Game machine
The gaming machine addresses engagement issues by implementing dynamic symbol displays and controlled presentations to enhance player excitement through probabilistic winning role notifications, especially in bonus scenarios.
Patent Information
- Application Number
- JP2024023148
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-19
- Publication Date
- 2025-08-29
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and excitement through dynamic and probabilistically controlled presentations of winning roles, particularly in bonus scenarios.
The gaming machine incorporates determination means for winning roles, variable display means for symbols, stop control means for symbol display, and presentation means to dynamically notify and control presentations, including higher probabilities for bonus role alerts during gameplay.
Enhances player engagement by providing dynamic and probabilistically controlled presentations of winning roles, particularly in bonus scenarios, increasing excitement and player interaction.
Smart Images

Figure 2025126748000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there have been slot machines equipped with premium effects that guarantee the occurrence of a winning state. In particular, when a specific premium role is achieved, a performance corresponding to that premium role may be installed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-156979 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above-mentioned problems, the gaming machine of the present invention is provided with determination means capable of determining a winning role in response to the execution of a game, a plurality of variable display means capable of variably displaying symbols corresponding to the winning role, stop control means capable of executing control regarding symbols stopped and displayed on the variable display means, presentation means capable of executing presentation in response to the execution of a game, and presentation control means capable of controlling the presentation means, wherein the winning role includes a bonus role and a non-bonus role, and the presentation means includes first presentation means capable of notifying that the bonus role has been determined as the winning role in one game based on the end of the game, and second presentation means capable of notifying that the bonus role has been determined as the winning role in one game while the game is being executed, and the stop control means is capable of executing first stop control to stop and display symbols corresponding to the bonus role on the other variable display means when the bonus role has been determined as the winning role corresponding to one game and one variable display means of the plurality of variable display means is performing a variable display, When the bonus role is determined as the corresponding winning role and one of the plurality of variable display means is currently displaying a variable role, a second stop control can be executed to stop and display a pattern corresponding to the non-bonus role on the other variable display means without stopping and displaying a pattern corresponding to the bonus role on the other variable display means; when the bonus role is not determined as the winning role corresponding to one game and one of the plurality of variable display means is currently displaying a variable role, a third stop control can be executed to stop and display a pattern corresponding to the bonus role on the other variable display means in preference to a pattern corresponding to the non-bonus role; the presentation control means is configured to be controllable so that when the first stop control is executed by the stop control means, the probability of the second presentation means issuing an alert is higher than when the second stop control is executed by the stop control means; and to be controllable so that when the second stop control is executed by the stop control means, the probability of the first presentation means issuing an alert is higher than when the first stop control is executed by the stop control means. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. [Figure 2] FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the medalless gaming machine. [Figure 4] FIG. 2 is a diagram showing symbols arranged on the circumferential surface of a reel. [Figure 5] 10 is a flowchart showing a playing method for the medalless gaming machine. [Figure 6] 10 is a diagram showing an internal lottery table. [Figure 7] 10 is a chart showing combinations of bonus roles and overlapping roles of each reach-eye role and reach-eye symbol combinations. [Figure 8] (a) A diagram showing tables 1 to 3 that are referenced when lotteries 1 to 3 are executed in the "BB + Reach Eye Role 1" winning game. (a) is lottery table 1 that is referenced when lottery 1 is executed, (b) is lottery table 2 that is referenced when lottery 2 is executed, and (c) is lottery table 3 that is referenced when lottery 3 is executed. [Figure 9] Table A shows the appearance rate of each effect in the winning game of "BB + Reach Eye Role 1" taking into account lotteries 1 to 3 (push order and result). (a) is Table A1 showing the appearance rate of each effect for each tenpai symbol after the first stop of the left reel, (b) is Table A2 showing the appearance rate of each effect for each tenpai symbol after the first stop of the center reel, and (c) is Table A3 showing the appearance rate of each effect for each tenpai symbol after the first stop of the right reel. [Figure 10] (a) is a diagram showing that when the stopping operation is performed in the order of left → center → right in a "BB + Reach Eye Role 1" winning game, a bonus tenpai pattern appears on a line sloping upward to the right after the second stop, and (b) is table A11 showing the appearance rate of each effect in the case of (a). [Figure 11](a) is a diagram showing that when the stopping operation is performed in the order of left → center → right in a "BB + Reach Eye Role 1" winning game, the bell tenpai pattern appears on the middle line after the second stop, and (b) is table A12 showing the appearance rate of each effect in the case of (a). [Figure 12] (a) is a diagram showing that when the stopping operation is performed in the order of center → right → left in a "BB + Reach Eye Role 4" winning game, the bonus tenpai pattern appears on the lower line after the second stop, and (b) is table B11 showing the appearance rate of each effect in the case of (a). [Figure 13] (a) is a diagram showing that when the stopping operation is performed in the order of center → right → left in a winning game of "BB + Reach Eye Role 4", the watermelon tenpai pattern appears on the lower line after the second stop, and (b) is table B12 showing the appearance rate of each effect in the case of (a). [Figure 14] (a) is a diagram showing that when the stopping operation is performed in the order of left → center → right in a winning game of "BB + Reach Eye Role 5" or another, the watermelon tenpai pattern appears on the lower line after the second stop, and (b) is table C11 showing the appearance rate of each effect in the case of (a). [Figure 15] FIG. 10 is an explanatory diagram of reel stop control. [Figure 16] FIG. 10 is an explanatory diagram of a problem in reel stop control. [Figure 17] FIG. 10 is a first explanatory diagram of determining symbols that can be stopped in reel stop control. [Figure 18] FIG. 10 is an explanatory diagram of the basic operation of determining a stoppable symbol. [Figure 19] 10A is a schematic diagram of four-layer control data (data 1 to 4), and FIG. 10B is an explanatory diagram of determining symbols that can be stopped using data 1 to 4. FIG. [Figure 20] FIG. 10 is a diagram showing a procedure for determining symbols that can be stopped using data 1 to 4. [Figure 21] (a) is an explanatory diagram of the problem in conventional determination of symbols that can be stopped, and (b) is an explanatory diagram of determination of symbols that can be stopped in the gaming machine of this embodiment. [Figure 22]FIG. 10 is an explanatory diagram of a case where stoppable symbol determination of the present invention is performed using data 1 to 4. [Figure 23] 10A and 10B are diagrams showing a specific method for determining stoppable symbols in the gaming machine of this embodiment. [Figure 24] 10A and 10B are diagrams showing the procedure for determining stoppable symbols in the gaming machine of this embodiment. (a) shows the case where symbol number 8 is in the temporary pressed position, (b) shows the case where symbol number 7 is in the temporary pressed position, (c) shows the case where symbol number 6 is in the temporary pressed position, and (d) shows the case where symbol number 5 is in the temporary pressed position. [Figure 25] FIG. 10 is a diagram showing the determination result of a certain symbol x. [Figure 26] FIG. 10 is an image diagram of the watermelon design code. [Figure 27] FIG. 10 is an image diagram of a pattern code dictionary table. [Figure 28] 1A and 1B are explanatory diagrams of a conventional determination of symbols that can be stopped, in which (a) is a diagram showing a method for generating masked data, and (b) is a diagram showing that a symbol can be stopped based on a comparison between the masked data and the determination data. [Figure 29] FIG. 10 is a diagram showing the relationship between mask data and determination data. [Figure 30] 1A is a diagram showing the configuration of conventional control data, and FIG. 1B is a diagram showing the configuration of control data in the gaming machine 1 of this embodiment. [Figure 31] FIG. 10 is an explanatory diagram of a stop determination process using pull-in data. [Figure 32] FIG. 10 is an explanatory diagram of a stop determination process using the removed data. [Figure 33] 10 is an explanatory diagram of the number of patterns of control data in the conventional control data and the gaming machine of this embodiment. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of the gaming machine according to the present invention will now be described. The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for play, so it is a device that allows players to play without touching the gaming medals. In this way, the gaming machine is a medal-less gaming machine (hereinafter also simply referred to as "gaming machine 1") that uses a pseudo gaming medium of this data format to play games. Such gaming machine 1 is also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example in which the gaming machine 1 is applied to a normal type (so-called A type) slot machine that allows real bonus play, but it is not limited to this and can also be applied to, for example, a No. 6 slot machine that has an AT (ART) state. Medals as data used in gaming machine 1 are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) and that have been acquired in previous games are called "owned medals."
[0008] FIG. 1 is a schematic front view showing the appearance of the gaming machine 1. As shown in FIG. FIG. 2 is a schematic perspective view showing the internal configuration of the gaming machine 1. As shown in FIG. As shown in these figures, a display window 6 that allows the rear to be seen is formed in the center of the front door 1a, and the symbols displayed on the reels 41 can be seen through this display window 6. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may also be a multi-screen configuration (for example, a main screen and a sub-screen). A notification lamp 12a for notifying a bonus win and a logo lamp 12c capable of lighting up a logo name are provided in the middle of the front door 1a. A lower panel lamp 12b capable of lighting the lower panel is provided at the bottom of the front door 1a. Instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom of the front door 1a.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels (a reel 41, a left reel 41a, a center reel 41b, and a right reel 41c) arranged side by side in the horizontal direction. FIG. 4 is a diagram showing the reel 41 and the symbols arranged on the periphery of the reel 41. As shown in FIG. As shown in Figure 4, multiple patterns (identification information) are displayed on the circumferential surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive patterns (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. The symbols include, for example, orange, cherry (cherry A, B), watermelon (watermelon A, B), bell (bell A, B), replay, bar, and seven (Figure 4). The reel 41 (variable display means) is divided into a predetermined number of symbol areas. In the gaming machine 1 of this embodiment, symbols are arranged in each of the 21 divided symbol areas corresponding to symbol numbers 0 to 20 (FIG. 4). The gaming machine 1 is provided with a stepping motor (not shown) as a driving means for rotating the reels 41a to 41c on which a plurality of symbols are provided. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operations of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. The sub-control unit 20 is connected to various parts such as the notification lamp 12a, lower panel lamp 12b, logo lamp 12c, counting button lamp 2e, bet number lamp 2f, effect button 2g, display 8, speaker 9, lamp 11, etc. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10. Specifically, the sub-control unit 20 functions as a presentation stage control means that controls the above-mentioned units in order to control the presentation stage according to the game state.
[0012] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed. The MAX BET button 2b sets (temporarily stores in RAM) the maximum number of bets to "3." In other words, the maximum number of play values that can be used for one game is "3." Games with two bets and three bets are also called two-bet games and three-bet games, respectively, and are usually played as three-bet games. In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0014] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and is provided with a plurality of stop operation units (5a-5c). Specifically, during the constant rotation of the reels 41a-41c, in response to a stop operation of the left stop button 5a, the symbol displayed on the left reel 41a is stopped, in response to a stop operation of the center stop button 5b, the symbol displayed on the center reel 41b is stopped, and in response to a stop operation of the right stop button 5c, the symbol displayed on the right reel 41c is stopped. The first (initial) stop operation is referred to as the first stop operation, the second stop operation is referred to as the second stop operation, and the third stop operation is referred to as the third stop operation. Also, the reel 41 stopped by the first stop operation is referred to as the first reel, the reel stopped by the second stop operation is referred to as the second reel, and the reel 41 stopped by the third stop operation is referred to as the third reel. The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0015] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held while the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying the total count amount each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0016] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0019] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed. Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the return operation) before the counting operation. This allows the player to reliably return the bet medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0020] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0021] The probability setting device 16 can set a plurality of setting values (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game state to be advantageous) according to the setting value. For example, the main control unit 10 stores one of the setting values in a storage means based on the probability setting operation on the probability setting device 16 by an amusement arcade staff member, and controls the probability of winning a predetermined role based on the stored setting value.
[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the gaming machine 1 and is connected to the gaming machine 1 via a connection terminal board so as to be capable of data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the gaming machine 1, the main control unit 10 determines the number of game medals to be lent based on the inputted lending data, and adds the determined number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the gaming machine 1, it manages the counted number of gaming medals specified based on the count data as the number of medals held. The dedicated unit 19 includes a card unit (not shown), and the card unit can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0024] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.
[0025] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting information regarding the game execution and game status received from the gaming machine 1 to the call device.
[0026] A game played on the gaming machine 1 will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs an operation to lend game medals on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the gaming machine 1 inputs this lending data. When the lending data is input into the gaming machine 1, the main control unit 10 identifies the number of lendings based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lendings in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.
[0027] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine a winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0028] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the rotation (forward rotation) of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation (constant rotation speed) at a constant speed (fixed speed), and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.
[0030] The reel 41 is controlled to stop based on the timing of operation of the stop button 5 so that the reel 41 stops with a combination of symbols corresponding to the winning result of the internal lottery process. In addition, if a pressing operation is performed before the symbol corresponding to the winning combination reaches the pay line, the timing of stopping the reels 41a to 41c is delayed to stop the symbol on the pay line, so-called pull-in stop control is performed. Specifically, it is determined whether or not there is a symbol corresponding to a winning role within the range (within 4 frames) of the number of slip frames (4 frames) that can further advance the rotation of the reel 41 from the timing of operation, and if there is such a symbol, control is performed to pull the symbol onto the active line.
[0031] In this embodiment, the "bell" symbols and the "replay" symbols are arranged within five consecutive frames on all reels 41a to 41c, so that they can always be stopped on an active line by the pull-in stop control of four frames. On the other hand, symbols other than the "bell" and "replay" symbols are not necessarily arranged within five consecutive frames, so even if four frames are pulled in and stopped, they may not stop on the active line, and the winning combination may be missed. In other words, in order to stop these symbols on the active line, it is necessary to press the stop buttons 5a to 5c (so-called eye-pressing operation) while aiming for the desired symbol.
[0032] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and determines that a winning combination has been achieved when the combination of symbols that has stopped on the valid line is a predetermined combination of symbols. In other words, the gaming machine 1 is equipped with a determination means capable of determining a winning role in response to the execution of a game, a stop button 5 (stop operation means) that can be operated to stop and display in the display window 6 the patterns that are variably displayed on the reel 41 that functions as a variable display means, and a stop control means that can execute control regarding the patterns that are stopped and displayed on the reel 41 (variable display means). Note that "after the third stop operation" refers to the time after the player releases his / her finger from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c are stopped once each for a total of three times. The same applies to the first and second stop operations and the first and second reels. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the five winning lines, which are the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to five lines, and can be changed as appropriate depending on the arrangement of the symbols, the type of symbols, and the combination of symbols corresponding to the winning combination.
[0033] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0034] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0035] (Winning role, winning probability, pattern combination) FIG. 6 is a diagram showing the internal lottery table. The internal lottery table is a table showing the winning probability of each winning combination. As shown in Figure 6, winning combinations include replay combinations, small combinations (non-bonus combinations) such as bell combinations, watermelon combinations, cherry combinations, orange combinations, and reach eyes combinations, as well as bonus combinations. Note that the "combination" may be omitted from the combination names. In FIG. 6, "flag" indicates a condition device, that is, a winning combination, and "number of bets" indicates a winning value of a small combination (winning combination) that can be won for each bet number (multiplier). In other words, the "Specified number 3" column indicates the number of winning values of minor roles (winning roles) that can be won in a 3-bet game, and the "Specified number 2" column indicates the number of winning values of minor roles (winning roles) that can be won in a 2-bet game. The internal lottery table sets the range (number) of random numbers to be obtained to 65,536, and indicates the number of winning values (wins) among them. That is, the internal lottery table in FIG. 6 defines the probability of winning each winning combination in a 3-bet game (regular number 3) where a regular number is multiplied, and the probability of winning each winning combination in a 2-bet game (regular number 2).
[0036] As shown in Figure 6, winning combinations in a 3-bet game include replay, both cherries, bell, watermelon, orange, BB, BB + both cherries, BB + watermelon, BB + reach combinations 1 to 6, RB, RB + both cherries, RB + watermelon, RB + reach combinations 1 and 5, and miss. In addition, winning roles in 2-bet games include replay, both cherries, bell, watermelon, orange, RB, BB + combination role, and miss.
[0037] When the replay role is won, the corresponding symbol combination "replay replay replay" (replay line) is displayed stopped on the winning line, and the replay becomes possible without inserting a medal in the next game.
[0038] The Double Cherry role is a small role in which two different symbols, "Cherry 1" and "Cherry 2," are simultaneously won. For example, Cherry 1 is a minor winning combination that can cause Cherry A to stop and be displayed in the middle row of the left reel 41a, and Cherry 2 is a minor winning combination that can cause Cherry B to stop and be displayed in the upper or lower row of the left reel 41a. In this way, when the symbols corresponding to both cherry combinations are stopped and displayed, a predetermined number of medals (for example, one medal) are paid out. The watermelon role is a minor role that, when won, can stop the corresponding pattern combination "watermelon watermelon watermelon" (watermelon combination) on the winning line, and when the watermelon combination stops and is displayed on the winning line, a predetermined number of medals (for example, 6 medals) are paid out. The Orange role is a minor role that, when won, can stop the corresponding pattern combination "Orange Orange Orange" (Orange Match) on the winning line, and when the Orange Match stops and is displayed on the winning line, a predetermined number of medals (for example, 10 medals) are paid out. The bell role (common bell) is a minor role that, when won, can cause the corresponding symbol combination "Bell Bell Bell" (bell combination) to stop and be displayed on the winning line, and when the bell combination stops and is displayed on the winning line, a predetermined number of medals (for example, 9 medals) will be paid out.
[0039] The bonus combinations include RB (first bonus combination) and BB (second bonus combination). When you win RB, it is possible to stop the corresponding symbol combination "Seven Seven Bar" (RB symbol alignment) on the winning line, and when the RB symbol alignment is stopped and displayed on the winning line, the next game will transition to the bonus (RB). The RB state ends when the number of medals won reaches the first number (for example, 104 medals). If you win BB, the corresponding symbol combination "Seven Seven Seven" (BB symbol combination) will stop and be displayed on the winning line, and you will move into the bonus state (BB state). The BB state ends when the number of medals acquired reaches a second number (for example, 325 medals) that is greater than the number of medals acquired in the RB state (first number).
[0040] In BB and RB, there are "bonus single role" in which the bonus role is won alone, and "duplicate role" in which the bonus role and other small roles are won together. "BB" is a bonus single role. "BB + both cherries" is a combination of BB and both cherries. "BB + Watermelon" is a combination of BB and watermelon. Among the overlapping roles, there are those in which BB or RB and each reach eye role are both won. FIG. 7 is a chart showing the combinations of BB and RB with each reach-eye combination and the reach-eye symbols. "BB + Reach Eye Role 1" is a combination of BB and Reach Eye Role 1. The symbol combination corresponding to Reach Eye Role 1 is "Bell B, Bar, Watermelon B" (Reach Eye 1). "BB + Reach Eye Role 2" is a combination of BB and Reach Eye Role 2. The symbol combination corresponding to Reach Eye Role 2 is "Bell B, Bell B, Cherry B" (Reach Eye 2). "BB + Reach Eyes 3" is a combination of BB and Reach Eyes 3. The symbol combination corresponding to Reach Eyes 3 is "Seven Cherry B BAR" (Reach Eyes 3). "BB + Reach Eyes 4" is a combination of BB and Reach Eyes 4. The symbol combination corresponding to Reach Eyes 4 is "Watermelon A-Seven-BAR" (Reach Eyes 4). "BB + Reach Eyes 5" is a combination of BB and Reach Eyes 5. The symbol combination corresponding to Reach Eyes 5 is "Watermelon A, Watermelon A, Orange" (Reach Eyes 5). "BB + Reach Eyes 6" is a combination of BB and Reach Eyes 6. The symbol combination corresponding to Reach Eyes 6 is "Watermelon B, Watermelon B, Orange" (Reach Eyes 6).
[0041] "RB" is a bonus single role. "RB + both cherries" is a combination of RB and both cherries. "RB + Watermelon" is a combination of RB and watermelon. "RB + Reach Eye Role 1" is a combination of RB and Reach Eye Role 1. The symbol combination corresponding to Reach Eye Role 1 is "Bell B, Bar, Watermelon B" (Reach Eye 1). "RB + Reach Eyes 5" is a combination of RB and Reach Eyes 5. The symbol combination corresponding to Reach Eyes 5 is "Watermelon A, Watermelon A, Orange" (Reach Eyes 5).
[0042] "BB + composite role" refers to a combination role in which both BB and composite role are won. A "composite combination" is made up of all six types of reach eyes (reach eye combinations 1 to 6), and is not made up of any of reach eyes 1 to 6 selectively. Therefore, when the "BB+compound combination" is won, the BB overlaps with all of the reach symbols 1 to 6 and is won, but it does not overlap with any of the reach symbols 1 to 6 and is won.
[0043] (3 bet game) We will explain the winning probability and benefits of each winning role in a 3-bet game (regular number 3). "Replay" has a winning probability of 8978 / 65536, and if the corresponding symbol combination stops and appears on the winning line, a replay will be granted as a bonus. The probability of winning "Both Cherries" is 1570 / 65536, and if the corresponding symbol combination stops and appears on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "Bell" is 10460 / 65536, and if the corresponding symbol combination stops and appears on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "Watermelon" is 128 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a predetermined number of medals will be paid out as a prize for winning. The probability of winning "Orange" is 90 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning.
[0044] The probability of winning "BB" is 113 / 65536. The probability of winning "BB + both cherries" is 43 / 65536. The probability of winning "BB+Watermelon" is 27 / 65536. The probability of winning "BB + Reach Eye Role 1" is 6 / 65536. The probability of winning "BB + Reach Eye Role 2" is 8 / 65536. The probability of winning "BB + Reach Eye Role 3" is 9 / 65536. The probability of winning "BB + Reach Eye Role 4" is 4 / 65536. The probability of winning "BB + Reach Eye Role 5" is 14 / 65536. The probability of winning "BB + Reach Eye Role 6" is 2 / 65536. In "BB + Reach Eye Role 1-6," when a combination of symbols corresponding to the Reach Eye role stops and is displayed on the winning line, a predetermined number of medals (1 medal) will be paid out as a prize for winning, and the bonus win will be confirmed.
[0045] The probability of winning "RB" is 93 / 65536. The probability of winning "RB + both cherries" is 43 / 65536, and if the corresponding pattern combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "RB + Watermelon" is 16 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "RB + Reach Eye Role 1" is 4 / 65536. The probability of winning "RB + Reach Eye Role 5" is 4 / 65536. In "RB + Reach Eye Role 1, 5", the symbol combination corresponding to the Reach Eye role is displayed stopped on the winning line. A "miss" occurs with a probability of 43924 / 65536, and none of the aforementioned symbol combinations stop on the winning line.
[0046] (2 bet game) We will explain the winning probability and benefits of each winning role in a 2-bet game (regular number 2). "Replay" has a winning probability of 8978 / 65536, and if the corresponding symbol combination stops and appears on the winning line, a replay will be granted as a bonus. The probability of winning "Both Cherries" is 256 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "Bell" is 7500 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "Watermelon" is 1 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning. The probability of winning "Orange" is 1 / 65536, and if the corresponding symbol combination stops and is displayed on the winning line, a specified number of medals will be paid out as a prize for winning.
[0047] The probability of winning "RB" is 1 / 65536. The probability of winning "BB+ Combined Role" is 1 / 65536. When the "BB+combined combination" is won, the bonus combination and all of the reach symbols 1 to 6 are won at the same time. In this case, the reel 41 can be stopped as follows.
[0048] For example, if a bell B is stopped and displayed on the winning line of the left reel 41a by the first stop operation, the second stop operation is controlled to stop and display a BAR or a bell B on the previously entered winning line of the middle reel 41b, and if a BAR is stopped and displayed, a watermelon B is stopped and displayed on the previously entered winning line of the right reel 41c, thereby making "Reach mark 1" appear, and if a bell B is stopped and displayed, a cherry B is stopped and displayed on the previously entered winning line of the right reel 41c, thereby making "Reach mark 2" appear. When a seven is stopped and displayed on the winning line of the left reel 41a by the first stopping operation, a cherry B is stopped and displayed on the previously written winning line of the middle reel 41b, and a bar is stopped and displayed on the previously written winning line of the right reel 41c, thereby making a "reach eye 3" appear. When a watermelon A is stopped and displayed on the winning line of the left reel 41a by the first stop operation, the second stop operation is controlled so that a seven or a watermelon A is stopped and displayed on the previously entered prize line of the middle reel 41b, and when a seven is stopped and displayed, a bar is stopped and displayed on the previously entered prize line of the right reel 41c, thereby making "reach mark 4", and when a watermelon A is stopped and displayed, an orange is stopped and displayed on the previously entered prize line of the right reel 41c, thereby making "reach mark 5". When a watermelon B is stopped and displayed on the winning line of the left reel 41a by the first stop operation, a watermelon B is stopped and displayed on the previously written winning line of the center reel 41b, and an orange is stopped and displayed on the previously written winning line of the right reel 41c, thereby making "Reach Eye 6" appear. In addition to this, in a game in which the "BB+combined combination" is won, the reach symbol to be made to appear may be determined by lottery from reach symbols 1 to 6. For this reason, one reach symbol and another reach symbol are not displayed stopped at the same time. A "miss" occurs with a probability of 48798 / 65536, and none of the aforementioned symbol combinations stop on the winning line.
[0049] In this way, the winning probability in a 3-bet game and the winning probability in a 2-bet game are set separately, and each winning probability is managed independently. For example, the probability of winning a bonus in a two-bet game is set lower than the probability of winning a bonus in a three-bet game. In addition, whether or not a small prize or other prize has been won is determined, and if a prize has been won, the corresponding number of medals is paid out. That is, the main control unit 10 is provided with a game value providing means for providing a game value according to the stopping mode of the symbols. The sub-controller 20 executes a payout operation such as outputting a payout sound from the speaker 9 at the timing when medals are paid out in response to the winning of a small prize or the like. However, in the gaming machine 1 of this embodiment, when a reach-eye combination among the small combinations is won, medals are paid out, but the sub-control unit 20 does not execute a payout operation. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. The winning probability (number of winning values) of each role may be other than those shown in FIG. Also, although the winning probability is common to all set values, there may be set winning roles in which the winning probability varies depending on the set value and winning roles in which the winning probability does not vary depending on the set value. In addition, the winning probability of each role for 2 bets and 3 bets is assumed, but bet games other than these bet numbers may also be adopted. Furthermore, although medals are paid out for each reach symbol combination when a prize is won, other reach symbols that do not result in a payout can also be provided. Furthermore, the number of overlapping combinations of the bonus combination and the reach-eye combination is not limited to six, but may be two, seven, or more. In other words, N types (N is an integer) may be used.
[0050] As described above, the gaming machine 1 of this embodiment includes a determining means (lottery means by the main control unit 10) capable of determining a winning combination in response to execution of a game, and a variable display means (reels 41) capable of displaying symbols corresponding to the winning combination, and the winning combination includes a first minor combination (for example, reach-eye combination 1), a second minor combination (for example, reach-eye combination 2) different from the first minor combination, and a bonus combination, and the determining means determines whether the game value used for one game (3-bet game) is the first usage number (3 bets). In the case where the game value used for one game (two-bet game) is a second use number (two bets) different from the first use number, the winning role can be determined based on the first control (control by the main control unit 10). In the case where the game value used for one game (two-bet game) is a second use number (two bets) different from the first use number, the winning role can be determined based on the second control (control by the main control unit 10). In the first control, as a winning role corresponding to one game (three-bet game), the first small role (reach eye role 1) and the second small role (reach eye role 2) are combined without overlapping. In the first control, as a winning role corresponding to one game (3-bet game), the second small role (reach eye role 2) and the bonus role can be determined in an overlapping manner without overlapping the first small role (reach eye role 1), and in the second control, as a winning role corresponding to one game (2-bet game), the first small role (reach eye role 1) and the second small role can be determined in an overlapping manner. In the second control, it is made impossible to determine the winning role corresponding to one game (two bet game) by overlapping either the first minor role (reach eye role 1) or the second minor role (reach eye role 2) with the bonus role (making it possible to win "BB+composite role"); and the variable display means is configured so as not to be able to stop and display the pattern corresponding to the first minor role (reach eye role 1) and the pattern corresponding to the second minor role (reach eye role 2) at the same time. In other words, in the case of two-coin betting, one condition device is associated with multiple reach eyes in the case of three-coin betting.
[0051] More specifically, the determination means (lottery means) is capable of determining, in the first control, the winning combination corresponding to one game (3-bet game) to be any one of N minor combinations (any of reach-eye combinations 1 to 6) including the first minor combination and the second minor combination, and the bonus combination, and in the second control is capable of determining, in the same way, all of the N minor combinations (all of reach-eye combinations 1 to 6) and the bonus combination, as the winning combination corresponding to one game (2-bet game). In other words, in the case of two-coin betting, one condition device corresponds to all the reach eyes in the case of three-coin betting. The reason for this configuration is that, in the prescribed number of 3 (normal prescribed number), the bonus role and reach eye roles 1 to 6 are each set as overlapping roles, and different combinations of symbols are defined for each, whereas in the prescribed number of 2 (specific prescribed number), a bonus is also included, so it is necessary to define reach eye roles 1 to 6 for the prescribed number of 2 as well, and define the corresponding combinations of symbols for each. On the other hand, if "Reach Eye Roles 1 to 6" are installed at a specified number of 2 and set to overlap with the bonus as with a specified number of 3, the probability of winning the bonus at specified number 2 will be too high (it will be difficult to meet the payout rate and role ratio in the regulations and type test). On the other hand, if the reach-eye combinations 1 to 6 are not overlapped with the bonus combination, the player will not win the bonus combination even though the reach-eye combination appears, which will give the player a strange feeling. Therefore, in the gaming machine 1 of this embodiment, when the specified number is 2, a special flag (winning role) called "BB+combined role" is specified, and all of the symbol combinations of reach eye roles 1 to 6 appear within the special flag.
[0052] In addition, in the gaming machine 1 of this embodiment, the determining means (lottery means) can determine the bonus role (BB) as a winning role corresponding to one game (3-bet game) with a first probability in the first control, and can determine the bonus role (BB) as a winning role corresponding to one game (2-bet game) with a second probability (1 / 65536) lower than the first probability in the second control. In other words, the winning probability of BB is set so that it is almost impossible to win in a 2-bet game (2-coin bet). Furthermore, the number of game values that can be used for one game is set so that the first use number (number of bets) is the maximum (3 bets). Furthermore, in the gaming machine 1 of this embodiment, the winning combination includes a third minor combination (for example, an orange combination) different from the first minor combination and the second minor combination, and when the third minor combination is won, a specific effect (payout effect) related to the awarding of game value is executed, whereas when either the first minor combination or the second minor combination (reach eye combination) is won, the specific effect is not executed. In other words, even if a reach symbol combination is won, the payout will not be executed.
[0053] As explained above, the gaming machine 1 of this embodiment links all of the multiple reach-eye roles that can appear in a normal specified number of games (3-bet games) to one condition device in a specific specified number of games (2-bet games), thereby making it possible for each reach-eye role to appear in a specific specified number of games without increasing too many bonus overlap roles in the specific specified number of games. This allows for a variety of outcomes in normal games (normal prescribed number) and prevents gaming malfunctions in special games (special prescribed number: 2).
[0054] In response to this, for example, a patent document (JP 2022-126728 A) describes a slot machine equipped with a reach symbol that determines an internal win of a bonus when a specific symbol combination stops. Conventionally, there have been many gaming machines of this type, and in particular, the reach-eye combination may be configured as a reach-eye combination with a payout. However, there was a problem in that the handling of reach-eye roles was not necessarily appropriate for each prescribed number (number of bets). According to the gaming machine 1 of this embodiment, multiple reach-eye roles that can appear in a normal specified number of games (3-bet games) are all linked to one condition device in a specific specified number of games (2-bet games), so it is possible to solve all or part of the issues that conventional gaming machines need to improve.
[0055] (Performance control based on the result) In the gaming machine 1 of this embodiment, when a BB is won, the main control unit 10 executes a lottery to determine whether or not to execute a bonus announcement using a freeze effect, and if the lottery is not successful, the sub-control unit 20 executes an effect lottery based on the result. The basic pattern that can be executed when RB is won is the lighting of the post-announcement lamp (the announcement lamp 12a lights up after the third stop operation), but only when BB is an internal win, the following lottery (lottery 1 to 3) is performed and a premium performance is executed according to the lottery result. Draw 1: Draw when start lever 3 is operated (also called "lever on") (uniform draw with no conditions) Lottery 2: Lottery at the time of the first stop operation (lottery by push order) Lottery 3: Lottery at the time of the second stop operation (lottery for each tenpai pattern) As a basic pattern, a pre-notification lamp may be turned on (notification lamp 12a is turned on before the first stop operation or during the first to third stop operations).
[0056] We will explain lotteries 1 to 3 using the example of a winning game with "BB + Reach Eye Role 1". If you win "BB + Reach Eye Role 1", lottery 1 will be executed when you turn on the lever for that winning game. FIG. 8(a) shows lottery table 1 that is referred to when lottery 1 is executed. As shown in FIG. 8(a), in lottery 1, the "normal announcement effect" is won with a 70% probability, and the "transition to lottery 2" is won with a 30% probability. The "normal notification effect" is intended to be a "later notification." Therefore, if the normal notification effect is won in lottery 1, the notification lamp 12a is turned on after the third stop operation is completed (after the operation (press) of the stop button 5 that performed the third stop operation is released), to notify the BB win.
[0057] If "Proceed to Lottery 2" is selected in Lottery 1, Lottery 2 will be held. FIG. 8(b) shows lottery table 2 which is referred to when lottery 2 is executed. As shown in FIG. 8(b), the lottery table 2 has the selection probabilities set for each first stop reel. That is, in lottery 2, a lottery (lottery according to push order) is executed to determine the effect content according to the type (left, center, or right) of the reel 41 that has been first stopped. If the first stopped reel is the left reel 41a, there is a 100% chance that "Proceed to Lottery 3" will be won. When the first stopped reel is the center reel 41b, there is a 50% probability that the "first premium effect" will be won, and a 50% probability that the "second premium effect" will be won. If the first stopped reel is the right reel 41c, there is a 25% chance of winning the "1st Premier Effect", a 25% chance of winning the "2nd Premier Effect", and a 50% chance of winning "Proceed to Lottery 3". The "first premium effect" is intended to "turn off the lower panel lamp 12b at the time of the second stop." That is, an effect is executed in which the lower panel lamp 12b is turned off at the time of the second stop operation. The "second premium effect" is intended to be "turning off the lower panel lamp 12b at the third stop." That is, an effect is executed in which the lower panel lamp 12b is turned off at the third stop operation.
[0058] FIG. 8(c) shows lottery table 3 which is referred to when lottery 3 is executed. As shown in FIG. 8(c), the lottery table 3 sets the selection probabilities for each ready symbol. That is, in lottery 3, an effect lottery (lottery for each tenpai symbol) is executed according to the type of tenpai symbol that appears after the second stop operation. A tenpai pattern is a pattern that is in a state where "if there is one more specific pattern on the valid line, it will be complete." For example, a watermelon tenpai pattern refers to a pattern state in which two watermelon patterns (watermelon A or watermelon B) are displayed stopped on an active line, an orange tenpai pattern refers to a pattern state in which two orange patterns are displayed stopped on an active line, and a bonus tenpai pattern refers to a state in which two bonus patterns such as "seven" or "bar" appear on an active line.
[0059] When the "Watermelon Tenpai pattern" appears, there is a 50% chance that the "1st Premier Performance" will be won, a 25% chance that the "2nd Premier Performance" will be won, and a 25% chance that the "4th Premier Performance" will be won. The "fourth premium effect" is intended to be a "forced winning sound." That is, after the second stop operation, an effect is executed in which a sound indicating that winning has been achieved is output from the speaker 9. If the "orange tenpai pattern" appears, there is a 100% chance that the "normal announcement effect" will be won. When the "bonus tenpai pattern" appears, there is a 50% chance that the "1st premium effect" will be won, and a 50% chance that the "4th premium effect" will be won. If the "Other" symbol appears, there is a 50% chance of winning the "Normal Announcement" effect, a 25% chance of winning the "Third Premier" effect, and a 25% chance of winning the "Second Premier" effect. The "other" symbols include combinations of symbols other than the watermelon tenpai symbol, the orange tenpai symbol, and the bonus tenpai symbol, as well as symbols that are not tenpai. The "third premium effect" is intended to be "all lights out." Specifically, when the third stop operation is performed, all lamps (for example, lamp 11 used in the effect, notification lamp 12a, lower panel lamp 12b, logo lamp 12c, etc.) are turned off.
[0060] FIG. 9 is Table A showing the appearance rate of the winning game of "BB+Reach Eye Role 1", and specifically, it is made up of three tables A1 to A3. Figure 9(a) is table A1 showing the selection probability for each tenpai symbol after the first stop of the left reel, Figure 9(b) is table A2 showing the selection probability for each tenpai symbol after the first stop of the center reel, and Figure 9(c) is table A3 showing the selection probability for each tenpai symbol after the first stop of the right reel. Tables A1 to A3 show the appearance rates of each effect in the "BB + Reach Eye Role 1" winning game. Table A1 shows the appearance rates of each effect according to the tenpai symbol that appears when the left reel 41a is stopped for the first time in the game and then when it is stopped for the second time, and these appearance rates take into account the results of lotteries 1 to 3. Table A2 shows the appearance rates of each effect according to the tenpai symbol that appears when the center reel 41b is stopped for the first time in the game and then when it is stopped for the second time, and these appearance rates take into account the results of lotteries 1 to 3. Table A3 shows the appearance rates of each effect according to the tenpai symbol that appears when the right reel 41c is stopped for the first time in the game and then when it is stopped for the second time, and these appearance rates take into account the results of lotteries 1 to 3. Tables A1 to A3 show the appearance rate of each effect when "BB + Reach Eye Role 1" is won, taking into account lotteries 1 to 3, and can also be said to be lottery tables that combine or aggregate lottery tables 1 to 3. The basis for calculating the appearance rate (probability of winning) is not relevant to the present invention, so an explanation will be omitted.
[0061] As shown in Table A1 of Figure 9(a), in a winning game of "BB + Reach Eye Role 1", if the left reel 41a is stopped for the first time and then the "watermelon tenpai pattern" appears on the second stop, there is an 85.4% probability that a "normal announcement effect" will appear, a 7.3% probability that a "first premium effect" will appear, a 3.6% probability (3.65% to be exact; the same applies below) that a "second premium effect" will appear, and a 3.6% probability that a "fourth premium effect" will appear. Similarly, if the "orange tenpai pattern" appears, there is a 100% chance that the "normal announcement effect" will appear. Similarly, when the "bonus tenpai pattern" appears, there is an 85.4% chance that the "normal announcement effect" will appear, a 7.3% chance that the "first premium effect" will appear, and a 7.3% chance that the "fourth premium effect" will appear. Similarly, when the "Other" symbol appears, there is a 92.7% chance that the "Normal Announcement" will appear, a 3.6% chance that the "Third Premier" will appear, and a 3.6% chance that the "Second Premier" will appear.
[0062] As shown in Table A2 of Figure 9(b), in a winning game of "BB + Reach Eye Role 1", if the "Watermelon Tenpai pattern" appears on the second stop after the first stop of the middle reel 41b, there is an 85.4% probability that the "Normal Announcement Effect" will appear, a 7.3% probability that the "First Premium Effect" will appear, and a 7.3% probability that the "Second Premium Effect" will appear. The same probability applies when the "orange tenpai pattern," "bonus tenpai pattern," or "other" pattern appears.
[0063] As shown in Table A3 of Figure 9(c), in a winning game of "BB + Reach Eye Role 1", if the "Watermelon Tenpai pattern" appears on the second stop after the first stop of right reel 41c, there is an 85.4% probability that the "Normal Announcement Effect" will appear, a 7.3% probability that the "First Premier Effect" will appear, a 5.5% probability that the "Second Premier Effect" will appear, and a 1.8% probability that the "Fourth Premier Effect" will appear. Similarly, when the "orange tenpai pattern" appears, there is a 92.7% chance that the "normal announcement effect" will appear, a 3.6% chance that the "first premium effect" will appear, and a 3.6% chance that the "second premium effect" will appear. Similarly, when the "bonus tenpai pattern" appears, there is an 85.4% chance that the "normal announcement effect" will appear, a 7.3% chance that the "first premium effect" will appear, a 3.6% chance that the "second premium effect" will appear, and a 3.6% chance that the "fourth premium effect" will appear. Similarly, if the "Other" symbol appears, there is an 89.1% chance that the "Normal Announcement" will appear, a 1.8% chance that the "Third Premier" will appear, a 3.6% chance that the "First Premier" will appear, and a 5.5% chance that the "Second Premier" will appear.
[0064] A specific example of when a bonus tenpai symbol appears and a specific example of when an "other" symbol appears will be explained. FIG. 10(a) is a diagram showing the results displayed in the display window 6 when a bonus tenpai symbol appears. As shown in this result, a bonus tenpai pattern consisting of "Seven" and "BAR" lined up appears on the line sloping upward to the right. This result is likely to appear when the stopping operation is performed in the order of left → middle → right, and the eye is set to press the button near the symbol number 0 on the left reel 41a, and the eye is set to press the button near the symbol number 5 or 15 on the middle reel 41b. In other words, in this case, both the Reach symbol 1 and the Bonus Tenpai symbol are drawn. Specifically, when "BB + Reach Eye Role 1" is won (i.e., when a combination of a bonus role and a Reach Eye role is won), if the stop operation is performed in the above-mentioned manner, "Bell B / Orange / Seven" will stop on the top / middle / bottom row of the left reel 41a, which is the first reel, and on the middle reel 41b, which is the second reel, small role priority control is used to prioritize the combination of symbols corresponding to Reach Eye 1, "Bell B / BAR / Watermelon" (in this case, control to pull in BAR to the middle row). On the other hand, the bonus tenpai pattern of "Seven BAR" (rising to the right) is controlled to be drawn in if it can be combined with Reach Eye 1. However, since the Tenpai symbol in "Seven Bar" does not correspond to the bonus symbol, it cannot be drawn in with priority over Reach Eye 1 or symbol combinations corresponding to other bonus symbols.
[0065] In the gaming machine 1 of this embodiment, if the BB is not won, the symbols corresponding to the bonus role (bonus symbols such as Seven or BAR) or bonus symbol alignment (a state in which bonus symbols are lined up such as Seven-Seven, Seven-BAR, BAR-Seven) are not drawn at the third stop. This is because the BB is not won, so the reach mark of the bonus symbol alignment does not appear. For this reason, at the first or second stop stage, it is possible to control the system so that bonus tenpai patterns or patterns corresponding to bonus roles are drawn in preferentially. Also, if a small win (such as a bell) is formed, the combination of small wins will be drawn in first.
[0066] FIG. 10(b) is a table A11 (an excerpt from within the bold frame of table A1 in FIG. 9(a)) that is referenced when the bonus tenpai symbol shown in FIG. 10(a) appears. As shown in Figure 10(b), in the situation shown in Figure 10(a), a "normal announcement effect (later announcement)", a "first premium effect (lower panel turns off at the second stop)", and a "fourth premium effect (forced ready sound at the second stop)" may appear. The result shown in Figure 10(a) (bonus ready symbol) is controlled so that it appears with a relatively high probability even if the internal lottery result is a miss (because when a miss occurs, priority is given to the control of drawing in the bonus symbol to make it ready. The same applies when a bonus is won alone). Therefore, for players who are able to perform the recommended eye-pressing technique to obtain all the small symbols, this result has a low chance of producing a bonus. In this case, the probability that a premium effect (lower panel lighting up or forced tenpai sound) will appear on the second stop is 7.3%. In other words, the probability is set higher than the probability (3.6% each) of a premium effect (all lights off or lower panel lights off) appearing on the third stop after the lottery for the "other" symbols described below. In addition, at the third stop, the bonus symbols may line up in a straight line, which is a common reach symbol. That is, in conventional gaming machines, there is a reach pattern in which bonus symbols line up in a straight line by the third stop, but this is different from the reach pattern in the gaming machine 1 of this embodiment. In this way, by setting the probability of the premium effect appearing on the second stop higher, it is possible to give the player a sense of "surprise (unexpectedness) and delight" by having the premium effect executed at the timing when an unexpected result appears.
[0067] As described above, the gaming machine 1 of this embodiment includes a determining means (lottery means by the main control unit 10) capable of determining a winning combination in response to the execution of a game, a plurality of variable display means (reels 41) capable of variably displaying symbols corresponding to the winning combination, a stop control means (main control unit 10) capable of executing control regarding symbols stopped and displayed on the variable display means, a presentation means (sub-control unit 20) capable of executing presentation in response to the execution of a game, and a presentation control means capable of controlling the presentation means, and the presentation means includes a display means (lottery means by the main control unit 10) that displays a bonus combination as the winning combination in one game. The present invention includes a first effect means (post-announcement) capable of notifying based on the end of the game, and a second effect means (premium effect such as lower panel light-off and forced ready sound) capable of notifying during execution of the game that the bonus role has been determined as the winning role in one game, and the stop control means is configured to, when the bonus role has been determined as the winning role corresponding to one game (in the case of BB winning), and one variable display means (right reel 41c) of the plurality of variable display means is performing variable display, notify the other variable display means (left reel 4 and when the bonus role is determined as the winning role corresponding to one game (in the case of a BB win), and one of the plurality of variable display means is in the process of variable display, the other variable display means is capable of executing a second stop control to stop and display a pattern corresponding to the non-bonus role (a middle bell tenpai pattern) without stopping and displaying a pattern corresponding to the bonus role; the effect control means is capable of control so that when the first stop control (control to stop and display a bonus tenpai pattern) is executed by the stop control means, the probability of execution of a notification (premium effect) by the second effect means is higher than when the second stop control (control to stop and display a bell tenpai pattern) is executed by the stop control means; and when the second stop control is executed by the stop control means, the probability of execution of a notification (post-announcement) by the first effect means is higher than when the first stop control is executed by the stop control means. Furthermore, the gaming machine 1 of this embodiment can give priority to the appearance of the bonus ready symbol even when the BB is not won. That is, when the bonus role is not determined as the winning role corresponding to one game (when BB is not won), and one of the plurality of variable display means (third reel) is in the process of variable display, a third stop control can be executed to stop and display a pattern corresponding to the bonus role (bonus tenpai pattern, etc.) on the other variable display means (first and second reels) in preference to a pattern corresponding to the non-bonus role.
[0068] FIG. 11(a) is a diagram showing the results displayed in the display window 6 when a bell tenpai symbol (an "other" symbol) appears. As shown in this result, a bell tenpai pattern with two bells lined up appears on the middle line. This result is likely to appear during play by players who perform the stopping operation in the order of left → center → right, without worrying too much about winning small prizes (so-called free play players), or by players who aim only for cherries (i.e. players who aim for the BAR adjacent to the cherry).
[0069] FIG. 11(b) is table A12 (an excerpt from within the bold frame of table A1 in FIG. 9(a)) that is referenced when the "other" symbol shown in FIG. 11(a) appears. As shown in Figure 11(b), in the situation shown in Figure 11(a), a "normal announcement effect (later announcement)", a "third premium effect (all lights off at the third stop)", and a "second premium effect (lower panel lights off at the third stop)" may appear. Specifically, the probability of premium effects (the lower panel turning off at the third stop and the forced tenpai sound) appearing is set at 3.6%. In other words, this probability is set lower than the probability (7.3% each) of premium effects (lower panel lighting up at the second stop and forced tenpai sound) appearing after the lottery for the bonus tenpai pattern mentioned above. In addition, the probability that the "normal announcement effect (later announcement)" will appear after a lottery for the "other" symbols (92.7%) is set higher than the probability that the "normal announcement effect (later announcement)" will appear after a lottery for the bonus tenpai symbols mentioned above (85.4%).
[0070] With this result, a lottery for the "Other" symbol effect is executed, so the effects "All lights out (3rd premium effect)" and "Lower panel lights out (2nd premium effect)" that are produced after the third stop are likely to be won (appear). However, the system is set to maximize the probability of winning the "Later Announcement" effect, which is a normal announcement effect, so this result is not particularly distinctive for players who do not care about the results, and since it is a result that is likely to appear when a small win is achieved, it is not a result that is expected to result in a bonus. In light of this, we have made it easier to win the "later announcement" when the result is unexpected, even for players who play in a way that would not be particularly concerned about the result, so that the game will have a complete announcement system in which players can expect a bonus announcement until the third stop is ended (released) (until the third stop button is released). Also, players who care about the results are aware that if the small winning combination (bell) is not achieved, the chances of a bonus will increase. This is because it can be predicted that "if it's just a miss, the bonus symbol should be controlled to stop" = "if the small winning combination is completed but the combination is not achieved, it means that the reach symbol combination has been won internally" (※). Therefore, by setting the effect selection rate so that the bonus announcement is not too likely to be made before the third stop, it is made easier to win the later announcement, which is the normal announcement effect, so that the bonus is actually announced more often after the player has recognized the situation where the non-formation of a small win = chance.
[0071] Next, the presentation of the "BB+Reach Eye Role 4" winning game will be described. Figure 12(a) is a diagram showing that in a winning game of "BB+ Reach Eye Role 4", when the stopping operation is performed in the order of center → right → left, the "bonus tenpai pattern" appears on the lower line by the second stop, and Figure 13(a) is a diagram showing that in a winning game of "BB+ Reach Eye Role 4", when the stopping operation is performed in the order of center → right → left, the "watermelon tenpai pattern" appears on the lower line by the second stop. Figure 12(b) is table B11 showing the appearance rate of each effect when the "bonus tenpai pattern" corresponding to Figure 12(a) appears, and Figure 13(b) is table B12 showing the appearance rate of each effect when the "watermelon tenpai pattern" corresponding to Figure 13(a) appears. Tables B11 and B12 show the appearance rate of each effect when "BB + Reach Eye Role 4" is won, taking into account draws 1 to 3, and can also be said to be lottery tables that combine or aggregate draw tables 1 to 3. The basis for calculating the appearance rate (probability of winning) is not relevant to the present invention, so an explanation will be omitted. As shown in Figure 12(b), in the winning game of "BB + Reach Eye Role 4", when the "bonus tenpai pattern" appears, the "post-announcement (normal announcement effect)" appears with a probability of 25%, the "lower panel turning off (1st and 2nd premium effects)" appears with a probability of 56%, and the "forced tenpai sound (4th premium effects)" appears with a probability of 19%. Note that "56% of the first and second premium effects" means that the combined probability of the first premium effect appearing and the second premium effect appearing is 56%. Therefore, for example, the probability of the first premium effect appearing and the probability of the second premium effect appearing can both be 28% (the same probability), or the probability of the first premium effect appearing can be set higher than the probability of the second premium effect appearing, or vice versa. As shown in Figure 13(b), when "BB+Reach Eye Role 4" is won and "Watermelon Tenpai Pattern" appears, the following announcement (normal announcement effect) appears with a probability of 67%, "Lower Panel Lighting Off (1st and 2nd Premium Effects)" appears with a probability of 33%, and "Forced Tenpai Sound (4th Premium Effects)" appears with a probability of 0%.
[0072] Reach eye role 4 (Watermelon A Seven Bar) is a reach eye role that is mainly used to make the RB Tenpai symbol appear, as shown in the bottom line of Figure 12(a), when, for example, you aim for the vicinity of symbol number 1 on the middle reel 41b or the vicinity of symbol number 1 on the right reel 41c ("press position 1"). Furthermore, when the REACH MENU 4 cannot make the RB TENPAI pattern appear due to the pressing position, the watermelon TENPAI pattern can be made to appear by, for example, aiming for the vicinity of pattern number 5 on the middle reel 41b or the vicinity of pattern number 9 on the right reel 41c ("press position 2"), as shown in the bottom line of Figure 13(b). In the case of the result of pressing position 1 shown in Figure 12(a), a lottery is performed by referring to table B1 shown in Figure 12(b), and the probability of winning the premium effect (lower panel turning off or forced ready sound) is set high in the lottery (Figure 12(b)). Specifically, the probability that the lower panel will be turned off is set to 56%, and the probability that the forced winning sound will be played is set to 19%. This probability is set higher than the premium effects (33% probability of the lower panel going out and 0% probability of the forced tenpai sound) that are carried out after a lottery related to the watermelon tenpai pattern described below. This means that when pressing position 1, even though the results indicate a strong possibility of winning RB, the user can be surprised by the premium effect that confirms BB. In addition, as mentioned above (※), the result that appears when pressing position 1 is a result that is likely to appear even when you lose, so it can give you a surprise when an unexpected result turns out to be a confirmed BB. In the case of the result of the press position 2 shown in FIG. 13(a), the probability of the premium effect is lower than that of the press position 1. The reason for this is that the watermelon tenpai pattern shown in Figure 13(a) is a chance result that can give hope for a bonus, and in this case, the third stop operation will cause a reach pattern (watermelon tenpai miss) to appear, so as not to hinder the enjoyment of recognizing that a bonus has been confirmed.
[0073] Next, the effects of the winning game of "BB + Reach symbol combination 5" or "RB + Reach symbol combination 5" will be described. Reach Eye Role 5 (Watermelon A, Watermelon A, Orange) is a reach eye role that is mainly used to make the results of a watermelon tenpai miss appear, and can appear in both BB and RB. Figure 14(a) shows that in a winning game of "BB + Reach Eye Role 5" or "RB + Reach Eye Role 5", when the stopping operation is performed in the order of pressing left → center → right, the "Watermelon Tenpai pattern" appears on the lower line by the second stop. FIG. 14(b) is a table C11 showing the appearance rate of each effect when the "watermelon tenpai pattern" corresponding to FIG. 14(a) appears. Table C11 uses a lottery table 3 in which the type of effect selected by lottery 3 is different from that shown in Fig. 8(c). Specifically, it adds "main effects" such as "logo off" which turns off the logo lamp 12c and a freeze effect which is performed under the control (main control) of the main control unit 10. As shown in Figure 14(b), when a "watermelon tenpai pattern" appears in a winning game of "BB + Reach Eye Role 5" or "RB + Reach Eye Role 5", the "later announcement (normal announcement effect)" appears with a probability of 63%, "all lights out (third premium effect)" appears with a probability of 6%, "lower panel lights out (first and second premium effect)" appears with a probability of 22%, "logo lights out (fifth premium effect)" appears with a probability of 3%, and "main effect (sixth premium effect)" appears with a probability of 6%. Specifically, the "5th premier effect" is intended to be an effect in which all logo lamps 12c are turned off when the first stop operation is performed. Specifically, the "sixth premium effect" is assumed to be an effect in which the main control unit 10 does not drive (spin) the reel 41 or spins it in the reverse direction for a certain period of time (for example, 5 seconds) after the lever is turned on. Table C11 shows the appearance rate of each effect when "BB + Reach Eye Role 5" is won, taking into account draws 1 to 3, and can also be said to be a lottery table that combines or aggregates draw tables 1 to 3. The basis for calculating the appearance rate (probability of winning) is not relevant to the present invention, so an explanation will be omitted.
[0074] A special feature of this game is that even if you miss the watermelon tenpai, the basic pattern of a post-announcement can appear, so even if a specific result does not trigger the effect, RB is not confirmed. Specifically, in conventional gaming machines, (1) A premium performance will be drawn and executed for each condition device. (2) When a specific conditional device is established, a premium effect will always be executed when a specific result appears. However, in the case of (1), there was a problem that premium effects would appear on ordinary "scattered numbers" (missing numbers that did not form any winning combinations). In addition, in the case of (2), there is a traditional specification that if a premium effect other than the basic pattern of post-announcement occurs, BB is confirmed, so if a specific result appears, the premium effect will not occur, and RB will be confirmed. In other words, there was a problem in that the bonus could be guessed from the result. To address this issue, in the gaming machine 1 of this embodiment, as described above, even if the specific result = watermelon tenpai misses, the premium effect other than the basic pattern is not necessarily executed, but the premium effect is executed by lottery, so that RB is not confirmed even if the premium effect does not occur with the specific result. In other words, by not interfering with the bonus guess from the results, it is possible to prevent the player from being able to distinguish between BB and RB until the very end. Also, since the lottery is conducted on the condition that the watermelon tenpai is not completed, premium effects will not appear due to ordinary "scattered numbers" as in (1).
[0075] In addition, in the gaming machine 1 of this embodiment, a lottery is not conducted in which no premium effect will appear at all for each result (each push order, each push position). In addition, in the gaming machine 1 of this embodiment, lottery values are assigned so that even players who press the same spot with their eyes or players who play completely freely can potentially see all of the premium effects, and so that it is not the case that the premium effects will not appear if a certain spot is not pressed with their eyes, or that the premium effects will not appear if a certain spot is pressed with their eyes.
[0076] As described above, the gaming machine 1 of this embodiment is a gaming machine that includes a determination means (lottery means by the main control unit 10) that can determine a winning combination in response to the execution of a game, a plurality of variable display means (reels 41) that can variably display symbols corresponding to the winning combination, a stop control means (main control unit 10) that can execute control regarding symbols that are stopped and displayed on the variable display means, a presentation means (sub-control unit 20) that can execute presentation in response to the execution of a game, and a presentation control means that can control the presentation means, and the winning combination includes a bonus combination and a non-bonus combination, and the presentation means The stop control means includes a first effect means (post-announcement) capable of notifying the player that the bonus role has been determined as the winning role in one game based on the end of the game, and a second effect means (premium effect such as lower panel light-off and forced tenpai sound) capable of notifying the player that the bonus role has been determined as the winning role in one game while the game is being executed, and the stop control means is a means for controlling the stop control when the bonus role has been determined as the winning role corresponding to one game (in the case of BB winning), and when the bonus role has been determined as the winning role corresponding to one game (in the case of BB winning), one of the plurality of variable display means ( When the right reel (41c) is in a variable display state, a first stop control can be executed to stop and display a pattern corresponding to the bonus role (a right-up bonus tenpai pattern) on the other variable display means (left reel (41a), center reel (41b), and when the bonus role is determined as a winning role corresponding to one game (in the case of a BB win), and when one variable display means among the plurality of variable display means is in a variable display state, a second stop control can be executed to stop and display a pattern corresponding to the non-bonus role (a middle bell tenpai pattern) on the other variable display means without stop-displaying a pattern corresponding to the bonus role on the other variable display means, and when the bonus role is not determined as a winning role corresponding to one game (in the case of a BB non-win), and when one variable display means among the plurality of variable display means is in a variable display state, a third stop control can be executed to stop and display a pattern corresponding to the bonus role on the other variable display means in preference to a pattern corresponding to the non-bonus role, and the performance control means is configured toIt is possible to control so that the probability of an announcement (premium presentation) by the second presentation means is higher than when the second stop control (control to stop and display a bell tenpai pattern) is executed by the stop control means, and it is possible to control so that the probability of an announcement (post-announcement) by the first presentation means is higher when the second stop control is executed by the stop control means than when the first stop control is executed by the stop control means.
[0077] Furthermore, in the gaming machine 1 of this embodiment, the presentation control means can determine at the start of the game that a notification (later notification) will be executed by the first presentation means with a predetermined probability, and if it is not determined at the start of the game that a notification will be executed by the first presentation means (if later notification is not selected), when at least one variable display means (third reel) among the plurality of variable display means is in a variable display state and the other variable display means (first reel and second reel) are stopped and displayed, the presentation control means can execute specific control (lottery for premium presentation) to determine whether to execute a notification (later notification) by the first presentation means or execute a notification (premium presentation) by the second presentation means based on the stopped and displayed symbols (Figures 10 to 14). In other words, a premium effect suggesting a BB win is executed through a distinctive lottery.
[0078] In addition, the gaming machine 1 of this embodiment is equipped with a plurality of stop operation means (stop button 5) that can be operated to stop the patterns that are variably displayed on the plurality of variable display means, and the presentation control means can execute control to vary the decision ratio (appearance rate, probability of winning) of whether to execute a notification (later announcement) by the first presentation means or to execute a notification (premium presentation) by the second presentation means in the specific control (lottery for premium presentation) based on the order of operation (press order) of the plurality of stop operation means by the player (Figures 8 to 14). In other words, the effect selection rate varies depending on the order in which buttons are pressed.
[0079] Furthermore, in the gaming machine 1 of this embodiment, the bonus roles include a first bonus role (RB) that enables the player to obtain a predetermined gaming value (payout of medals), and a second bonus role (BB) that enables the player to obtain a gaming value greater than that of the first bonus role, and the second presentation means (premium presentation) is capable of issuing a notification when the second bonus role is determined as the winning role corresponding to one game (capable of notifying of a BB win), but is unable to issue a notification when the first bonus role is determined (unable to notify of an RB win). In other words, a special notification (premium notification) is executed only when the BB is won.
[0080] Furthermore, in the gaming machine 1 of this embodiment, when the second bonus role is determined as the winning role corresponding to one game (in the case of a BB win), and one of the plurality of variable display means (for example, the right reel 41c) is in the process of variable display, the stop control means can execute a fourth stop control to stop and display a pattern corresponding to the first bonus role (an RB tenpai pattern) on the other variable display means (for example, the left reel 41a, the center reel 41b), and the second presentation means can execute an alert (a premium presentation at the timing when the RB tenpai pattern appears) in response to the timing at which the fourth stop control is executed. In other words, when BB is won, the premium effect is executed at the timing when the RB tenpai result (the result indicating the RB win) appears.
[0081] Furthermore, in the gaming machine 1 of this embodiment, when the first minor role (reach eye role 4) and the bonus role (BB) are determined as the winning role corresponding to one game in the first control (when BB + reach eye role 4 is won), the presentation control means can control whether or not to execute a notification (post-notification) by the first presentation means with a higher probability than a notification (premium presentation) by the second presentation means based on the player's playing style (press position) (see Figures 12 and 13). In other words, the effect selection ratio varies depending on the order in which buttons are pressed.
[0082] As described above, the gaming machine 1 of this embodiment executes an effect suited to the playing style of the player by determining the execution of a premium effect in stages based on the stop results. This allows the premium effect to be executed appropriately. In addition, it is possible to provide an element of surprise by having a premium effect performed from an unexpected result. Also, by not interfering with the bonus guess from the results, it is possible to prevent the player from distinguishing between BB and RB until the very end.
[0083] In response to this, for example, a patent document (JP 2020-156979 A) describes a slot machine equipped with a premium effect that determines the occurrence of a winning state. Many such gaming machines have been available in the past, and in particular, when a specific premium role is achieved, some gaming machines are equipped with an effect corresponding to the premium role. However, there has been a problem in that it cannot be said that the conditions for executing the premium performance are necessarily appropriate. According to the gaming machine 1 of this embodiment, the execution of premium effects is determined in stages based on the winning combination, so that effects are executed in accordance with the player's playing style, thereby solving all or part of the issues that conventional gaming machines need to improve.
[0084] (Regarding reel stop control processing) In recent years, the processing time required for reel stop control has tended to increase due to factors such as the increasing complexity of gameplay. FIG. 15 is an explanatory diagram of general reel stop control performed by the main control unit 10. As shown in Figure 15, in conventional reel stop control, first, when the lever is on, the first stop position of all reels is calculated, second, the second stop position of the rotating reel is calculated, and third, the third stop position of the rotating reel is calculated. The first stop position calculation is performed by table control using table data, and the second stop position calculation and the third stop position calculation are performed by control control using control data. In the table control, the stop position is specified by extracting the symbol corresponding to the condition device from the table data, so that the processing time for calculating the first stop position is short. However, control processing is performed using control data consisting of multiple layers, as described below, and when calculating the second stop position in particular, calculation processing must be performed for both reels while they are rotating so that it can respond to whichever reel is stopped, which results in a long processing time. The control for calculating the third stop position calculates the stop position for one reel 41 (the third reel), so the processing time is relatively shorter than that for calculating the second stop position, but there is room for improvement due to problems with the control itself (described later).
[0085] In this case, as shown in Figure 16, the time from lever on to the first stop operation and the time from the first stop operation to the second stop operation must be kept within 190 ms. The first stop calculation time falls within 190 ms, so there is no problem, but the second stop calculation time is likely to exceed 190 ms, and if it does exceed this time, the second stop operation cannot be accepted until the calculation process is complete.
[0086] Control will now be explained. When the stop button 5 is pressed, the control process calculates the symbols that can be stopped within four frames from the pressed position (within five frames including the frame at the pressed position: also called the slip frame range) for all symbols arranged on the periphery of the spinning reel 41 (hereinafter also called the target reel), and is performed before the stop button 5 is pressed (while the target reel is spinning). As shown in Figure 17, for example, on the target reel, the symbol number 8 is set as the temporary pressed position, and it is determined whether there is a stoppable symbol corresponding to the winning role within 4 frames (symbol numbers 8 to 4) from the pressed position (stoppable symbol determination). Specifically, the determination of stoppable symbols (also called stop determination) is performed by comparing the control data defined by the condition device (winning role) and the stop order with the symbol data when the stop operation is performed at the timing when each symbol is located in the upper row of the display window 6.
[0087] More specifically, when the second or third stop operation is performed (i.e., while the second or third reel is spinning), if, for example, pattern number 8 is set as the temporary press position, it is determined whether or not there is a pattern corresponding to the winning combination among the patterns positioned within four frames of pattern number 8. For example, if the target symbol is an orange symbol, and symbol number 8 is set as the temporary pressed position, it is determined whether or not there is an orange symbol among symbol numbers 8 to 4. If it is determined that there is an orange pattern in the pattern numbers 8 to 4, the pattern number of the orange pattern is identified as the pattern number of the stoppable pattern. The number of slipping frames can be calculated based on the number of frames between this symbol number and the provisionally pressed position. For example, as shown in Figure 18(a), if an orange symbol is positioned at symbol number 2, 7 on the target reel, it is determined that symbol number 2, 7 has a stoppable symbol (◯), as shown in Figure 18(b). The result of this determination is used to calculate the number of sliding frames at the temporary touch position. Basically, the number of sliding frames at the temporary touch position is the distance from the stoppable symbol. If multiple stoppable symbols are detected within four frames, the distance between one of them and the temporary touch position is calculated as the number of sliding frames at the temporary touch position based on a predetermined method. In this way, the stoppable symbol determination identifies the symbols that can be stopped and displayed in the upper row of the display window 6, and accordingly, the symbols that can be stopped and displayed in the middle and lower rows can also be identified. For example, if pattern number 7 is in the temporary press position, that is, if the stop operation is performed when pattern number 7 is in the top row, a judgment is made as if the stop operation was performed when pattern number 8 was in the middle row, and if pattern number 6 is in the temporary press position, that is, if the stop operation is performed when pattern number 6 is in the top row, a judgment is made as if the stop operation was performed when pattern number 8 was in the bottom row. This makes it possible to determine in advance the symbols that can be stopped and displayed on the pay line based on the identified symbols and symbols that are stopped and displayed on the other reels 41. That is, the main control unit 10 (stop control means) is equipped with a pre-determination means that can execute control to determine in advance whether a specific pattern area (for example, an area where an orange pattern is arranged: pattern number 8) corresponding to the timing when the stop button 5 (stop operation means) is operated can be stopped and displayed in the upper row (specific section) of the display window 6.
[0088] After the determination of the stoppable symbol with the symbol number 8 as the provisionally pressed position is completed, the determination of the stoppable symbol with the symbol number 7 as the provisionally pressed position is then executed. That is, it is determined whether or not there is a stoppable symbol within four frames (symbol numbers 7 to 3) from symbol number 7, which is the temporary touch position. A similar determination is made for the symbol numbers 6 to 0 and 20 to 9. In other words, for all 21 symbols on the target reel, the symbols are moved one by one in the order of symbol number 8 → 7 → 6 → 0 → 20 → 19 → 9, and a determination is made as to whether or not there is a symbol that can be stopped for each symbol. It is to be noted that the determination may be made as to whether the image can be displayed stationary not only in the top row but also in the middle row or bottom row.
[0089] In such stoppable symbol determination, multi-layer control data has conventionally been used. Figure 19(a) is a schematic diagram of control data (data 1 to 4) consisting of four layers, and Figure 19(b) is a diagram showing the results of the determination of stoppable patterns performed by comparing data 1 to 4 with pattern data. The "design data" is composed of information such as a design number and design information associated with each other.
[0090] The control data includes, for example, data indicating that a symbol corresponding to a winning role is to be pulled into an effective line (also called "pulling data"), data indicating that symbol combinations corresponding to all winning roles are to be removed from the effective line (also called "data to remove all combinations"), data indicating that when small role A is won, the symbol combination corresponding to small role A is to be pulled into the effective line and the symbol combination corresponding to small role B (≠ small role A) is to be removed from the effective line, data indicating that a bonus symbol is to be pulled into an effective line in preference to a small role symbol, and data indicating that a small role symbol is to be pulled into an effective line in preference to a bonus symbol. As a specific example, the control data at the time of the third stop when an orange role is won will be explained. Here, assuming that data 1 is "pull-in data" for an orange symbol and data 2 is "miss data," and an orange tenpai symbol is displayed as stopped at the time of the second stop, if there is an orange symbol within the sliding frame range from the touch position during the third stop operation, the orange symbol determined to be stoppable based on data 1 will be pulled in and an orange combination will be displayed as stopped. However, if there is no orange symbol within the sliding frame range from the touch position, it is not possible to pull in an orange symbol based on data 1, and symbols that will remove all combinations based on data 2 will be displayed as stopped. Note that if data 1 were "miss data" and data 2 were "pull-in data," it would be impossible to display an orange symbol as stopped even if it was within the sliding frame range, and such a setting cannot be adopted. Next, the control data at the time of the third stop when BB1 + watermelon combination is won will be explained. Here, data 1 is the data to pull in the watermelon symbol, data 2 is the data to pull in the bonus symbol, and if the watermelon tenpai symbol and the bonus tenpai symbol are both stopped and displayed (double tenpai display) at the time of the second stop, in the third stop operation, if the watermelon symbol and the bonus symbol are within the sliding frame range from the pressed position, the watermelon symbol will be pulled in preferentially and the watermelon alignment will be stopped and displayed, but if the priority of data 1 and data 2 is reversed, the bonus symbol will be pulled in preferentially and the bonus symbol alignment will be stopped and displayed. The shallower the control data, the higher the priority, and the deeper the control data, the lower the priority. The priority of the control data can be selectively set from, for example, the above data depending on the winning combination and the stopped symbols.
[0091] The determination of symbols that can be stopped is carried out in order from the control data with the highest priority. When the control data is data 1 to 4, basically, first, a stoppable pattern determination is made based on a comparison between data 1 and the pattern data of the target reel, then a stoppable pattern determination is made based on a comparison between data 2 and the pattern data of the target reel, then a stoppable pattern determination is made based on a comparison between data 3 and the pattern data of the target reel, and then a stoppable pattern determination is made based on a comparison between data 4 and the pattern data of the target reel. If a stoppable pattern is detected in the middle of data 1 → data 2 → data 3 → data 4, the judgment is terminated at that data, and the next pattern number is proceeded to and a similar stoppable pattern judgment is performed. The specific procedure will be explained with reference to FIGS. 20(a) to 20(c). If the provisionally pressed position is symbol number 8, first, as shown in FIG. 20(a), data 1 is compared with the symbol data to determine whether there is a symbol that can be stopped within symbol numbers 8 to 4 (within the sliding frame range). In other words, the stoppable pattern determination (the aforementioned advance determination means) can perform stoppable pattern determination based on the winning role and multiple control data (stop control information) with a defined priority order, and when performing stoppable pattern determination for a temporary press position (specific pattern area), it determines whether the pattern area to be determined (pattern numbers 4 to 8, if the temporary press position is pattern number 8) including the pattern area within four frames (predetermined range) of the temporary press position (specific pattern area) can be stopped and displayed in the upper section (specific part) of the display window 6.
[0092] If, in the judgment of data 1, there are no stoppable patterns among pattern numbers 8 to 4, then, as shown in Figure 20(b), data 2 is compared with the pattern data to determine whether there are stoppable patterns among pattern numbers 8 to 4. If, in the judgment of data 2, there are no stoppable patterns among pattern numbers 8 to 4, then, as shown in Figure 20(c), data 3 is compared with the pattern data to determine whether there are stoppable patterns among pattern numbers 8 to 4. In the judgment of data 3, if it is determined that there are stoppable patterns in pattern numbers 8 to 4, specifically, pattern numbers 6 and 8 (Figure 20(c)), the judgment ends at data 3 and the judgment of data 4 is not performed (see Figure 19(c)).
[0093] The conventional method of determining symbols that can be stopped by comparing such multi-layered control data with symbol data has the following problems. Specifically, as shown in Figure 21(a), determining that the provisionally pressed position is pattern number 7 takes a long time to process because many parts of the process involve repeating the same processing as the determination of pattern number 8 that was executed immediately before. In other words, the determination of whether there is a stoppable pattern with pattern number 8 as the temporary press position targets patterns 8 to 4, while the determination of a stoppable pattern with pattern number 7 as the temporary press position targets patterns 7 to 3, because pattern numbers 7 to 4 overlap. That is, in determining symbol numbers 7 to 4, the same determination process was executed multiple times even though the symbol data and control data were the same, which increased the processing time. The number of layers in the control data is not limited to four, but may be three or less, or five or more. However, the number of layers tends to increase as the stop control becomes more complex. If the number of layers of control data is large, the above-mentioned process, which increases the processing time, must be repeated multiple times, resulting in a further increase in processing time.
[0094] In view of the above-mentioned problem, the gaming machine 1 of this embodiment is configured to save (store) and reuse the determination result of the stoppable symbol determination, as shown in FIG. 21(b). In other words, the judgment results for pattern numbers 8 to 4, where pattern number 8 was the temporary pressed position, were saved, and the saved judgment results were reused for the judgment of pattern numbers 7 to 3, where pattern number 7 was the temporary pressed position. By doing so, in this determination, the determination of the symbol numbers 4 to 7 can be omitted, and it is sufficient to perform the determination only for the symbol number 3 portion. Specifically, when the judgment is performed on the pattern area to be judged (pattern numbers 7 to 3) corresponding to the next specific pattern area adjacent to the specific pattern area (pattern numbers 8 to 4), at least a portion of the judgment result for the pattern area to be judged corresponding to the specific pattern area that has already been judged (judgment result of pattern numbers 7 to 4) can be reused. This allows the number of judgments per control data to be reduced from the previous five times (in the previous example, for the five patterns from pattern numbers 7 to 3) to one time (in the previous example, for the one pattern from pattern number 3).
[0095] FIG. 22 is an explanatory diagram of a case where determination of symbol numbers 7 to 3 is performed using data 1 to 4 with symbol number 7 as the temporary pressed position. As shown in the figure, in this case, the determination results for the symbol numbers 4 to 8 have been saved, and therefore the saved information can be reused. In other words, in this case, it is only necessary to perform a judgment on the part of pattern number 3, so the number of judgments can be significantly reduced. In the example shown in Figure 22, the number of judgments per four control data, which previously required 15 times (in the previous example, for 15 patterns of pattern numbers 7 to 3 in data 1 to 3), can be reduced to 3 times (in the previous example, for 3 patterns of pattern number 3).
[0096] Specifically, as shown in FIG. 23, the "number of layers" and "determination result" are saved for each design. The "determination result" is information where "0" indicates "undetermined or unable to stop (determination that there was no stoppable pattern)" and "1" indicates "can be stopped (determination that there was a stoppable pattern)." "Number of layers" is information indicating the number of layers of the control data used for the determination. This data is saved until the judgment for one reel is completed and updated as necessary. FIG. 23 shows an example of stored information of the determination result when the provisionally pressed position is symbol number 8. The process is divided into three cases: when the number of layers of the control data currently being judged is (1) smaller than the number of layers already saved, (2) when it is the same, or (3) when it is larger. In the case of (1): Since it is confirmed that stopping is not possible, the judgment process is skipped. In the case of (2): Refer to the saved judgment result and skip the judgment process. In the case of (3): A judgment process is performed and the result is saved.
[0097] A specific example of the determination procedure will be described with reference to FIG. FIG. 24(a) is a diagram showing the determination result when the provisionally pressed position is symbol number 8, that is, when determination is performed on symbol numbers 8 to 4. In the same figure, it is shown that stoppable symbols were detected by the judgment using data 3 (symbol numbers 6 and 8 are circled). In this case, the determination results using the data 1 to 3 for the symbol numbers 8 to 4 are saved. Specifically, the number of layers and the judgment result are stored in association with each symbol number. In this example, the symbol numbers 8 to 4 for which judgment was made are associated with the number of layers "3" for which judgment was made, and these are associated with each judgment result and stored. In other words, symbol numbers 8 and 6 are associated with "number of layers 3" and "judgment result: 1" and stored, and symbol numbers 7, 5, and 4 are associated with "number of layers 3" and "judgment result: 0" and stored. Since a stoppable symbol was detected in the judgment using data 3, the judgment using data 4 does not proceed, and the judgment at this provisionally pressed position ends. After the judgment is completed, the judgment proceeds to the next provisionally pressed position (judgment at pattern number 7).
[0098] FIG. 24(b) is a diagram showing the determination result when the provisionally pressed position is symbol number 7, that is, when determination is performed on symbol numbers 7 to 3. The determination method in this case will be described below. First, for data 1, it is determined whether or not there is a stoppable symbol among symbol numbers 7 to 3. Normally, a comparison judgment process is required between Data 1 and each of the pattern data of pattern numbers 7 to 3, but since the calculated number of layers for pattern numbers 7 to 4 is saved as "3" (see Figure 24(a)), it is clear that a comparison judgment with Data 1 has already been performed, and this process can be omitted by restoring the judgment result from the saved calculated number of layers and the judgment result. On the other hand, since the calculated number of layers for pattern number 3 is "0" (see Figure 24(a)), a comparison judgment process with Data 1 is performed. In the judgment using data 1, there were no stoppable symbols in symbol numbers 7 to 3, so the judgment moves to data 2. This is repeated until a stoppable symbol is found. As a result, when data 3 was used, it was determined that pattern number 6 could be stopped, so the process ended without moving on to data 4. Accordingly, the number of layers (calculated number of layers) for symbol number 3 is updated to 3. In other words, the calculated number of layers stored for each symbol is updated according to the number of layers determined this time. After the judgment is completed, the judgment proceeds to the next provisionally pressed position (judgment at pattern number 6).
[0099] FIG. 24(c) is a diagram showing the determination result when the provisionally pressed position is symbol number 6, that is, when determination is performed on symbol numbers 6 to 2. The determination method in this case will be described below. First, for data 1, it is determined whether or not there is a stoppable symbol among symbol numbers 6 to 2. Normally, a comparison judgment process is required between Data 1 and each of the pattern data of pattern numbers 6 to 2, but for pattern numbers 6 to 3, the calculated number of layers is saved as "3" (see Figure 24(b)), which means that a comparison judgment with Data 1 has already been performed, and this process can be omitted by restoring the judgment result from the saved calculated number of layers and the judgment result. On the other hand, the calculated number of layers for pattern number 3 is "0" (see Figure 24(b)), so a comparison judgment process with Data 1 is performed. In the judgment using data 1, there were no stoppable symbols in symbol numbers 6 to 2, so the judgment moves to data 2. This is repeated until a stoppable symbol is found. As a result, when data 3 was used, it was determined that pattern number 6 could be stopped, so the process ended without moving on to data 4. Accordingly, the number of layers (calculated number of layers) for symbol number 2 is updated to 3. In other words, the calculated number of layers stored for each symbol is updated according to the number of layers determined this time. After the judgment is completed, the judgment proceeds to the next provisionally pressed position (judgment at pattern number 5).
[0100] FIG. 24(d) is a diagram showing the determination result when the provisionally pressed position is symbol number 5, that is, when determination is performed on symbol numbers 5 to 1. The determination method in this case will be described below. First, for data 1, it is determined whether or not there is a stoppable symbol among symbol numbers 5 to 1. Normally, a comparison judgment process is required between Data 1 and each of the pattern data of pattern numbers 5 to 1, but for pattern numbers 5 to 2, the calculated number of layers is saved as "3" (see Figure 24(c)), which means that a comparison judgment with Data 1 has already been performed, and this process can be omitted by restoring the judgment result from the saved calculated number of layers and the judgment result. On the other hand, the calculated number of layers for pattern number 3 is "0" (see Figure 24(c)), so a comparison judgment process with Data 1 is performed. In the judgment using data 1, there was no stoppable pattern in pattern numbers 5 to 1, so the judgment moves to the judgment using data 2. This is repeated until a stoppable pattern is found. Since no pattern that can be stopped was found when making a judgment using data 3, the judgment will move on to using data 4. In the determination using data 4, it is determined whether or not there is a stoppable symbol among symbol numbers 5 to 1. For pattern numbers 5 to 2, the calculated hierarchy number is saved as "3" (see Figure 24(c)), which indicates that a comparison with data 4 has not been performed, and therefore processing cannot be omitted. As a result, when data 4 was used, it was determined that pattern number 1 could be stopped, so the determination result of pattern number 1, "1", is saved. Also, the number of layers (calculated number of layers) for symbol number 1 is updated to 3. In other words, the calculated number of layers stored for each symbol is updated according to the number of layers determined this time. In this example, since a stoppable symbol was detected (◯) in the determination using data 4, the determination for symbol numbers 5 to 1 ends with data 4.
[0101] In Figure 24, the shaded areas (such as pattern number 3 in (b), pattern number 2 in (c), and pattern number 1 and data 4 in (d)) require judgment processing (high cost), but the areas where ``X'' or ``O'' is displayed can simply use the saved information and do not require judgment (low cost).
[0102] In this way, in the gaming machine 1 of this embodiment, when performing the stoppable pattern judgment (the pre-judgment means) on the judgment target pattern area (pattern numbers 7 to 3) corresponding to the next specific pattern area adjacent to the specific pattern area (pattern numbers 8 to 4), at least a portion of the judgment result for the judgment target pattern area corresponding to the specific pattern area that has already been judged (the judgment result of pattern numbers 7 to 4) can be reused.
[0103] Furthermore, each symbol area of the reel 41 includes a first symbol area (symbol number 8) and a second symbol area (symbol number 7) which is the symbol area where the preliminary judgment means performs a judgment after the first symbol area, and the preliminary judgment means is capable of reusing the judgment result performed on the overlapping symbol area (symbol number 7-4) in the judgment target symbol area (symbol number 8-4) corresponding to the first symbol area and the judgment target symbol area (symbol number 7-3) corresponding to the second symbol area, and is controllable so that the judgment can be performed on the symbol area (symbol number 3) which does not overlap in the judgment target symbol area (symbol number 8-4) corresponding to the first symbol area and the judgment target symbol area (symbol number 7-3) corresponding to the second symbol area. That is, the judgment results are used for the overlapping portions, but not for the non-overlapping portions.
[0104] In addition, the pre-determination means executes the determination for all pattern areas included in the determination target pattern area using the stop control information with the highest priority among the plurality of stop control information (control data) (data 1 → 2 → 3 → 4, etc.), and can store information (number of layers) that can identify which stop control information was used to execute the determination. As a result of the determination, if there is no pattern area that can be stopped and displayed (for example, the determination result of using data 1 to 3 for pattern numbers 5 to 1 in Figure 24 (d)), the stored information The judgment is made using the stop control information (data 4) with the next highest priority after the stop control information (data 3) identified based on the number of layers (3), and the stored information can be updated (number of layers 3 → 4) based on the stop control information with the next highest priority. If the result of the judgment shows that there is a pattern area that can be stopped and displayed (for example, the judgment result of using data 1 to 3 for pattern numbers 6 to 2 in Figure 24(c)), the judgment can be terminated and the stored information will not be updated (the number of layers will remain 3) (see Figure 24(d)). That is, if a stoppable symbol is not found in the number of saved layers, the next layer is checked.
[0105] FIG. 25 is a diagram showing the determination result of a certain symbol x. As described above, in the determination of the symbols that can be stopped, the process of advancing the number of layers of the control data is performed until the symbols that can be stopped are detected. That is, as shown in FIG. 25, if a symbol that can be stopped is detected in the determination of the nth layer (data n), the determination of subsequent layers (data n+1 and subsequent layers) does not proceed. This confirms that it is not possible to stop up to the n-1th layer (i.e., there are no symbols that can be stopped). Therefore, it is only necessary to save the judgment result of the deepest hierarchy (data n in Figure 25) among the judged hierarchies.
[0106] (Compression of pattern code) Next, compression of the symbol code will be described. As the amount of control data has increased due to various circumstances, the number of patterns of pattern data that appear has also increased. As a result, the number of bytes occupied by the design code in the data area is also increasing. Therefore, in the gaming machine 1 of this embodiment, the structure of the control data is changed to reduce the number of patterns of the symbol code that appear, thereby compressing the data area.
[0107] An overview of the design code will be explained. FIG. 26 is an image diagram of the watermelon design code. As shown in the figure, the design code is made up of, for example, three bytes, and each bit is assigned as information indicating a design. The first byte (left side) contains bits that represent the bonus symbol, the second byte (center) contains bits that represent the cherry symbol, and the third byte (right side) contains bits that represent the watermelon symbol (Figure 26). In the example shown in FIG. 26, the symbol code of the watermelon symbol has a bit of "1" for watermelon A and a bit of watermelon (common). Note that the pattern code in Figure 26 is an example and may be composed of 2 bytes or 4 bytes, and in addition to indicating the type and combination of patterns, it also includes bits for distinguishing patterns of the same type for control purposes. In other words, each bit of the symbol code has its own meaning and is used to determine whether the reel can be stopped, whether it has won, and the number of coins to be paid out.
[0108] FIG. 27 is a diagram showing a pattern code dictionary table. Since defining a pattern code, which is several bytes long, would take up a lot of data space, a dictionary table is defined containing a list of pattern code patterns that appear, and the pattern data is replaced with an offset value for calling the pattern code. For example, in a program for determining stoppable symbols, by specifying an offset value of 2, the symbol code for the watermelon symbol is called from the dictionary data.
[0109] FIG. 28 is an explanatory diagram showing the concept of conventional control based on the symbol code. The control data that determines the stopping position also uses a pattern code, and the possibility of stopping is determined by calculation with the stopping pattern data. Conventional control data consists of a pair of data: mask data, which is used to remove bit information unnecessary for judgment, and judgment data, which is used for judgment. For example, the mask data of data 1 is 12, the judgment data is 132, the mask data of data 2 is 65, the judgment data is 45, the mask data of data 3 is 8, the judgment data is 43, etc. Control data is also defined by an offset value that indicates the dictionary table.
[0110] As shown in Figure 28, in conventional control, the logical product (AND) of the stopping pattern data and the mask data is calculated, and the masked data, which is the result of the calculation, is compared with the judgment data, and if the two completely match, it is determined that the stopping pattern can be stopped. For example, a case will be described where it is determined whether or not the watermelon symbol of the symbol code with an offset value of 2 can be stopped. Specifically, a case where the cherry symbol is removed from the pay line and the watermelon symbol is drawn onto the pay line will be described. In this case, the masked data is obtained by calculating the logical product of the watermelon symbol symbol code (stop symbol data) and the masked data in which the cherry (common) bit and the watermelon (common) bit are set. The masked data can be said to be data in which only the bits to be used for the judgment remain (bits are set). Here, the masked data is compared with the determination data in which the bit of the watermelon symbol to be stopped is set, and it is determined whether or not the two completely match. In the case of FIG. 28, the two are a perfect match, so it is determined that stopping is possible.
[0111] In other words, as shown in Figure 29, the bits that are set in the mask data are the bits that you want to compare for judgment, the bits that are set in both the mask data and the judgment data are bits that must be set in order to stop, and the bits that are set in the mask data but not in the judgment data are bits that must not be set in order to stop.
[0112] However, as the stop control changes depending on the condition device, the number of control data patterns also increases, which puts pressure on the data area. In addition, if the number of pattern codes exceeds 256, it will no longer be possible to refer to them using a 1-byte offset value (because 1 byte can only represent 256 patterns), which will increase processing time as mentioned above, and will also cause another problem.
[0113] In consideration of these issues, the gaming machine 1 of this embodiment has changed the way control data is held, and has two sets of data: "pull-in data" which sets only the bits that you want to pull in, and "remove data" which sets only the bits that you want to remove. The pull-in data and the pull-out data are each stored in byte format, and each consists of one byte. Fig. 30(a) is a diagram showing an example of conventional mask data and determination data, and Fig. 30(b) is a diagram showing the pull-in data and pull-out data of this embodiment corresponding to the data in Fig. 30(a). In other words, as shown in Figure 30(a), in the past, mask data containing the watermelon and cherry bits used for judgment and judgment data containing the watermelon bits to be pulled in were used, but this has been changed to pull-in data containing only the bits to be pulled in and removal data containing only the cherry bits to be removed. The judgment data and the pull-in data have the same value. In short, the design makes it difficult for the number of pattern codes to increase.
[0114] In other words, the stoppable pattern determination (the pre-determination means) can determine whether the pattern information (stop pattern data) specified for each pattern area can be stopped and displayed in a specific section (upper row) of the display window 6 by using first stop control information (pull-in data) that can identify a pattern area that can be stopped and second stop control information (remove data) that can identify a pattern area that cannot be stopped, and the first stop control information (pull-in data) and the second stop control information (remove data) are stored in the same data format, and are stored in the number that can be expressed in 1 byte. In other words, whether or not stopping is possible is determined based on the pull-in data and the release data.
[0115] FIG. 31 is an explanatory diagram of the stop determination process using the pull-in data. As shown in the figure, in this process, first, the logical sum (OR) of the stop symbol data and the pull-in data is calculated, and then the result of the calculation is confirmed to match the original stop symbol data. If the result of the check is a match, the process proceeds to the stop determination process using the removed data. In other words, if the result does not change before and after the logical sum, it means that all the necessary bits are set. If the result of the check is that they do not match, the determination is terminated as it is deemed impossible to stop. It may also be possible to determine at this point that stopping is not possible, which may shorten the processing time.
[0116] FIG. 32 is an explanatory diagram of the stop determination process using the removed data. As shown in the figure, in this process, the logical product (AND) of the stop symbol data and the miss data is calculated, and it is confirmed whether the calculation result is 0 or not. As a result of the check, if all bits are 0, it is determined that the data can be stopped. In other words, in this case, there are no bits in common with the data to be removed, so it does not have the data to be removed, and it is determined that the data can be stopped. There are cases where the data to be removed is originally 0 (= there is no bit to be removed), in which case no matter what pattern data is ANDed with the logic, the result will be 0 (it is determined that it can be stopped), so in that case the processing can be omitted, which is expected to reduce processing time. If the result of the check is that a bit is not 0, it is determined that the process cannot be stopped. In other words, in this case, a bit that should not be set is set.
[0117] In other words, the stoppable pattern determination (the pre-determination means) is capable of performing a first determination (stop determination process based on pull-in data) to determine whether the value obtained by the logical sum (OR) of the pattern information (stop pattern data) and the first stop control information (pull-in data) matches the pattern information, and a second determination (stop determination process using remove data) to determine whether the value obtained by the logical product (AND) of the pattern information (stop pattern data) and the second stop control information (remove data) is 0, and if the results of both the first determination and the second determination are positive, it can be determined that the pattern area corresponding to the pattern information being determined can be stopped and displayed in the specific section (upper row) of the display window 6.
[0118] In this way, in the past, "mask data" and "determination data" consisting of a large number of patterns made up of combinations of bit groups to be removed and bit groups to be pulled in were used, but in the gaming machine 1 of this embodiment, "removal data" consisting of a small number of patterns of bit groups to be removed and "pull-in data" which has the same value as the determination data are used to determine the stoppable patterns. For simplicity's sake, let's consider a case where the pattern code is 3 bytes (24 bits), and assume that there are 24 patterns (24 types each) in which only one bit is set for each bit pattern to be included and excluded. Here, the mask data that has traditionally been used is 24 (number of patterns to be included) x 24 (number of patterns to be removed) - 24 (bit pattern overlap) = 552 patterns, and the judgment data is the same as the number of patterns to be included, 24 patterns, which when combined with the mask data makes 576 patterns (since there is no overlap between the bit patterns of the mask data and the judgment data, the total number of patterns is simply the sum of the number of patterns in the mask data and the judgment data). In contrast, the pull-in data and removal data in this embodiment each have 24 patterns, and furthermore, in this example, all of the pull-in data and removal data patterns overlap, so the total number of patterns is only 24 turns (the maximum offset value of the pattern code dictionary data is 23). In this case, since the judgment data and the pull-in data have the same value, it can be seen that the number of patterns in this embodiment is significantly smaller than the number of patterns in the conventional method. That is, according to the gaming machine 1 of this embodiment, the number of patterns of control data can be significantly reduced compared to conventional gaming machines.
[0119] As described above, the gaming machine 1 of this embodiment is a gaming machine equipped with a determination means (main control unit 10) capable of determining a winning combination in response to the execution of a game, a variable display means (reel 41) capable of variably displaying a symbol corresponding to the winning combination, a stop operation means (stop button 5) operable to stop and display the symbol variably displayed on the variable display means in a display window section, and a stop control means (main control unit 10) capable of executing control related to the symbol stopped and displayed on the variable display means, wherein the variable display means is configured to be divided into a predetermined number of symbol areas, and the stop control means determines whether or not the specific symbol area can be stopped and displayed in a specific section in the display window section when a symbol area corresponding to the timing at which the stop operation means is operated is a specific symbol area. The pre-determination means is provided with a pre-determination means (stoppable pattern determination) capable of executing control to determine beforehand, and the pre-determination means is capable of executing the determination based on the winning role and a plurality of stop control information (control data) in which priority is defined, and when the determination is executed for the specific pattern area, it determines whether the pattern area to be determined, including the pattern area within a predetermined range (slip frame range) from the specific pattern area, can be stopped and displayed in a specific section of the display window, and when the determination is executed for the pattern area to be determined corresponding to the next specific pattern area adjacent to the specific pattern area, it is possible to reuse at least a part of the determination result for the pattern area to be determined corresponding to the specific pattern area that has already been determined.
[0120] That is, in the gaming machine 1 of this embodiment, the result of the stop possibility determination made for one pressed position is reused for the next pressed position in the stop symbol calculation process, thereby reducing the stop symbol calculation process.
[0121] In response to this, for example, a patent document (JP Patent Publication No. 2019-154995) describes methods such as a stop table method and a control method for controlling the stopping of symbols according to the results of the role draw and the stopping operation, and methods that combine these are also commonly used, but it cannot be said that they sufficiently reduce the processing burden in stopping control. According to the gaming machine 1 of this embodiment, in the stopping pattern calculation process, the result of the stop possibility determination made for one press position is reused for the next press position, thereby reducing the stopping pattern calculation process, thereby solving all or part of the issues that conventional gaming machines need to improve.
[0122] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, the tables referenced in the various processes described above are merely examples, and the present invention is not limited to the tables described above. In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values (only even setting, only odd setting, only high setting). Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0123] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0124] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means. Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0125] In the above-described embodiment, the gaming machine is a medal-less gaming machine, but the gaming machine is not limited to this. For example, the gaming machine may be a gaming machine (slot machine) that uses actual gaming media such as medals.
[0126] In addition, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means. In addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]
[0127] 1. Gaming machines 3 Start lever 5 Stop button 6 Display window 10 Main control unit 20 Sub-controller 41 reels (41a: left reel, 41b: center reel, 41c: right reel)
Claims
1. A gaming machine comprising: a determining means capable of determining a winning combination in response to the execution of a game; a plurality of variable display means capable of variably displaying symbols corresponding to the winning combination; a stop control means capable of executing control over symbols stopped and displayed on the variable display means; a presentation means capable of executing presentations in response to the execution of a game; and a presentation control means capable of controlling the presentation means. The winning combination includes a bonus combination and a non-bonus combination, The production means includes: a first effect means for notifying a player that the bonus combination has been determined as the winning combination in one game based on the end of the game; a second presentation means for informing a player that the bonus combination has been determined as the winning combination in one game during execution of the game; Contains, The stop control means When the bonus role is determined as a winning role corresponding to one game and one of the plurality of variable display means is displaying a variable role, a first stop control can be executed to stop and display a symbol corresponding to the bonus role on the other variable display means, When the bonus role is determined as a winning role corresponding to one game, and one of the plurality of variable display means is displaying a variable role, a second stop control can be executed to stop and display the symbols corresponding to the non-bonus role in the other variable display means without stopping and displaying the symbols corresponding to the bonus role, In the case where the bonus role is not determined as the winning role corresponding to one game, and one of the plurality of variable display means is displaying a variable role, a third stop control can be executed to stop and display a symbol corresponding to the bonus role in the other variable display means in preference to a symbol corresponding to the non-bonus role, The performance control means The stop control means may be controlled so that the probability of execution of the notification by the second performance means is higher when the first stop control is executed by the stop control means than when the second stop control is executed by the stop control means, The probability of execution of the notification by the first performance means can be controlled to be higher when the second stop control is executed by the stop control means than when the first stop control is executed by the stop control means. A gaming machine characterized by:
2. The performance control means At the start of a game, it is possible to determine that a notification is to be executed by the first effect means with a predetermined probability, If it is not determined at the start of a game that a notification is to be made by the first effect means, when at least one of the plurality of variable display means is displaying a variable and the other variable display means is displaying a stopped symbol, it is possible to execute specific control to determine whether to make a notification by the first effect means or the second effect means based on the stopped symbol.
2. The gaming machine according to claim 1 .
3. A plurality of stop operation means operable to stop the symbols variably displayed on the plurality of variable display means, The performance control means It is possible to execute control to change the determination ratio of whether to execute notification by the first presentation means or the second presentation means in the specific control based on the order of operations of the plurality of stop operation means by the player.
3. The gaming machine according to claim 2.
4. The bonus roles include: The bonus winning combination includes a first bonus winning combination that allows a player to obtain a predetermined gaming value, and a second bonus winning combination that allows a player to obtain a gaming value greater than that of the first bonus winning combination, The second production means is When the second bonus role is determined as the winning role corresponding to one game, a notification can be made, and when the first bonus role is determined, a notification cannot be made.
4. The gaming machine according to claim 3.
5. The stop control means When the second bonus combination is determined as a winning combination corresponding to one game and one of the plurality of variable display means is displaying a variable combination, a fourth stop control can be executed to stop and display a symbol corresponding to the first bonus combination on the other variable display means, The second production means is The notification can be performed in response to the timing when the fourth stop control is executed.
5. The gaming machine according to claim 4.
Citation Information
Patent Citations
Game machine
JP2020156979A