0277] In addition, the gaming machine described above, The device further includes a first notification means (for example, a 7-segment lamp) controlled by a main control means for controlling the progress of a game, the first notification means is means for issuing a special notification that can identify the second state, The special notification is initiated when the vehicle is transitioned to the second state, The special notification may end when the second state ends. The gaming machine characterized by the above (see, for example, FIG. 21) has been described.
[0278] In addition, the gaming machine described above, The specific gaming state can be entered based on the determination of the first winning result (for example, conditions (E) and (F) in FIG. 16, conditions (N) and (P) in FIG. 17), The first notification means is a means for continuing the special notification even when the second state transitions to the specific gaming state (for example, when the state transitions from a prescribed number of 2 to a prescribed number of 2 again after a bonus (for example, BB1 to BB4, MB2), the special notification continues), The gaming machine characterized by the above features has been described.
[0279] In addition, the gaming machine described above, a game stop means (for example, a main control unit 300, a complete function) for stopping the game progress on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the point at which the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value after the start of power supply; The first notification means terminates the special notification when the game progress is stopped by the game stop means. The gaming machine characterized by the above features has been described.
[0280] In addition, the gaming machine described above, a game stop means (for example, a main control unit 300, a complete function) for stopping the game progress on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the point at which the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value after the start of power supply; The first notification means continues the special notification even when the game progress is stopped by the game stop means. The gaming machine characterized by the above features has been described.
[0281] <<Embodiment 2>> Hereinafter, a gaming machine (slot machine) according to a second embodiment of the present invention will be described with reference to the drawings.
[0282] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figure 27. Figure 27 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0283] This slot machine 100 corresponds to an example of the gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101 and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0284] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the reel window 113, for a total of nine symbols, as viewed by the player. By spinning each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided inside the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.
[0285] A backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel windows 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (index sensor; not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0286] The win line indicator lamp 120 is a lamp that indicates which win lines 114 are active. The number of active win lines 114 is predetermined based on the number of medals bet as gaming media. There are five win lines 114. For example, if one medal is bet, the middle horizontal win line is active; if two medals are bet, three lines, including the upper horizontal win line and the lower horizontal win line, are active; and if three medals are bet, five lines, including the lower right win line and the upper right win line, are active. Note that the number of win lines 114 is not limited to five, and may be one of the middle horizontal win lines. Also, for example, when one medal is bet, five lines may be set as valid winning lines: the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the right-downward winning line, and the right-upward winning line; or the same number of winning lines may be set as valid winning lines regardless of the number of bets.
[0287] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in the internal lottery for winning combinations described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player won a replay, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for effect purposes.
[0288] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0289] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically (betting operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.
[0290] The reserved number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (e.g., the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning a certain winning combination. In this embodiment, the reserved number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays. Note that the payout number display 127 in this embodiment also functions as an effect device for notifying information regarding stop operations (e.g., the operation order of the stop buttons 137 to 139).
[0291] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called a game start operation.
[0292] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (sometimes referred to as the left stop button), the center reel 111 can be stopped by operating the stop button 138 (sometimes referred to as the center stop button), and the right reel 112 can be stopped by operating the stop button 139 (sometimes referred to as the right stop button).
[0293] Hereinafter, operations on stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation, and the reel that is the target of the first stop operation may be referred to as the first stop reel, the reel that is the target of the second stop operation being referred to as the second stop reel, and the reel that is the target of the third stop operation being referred to as the third stop reel.
[0294] Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are currently spinning is referred to as the operation order or the push order. The operation order in which the first stopped reel is operated to stop the left reel 110 is referred to as the "forward push operation order" or simply "forward push", the operation order in which the first stopped reel is operated to stop the center reel 111 is referred to as the "center push operation order" or simply "center push", and the operation order in which the first stopped reel is operated to stop the right reel 112 is referred to as the "reverse push operation order" or simply "reverse push".
[0295] In this embodiment, the stop operation and the operation sequence of a combination of the first stop operation, the second stop operation, and the third stop operation may be abbreviated. For example, a stop operation in which the first stop reel is the left reel 110 may be referred to as "left," and a stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112 may be referred to as "left center right." Light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements may be lit to notify the player.
[0296] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout opening 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for paying out medals.
[0297] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal receiving tray 161 are provided.
[0298] A sound hole 181 is provided next to the medal payout opening 155. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps to enhance the excitement of the game. An effect device 160 is provided at the top of the front door 102, and sound holes 143 are also provided at the top of the effect device 160. The sound holes 181 and 143 are holes for outputting sound from a speaker provided inside the slot machine 100 to the outside. The effect device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (not shown, effect image display device) disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears on the front (player side) of the slot machine 100.
[0299] The liquid crystal display device (performance image display device) 157 of this embodiment also functions as a performance device that executes performances described later. For example, it executes operation navigation that notifies information about stop operations (for example, the operation sequence and operation timing of the stop buttons 137 to 139).
[0300] The information display button 191 is an operation button for calling and operating a user menu (for example, a menu for setting various pieces of information individually by the player). The information display button 191 is composed of a cross key button 191a and an OK button 191b. The cross key button 191a is a selection button used when the player selects one of multiple options. The cross key button 191a is composed of up, down, left, and right arrow keys, and by operating each arrow key, the cursor can be moved in the direction of the arrow. The OK button 191b is a button for confirming the option at which the cursor is positioned. In this embodiment, for example, the information display button 191 is used for setting information using the user menu, setting the volume or light intensity, and selecting a character (stage) for an effect executed after winning a bonus. In this embodiment, the information display button 191 may be referred to as a cross key 191.
[0301] The effect button 192 is a button that can be operated when an effect that prompts the operation of the button is executed. In this embodiment, when the effect button 192 is operated, an effect that suggests the granting of a bonus such as an additional number of coins in the AT is executed as a response effect.
[0302] It should be noted that the display device does not have to be a liquid crystal display device, and any other device may be configured to display various effect images and various game information. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Also, decorations (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is flat, but it may also be curved.
[0303] <Internal structure> Figure 28 shows the internal configuration of the slot machine 100, where (a) is a front view showing the slot machine 100 with the front door 102 open, and (b) is an enlarged view of the door relay board 290 arranged on the front door 102.
[0304] The main body 101 is a box-shaped body surrounded by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a back panel 242, and is open at the front. Inside the main body 101, a main control board housing case 210 housing a main control board is located at a position that does not overlap with the ventilation opening 249 provided at the top of the back panel 242, and a reel unit 700 equipped with three reels 110-112 is located below the main control board housing case 210. A sub-control board housing case 220 housing a sub-control board is located to the side of the main control board housing case 210 and the reel unit 700, i.e., on the left side panel 260. An information output circuit 334 is attached to the right side panel 260, connected to the main control board and configured to output information about the slot machine 100 to an external device.
[0305] Also, on the right side of the reel unit 700, there is provided a setting key switch 281 for changing the setting value (also called the game mode) of the slot machine 100 and for confirming the changed setting value. Here, the setting value is a value for adjusting the ratio of the total number of game media paid out by the game machine to the total number of game media used by the player as the number of bets on the game machine when playing for a predetermined period of time, and is what is called the "payout rate," and can be set to multiple setting values, for example, from setting "1" to setting "6."
[0306] The setting key switch 281 is a key switch that is electrically turned ON / OFF by inserting and rotating a predetermined setting key (not shown). Specifically, when a predetermined setting key is inserted into the setting key switch 281 and rotated clockwise, a setting key switch sensor provided in the setting key switch 281 detects the ON state, and when rotated counterclockwise, the setting key switch sensor detects the OFF state.
[0307] A hopper unit 180 (a device that dispenses medals accumulated in a bucket) is disposed on the lower panel 264. A power supply device 252 having a voltage monitoring circuit 330 is disposed above the hopper unit 180, i.e., below the reel unit 700. A power switch 244 is disposed on the front of the power supply device 252. The power switch 244 is a toggle switch electrically connected to the power supply device 252. The power switch 244 can be used to turn the slot machine 100 on or off. The power supply device 252 converts AC power supplied from an external source to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and the first sub-control unit 400. Furthermore, the slot machine 100 is provided with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0308] An auxiliary medal storage 240 for storing medals that overflow from the hopper unit 180 is disposed on the right side of the hopper unit 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0309] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the reel window 113 are provided the performance device 160, a performance control board (not shown) that controls the performance device 160, and an upper speaker 272. Below the reel window 113 are provided a medal selector 170 for sorting inserted medals, a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161, and the like. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 181. An open sensor 294 is provided on the back of the front door 102. The open sensor 294 is configured to be L (OFF) when the front door 102 is closed and H (ON) when the front door 102 is open.
[0310] <Internal configuration / door relay board> A door relay board 290 is disposed on the back surface of the front door 102 below the reel window 113. As shown in FIG. 28(b), this door relay board 290 is provided with a reset switch 291, a setting change button 292, and a setting value display 293.
[0311] The reset switch 291 is a push button switch, and an error in the slot machine 100 can be cleared by pressing this reset switch 291 (short-term pressing).
[0312] The setting change button 292 is also a push button switch similar to the reset switch 291. The operating procedure for changing the setting value using this setting change button 292 will be described later.
[0313] The setting value display 293 is a display such as a 7-segment LED, etc. This setting value display 293 can display the setting values (game modes) 1 to 6 set by the setting change button 292 in numbers.
[0314] Note that when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), the setting value display 293 displays the currently set setting value in numbers, so that it can be used to check the currently set setting value. That is, when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), a setting value check process that allows the setting value to be checked is started, and when the setting key is inserted into the setting key switch 281 and turned counterclockwise (setting key ON → OFF), the setting value check process is ended.
[0315] Here, the operating procedure for changing the set value will be explained. By inserting a setting key (not shown) into the setting key switch 281 and turning it clockwise (setting key OFF → ON), and switching the power switch 244 from a power-off state (power OFF) to a power-on state (power ON), the set value change becomes effective (the set value change process starts). Each time the setting change button 292 is pressed, the set value changes in order from 1 to 6, allowing the user to select the desired set value. Note that by operating the start lever 135, the set value selected at that time is confirmed. Finally, by turning the setting key counterclockwise (setting key ON → OFF), the set value change process ends.
[0316] <Front door> FIG. 29 is an external view of a part of the front door 1102 of the medalless slot machine as seen from the front side (player side).
[0317] The medalless slot machine (not shown) comprises a main body 1101 (not shown) having approximately the same shape as the main body 101 of the slot machine 100 described using Figures 27 and 28, and a front door 1102 attached to the front of the main body 1101 and capable of being opened and closed relative to the main body 1101.
[0318] A lower tray 1200 (described later using Figure 30) on which articles can be placed is provided at the bottom of the front door 1102, and a certificate stamp attachment unit 1250 (described later using Figures 31 to 33) capable of holding certificate stamps is attached.
[0319] <Bottom plate> Next, the lower tray 1200 will be described in detail with reference to Figure 30. Figure 30(a) is an exploded perspective view showing the components that make up the lower tray 1200.
[0320] The lower tray 1200 is composed of a lower tray base (base member) 1202 that can be attached to the bottom of the front door 1102, an upper lower tray design sheet (first decorative member) 1204 that is fitted into the top of the lower tray base 1202, a lower lower tray design sheet (second decorative member) 1206 that is fitted into the bottom of the lower tray base 1202, and a lower tray cover (cover member) 1208 that is attached to the lower tray base 1202 while covering the upper lower tray design sheet 1204 and the lower lower tray design sheet 1206.
[0321] The upper part of the lower tray design sheet 1204 and the lower part of the lower tray design sheet 1206 are each decorated with a predetermined decoration (design), and the decorations on the upper part of the lower tray design sheet 1204 and the lower part of the lower tray design sheet 1206 can be seen from the front side (player's side) through the lower tray cover 1208 made of a transparent material.
[0322] In this example, the upper tray design sheet 1204 and the lower tray design sheet 1206 of the lower tray 1200 are configured to be removable, so that multiple upper tray design sheets 1204 and lower tray design sheets 1206 with different decorations can be prepared, and by replacing the upper tray design sheet 1204 and the lower tray design sheet 1206, decorations according to the model of the gaming machine can be applied, thereby increasing the variety of gaming machine decorations.In addition, the upper tray design sheet 1204 and the lower tray design sheet 1206 can be replaced simply by removing the lower tray cover 1208, so the design of the lower tray can be easily changed, increasing convenience.
[0323] <Lower tray / Lower tray base> Next, the lower tray base (base member) 1202 of the lower tray 1200 will be described.
[0324] As shown in Figure 30(a), the lower tray base 1202 is composed of a bottom surface 1202a made of a plate-like material having an approximately rectangular shape, a standing wall 1202b made of a plate-like material extending upward from the long side at the rear of the bottom surface 1202a as its base end, and a left frame 1202c and a right frame 1202d that support both ends of the bottom surface 1202a and the standing wall 1202b.
[0325] The vertical wall 1202b has a rectangular opening 1202b1 at each end of its length that allows the certificate stamp attachment unit 1250 located at the rear to be seen, a sound hole 1202b2 through which sound is output from a speaker (not shown), and a locking hole 1202b3 into which the locking claws 1208b2 of the lower tray cover 1208 are engaged.
[0326] The left frame 1202c is made of a member that is approximately L-shaped when viewed from the side, and is composed of a bottom left support portion 1202c1 that supports the left side of the bottom surface 1202a when viewed from the front, a standing wall left support portion 1202c2 that supports the left side of the standing wall 1202b when viewed from the front, and a left locking claw 1202c3 that can be engaged with the left bottom portion of the front door 1102.
[0327] The left support portion 1202c1 on the bottom surface of the left frame 1202c has a left claw engagement hole 1202e formed therein, into which the left claw 1206a on the lower tray design sheet 1206 can be engaged, and the left support portion 1202c2 on the upright wall of the left frame 1202c has a left claw engagement hole 1202g formed therein, into which the left claw 1204a on the upper tray design sheet 1204 can be engaged.
[0328] The right frame 1202d is made of a member that is approximately L-shaped when viewed from the side, and is composed of a bottom right support portion 1202d1 that supports the right side of the bottom surface 1202a when viewed from the front, a standing wall right support portion 1202d2 that supports the right side of the standing wall 1202b when viewed from the front, and a right locking claw 1202d3 that can be engaged with the right bottom part of the front door 1102.
[0329] The right support portion 1202d1 of the bottom surface of the right frame 1202d has a right claw engagement hole (not shown) that can engage with the right claw 1206b of the lower tray design sheet 1206, and the right support portion 1202d2 of the upright wall of the right frame 1202d has a right claw engagement hole (not shown) that can engage with the right claw 1204b of the upper tray design sheet 1204.
[0330] As will be described in detail later, the lower tray design sheet 1206 has an asymmetrical shape when viewed from the front, and the left claw 1206a and the right claw 1206b have different shapes. Therefore, the left claw locking hole 1202g into which the left claw 1206a can be locked and the right claw locking hole (not shown) into which the right claw 1206b can be locked also have different shapes.
[0331] <Bottom tray / Bottom tray design sheet top> Next, the lower tray design sheet (first decorative member) 1204 of the lower tray 1200 will be described.
[0332] As shown in Figure 30(a), the upper lower tray design sheet 1204 is a translucent plate-like member having approximately the same shape as the standing wall 1202b of the lower tray base 1202, and is configured to be detachable from the standing wall 1202b.
[0333] The upper tray design sheet 1204 is composed of a left claw 1204a (protruding piece) that can be engaged with the left claw engagement hole 1202g of the left frame 1202c, a right claw 1204b (protruding piece) that can be engaged with the right claw engagement hole of the right frame 1202d, a cover part 1204c that covers the rectangular opening 1202b1 of the standing wall 1202b, and a circular sound hole 1204d formed at a position corresponding to the sound hole 1202b2 of the standing wall 1202b.
[0334] The upper lower tray design sheet 1204 can be attached to the lower tray base 1202 by placing it on the upright wall 1202b of the lower tray base 1202 and positioning it, then engaging the left claw 1204a with the left claw engagement hole 1202g of the left frame 1202c and engaging the right claw 1204b with the right claw engagement hole of the right frame 1202d.
[0335] On the other hand, the upper lower tray design sheet 1204 can be removed from the lower tray base 1202 by removing the left claw 1204a from the left claw engagement hole 1202g of the left frame 1202c and the right claw 1204b from the right claw engagement hole of the right frame 1202d.
[0336] In this example, the lower tray design sheet top 1204 has an asymmetrical shape when viewed from the front, with the shapes of the upper and lower claws of the left claw 1204a and right claw 1204b being different.
[0337] In this example, since the shapes of the upper and lower claws on the left claw 1204a and right claw 1204b of the lower tray design sheet top 1204 are different, when attaching the lower tray design sheet top 1204 to the vertical wall 1202b, it is possible to prevent installation errors (reverse assembly) such as attaching the lower tray design sheet top 1204 upside down, thereby improving work efficiency.
[0338] In addition, two left claws 1204a and a right claw 1204b are provided on both sides of the longitudinal direction of the upper bottom tray design sheet 1204. Therefore, if the upper bottom tray design sheet 1204 is forcibly removed, the left claws 1204a and the right claws 1204b are easily damaged, leaving traces of removal, making it easier to detect fraudulent activity, etc.
[0339] In this example, the upper tray design sheet 1204 has a symmetrical shape when viewed from the front, and the left claw 1204a and the right claw 1204b have the same shape, but the left claw 1204a and the right claw 1204b may have different shapes, as with the lower tray design sheet 1206 described below.
[0340] <Under tray / Under tray design sheet> Next, the lower tray design sheet (second decorative member) 1206 of the lower tray 1200 will be described.
[0341] As shown in Figure 30(a), the lower tray design sheet 1206 is a translucent plate-like member having approximately the same shape as the bottom surface 1202a of the lower tray base 1202, and is configured to be detachable from the bottom surface 1202a.
[0342] The lower tray design sheet bottom 1206 is configured to have a left claw 1206a (protruding piece) that can be engaged with the left claw engagement hole 1202e of the left frame 1202c, and a right claw 1206b (protruding piece) that can be engaged with the right claw engagement hole of the right frame 1202d.
[0343] The lower tray design sheet 1206 can be attached to the lower tray base 1202 by placing it on the bottom surface 1202a of the lower tray base 1202 and positioning it, then engaging the left claw 1206a with the left claw engagement hole 1202e of the left frame 1202c and engaging the right claw 1206b with the right claw engagement hole of the right frame 1202d.
[0344] On the other hand, the lower tray design sheet bottom 1206 can be removed from the lower tray base 1202 by disengaging the left claw 1206a from the left claw engagement hole 1202e of the left frame 1202c and the right claw 1206b from the right claw engagement hole of the right frame 1202d.
[0345] In this example, the bottom tray design sheet 1206 has an asymmetrical shape when viewed from the front, and the left claw 1206a is larger than the right claw 1206b.
[0346] In this example, the left claw 1206a and the right claw 1206b of the lower tray design sheet 1206 have different shapes, so when attaching the lower tray design sheet 1206 to the bottom surface 1202a, it is possible to prevent installation errors (reverse assembly) such as attaching the lower tray design sheet 1206 with the left and right sides reversed, thereby improving work efficiency.
[0347] In addition, two left claws 1206a and a right claw 1206b are provided on both sides of the length of the bottom of the bottom tray design sheet 1206, so if the bottom of the bottom tray design sheet 1206 is forcibly removed, the left claws 1206a and the right claws 1206b are easily damaged, leaving traces of the removal, making it easier to detect fraudulent activity, etc.
[0348] In addition, the lower tray design sheet bottom 1206 in this example has an asymmetrical shape when viewed from the front, and the left claw 1206a and the right claw 1206a are formed only on the upper part of the lower tray design sheet bottom 1206.
[0349] In this example, the left claw 1206a and the right claw 1206a are formed only on the upper part of the lower tray design sheet 1206, so that when attaching the lower tray design sheet 1206 to the bottom surface 1202a, it is possible to prevent installation errors (reverse assembly) such as attaching the lower tray design sheet 1206 upside down, thereby improving work efficiency.
[0350] In this example, the bottom of the lower tray design sheet 1206 has a shape that is asymmetrical left to right and top to bottom when viewed from the front, and the left claw 1206a and the right claw 1206b have different shapes, but as with the top of the lower tray design sheet 1204, the left claw 1206a and the right claw 1206b may have the same shape by having a shape that is symmetrical left to right when viewed from the front.
[0351] <Bottom tray / bottom tray cover> Next, the lower tray cover (cover member) 1208 of the lower tray 1200 will be described.
[0352] As shown in Figure 30(a), the lower tray cover 1208 is a tray-shaped member that can be accommodated in the space formed by the bottom surface 1202a, the upright wall 1202b, the left frame 1202c, and the right frame 1202d of the lower tray base 1202.
[0353] The lower tray cover 1208 is composed of a bottom surface 1208a made of a plate-like material having an approximately rectangular shape, a rear standing wall 1208b made of a plate-like material extending upward from the long side at the rear of the bottom surface 1208a as its base end, a front standing wall 1208c made of a plate-like material extending in the vertical direction from the long side at the front of the bottom surface 1208a as its base end, a left frame 1208d and a right frame 1208e arranged at both longitudinal ends of the bottom surface 1208a, and a support piece 1208f extending rearward from the lower end of the front standing wall 1208c as its base end.
[0354] The rear standing wall 1208b is configured to have a sound hole 1208b1 formed at a position corresponding to the sound hole 1202b2 of the lower tray base 1202, and two locking claws 1208b2 that can be locked onto the standing wall 1202b of the lower tray base 1202.
[0355] The lower tray cover 1208 can be attached to the lower tray base 1202 by positioning it with the bottom surface 1208a and support piece 1208f clamping the top and bottom of the bottom surface 1202a of the lower tray base 1202 to the lower tray base 1202 with the upper lower tray design sheet 1204 and the lower lower tray design sheet 1206 attached, and then engaging the two locking claws 1208b2 with the locking holes 1202b3 formed at both ends of the vertical wall 1202b.
[0356] <Bottom tray / Bottom tray cover / Latching claws> Figure 30(b) is a partially enlarged view of the locking claw 1208b2 of the lower tray base 1202 seen from above.
[0357] The locking claw 1208b2 is composed of a base portion 1208b21 made of a plate-like member, and a locking portion 1208b22 formed to protrude outward in the longitudinal direction of the rear standing wall 1208b, with the tip of the base portion 1208b21 as its base end.
[0358] In this example, the angle α formed between the base portion 1208b21 and the locking portion 1208b22 is approximately 90 degrees.
[0359] If the angle α between the base portion 1208b21 and the locking portion 1208b22 is made less obtuse than 90 degrees (for example, 135 degrees), when pulling out the locking claw 1208b2 to remove the lower tray cover 1208 from the lower tray base 1202, the locking claw 1208b2 of the lower tray cover 1208 can be easily removed from the locking hole 1202b3 of the lower tray base 1202, and no trace of the removal of the lower tray cover 1208 from the lower tray base 1202 will be left on the locking claw 1208b2.
[0360] On the other hand, in this example, the angle α formed by the base portion 1208b21 and the locking portion 1208b22 is an acute angle (approximately 85 degrees in this example), so when pulling out the locking claw 1208b2 to remove the lower tray cover 1208 from the lower tray base 1202, it is difficult to remove the locking claw 1208b2 of the lower tray cover 1208 from the locking hole 1202b3 of the lower tray base 1202, which not only prevents fraudulent acts such as removing the lower tray cover 1208, but also leaves a trace on the locking claw 1208b2 that the lower tray cover 1208 has been removed from the lower tray base 1202, making it possible to detect fraudulent acts, etc.
[0361] The angle α is not limited to this example, and may be an angle more acute than 85 degrees (for example, 70 degrees) or an obtuse angle (for example, 100 degrees).
[0362] <Bottom tray / Bottom tray cover / Bottom and rear wall> FIG. 30(c) is a cross-sectional view showing the cross section of the bottom surface 1208a and rear wall 1208b of the lower tray cover 1208.
[0363] In this example, the thickness a of the corner (R portion) spanning from the bottom surface 1208a to the rear standing wall 1208b is configured to be greater than the thickness b of the bottom surface 1208a (a>b).
[0364] Specifically, the inner wall of the corner has a greater curvature than the outer wall of the corner in order to maximize the volume of the lower tray cover 1208.
[0365] On the other hand, the outer wall of the corner has a lower curvature than the inner wall of the corner to prevent it from coming into contact with and damaging the upper lower plate design sheet 1204 and the lower lower plate design sheet 1206 when attaching or removing the lower plate cover 1208, while at the same time giving the corner thickness to ensure the strength of the lower plate cover 1208.
[0366] <Bottom plate / Summary> As described above, the gaming machine (e.g., a medalless slot machine) of this embodiment is characterized in that it comprises a lower tray (e.g., lower tray 1200 shown in Figure 29) on which an item can be placed, and the lower tray comprises a base member (e.g., lower tray base 1202 shown in Figure 30(a)) that can be attached to a door body (e.g., front door 1102 shown in Figure 29), a first decorative member (e.g., upper lower tray design sheet 1204 shown in Figure 30(a)), a second decorative member (e.g., lower lower tray design sheet 1206 shown in Figure 30(a)), and a cover member (e.g., lower tray cover 1208 shown in Figure 30(a)) that can be attached to the base member while covering the first decorative member and the second decorative member.
[0367] According to the gaming machine of this embodiment, multiple sets of first and second decorative members with different decorations are prepared, and by replacing the first and second decorative members, decorations can be applied according to the model of gaming machine, thereby increasing the variety of decorations for the gaming machine.In addition, since the first and second decorative members can be replaced simply by removing the cover member, the design of the bottom tray can be easily changed, thereby increasing convenience.
[0368] Furthermore, the first decorative member or the second decorative member (for example, the bottom of the bottom plate design sheet 1206 shown in Figure 30(a)) has a first protruding piece (for example, the left claw 1206a shown in Figure 30(a)) on one side in the longitudinal direction and a second protruding piece (for example, the right claw 1206b shown in Figure 30(a)) on the other side in the longitudinal direction, and the first protruding piece and the second protruding piece may have different shapes.
[0369] With this configuration, when attaching the first decorative member or the second decorative member to the base member, it is possible to prevent installation errors (reverse assembly) such as attaching them in the wrong left and right positions, thereby improving work efficiency.
[0370] The cover member may be a box-shaped member, and the inner wall of the corner where the bottom surface and back surface of the cover member intersect may have a greater curvature than the outer wall of the corner.
[0371] With this configuration, the volume of the cover member can be made as large as possible, and the first and second decorative members can be prevented from being damaged when the cover member is attached or detached from the base member, while at the same time, the strength of the base member can be ensured by adding thickness to the corners.
[0372] Furthermore, the cover member has a locking claw (for example, locking claw 1208b2 shown in Figure 30(a)) that can be engaged with the base member, and the locking claw is composed of a base portion (for example, base portion 1208b21 shown in Figure 30(b)) and a locking portion (for example, locking portion 1208b22 shown in Figure 30(b)) that protrudes from the tip end of the base portion as its base end, and the angle formed by the base portion and the locking portion (for example, angle α shown in Figure 30(b)) may be an acute angle (an angle smaller than 90 degrees; preferably, greater than or equal to 75 degrees and less than 90 degrees).
[0373] With this configuration, when the locking claws are pulled out to remove the cover member from the base member, it is possible to make it difficult to remove the locking claws of the cover member from the base member, thereby preventing fraudulent acts such as removing the cover member.In addition, it is possible to leave traces on the locking claws that the cover member has been removed from the base member, making it possible to detect fraudulent acts, etc.
[0374] <Certificate stamp attachment unit> Next, the certificate stamp attachment unit 1250 will be described with reference to FIGS.
[0375] FIG. 31(a) is an external perspective view of the certificate stamp attachment unit 1250 as seen from the front, and FIG. 31(b) is an external perspective view of the certificate stamp attachment unit 1250 as seen from the rear.
[0376] The certificate stamp attachment unit 1250 comprises a transparent sheet 1252 (certificate stamp holding means) capable of holding a certificate stamp, and a certificate stamp cover 1254 (attaching means) to which the transparent sheet 1252 can be attached.
[0377] Here, a "certificate stamp" refers to a paper medium that displays information about the gaming machine, such as union stamps issued by the Japan Electrical Manufacturers Association (a pachislot manufacturer association) or the Japan Industrial Association (a pachinko manufacturer association), or patent stamps.
[0378] <Certificate stamp mounting unit / transparent sheet> Next, the transparent sheet 1252 (certificate stamp holding means) of the certificate stamp attachment unit 1250 will be described.
[0379] As shown in FIG. 31(a), the transparent sheet 1252 is made of a resin sheet that is approximately rectangular in plan view, and one or more certificate stamps 1252a can be attached to the front (or back) side.
[0380] The material of the "certificate stamp holding means" according to the present invention is not particularly limited, and may be, for example, paper, metal plate, etc. The method of holding the certificate stamp by the "certificate stamp holding means" is also not particularly limited, and for example, the certificate stamp may be attached using double-sided tape, or a pocket or slit may be formed to hold the certificate stamp.
[0381] <Certificate stamp mounting unit / certificate stamp cover> Next, the certificate stamp cover 1254 (attaching means) of the certificate stamp attachment unit 1250 will be described.
[0382] The certificate stamp cover 1254 is composed of a front surface 1254a made of a plate-shaped member, an upper frame 1254b formed to extend rearward from the upper end of the front surface 1254a as a base end, a lower frame 1254c formed to extend rearward from the lower end of the front surface 1254a as a base end, and a left frame 1254d and a right frame 1254e formed to extend rearward from both ends of the front surface 1254a as base ends.
[0383] On both sides of the front surface 1254a in the short direction, fitting grooves 1254a1 are formed from one side to the other in the longitudinal direction of the front surface 1254a, into which the upper and lower edges of the transparent sheet 1252 can be fitted. In addition, on the left side of the front surface 1254a in a front view, a clamping portion 1254a2 capable of clamping the transparent sheet 1252 is formed.
[0384] The transparent sheet 1252 is configured to be slidable to the left as viewed from the front of the front surface 1254a, with its upper and lower edges fitted in the upper and lower fitting grooves 1254a1 of the front surface 1254a. When the transparent sheet 1252 is slid to the left as viewed from the front along the fitting grooves 1254a1 of the front surface 1254a, the left edge of the transparent sheet 1252 is clamped by the clamping portion 1254a2 of the front surface 1254a, and the transparent sheet 1252 is held in the certificate stamp cover 1254.
[0385] On the other hand, when the transparent sheet 1252 clamped by the clamping portion 1254a2 on the front surface 1254a is slid to the right when viewed from the front, the clamping of the transparent sheet 1252 is released, and the upper and lower ends of the transparent sheet 1252 are pulled out and removed from the fitting groove 1254a1 on the front surface 1254a, thereby removing the transparent sheet 1252 from the certificate stamp cover 1254.
[0386] The certificate stamp attachment unit 1250 of this example has a certificate stamp holding means (transparent sheet 1252) capable of holding a certificate stamp, and an attachment means (certificate stamp cover 1254) to which the certificate stamp holding means (transparent sheet 1252) can be attached, making it easy to replace certificate stamps and improving convenience for the worker performing the replacement work.
[0387] As shown in Figures 31(a) and (b), a door fixing portion 1254b1 (fixing portion) for fixing the certificate stamp cover 1254 to the mounting base 1280 of the front door 1102 is formed in the longitudinal center of the upper edge 1254b of the certificate stamp cover 1254, and on both sides of this fixing portion 1254b1, insertion portions 1254b2 are formed, through which protrusions 1288 formed on the mounting base 1280 of the front door 1102 are inserted.
[0388] As shown in Figure 31(b), the left frame 1254d has two mating recesses 1254d1 (mating portions) that can be mated with two mating protrusions 1282 (mating portions) formed on the front door 1102, and the right frame 1254e has a fixed claw 1254e1 (locking portion) that can be engaged with a fixed claw locking portion 1284 (locking portion) formed on the front door 1102.
[0389] <Certificate stamp mounting unit / mounting base> Next, the mounting base 1280 to which the certificate stamp mounting unit 1250 can be mounted will be described with reference to FIG.
[0390] FIG. 32 is a perspective view of the lower part of the front door 1102 as seen from behind.
[0391] A mounting base 1280 is provided at the bottom of the front door 1102, to which the certificate stamp mounting unit 1250 can be attached.
[0392] The mounting base 1280 is formed with an engaging protrusion 1282 (engaged portion) into which the engaging recess 1254d1 of the left frame 1254d of the certificate stamp cover 1254 can be engaged, a fixing claw engaged portion 1284 (engaged portion) into which the fixing claw 1254e1 of the right frame 1254e of the certificate stamp cover 1254 can be engaged, a cover fixing portion 1286 (fixed portion) into which the door fixing portion 1254b1 of the certificate stamp cover 1254 can be fixed, and a protrusion 1288 into which the insertion portion 1254b2 of the certificate stamp cover 1254 can be inserted.
[0393] <Certificate stamp mounting unit / mounting method> Next, a method for attaching the certificate stamp attachment unit 1250 will be described with reference to FIG.
[0394] Figure 33(a) is an external perspective view and a schematic diagram showing the state before the certificate stamp attachment unit 1250 is attached to the front door 1102, and Figure 33(b) is an external perspective view and a schematic diagram showing the state after the certificate stamp attachment unit 1250 has been attached to the front door 1101.
[0395] First, the front door 1102 is rotated in the X direction relative to the main body 1101 around the rotation axis L1, and with the front door 1102 half-open, the mating recess 1254d1 of the left frame 1254d of the certificate stamp mounting unit 1250 is fitted into the mating protrusion 1282 of the mounting base 1280 of the front door 1101, thereby positioning the left frame 1254d of the certificate stamp mounting unit 1250 (this corresponds to the mounting operation circled 1 in the figure).
[0396] Next, the right frame 1254e of the certificate stamp mounting unit 1250 is rotated in the Y direction toward the front door 1102, using the contact point between the fitting recess 1254d1 of the left frame 1254d of the certificate stamp mounting unit 1250 and the fitting protrusion 1282 of the mounting base 1280 of the front door 1101 as the rotation axis L2, and the insertion portions 1254b2 of the certificate stamp mounting unit 1250 are inserted into the protrusions 1288 of the mounting base 1280, and the door fixing portion 1254b1 of the certificate stamp mounting unit 1250 is inserted into the cover fixing portion 1286 of the mounting base 1280.
[0397] Next, the right frame 1254e of the certificate stamp attachment unit 1250 is further rotated in the Y direction around the rotation axis L2, and the fixing claws 1254e1 of the right frame 1254e are engaged with the fixing claw engaging portions 1284 of the attachment base 1280 of the front door 1101, temporarily fixing the certificate stamp attachment unit 1250 (corresponding to the attachment operation indicated by circle 2 in the figure).
[0398] Finally, the door fixing portion 1254b1 of the certificate stamp attachment unit 1250 and the cover fixing portion 1286 of the attachment base 1280 are fixed with screws 1290, thereby fixing the certificate stamp attachment unit 1250 to the attachment base 1280 of the front door 1102.
[0399] According to this example, the certificate stamp attachment unit 1250 can be positioned by fitting the fitting recess 1254d1 of the certificate stamp attachment unit 1250 into the fitting protrusion 1282 of the attachment base 1280, which makes the work of attaching the certificate stamp attachment unit 1250 easier, reduces the burden on the worker, and prevents operational errors.
[0400] Furthermore, because the fitting recess 1254d1 of the certificate stamp attachment unit 1250 is disposed in a position closer to the rotation axis L1 of the front door 1102 than the fixing claw 1254e1 of the certificate stamp attachment unit 1250, there is no need for the worker to stand at the back of the front door 1102 when attaching the certificate stamp attachment unit 1250; instead, the worker can simply insert their hand behind the back of the front door 1102 with the front door 1102 slightly open, thereby minimizing the amount that the front door 1102 needs to be opened during attachment work and improving the efficiency of attachment and removal of the certificate stamp attachment unit 1250.
[0401] Furthermore, because the rotation direction (X direction) of the front door 1102 when it is open and the rotation direction (Y direction) when the certificate stamp attachment unit 1250 is attached to the front door 1102 are the same, there is no need for the worker to stand behind the front door 1102 when attaching the certificate stamp attachment unit 1250; it is sufficient for the worker to insert their hand behind the front door 1102 with the front door 1102 slightly open and perform the work. Therefore, the amount that the front door 1102 needs to be opened during attachment work can be minimized and the efficiency of attaching and removing the certificate stamp attachment unit 1250 can be improved.
[0402] Furthermore, the certificate stamp attachment unit 1250 can be fixed to the front door 1102 using only the fixing claws 1254e1 and screws 1290, making it easy to attach and detach the certificate stamp attachment unit 1250 and reducing the burden on the worker.
[0403] <Certificate Stamp Mounting Unit / Summary> As explained above, the gaming machine according to this example (for example, a medal-less slot machine, the slot machine 100 shown in FIG. 27) comprises a door body (for example, the front door 1102 shown in FIG. 29) on which a certificate stamp (for example, the certificate stamp 1252a shown in FIG. 31(a)) on which information about the gaming machine is displayed can be placed, certificate stamp holding means (for example, the transparent sheet 1252 shown in FIG. 31(a)) capable of holding a certificate stamp, and attachment means (for example, the certificate stamp cover 1254 shown in FIG. 31(a)) on which the certificate stamp holding means can be attached, the attachment means comprising, on one longitudinal side, a locking portion (for example, the fixing claw 1254e1 shown in FIG. 33(a)) which can be locked to an attachment portion of the door body (for example, the attachment base 1280), and the attachment means comprising, on the other longitudinal side, a fitting portion (for example, the fitting recess 1254d1 shown in FIG. 33(a)) which can be fitted to the attachment portion of the door body. The gaming machine is characterized in that it has a fixing portion (for example, door fixing portion 1254b1 shown in Figure 33(a)) for fixing a means to the mounting portion of the door body, the mounting portion having an engaged portion (for example, fixed claw engaged portion 1284 shown in Figure 32) with which the engaging portion of the mounting means can be engaged, the mounting portion having an engaged portion (for example, engaging protrusion 1282 shown in Figure 33(a)) with which the engaging portion of the mounting means can be engaged, and the mounting portion has a engaged portion (for example, cover fixing portion 1286 shown in Figure 33(a)) to which the fixing portion of the mounting means is fixed, and the mounting means can be attached to the door body by engaging the engaging portion of the mounting means with the engaged portion of the mounting portion of the door body, rotating the mounting means toward the mounting portion of the door body using the engaged portion as a rotation axis, and engaging the engaging portion of the mounting means with the engaged portion of the mounting portion of the door body.
[0404] According to the gaming machine of this embodiment, the work of attaching and detaching the mounting means is easy, reducing the burden on the worker.
[0405] Furthermore, the fitting portion of the mounting means may be disposed at a position closer to the rotation axis of the door body (for example, rotation axis L1 shown in FIG. 33(a)) than the locking portion of the mounting means.
[0406] With this configuration, when attaching the mounting means to the door body, the worker does not need to stand at the back of the door body to perform the work; it is sufficient to perform the work by inserting a hand into the back of the door body with the door body slightly open, so the amount of opening of the door body during the installation work can be minimized and the work efficiency for attaching and removing the mounting means can be improved.
[0407] Furthermore, the rotation direction of the door body when it is opened (for example, the X direction shown in Figure 33(a)) and the rotation direction when the mounting means is attached to the door body (for example, the Y direction shown in Figure 33(a)) may be the same direction.
[0408] With this configuration, when attaching the mounting means to the door body, the worker does not need to stand at the back of the door body to perform the work; it is sufficient to perform the work by inserting a hand into the back of the door body with the door body slightly open, so the amount of opening of the door body during the installation work can be minimized and the work efficiency for attaching and removing the mounting means can be improved.
[0409] <Door relay board> Next, the door relay board 1300 of the medal-less slot machine will be described with reference to FIGS.
[0410] FIG. 34(a) is a front view showing a part of the door relay board 1300 of the medalless slot machine.
[0411] As shown in Figure 34(a), the medal-less slot machine (not shown) comprises a door relay board 1300 (board) and a board cover 1302 (cover member) arranged to cover one side surface 1300a (hereinafter sometimes referred to as the "component mounting surface") of the door relay board 1300.
[0412] The door relay board 1300 is a board corresponding to the door relay board 290 of the slot machine 100 described using Figure 28, and is provided on the back side (rear side) of the front door 1102 (see Figure 29) of the medal-less slot machine. Note that the two-dot chain line indicated by the symbol L3 in Figure 34(a) indicates the rotation axis of the front door 1102, with the right side of the door relay board 1300 in the longitudinal direction as viewed from the front being the side closer to the rotation axis L3 of the front door 1102, and the left side of the door relay board 1300 in the longitudinal direction as viewed from the front being the side farther from the rotation axis L3 of the front door 1102.
[0413] In addition, the door relay board 1300 is a board on which operating means are arranged on a component mounting surface 1300a (one surface), and in this example, a clear switch 1304 and a reset switch 1306 are arranged as operating means instead of the setting change button 292 and reset switch 291 of the door relay board 290 described using Fig. 28. These clear switch 1304 and reset switch 1306 are arranged on the component mounting surface 1300a of the door relay board 1300 on the side farther from the rotation axis L3 side of the front door 1102.
[0414] The "plate" according to the present invention is not limited to a board, but may be any plate-shaped member. Therefore, the "operation means" according to the present invention is not limited to an operation means disposed on a board, but may be, for example, an operation means disposed on a board separate from the board, an operation means disposed on a board adjacent to the board in the longitudinal direction (or lateral direction), an operation means disposed on a board laminated on the front (or rear) side of the board, or an operation means disposed on a board electrically connected to the board via a connector or the like. While the door relay board 1300 is described as being provided on the rear side of the front door 1102, this is not a limitation. A board provided with some kind of operation means (such as a push-button switch or rotary switch) may be provided on a main frame that can be opened and closed (rotated) around a rotation axis, or on a door frame provided on the main frame. The present invention is also applicable to pachinko gaming machines configured in this way.
[0415] <Door relay board / clear switch> Next, the clear switch 1304 mounted on the door relay board 1300 will be described with reference to FIG. 34(b).
[0416] FIG. 34(b) is a partially enlarged view showing the periphery of the clear switch 1304 and the reset switch 1306 on the door relay board 1300. As shown in FIG.
[0417] The clear switch 1304 is an operating means capable of clearing game information (e.g., information on the number of game values, error information, etc.) relating to the progress of play at least on the gaming machine (in this example, a medal-less slot machine), and in this example is configured as a push-button switch with an operating surface 1304a that accepts operations.
[0418] The outer diameter (diameter) W1 of the operating surface 1304a of the clear switch 1304 is larger than the inner diameter W2 of the opening 1330c1 for the clear switch formed in the substrate cover 1302 described later (W1>W2), and only a central portion of the operating surface 1304a of the clear switch 1304 is exposed to the outside through the opening 1330c1 for the clear switch.
[0419] In this example, by pressing this clear switch 1304, the information on the number of game values (information corresponding to the number of medals) and error information stored in the storage means (RWM, etc.) are cleared (initialized).
[0420] Above and adjacent to the clear switch 1304 on the door relay board 1300, clear switch function information 1308 indicating the function of the clear switch 1304 (in this example, the string "clear" indicating that it is a clear switch and a rectangle surrounding this string) is printed (in this example, silk screen printing).
[0421] Also, below this clear switch function information 1308, clear switch identification information 1310 indicating the identification information of the clear switch 1304 (in this example, the character string "SW3" indicating that the identification symbol is SW3) and clear switch installation position information 1312 (in this example, a rectangular shape) indicating the installation position (mounting location) of the clear switch 1304 are printed (in this example, silk screen printing). Also, near the clear switch 1304 on the board cover 1302 (cover member), the words "clear medal count" are engraved.
[0422] 34(b), and the inner diameter of clear switch opening 1330c1 need only be large enough to allow operation of operation surface 1304a of clear switch 1304 with a human finger or the like. Furthermore, the shapes of operation surface 1304a of clear switch 1304 and clear switch opening 1330c1 are not limited to circles, and may be, for example, oval, triangular, square, rectangular, or a polygon with pentagons or more sides.
[0423] <Door relay board / reset switch> Next, the reset switch 1306 mounted on the door relay board 1300 will be described.
[0424] The reset switch 1306 is an operating means capable of clearing error information (e.g., a door open error) relating to an error at least in the gaming machine (in this example, a medal-less slot machine), and in this example, is configured as a push-button switch with an operating surface 1306a that accepts operations.
[0425] The outer diameter (diameter) W1 of the operating surface 1306a of the reset switch 1306 is the same as the outer diameter W1 of the clear switch 1304, and is also the same as the inner diameter W1 of the reset switch opening 1330a1 formed in the board cover 1302 described later, and the entire operating surface 1306a of the reset switch 1306 is exposed to the outside from the reset switch opening 1330a1.
[0426] In this example, by pressing this reset switch 1306, the error information stored in the storage means (RWM, etc.) is cleared (initialized) and the error is resolved. Note that by operating this reset switch 1306, the setting value in the setting change state may be switched.
[0427] Above and adjacent to the reset switch 1306 on the door relay board 1300, reset switch function information 1314 indicating the function of the reset switch 1306 (in this example, the string "Reset" indicating that it is a reset switch and a rectangle surrounding this string) is printed (in this example, silk screen printing).
[0428] Also, below this reset switch function information 1314, reset switch identification information 1316 indicating the identification information of the reset switch 1306 (in this example, the character string "SW2" indicating that the identification symbol is SW2) and reset switch location information 1318 (in this example, a rectangular shape) indicating the location (mounting position) of the reset switch 1306 are printed (in this example, silk screen printing). Also, near the clear switch 1306 on the board cover 1302 (cover member), the words "Reset setting" are engraved.
[0429] In this example, the clear switch 1304 and the reset switch 1306 have the same outer diameter W1, but the present invention is not limited to this and the outer diameters may be different. Furthermore, the shapes of the operation surface 1306a of the reset switch 1306 and the reset switch opening 1330a1 are not limited to circular and may be, for example, oval, triangular, square, rectangular, or a polygon with pentagons or more sides. Furthermore, the outer diameter of the operation surface 1306a of the reset switch 1306 and the inner diameter of the reset switch opening 1330a1 are the same W1, but the same structure as the operation surface 1304a of the clear switch 1304 and the clear switch opening 1330c1 may be adopted.
[0430] <Door relay board / components> Next, the components mounted on the door relay board 1300 will be described.
[0431] As shown in FIG. 34(a), a plurality of components are mounted (arranged) on the door relay board 1300.
[0432] The "components" mounted on the "board" according to the present invention are not particularly limited, but in this example, active components such as a display 1320 consisting of a 7-segment LED and various ICs 1322, passive components 1324 such as resistors, resistor arrays, capacitors, and coils, and mechanical components such as a connector 1326 are mounted on the component mounting surface 1300a of the door relay board 1300.
[0433] The resistors among the passive components 1324 are components that have the symbol "R" printed (silk-screened) nearby, the resistor arrays among the passive components 1324 are components that have the symbol "RA" printed (silk-screened) nearby, and the capacitors among the passive components 1324 are components that have the symbol "C" printed (silk-screened) nearby.
[0434] In this example, the connector 1326 is provided from the clear switch 1304 in the longitudinal direction of the door relay board 1300 via a predetermined area (with a space between them), and in this predetermined area, the passive components 1324 (certain components. In this example, elongated resistors R26, R29 to R31, R36 to R38, elongated capacitors C12 to C14, and elongated resistor assembly RA1) are provided so that their longitudinal direction is parallel to the lateral direction of the door relay board 1300 (the up and down direction in Figure 34(a)).
[0435] According to this example, when a cable or the like is inserted or removed from connector 1326, or when clear switch 1304 (operation means) is pressed, stress is applied to door relay board 1300 during the pressing operation, causing distortion (deformation) in door relay board 1300, which can avoid a situation in which components mounted on door relay board 1300 are indirectly damaged, thereby preventing deterioration or failure of the components.
[0436] <Board cover> Next, the substrate cover 1302 (cover member) will be described with reference to FIG.
[0437] FIG. 35(a) is a cross-sectional view taken along line XX in FIG. 34(a).
[0438] The board cover 1302 is a transparent, dish-shaped member disposed so as to cover the entire component mounting surface 1300a of the door relay board 1300, and in this example is made of colorless, transparent plastic.
[0439] The "cover member" according to the present invention may be a member that covers at least a portion of one side of a substrate (e.g., door relay substrate 1300), and may be, for example, a member that does not cover connector 1326, reset switch 1306, display 1320, etc., arranged on door relay substrate 1300, but covers clear switch 1304.
[0440] The board cover 1302 is composed of an upper surface 1330 that is rectangular in plan view, and side surfaces 1332 that extend from the four sides of the upper surface 1330 as base ends.
[0441] The upper surface 1330 of the substrate cover 1302 is composed of a base surface 1330a extending in a direction perpendicular to the top of the side surface 1332 (horizontal direction when viewed from the side), an inclined surface 1330b extending from the end of this base surface 1330a as a base end in the thickness direction of the base surface 1330a in the direction opposite to the clear switch 1304, and a raised surface 1330c formed at the top of this inclined surface 1330b.
[0442] Hereinafter, the inclined surface 1330b and the raised surface 1330c that are raised (protruded) in the thickness direction with the flat base surface 1330a as the base may be collectively referred to as raised portions 1330b and 1330c.
[0443] A circular reset switch opening 1330a1 is formed in the base surface 1330a of the top surface 1330, allowing operation of the reset switch 1306. This reset switch opening 1330a1 has an inner diameter slightly larger than the outer diameter W1 of the operation surface 1306a of the reset switch 1306. When the board cover 1302 is attached to the door relay board 1300, the operation surface 1306a of the reset switch 1306 is exposed to the outside through the reset switch opening 1330a1, allowing the reset switch 1306 to be pressed.
[0444] In this example, the base surface 1330a of the top surface 1330 and the operation surface 1306a of the reset switch 1306 are made to be almost flush, but the present invention is not limited to this, and one surface may be higher or lower than the other surface.
[0445] A circular clear switch opening 1330c1 is formed in raised surface 1330c of top surface 1330, allowing operation of clear switch 1304. This clear switch opening 1330c1 has an inner diameter W2 that is smaller than the outer diameter W1 of operation surface 1304a of clear switch 1304. When board cover 1302 is attached to door relay board 1300, operation surface 1304a of clear switch 1304 is not exposed to the outside from clear switch opening 1330c1, but is positioned below clear switch opening 1330c1 (below raised portions 1330b and 1330c).
[0446] That is, the outer periphery of the operating surface 1304a of the clear switch 1304 is covered by the raised portions 1330b and 1330c, but the center of the clear switch 1304 can be contacted through the clear switch opening 1330c1 formed in the raised surface 1330c, and the clear switch 1304 can be pressed with a human finger or the like.
[0447] According to this example, raised portions 1330b, 1330c are formed around the opening 1330c1 (opening) for the clear switch, which enables operation of the clear switch 1304 (operating means). Therefore, it is possible to operate the clear switch 1304 (operating means) by feel using the raised portions 1330b, 1330c as clues, without having to visually check the clear switch 1304 (operating means), thereby increasing convenience for game store staff and the like.
[0448] Furthermore, since the board cover 1302 has a raised surface 1330c (covering portion) that covers a portion of the operation surface 1304a of the clear switch 1304 (operation means), it is possible to prevent tampering and also to make it difficult to insert an unauthorized tool through the clear switch opening 1330c1 (opening). Furthermore, even if the clear switch 1304 (operation means) is accidentally hit by the clothing or accessories of a worker, the clear switch 1304 (operation means) will not be operated, which can avoid trouble during business hours of the gaming parlor and prevent unintended operation during maintenance work after business hours.
[0449] It should be noted that the "operation means" according to the present invention is not limited to an operation means capable of clearing game information relating to the progress of a game on a gaming machine (e.g., the clear switch 1304), but may also be, for example, a reset switch capable of clearing an error (e.g., the reset switch 1306 described using FIG. 34), or a setting change button capable of changing settings (e.g., the setting change button 292 described using FIG. 27), etc.
[0450] Furthermore, the "protrusion" according to the present invention is not limited to this example. For example, it may be a portion that protrudes from the end of base surface 1330a as a base end in the thickness direction of base surface 1330a toward clear switch 1304 (i.e., a portion that protrudes in the opposite direction from protrusions 1330b and 1330c in this example). Alternatively, it may be a portion that protrudes from the end of base surface 1330a as a base end on both sides of base surface 1330a in the thickness direction. In this way, when the "protrusion" is configured to protrude from the board case toward the board (clear switch 1304), the functional information displayed on the board may be configured to straddle the protrusion and the top surface of the board case, and the visibility of the functional information may be reduced in a first portion where the functional information and the protrusion overlap, and in a second portion where the functional information and the top surface of the board case overlap (a portion where the functional information and the protrusion do not overlap), the visibility of the functional information may not be reduced compared to a specific portion. Note that the present invention is not limited to functional information, and can also be applied to identification information such as "SW3." Furthermore, while the present invention describes a configuration in which the functional information straddles the raised portion and the base surface 1330a, the present invention is not limited to this. The functional information may be displayed across the exposed portion not covered by the board case and the raised portion. In such a configuration, the first portion where the functional information and the raised portion overlap may have reduced visibility, while the second portion where the functional information is exposed by the exposed portion may have a similar reduced visibility compared to the first portion. Note that this also applies to a configuration in which the "raised portion" is raised in the direction away from the board, or in the direction toward the board. Furthermore, the present invention is not limited to functional information, and can also be applied to identification information such as "SW3."
[0451] Also, as an example of the bulge toward the clear switch 1304, it may be as shown in FIG. 36. For example, a recessed portion 1330d may be formed from the base surface 1330a toward the clear switch 1304, and raised portions 1330b and 1330c may be formed from the deepest part of the recessed portion 1330d toward the base surface 1330a. By doing so, when the base surface 1330a is slid by hand, a finger can enter the recessed portion 1330d, making it easier to identify the position of the clear switch 1304, and the opening can be grasped by the raised portions 1330b and 1330c. Also, the dimension of the recessed portion 1330d is D1, the dimension of the raised portion 1330b is D3, and the dimension of the depth into which the finger enters as the difference is D2. At this time, the magnitude relationship of "D1>D2>D3" is established, and since D2 is larger in dimension than D3, it becomes easier to recognize that it is recessed. Note that "D2<D3" may also be possible, and by doing so, it becomes easier to access the clear switch 1304 even when the finger is thick. Furthermore, the operation surface of the clear switch 1304 is covered by the raised portions 1330b and 1330c, and due to the deformation by the raised portions, the operation surface looks large, making it easier to recognize the clear switch 1304 even when viewed visually. In the illustrated example, the innermost part (lower end part) of the recessed portion 1330d is formed at the outer periphery of the operation surface of the clear switch 1304 (it can also be said that the connecting portion between the recessed portion 1330d and the raised portion 1330b is formed at the outer periphery of the operation surface), and the raised portions 1330b and 1330c are configured to be formed on the operation surface of the clear switch 1304, and even if the raised portions 1330b and 1330c are strongly pushed in, they do not reach the operation surface due to deflection, preventing unintended operation detection.However, the present invention is not limited to this configuration, and the innermost part (lower end) of the recessed portion 1330d may be formed on the operation surface of the clear switch 1304 (it can also be said that the connecting portion between the recessed portion 1330d and the raised portion 1330b is formed on the operation surface), and the raised portions 1330b and 1330c may also be formed on the operation surface of the clear switch 1304. By doing this, even if a finger cannot be inserted into the opening having the inner diameter W2, the operation surface can be operated by the connecting portion between the recessed portion 1330d and the raised portion 1330b due to bending by pressing the raised portions 1330b and 1330c firmly, and the operability of the clear switch 1304 can be ensured even for an operator with large fingers.
[0452] The shape of the raised portion is also not particularly limited, and may be, for example, a tapered shape that narrows toward the tip, a portion that is made up of vertical and horizontal surfaces when viewed from the side, a portion that is made up of only inclined surfaces when viewed from the side, or a portion that is made up of only vertical surfaces when viewed from the side.
[0453] FIG. 35(c) is a diagram showing a modified example of the "protrusion" according to the present invention.
[0454] Cover member 1352 of this example includes rectangular opening 1352a that allows operation of clear switch 1354 (operation means), and lid body 1352b (protrusion) of a predetermined thickness that is disposed to cover opening 1352a and is openably and closably attached to opening 1352a. That is, in this example, opening 1352a and lid body 1352b (protrusion) are separate bodies.
[0455] In this example, by opening the cover 1352b by hooking it with a fingertip or the like, the clear switch 1354 can be pressed through the opening 1352a.
[0456] According to this example, a lid 1352b (raised portion) is formed around the opening 1352a that allows operation of the clear switch 1354 (operating means). Therefore, without having to visually check the clear switch 1354 (operating means), it is possible to operate the clear switch 1354 (operating means) by feel using the lid 1352b (raised portion) as a clue, thereby increasing convenience for game store staff and the like.
[0457] Furthermore, in this example, the rotation axis of the cover 1352b is at the left end of the cover 1352b, which is opposite to the rotation axis L3 of the front door 1102 (because the direction in which the cover 1352b is opened is different from the direction in which the front door 1102 is opened), so when pressing the clear switch 1354 with the front door 1102 open, the cover 1352b can be easily hooked with a fingertip or the like, improving operability.
[0458] The configuration of the cover member is not limited to this example, and may be, for example, a cover member having a circular opening 1352a' that allows operation of the clear switch 1354 (operation means), a ring-shaped raised portion 1352b' formed along the outer periphery of this circular opening 1352a', and a flat surface portion 1352c arranged around this ring-shaped raised portion 1352b'.
[0459] In this cover member, the inner diameter of the circular opening 1352a' is approximately the same as the outer diameter of the clear switch 1354, and the ring-shaped raised portion 1352b' has a shape that is raised above the operating surface of the clear switch 1354 (toward the viewer in Figure 35(c)).
[0460] Therefore, when the cover member is closed, the clear switch 1354 can be pressed through the opening 1352a', while the raised portion 1352b' is located on the outer edge of this opening 1352a', preventing the clear switch 1354 from being accidentally operated.
[0461] In addition to this example, lid 1352b may be provided. When lid 1352b is provided, lid 1352b and raised portion 1352b' are configured to abut against each other, and lid 1352b and the operating surface of clear switch 1354 are configured not to come into contact with each other. In other words, because raised portion 1352b' is configured to abut against lid 1352b before the operating surface of clear switch 1354, this may prevent clear switch 1354 from being pressed down when lid 1352b is closed.
[0462] When the cover member is closed, a portion of the clear switch function information 1358 (for example, the lower half of "clear") is located below the raised portion 1352b' of the cover member, and is therefore the portion (first portion) where the clear switch function information 1358 and the raised portion 1352b' of the cover member overlap each other in the vertical direction.
[0463] Therefore, when the clear switch function information 1358 is viewed in a planar view through the raised portion 1352b' of the cover member, the visibility is reduced by the raised portion 1352b' of the cover member, and a portion of the clear switch function information 1358 (the lower half of "clear") appears blurry compared to when viewed through the non-raised flat portion 1352c.
[0464] On the other hand, another part of the clear switch function information 1358 (for example, the upper half of the word "clear") is not located below the raised portion 1352b' of the cover member, but is located below the non-raised flat portion 1352c, and is therefore a part (second part) where the clear switch function information 1358 and the raised portion 1352b' of the cover member do not overlap each other in the vertical direction.
[0465] Therefore, when the clear switch function information 1358 is viewed in plan view through the non-raised flat portion 1352c, the visibility is not reduced by the raised portion 1352b' of the cover member, and another part of the clear switch function information 1358 (the upper half of the word "clear") is more clearly visible than when viewed through the raised portion 1352b' of the cover member.
[0466] Clear switch function information 1358 indicating the function of clear switch 1354 (operation means) must be placed near clear switch 1354 (operation means) to make it difficult to understand its function, but if clear switch 1354 (operation means) is placed too close, there is a risk that visibility will be reduced by raised portion 1352b'. On the other hand, if clear switch function information 1358 is placed in a location where visibility is not reduced by raised portion 1352b', the distance from clear switch 1354 (operation means) will be too great, and there is a risk that it will be difficult to understand what function it is displaying.
[0467] However, in this example, the clear switch function information 1358 is composed of a first portion (the portion where the clear switch function information 1358 and the raised portion 1352b' overlap) whose visibility is reduced by the raised portion 1352b', and a second portion (the portion where the clear switch function information 1358 and the raised portion 1352b' do not overlap) whose visibility is higher than the first portion. Therefore, even if the clear switch function information 1358 overlaps the raised portion 1352b', the identifiability of the clear switch function information 1358 is ensured, and it is also possible to identify whether it is the function display of the clear switch function information 1358, thereby maintaining maintainability.
[0468] <Board cover / components> Next, the relationship between the board cover 1302 and the components mounted on the component mounting surface 1300a of the door relay board 1300 will be described with reference to FIG. 35(a).
[0469] Here, the "maximum height" described in this example refers to the maximum height based on the component mounting surface 1300a of the door relay board 1300, and the maximum height of resistor R31 of passive component 1324 is h1, the maximum height of display 1320 is h2, the maximum height of resistor assembly RA1 of passive component 1324 is h3, the maximum height of connector 1326 is h4, the maximum height of clear switch 1304 (height when not pressed) is h5, and the maximum height of board cover 1302 is h6.
[0470] In this example, the relationship of the maximum heights is h1 < h2 < h3 < h4 < h5 < h6, and the component mounting surface 1300a of the door relay board 1300 is configured such that no component with a height higher than the maximum height h5 of the clear switch 1304 is provided.
[0471] According to this example, since no component that obstructs the visibility and operability of the clear switch 1304 (operating means) is disposed on the door relay board 1300 (board), the visibility and operability of the clear switch 1304 (operating means) can be improved. Further, when the display 1320 emits light, since it is lower than the maximum height (height when not pressed) h5 of the clear switch 1304, shadows are likely to form and the light emission is made prominent. Note that since the height of the display 1320 is lower than the height when pressed, the light emission is prominent even during pressing. On the other hand, even when the height of the display 1320 is set higher than the connector 3126, the collective resistance RA1 of the passive components 1324, and the clear switch 1304 (operating means), the visibility is not obstructed and it is easy to view.
[0472] Particularly, on the side farther from the rotation axis L3 of the front door 1102 than the clear switch 1304 (operating means) (the left side of the clear switch 1304 in FIG. 35(a)), since it is configured such that no component with a height higher than the maximum height h5 of the clear switch 1304 (operating means) is provided, when a store clerk or the like in a game arcade opens the front door 1102 and operates the clear switch 1304 (operating means), the components mounted on the board do not get in the way, the visibility in front of the clear switch 1304 (operating means) can be enhanced, and the operability of the clear switch 1304 (operating means) can be improved.
[0473] Note that "tall components" may include all or at least some of the following: active components such as diodes and ICs; passive components such as resistors and capacitors; and mechanical components such as connectors and switches. Furthermore, the "side farther from the rotation axis L3 of the front door 1102 than the clear switch 1304 (operation means)" may refer to the side farther from the rotation axis L3 of the front door 1102 in the horizontal direction of the clear switch 1304 (operation means), or the side farther from the rotation axis L3 of the front door 1102 in the vertical direction of the clear switch 1304 (operation means), or may include both or either of these. Even if an unauthorized component is installed in the mounting portion (connection portion) of the clear switch 1304 (operation means) to the board, the visibility around the operation means can be ensured, making inspection easier. Furthermore, the ease of inspection also contributes to preventing such fraudulent activities.
[0474] <Visibility of functional information> Next, the visibility of the functional information will be described with reference to Fig. 35(b), which is a cross-sectional view taken along line YY in Fig. 34(a).
[0475] As explained using Figure 34(b), near the clear switch 1304 on the component mounting surface 1300a of the door relay board 1300, clear switch function information 1308 (in this example, the character string "Clear" indicating that it is a clear switch and a rectangle surrounding this character string) and clear switch placement position information 1312 (in this example, a rectangular shape) are printed (silk-screened).
[0476] Although the functional information is silk-screen printed, it is not limited to this and may be a character string engraved (laser engraved), a character string etched with copper foil, a character string etched with copper foil and then coated with a coating to make it stand out, or a character string with a coating (resist) applied to resemble the character string, or a character string without a coating (resist) applied to resemble the character string. Collectively, these can be said to have a character string indicating the functional information displayed on the board.
[0477] When the door relay board 1300 and the board cover 1302 are assembled, a portion of the clear switch function information 1308 (for example, the lower half of the character "ri" in "clear") is located below the raised portions 1330b, 1330c of the board cover 1302, and is therefore the portion (first portion) where the clear switch function information 1308 and the raised portions 1330b, 1330c of the board cover 1302 overlap each other in the vertical direction.
[0478] Therefore, as shown by symbol A in Figure 35(b), when the clear switch function information 1308 is viewed in plan view through the raised portions 1330b, 1330c of the board cover 1302, visibility is reduced by the raised portions 1330b, 1330c of the board cover 1302, and a portion of the clear switch function information 1308 (the lower half of the character "ri" in "clear") appears blurred compared to when viewed through the base surface 1330a of the board cover 1302.
[0479] On the other hand, another part of the clear switch function information 1308 (for example, the upper half of the character "ri" in "clear") is not located below the raised portions 1330b, 1330c of the board cover 1302, but is located below the base surface 1330a, and is therefore a part (second part) where the clear switch function information 1308 and the raised portions 1330b, 1330c of the board cover 1302 do not overlap each other in the vertical direction.
[0480] Therefore, as shown by symbol B in Figure 35(b), when the clear switch function information 1308 is viewed in plan view through the base surface 1330a of the board cover 1302, the visibility is not reduced by the raised portions 1330b and 1330c of the board cover 1302, and another part of the clear switch function information 1308 (the upper half of the character "ri" in "clear") is more clearly visible than when viewed visually through the raised portions 1330b and 1330c of the board cover 1302.
[0481] Note that the "assembled state in which the door relay board 1300 and the board cover 1302 are assembled" may refer to a state in which the board is removed from the gaming machine, or a state in which the board is attached to the gaming machine. Also, when the board is removed from the gaming machine, a portion of the clear switch function information 1308 (for example, the lower half of the character "ri" in "clear") is located below the raised portions 1330b and 1330c of the board cover 1302, but when the board is attached to the gaming machine, it goes without saying that a portion of the clear switch function information 1308 (for example, the lower half of the character "ri" in "clear") is located toward the rear of the raised portions 1330b and 1330c of the board cover 1302.
[0482] Clear switch function information 1308 indicating the function of clear switch 1304 (operation means) must be placed near clear switch 1304 (operation means) to make it difficult to understand its function. However, if clear switch 1304 (operation means) is placed too close, there is a risk that visibility will be reduced by raised portions 1330b and 1330c. On the other hand, if clear switch function information 1308 is placed in a location where visibility is not reduced by raised portions 1330b and 1330c, the distance from clear switch 1304 (operation means) will be too great, and there is a risk that it will be difficult to understand what function is being displayed.
[0483] However, in this example, the clear switch function information 1308 is composed of a first portion (a portion where the clear switch function information 1308 and the raised portions 1330b and 1330c overlap each other) whose visibility is reduced by the raised portions 1330b and 1330c, and a second portion (a portion where the clear switch function information 1308 and the raised portions 1330b and 1330c do not overlap each other) that is more visible than the first portion. Therefore, even if the clear switch function information 1308 overlaps the raised portions 1330b and 1330c, the identifiability of the clear switch function information 1308 is ensured, and it is also possible to identify whether it is the function display of the clear switch function information 1308, thereby maintaining maintainability.
[0484] In addition, the first portion where visibility is reduced (the portion where the clear switch function information 1308 and the raised portions 1330b, 1330c overlap each other) and the second portion where visibility is higher than the first portion (the portion where the clear switch function information 1308 and the raised portions 1330b, 1330c do not overlap each other) may be such that the first portion is larger than the second portion (there is a larger overlapping portion), or the second portion is larger than the first portion (there is a larger non-overlapping portion), or the first and second portions may be the same size, and the effect is achieved as long as there are at least both overlapping and non-overlapping portions. Furthermore, as shown by the symbol B in FIG. 35(b), the clear switch function information 1308 is shown in a plan view through the base surface 1330a of the board cover 1302. However, when viewed from an oblique direction (e.g., diagonally from above), the first portion may be larger than the second portion (there is a large overlapping portion), the second portion may be larger than the first portion (there is a large non-overlapping portion), the first and second portions may be the same size, or there may be at least some overlapping and non-overlapping portions. In this case, when viewed from diagonally above, it is possible to improve the visibility and ease of maintenance when the gaming machine is installed on an island or a platform and the supervisor is working while standing. Furthermore, when viewed from diagonally below, it is possible to improve the visibility and ease of maintenance when the gaming machine is installed on an island or a platform and the supervisor is working while crouching. When viewed from an oblique direction (for example, diagonally upward), if the raised portions 1330b, 1330c and the clear switch function information 1308 partially or completely overlap in a front view, a first portion (a portion where the clear switch function information 1308 and the raised portions 1330b, 1330c overlap each other) with reduced visibility when viewed from an oblique direction and a second portion (a portion where the clear switch function information 1308 and the raised portions 1330b, 1330c do not overlap each other) with higher visibility than the first portion are generated. Also, even if the raised portions 1330b, 1330c and the clear switch function information 1308 do not overlap in a front view, if the raised portions and the function information are close to each other in a front view, the first portion and the second portion are generated when viewed from an oblique direction.Here, "close proximity" means, for example, that the distance X between the bottom end of the raised portion (the end closest to the identification information) and the top end of the functional information (the end closest to the raised portion) in a front view is preferably 0 or shorter than the shortest distance Y between the functional information and the clear switch 1304. This is because if the distance X is longer than the distance Y, the clear switch, raised portion, and functional information will be farther apart, making identification poor. Note that while the raised portion reduces visibility, this is not the only option, and visibility may also be reduced by applying a textured finish, smoked film, or the like instead of or in combination with the raised portion.
[0485] Furthermore, according to this example, it is possible to operate the clear switch function information 1308 (operation means) by feel using the raised portions 1330b and 1330c as clues, and at the same time, by ensuring the visibility of part of the clear switch function information 1308, it becomes easy to identify the function of the clear switch function information 1308 (operation means), so that it is possible to improve operability while preventing a decrease in maintainability.
[0486] Furthermore, in the assembled state in which the door relay board 1300 and the board cover 1302 are assembled, the clear switch placement position information 1312 (in this example, a rectangular shape) is located below the raised portions 1330b, 1330c of the board cover 1302, and the clear switch placement position information 1312 and the raised portions 1330b, 1330c of the board cover 1302 are configured to overlap each other in the vertical direction.
[0487] Therefore, when the clear switch placement position information 1312 is viewed in a plan view through the board cover 1302, the visibility is reduced by the raised portions 1330b and 1330c of the board cover 1302, and the clear switch placement position information 1312 (a rectangular figure) appears blurred compared to when viewed through the base surface 1330a of the board cover 1302.
[0488] <Clear switch placement> Next, the arrangement of the clear switch 1304 will be described with reference to Figure 37. Figure 37 is a plan view that schematically shows the door relay board 1300.
[0489] Here, if the length of the long side of the door relay board 1300 is L and the center position of the long side is M, the length from one end E of the long side to the center position M is 1 / 2L, and half of that length is 1 / 4L.
[0490] In this example, the length L11 from one end E of the long side to the center of the reset switch 1306 is shorter than 1 / 4L (L11<1 / 4L), and the length L12 from one end E of the long side to the center of the clear switch 1304 is shorter than 1 / 4L (L12<1 / 4L), and both the reset switch 1306 and the clear switch 1304 are positioned eccentrically to one end E of the long side (at a position closer to one end E of the long side) than the center position M of the long side of the door relay board 1300.
[0491] That is, the clear switch 1304 and the reset switch 1306 are disposed eccentrically at one end E of the door relay board 1300 relative to the center position M in the longitudinal direction (at a position closer to the end E).
[0492] In addition, the display 1320 is disposed eccentrically at one end E of the door relay board 1300 relative to the longitudinal center position M, but is positioned closer to the center position M than the reset switch 1306 and the clear switch 1304, so that it is hidden when the operator operates the reset switch 1306 or the clear switch 1304.
[0493] According to this example, when the clear switch 1304 (operation means) or the reset switch 1306 (operation means) is pressed, stress is applied to the door relay board 1300, causing distortion (deformation) in the door relay board 1300, which can avoid a situation in which the components mounted on the door relay board 1300 are indirectly damaged, thereby preventing deterioration and failure of the components. Also, the display 1320 is positioned so that it can be easily hidden by an operator's hand, which can prevent the value displayed on the display 1320 from being peeked at.
[0494] Also, the length L11 from one end E of the long side to the center of the reset switch 1306 is shorter than the length L12 from one end E of the long side to the center of the clear switch 1304 (L11 < L12), and the reset switch 1306 is disposed more eccentrically (at a position closer to one end E of the long side) to one end E of the long side of the door relay board 1300 than the clear switch 1304.
[0495] Also, as described using FIG. 34(a), the clear switch 1304 and the reset switch 1306 are disposed on the component mounting surface 1300a of the door relay board 1300 on the side farther from the rotation axis L3 of the front door 1102.
[0496] According to this example, when performing the pressing operation of the clear switch 1304 or the reset switch 1306, it is not necessary for the operator to stand behind the front door 1102 to perform the operation. It is sufficient to insert a hand behind the front door 1102 and perform the operation with the front door 1102 slightly opened. Therefore, the opening amount of the front door 1102 during the pressing operation can be minimized, and the work efficiency can be improved.
[0497] Also, even without visually checking the clear switch 1304 (operating means), it is possible to operate the clear switch 1304 (operating means) by groping using the raised portions 1330b and 1330c as clues, which can improve the convenience for store clerks of the game parlor, etc.
[0498] Furthermore, since no components that obstruct the visibility or operability of the clear switch 1304 (operating means) are disposed on the door relay board 1300 (board), the visibility and operability of the clear switch 1304 (operating means) can be improved.
[0499] It should be noted that the position of the "operation means" according to the present invention is not limited to this example, and for example, at least one of the clear switch 1304 and the reset switch 1306 (or only one of the clear switch 1304 and the reset switch 1306) may be disposed eccentrically to the other end F of the door relay board 1300 from the center position M in the longitudinal direction (at a position closer to the other end F), or may be disposed on the side closer to the rotation axis L3 of the front door 1102 on the component mounting surface 1300a of the door relay board 1300. With such a configuration, it is required to increase the degree to which the front door 1102 is opened when operating the clear switch 1304 and the reset switch 1306, making it easier to notice that the door is open or in operation.
[0500] In addition, at least one of the clear switch 1304 and the reset switch 1306 (or only one of the clear switch 1304 and the reset switch 1306) may be provided eccentrically to one end of the short side of the door relay board 1300 (at a position close to one end of the short side).
[0501] <Door relay board / summary> As explained above, the gaming machine according to this embodiment (for example, a medal-less slot machine, the slot machine 100 shown in FIG. 27) is a gaming machine including a board portion (for example, the door relay board 1300 shown in FIGS. 34(a) and 35(a)), a cover member (for example, the board cover 1302 shown in FIGS. 34(a) and 35(a)), and an operating means (for example, the clear switch 1304, reset switch, and setting change button shown in FIGS. 34(a) and 35(a)), and the operating means is located on one side of the board portion. The cover member is a member that covers at least a portion of one side of the plate portion, the cover member is a member that has an opening that allows the operation of the operating means (e.g., opening 1330c1 for a clear switch shown in Figure 35(a)) formed therein, and the cover member is a member that has raised portions (e.g., raised portions 1330b, 1330c shown in Figure 35(a)) formed in the vicinity of the opening (e.g., around the entire circumference of the opening, at least a portion of the periphery of the opening).
[0502] Gaming machines are routinely initialized and maintained by game store staff. For example, some machines can be initialized (RWM cleared) by turning on the power while pressing a specific operation switch inside the machine. Another example is when an error occurs or when medals are being replenished, pressing a specific operation switch inside the machine can clear the error or complete medal replenishment. These specific operation switches inside the machine are frequently operated during maintenance and inspection of gaming machines.
[0503] However, the placement of such specific operation switches varies depending on the gaming machine manufacturer, and even within the same manufacturer, the placement may differ depending on the model of the cabinet, which means that gaming parlor staff and others have to spend time trying to understand the specific operation switches that are placed differently for each machine, resulting in a lack of usability. Furthermore, such specific operation switches can be accidentally operated during work, or can be accidentally reset by equipment worn on the body touching the switch, resulting in time-consuming maintenance after business hours or causing trouble with customers during business hours, so there is room for improvement regarding the prevention of erroneous operation.
[0504] According to the gaming machine of this embodiment, a raised portion is formed around the opening that allows operation of the operating means, so that the operating means can be operated by feel using the raised portion as a clue without visually checking the operating means, thereby improving convenience for gaming parlor staff, etc. Therefore, it is possible to provide a gaming machine equipped with an operating switch that improves usability for gaming parlor staff, etc. and is also effective in preventing erroneous operation.
[0505] Furthermore, the plate portion is a substrate on which identification information for identifying the operating means (for example, clear switch function information 1308 (the character string "clear" indicating that it is a clear switch and a rectangle surrounding this character string) shown in Figures 34(b) and 35(b)) is displayed (printed) near the operating means, and the identification information may have, when viewed from the front in an assembled state in which the plate portion and the cover member are assembled, a first portion whose visibility is reduced by the protrusion (for example, the lower half of the character "ri" in "clear"), and a second portion whose visibility is higher than the first portion (for example, the upper half of the character "ri" in "clear").
[0506] If the function information indicating the function of an operating means is not placed near the operating means, it will be difficult to understand that function, but if it is placed too close to the operating means, the raised portion may reduce its visibility, while if the function information is placed in a part where the raised portion does not reduce its visibility, it will be too far from the operating means and it will be difficult to tell what function it is. However, if the function information is composed of a first portion where the visibility is reduced by the raised portion and a second portion where the visibility is higher than the first portion, the identifiability of the function indication is ensured even if the function information overlaps with the raised portion, and it will be possible to identify which operating means the function indication is, thereby maintaining maintainability.
[0507] The first portion may be a portion where the identification information and the raised portion overlap each other in a front view in the assembled state, and the second portion may be a portion where the identification information and the raised portion do not overlap each other in a front view in the assembled state. The identification information may be information indicating a function of the operating means.
[0508] With this configuration, it is possible to operate the operating means by feel using the raised portion as a clue, while at the same time ensuring that some of the functional information is visible, making it easy to identify the function of the operating means, thereby improving operability while preventing a decrease in maintainability.
[0509] Furthermore, the operating means may be a means having an operating surface that accepts operations (for example, operating surface 1304a shown in Figures 34(b) and 35(a)), and the cover member may be a member having a covering portion that covers at least a portion of the operating surface (for example, raised surface 1330c shown in Figure 35(a)).
[0510] With this configuration, it is possible to prevent manipulation by tampering and also to make it difficult to insert unauthorized tools through the opening. Furthermore, even if the clothing or equipment of an operator accidentally hits the operating means, the operating means will not be operated, which can avoid trouble during business hours of the amusement parlor and prevent unintended operations from being performed during maintenance work after business hours.
[0511] The operating means may be provided eccentrically on one end side of the plate portion relative to the center in the longitudinal direction.
[0512] With this configuration, when the operating means is pressed, stress is applied to the board, causing distortion (deformation) of the board, which can avoid a situation in which components mounted on the board are indirectly damaged, thereby preventing deterioration or failure of the components.
[0513] The device may also be provided with an opening / closing body (for example, the front door 1102 shown in FIG. 29) that can be opened and closed, the plate portion being a base plate provided on the back side of the opening / closing body, and the base plate may be a base plate that does not have any components taller than the operating means on the side farther from the rotation axis of the opening / closing body (for example, the rotation axis L3 shown in FIG. 34(a) and FIG. 35(a)) than the operating means.
[0514] With this configuration, when a store clerk or the like at the game parlor opens the front door and operates the operating means, the components mounted on the board do not get in the way, and visibility in front of the operating means can be improved, thereby improving the operability of the operating means.
[0515] Furthermore, the plate portion may be a substrate on which a connector (for example, connector 1326 shown in Figures 34(a) and 35(a)) is provided longitudinally from the operating means via a predetermined region, and the plate portion may be a substrate on which a certain component is provided in the predetermined region, and the certain component may be a component (for example, elongated resistors R29 to R31, R36 to R38, R26, elongated capacitors C12 to C14, or elongated resistor assembly RA1) that is provided so that the longitudinal direction of the certain component is parallel to the short direction of the plate portion.
[0516] With this configuration, when a cable or the like is inserted or removed from the connector, or when the operating means is pressed, stress is applied to the board, causing distortion (deformation) of the board and indirect damage to the components mounted on the board. This can be avoided, and deterioration or failure of the components can be prevented.
[0517] The operating means may be an operating means capable of clearing at least game information relating to the progress of the game on the gaming machine (for example, the clear switch 1304 shown in FIG. 34(a) and FIG. 35(a)).
[0518] If game information relating to the progress of play on a gaming machine (for example, error information or information corresponding to the number of medals) could be easily cleared, fraudulent activity could go unnoticed or the player's medals could be initialized, which could be detrimental to the player and could cause trouble in the gaming establishment. However, by configuring the operating means so that it cannot be easily operated, it is possible to prevent trouble from occurring and ensure stable operation.
[0519] The opening may have an inner diameter (e.g., inner diameter W2 shown in FIG. 34(b)) smaller than the outer diameter (e.g., outer diameter W1 shown in FIG. 34(b)) of the operating surface of the operating means, or may be an opening having a shape different from that of the operating surface of the operating means. The cover member may be a member that covers at least a part of the operating surface of the operating means. The substrate may be a substrate on at least one side of which the operating means is arranged.
[0520] <Modifications of the stop button> The stop buttons 137-139 in FIG. 1 may be difficult to operate for players with small hands, and may cause fatigue during long periods of play. However, if the stop buttons are made smaller, they may be difficult to operate for players with large hands. To address this issue, a configuration may be adopted in which regular stop buttons (stop buttons 137a-139a in FIG. 38) and stop buttons (stop buttons 137b-139b in FIG. 38) that are smaller in size and spaced apart than the regular stop buttons are provided. In this configuration, the stop button that is easier to operate can be used depending on the size of the hand. Below, modified examples of the stop buttons 137-139 will be explained using FIGS. 38-42.
[0521] Figure 38 is a diagram showing a slot machine 100 provided with two stop buttons for one reel. In Figure 38, stop buttons 137a to 139a (hereinafter referred to as large stop buttons) and stop buttons 137b to 139b (hereinafter referred to as small stop buttons) are provided. Of these stop buttons, the left large stop button 137a and the left small stop button 137b correspond to the left reel 110, the middle large stop button 138a and the middle small stop button 138b correspond to the middle reel 111, and the right large stop button 139a and the right small stop button 139b correspond to the right reel 112.
[0522] FIG. 39(a) is a plan view showing the small stop buttons 137b-139b and the large stop buttons 137a-139a. As shown in FIG. 39(a), the small stop buttons 137b-139b and the large stop buttons 137a-139a all have the same circular shape, with the small stop buttons 137b-139b having a smaller diameter than the large stop buttons 137a-139a. In this example, the diameter of the small stop buttons 137b-139b is 20 mm, and the diameter of the large stop buttons 137a-139a is 30 mm. Furthermore, the distance L1 between the small stop buttons 137b-139b is narrower than the distance L2 between the large stop buttons 137a-139a. In this example, the distance L1 between the small stop buttons 137b-139b is 5 mm, and the distance L2 between the large stop buttons 137a-139a is 20 mm.
[0523] FIG. 39(b) is a diagram showing the internal structure of the medium-large stop button 138a and the medium-small stop button 138b. In FIG. 39(b), the central diagram shows a cross section taken along line AA shown in the diagram on the left. As shown in this cross section, the operation of the medium-large stop button 138a and the medium-small stop button 138b is detected by a single common sensor S. The diagram in the upper right of FIG. 39(b) shows the state in which the medium-small stop button 138b is operated, and the diagram in the lower right of FIG. 39(b) shows the state in which the medium-large stop button 138a is operated. Both operations are detected by the same sensor S. With this configuration, it is not necessary to consider processing due to the provision of multiple stop buttons, such as processing for when the medium-large stop button 138a and the medium-small stop button 138b are operated simultaneously. The internal structures of the left large stop button 137a and the left small stop button 137b, and the right large stop button 139a and the right small stop button 139b are also similar.
[0524] 38 and 39, the small stop buttons 137b to 139b and the large stop buttons 137a to 139a are configured to be operated in different directions, but they may be configured to be operated in the same direction. Such an example will be described below with reference to FIG.
[0525] The left side of FIG. 40(a) shows the small stop buttons 137b-139b and the large stop buttons 137a-139a, which are positioned toward the front of the slot machine 100. In this configuration, the small stop buttons 137b-139b and the large stop buttons 137a-139a are operated in the same direction. This allows for similar operability between the small stop buttons 137b-139b and the large stop buttons 137a-139a. For example, if a player wishes to use the large stop buttons and the small stop buttons separately depending on the game status, this becomes easier. Furthermore, in the example of FIG. 38, it is difficult to recognize that the small stop buttons 137b-139b are stop buttons. However, by providing both the small stop buttons 137b-139b and the large stop buttons 137a-139a within the stop button base member (stop button unit 136), it becomes easier for the player to recognize that they are stop buttons.
[0526] The right side of Figure 40(a) is a plan view showing the small stop buttons 137b-139b and the large stop buttons 137a-139a. In this example, similar to Figure 39(a), the small stop buttons 137b-139b and the large stop buttons 137a-139a all have the same circular shape, but the small stop buttons 137b-139b have a smaller diameter than the large stop buttons 137a-139a. In this example, the diameter of the small stop buttons 137b-139b is 20 mm, and the diameter of the large stop buttons 137a-139a is 30 mm. In addition, the distance L1 between the small stop buttons 137b-139b is narrower than the distance L2 between the large stop buttons 137a-139a. In this example, the distance L1 between the small stop buttons 137b-139b is 5 mm, and the distance L2 between the large stop buttons 137a-139a is 20 mm.
[0527] Figure 40(b) is a diagram showing the internal structure of the medium-large stop button 138a and the medium-small stop button 138b. The left side of Figure 40(b) shows a cross section taken along line AA shown in the left diagram of Figure 40(a). As shown in this cross section, the operation of the medium-large stop button 138a and the medium-small stop button 138b is detected by a single common sensor S. The internal structures of the left large stop button 137a and the left small stop button 137b, and the right large stop button 139a and the right small stop button 139b are also similar.
[0528] Specifically, the medium-large stop button 138a and the medium-small stop button 138b are provided on a support plate BR that rotates around a rotation axis AX, and the movement of this support plate BR is detected by a sensor S. In addition, a spring SP is provided on the back side of the support plate BR to return the pressed stop button (support plate BR) to its initial position (the position shown in the left diagram of Figure 40(b)).
[0529] The diagram in the upper right of Fig. 40(b) shows a state in which the medium / large stop button 138a is operated, and the diagram in the lower right of Fig. 40(b) shows a state in which the medium / small stop button 138b is operated, but both operations are detected by the same sensor S. With this configuration, it is not necessary to consider processing due to the provision of multiple stop buttons, such as processing for when the medium / large stop button 138a and the medium / small stop button 138b are operated simultaneously.
[0530] In Figure 40(b), the small and medium stop button 138b is located closer to the rotation axis AX than the large and medium stop button 138a. Therefore, the small and medium stop button 138b can be operated with a smaller operation amount (movement distance) than the large and medium stop button 138a, which reduces fatigue.
[0531] The spring SP shown in Figure 40(b) is deflected (displaced) when the stop button is pressed, but the difference in elastic force between before and after the stop button is pressed increases depending on the displacement of the stop button from before to after it is pressed. This difference may cause the player to feel uncomfortable. For this reason, in this embodiment, the spring SP is located closer to the rotation axis AX than the small and medium stop buttons 138b, so that the displacement of the spring SP when the stop button is pressed is reduced.
[0532] Figure 40(c) shows the gaps between the medium- and large-sized stop button 138a and the medium- and small-sized stop button 138b and the openings (shown by dotted lines) of the stop button unit 136 to which they are attached. In the configuration of Figure 40(b), the movement of the support plate BR increases the further away from the rotation axis AX, with the medium- and large-sized stop button 138a moving more than the medium- and small-sized stop button 138b. Taking this movement into consideration, as shown in Figure 40(c), the gap around the medium- and large-sized stop button 138a is wider than the gap around the medium- and small-sized stop button 138b, and furthermore, the upper side of the gap around each stop button (the position farthest from the rotation axis AX) is the widest. Note that the dimension L3 of the gap above the medium- and large-sized stop button 138a is wider than the dimension L4 of the gap above the medium- and small-sized stop button 138b. This configuration facilitates movement of the stop buttons, making them easier to operate.
[0533] 40(b) and 40(c) have been described regarding the configuration of the medium-large stop button 138a and medium-small stop button 138b, but the left large stop button 137a and left small stop button 137b, and the right large stop button 139a and right small stop button 139b also have similar configurations. Furthermore, these buttons share a common rotation axis AX, which allows the left, middle, and right stop buttons to have the same operational feel.
[0534] While FIG. 40(a) illustrates a configuration in which the large stop buttons 137a-139a and the small stop buttons 137b-139b appear separate from each other, it is also possible to configure the large and small stop buttons as a single unit, as shown in FIG. 41(a), by partially exposing the support plate BR in FIG. 40(b). This configuration makes it easier for players to recognize that either the large or small stop buttons can be operated. Furthermore, when adopting this configuration, the color of the integrated portions can be made the same to make it easier to recognize that they are the same button. The support plate BR may be partially exposed to create a single unit, allowing the large and small stop buttons and the support plate BR to be operated anywhere. Alternatively, the support plate BR may be partially hidden and placed under a transparent cover to create a single unit, exposing only the large and small stop buttons. This prevents malfunctions caused by operating an unintended operation point.
[0535] When adopting the configuration of FIG. 41(a), light-emitting devices such as LEDs may be provided on each of the large and small stop buttons, and the light emission of these light-emitting devices may be synchronized. FIG. 41(b) shows an example in which light-emitting devices are provided on the medium-large stop button 138a and the medium-small stop button 138b. In this example, the light-emitting devices provided on the medium-large stop button 138a and the medium-small stop button 138b change from red, indicating inoperable, to blue, indicating operable, and then back to red, indicating inoperable, indicating inoperable again, indicating that the light-emitting devices are synchronously emitting light. Note that no light-emitting device is provided at the joint between the medium-large stop button 138a and the medium-small stop button 138b, but a material that allows the light from the light-emitting device to pass through this area may be used to make this area appear luminous. Furthermore, to make the joint appear luminous, an internal reflector or the like may be provided so that the light emitted from the LEDs provided on each of the large and small stop buttons reaches the joint.
[0536] In Figures 40(a) and 41(a), the large stop buttons 137a-139a and the small stop buttons 137b-139b are described as being circular, but they do not have to be the same shape. For example, the small stop buttons 137b-139b may be rectangular, as shown in Figure 42(a). This configuration not only makes it easier for players with small hands to operate, but also makes it easier to push the small stop buttons 137b-139b forward or backward (hereinafter referred to as "slide push") by tracing them, as shown in Figure 42(b). Note that the large stop buttons 137a-139a can be used to perform conventional stop operations.
[0537] Even if the small stop buttons 137b-139b are circular as shown in Figure 40(a), it is possible to slide them as shown in Figure 42(b). However, if the position of the small stop buttons 137b-139b is shifted up or down during sliding, the area that touches the small stop buttons 137b-139b will become smaller. For this reason, when sliding with the circular small stop buttons 137b-139b, there is a risk of unintentional operation errors, such as not being able to press the small stop buttons 137b-139b properly or changing the timing of pressing them. If the small stop buttons are rectangular, the area that touches the small stop buttons 137b-139b will not become smaller even if the position of the small stop buttons is shifted up or down during sliding, so this problem can be avoided.
[0538] In FIG. 42(a), the small stop buttons 137b to 139b have the same width, but for example, the small and medium stop button 138b alone may be ...
Claims
1. A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), the plurality of types of prescribed numbers include a first prescribed number and a second prescribed number, Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes when the gaming machine is initialized, The second trigger includes the end of a specific gaming state. A gaming machine characterized by the above.
2. A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), the plurality of types of prescribed numbers include a first prescribed number and a second prescribed number, Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes the end of a special game state, The second trigger includes the end of a specific gaming state. A gaming machine characterized by the above.
3. 3. The gaming machine according to claim 1 or 2, a first state is a state in which only the first predetermined number is defined; The specific gaming state can be transitioned from the first state. A gaming machine characterized by the above.
4. The gaming machine according to claim 3, a second state in which only the second specified number is defined; In the first state, a first winning result can be determined with a first probability; In the second state, the first winning result can be determined with a second probability higher than the first probability. A gaming machine characterized by the above.
5. 5. The gaming machine according to claim 4, The transition from the second state to the first state requires passing through a special game state, In the special gaming state, the gaming value acquired in the special gaming state is greater than the gaming value used in the special gaming state. A gaming machine characterized by the above.
6. 5. The gaming machine according to claim 4, The game machine further includes a first notification means controlled by a main control means for controlling the progress of the game, the first notification means is means for issuing a special notification that can identify the second state, The special notification is initiated when the vehicle is transitioned to the second state, The special notification may end when the second state ends. A gaming machine characterized by the above.
7. 6. The gaming machine according to claim 5, The game machine further includes a first notification means controlled by a main control means for controlling the progress of the game, the first notification means is means for issuing a special notification that can identify the second state, The special notification is initiated when the vehicle is transitioned to the second state, The special notification may end when the second state ends. A gaming machine characterized by the above.
8. 7. The gaming machine according to claim 6, A transition to the specific gaming state is possible based on the determination of the first winning result, The first notification means is a means for continuing the special notification even when the game state transitions from the second state to the specific game state. A gaming machine characterized by the above.
9. 7. The gaming machine according to claim 6, a game stopping means for stopping the progress of a game on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the smallest since the start of power supply; The first notification means terminates the special notification when the game progress is stopped by the game stop means. A gaming machine characterized by the above.
10. 7. The gaming machine according to claim 6, a game stopping means for stopping the progress of a game on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the smallest since the start of power supply; The first notification means continues the special notification even when the game progress is stopped by the game stop means. A gaming machine characterized by the above.
11. 8. The gaming machine according to claim 7, A transition to the specific gaming state is possible based on the determination of the first winning result, The first notification means is a means for continuing the special notification even when the game state transitions from the second state to the specific game state. A gaming machine characterized by the above.
12. 8. The gaming machine according to claim 7, a game stopping means for stopping the progress of a game on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the smallest since the start of power supply; The first notification means terminates the special notification when the game progress is stopped by the game stop means. A gaming machine characterized by the above.
13. 8. The gaming machine according to claim 7, a game stopping means for stopping the progress of a game on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the smallest since the start of power supply; The first notification means continues the special notification even when the game progress is stopped by the game stop means. A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2021049146A
Cited By
Gaming machine
JP2026088844A