Game machine
The gaming machine design addresses regulatory payout ratio challenges by using multiple reels and varying presentation states with different payout rates to ensure compliance and enhance AT state payouts, balancing player expectations and regulatory requirements.
Patent Information
- Application Number
- JP2024054843
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-10
AI Technical Summary
Gaming machines face challenges in meeting new regulatory requirements for minimum and maximum payout ratios, leading to fluctuations in coin output that affect the balance between normal and assist time (AT) states, making it difficult to maintain player expectations for high payouts in AT states.
A gaming machine design with multiple reels and varying presentation states, including a normal and assist time (AT) state, uses different payout rates and transition conditions to ensure compliance with regulatory limits while maintaining high payouts in AT states, utilizing setting values to control the frequency of transitioning between states.
The design effectively manages payout ratios to meet regulatory requirements while enhancing player expectations for high payouts in AT states, reducing stress from reel effects and delays, and maintaining a balanced gaming experience.
Smart Images

Figure 2025152774000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine.
[0002] Gaming machines (gaming machines, slot machines) equipped with multiple reels with symbols arranged on their outer peripheries have been known for some time. These types of gaming machines assign a certain gaming value to gaming media, such as medals or pachinko balls, and players play to acquire these gaming media. Furthermore, these gaming machines perform an internal lottery and spin the multiple reels when a player initiates a spin operation. When a player initiates a stop operation, the machines control the stopping of the multiple reels in a manner that corresponds to the results of the internal lottery, the order in which the multiple reels are stopped, and the timing of the stop operation. The game result is determined by the symbol combination displayed on the winning determination line when the multiple reels are stopped, and medals or other prizes are paid out according to the game result.
[0003] In recent years, there have been gaming machines that can perform assist time play, which changes the probability of winning a winning role by executing a winning assistance effect that assists in winning a winning role under specified conditions, and makes it easier to win gaming media such as medals in the AT state where the winning assistance effect can be executed (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-79344 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in recent years, the "Act on the Control and Improvement of Amusement and Entertainment Businesses, etc." (hereinafter sometimes referred to as the Entertainment and Amusement Business Act) has been revised, and the following new limits have been added that were not included in the ball output test in the model test before the revision: a minimum limit on the number of payout coins after 400 plays (the number of payout coins after 400 plays must exceed 1 / 3 of the number of coins inserted), a minimum and maximum limit on the number of payout coins after 1600 plays (the number of payout coins after 1600 plays must exceed 2 / 5 of the number of coins inserted and be less than 1.5 times the number of coins inserted), and a minimum limit on the number of payout coins after 6000 plays (the number of payout coins after 6000 plays must exceed 1 / 2 of the number of coins inserted). As a result, in order to create a gaming machine that complies with the current ball output test method, it has become necessary to design it with greater consideration of the minimum limit of the ball output test.
[0006] In particular, with regard to the lower limit of the number of coins to be paid out after 400 plays, the number of plays is small, so there is a large fluctuation in the number of coins to be paid out. In order to meet the lower limit of the number of coins to be paid out, it was necessary to take this fluctuation into account and design the machine with a margin larger than the lower limit (i.e., a design in which the number of coins to be paid out is significantly greater than 1 / 3 of the number of coins inserted).
[0007] However, if such a design were made, the number of medals paid out in the normal presentation state (a presentation state in which no instructions are issued to assist in the winning of a winning role and in which the developer intends for the number of medals to decrease) would be higher (the so-called base would be higher), and as a result, the number of medals paid out in the AT state, in which instructions are issued to assist in the winning of a winning role, would be lower, making it difficult to design a ball payout that would allow for the expectation of a large number of balls being paid out in the AT state.
[0008] In view of the above circumstances, the present invention aims to provide a gaming machine that reduces the number of balls paid out in normal performance mode while taking into consideration ball payout tests. [Means for solving the problem]
[0009] (1) The present invention includes a plurality of reels having a plurality of types of symbols arranged on the outer periphery thereof, an internal lottery means for performing an internal lottery to determine whether a winning combination will be achieved, a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery when a stopping operation is initiated, a winning determination means for determining that a winning combination has been achieved based on the fact that a symbol combination indicating a winning combination predetermined for each winning combination is displayed on an active line when the plurality of reels are stopped, and a normal section in which the presentation state cannot be changed. and an area control means for setting an advantageous area in which the presentation state can vary between a plurality of presentation states including a first presentation state and a second presentation state, and in the advantageous area, when the presentation state is the second presentation state, providing stop operation instruction information to assist in winning a winning combination, and a gaming machine having a plurality of setting values each with a different ball payout rate, wherein the setting values include a first setting value which is the setting value with the lowest ball payout rate, a second setting value which is the setting value with the highest ball payout rate, and a setting value which is different from the first setting value and the second setting value. and a third setting value which is the setting value such that the payout rate in the second presentation state is higher than the payout rate in the first presentation state, and the section control means is capable of transitioning to the second presentation state when the number of games in the first presentation state reaches a ceiling number of games, and is capable of setting the ceiling number of games when at least a first condition is satisfied, and with the first setting value and the second setting value, the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games is higher than the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is 400 games or more, and with the third setting value, the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games satisfies the first condition,The gaming machine is characterized in that it is designed to be lower than the rate at which the ceiling number of games is set so that the number of games required to transition to the second performance state after the ceiling number of games is set is 400 games or more.
[0010] In the present invention, when the first condition (for example, when the game falls into the normal presentation state) is met, the ceiling number of plays is set, and the first setting (for example, setting 1) and the second setting (for example, setting 6) increase the probability that the AT will start in less than 400 games, thereby maintaining the lower limit of the number of coins to be paid out in 400 plays, while the third setting (for example, setting 2) has a high probability that the AT will start in 400 games or more, so that a large number of medals can be expected to be won by entering the AT once.
[0011] (2) A plurality of reels on which a plurality of types of symbols are arranged on the outer periphery, an internal lottery means for conducting an internal lottery to determine whether a winning combination is achieved, a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner according to the result of the internal lottery when a stop operation is initiated, a winning determination means for determining that a winning combination has been achieved based on the fact that a symbol combination showing a winning combination predetermined for each winning combination is displayed on an effective line when the plurality of reels are stopped, and a normal section in which the performance state cannot be changed, and a plurality of performance states including a first performance state, a second performance state, and a third performance state. and an area control means for setting an advantageous area in which the presentation state can vary between a number of presentation states, and in the advantageous area, when the presentation state is the second presentation state, providing stop operation instruction information to assist in winning a winning combination, and a gaming machine having a plurality of setting values with different ball payout rates, the setting values including a first setting value which is the setting value with the lowest ball payout rate, a second setting value which is the setting value with the highest ball payout rate, and a third setting value which is the setting value different from the first setting value and the second setting value, and the ball payout rate when in the second presentation state is The section control means is designed to have a higher ball payout rate than the first presentation state and the third presentation state, and the section control means is capable of transitioning to the second presentation state with a higher probability in the third presentation state than in the first presentation state, and when the total number of games in the first presentation state and the third presentation state reaches a ceiling number of games, the section control means is capable of transitioning to the second presentation state, and when at least a first condition is satisfied, the ceiling number of games can be set, and when the first condition is satisfied and the ceiling number of games is set, the first setting value and the second setting value are set. The rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games, which satisfies the first condition, is higher than the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is 400 games or more, and in the third setting value, the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games, which satisfies the first condition,The gaming machine is characterized in that it is designed to be lower than the rate at which the ceiling number of games is set so that the number of games required to transition to the second performance state after the ceiling number of games is set is 400 games or more.
[0012] In the present invention, when the first condition (for example, when the game falls into the normal presentation state) is met, the ceiling number of plays is set, where there is a first presentation state (for example, the normal presentation state) and a third presentation state (for example, the CZ state), and the ceiling number of plays is updated in both the first presentation state and the third presentation state, and the first setting (for example, setting 1) and the second setting (for example, setting 6) increase the probability that the AT will start in less than 400 games, thereby maintaining the lower limit of the number of payouts in 400 plays, while the third setting (for example, setting 2) has a high probability that the AT will start in 400 games or more, so you can expect to win a large number of medals by entering the AT once.
[0013] (3) The reel control means may execute a predetermined reel presentation before enabling the reel to be stopped during a game, and when the predetermined reel presentation is executed, the interval control means may reduce the number of games required to reach the ceiling number of games.
[0014] In this way, the ceiling number of games is updated even when a reel effect (e.g., pseudo-play) occurs, thereby reducing the stress on the player caused by the occurrence of a reel effect and delays in play.
[0015] (4) The third setting value is the setting with the second lowest ball payout rate, and the ball payout rate of the third setting value may be less than 100%.
[0016] In this way, if an operator wants to operate with a payout rate of less than 100%, he or she can use setting 2 instead of setting 1, which is easy to detect, and can give players the expectation of winning a large number of balls with one AT win, even though the payout rate is less than 100%. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a schematic front view of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a right side view of the gaming machine according to the first embodiment. [Figure 3] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 4] FIG. 2 is a diagram illustrating an internal lottery table of the gaming machine according to the first embodiment. [Figure 5] 1 is a block diagram of a control circuit system of a gaming machine according to a first embodiment. [Figure 6] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 7] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 8] FIG. 2 is a diagram illustrating effective lines in the first embodiment. [Figure 9] 10A and 10B are diagrams illustrating the pattern arrangement and pattern names in the first embodiment. [Figure 10] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 11] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 12] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 13] FIG. 10 is a diagram illustrating an internal lottery table in a normal state in the first embodiment. [Figure 14] FIG. 10 is a diagram illustrating an internal lottery table in the BB internal state in the first embodiment. [Figure 15] FIG. 10 is a diagram illustrating an internal lottery table in the BB operating state in the first embodiment. [Figure 16] FIG. 10 is a diagram illustrating winning combinations for each winning mode in the first embodiment. [Figure 17]FIG. 10 is a diagram illustrating the relationship between the operation order of the stop buttons and winning combinations in the first embodiment, and the presence or absence of instruction information when each winning pattern is obtained during each pseudo bonus. [Figure 18] FIG. 10 is a diagram illustrating the relationship between winning combinations and symbol combinations in the first embodiment. [Figure 19] FIG. 10 is a diagram illustrating the relationship between winning combinations and symbol combinations in the first embodiment. [Figure 20] FIG. 2 is a transition diagram of the game state in the first embodiment. [Figure 21] FIG. 2 is a transition diagram of the rendering state in the first embodiment. [Figure 22] FIG. 2 is a transition diagram of the rendering state in the first embodiment. [Figure 23] FIG. 10 is a diagram illustrating a ceiling game number lottery table in the first embodiment. [Figure 24] FIG. 10 is a diagram illustrating a premonition game number lottery table according to the first embodiment. [Figure 25] This shows the payout rate for each setting in the first embodiment. [Figure 26] FIG. 10 is a diagram illustrating a pseudo bonus lottery table for each loop rate in the first embodiment. [Figure 27] 10A and 10B are diagrams illustrating the behavior of pseudo games for each type of pseudo game in the first embodiment, and illustrating a lottery table that determines the type of pseudo game determined for each pseudo bonus. [Figure 28] FIG. 10 is a diagram illustrating a lottery table for determining the type of pseudo bonus when the pseudo gaming stock is consumed in the first embodiment. [Figure 29] A figure explaining the ball payout rate in the stop operation sequence when no instruction is issued in the REG state and NBIG state in the first embodiment. [Figure 30] 10A and 10B are diagrams illustrating the behavior of pseudo games for each type of pseudo game in the second embodiment, and illustrating a lottery table that determines the type of pseudo game determined for each pseudo bonus. [Figure 31]FIG. 10 is a diagram illustrating a pseudo-game lottery table in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0018] 1. First embodiment 1-1.Configuration As an example of a gaming machine according to the present invention, a slot machine will be taken up, and this embodiment will explain in detail the basic configuration and basic operation of a slot machine.
[0019] FIG. 1 is a schematic front view of the gaming machine ((A) is an overall view, (B) is a view of the upper front), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of the design panel.
[0020] Reference numeral 1 denotes the main body of the gaming machine generally called a "Pachislot machine," which is roughly divided into a cabinet 1a incorporating a rotary drum (reel section 2) and a front door 1b (see FIG. 2 in particular).
[0021] The front door 1b is the main part, which can be said to be the face of the gaming machine, and a unique metallic feel is required to create a sense of luxury and to meet the demands of design. By adding normal chrome plating, dark chrome plating, hard gold plating, metallizing (plating) or satin-like (plating) to the resin material, the appearance is given a gorgeous and heavy feel.
[0022] A transparent panel 21 is fitted into the front surface of the front door 1b. A design panel 22 is attached to the front door 1b on the inner side of the transparent panel 21.
[0023] The design panel 22 has a top surface 22a to which a display / performance device 11 (or a video display device) that performs various performances according to the game situation is fixed with screws, a middle surface 22b in which a window portion 3 (a pattern display window) is formed, and a bottom surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent toward the inside of the cabinet 1a, and a left side surface 22e and a right side surface 22f that connect the left and right sides of the bottom surface 22d form an approximately box-like shape and a recessed space (see Figure 3 in particular).
[0024] On this bottom surface portion 22d, there are provided three-dimensionally protruding decorations 23 or three-dimensional electrically driven objects 24 that are driven according to the progress of the game (for example, to heighten the sense of anticipation, there are electrically driven toys, doors that open and close, bumpers that move up and down, or rocking boats that are used for effects related to the internal winning role. However, there are also cases where effects unrelated to the internal winning role are simply performed.).
[0025] The front door 1b and design panel 22 are integrally molded from resin material using a mold. The molding methods generally used are injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.
[0026] Reference numeral 2 denotes a reel section built into the cabinet 1a, and is composed of three reels: a left reel 2a, a center reel 2b, and a right reel c. Each reel is provided with a reel section symbol display LED (not shown), which is configured to light up (light up or flash) or go out according to various effects. In other words, each reel is a symbol row that displays multiple symbols from top to bottom in a row, and in this case, a symbol variation game (hereinafter referred to as a game) is started in which the three symbol rows (multiple rows) vary.
[0027] 3 is a window provided in the center of the front of the design panel 22, and allows the design on the reel tape attached (placed or applied) to the outer periphery of the reel section 2 to be seen through the transparent panel 21.
[0028] 4 is a display LED block provided below the window section 3 and on the underside of the design panel 22, and is composed of a group of display LEDs including LED 4a for the number of inserted medals, LED 4b for the number of stored medals, LED 4c for the number of medals paid out, LED 4d for replay, LED 4e for error, and LED 4f for performance in progress, as described below.
[0029] 5 is the medal insertion section, which has a medal insertion port into which game medals (game media, sometimes called "coins" or simply "medals") are inserted to start the game of rotating and stopping the reel section 2.
[0030] Medals inserted through the medal insertion slot are counted by a medal sorting device (also called a "selector"; not shown), and the number of medals inserted correctly is added up and displayed on the number of inserted medals LED 4a or the number of stored medals display LED 4b of the display LED block 4.
[0031] Reference numeral 6 denotes a settlement button (or credit return switch) and is used to settle (return) the inserted medals and stored medals. For example, assuming that three medals are inserted and 40 medals are stored (a total of 43 credits), when the settlement button is operated in this state, 43 medals will be paid out from the medal payout device 18.
[0032] 7 is the 1 bet button, which is used to insert one medal from the reserve medal to play a game. Recently, the 1 bet button 7 is sometimes not provided. Also, a cross key (not shown) is sometimes provided to the left of the 1 bet button 7, which is required for cursor operation in the up, down, left, and right directions, and for viewing history information.
[0033] Numeral 8 denotes the max bet button, which is used when inserting three medals from the reserve to play a game, or when inserting the maximum number of medals (one or two: the optimum number) determined according to the internal lottery status during a bonus game, etc. An LED is provided inside the max bet button 3, which lights up when the max bet button 8 is in an operable state.
[0034] Reference numeral 9 denotes a start lever (part of the reel rotation starter), which is used to start the reel section 2 all at once after a predetermined number of game medals required to play a game have been inserted. An LED is provided around the start lever 9, which lights up when the start operation is possible. The start lever 9 is also used to confirm the desired setting value selected from stage values 1 to 6 when setting the payout rate in stages. In this embodiment, the number of game medals required to play a game is three.
[0035] Reference numeral 10 denotes a stop button unit (also synonymously referred to as a "stop switch"), which is used to stop the reel unit 2 from rotating. This stop button unit 10 is composed of a group of three buttons: a left stop button 10a, a center stop button 10b, and a right stop button 10c. By operating the stop button unit 10 while the reel unit 2 is rotating, the left reel 2a, the center reel 2b, and the right reel 2c corresponding to each button can be stopped. When the rotation of the three reels, the left reel 2a, the center reel 2b, and the right reel 2c, reaches a predetermined speed (approximately 80 rotations per minute) and the stop button unit becomes operable, the LEDs built into the left stop button 10a, the center stop button 10b, and the right stop button 10c light up. When the left stop button 10a, the center stop button 10b, and the right stop button 10c are used as directional input means, they can be used to input left, up, and right directions, respectively.
[0036] Reference numeral 11 denotes a display / effect device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), or an FPD (flat panel display) such as an organic EL (electroluminescence), and is capable of producing various visual effects related to the reel game and announcing necessary information under the control of an effect control unit (not shown). Regardless of whether or not special glasses are used, display / effect devices capable of three-dimensional display have recently become inexpensively manufactured, and gaming machines employing 3D displays that pop up effect images such as 7 symbols when in a reach or jackpot state are becoming mainstream. The effect control unit is equipped with ROM and RAM, and communicates bidirectionally with the sub-control unit 160, executing various effects according to the effect commands received.
[0037] Reference numeral 12 denotes the speaker unit, which is made up of four speakers: an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and emits sound effects according to various performances, a warning sound when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs. If a serious problem occurs (selector error, hopper error, or RAM error, but this does not include door open), a warning sound will be emitted and the error display LED 4e will light up.
[0038] Reference numeral 13 denotes a status display LED section, which is composed of an upper status display LED 13a provided on the top of the display / effect device 11, and upper left status display LED 13b, upper right status display LED 13c, middle left status display LED 13d, middle right status display LED 13e, lower left status display LED 13f, lower right status display LED 13g, and lower middle status display LED 13h provided on both sides, and can effectively perform various light effects. In addition, when the step setting value is being changed, when the front door 1b is open, or when a problem occurs, the LED flashes repeatedly as a warning indication.
[0039] The status display LED section 13 (13a to 13h) is arranged so as to go around the outer periphery of the front door 1b, so that the player can be effectively shown a light effect in which colorful light goes round and round the outer edge without interruption. In particular, the upper status display LED 13a provided at the upper center position of the front door 1b (the upper center position of the front of the gaming machine main body) is called a top lamp, and emits light in a specific color corresponding to an internal win or a winning combination, thereby playing a central role in the light effect that notifies the player of the internal win or winning combination, etc., and builds up a sense of anticipation.
[0040] 1(B) shows an embodiment of a gaming machine cabinet in which the logo panel section 17, which will be described later, has been eliminated and the top lamp 13a has been made larger overall. In a variable display game in which the reel section is varied, the winning combination is determined in advance by an internal lottery, and when the three reels are stopped by operating the stop switch, this top lamp 13a lights up in a unique color corresponding to the internally won combination or winning combination (for example, red for cherry, green for watermelon, yellow for bell, and blue for replay), and then turns off or lights up in a neutral color such as white that is different from the unique color during the interval period until the next variable display game starts.
[0041] Note that multiple status display LEDs for notifying bonus wins and other necessary information may be provided in the left and right spaces (on the top surface 22a) of the display and effect device 1. Also, AT notification lamps for notifying AT wins are provided in the left and right spaces (on the middle surface 22b) of the reel section 2, and the two AT notification lamps on the left and right are lit.
[0042] 14 is a special button, which the player presses once or repeatedly to input information required for various games and their visual effects displayed on the display and effect device 11 (for example, the rise of the power level gauge, the display of bonus symbols, input information such as the operation of a fighter plane's machine gun, the dropping of a bomb, or the direction of movement of a character). In particular, if the AT is won, the special button 14 flashes with a "beep beep beep" sound effect to encourage operation, and when the player taps the special button 14 with anticipation, a "crack, crack, crack" sound effect is generated and the AT notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) described later and is used solely for various visual and sound effects, and does not affect the game results.
[0043] Reference numeral 15 denotes a tray, which receives game medals paid out from a medal payout device 18 (see FIG. 4) and is discharged from a medal payout outlet 16, and can receive up to several hundred medals.
[0044] Reference numeral 17 denotes a logo panel portion, which is used to display various trademarks such as the manufacturer name or model name as required.
[0045] 19 is a door keyhole, which is used when opening the front door 1b of the gaming machine main body 1 with the door key, when canceling the stop state (a state in which operation for medal-type games is disabled), and when canceling a game that has been stopped due to an error.
[0046] 20 is a return button (officially called the "inserted medal jam return button"), which is used to return game medals that have jammed in the game medal selector (not shown) through which game medals pass after the medal insertion section 5 through the medal payout outlet 16.
[0047] Referring now to Figure 3, the design panel 22 shown in Figure 3(A) has a bottom surface 22d formed by an upper surface 22a on which a display / performance device mounting portion 22j for mounting the display / performance device 11 is formed, a middle surface 22b on which a window portion 3 (pattern display window 3) is formed, and a lower surface 22c on which the above-mentioned display LED block 4 is mounted, and a three-dimensionally protruding decorative object or a three-dimensional electrically driven object is provided on the upper surface thereof.
[0048] Furthermore, bottom surface 22d is connected by left side surface 22e and side surface 22f, forming a generally box-like (or boat-like) shape with a recessed interior space, and the upper and lower portions are provided with upper and lower mounting portions 22g and 22h, each with multiple mounting holes for attachment to front door 1b. By attaching decorative stickers to the five inner surfaces of bottom surface 22d, left side surface 22e, and right side surface 22f, three generally flat surfaces are formed, particularly on bottom surface 22d. However, due to the presence of decorative elements 23 and electrically driven elements 24, it is natural that there will be some unevenness.
[0049] Reference numeral 4a denotes an inserted medal number LED, which displays the number of game medals inserted from the medal insertion portion 5 or by pressing the max bet button 8 or 1 bet button 7 to play a game.
[0050] 4b is a medal storage number display LED, which displays the number of gaming medal credits (stored number) within a range of, for example, a predetermined maximum number of 50. It also displays a payout effect when the stored medals are settled.
[0051] 4c is the medal payout number display LED, which displays the number of medals paid out when a prize is won. It also displays the set value of the payout rate and an error code when the game is stopped or an error occurs.
[0052] 4d is a replay display LED, which lights up when a replay is activated in a variable display game.
[0053] 4e is an error display LED that lights up when a serious problem (for example, a problem other than door opening) occurs.
[0054] 4f is an effect-in-progress display LED that lights up when an effect is being performed by the reel section 2. In other words, it indicates that a reel effect is being performed.
[0055] The design panel 22 shown in Figure 3(B) differs from that shown in Figure 3(A) in that it has a top surface 22i as a further bent surface (edge). The provision of this top surface 22i is advantageous in that it makes the attached display and effect device 11 more visible to the player and also makes the design panel itself more robust.
[0056] FIG. 4 is a schematic diagram of the internal structure of the gaming machine.
[0057] In the center of the cabinet 1a of the gaming machine main body 1, a reel unit 2 and a medal payout device 18 (medal hopper 18) are arranged below the reel unit 2.
[0058] A reflector 27 is provided at the upper right corner of the housing 1a, and a photosensor is provided at the corresponding position on the front door 1b.When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor, while when the front door 1b is open, the reflected light is not detected, making it possible to detect whether the front door 1b is open or closed.
[0059] Reference numeral 28 denotes a power supply unit. When a power switch 28c is turned on, power is supplied to each circuit block, and after an initial check and initial setting, the variable display game can be played.
[0060] 28a is a setting key switch (also called a setting change permission switch) and is used when setting the ball payout rate in stages or checking the stage setting value. By inserting the operation key into the keyhole 28d and turning it, it is possible to change from OFF to ON or vice versa.
[0061] 28b is an error release switch, which is used when setting the ball payout rate in stages or when canceling a game that has been stopped due to an error.
[0062] 4c is an LED that displays the number of medals paid out, and displays the step setting value of the payout rate. Each time the error release switch 28b is pressed, the value is increased by "1", and after displaying "6", it returns to "1" and displays a turnaround.
[0063] FIG. 5 is a block diagram of a control circuit system of the gaming machine.
[0064] The control circuit system is broadly divided into a main block (main board: the part not surrounded by the dashed line) and a sub-block (sub-board: the part surrounded by the dashed line). The main block controls the game results, while the sub-block controls various effects that attract the player's attention and interest, such as the announcement and display of game progress and internal lottery results.
[0065] Reference numeral 100 denotes the main control unit, an integrated one-chip microcomputer (LE4380A-PA-S manufactured by LETECH Corporation) equipped with a microprocessor with a built-in CPU, and is provided with ROM 101, which stores a control program describing predetermined data table areas and the control procedures for the entire device, and RAM 102 (also called RWM: rewritable memory; this includes not only built-in but also external RAM), which contains counters, registers, etc. and temporarily stores information necessary for control. As will be described later, this RAM 102 retains all stored control data using RAM backup power, which is constantly supplied via the power connector, even if the power switch 28c is turned off or the power cord is unplugged. However, if the power connector itself is unplugged, power is no longer supplied, and the control data is erased (all cleared or reset to 0) or becomes meaningless information.
[0066] The main control unit 100 is connected to a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a play limit setting unit 180, and a settlement button sensor via an I / O port (not shown) or a data bus, and the main control unit 100 is configured to be able to receive input signals from these.
[0067] The reel unit 2, medal payout device 18, display LED block 4, and external central terminal board 170 are connected to the main control unit 100 via an I / O port (not shown) and a data bus, and the main control unit 100 is configured to be able to control each of these devices by sending and receiving input and output signals. Each index sensor provided on the reel unit 2 inputs an index signal of one pulse per rotation to the main control unit 100.
[0068] The main control unit 100 outputs information necessary for aggregating and managing the operating status of gaming machines at a pachinko parlor or the like from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output by the main control unit 100 to the outside are a medal insertion signal, a medal payout signal, external output signal 1 (e.g., a BB signal or a pseudo BB signal), external output signal 2 (e.g., an RB signal or a pseudo RB signal), external output signal 3 (e.g., an AT signal), external output signal 4 (e.g., a signal indicating the occurrence of various errors), external output signal 5 (e.g., a cheating detection signal), and a relay common signal. In particular, the BB signal, RB signal, and AT signal are not only aggregated and managed by the hall computer, but are also output to a data counter installed near the top of the pachinko slot machine and used to display key pachinko slot game information (number of games played, number of BBs, number of RBs, number of ATs, and ball payout information) to the player.
[0069] The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / O port (not shown) and a data bus. While the main control unit 100 can generally transmit various types of information to both control units, the main control unit 100 cannot receive information from both control units (i.e., the main control unit 100 is connected to enable one-way communication from the main control unit 100 to both control units). However, it can receive only two-bit credit data from the credit control unit 165 via a data input circuit 166 (e.g., two NOT circuits). This credit data is two-bit data, with 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 or more credits, and is input as a High or Low signal to two input ports of the main control unit 100, just like various sensor input signals.
[0070] The main control unit 100 outputs to the sub-control unit 160 control data necessary for various sub-block controls (e.g., coin insertion data, lottery results and winning status data, stage setting value data, and data indicating the switch operation status of the stage setting unit 150). Like the main control unit 100, the sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU. It includes a ROM 161 that stores a control program describing the control procedures for the entire sub-block, and a RAM 162 that includes counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. The ROM 161 stores multiple BGM (background music) data sets. To excite the player, especially during bonus games and automatic time slots, specially arranged BGM is appropriately selected and played according to the presentation scene. The main control unit 100 and the sub-control unit 160 do not need to be separate units; they can be integrated into a single control unit.
[0071] The sub-control unit 160 is connected to the display performance device 11, speaker unit 12, status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112, and door abnormality signal output device 113 via an I / O port (not shown) and a data bus, and the sub-control unit 160 can accept input signals from each of these devices and output the necessary data and signals to perform various controls.
[0072] When the internal lottery means 220 executes an internal lottery and the sub-control unit 160 is notified of the result of a replay, a small winning combination, a bonus, or a loss (non-winning), the sub-control unit 160 determines whether or not to perform an effect on the display and effect device 11, the speaker unit 12, and the status display LED unit 13 before notifying the player of the lottery result. When the sub-control unit 160 determines to perform an effect, it selects an effect image to be displayed from a plurality of effect images stored in ROM 161 and outputs the selected effect image to the display and effect device 11.
[0073] The operation direction sensor 111 outputs a direction signal corresponding to the up, down, left, or right direction in which the start lever 9 is operated, and the sub-control unit 160 receives this direction signal and displays various visual effects and winning announcements, etc., according to the direction signal on the display and performance device 11, and also generates sound effects from the speaker unit 12.
[0074] The special button sensor 112 outputs an ON signal (for example, a HIGH signal) when the special button 14 is operated, and an OFF signal (for example, a LOW signal) when it is released, and the sub-controller 160 displays various games, their associated visual effects, winning announcements, etc. on the display and effect device 11 according to the timing at which the ON signal is received and the number of times the pulses are received (called rapid succession). Furthermore, the speaker unit 12 generates sound effects such as bomb drops and machine gun operation.
[0075] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-controller 160. When the main power supply is ON, it outputs an ON / OFF signal in response to the opening or closing of the front door 1b, but when the main power supply is OFF, it is powered by power supplied from the sub-power supply (backup battery), and detects and stores abnormal opening or closing of the front door 1b when the main power supply is turned OFF, and even if the main power supply is turned ON thereafter, it notifies the sub-controller 160 of the abnormal opening or closing when the main power supply is turned ON. As a result, the sub-controller 160 generates a warning sound when the main power supply is turned ON, even if the front door 1b is closed and there appears to be no abnormality, so that the manager of the amusement hall can recognize the abnormality and take appropriate measures such as checking and inspecting the gaming machines.
[0076] The medal detection sensor 130 is composed of a medal passage sensor and a proximity sensor (not shown), and outputs a number of pulse signals corresponding to the number of medals inserted through the medal insertion slot 5. The main control unit 100 receives these pulse signals and executes counter logic processing at the rising and falling edges of the pulse signals, thereby controlling the inserted medal number LED 4a or the medal storage number display LED 4b in the display LED block 4 to display the inserted medal number or credit number increased by a number corresponding to the number of pulses.
[0077] The bet button detection sensor 140 is composed of two sensors: a 1 bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1 bet button 7, and a max bet button detection sensor 140b that outputs a pulse signal in response to the operation of the max bet button 8, and these sensors are connected to two ports of the main control unit 100 separately (details not shown). The main control unit 100 controls the number display of the inserted number LED 4a in response to the obtained pulse signal.
[0078] Furthermore, when a player operates the start lever 9 after inserting a predetermined number of medals, the start SW sensor 110 outputs a start signal, and upon receiving this start signal, the main control unit 100 starts the game by performing a random number lottery or the like, and outputs a drive pulse signal to the reel unit 2. Note that a game performed by one operation of the start lever 9 constitutes one game, and the player repeats the game with the aim of winning a bonus role or an AT state and increasing the number of medals.
[0079] When the stop buttons 10a to 10c are operated during the variable display game, the rotation of the corresponding reel is stopped, and if a predetermined minor combination is won and medals are paid out, the number of medals paid out is displayed on the medal payout number display LED 4c in the display LED block 4, and this is added to the credit number and displayed on the medal storage number display LED 4b. Note that when a payout operation is performed using the settlement button 6 or when the credit number exceeds the maximum number of 50, for example, the main control unit 100 drives and controls the medal payout device 18, and the required number of medals are discharged from the medal payout outlet 16 and stored in the tray 15.
[0080] Furthermore, when a small win, replay, or bonus is internally won, the main control unit 100 outputs control data (event data) relating to the internal win, etc. to the sub-control unit 160. Then, when the sub-control unit 160 receives control data from the main control unit 100, it is configured to perform various performance operations such as lighting control of the status display LED unit 13, control of a voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and display control of characters and background images on the display screen of the display performance device 11.
[0081] Reference numeral 150 denotes a step setting unit, and by performing a step setting operation of the payout rate described later, the hall service vehicle can select a desired setting value from step values 1 to 6 (setting 1 to setting 6).
[0082] Reference numeral 25 denotes an input switch section (input switch section) for inputting various data, and is used to set the warning mode when, for example, a step setting operation for the payout rate is performed, and to set the time period during which a warning will or will not be issued. There are three warning modes: an on / off state of the warning generation function, and a timer state in which a warning is issued only during a set time period. The input switch section 25 is composed of an initialization switch for initializing the sub-block and a volume switch used to change the volume of the speaker section 12, and is designed to function when both are pressed simultaneously.
[0083] Reference numeral 26 denotes a timekeeping unit consisting of a radio-controlled clock that receives absolute time data from a satellite or the like and keeps accurate time, and continuously outputs the timed time to the sub-control unit 160.
[0084] FIG. 6 is a block diagram of a control circuit system that controls the reel unit.
[0085] The reel section 2 is equipped with step motors 30a, 30b, and 30c for controlling the rotation of three reels: left reel 2a, center reel 2b, and right reel 2c. Each step motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control section 100, and when the drive pulse signal is continuously supplied simultaneously to the three phases, an attractive force is generated, causing the reels to stop suddenly.
[0086] These step motors 30a, 30b, and 30c use a four-phase 1-2 excitation system with 252 steps per rotation (1.43 degrees per step). They rotate exactly one time when the main control unit 100 inputs 504 drive pulse signals. The main control unit 100 can accurately determine the position of each reel because it receives one index signal (reference signal or reference position signal) from each of the drum sensors 31a, 31b, and 31c, each of which consists of a photointerrupter mounted on each reel. In other words, the resolution per input pulse is 0.714 degrees per pulse. To further increase the resolution, the rotational position can be precisely determined by managing the time between input pulses and the rotational speed.
[0087] FIG. 7 is a block diagram of the reel unit.
[0088] The centers of the left reel 2a, center reel 2b, and right reel 2c, which are thick, disc-shaped rotating bodies, are connected to the respective rotation shafts of step motors 30a (not shown), 30b (not shown), and 30c, and rotate in the direction of the arrows shown in the figure (i.e., from top to bottom). A left reel band 32a, a center reel band 32b, and a right reel band 32c, each bearing a variety of symbols, are attached to the outer periphery of each reel. When a predetermined symbol combination for each winning combination is displayed in the window 3 along a winning line, a winning combination is achieved. The star, +, plum (black circle), and triangle symbols shown in the figure are merely illustrative. The reel bands are generally referred to as reel tapes. As shown in FIG. 8, the winning lines in the gaming machine of this embodiment are formed by the top row of the left reel 2a, the middle row of the middle reel 2b, and the middle row of the right reel 2c.
[0089] Reel sensors 31a, 31b, and 31c (not shown) are provided for step motors 30a, 30b, and 30c, respectively, and each reel sensor returns one pulse of an index signal for each rotation of the step motor. Based on this index signal and the number of drive pulse signals output, main control unit 100 constantly keeps track of the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the lowest position of window unit 3).
[0090] Figure 9 shows the arrangement of symbols on the reels.
[0091] Each of the left reel 2a, center reel 2b, and right reel 2c has a reel band (not shown) with left reel symbols, center reel symbols, and right reel symbols painted on it attached around the outer periphery of each reel.
[0092] Each reel band has 20 different patterns printed on it, each in a different arrangement, and 10 different patterns are printed on it: gold seven pattern, red seven pattern, bar pattern, lip pattern, watermelon pattern, pineapple pattern, purple che pattern, pattern che pattern, shisa pattern, and blank pattern.
[0093] The internal lottery means 220 is a means for conducting an internal lottery to determine whether a winning combination will be achieved when the start lever 9 is operated while the start operation is possible, and performs lottery table selection processing, random number determination processing, and lottery flag setting processing.
[0094] In the lottery table selection process, it is determined which of the internal lottery tables stored in the internal lottery table storage means 300 to use, depending on the game status stored in the game information storage means 430. As shown in Figs. 13 to 15, the internal lottery tables stored in the internal lottery table storage means 300 are internal lottery tables 1 to 3, and in each internal lottery table, a plurality of random number values (65,536 random numbers from 0 to 65,535) are associated with various roles such as replay, small role, and bonus, as well as losses (non-winning).
[0095] 18 to 19, small prizes 1 to 51 are prepared as small prizes, and as shown in Fig. 13 to 15, watermelon, 3 prizes, biased 8 prizes A_3 to biased 8 prizes A_6, biased 8 prizes B_3 to biased 8 prizes B_6, biased 8 prizes C_3_1 to biased 8 prizes C_6_1, biased 8 prizes C_3_2 to biased 8 prizes C_6_2, biased 8 prizes D_3_1 to biased 8 prizes D_6_1, biased 8 prizes D_3_2 to biased 8 prizes D_6_2, biased 12 prizes A_3 to biased 12 prizes A_6, biased 12 prizes B_3 to biased 12 prizes B_6, common bell, small prize ALL, 8 prizes ALL, and 1 prize ALL are set. In addition, the small prizes (small prizes 1 to 3) that can obtain 12 prizes may be collectively referred to as "12 prizes small prize". In addition, the small role that can get 8 payouts (small role 4 to small role 9) may be collectively referred to as "8-piece small role". In addition, the small role that can get 3 payouts (small role 10 to small role 11) may be collectively referred to as "3-piece small role". In addition, the small role that can get 1 payout (small role 14 to small role 52) may be collectively referred to as "1-piece small role".
[0096] As replays, RPLY1 to RPLY4 are provided as shown in FIG. 18, and as winning modes of replays, Replay 1 to Replay 3 are provided as shown in FIGS.
[0097] Furthermore, the probability of winning a small role does not change between internal lottery table 1 and internal lottery table 2, and the probability of winning a replay is higher on internal lottery table 2 than on internal lottery table 1. Furthermore, the probability of winning a small role on internal lottery table 3 is higher than on internal lottery table 1 and internal lottery table 2, and replays will not be a win.
[0098] In addition, a big bonus (BB) is prepared as a bonus, and the big bonus (BB) is drawn by lottery on an internal lottery table 1.
[0099] The game state can be set to normal state, BB internal state, and BB operating state, and in the lottery table selection process, if the game state is normal state, internal lottery table 1 in FIG. 13 is selected as the lottery table to be used in the internal lottery, if the game state is BB internal state, internal lottery table 2 in FIG. 14 is selected, and if the game state is BB operating state, internal lottery table 3 in FIG. 15 is selected.
[0100] In addition, multiple roles are associated with the winning patterns of watermelon, 3-coin role, biased 8-coin A_3 to biased 8-coin A_6, biased 8-coin B_3 to biased 8-coin B_6, biased 8-coin C_3_1 to biased 8-coin C_6_1, biased 8-coin C_3_2 to biased 8-coin C_6_2, biased 8-coin D_3_1 to biased 8-coin D_6_1, biased 8-coin D_3_2 to biased 8-coin D_6_2, biased 12-coin A_3 to biased 12-coin A_6, biased 12-coin B_3 to biased 12-coin B_6, common bell, small role ALL, 8-coin ALL, 1-coin ALL, and replay 1 to replay 3, as shown in Figure 16. In addition, biased 12 pieces A_3 to biased 12 pieces A_6 and biased 12 pieces B_3 to biased 12 pieces B_6 may be collectively referred to as "winning modes related to batting order 12 pieces small role". Also, biased 8 pieces A_3 to biased 8 pieces A_6, biased 8 pieces B_3 to biased 8 pieces B_6, biased 8 pieces C_3_1 to biased 8 pieces C_6_1, biased 8 pieces C_3_2 to biased 8 pieces C_6_2, biased 8 pieces D_3_1 to biased 8 pieces D_6_1, and biased 8 pieces D_3_2 to biased 8 pieces D_6_2 may be collectively referred to as "winning modes related to batting order 8 pieces small role".
[0101] In the random number determination unit, one of the random numbers (65,536 values from 0 to 65,535) continuously generated by the built-in random number generating unit 103 is obtained based on the start of the start lever 9, and based on the obtained random number value, the internal lottery table stored in the internal lottery table storage means 300 is referred to to determine whether a winning combination has been achieved.
[0102] In the lottery flag setting process, a winning flag corresponding to a winning combination determined to be a winning combination is set to a winning state based on the result of the random number determination process. If two or more types of combinations are won, a winning flag is set to a winning state for each of the two or more types of combinations that are won in duplicate. The setting status of the lottery flag is stored in the lottery flag storage means 420.
[0103] In addition, the gaming machine of this embodiment is provided with a carry-over flag that can be carried over to the next game or thereafter until a prize is won, and a non-carry-over flag that is reset to a non-winning state without being carried over to the next game or thereafter regardless of whether a prize is won or not. The combinations associated with the carry-over flag include a big bonus (BB), and small combinations and replays are associated with the non-carry-over flag.
[0104] When a big bonus (BB) is won, the winning state of the big bonus (BB) is carried over until the big bonus (BB) is won. Even when the winning state of the big bonus (BB) is carried over, the internal lottery means 220 performs an internal lottery to determine whether a small role and a replay will be won, and when a small role or a replay is won in this internal lottery, two or more types of lottery flags consisting of the lottery flag of the carried over bonus and the lottery flag of the won small role or replay are set to the winning state.
[0105] The reel control means 230 spins the reel section 2 (left reel 2a to right reel 2c) which is made up of three (multiple) rows of symbols on which a plurality of symbols (20 symbols in this embodiment) are drawn, based on the operation of the start lever 9. Thereafter, when the player performs a stop operation by operating the enabled stop button 10 (left stop button 10a to right stop button 10c), the reel control means 230 controls the left reel 2a to right reel 2c to stop in a manner according to the setting status of the lottery flag (result of the internal lottery) and the stop operation manner (stop operation sequence and timing) of the left stop button 10a to right stop button 10c.
[0106] That is, each time one of the left stop buttons 10a to 10c is pressed, the reel control means 230 determines the stop position of the reel among the left reel 2a to the right reel 2c that corresponds to the pressed button, and controls the reel to stop at the determined stop position. In this embodiment, pressing the left stop button 10a corresponds to an operation for stopping the left reel 2a, pressing the center stop button 10b corresponds to an operation for stopping the center reel 2b, and pressing the right stop button 10c corresponds to an operation for stopping the right reel 2c. That is, in the gaming machine of this embodiment, if the order in which the left stop button 10a to the right stop button 10c are pressed to stop the reels changes, the stop order of the left reel 2a to the right reel 2c also changes. In this embodiment, as necessary, the stop operation that stops the first reel among the left reel 2a to the right reel 2c may be referred to as the first stop operation, the stop operation that stops the second reel may be referred to as the second stop operation, and the stop operation that stops the last reel may be referred to as the third stop operation.
[0107] Furthermore, the reel control means 230 refers to the stop control table stored in the stop control table storage area 305 to determine the stop position of the reel during rotation.
[0108] In the stop control table, a correspondence relationship between the push detection position, which is the position of the reel at the time of actuation of the stop button 10 (the time when the push of the stop button is detected), and the actual stop position is set according to the setting state of the lottery flag. Note that in the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols, which indicates the amount of rotation from the push detection position to the actual stop position, may also be set according to the setting state of the lottery flag.
[0109] Furthermore, in the gaming machine of this embodiment, the priorities for small wins, replays, and bonuses are set in the order of "replay > bonus" and "small win > bonus," and the stop control table is set so that a stop position including a symbol that constitutes the winning form of a high-priority win is selected according to the priority associated with each win.
[0110] In addition, in the gaming machine of this embodiment, the stop control table that is referenced when the lottery flags for multiple types of minor roles are set to a winning state in the internal lottery has two cases: one in which the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line (number priority control), and one in which the stop position is set according to the number of medals to be paid out based on a predetermined payout for the minor role (payout number priority control).When the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, the stop position relative to the press detection position is set so that priority is given to the stop position that has the largest number of pattern combinations that indicate winning forms that can be displayed on the valid line, and when the stop position is set according to the number of medals to be paid out, the stop position relative to the press detection position is set so that priority is given to the stop position that has the largest number of medals to be paid out based on the payout for the minor role that corresponds to the pattern displayed at the display position on the valid line (a stop position that has the possibility of winning the minor role with the highest payout). However, when stop positions are set according to the number of medals to be paid out, for multiple stop positions that have the same number of medals to be paid out, the priority of each stop position is treated as the same and stop positions are set relative to the press detection position, and when stop positions are set according to the number of symbol combinations that indicate winning patterns that can be displayed on an active line, the priority of each stop position is treated as the same and stop positions are set relative to the press detection position. Also, as an exception to the above-mentioned number priority control, if the maximum number of symbol combinations that indicate winning patterns that can be displayed on an active line is one, the machine cannot be stopped by the above-mentioned number priority control, and stop positions must be set based on the above-mentioned payout number priority control.
[0111] In the stop control table that is referenced when a winning mode for a 3-coin combination, a batting order 8-coin combination, or a batting order 12-coin combination is obtained in the internal lottery, the correct batting order is set for each of the 3-coin combination, 8-coin combination, or 12-coin combination, as shown in Fig. 17, and a pressing order that differs from the correct batting order is treated as a failed batting order. In particular, in this embodiment, the pressing order (batting order 1, batting order 2) that causes the left reel 2a to stop first is a failed batting order in any winning mode for the batting order 8-coin combination. Also, the pressing order (batting order 1, batting order 2) that causes the left reel 2a to stop first is a failed batting order in any winning mode for the batting order 12-coin combination. In addition, the pressing order that causes the left reel 2a to stop first (batting order 1, batting order 2) is the correct batting order when a winning pattern of 3 coins is obtained, and pressing orders other than the pressing order that causes the left reel 2a to stop first (batting order 3 to batting order 6) are unsuccessful batting orders.
[0112] In addition, when any of the winning patterns related to the 8-coin small role in the batting order is obtained, and there is a possibility of winning for both the 1-coin small role and the 8-coin small role, if the stopping operation is performed in the correct batting order, the stop position relative to the press detection position is set in each stop control table so that the symbols that make up the winning form of the 8-coin small role are preferentially displayed on the valid line by payout number priority control, and if the stopping operation is performed in the incorrect batting order, the symbols that make up the winning form of the 1-coin small role are preferentially displayed on the valid line by number priority control.
[0113] In addition, when any of the winning patterns related to the 12-coin small role in the batting order is obtained, and there is a possibility of winning for both the 1-coin small role and the 12-coin small role, if the stopping operation is performed in accordance with the correct batting order, the stop position relative to the press detection position is set in each stop control table so that the symbols that make up the winning form of the 12-coin small role are preferentially displayed on the valid line by payout number priority control, and if the stopping operation is performed in accordance with the incorrect batting order, the symbols that make up the winning form of the 1-coin small role are preferentially displayed on the valid line by number priority control.
[0114] In addition, when a winning pattern for a 3-coin role is obtained and there is a possibility of winning for both a 1-coin minor role and a 3-coin minor role, the stop position relative to the press detection position is set in each stop control table so that if the stop operation is performed in the correct hitting order, the symbols that make up the winning pattern for the 3-coin minor role will be preferentially displayed on the valid line due to payout number priority control, and if the stop operation is performed in the incorrect hitting order, the symbols that make up the winning pattern for the 1-coin minor role will be preferentially displayed on the valid line due to number priority control.
[0115] In addition, in the stop control table that is referenced when a common bell winning pattern is obtained in the internal lottery, the stop position relative to the press detection position is set so that a 12-coin small win is always achieved regardless of the operation pattern.
[0116] In addition, in the stop control table that is referenced when a watermelon winning pattern is obtained in the internal lottery, in situations where there is a possibility of winning for both the 1-coin small role and the 3-coin small role, the symbols that make up the winning form of the 3-coin small role are preferentially displayed on the valid line through payout number priority control, and in situations where there is no possibility of winning for the 3-coin small role but there is a possibility of winning for the 1-coin small role, the symbols that make up the winning form of the 1-coin small role are displayed on the valid line, and the stop position relative to the press detection position is set so that if the stop operation is performed at a stop operation timing where neither the symbols that make up the winning form of the 3-coin small role nor the symbols that make up the winning form of the 1-coin small role can be displayed during the stop operation, it will result in a miss (non-winning).
[0117] In addition, when the game state is in the BB internal state, if the internal lottery results in either a winning pattern related to a small win or a winning pattern related to a replay, the pattern combinations and stop control corresponding to the small win, replay, and big bonus (BB) are set so that the big bonus (BB) will not be won no matter what mode the stop operation is performed in.
[0118] In addition, in the stop control table that is referenced when a winning mode of ALL small prizes is obtained in the internal lottery, the stop position relative to the press detection position is set so that any one of the 12 small prizes will definitely win, in the stop control table that is referenced when a winning mode of ALL 8 prizes is obtained in the internal lottery, the stop position relative to the press detection position is set so that any one of the 8 small prizes will definitely win, and in the stop control table that is referenced when a winning mode of ALL 1 prize is obtained in the internal lottery, the stop position relative to the press detection position is set so that any one of the 1 small prizes will definitely win.
[0119] Furthermore, in the stop control table referenced when a winning mode for Replay 1 is obtained in the internal lottery, the stop position relative to the press detection position is set so that either RPLY1, RPLY2, or RPLY3 will always win, depending on the operation mode; in the stop control table referenced when a winning mode for Replay 2 is obtained in the internal lottery, the stop position relative to the press detection position is set so that either RPLY1 or RPLY2 will always win, depending on the operation mode; and in the stop control table referenced when a winning mode for Replay 3 is obtained in the internal lottery, the stop position relative to the press detection position is set so that either RPLY1, RPLY3, or RPLY4 will always win, depending on the operation mode. Note that there may be replays in which a winning mode is obtained internally but the stop control does not match, such as by not displaying RPLY2 when a winning mode for Replay 1 is obtained in the internal lottery.
[0120] In addition, the Big Bonus (BB) can only be won if the Big Bonus (BB) is won alone in the normal state, and there are no misses in the BB internal state, and since a small win or replay with a higher priority than the Big Bonus (BB) is always won in duplicate, the stop position relative to the press detection position is set in the stop control table to prevent the Big Bonus (BB) from being won.
[0121] The winning determination means 240 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the left reel 2a to the right reel 2c. Specifically, by referring to the winning determination table stored in the winning determination table storage area 310, it determines whether or not the symbol combination displayed on the pay line when all of the left reel 2a to the right reel 2c have stopped is in the form of a predetermined winning combination. Then, the winning determination table is prepared so that the presence or absence of a winning combination of the big bonus (BB), RPLY1 to RPLY4, and small bonus 1 to small bonus 51 can be determined based on the symbol combination displayed on the pay line when each reel has stopped, as shown in Figures 18 and 19.
[0122] In the gaming machine of this embodiment, when a winning combination is achieved, a winning process is executed based on the determination result of the winning determination means 240. As the winning process, for example, when a small combination is achieved, a medal payout process is executed by the payout control means 205, when a replay is achieved, a replay process is executed by the replay processing means 215, and when a bonus is achieved, a game state transition process is executed by the game state control means 225 to transition the game state.
[0123] The game state control means 225 performs a game state transition process to transition the game state between the normal state, the BB internal state, and the BB operating state, as shown in Fig. 20. In this embodiment, information indicating the game state currently being held is stored in the game state storage area 430.
[0124] The normal state is a game state corresponding to the initial state among multiple game states, and it is possible to transition from the normal state to the BB internal state or the BB operating state. Specifically, if a big bonus (BB) is won in the normal state but the big bonus (BB) is not won, the state transitions to the BB internal state, and if a big bonus (BB) is won and also won in the normal state, the state transitions to the BB operating state. In addition, in the normal state, an internal lottery is performed by referring to internal lottery table 1, among internal lottery tables 1 to 3 shown in Figures 13 to 15, in which the winning probability of a replay is set to approximately 1 / 7.3 or more and the big bonus (BB) is set as a lottery target.
[0125] The BB internal state is a game state to which a player transitions when a big bonus (BB) is won in an internal lottery in the normal state but the big bonus (BB) is not awarded.Of the internal lottery tables 1 to 3 shown in Figures 13 to 15, the probability of winning a replay is higher than that of internal lottery table 1, so a miss (non-win) does not occur, and an internal lottery is held with reference to internal lottery table 2, in which the big bonus (BB) is excluded from the lottery.
[0126] The BB operating state is a game state that is entered when a symbol combination indicating a winning form of a big bonus (BB) is displayed on an active line, and an internal lottery is conducted by referring to internal lottery table 1 and internal lottery table 3, which has a different method of drawing small roles from internal lottery table 2, among internal lottery tables 1 to 3 shown in Figures 13 to 15.
[0127] In addition, in the BB operating state, it is determined whether or not the termination condition has been met based on the total number of medals paid out during play in the BB operating state, and if it is determined that more than a predetermined number of medals (for example, 50 medals) have been paid out, the game state control means 225 terminates the BB operating state and controls the game state to return to the normal state.
[0128] In addition, if the stage setting value is changed (including re-entering the same setting value), the game state is initialized to the normal state.
[0129] 21 and 22, the AT control means 235 (section control means) changes the presentation state among several types of presentation states including the normal section (non-advantageous section), normal presentation state (advantageous section: first presentation state), premonition state, REG state (advantageous section: second presentation state), NBIG state (advantageous section: second presentation state), and SBIG state (advantageous section: second presentation state), and sets the presentation state to the REG state, NBIG state, or SBIG state under predetermined conditions. Note that the REG state, NBIG state, and SBIG state may be collectively referred to as the "AT state" or "pseudo bonus."
[0130] The AT control means 235 determines whether the pseudo bonus termination condition is met based on the value of the AT game number counter 445, and controls the termination of the pseudo bonus when the pseudo bonus termination condition is met.
[0131] In this embodiment, information indicating the currently-occurring presentation state is stored in the presentation state storage area 415. Also, in this embodiment, when the player is in the REG state or the NBIG state, if the player obtains any of the winning patterns related to the 8-coin minor combination in the batting order, the AT control means 235 displays information corresponding to the correct batting order on the medal payout number display LED 4c (stop operation instruction information; instruction information "3" to "6" in FIG. 17; "-" indicates no stop operation instruction information), thereby notifying the player of the correct batting order to assist in the winning of the 8-coin minor combination. Furthermore, if the player obtains any of the winning patterns related to the 8-coin minor combination in the batting order, the sub-controller 160 displays information on the display presentation device 11 to align the 8-coin minor combination on the active line, thereby performing a winning assistance presentation to assist in the winning of the 8-coin minor combination. This allows the player to play an assist time game in which it is easier to win medals than when the player is in the normal section, normal presentation state, or premonition state. In addition, when staying in the REG state and the NBIG state, if any of the winning patterns relating to the 12-piece minor role in the batting order is obtained, no instruction is given.
[0132] In addition, in this embodiment, when the player is in the SBIG state, if the AT control means 235 obtains a winning pattern of either a 12-coin small win or an 8-coin small win in the batting order, the AT control means 235 displays information corresponding to the correct batting order on the medal payout number display LED 4c (stop operation instruction information; instruction information "3" to "6" in Figure 17) to notify the player of the correct batting order to assist in the winning of the 12-coin small win and the 8-coin small win, and if the sub-controller 160 obtains a winning pattern of either a 12-coin small win or an 8-coin small win in the batting order, the sub-controller 160 displays information on the display performance device 11 to align the 12-coin small win and the 8-coin small win on the active line, thereby performing a winning assistance performance to assist in the winning of the 12-coin small win and the 8-coin small win, allowing the player to play in an assist time game in which it is easier to win medals than when playing in the normal section, normal performance state, premonition state, REG state, or NBIG state. In other words, the SBIG state is the most advantageous presentation state, and is the presentation state in which the number of medals per game can be most expected to increase.
[0133] Furthermore, in this embodiment, when the player is in the pseudo bonus mode, if the AT control means 235 obtains a winning mode for a three-coin combination, the medal payout number display LED 4c does not display information corresponding to the correct batting order. Furthermore, the sub-control unit 160 does not perform a winning support effect. In other words, if a winning mode for a three-coin combination is obtained, no information related to the correct batting order is not announced. Furthermore, the player is completely unaware that a winning mode for a three-coin combination has been obtained.
[0134] Furthermore, as shown in Figures 21 and 22, the AT control means 235 can set a normal zone and an advantageous zone, and in the normal zone, a lottery for transitioning to an advantageous zone is held, and the advantageous zone is initiated by winning the lottery for transitioning to an advantageous zone, and the presentation state can be set to a pseudo-bonus on the condition that the zone is advantageous. In this embodiment, among the multiple types of presentation states, there are the normal presentation state, the premonition state, the REG state, and the NBIG state. The SBIG state, the next NBIG state, and the next SBIG state can only be set when the zone is advantageous. Note that Figure 21 is a simplified diagram of the transition from the normal zone to the advantageous zone and up to the pseudo-bonus, and shows the REG state and the NBIG state. The transitions between the SBIG state, the next NBIG state, and the next SBIG state are shown in Figure 22.
[0135] Then, when playing in the normal zone and the game state is normal or in the BB internal state, the AT control means 235 conducts a lottery to move to the advantageous zone based on whether the internal lottery results in a winning pattern of watermelon, 3-piece role (when the game state is normal, it is "3-piece role + BB"), a winning pattern related to the 12-piece minor role in the batting order, a winning pattern related to the 8-piece minor role in the batting order, a common bell, replay 1, or replay 2. Note that in this embodiment, the lottery to move to the advantageous zone is not conducted when the winning pattern of replay 3 is obtained in the normal state or in the BB internal state, or when the winning pattern of big bonus (BB) being won alone in the normal state is obtained. Also, in this embodiment, it is designed so that when the lottery to move to the advantageous zone is conducted, a winning pattern is always obtained.
[0136] Then, if the gaming state is normal after the third stop, i.e., if the gaming state before the game is normal and BB was not won in the internal lottery, the AT control means 235 changes the value of the advantageous zone transition counter 460 from its initial value of 0 to 1 as processing for transition to an advantageous zone. Then, based on the value of the advantageous zone transition counter being 1 for the next game, the AT control means 235 transitions the presentation state to a normal presentation state. Also, if a 3-piece combination + BB is won, i.e., if the gaming state before the game is normal and 3-piece combination + BB is won in the internal lottery, the AT control means 235 changes the value of the advantageous zone transition counter 460 from its initial value of 0 to 1 as processing for transition to an advantageous zone. Then, based on the value of the advantageous zone transition counter being 1 for the next game, the AT control means 235 transitions the presentation state to a normal presentation state. Furthermore, after the presentation state is transitioned to the normal presentation state, the ceiling game number is determined using the ceiling game number allocation lottery table of FIG. 23 stored in the ceiling game number lottery table storage means 320, and the determination result is set in the ceiling game number counter 425. In addition, when the game state is inside BB and a winning pattern of 3 coins is obtained, the winning flag set in the winning state is the same as that of 3 coins + BB, but in this embodiment it is different.
[0137] Then, when processing based on the value of the advantageous zone transition counter 460 being 1 is completed, the value of the advantageous zone transition counter is set to 3.
[0138] Here, for settings 1 and 6, 300 games are selected with an extremely high probability. This makes it possible to start a pseudo-bonus with high medal acquisition performance in less than 400 games, even if the ceiling number of games is determined and the number of premonition games described below is included. Therefore, even if the medal payout performance in the normal presentation state and the premonition presentation state is low, the pseudo-bonus can compensate for the medal payout, increasing the likelihood of meeting the constraint that "the number of payouts in 400 plays must exceed 1 / 3 of the number of inserted coins." Note that the payout rates for settings 1 to 6 are designed to be the payout rates shown in Figure 25.
[0139] In addition, the AT control means 235 changes the counter 460 at the time of transition to an advantageous zone from the initial value of 0 to 2 as a process at the time of transition to an advantageous zone when the game state before the start of the game is in the BB and the advantageous zone is won. Then, based on the value of the counter 460 at the time of transition to an advantageous zone being 2 in the next game, the presentation state is set to the premonition state, the continuation rate counter 440 is set to a value indicating 75% continuation, and the type of pseudo bonus is set to SBIG.
[0140] Then, when processing based on the fact that the value of the advantageous zone transition counter 460 is 2 is completed, the value of the advantageous zone transition counter 460 is set to 3.
[0141] In other words, the advantageous zone transition counter 460 is a counter for determining whether or not to perform initial processing for the next game when transitioning to an advantageous zone, and if initial processing is to be performed, which initial processing to perform. When the value of the advantageous zone transition counter 460 is 3, this indicates that the initial processing after transitioning to an advantageous zone has already been performed, and when the value of the advantageous zone transition counter 460 is 3, no subsequent initial processing will be performed. And once the value of the advantageous zone transition counter 460 reaches 3, the advantageous zone ends and the value of the advantageous zone transition counter 460 remains fixed at 3 until it is initialized to 0.
[0142] When the game state before the start of the game is in the BB and the advantageous zone is won (when the value of the advantageous zone transition counter 460 is 2), the game can be started in the advantageous zone from a more advantageous state than when the game state before the start of the game is in the normal state after 3 stops (when the value of the advantageous zone transition counter 460 is 1), and when a 3-coin role + BB is won in an internal lottery while in the game state (when the value of the advantageous zone transition counter 460 is 1). Note that, in order to prevent the medal acquisition performance from becoming too large when the advantageous zone is won when the game state before the start of the game is in the BB, for example, a specific lottery may be held, and if the specific lottery is won, the presentation state may be set to a premonition state, the continuation rate counter 440 may be set to a value indicating 75% continuation, the type of pseudo bonus may be set to SBIG, and if the specific lottery is not won, the presentation state may be switched to the normal presentation state.
[0143] Furthermore, as shown in Figure 21, the condition for the advantageous zone to end is when the first clear counter exceeds 2400 coins. The first clear counter is a counter that shows the difference between the medals used in the game and the medals paid out. Here, when the first clear counter ends and exceeds 2400 coins, the advantageous zone will re-enter in almost one game. In this case, the transition to the advantageous zone occurs when the game state is in the BB state. As mentioned above, the transition to the advantageous zone when the game state is in the BB state is very advantageous for the player. Therefore, when the advantageous zone ends when the first clear counter exceeds 2400 coins, the payout specifications are such that there is a high possibility that the advantageous zone will start again.
[0144] The AT control means 235 performs an AT lottery for each game when the presentation state is a normal presentation state in the advantageous zone. Specifically, when the game state is a normal state or a BB internal state, an AT lottery is performed based on the results of all internal lotteries.
[0145] In the AT lottery, a random number for the AT lottery (65,536 values from 0 to 65,535; since all other lotteries also use random numbers continuously generated by the random number generation unit 103, parentheses will be omitted hereafter) is obtained for the AT lottery, which is continuously generated by the built-in random number generation unit 103, and the obtained random number value is compared with the AT lottery table stored in the AT lottery table storage means 315, and it is determined whether or not the AT lottery has been won based on the comparison result. In the AT lottery table, an AT win or a loss is assigned to the random number value for the AT lottery, and if the random number value obtained for the AT lottery is associated with an AT win in the AT lottery table, it is determined that the AT lottery has been won.
[0146] If the AT lottery is won, the presentation state is set to the premonition state, the number of premonition games is drawn, the continuation rate is determined, and the type of pseudo bonus to be entered after the premonition ends is determined. In the game of this embodiment, if the AT lottery is won, the subtraction of the value of the number of games counter 445 is stopped.
[0147] Also, even if the player does not win the AT lottery, if the value of the ceiling game number counter 445 reaches 0, the player wins the AT and the processing for winning the AT described above is carried out.
[0148] The number of premonition games when the AT is won is determined by drawing a lottery for the number of premonition games using the premonition game number lottery table of Figure 24 stored in the ceiling game number lottery table storage means 320, and the determined number of premonition games is set in the premonition game number counter 435.
[0149] Furthermore, the continuation rate when the AT is won is determined by drawing a lottery using a continuation rate allocation lottery table (not shown) stored in the continuation rate allocation lottery table storage means 330, and a value corresponding to the determined continuation rate is set in the continuation rate counter 440. Note that settings 1 and 6, which tend to select 300 games as the number of premonition games, are designed so that a low continuation rate is likely to be selected, while settings 2 to 5, which tend to select 900 games as the number of premonition games, are designed so that a high continuation rate is likely to be selected.
[0150] In addition, when the AT is won, the pseudo bonus type is determined using one of the ``1% loop continuation bonus allocation lottery table,'' ``50% loop continuation bonus allocation lottery table,'' and ``75% loop continuation bonus allocation lottery table'' in Figure 26 stored in the pseudo bonus allocation lottery table storage means 345, depending on the numerical value corresponding to the continuation rate, and set in the pseudo bonus type counter 465.
[0151] Here, the higher the continuation rate of the pseudo bonus type, the higher the probability that a more advantageous pseudo bonus will be selected. In other words, in the case of a low continuation rate where a series of pseudo bonuses cannot be expected, the design is such that the possibility of conforming to the ball-out test is high when the continuation rate is low by setting it so that the upward fluctuation in the payout of medals is small, and in the case of a high continuation rate where a series of pseudo bonuses can be expected, the design is such that a pseudo bonus with a large payout of medals is more likely to be won, so that the overall conformance to the ball-out test can be expected, while the acquisition of many medals can be expected with the pseudo bonus.
[0152] When the presentation state is the normal presentation state or the premonition state, if any of the winning patterns is obtained, and the first stop is to stop the left reel 2a, the AT control means 235 adds 1 to the high-probability game number counter 455, and if the first stop is to stop a reel other than the left reel 2a, the AT control means 235 does not add to the value of the high-probability game number counter 455. Note that the high-probability game number counter 455 first performs a subtraction after the third stop, and then performs a process to determine whether or not to perform an addition. In other words, the high-probability game number counter 455 can have a value of 1 or 0.
[0153] When the presentation state is the normal presentation state and the value of the high-probability game number counter 455 is 0, a penalty such as not conducting an AT lottery or not progressing the number of games up to the ceiling occurs. Also, when the presentation state is the premonition state and the value of the high-probability game number counter 455 is 0, the number of premonition games is not subtracted. In other words, if a game continues in which the first stop is on a reel other than the left reel 2a, the above-mentioned penalty continues to occur.
[0154] Furthermore, when the presentation state is in the REG state or the NBIG state, if any of the winning modes related to the batting order 8-coin minor combination is obtained, the stop operation instruction information is displayed on the medal payout number display LED 4c as information corresponding to the correct batting order, provided that the value of the high-probability game number counter 455 is 1. If the value of the high-probability game number counter 455 is 0, information corresponding to the correct batting order is not displayed. Here, if any of the winning modes other than the batting order 8-coin minor combination is obtained, and the first stop is to stop the left reel 2a, the high-probability game number counter 455 is incremented by 1, and if the first stop is to stop a reel other than the left reel 2a, the value of the high-probability game number counter 455 is not incremented. Furthermore, if any of the winning modes related to the batting order 8-coin minor combination is obtained, the high-probability game number is incremented by 1 regardless of the stop operation order.
[0155] When the presentation state is the REG state or the NBIG state, if the value of the high-probability game number counter 455 is 0, information corresponding to the correct batting order is not displayed if any of the winning patterns related to the batting order 8-coin minor combination is obtained. In addition, when the value of the high-probability game number counter 455 is 0, if any of the winning patterns is obtained and the first stop is a pattern that stops a reel other than the left reel 2a, the value of the high-probability game number counter 455 is not incremented. In other words, if any of the winning patterns other than the winning pattern related to the batting order 8-coin minor combination is obtained and the first stop stops a reel other than the left reel 2a even once, thereafter, as long as a game is being played in which the first stop stops a reel other than the left reel 2a, information corresponding to the correct batting order cannot be obtained if any of the winning patterns related to the batting order 8-coin minor combination is obtained.
[0156] In addition, when the presentation state is a premonition presentation state, the AT control means 235 subtracts the number of premonition games on the condition that the value of the high probability game number counter 455 is 1.
[0157] In this embodiment, when the value of the premonition game number counter 435 reaches 0 during the premonition presentation state, the pseudo bonus determined when the AT was won is started along with the pseudo game.
[0158] A pseudo game is a type of reel presentation that simulates a game, and after the reels start, the operation of the pseudo stop button 10 is accepted, and when the pseudo stop button 10 is accepted, the reels are stopped in a pseudo manner. In order to prevent the player from mistaking this for a real game, the reels are not stopped completely, but are vibrated up and down in small increments to make the player aware that it is a pseudo game.
[0159] After the pseudo game ends, the reels start again, and then the real game begins.
[0160] It is also possible that one or more pseudo games occur again after the pseudo game ends, or that the reels move after the pseudo stop, and the symbol combination that pseudo stops within the frame changes.
[0161] The pseudo game that occurs when the pseudo bonus is started is set to the determined pseudo game type using the "REG time pseudo game lottery table," "NBIG time pseudo game lottery table," and "SBIG time pseudo game lottery table" in Fig. 27 stored in the pseudo game type lottery table storage means, and the set pseudo game is executed. Note that the pseudo games described in "Pseudo game type 3" to "Pseudo game type 7" in Fig. 27 are executed as the pseudo games.
[0162] When the pseudo bonus starts, if the pseudo bonus type is REG, the AT control means 235 sets the REG state in the presentation state storage means 415 and sets the AT game number counter 445 to 30 (30 games).
[0163] Also, if the pseudo bonus type is NBIG, the NBIG state is set in the presentation state storage means 415, and the AT game number counter 445 is set to 70 (70 games).
[0164] Also, if the pseudo bonus type is SBIG, the SBIG state is set in the effect state storage means 415, and the AT game number counter 445 is set to 70 (70 games).
[0165] Furthermore, when the presentation state is a pseudo bonus state, the AT control means 235 performs a pseudo bonus stock lottery (not shown) stored in the pseudo bonus stock lottery table storage means 340 with a fixed probability for each game. If the pseudo bonus stock lottery is won, the pseudo bonus stock counter 450 is incremented by 1.
[0166] In this embodiment, when the AT control means 235 is in the SBIG state, if the correct batting order is notified when either a winning mode related to a 12-coin minor win or a winning mode related to an 8-coin minor win is obtained, information corresponding to the correct batting order is displayed on the medal payout number display LED 4c. Specifically, an operation instruction number is set for each correct batting order, and the medal payout number display LED 4c displays one of the operation instruction numbers "03 (batting order 3)", "04 (batting order 4)", "05 (batting order 5)", or "06 (batting order 6)" using a 7-segment display (see the instruction numbers in Figure 17).
[0167] Then, the AT control means 235 ends the pseudo bonus when the value of the AT game number counter 445 becomes 0.
[0168] Here, when the pseudo bonus ends, if the value of the pseudo bonus stock counter 450 is 1 or more, the type of pseudo bonus is determined using the bonus allocation lottery table when stock is consumed of Fig. 28 stored in the pseudo bonus allocation lottery table storage means 355, the determined type of pseudo bonus is set in the next game presentation state storage means 470, the presentation state is set to the next NBIG state or the next SBIG state, and the value of the pseudo bonus stock counter 450 is decremented by 1. Note that when the value of the pseudo bonus stock counter 450 is consumed, the type of pseudo bonus is either SBIG or NBIG, and REG is never selected.
[0169] If SBIG or NBIG is set in the next game presentation state storage means 470, the AT control means 235 plays a pseudo game determined by the pseudo bonus corresponding to the next game again, and starts the corresponding pseudo bonus, resulting in a so-called 0-game consecutive win. Then, after the pseudo bonus starts, the next game presentation state storage means 470 is initialized.
[0170] Then, if the value of the pseudo bonus stock counter 450 is 0 at the end of the pseudo bonus, the AT control means 235 determines whether or not the AT will be won using a loop lottery table (not shown) stored in the continuation lottery table storage means 335. If the AT is won, the same processing as when the AT is won in the normal presentation state is performed. If the AT is not won, the presentation state is transitioned to the normal presentation state, and the ceiling game number is determined using the ceiling game number allocation lottery table of FIG. 23 stored in the ceiling game number lottery table storage means 320, and the determined result is set in the ceiling game number counter 425.
[0171] In this embodiment, the AT control means 235 sets the value of the first clear counter 425 provided in the main RAM 102 to an initial value of "0" in the advantageous zone transition process, and in the advantageous zone, updates the value of the first clear counter 425 according to the difference in the number of medals in each game, subtracts the value "3" corresponding to the number of medals inserted (3 medals) used in the game from the value corresponding to the number of medals paid out (for example, "8" if 8 medals are paid out, and "0" if no winning combination is achieved and no payout is made), to obtain the calculation result of the difference in the number of medals in that game, and performs an update process in which this calculation result is added to the value of the first clear counter 425, and if the value of the first clear counter 425 exceeds a threshold value (for example, 2400), it is determined that the advantageous zone end condition has been met. Also, if a replay wins in a game, an update process is performed in which the difference in the number of medals in that game is set to "0" and added to the value of the first clear counter 425.
[0172] In addition, in the advantageous zone, the first clear counter 425 is updated even if a transition to a game state or a presentation state occurs, unless the conditions for ending the advantageous zone are met.
[0173] The AT control means 235 performs an initialization process to initialize information stored in a predetermined storage area of the main RAM 102 based on the end of the advantageous zone. In this embodiment, with regard to the main RAM 102, the information stored in the first clear counter 405, the presentation state storage means 415, the ceiling game number counter 425, the premonition game number counter 435, the continuation rate counter 440, the AT game number counter 445, the pseudo bonus stock counter 450, the high probability game number counter 455, the advantageous zone transition time counter, the pseudo bonus type counter 465, the next game presentation state storage means 470, and the pseudo game type 475 is initialized by the initialization process based on the end of the advantageous zone.
[0174] 1-2. Method of this embodiment The ceiling game number for each setting in this embodiment will be explained.
[0175] In this embodiment, when the game state is normal after three stops at the time of transition to the advantageous zone, i.e., when the game state before the game is normal and BB is not won in the internal lottery, the value of the advantageous zone transition counter 460 is changed from the initial value of 0 to 1 as the processing at the time of transition to the advantageous zone. Then, based on the value of the advantageous zone transition counter being 1 in the next game, the presentation state is transitioned to the normal presentation state. Also, when a 3-piece combination + BB is won, i.e., when the game state before the game is normal and 3-piece combination + BB is won in the internal lottery, the AT control means 235 changes the value of the advantageous zone transition counter 460 from the initial value of 0 to 1 as the processing at the time of transition to the advantageous zone. Then, based on the value of the advantageous zone transition counter being 1 in the next game, the presentation state is transitioned to the normal presentation state. Furthermore, after the presentation state is transitioned to the normal presentation state, the ceiling game number is determined using the ceiling game number allocation lottery table of FIG. 23 stored in the ceiling game number lottery table storage means 320, and the determination result is set in the ceiling game number counter 425. The first condition occurs when the value of this advantageous zone counter is 1.
[0176] Also, if the value of the pseudo bonus stock counter 450 is 0 at the end of the pseudo bonus, a loop lottery table (not shown) stored in the continuation lottery table storage means 335 is used to determine whether or not the AT will be won. If the AT is won, the same processing as when the AT is won in the normal presentation state is performed. If the AT is not won, the presentation state is shifted to the normal presentation state, and the ceiling game number is determined using the ceiling game number allocation lottery table of Figure 23 stored in the ceiling game number lottery table storage means 320, and the determined result is set in the ceiling game number counter 425. This shift to the normal presentation state also satisfies the "first condition."
[0177] In other words, the first condition is met when the game transitions to the normal performance state after the end of the medal increase period.
[0178] In this embodiment, when a pseudo bonus loop is occurring, the transition of the presentation state is pseudo bonus → premonition → pseudo bonus → premonition.... For example, · Manage consecutive pseudo-bonuses in a specific mode called consecutive mode During consecutive mode, the probability of winning the AT is set high. When AT is won, it will enter a premonition state. During consecutive game mode, a dedicated table is used to determine the ceiling game number (for example, a maximum of 32 games) Such a ball-out system is also possible. The "first condition" in such specifications is when the consecutive mode ends (the end of a series of medal increase sections) and the game transitions to the normal performance state.
[0179] Here, with regard to the ceiling number of games to be set, 300 games are selected with almost 100% probability for settings 1 and 6, whereas settings 2 to 5 have a higher probability of selecting 900 games than 300 games. Note that in Figure 23, setting 1 selects 300 games with 100% probability, but it is also possible to make it so that 900 games can be selected.
[0180] In other words, with settings 1 and 6, there is a high possibility that the pseudo-bonus will start within 400 games, including the premonition games (games 1 to 8).
[0181] Therefore, when a specific number of games (for example, 17,500 games) are played, if 400 consecutive games are taken, the pseudo bonus state will be included in the 400 consecutive games with a high frequency.
[0182] This increases the likelihood that the payout of medals in the normal presentation state will exceed the minimum payout number in 400 plays, at least due to the pseudo-bonus with high medal payout performance. Ensuring compliance with the minimum payout number in 400 plays in setting 1, which has the lowest payout rate, and setting 6, which has the highest payout rate, means that the risk of non-compliance can be used for other settings.
[0183] Settings 2 to 5 are so-called intermediate settings, and there is a small risk of non-compatibility due to low ball acquisition performance like setting 1, or due to high ball acquisition performance like setting 6. Therefore, for settings 2 to 5 as in this embodiment, it is possible to expect compatibility even if the ball acquisition performance in the normal presentation state is low and a ceiling game number with a large number of games is selected.
[0184] As shown in Figure 25, not only setting 1 but also setting 2 are designed so that the payout rate is below 100%.
[0185] Settings 1 and 6 are likely to be quickly detected by players due to their low ceiling game count. In the case of setting 6, there is no problem as it is a setting that is advantageous to players, but in the case of setting 1, there is a concern that players will quit playing as it is a setting that is unfavorable to players. Therefore, by setting the payout rate of setting 2 to less than 100%, even if a sales vehicle wants to operate with a payout rate of less than 100%, if setting 2 is used, it will be difficult for players to detect which of settings 2 to 5 it is, and it will be possible to reduce concerns that the operation of the gaming machine will decrease.
[0186] Furthermore, settings 2 to 5 are likely to have a ceiling game number selected, which means that once the presentation state transitions to the normal presentation state, there is a high possibility that many medals will be lost before the pseudo-bonus starts. In particular, in the gaming machine of the embodiment, the medal acquisition performance in the normal presentation state is lower than in normal play (i.e., the base is low), so a large number of medals will be lost. However, the fact that many medals are lost before the pseudo-bonus starts means that the lost amount can be returned in the form of consecutive pseudo-bonuses.
[0187] Therefore, once an AT is won, many medals can be expected to be acquired through the pseudo bonus. Furthermore, when the advantageous zone ends because the value of the first clear counter 425 exceeds a threshold value (e.g., 2400), if an advantageous zone is won immediately thereafter, the value of the zone transition counter 460 becomes 2 as processing for transition to the advantageous zone. Based on the value of the zone transition counter 460 being 2, the presentation state for the next game is set to a premonition state, the continuation rate counter 440 is set to a value indicating 75% continuation, and the pseudo bonus type is set to SBIG. By doing so, even if the advantageous zone ends because the value of the first clear counter 425 exceeds the threshold value (e.g., 2400), the medal increase zone continues. Furthermore, the pseudo bonus when the continuation rate is 75% has a high selection rate for SBIG. Because the SBIG state increases medals per game faster than the REG state or the NBIG state, it is possible to acquire many medals in a short time.
[0188] Figure 29 shows the payout rate in each presentation state, calculated using Figures 14 and 17. Here, between BNS (REG state and NBIG state) (left push) and BNS irregular, BNS irregular has a higher payout rate. BNS (REG state and NBIG state) (left push) refers to the case where a winning pattern other than the winning pattern related to the 8-piece batting order minor role is obtained and the player generally plays in a press order (batting order 1, batting order 2) that stops the left reel 2a first, and BNS irregular refers to the case where a winning pattern other than the winning pattern related to the 8-piece batting order minor role is obtained and the player generally plays in a press order (batting order 3 to batting order 6) that stops a reel other than the left reel 2a first.
[0189] In the absence of specific instructions for the gameplay, the gaming machine generally plays a game in a press-down sequence (batting order 1, batting order 2) that stops the left reel 2a first. In the REG and NBIG states, the correct batting order is not announced if any of the winning patterns related to the 12-coin batting order minor combinations is achieved. In other words, in the REG and NBIG states, when the correct batting order is not announced, the press-down sequence (batting order 3 to batting order 4), which is not the normal play order and stops any reel other than the left reel 2a first, results in a higher payout rate. Therefore, if any of the winning patterns related to the 8-coin batting order minor combinations is achieved, if the first stop is to stop the left reel 2a, the high-probability game number counter 455 is incremented by one. If the first stop is to stop any reel other than the left reel 2a, the high-probability game number counter 455 is not incremented. Therefore, if any of the winning patterns related to the 8-coin batting order minor combinations is achieved in the next game, information corresponding to the correct batting order is not displayed.
[0190] This eliminates the strategy of gaining an advantage by playing in a pressing order that stops a reel other than left reel 2a first (batting order 3 to batting order 4), which is not a common playing method, when any winning pattern other than the winning pattern related to the 8-piece minor role in REG state and NBIG state is obtained.
[0191] Furthermore, the correct batting order when a winning mode of a three-coin combination is obtained through the internal lottery is the pressing order (batting order 1, batting order 2) that stops the left reel 2a first. If a game is played in the pressing order (batting order 3 to batting order 4) that stops any reel other than the left reel 2a, which can win three medals, first, only one medal can be won. Furthermore, the gaming machine of this embodiment is configured so that it is impossible to identify that a winning mode of a three-coin combination has been obtained through the internal lottery in the pseudo bonus. This makes it possible to reduce the difference in payout rate between BNS (REG state and NBIG state) (left pressing) and irregular BNS to the level shown in Figure 29.
[0192] In summary, the exploitability of the REG and SBIG states in the gaming machine of this embodiment is eliminated by two features: a configuration in which a penalty occurs when playing with a pressing sequence that stops any reel other than the left reel 2a first (batting sequence 3 to batting sequence 4) when any winning pattern other than the winning pattern related to the 8-coin minor role is obtained, and a configuration in which the correct batting sequence for a 3-coin role, in which the player cannot detect a win, is a pressing sequence that stops the left reel 2a first (batting sequence 1, batting sequence 2).
[0193] In this embodiment, with regard to the ceiling number of games that is set when the first condition (the presentation state has transitioned to the normal presentation state) is met, the minimum setting, setting 1, and the maximum setting, setting 6, are designed so that the probability that a pseudo bonus will be executable in less than 400 games is higher than the probability that a pseudo bonus will be executable in 400 games or more. This makes it possible to expect a match between the minimum and maximum settings for the lower limit of the number of payouts in 400 games even if the payout of medals that can be acquired in the normal presentation state is set to be low, and it is possible to design settings 2 to 5 so that a match can be expected even if the payout of medals that can be acquired in the normal presentation state is set to be low and the probability that a pseudo bonus will be executable in less than 400 games is lower than the probability that a pseudo bonus will be executable in 400 games or more.
[0194] In addition, by setting setting 2, which has the second lowest matching rate, to less than 100%, salespeople can use setting 2 when they want to conduct sales that are less than 100%, and can conduct sales that allow customers to expect many medals with one AT win without their settings being easily discovered.
[0195] 2. Second embodiment
[0196] In this embodiment, the configuration and control method common to the first embodiment will be omitted, and only the main differences will be described.
[0197] In this embodiment, in the normal presentation state, for each game, it is determined whether pseudo game type 1 or pseudo game type 2 will be played using the pseudo game lottery table for normal presentation state - low probability or the pseudo game lottery table for normal presentation state - high probability shown in Figure 30, which are stored in the pseudo game type lottery table storage means 355.
[0198] The aspects of pseudo game type 1 and pseudo game type 2 are shown in FIG.
[0199] In the normal presentation state, if the pseudo game lottery state (not shown) has a low probability, the lottery is conducted using the pseudo game lottery table for low probability in normal presentation state, and if the probability is high, the lottery for the pseudo game is conducted using the pseudo game lottery table for high probability in normal presentation state, and if either pseudo game type 1 or pseudo game type 2 is won, the won pseudo game is executed in the next game.
[0200] Here, when the pseudo game type 1 and the pseudo game type 2 are executed, the ceiling game number is subtracted by 1. In other words, for games in which the pseudo game type 1 and the pseudo game type 2 are executed, - Subtraction of the ceiling number of games when pseudo game type 1 or pseudo game type 2 is executed - Subtraction of the ceiling game number due to real play after simulated play This will result in the ceiling number of games being reduced by 2.
[0201] In addition, when the pseudo game lottery state has a low probability, after it is determined that a pseudo game will occur, the pseudo game lottery state is determined using the pseudo game lottery state transition lottery_cherry low probability in Figure 31 stored in the pseudo game lottery state lottery table storage means 350, and when the pseudo game lottery state has a high probability, after it is determined that a pseudo game will occur, the pseudo game lottery state is determined using the pseudo game lottery state transition lottery_cherry high probability.
[0202] According to this embodiment, when pseudo-games occur during normal presentation, there is the practical benefit of deducting the ceiling number of games, which makes it possible to reduce the stress of players due to the waiting period during pseudo-games.
[0203] In addition, pseudo games may be performed even in the premonition state, and in this case, the frequency of occurrence of pseudo games may be set to be higher than that in the normal presentation state.
[0204] By doing this, the higher the frequency of occurrence of pseudo games, the higher the expectation of the premonition state, and thus it is possible to realize a game feature in which the player looks forward to the occurrence of pseudo games.
[0205] Furthermore, an AT lottery may be conducted based on the determination of the occurrence of pseudo game type 1 and pseudo game type 2. In this case, the winning probability may be higher than in a normal AT lottery. Also, the AT lottery may be conducted with different lottery probabilities for pseudo game type 1 and pseudo game type 2.
[0206] By doing this, in addition to the normal AT lottery, an AT lottery based on the determination of the occurrence of a pseudo game is also added, making it possible to further enhance the gameplay in which players look forward to the occurrence of a pseudo game. Furthermore, by conducting an AT lottery with different lottery probabilities depending on the type of pseudo game, not only do players look forward to the occurrence of a pseudo game, but they also become interested in which pseudo game will occur, and the gameplay is enhanced by the introduction of the pseudo game.
[0207] In addition to the ceiling based on the number of games, a ceiling based on the number of occurrences of pseudo games may also be set.
[0208] By doing this, even if a player loses either the normal AT lottery or the AT lottery resulting from the determination of the occurrence of a pseudo game, the ceiling based on the number of occurrences of the pseudo game advances, so that the player becomes more interested in the occurrence of the pseudo game.
[0209] 3. Third embodiment
[0210] In this embodiment, the configuration and control method common to the first and second embodiments will be omitted, and only the main differences will be described.
[0211] There is a CZ state (not shown) as a presentation state. The CZ state has a higher probability of AT lottery than the normal presentation state, and in that respect it is more advantageous than the normal presentation state.
[0212] Furthermore, the AT control means 235 does not stop the subtraction of the ceiling game number counter 445 even when the presentation state is the CZ state. If the ceiling game number were stopped in the CZ state, if the CZ entry occurred frequently, the AT was not won in any of the CZs, and the value of the ceiling game number counter 445 reached 0 and the AT was won, even if the ceiling game number was set to, for example, 300 games, the number of games until the pseudo bonus started may exceed 400 games due to the stop of subtraction of the ceiling game number counter 445 in the CZ state. Therefore, by not stopping the subtraction of the ceiling game number counter 445 even in the CZ state, it is possible to reliably start the pseudo bonus before 400 games. [Explanation of symbols]
[0213] 1. Gaming machine body 1a Housing 1b Front door 2 Drum section 2a left drum 2b middle drum 2c Right drum 3 Window section 4 Display LED Blocks 4a Input quantity LED 4b Medal storage number display LED 4c Medal payout number display LED 4d Replay Display LED4d 4e Error indicator LED 4f Display LED during performance 5. Medal insertion area 5a Left light transmitting part 5b Right light transmitting part 6. Settlement button (credit return switch) 7 1 bet button 8 Max Bet Button 9 Start lever 10 Stop button section 10a Left stop button 10b Stop button 10c Right stop button 11 Display production device 12 Speaker section 12a Top left speaker 12b Top right speaker 12c Lower left speaker 12d bottom right speaker 13 Status display LED section 14 Special Button 15 saucer 16 Medal payout outlet 17 Logo panel 18 Medal payout device 19 Door Keyhole 20 Return button 21 Transparent Panel 22 Design Panel 23 Decorations 24 Electrically Driven Objects 25 Input SW section 26 Timing section 27 Reflector 28 Power supply section 28a Setting key switch 28b Error reset switch 28c power switch 28d keyhole 100 Main control unit 101 ROM 102 RAM 110 Start SW sensor 111 Special button sensor 112 Operation direction sensor 113 Door abnormality signal output device 120 Stop button sensor 130 Medal detection sensor 140 Bet Button Sensor 150 Step setting section 160 Sub-controller 161 ROM 162 RAM 165 Credit Control Unit 300 Sanding equipment
Claims
1. a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of an internal lottery; A winning determination means for determining that a winning combination has been achieved based on whether a symbol combination indicating a winning mode predetermined for each winning combination is displayed on an active line while the plurality of reels are stopped; a section control means for setting a normal section in which the presentation state cannot be changed and an advantageous section in which the presentation state can be changed between a plurality of presentation states including a first presentation state and a second presentation state; Equipped with In the advantageous section, when the presentation state is the second presentation state, stop operation instruction information is provided to assist the winning of a winning combination; A gaming machine having a plurality of setting values each having a different payout rate, The set values include a first set value which is the set value with the lowest ball payout rate, a second set value which is the set value with the highest ball payout rate, and a third set value which is the set value different from the first set value and the second set value, The ball payout rate in the second performance state is designed to be higher than the ball payout rate in the first performance state, The section control means When the number of games in the first performance state reaches a ceiling number of games, the game can be transitioned to the second performance state; When at least the first condition is satisfied, a ceiling number of games can be set; In the first set value and the second set value, the rate at which the ceiling game number is set so that the number of games required to transition to the second presentation state after the ceiling game number is set is less than 400 games, which satisfies the first condition, is higher than the rate at which the ceiling game number is set so that the number of games required to transition to the second presentation state after the ceiling game number is set is 400 games or more, which satisfies the first condition, The gaming machine is characterized in that the third setting value is designed so that the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games, which satisfies the first condition, is lower than the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is 400 games or more, which satisfies the first condition.
2. a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of an internal lottery; A winning determination means for determining that a winning combination has been achieved based on whether a symbol combination indicating a winning mode predetermined for each winning combination is displayed on an active line while the plurality of reels are stopped; a section control means for setting a normal section in which the presentation state cannot be changed and an advantageous section in which the presentation state can be changed between a plurality of presentation states including a first presentation state, a second presentation state, and a third presentation state; Equipped with In the advantageous section, when the presentation state is the second presentation state, stop operation instruction information is provided to assist the winning of a winning combination; A gaming machine having a plurality of setting values each having a different payout rate, The set values include a first set value which is the set value with the lowest ball payout rate, a second set value which is the set value with the highest ball payout rate, and a third set value which is the set value different from the first set value and the second set value, The payout rate in the second performance state is designed to be higher than the payout rate in the first performance state and the third performance state, The section control means The third effect state is more likely to transition to the second effect state than the first effect state, When the total number of games in the first presentation state and the third presentation state reaches a ceiling number of games, the game can be shifted to the second presentation state; When at least the first condition is satisfied, a ceiling number of games can be set; In the first set value and the second set value, the rate at which the ceiling game number is set so that the number of games required to transition to the second presentation state after the ceiling game number is set is less than 400 games, which satisfies the first condition, is higher than the rate at which the ceiling game number is set so that the number of games required to transition to the second presentation state after the ceiling game number is set is 400 games or more, which satisfies the first condition, The gaming machine is characterized in that the third setting value is designed so that the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is less than 400 games, which satisfies the first condition, is lower than the rate at which the ceiling number of games is set so that the number of games required to transition to the second presentation state after the ceiling number of games is set is 400 games or more, which satisfies the first condition.
3. the reel control means is capable of executing a predetermined reel effect before enabling the reel stop operation in a game; When the predetermined reel effect is executed, The section control means 3. The gaming machine according to claim 1, wherein the number of games required to reach the ceiling number of games is reduced.
4. A gaming machine as described in any one of claims 1 to 3, characterized in that the third setting value is the setting with the second lowest ball payout rate, and the ball payout rate of the third setting value is less than 100%.
Citation Information
Patent Citations
Game machine
JP2014079344A