Game machine
The pseudo-game process with controlled reel spinning, vibration, and lighting effects addresses the lack of engagement in conventional gaming machines, enhancing the gaming experience.
Patent Information
- Application Number
- JP2024079217
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2025-11-28
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional gaming machines lack engaging effects during reel spinning, reducing player enjoyment.
Implement a pseudo-game process with controlled reel spinning, vibration, and lighting effects to enhance visibility and interest during reel spinning.
Enhances the gaming experience by improving visibility and presentation effects during reel spinning, increasing player engagement.
Smart Images

Figure 2025173607000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 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 fixed gaming value to gaming media, such as medals or pachinko balls, and players play to acquire these gaming media. When a player inserts gaming media into a designated slot and bets a specified number of gaming media, the gaming machine becomes operational to start the game. When the player initiates a spin start operation, an internal lottery is conducted and the multiple reels begin to spin. When the player initiates a stop operation, the multiple reels are stopped in a manner corresponding to the results of the internal lottery. The outcome of the game is determined by the symbol combination displayed on the pay line when the multiple reels are stopped, and medals or other items are paid out according to the outcome of the game.
[0003] In this type of gaming machine, a winning combination is determined based on the display of a symbol combination indicating a winning form predetermined for each winning combination on an active line, and when the winning combination is achieved, a winning effect is executed to notify the player of the type of winning combination. For example, a gaming machine is known that executes a winning effect by illuminating a backlight in a predetermined light emitting mode or a winning sound effect by outputting a predetermined winning sound (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-176395 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional gaming machines such as those shown in Patent Document 1, backlight effects were not performed while the reels were spinning so as not to reduce the visibility of the reels (patterns), and there were concerns that the effects were not sufficient. For this reason, there is a demand for improving the effects of the reels while they are spinning in order to increase the enjoyment of the game.
[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can enhance the enjoyment of the game. [Means for solving the problem]
[0007] (1) The present invention relates to a gaming machine that includes a plurality of reels having a plurality of types of symbols arranged on their outer peripheral surfaces, a reel control means that controls the rotation of the plurality of reels to start in response to a game start operation and the rotation of the reels to stop in response to a stop operation, a pseudo game control means that executes a pseudo game process that plays a pseudo game that imitates a real game in which the game start operation and the stop operation are performed, and then progresses the real game, and an effect control means that controls an effect device to execute a predetermined effect that affects the visibility of the symbols, wherein the effect control means is capable of executing the predetermined effect in the period from when the game start operation is performed until the stop operation is enabled in the real game after the pseudo game process is executed.
[0008] In the present invention, a predetermined effect that affects the visibility of the symbols can be executed in the period from when a game start operation is performed until a stop operation is enabled in the real game after the execution of the pseudo-game process. That is, in the present invention, the effect device executes a predetermined effect that affects the visibility of the symbols during the pseudo-game, including while the reels are spinning, thereby improving the effect of the pseudo-game, including while the reels are spinning, and increasing the interest in the game.
[0009] (2) The present invention is a gaming machine comprising a plurality of reels on which a plurality of types of symbols are arranged on the outer periphery, a reel control means for controlling the start of rotation of the plurality of reels in response to a game start operation and the stop of the rotating reels in response to a stop operation, a pseudo game control means for performing a pseudo game process to play a pseudo game that imitates a real game in which the game start operation and the stop operation are performed, a lighting means for illuminating each reel, and an effect control means for controlling the lighting means to execute a predetermined effect that affects the visibility of the symbols, wherein the reel control means causes the rotating reels to be pseudo-stopped in the pseudo game, The gaming machine relates to a gaming machine in which, while the reel is pseudo-stopped, the reel is repeatedly vibrated up and down, and the effect control means executes the predetermined effect while the reel is pseudo-stopped in the pseudo game, and in the predetermined effect, the lighting means performs a plurality of flashing operations, the interval from the start of the previous cycle of vibration of the pseudo-stopped reel to the start of the next cycle of vibration is defined as a first interval, the interval from the start of the previous flashing to the start of the next flashing in the predetermined effect is defined as a second interval, and in the predetermined effect, the lighting means is operated so that the second interval is shorter than the first interval.
[0010] In the present invention, the lighting means executes a predetermined effect that affects the visibility of the patterns while the reels are pseudo-stopped in a pseudo game, and while the reels are pseudo-stopped, the reels are repeatedly vibrated up and down, and in the predetermined effect, the lighting means performs a flashing operation multiple times, and the lighting means is operated so that the second interval, which is the interval at which the lighting means starts flashing, is shorter than the first interval, which is the interval at which the reels start vibrating during the pseudo-stop, thereby improving the presentation effect of the pseudo game, including while the reels are pseudo-stopped, and increasing the interest in the game.
[0011] (3) The present invention relates to a gaming machine comprising a plurality of reels on which a plurality of types of symbols are arranged on the outer periphery, a reel control means for controlling the start of rotation of the plurality of reels in response to a game start operation and the stopping of the rotating reels in response to a stop operation, a pseudo game control means for performing a pseudo game process to play a pseudo game that imitates a real game in which the game start operation and the stop operation are performed, a lighting means for illuminating each reel, and an effect control means for controlling the lighting means to execute a predetermined effect that affects the visibility of the symbols, wherein the reel control means pseudo-stops the rotating reels in the pseudo game, and the effect control means causes the lighting means, which illuminates the pseudo-stopped reel, to execute the predetermined effect each time each reel pseudo-stops in the pseudo game.
[0012] In the present invention, each time a reel is pseudo-stopped in a pseudo game, the lighting means that illuminates the pseudo-stopped reel executes a predetermined effect that affects the visibility of the pattern, thereby improving the effect of the pseudo game, including when the reel is pseudo-stopped, and increasing the interest in the game.
[0013] (4) The present invention is a gaming machine comprising a plurality of reels on which a plurality of types of symbols are arranged on the outer periphery, a reel control means for controlling the start of rotation of the plurality of reels in response to a game start operation and the stop of the rotating reels in response to a stop operation, a pseudo game control means for performing a pseudo game process to play a pseudo game that imitates a real game in which the game start operation and the stop operation are performed, a lighting means for illuminating each reel, and an effect control means for controlling the lighting means to execute a predetermined effect that affects the visibility of the symbols, wherein the reel control means causes the rotating reels to pseudo-stop in the pseudo game, and The reel is repeatedly vibrated up and down during the pseudo game, and the presentation control means executes the predetermined presentation while the reel is rotating and pseudo-stopped in the pseudo game, and in the predetermined presentation, the lighting means performs a plurality of flashing operations while the reel is pseudo-stopped, the interval from the start of the previous cycle of vibration to the start of the next cycle of vibration in the pseudo-stopped reel is set to a first interval, and the interval from the start of the previous flashing to the start of the next flashing in the predetermined presentation is set to a second interval, and in the predetermined presentation, the lighting means is operated so that the second interval is longer than the first interval.
[0014] In the present invention, the lighting means executes a predetermined effect that affects the visibility of the symbols while the reels are rotating and pseudo-stopped in a pseudo game, and in the predetermined effect, the lighting means is made to flash multiple times while the reels are pseudo-stopped, and the lighting means is operated so that the second interval, which is the interval at which the lighting means starts flashing, is longer than the first interval, which is the interval at which the reels start vibrating during the pseudo-stop.This improves the effect of the pseudo game, including while the reels are rotating and pseudo-stopped, and makes the game more interesting.
[0015] (5) The present invention relates to a gaming machine comprising a plurality of reels having a plurality of types of patterns arranged on their outer peripheral surfaces, a reel control means for controlling the start of rotation of the plurality of reels in response to a game start operation and the stopping of the rotating reels in response to a stop operation, a pseudo game control means for performing a pseudo game process that simulates a real game in which the game start operation and the stop operation are performed, an image display means provided to cover a display window that makes the plurality of reels visible, and an effect control means for controlling the image display means to execute a predetermined effect that affects the visibility of the patterns, wherein the effect control means executes the predetermined effect when the pseudo game ends.
[0016] In the present invention, when the simulated game ends, the image display means executes a predetermined effect that affects the visibility of the symbols, thereby increasing the interest in the game. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention; [Figure 2] A rear view showing the back side of the upper front door and the lower front door in the gaming machine of the embodiment of the present invention. [Figure 3] FIG. 2 is a front view of a reel unit illustrating a backlight unit in the gaming machine according to the embodiment of the present invention. [Figure 4] 1 is a block diagram showing a schematic electrical configuration of a gaming machine and a dedicated unit according to an embodiment of the present invention. [Figure 5] 1 is a diagram illustrating the functional blocks of a gaming machine according to an embodiment of the present invention. [Figure 6] 10 is a diagram illustrating the relationship between the order in which stop buttons are pressed and winning combinations in the gaming machine according to an embodiment of the present invention. FIG. [Figure 7] FIG. 2 is a transition diagram of the presentation state in the gaming machine according to the embodiment of the present invention. [Figure 8] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to an embodiment of the present invention. [Figure 9] 10A to 10C are diagrams illustrating the stopping modes of the reels during a simulated game in the gaming machine according to the embodiment of the present invention. [Figure 10] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to an embodiment of the present invention. [Figure 11] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 12] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 13] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 14] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 15] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 16] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 17] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 18] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 19] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 20] 10A to 10C are diagrams illustrating the effects during simulated play in a gaming machine according to a modified embodiment of the present invention. [Figure 21] FIG. 10 is a diagram illustrating the red 7 display effect in a gaming machine according to a modified embodiment of the present invention. [Figure 22] FIG. 10 is a diagram illustrating the red 7 display effect in a gaming machine according to a modified embodiment of the present invention. [Figure 23] FIG. 10 is a diagram illustrating the red 7 display effect in a gaming machine according to a modified embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0018] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiments are necessarily essential constituent elements of the present invention.
[0019] 1. Configuration Figure 1 is an oblique view showing the external configuration of a gaming machine according to an embodiment of the present invention, Figure 2 is a rear view showing the backside of the upper front door UD and lower front door DD in the gaming machine of this embodiment, and Figure 3 is a front view of the reel unit 310, explaining the backlight unit 486 in the gaming machine of this embodiment.
[0020] In the following explanation, "front and back" basically means that when a player is in front of the gaming machine, the player's side is "front" and the gaming machine's side is "rear," "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing the gaming machine is "left" and the right-hand side is "right."
[0021] The gaming machine of this embodiment is called a smart pachislot, and is a type of gaming machine that maintains the playability of a slot machine while using electronic medals, which are electronic gaming value, as the gaming medium used in the game instead of physical medals.
[0022] The gaming machine of this embodiment includes a box-shaped housing including a storage box BX (an example of the gaming machine body), an upper front door UD (an example of the front door), and a lower front door DD (an example of the front door), and houses a reel unit 310 consisting of a first reel R1 through a third reel R3 (multiple reels). A power supply unit with a built-in power supply and various switches, such as a power switch, is housed below the reel unit 310 within the housing. The gaming machine of this embodiment also houses a control board equipped with a CPU (an example of a computing unit), a ROM (an example of an information storage medium), RAM (an example of temporary storage unit), and other components to control the operation of the gaming machine. In this embodiment, multiple types of electronic circuit boards are provided, including a main board 10 that controls the progress of the game, a sub-board 20 that receives signals from the main board 10 and controls the execution of game presentations according to the progress of the game, and a medal count control board 30 that controls the number of electronic medals available for play (the number of game medals) electronically stored in the gaming machine. In the following, the total number of electronic medals that are electronically stored in the gaming machine and can be used for gaming will be referred to as the "number of gaming medals," and the memory unit that stores the electronic medals will be referred to as the "medal storage unit."
[0023] The outer periphery of each of the first to third reels R1 to R3 shown in FIG. 1 is divided into 20 regions (each region is referred to as a "frame") at regular intervals, and each frame has one of several types of symbols arranged thereon. The first to third reels R1 to R3 are supported by a stepping motor (reel drive means: not shown), and are driven to rotate about the axis of the stepping motor. The first to third reels R1 to R3 are stopped in frame units (predetermined rotation angle units, predetermined rotation amount units) by controlling the number of pulses and pulse width of drive pulses of the stepping motor. That is, in the gaming machine of this embodiment, the stepping motor drives the first to third reels R1 to R3 to rotate in response to drive pulses supplied from a control board. When a full-phase excitation drive pulse is supplied from the control board, the first to third reels R1 to R3 stop as the stepping motor stops rotating.
[0024] An upper front door UD and a lower front door DD that openably close the front of the storage box BX (an example of a front face) are provided so as to be able to open and close independently, and the upper front door UD is provided with a display window DW that allows the rotation and stopped states of the first to third reels R1 to R3 to be observed. When the first to third reels R1 to R3 are stopped, three consecutive patterns (upper, middle, and lower patterns) among the multiple types of patterns arranged at regular intervals on the outer periphery of each of the first to third reels R1 to R3 can be observed from the front of the gaming machine through the display window DW.
[0025] In the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display positions for observing the symbols through the display window DW, and an activated line is set by the combination of the display positions of each reel. In the gaming machine of this embodiment, when the number of electronic medals required for one game, that is, the so-called specified number of medals, is inserted (bet), an activated line L1 formed by the middle of each of the first reel R1 to the third reel R3 is activated.
[0026] The game result is determined by the symbol combination displayed on the active line in the display window DW, and if the symbol combination on the active line corresponds to a predetermined winning combination, that winning combination is considered to have won and electronic medals are paid out.
[0027] The upper front door UD is also provided with a liquid crystal display LCD (an example of image display means) and a frame lamp AL for game presentations. The liquid crystal display LCD displays various videos (or images) to assist and liven up the game, and the frame lamp AL lights up and flashes to liven up the game.
[0028] In this embodiment, a liquid crystal display LCD is provided to cover the front of the upper front door UD, making it a so-called full-surface LCD, and in particular, the area covering the display window DW is made up of a transmissive liquid crystal display LCD, making it possible to display various videos (or images) on the display window DW as well.
[0029] In addition, in the gaming machine of this embodiment, a plurality of speakers SP for producing game effects are provided on the lower front door DD. These speakers SP output various sounds to assist and liven up the game.
[0030] Additionally, the lower front door DD is provided with a game medal count display device 70 (an example of a display device). The game medal count display device 70 displays the total number of digitized medals held in the medal holding section, i.e., the number of game medals (an example of a game value number). However, the number of game medals does not include the digitized medals bet. Therefore, the game medal count display device 70 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The game medal count is displayed in a numerical range of 0 to 16,382 on a 5- or 6-digit 7-segment display or the like located in a position visible to the player.
[0031] The lower front door DD is provided with various operating means, such as a bet button B0 (an example of an inserting operation means, a gaming operation means) for inserting (betting) electronic medals held in the medal holding section, a start lever SL (an example of a game starting operation means, a gaming operation means) for rotating the first reel R1 to the third reel R3 to start a game, stop buttons B1 to B3 (an example of a stop operation means, a gaming operation means) for stopping each of the first reel R1 to the third reel R3 that are driven to rotate by a stepping motor, and a settlement button B4 (an example of a predetermined operation means, a settlement operation means, a gaming operation means) for returning (settling) all inserted (bet) electronic medals to the medal holding section. In particular, in this embodiment, the bet button B0 has an exterior made of translucent resin and is formed to be able to transmit light from the built-in bet lamp 488 (an example of a second light source unit), and when the bet lamp 488 lights up, it can be determined that the operation to insert an electronic medal has been activated.The stop buttons B1 to B3 also have an exterior made of translucent resin and are formed to be able to transmit light from the built-in stop button lamp (an example of a second light source unit), and when the stop button lamp lights up, it can be determined that the operation to stop the reels that are spinning has been activated.
[0032] In addition, the lower front door DD is provided with a counting button B8 (an example of a counting operation means, a gaming operation means) as an operation means for transferring (counting) some or all of the electronic medals held in the medal holding section to a dedicated unit 50 (an example of a specific unit) described later.
[0033] The lower front door DD is also provided with a game information display section DS and a bet number display section BS (an example of a bet number notification section). The game information display section DS is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of electronic medals paid out or won in one game (the difference between the number of electronic medals paid out and the number inserted), the total number of electronic medals paid out or won in bonus games, etc. The bet number display unit BS comprises a 1-coin bet display unit BS1 located on the bottom row, a 2-coin bet display unit BS2 located on the middle row, and a 3-coin bet display unit BS3 located on the top row, and indicates the number of electronic medals inserted (number of bets) by lighting up the bet number lamps 490 built into each display unit, with the 1-coin bet display unit BS1 indicating that the first electronic medal has been inserted (bet), the 2-coin bet display unit BS2 indicating that the second electronic medal has been inserted (bet), and the 3-coin bet display unit BS3 indicating that the third electronic medal has been inserted (bet).
[0034] In the gaming machine of this embodiment, when a player inserts (bet) a specified number of electronic medals by pressing the bet button B0 in a state where a game can be started, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started, and pressing the start lever is permitted (enabled). Then, when the player presses the start lever SL, the control board starts rotating the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using a random number value. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, pressing the stop buttons B1 to B3 is permitted (enabled).
[0035] Thereafter, when the player presses the stop buttons B1 to B3 at any timing, the stop switch (stop signal output means: for example, a photosensor, a conductivity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 turns on, changing the reel stop signal input to the control board from the off state to the on state.
[0036] Furthermore, when the player releases any of the pressed stop buttons B1 to B3 at any time, the stop switches corresponding to the respective stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from on to off.
[0037] The control board then stops the first reel R1 to the third reel R3 at a stop position according to the result of the internal lottery based on the change from OFF to ON of the reel stop signal, whose signal state changes depending on the timing of pressing and releasing the stop buttons B1 to B3.
[0038] When medals are paid out according to the results of a game, the electronic medals are paid out (stored) in the medal holding section, and the display of the number of game medals on the game medal number display device 70 is updated.
[0039] In this embodiment, as shown in FIG. 2, a sub-board unit 440 housing the sub-board 20 is provided behind the upper front door UD, and display window lamps (display window lighting means) that illuminate the display window DW from above and below are provided above and below the display window DW. The display window lamps include an upper display window lamp 450 that is provided above the display window DW and illuminates the display window DW from above, and a lower display window lamp 460 that is provided below the display window DW and illuminates the display window DW from below. The display window lamps are used to provide game effects and perform lighting and flashing operations to enhance the game. The upper display window lamp 450 (an example of lighting means) and the lower display window lamp 460 (an example of lighting means) also illuminate the first reel R1 to the third reel R3 (from the outside).
[0040] The reel unit 310 of this embodiment also includes a backlight unit 486 (an example of a lighting means) that illuminates the first reel R1 to the third reel R3 from the back side of the reel tape of each reel (the inner peripheral surface side of each reel). The backlight unit 486 of each reel is provided with an LED board on which a plurality of LEDs (light sources) are mounted so as to illuminate each of the three display positions (upper, middle, and lower) observable through the display window DW of the gaming machine. In this embodiment, as shown in FIG. 3, three light sources are provided corresponding to the display positions of each reel: an upper backlight 480 that illuminates the upper display position, a middle backlight 482 that illuminates the middle display position, and a lower backlight 484 that illuminates the lower display position.
[0041] FIG. 4 is a block diagram showing a schematic electrical configuration of the gaming machine and the dedicated unit 50 of this embodiment, and FIG. 5 is a functional block diagram of the gaming machine of this embodiment.
[0042] The gaming machine of this embodiment is electrically connected to a dedicated unit 50, which is an external device, via a gaming ball etc. lending device connection terminal board 40. The dedicated unit 50 is provided with a dedicated unit control board 60 that transmits and receives electronic medals to and from the gaming machine.
[0043] The gaming machine of this embodiment is controlled by a control board including a main board 10 (a main control unit, an example of a first control unit), a sub-board 20 (an example of a sub-control unit), and a medal count control board 30 (a game value count control unit, an example of a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, and a settlement switch 250, performs various calculations to execute a game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 also receives signals from the main board 10, performs various calculations to execute effects according to the progress of the game, and controls the operation of output means such as a display device 330, a sound device 340, an upper display window lamp 450, a lower display window lamp 460, a backlight unit 486, a base frame lamp AL, a bet lamp 488, and a bet number lamp 490 based on the calculation results. Furthermore, the medal count control board 30 receives input signals from input means such as the count button switch 255, performs various calculations to manage the number of game medals, and controls the operation of output means such as the game medal count display device 70 based on the calculation results. The functions of each board such as the main board 10, sub-board 20, and medal count control board 30 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0044] The main board 10 is equipped with a main CPU 10a, a main ROM 10b, a main RAM 10c, etc., and by the main CPU 10a executing various programs stored in the main ROM 10b, it functions as a deposit acceptance means 105 (acceptance control means, deposit processing means, settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a winning determination means 140, a payout control means 150, a replay processing means 160, a game status control means 170, a presentation status control means 180 (auxiliary game control means), a communication control means 190, a pseudo game control means 185, etc.
[0045] The insertion acceptance means 105 accepts the insertion of electronic medals for each game, and performs control to validate a game start operation for the start lever SL (game start operation means) based on the insertion of a specified number of electronic medals (for example, three medals). In the gaming machine of this embodiment, the first pressing operation of the start lever SL, which is validated based on the insertion of the specified number of electronic medals, is accepted as a game start operation, triggering the start of rotation of the first reel R1 to the third reel R3 and the execution of an internal lottery. Furthermore, if the start lever SL is operated while the game start operation for the start lever SL is validated, the operation of the start lever SL is invalidated.
[0046] Furthermore, when the insertion acceptance means 105 begins accepting the insertion of electronic medals, it performs control to enable operation of the bet button B0, provided that the number of game medals held in the medal holding section is one or more, and when the bet button B0 is pressed while operation of the bet button B0 is enabled, the bet switch 220 is activated and an insertion process (betting process) is performed to set the electronic medals held in the medal holding section to an inserted state (betting state), up to a specified insertion number. Furthermore, when the number of game medals held in the medal holding section reaches zero or when a game start operation is performed on the start lever SL, operation of the bet button B0 is disabled. Furthermore, when the number of game medals held in the medal holding section reaches one or more while the insertion of electronic medals is being accepted, operation of the bet button B0 is enabled.
[0047] Furthermore, when the insertion of electronic medals is being accepted and the electronic medals are set to an inserted state, the insertion acceptance means 105 performs control to enable operation of the settlement button B4, and when the settlement button B4 is pressed while operation of the settlement switch 250 is enabled, the settlement process is performed to return all of the electronic medals set to an inserted state to the medal holding section, and the operation of the settlement button B4 is disabled. Furthermore, when a game start operation is performed on the start lever SL, the operation of the settlement button B4 is disabled.
[0048] Here, "enabling an operation" means that the original function is executed by the operation, and "disabling an operation" means that the original function is not executed even if the operation is performed, and even if it is an "invalid operation," it is possible that a process other than the original function is performed.
[0049] The random number generating means 110 is a means for generating random numbers for lottery. The random number can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the "random number" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.
[0050] The internal lottery means 120 performs an internal lottery to determine whether or not multiple types of roles, such as replays, small roles, and bonuses, will be won based on a start signal from the start switch 230, which is activated by a game start operation on the start lever SL (the first pressing of the activated start lever SL). If a win is made in the internal lottery, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state). In this embodiment, multiple types of 15-coin small roles (correct small roles), multiple types of 1-coin small roles (incorrect small roles), multiple types of 3-coin small roles, etc. are prepared as small roles, and winning modes of the small roles include batting order bell A1 to batting order bell A8 (one example of a specific winning mode), watermelon, weak cherry, strong cherry, JAC1 to JAC3, etc. are set. In these winning patterns, multiple types of small winning combinations are won in duplicate, and the combinations of the overlapping winning small winning combinations are different from each other. In particular, in Batting Order Bell A1 to Batting Order Bell A8, one type of 15-piece small winning combination and multiple types of 1-piece small winning combinations are won in duplicate, and the combinations of the overlapping winning small winning combinations are different from each other.
[0051] In this embodiment, the game state can be set to a normal state, a bonus establishment state, and a bonus state, and in the normal state and the bonus establishment state, the batting order bell A1 to the batting order bell A8, watermelon, weak cherry, and strong cherry are drawn, and in the bonus state, JAC1 to JAC3 are drawn. Also, the bonus is drawn only in the normal state, and the replay is drawn in the normal state and the bonus establishment state.
[0052] The reel control means 130 starts the rotation of the first reel R1 to the third reel R3 using a stepping motor based on a start signal from a start switch 230 which is activated by a game start operation on the start lever SL, and controls the first reel R1 to the third reel R3 to start rotating by pressing a stop button B1 to B3 (stop operation means) corresponding to the reel that is rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3 that are being rotated by the stepping motor to stop in a manner according to the setting state of the lottery flag (the result of the internal lottery).
[0053] When the stop switch 240 is activated by the player pressing one of the stop buttons B1 to B3 while the stop operation for the stop buttons B1 to B3 is enabled, the reel control means 130 disables the operation for the operated stop button, and based on the reel stop signal from the stop switch 240, supplies a full-phase excitation drive pulse to the stepping motor of the reel unit 310, thereby controlling the stopping of each of the first reel R1 to the third reel R3.
[0054] In the gaming machine of this embodiment, the first reel R1 through the third reel R3 corresponding to the pressed stop button is stopped within 190 ms of the time when the stop button B1 through B3 is pressed. When the rotating reels are stopped within 190 ms of the time when the stop button is pressed, the stop position of each rotating reel is determined based on the number of frames required from the time when the stop button is pressed to the time when the reel stops, within a range of 0 to 4 frames (a predetermined pull-in range). The reel control means 130 controls the rotating reel corresponding to the pressed stop button B1 through B3 to stop so that, when the symbol corresponding to the winning combination in the internal lottery is located within a range of 0 to 4 frames from the display position on the pay line at the time when the stop button is pressed, the symbol corresponding to the winning combination for which the lottery flag is set to a winning state is displayed at the display position on the pay line.
[0055] Furthermore, in the gaming machine of this embodiment, the reel unit 310 is equipped with a reel index made up of a photosensor, and the reel control means 130 is able to monitor the current rotation state of the reel by determining the rotation angle (the number of rotation steps of the rotary shaft of the stepping motor) from the reference position of the reel (the frame detected by the reel index 315) based on the reference position signal detected by the reel index every time the reel makes one rotation. In other words, the reel control means 130 can obtain the push detection position, which is the position of the reel at the time the stop switch 250 is activated (the time when the push of the stop button is detected), by determining the rotation angle from the reference position of the reel.
[0056] In this embodiment, the red 7 symbol "RED 7", blue 7 symbol "BLUE 7", BAR symbol "BAR", replay symbol "RP", bell symbol "BL", watermelon symbol "WM", cherry symbol "CH", and dummy symbol "DUM" are arranged on the outer periphery of the first reel R1 to third reel R3 that make up the reel unit 310, and as long as the symbols that make up the winning combination are arranged at intervals of four frames or less on the outer periphery of the reels, they can be displayed on the active line regardless of the press detection position, which is the position of the reel at the time the stop switch 240 is activated (the time when the press of the stop button is detected).
[0057] In this embodiment, a correct batting order is set for each batting order bell according to its type, and any operation sequence that differs from the correct batting order is treated as an incorrect batting order. If any of the batting order bells A1 to A8 wins, as shown in FIG. 6, the spinning reels are stopped so that a 15-coin small win is awarded in the correct batting order, and a 1-coin small win is awarded in the incorrect batting order (if batting orders 3 to 6 are incorrect, there is a chance of a miss). Note that "1-coin small win (1 / 4)" in FIG. 6 means that in a situation where only a 1-coin small win is possible, there is a 1 / 4 chance that a 1-coin small win will be awarded, and a 3 / 4 chance that no win will be awarded. In this way, in this embodiment, the expected value of winning electrified medals for the batting order bells A1 to A8 varies depending on the operation sequence of the stop operation.
[0058] Furthermore, if a watermelon is won in the internal lottery, the spinning reels are stopped so that a 3-coin minor prize will be awarded, and if a weak cherry or strong cherry is won, the spinning reels are stopped so that a 1-coin minor prize will be awarded. Furthermore, if JAC1 is won in the internal lottery, the spinning reels are stopped so that a 15-coin minor prize will be awarded, and if JAC2 is won in the internal lottery, the spinning reels are stopped so that a 3-coin minor prize will be awarded, and if JAC3 is won in the internal lottery, the spinning reels are stopped so that a 1-coin minor prize will be awarded.
[0059] In this embodiment, the operation sequence of the stop operation that stops the first reel R1 (an example of a specific reel) first may be referred to as the recommended batting order (an example of a specific operation sequence), and the operation sequence of the stop operation that stops the second reel R2 or the third reel R3 first may be referred to as the irregular batting order (an example of a non-specific operation sequence).
[0060] The winning determination means 140 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. A winning combination is achieved when a symbol combination that indicates a winning form predetermined for each winning combination is displayed on an active pay line.
[0061] When a small winning combination is achieved, the payout control means 150 determines the number of electronic medals to be paid out based on a payout predetermined for each combination, and pays out the determined number of electronic medals to be paid out to a medal holding section.
[0062] When a replay wins, the replay processing means 160 performs replay processing (replay processing) to set the next game to the same preparation state as the previous game without requiring the player to insert any electronic medals that he owns. That is, in the gaming machine of this embodiment, when a replay wins, an automatic insertion process is performed to automatically insert the same number of electronic medals as in the previous game without using any electronic medals that the player has in hand, and the machine waits for the next game start operation using the start lever SL with the same pay lines as in the previous game set.
[0063] The gaming state control means 170 performs a gaming state transition process that transitions the gaming state between multiple gaming states. The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the gaming state can be transitioned to another gaming state when one of the multiple predetermined conditions is met, or when all of the multiple predetermined conditions are met. In this embodiment, the gaming state is transitioned between a normal state, a bonus state that is transitioned to by winning a bonus, and a bonus state that is transitioned to by winning a bonus.
[0064] 7, the presentation state control means 180 performs a presentation state transition process that transitions the presentation state among the initial presentation state, the normal presentation state, the first AT state, and the second AT state. The presentation state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the presentation state can be transitioned to another presentation state based on the establishment of one of the multiple predetermined conditions or the establishment of all of the multiple predetermined conditions.
[0065] In this embodiment, when the player is in the first AT state or the second AT state, the effect control means 210 performs a winning assistance effect to assist the player in winning a winning combination, and an assist time game (an example of an assist game, advantageous game, or bonus game) can be played in which electronic medals are easier to win than in normal games when the player is in the initial effect state or normal effect state. In this embodiment, the function of executing an assist time game in an advantageous zone is the instruction function, and the processing that affects the execution of the assist time game is the processing related to the instruction function.
[0066] Furthermore, the presentation state control means 180 is capable of setting a normal section (non-advantageous section) and an advantageous section, and in the normal section, the presentation state is fixed to the initial presentation state, which is the initial state, and a lottery for transition to an advantageous section is held, and the advantageous section is started by winning the lottery for transition to an advantageous section, and the presentation state can be set to an AT state (first AT state and second AT state) on the condition that it is an advantageous section.
[0067] When the advantageous zone transition lottery is won, advantageous zone transition processing is performed based on the fact that the advantageous zone transition lottery has been won, the advantageous zone is started from the next game of the game in which the advantageous zone transition lottery has been won, and the presentation state is set to the normal presentation state.
[0068] Furthermore, when the presentation state is in the normal presentation state in the advantageous zone, the presentation state control means 180 performs an AT lottery (an example of a specific lottery for transitioning to advantageous play, a processing related to an instruction function) based on the winning of a specific winning pattern (for example, a winning pattern with high rarity such as watermelon, weak cherry, strong cherry, etc.) in the internal lottery, and transitions the presentation state to the first AT state or the second AT state based on the winning of the AT lottery. In this embodiment, the first AT win and the second AT win are set as the winning types, and in the AT lottery, the probability of winning the first AT or the second AT varies depending on the result of the internal lottery; for example, the probability of winning the first AT or the second AT is set to be higher in the order of "weak cherry < watermelon < strong cherry".
[0069] The presentation state control means 180 controls the normal presentation state to transition to the first AT state based on the first AT winning being obtained in the AT lottery, and transitions the presentation state to the second AT state based on the second AT winning being obtained in the AT lottery. As a result, an assist time game in the first AT state or the second AT state starts from the next game after the game in which the first AT winning or the second AT winning is obtained in the AT lottery.
[0070] In this embodiment, the playing period of the first AT state or the second AT state is managed by the difference in the number of electronic medals (the difference between the number of medals inserted and the number of medals paid out), and when transitioning to the first AT state, the ending condition for the first AT state, which is the difference in the number of medals to end the first AT state (for example, 341 medals), is set, and when transitioning to the second AT state, the ending condition for the second AT state, which is the difference in the number of medals to end the second AT state (for example, 122 medals), is set.
[0071] In this embodiment, an assist time game is played based on whether the presentation state is the first AT state or the second AT state, and the difference in the number of electronic medals in the first AT state or the second AT state is cumulatively counted by the AT counter in the main RAM 10c. When the difference in the number of electronic medals in the first AT state reaches the ending difference number (e.g., 341 medals), the presentation state control means 180 determines that the ending condition for the first AT state has been met, ends the first AT state, and transitions to the normal presentation state. When the difference in the number of electronic medals in the second AT state reaches the ending difference number (e.g., 122 medals), the presentation state control means 180 determines that the ending condition for the second AT state has been met, ends the second AT state, and transitions to the normal presentation state. In this way, in this embodiment, more electronic medals can be won in the first AT state than in the second AT state, so the first AT state has a higher ability to win electronic medals than the second AT state.
[0072] The effect state control means 180 can set a penalty state and a non-penalty state as penalty management states for managing whether or not a penalty that would be disadvantageous to the player occurs. When a penalty occurrence condition is met, the effect state is controlled to the penalty state, and when the penalty occurrence condition is not met, the effect state is controlled to the non-penalty state. In this embodiment, if a stop operation is performed in an irregular batting order during a game that is in an advantageous zone and in a normal effect state, the effect state is determined to have met the penalty occurrence condition, and the effect state is controlled to the penalty state at the end of the game. In other words, the next game after a stop operation in an irregular batting order is entered into the penalty state. In the penalty state, an automatic turnover lottery is performed as a penalty with a probability significantly lower than that of the non-penalty state (e.g., 1 / 65536). Furthermore, when a stop operation is performed in the recommended batting order during the penalty state, the effect state is determined to have met the penalty release condition, and the effect state is controlled to the non-penalty state at the end of the game. On the other hand, if a stop operation is performed during the irregular batting order during the penalty state, the penalty state continues.
[0073] In addition, when the penalty occurrence condition is met, the presentation state control means 180 performs penalty processing to invalidate the result of the AT lottery for the game.
[0074] Furthermore, the presentation state control means 180 determines that the conditions for ending the advantageous zone have been met when a predetermined number of games (for example, 4000 games) have been played in the advantageous zone. Furthermore, the presentation state control means 180 determines that the conditions for ending the advantageous zone have been met when the difference in the number of electronic medals (the difference between the number of medals inserted (number of medals bet) and the number of medals paid out (number of medals awarded)) in the advantageous zone exceeds the upper limit of the difference in the number of medals (for example, 2400 medals).
[0075] When the conditions for ending the advantageous zone are met, the advantageous zone is ended and a transition to the normal zone is made. Furthermore, when the conditions for ending the advantageous zone are met, the presentation state control means 180 performs an initialization process to initialize information related to the assist time game. Note that in this embodiment, when the conditions for ending the advantageous zone are met during the assist time game, the advantageous zone is ended and a transition to the normal zone is made, and the assist time game in the first AT state or the second AT state is forcibly ended.
[0076] The communication control means 190 controls the transmission of signals to the sub-board 20. In the gaming machine of this embodiment, the main board 10 and the sub-board 20 are connected in a communication manner such that only one-way communication from the main board 10 to the sub-board 20 is possible, and signals cannot be transmitted from the sub-board 20 to the main board 10.
[0077] The communication control means 190 then transmits signals (commands) to the sub-board 20 informing of the results of the internal lottery, the results of the winning determination, the results of the lottery for moving to the advantageous zone, the results of the AT lottery, the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1 to B3, and settlement button B4), the start of acceptance of electronic medal insertion, the end of acceptance of electronic medal insertion, the start of rotation of the reels, the stop of rotation of the reels, the number of electronic medals inserted (number of bets), the number of electronic medals paid out, the game status, the presentation status, the penalty management status, the difference in number of medals at the end of the AT status, the remaining difference in number of medals, etc. As a result, in the gaming machine of this embodiment, based on various notifications from the main board 10, the presentation control means 210 of the sub-board 20 can cause the display device 330, sound device 340, etc. to execute presentations according to the results of the internal lottery, the results of the winning determination, the results of the lottery to move to the advantageous zone, the results of the AT lottery, the operations performed by the player, the start of acceptance of electronic medal insertion, the end of acceptance of electronic medal insertion, the start of rotation of the reels, the stop of rotation of the reels, the number of electronic medals inserted (number of bets), the number of electronic medals paid out, the game status, the presentation status, the penalty management status, the difference in number of medals at the end of the AT status, the difference in number of medals remaining, etc.
[0078] The communication control means 190 also controls the transmission of signals (commands) to the medal count control board 30. In the gaming machine of this embodiment, the main board 10 and the medal count control board 30 are connected to each other so that two-way communication is possible, and various information can be exchanged to appropriately determine whether the game is playable or in an error state.
[0079] When the bet button B0 or the settlement button B4 is operated while the communication control means 190 is accepting the insertion of electronic medals, the communication control means 190 transmits a gaming medal insertion command notifying the requested number of medals to be inserted to the medal count control board 30. Furthermore, when electronic medals are paid out in response to the winning of a minor winning combination, the communication control means 190 transmits a payout end command notifying the number of electronic medals to be paid out to the medal count control board 30.
[0080] In addition, in this embodiment, the medal count control board 30 transmits a medal count control information command to the main board 10, notifying the number of game medals stored in the medal holding section, and the main board 10, upon receiving the medal count control information command, transmits a medal count control information command to the sub-board 20, notifying the number of game medals.
[0081] The pseudo game control means 185 interrupts the progress of the real game in which the game start operation and stop operation are performed based on the establishment of the pseudo game start conditions during the period from when the game start operation is performed on the start lever SL to when the stop operation on the stop buttons B1 to B3 is validated, and performs a pseudo game that imitates the real game, and then resumes the progress of the real game, thereby performing pseudo game processing to allow the player to experience one real game as multiple games including the pseudo game.
[0082] In this embodiment, the pseudo game control means 185 determines that the conditions for starting the pseudo game have been met based on the fact that a game start operation is performed on the start lever SL in the next game after a game in which the player has won the AT lottery (winning the first AT or the second AT), and starts the pseudo game processing, and ends the pseudo game processing based on the fact that the conditions for ending the pseudo game have been met.
[0083] In the pseudo game process, a freeze process is first executed to keep the first reel R1 through the third reel R3 stopped for a predetermined period (e.g., 1 second), and the freeze process is terminated after the predetermined period (e.g., 1 second) has elapsed. After the freeze process is terminated, the reel control means 130 starts rotating the first reel R1 through the third reel R3 in the same manner as in a real game. When the reels reach a predetermined speed (approximately 80 rpm), they are steadily rotated at the predetermined speed. Once each reel is steadily rotating, operation of the stop buttons B1 through B3 is made acceptable as a pseudo stop operation. When a pseudo stop operation is performed on the stop buttons B1 through B3, the rotating reel corresponding to the pseudo stop operation is pseudo-stopped in a manner corresponding to the result of the AT lottery. Through this process, the pseudo game is performed in the same manner as a real game, in which the rotating reels are stopped by operating the stop buttons B1 through B3. However, the pseudo game differs from the real game in that the game can be started without inserting electronic medals, and electronic medals cannot be paid out as a result of the game.
[0084] In addition, in this embodiment, when a rotating reel is brought to a pseudo-stop, the stopping position of the rotating reel is determined by the number of frames required from the time the pseudo-stop operation is performed on the stop button until the reel comes to a pseudo-stop, in a range different from the range of 0 to 4 frames (predetermined pull-in range, first pull-in range) (for example, a range of 0 to 20 frames: a pull-in range wider than the predetermined pull-in range, third pull-in range).
[0085] In this embodiment, when the rotating reels are pseudo-stopped, the pseudo-stopped reels are made to move slightly up and down (vibrate), and this movement (vibration) is repeated until the rotation drive starts again, thereby informing the player that the reels are pseudo-stopped, and therefore that a pseudo game is being played.
[0086] Then, when all the reels have come to a pseudo stop and one round of pseudo game has ended, the pseudo game processing allows an operation on the bet button B0 to be accepted as a pseudo insertion operation, and when the pseudo insertion operation on the bet button B0 is performed, an operation on the start lever SL is allowed to be accepted as a pseudo game start operation, and when the pseudo game start operation on the start lever SL is performed, it is determined that the pseudo game end condition has been met and the pseudo game processing is terminated.
[0087] When the pseudo game processing is completed, the progress of the real game is resumed, and the reel control means 130 starts the rotation of the first reel R1 to the third reel R3, and when each reel rotates steadily, the stop operation on the stop buttons B1 to B3 is validated. At this time, the reel control means 130 randomly starts the rotation of each reel, specifically, randomly sets a delay time for each reel, starts measuring each delay time, and starts the rotation of the corresponding reel based on the lapse of the delay time set for each reel.
[0088] Furthermore, in the pseudo game processing, when a pseudo stop operation is accepted for the stop buttons B1 to B3, the pseudo game control means 185 sets an operable time of 60 seconds, and when the acceptance of the pseudo stop operation begins, starts timing the operable time using the pseudo game timer in the main RAM 10c, and if a pseudo stop operation for a stop button is accepted within the operable time, it invalidates the pseudo stop operation for the operated stop button, and the reel control means 130 determines the stop position by taking the position of the reel at the time the pseudo stop operation was made as the press detection position, and pseudo-stops the rotating reel corresponding to the pressed stop button.
[0089] On the other hand, if there are reels that are spinning when the remaining operable time reaches 0, the reel control means 130 will pseudo-stop the spinning reels based on the fact that the remaining operable time has reached 0. In this case, the reel positions when the remaining operable time reaches 0 are treated as the press detection positions to determine the stop positions, and all spinning reels are pseudo-stopped, while the pseudo-stop operation on the stop buttons corresponding to those reels is disabled.
[0090] An allowable operation time is also set for the pseudo-throw operation and the pseudo-game start operation, and when a pseudo-throw operation for the bet button B0 is accepted, an allowable operation time of 30 seconds is set, and when acceptance of the pseudo-throw operation begins, the pseudo-game timer begins timing the allowable operation time, and if a pseudo-throw operation for the bet button B0 is performed within the allowable operation time, the remaining time being timed is shortened to 0, and when the remaining time of the allowable operation time reaches 0, the pseudo-throw operation for the bet button B0 is invalidated and various processes based on the pseudo-throw operation are carried out, for example, acceptance of a pseudo-game start operation for the start lever SL is started.On the other hand, if the remaining time of the allowable operation time reaches 0 without a pseudo-throw operation being performed within the allowable operation time, the pseudo-throw operation for the bet button B0 is similarly invalidated and various processes based on the pseudo-throw operation are carried out.
[0091] When accepting a pseudo game start operation for the start lever SL, an operable time of 30 seconds is also set, and when the acceptance of the pseudo game start operation begins, the pseudo game timer starts timing the operable time, and when a pseudo game start operation for the start lever SL is performed within the operable time, the remaining operable time being timed is shortened to 0, and when the remaining operable time reaches 0, the start of the pseudo game for the start lever SL is invalidated, and various processes based on the pseudo game start operation are carried out, specifically, the pseudo game process is terminated.On the other hand, when the remaining operable time reaches 0 without a pseudo game start operation being performed within the operable time, the start of the pseudo game for the start lever SL is similarly invalidated, and various processes based on the pseudo game start operation are carried out.
[0092] As described above, in this embodiment, the pseudo game control means 185 executes a pseudo game process for playing a pseudo game that imitates a real game, and then proceeds with the real game.
[0093] In this embodiment, when a pseudo stop operation is performed on the stop buttons B1 to B3, a pseudo insert operation is performed on the bet button B0, or a pseudo game start operation is performed on the start lever SL, the communication control means 190 transmits a signal (command) notifying the operation performed by the player (operation on the bet button B0, the start lever SL, or the stop buttons B1 to B3) to the sub-board 20. The communication control means 190 also transmits a signal (command) notifying the start of reel rotation, pseudo stop of the reels, etc. to the sub-board 20.
[0094] Next, we will explain the sub-board 20. The sub-board 20 includes a sub-CPU 20a, a sub-ROM 20b, a sub-RAM 20c, etc., and functions as a performance control means 210, etc., as shown in Figure 5, by the sub-CPU 20a executing various programs stored in the sub-ROM 20b.
[0095] Based on the performance data stored in the sub-ROM 20b of the sub-board 20, the performance control means 210 controls display performance using the display device 330 (an example of a performance device), sound performance using the sound device 340 (an example of a performance device), backlight performance using the backlight 486 (an example of a performance device), and display window lamp performance using the upper display window lamp 450 (an example of a performance device) or the lower display window lamp 460 (an example of a performance device). For example, in response to the occurrence of game events such as operation of the bet button B0, start lever SL, stop buttons B1 to B3, and counting button B8, the start of acceptance of electronic medal insertion, the end of acceptance of electronic medal insertion, the start of reel rotation, the stop of reel rotation, the insertion of electronic medals, the payout of electronic medals, and changes in the game status, lamps and LEDs are lit or flashed, the display content of the liquid crystal display LCD is changed, and sounds are output from the speaker SP, thereby controlling the execution of effects to liven up the game or to assist the game (for example, prize-winning assistance effects) according to the progress of the game.
[0096] In addition, the performance control means 180 controls the specific display area, which is the display area covering the display window DW on the liquid crystal display LCD, to a transparent state that allows light to pass through by displaying a white image (transparent white image) with 100% opacity, making the reels and patterns visible.
[0097] When the AT lottery is won (the first AT win or the second AT win) in the normal presentation state, the presentation control means 210 controls the display device 330 and the sound device 340 to execute a notification presentation to notify the player that the AT lottery has been won.
[0098] Furthermore, when any of the batting order bells is won in the first AT state or the second AT state, the effect control means 210 controls the display device 330 and the sound device 340 to execute a winning assistance effect that notifies the player of the correct batting order according to the type of batting order bell and assists in the winning of a 15-coin minor combination. If any of the batting order bells is won in the next game following a game in which the player has won the AT lottery (winning the first AT or the second AT), the effect control means 210 starts the winning assistance effect at the timing when the progress of the real game is resumed after the execution of the pseudo game process and the rotation drive of the first reel R1 to the third reel R3 begins.
[0099] Furthermore, when a stop operation is performed in an irregular batting order (batting order 3-6) in which the second reel R2 or the third reel R3 stops first while in a normal zone or an advantageous zone and normal effect state, the effect control means 210 causes the display device 330 and the sound device 340 to execute a recommended batting order alert effect (a predetermined alert effect, an example of an alert effect) that alerts the player that the stop operation should be performed in the recommended batting order in which the first reel R1 stops first (an example of an event different from an error). In the recommended batting order alert effect, a recommended batting order alert image (for example, an image including a message saying "push left is recommended") that alerts the player that the stop operation should be performed in the recommended batting order is displayed on the liquid crystal display LCD, and a recommended batting order alert sound (for example, the sound saying "push left is recommended": an example of an alert sound) that alerts the player that the stop operation should be performed in the recommended batting order is output from the speaker SP.
[0100] The effect control means 210 also controls to light up a bet lamp 488 (an example of an effect device) built into the bet button B0 when operation on the bet button B0 is enabled (when the number of game medals held in the medal holding section is one or more and the insertion of electronic medals is being accepted), and to turn off the bet lamp 488 when operation on the bet button B0 is disabled (when the number of game medals held in the medal holding section is zero even though the insertion of electronic medals is being accepted, or when the insertion of electronic medals is not being accepted). This notifies whether the operation to insert electronic medals is acceptable (valid).
[0101] Furthermore, even if the operation on the bet button B0 is disabled, the effect control means 210 controls to light up the bet lamp 488 when a pseudo-insertion operation on the bet button B0 is accepted during a pseudo game.
[0102] Furthermore, when a valid operation is performed on the bet button B0, the effect control means 210 controls to output an operation sound from the sound device. Furthermore, when a pseudo-insertion operation is performed on the bet button B0 during a pseudo game, the effect control means 210 controls to output from the sound device the same operation sound as when a valid operation is performed on the bet button B0.
[0103] Furthermore, when the presentation control means 210 receives the insertion of a digitalized medal in a situation where it is accepting the insertion of a digitalized medal, and when the digitalized medal is set to the inserted state through the insertion process, it lights up the bet number lamp 490 (an example of a presentation device) built into the bet number display unit BS, and when the first digitalized medal is set to the inserted state, it lights up the 1-coin bet display unit BS1, when the second digitalized medal is set to the inserted state, it lights up the 2-coin bet display unit BS2, and when the third digitalized medal is set to the inserted state, it lights up the 3-coin bet display unit BS3. Furthermore, when automatic insertion process is performed in response to a replay win, it also controls to light up the 1-coin bet display units BS1 to 3-coin bet display units BS3. And when all the reels have stopped, it controls to turn off the 1-coin bet display units BS1 to 3-coin bet display units BS3.
[0104] Furthermore, when the electronic medal is set to the inserted state by the insertion process, the performance control means 210 controls the sound device to output the insertion sound of the electronic medal. Furthermore, when a pseudo insertion operation is performed on the bet button B0 during the pseudo game, the performance control means 210 controls the sound device to output the same insertion sound of the electronic medal as when the electronic medal is set to the inserted state by the insertion process.
[0105] Furthermore, when a game start operation is performed on the start lever SL, the presentation control means 210 controls to output an operation sound from the sound device. Furthermore, when a pseudo game start operation is performed on the start lever SL during a pseudo game, the presentation control means 210 controls to output from the sound device the same operation sound as when a game start operation is performed on the start lever SL.
[0106] Furthermore, when a stop operation is performed on the stop buttons B1 to B3 in a real game, the presentation control means 210 controls to output an operation sound from the sound device. Furthermore, when a pseudo stop operation is performed on the stop buttons B1 to B3 during a pseudo game, the presentation control means 210 controls to output from the sound device the same operation sound as when a stop operation is performed on the stop buttons B1 to B3 in a real game.
[0107] Furthermore, the presentation control means 210 ensures the visibility of the patterns arranged on each reel by operating the backlight unit 486 in a normal operating mode in which it lights up in a normal mode (for example, white) when the reels are rotating in real play, and executes a backlight presentation (game presentation) by operating the backlight unit 486 in an operating mode such as turning off or flashing at a predetermined trigger such as when a winning combination is achieved.
[0108] In addition, the presentation control means 210 ensures the visibility of the patterns arranged on each reel by operating in a normal operating mode in which the upper display window lamp 450 and the lower display window lamp 460 are turned off during real play, and executes a display window lamp presentation (game presentation) in which the upper display window lamp 450 and the lower display window lamp 460 are operated in a specific operating mode during simulated play.
[0109] The presentation control means 210 also displays words such as "REPLAY" or "FREE PLAY" on the liquid crystal display LCD during the simulated game to execute a notification presentation during the simulated game to notify the player that the next game can be played.
[0110] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and includes a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. The medal CPU 30a executes various programs stored in the medal ROM 30b to manage the digitized medals used in games, and the medal RAM 30c functions as a medal holding unit (an example of a storage unit or storage means) that holds the digitized medals. In the gaming machine of this embodiment, the medal number control board 30 is communicatively connected to the dedicated unit 50 via the gaming ball etc. lending device connection terminal board 40 so as to be able to communicate bidirectionally. The medal holding unit stores the number of game medals up to a predetermined upper limit (for example, 16,382 medals).
[0111] When the medal CPU 30a receives the medal insertion command sent by the main board 10, it determines the number of medals that can be inserted, which is the total number of electronic medals that can be inserted (bet) from the medal holding unit, and updates the number of medals based on the determined number of medals that can be inserted. Therefore, when an insertion process is performed on the main board 10, the number of medals held in the medal holding unit decreases, and when a settlement process is performed, the number of medals increases.
[0112] The medal CPU 30a also transmits a medal count control information command to the main board 10, notifying the number of medals that can be inserted and the updated number of medals, and updates the display of the number of medals on the medal count display device 70. When the medal CPU 30a receives a lending command transmitted by the dedicated unit 50, which will be described later, it updates the number of medals, and updates the display of the number of medals on the medal count display device 70.
[0113] In addition, when the medal CPU 30a receives the payout completion command sent by the main board 10, it adds the number of payout medals to the number of game medals, and based on the number of game medals after the addition, it sends a medal number control information command to the main board 10 notifying the number of game medals after the addition, and updates the display of the number of game medals on the game medal number display device 70.
[0114] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic medals to players and counting the electronic medals that players have won. The dedicated unit 50 is provided with a dedicated unit control board 60, and when a predetermined lending operation is performed, the dedicated unit control board 60 performs lending processing to send a lending command to the gaming machine (medal CPU 30a) and updates the number of electronic medals held by the dedicated unit 50. Furthermore, when electronic medals are sent from the gaming machine, the number of electronic medals held by the dedicated unit 50 is updated.
[0115] 2. Method of this embodiment The control method employed in the gaming machine of this embodiment will be specifically described below with reference to Figures 8 to 10. Figures 8 and 10 are diagrams for explaining the effects during a simulated game in the gaming machine of this embodiment, and Figure 9 is a diagram for explaining the stopping mode of the reels during a simulated game in the gaming machine of this embodiment.
[0116] First, in this embodiment, the main CPU 10a plays a pseudo game in the next game after a game in which the player wins the AT lottery (wins the first AT or the second AT), and notifies the player of the start of the assist time game and the type of AT state (first AT state or second AT state) by displaying a specific pattern combination in the pseudo game.
[0117] Specifically, when a game start operation is performed on the start lever SL in the next game following a game in which the AT lottery has been won (the first AT win or the second AT win), the main CPU 10a suspends the progress of the real game, and maintains the first reel R1 to the third reel R3 in a stopped state by a freeze process as shown in Fig. 8. After a predetermined period (for example, one second) has elapsed, the main CPU 10a starts rotating the first reel R1 to the third reel R3, causing them to rotate steadily at a predetermined speed. Once each reel has started to rotate steadily, the main CPU 10a begins accepting pseudo-stop operations on the stop buttons B1 to B3, and when a pseudo-stop operation is performed on the stop buttons B1 to B3, the main CPU 10a pseudo-stops the rotating reel corresponding to the pseudo-stop operation in a manner according to the result of the AT lottery. In this embodiment, if a first AT win is obtained in the AT lottery, the rotating reels are pseudo-stopped so that the red 7 symbol combination "red 7" ("red 7-red 7-red 7"), which is a symbol combination of red 7 symbols "red 7," appears on the active line L1 in the simulated game, as shown in FIG. 9(A). If a second AT win is obtained in the AT lottery, the rotating reels are pseudo-stopped so that the BAR symbol combination "BAR-BAR-BAR," which is a symbol combination of bar symbols "BAR," appears on the active line L1 in the simulated game, as shown in FIG. 9(B). In this embodiment, the display of the red 7 symbol combination signals the start of the assist time game in the first AT state, and the display of the BAR symbol combination signals the start of the assist time game in the second AT state. Note that the red 7 symbol combination and the BAR symbol combination are not set as symbol combinations that constitute winning combinations.
[0118] When all the reels have come to a pseudo stop, the display of the specific symbol combination is maintained while waiting for the start of acceptance of a pseudo-insertion operation to the bet button B0, and after a predetermined waiting period (for example, 5 seconds) has elapsed, acceptance of a pseudo-insertion operation to the bet button B0 begins. This allows the specific symbol combination to be fully visible to the player, enhancing the presentation effect.
[0119] When a pseudo-insertion operation is performed on the bet button B0, the system starts accepting pseudo-game start operations on the start lever SL, and when a pseudo-game start operation is performed on the start lever SL, the game progress of the real game resumes and the first reel R1 to the third reel R3 begin to rotate.
[0120] 8, when a predetermined waiting period (for example, 5 seconds) has elapsed since all the reels have come to a pseudo stop and the sub-CPU 20a starts accepting pseudo-insertion operations for the bet button B0, the sub-CPU 20a turns on the bet lamp 488 built into the bet button B0, and when a pseudo-insertion operation for the bet button B0 is performed, the sub-CPU 20a outputs the sound of operating the bet button B0 and the sound of inserting an electronic medal, and turns off the bet lamp 488. Note that the sub-CPU 20a also outputs the sound of operating the bet button B0 and the sound of inserting an electronic medal, and turns off the bet lamp 488 if the operable time has elapsed without a pseudo-insertion operation for the bet button B0 being performed.
[0121] The sub-CPU 20a also outputs the operation sound of the stop buttons B1 to B3 when the operable time has elapsed without a pseudo stop operation being performed on the stop buttons B1 to B3, and also outputs the operation sound of the start lever SL when the operable time has elapsed without a pseudo game start operation being performed on the start lever SL.
[0122] In this embodiment, the sub-CPU 20a is capable of executing a special effect (an example of a predetermined effect) that affects the visibility of the reels and patterns (or changes the visibility of the reels and patterns) in the period from when the game start operation is performed on the start lever SL in the next game after the game in which the first AT has been won in the AT lottery to when the stop operation on the stop buttons B1 to B3 is activated in the real game after the pseudo game processing is executed.
[0123] In this embodiment, as a special effect, a display window lighting effect is executed by the upper display window lamp 450 and the lower display window lamp 460, which is a display window lamp effect in which the upper display window lamp 450 and the lower display window lamp 460 are lit in a specific manner (for example, red). When the display window lighting effect is executed, the upper display window lamp 450 and the lower display window lamp 460 illuminate the display window DW from above and below, thereby reducing the visibility of the reels and symbols.
[0124] Furthermore, in this embodiment, since the progress of the real game is resumed by operating the start lever SL to start the pseudo game, the display window lighting effect can be executed in the period from when the start lever SL is operated to start the game in the next game after the first AT win is obtained in the AT lottery until the pseudo game start operation is performed on the start lever SL after all reels have been pseudo-stopped in the pseudo game and the stop operation on the stop buttons B1 to B3 is validated, specifically, as shown in Figure 8, the display window lighting effect is executed in the period from when the start lever SL is operated to start the game in the next game after the first AT win is obtained in the AT lottery until the third (final) pseudo stop operation on the stop buttons B1 to B3 is performed in the pseudo game. Note that in this embodiment, the display window lighting effect is not executed if the second AT win is obtained in the AT lottery.
[0125] Specifically, the sub-CPU 20a normally operates the upper display window lamp 450 and the lower display window lamp 460 in the normal operating mode (off) as shown in FIG. 10(A). When a game start operation is performed on the start lever SL in the next game following a game in which a first AT win has been obtained in the AT lottery, the sub-CPU 20a starts the display window lighting effect as shown in FIG. 10(B). This notifies the player that a first AT win has been obtained in the AT lottery. Then, when the third (final) pseudo stop operation is performed on the stop buttons B1 to B3 in the pseudo game (specifically, when the pressed state of the stop button related to the third pseudo stop operation is released), the display window lighting effect ends and the upper display window lamp 450 and the lower display window lamp 460 operate in the normal operating mode (off) as shown in FIG. 10(C). At this time, the red 7 symbol combination is displayed in the display window DW. If the operable time has elapsed without any pseudo-stop operation being performed on the stop buttons B1 to B3, the display window lighting effect will end upon the expiration of the operable time.
[0126] In this embodiment, since the upper display window lamp 450 and the lower display window lamp 460 are caused to perform the display window lighting effect while the reels are spinning in the simulated game, the effects of the simulated game, including the time when the reels are spinning, can be improved, and the excitement of the game can be increased. In particular, in the past, effects were not performed on the spinning reels so as not to reduce the visibility of the reels and symbols, so by performing effects on the spinning reels and symbols using the display window lighting effect, it is possible to give the player a sufficient impact and surprise, and attract the player's attention.
[0127] In addition, in this embodiment, the display window lighting effect ends when the third (final) pseudo-stop operation is performed during the pseudo-game, and the display window lighting effect is not executed while the reels are pseudo-stopped. This prevents a decrease in visibility of the reels' behavior during the pseudo-stop (the reels moving slightly up and down (slight vibrations)), and enables the player to understand that a pseudo-game is in progress by the behavior of the reels.
[0128] In addition, in this embodiment, the display window lighting effect is executed while the reels are rotating in the simulated game, but is not executed during the real game (while the reels are rotating), so that the visibility of the reels and patterns in the real game is not reduced.
[0129] In this embodiment, an example has been given in which the sound of operating the bet button B0 and the sound of inserting an electronic medal are output even when the operable time has elapsed without a pseudo-insertion operation being performed on the bet button B0 in a pseudo game; however, it is also possible not to output the sound of operating the bet button B0 and the sound of inserting an electronic medal when the operable time has elapsed without a pseudo-insertion operation being performed on the bet button B0.
[0130] In addition, in this embodiment, an example has been described in which the operation sound of the stop buttons B1 to B3 is output even when the operable time has elapsed without a pseudo stop operation being performed on the stop buttons B1 to B3 in a pseudo game, but it is also possible not to output the operation sound of the stop buttons B1 to B3 when the operable time has elapsed without a pseudo stop operation being performed on the stop buttons B1 to B3.
[0131] In addition, in this embodiment, an example has been given in which the operation sound of the start lever SL is output even when the operable time has elapsed without any pseudo-game start operation being performed on the start lever SL in a pseudo-game, but it is also possible not to output the operation sound of the start lever SL when the operable time has elapsed without any pseudo-game start operation being performed on the start lever SL.
[0132] Furthermore, in this embodiment, an example has been described in which, when all reels come to a pseudo-stop in a pseudo game and a predetermined waiting period (for example, 5 seconds) has elapsed, a pseudo-insertion operation for the bet button B0 is accepted, and when a pseudo-insertion operation for the bet button B0 is performed, a pseudo-game start operation for the start lever SL is accepted. However, when all reels come to a pseudo-stop in a pseudo game and a predetermined waiting period (for example, 5 seconds) has elapsed, a pseudo-game start operation for the start lever SL may be accepted without accepting a pseudo-insertion operation for the bet button B0. In this case, the bet lamp 488 does not need to be turned on after all reels come to a pseudo-stop in a pseudo game, and may remain off.
[0133] In addition, in this embodiment, an example has been described in which a specific pattern combination (red 7 pattern combination or BAR pattern combination) is displayed on the valid line L1 in a simulated game, but the specific pattern combination may also be displayed on an invalid line (a line not used to determine whether a prize has been won).
[0134] In addition, in this embodiment, the specific pattern combination displayed in the simulated game is explained as an example of a pattern combination that does not constitute a winning combination, but it may also be a pattern combination that indicates a winning combination.
[0135] In addition, in this embodiment, an example has been described in which a display window lighting effect is executed in a pseudo game when a first AT win is obtained in an AT lottery, but it is also possible to have a case in which a display window lighting effect is executed in a pseudo game when a first AT win is obtained in an AT lottery and a case in which it is not executed. In this example, the sub-CPU 20a may be configured to determine by an effect lottery whether or not to execute a display window lighting effect when a first AT win is obtained in an AT lottery.
[0136] In addition, in this embodiment, an example has been given in which a pseudo-game is played in the next game after a player has won the AT lottery (winning the first AT or the second AT), but a pseudo-game may also be played in a game after a player has won the AT lottery (winning the first AT or the second AT).
[0137] In addition, in this embodiment, as shown in Figure 8, an example has been described in which the display window lighting effect is executed over the period from when the game start operation is performed on the start lever SL in the next game after the game in which the first AT has been won in the AT lottery until the third (final) pseudo stop operation is performed on the stop buttons B1 to B3 in the pseudo game.However, it is also possible not to execute the display window lighting effect between when the game start operation is performed on the start lever SL and when the freeze processing is completed, and for example, when the freeze processing is completed and the rotation drive of the first reel R1 to the third reel R3 begins, the display window lighting effect may be started.
[0138] Furthermore, in this embodiment, the case where the freeze processing is performed and then the pseudo gaming processing is executed has been described as an example, but the pseudo gaming processing may be executed without executing the freeze processing.
[0139] In addition, in this embodiment, an example has been described in which a display window lighting effect, which is a display window lamp effect, is executed as a special effect, but the effect mode of the special effect is not limited to the effect mode of the display window lighting effect, and for example, the effect mode may be such that the upper display window lamp 450 and the lower display window lamp 460 are lit in a color other than red (for example, blue or rainbow colors), or the effect mode may be such that the upper display window lamp 450 and the lower display window lamp 460 flash or dim in red or a color other than red (for example, blue or rainbow colors).
[0140] In addition, in this embodiment, an example has been described in which a special effect (display window lighting effect) is executed over the period from when the game start operation on the start lever SL is performed in the next game after a game in which the first AT has been won in the AT lottery until the third (final) pseudo stop operation on the stop buttons B1 to B3 is performed in the pseudo game, but the special effect may be executed at any timing within the period from when the game start operation on the start lever SL is performed until the game progress of the real game is resumed after the execution of the pseudo game process and the stop operation on the stop buttons B1 to B3 is enabled. Below, we will explain modified examples of this embodiment regarding special effects, focusing on the differences from this embodiment. Note that this embodiment and the various methods described below as modified examples can be appropriately combined and adopted as control methods to realize the present invention.
[0141] (Variation 1) Modification 1 of this embodiment will be described with reference to Figures 11 and 12. Figures 11 and 12 are diagrams illustrating the effects during a simulated game in a gaming machine according to a modification of this embodiment.
[0142] In this modified example, the pseudo game control means 185 determines by lottery whether or not to play a pseudo game in normal game, and when it decides to play a pseudo game, it performs pseudo game processing, and in the pseudo game, it displays a pattern combination (for example, a pattern combination of "CH·CH·CH" composed of cherry patterns "CH") that indicates the winning form of a specific role (for example, strong cherry) as a specific pattern combination, and the presentation state control means 180 performs an AT lottery with the same winning probability as when, for example, strong cherry is won in the internal lottery.
[0143] Specifically, when the main CPU 10a wins the lottery that determines whether or not to play a pseudo game, it suspends the progress of the real game, and as shown in Figure 11, it keeps the first reel R1 to the third reel R3 stopped by a freeze process, and after a predetermined period (for example, 1 second) has passed, it starts driving the first reel R1 to the third reel R3 to rotate, and when a pseudo stop operation is performed on the stop buttons B1 to B3, it pseudo-stops the rotating reels so that a pattern combination indicating a winning form of a specific role (for example, a strong cherry) is displayed on the invalid line.
[0144] In this modified example, the effect control means 180 causes the backlight unit 486 to execute a special effect that affects the visibility of the reels and symbols. That is, in this modified example, a backlight effect (an example of a predetermined effect) is executed as the special effect. The backlight effect is an effect that is applied to the reels and symbols.
[0145] In this modified example, when all the reels have come to a pseudo-stop in the pseudo game, the effect control means 180 executes a backlight effect in which the upper backlight 480 and the middle backlight 482 of each reel flash a predetermined number of times (for example, six times) while the reels are pseudo-stopped. This notifies the player that a specific symbol combination has been displayed. When the backlight effect is executed, the visibility of the reels and symbols decreases due to the flashing of the backlight unit 486.
[0146] Specifically, during normal play, the sub-CPU 20a lights up the backlight unit 486 in a normal mode (e.g., white) as shown in Figures 11 and 12(A), maintains the normal mode (e.g., white) until all reels have come to a pseudo-stop in the simulated game, and starts the backlight effect when all reels have come to a pseudo-stop.
[0147] In the backlight effect, the backlight unit 486 is operated in an effect mode in which a specific blinking pattern is repeated a predetermined number of times (e.g., six times). Specifically, in the specific blinking pattern, first, as shown in FIG. 12(B), the backlight unit 486 is controlled to a first lighting state in which the middle backlight 482 of the first reel R1 and the third reel R3 and the upper backlight 480 of the second reel R2 are turned off and all remaining backlights are turned on. Then, as shown in FIG. 12(C), the backlight unit 486 is controlled to a second lighting state in which the upper backlight 480 of the first reel R1 and the third reel R3 and the middle backlight 482 of the second reel R2 are turned off and all remaining backlights are turned on. When the backlight unit 486 is controlled to the second lighting state, the specific blinking pattern is completed. As a result, the backlight effect blinks a predetermined number of times (e.g., six times). When the backlight effect ends, the backlight unit 486 is again lit in a normal mode (e.g., white).
[0148] Furthermore, in this modified example, the sub-CPU 20a causes the backlight unit 486 to blink multiple times (for example, six times) in the backlight effect, and operates the backlight unit 486 so that the interval at which the backlight unit 486 starts blinking (an example of a second interval) is shorter than the interval at which the reels start vibrating during a pseudo-stop (an example of a first interval). In other words, in the backlight effect, the backlight unit 486 is caused to repeatedly blink at intervals that are shorter (or faster) than the interval at which the reels repeat vibrating during a pseudo-stop.
[0149] Here, the vibration start interval of the reels during a pseudo-stop refers to the interval (time) from the start of the previous vibration cycle to the start of the next vibration cycle, including the waiting time from the end of the previous vibration cycle to the start of the next vibration cycle. The previous vibration cycle and the next vibration cycle do not have to be identical in type (pattern). The blinking start interval of the backlight unit 486 refers to the interval (time) from the start of the previous blinking (on + off) to the start of the next blinking, including the waiting time from the end of the previous blinking to the start of the next blinking. The previous blinking and the next blinking do not have to be identical in type (pattern). In this modified example, the interval (time) corresponds to the interval from the start of the previous specific blinking pattern to the start of the next specific blinking pattern, and no waiting time is set. That is, in this modified example, the specific blinking pattern (an example of a predetermined blinking pattern) is started at a start interval shorter than the vibration start interval of the reels during a pseudo-stop. For this reason, for example, if one cycle of vibration of the reels during a pseudo-stop and one specific blinking pattern of the backlight unit 486 start simultaneously, the next one specific blinking pattern will start before the next cycle of vibration of the reels starts. Note that the interval at which the reels start vibrating and the interval at which the backlight unit 486 starts blinking during a pseudo-stop may be constant or variable.
[0150] In this modified example, when all the reels come to a pseudo-stop in the pseudo game, the backlight unit 486 is made to execute a backlight effect while the reels are pseudo-stopped, and while the reels are pseudo-stopped, the reels are repeatedly vibrated up and down, and in the backlight effect, the backlight unit 486 is operated so that the interval at which the backlight unit 486 starts blinking is shorter than the interval at which the reels start vibrating during the pseudo-stop, so that the presentation effect of the pseudo game, including while the reels are pseudo-stopped, can be improved, and the enjoyment of the game can be increased.
[0151] 12(B) and 12(C), the backlight effect performed during the pseudo-stop of the reels is not limited to the effect shown in Fig. 12(B) and 12(C) and can be any effect. For example, the lower backlight 484 of each reel may also be made to flash or dim, or only the backlights of some of the first reel R1 to the third reel R3 may be made to flash or dim, or the flashing speed of the backlight may be changed, or the flashing pattern may be changed. Furthermore, a backlight effect having the same effect as the backlight effect performed during the pseudo-stop of the reels may be performed during real play, or may not be performed during real play.
[0152] Furthermore, in this modified example, the backlight unit 486 is not limited to being operated so that the interval at which the backlight unit 486 starts blinking is shorter than the interval at which the reels start vibrating during pseudo-stop in the backlight effect, but the backlight unit 486 may be operated so that the interval at which the backlight unit 486 starts blinking is longer than or approximately the same as the interval at which the reels start vibrating during pseudo-stop in the backlight effect.
[0153] In addition, this modified example is not limited to the case where a backlight effect is executed during the pseudo-stop of the reels, but it is also possible to execute a display window lamp effect using the upper display window lamp 450 or the lower display window lamp 460 during the pseudo-stop of the reels.
[0154] (Variation 2) Modification 2 of this embodiment will be described with reference to Figures 13 to 15. Figures 13 to 15 are diagrams illustrating effects during a simulated game in a gaming machine according to a modification of this embodiment.
[0155] In this modification, similarly to the above-described modification 1, the effect control means 180 executes a backlight effect (an example of a predetermined effect) as a special effect that affects the visibility of the reels and symbols.
[0156] In this modified example, the effect control means 180 causes the backlight unit 486 of the pseudo-stopped reel to execute a backlight effect each time a reel is pseudo-stopped in a pseudo game. In the backlight effect of this modified example, the upper backlight 480, middle backlight 482, and lower backlight 484 of the pseudo-stopped reel and the pseudo-stopped reel are flashed a predetermined number of times (for example, six times). This reduces the visibility of the reels and symbols.
[0157] Specifically, the sub-CPU 20a normally lights up the backlight unit 486 in a normal state (for example, white) as shown in Figures 13 and 14(A), maintains the normal state (for example, white) until any reel pseudo-stops in the pseudo game, and executes a backlight effect each time each reel pseudo-stops. Below, an example will be described in which pseudo-stop operations are performed on the stop buttons B1 to B3 in the stroke order 1 (B1 → B2 → B3) in the pseudo game.
[0158] First, when the first pseudo stop operation is performed on the stop button B1 in the pseudo game, the main CPU 10a pseudo stops the first reel R1 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 14 (B), and when the first reel R1 pseudo stops, the sub-CPU 20a starts the backlight effect.
[0159] In the backlight effect at the first pseudo stop, the backlight unit 486 is operated in a performance mode in which the first pseudo stop flashing pattern is repeated a predetermined number of times (e.g., six times). Specifically, in the first pseudo stop flashing pattern, first, as shown in FIG. 14(C), the upper backlight 480, middle backlight 482, and lower backlight 484 of the first reel R1 are turned off and the remaining backlights are all turned on, in a first lighting state. Next, as shown in FIG. 14(D), the backlight units 486 of the first reel R1 to the third reel R3 are all turned on, in a second lighting state. When the second lighting state is reached, the first pseudo stop flashing pattern is completed. As a result, in the backlight effect at the first pseudo stop, the first reel R1 flashes a predetermined number of times (e.g., six times). When the backlight effect ends, the backlight unit 486 of the first reel R1 is again turned on in a normal mode (e.g., white).
[0160] When a second pseudo-stop operation is performed on the stop button B2 in the state shown in Figure 14(D), the main CPU 10a pseudo-stops the second reel R2 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 15(A), and when the second reel R2 pseudo-stops, the sub-CPU 20a starts the backlight effect.
[0161] In the backlight effect at the second pseudo stop, the backlight unit 486 is operated in a performance mode in which the second pseudo stop flashing pattern is repeated a predetermined number of times (e.g., six times). Specifically, in the second pseudo stop flashing pattern, first, as shown in FIG. 15(B), the upper backlight 480, middle backlight 482, and lower backlight 484 of the first reel R1 and the second reel R2 are controlled to a first lighting state in which they are turned off and the remaining backlights are all turned on. Then, as shown in FIG. 15(C), the backlight units 486 of the first reel R1 to the third reel R3 are controlled to a second lighting state in which they are all turned on. When the second lighting state is reached, the second pseudo stop flashing pattern is completed. As a result, in the backlight effect at the second pseudo stop, the first reel R1 and the second reel R2 flash a predetermined number of times (e.g., six times). When the backlight effect ends, the backlight units 486 of the first reel R1 and the second reel R2 are turned on again in the normal mode (for example, white). In the backlight effect at the second pseudo stop, the second reel R2 and the third reel R3 flash at the same (similar) timing.
[0162] When a third pseudo-stop operation is performed on the stop button B3 in the state shown in Figure 15(C), the main CPU 10a pseudo-stops the third reel R3 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 15(D), and when the third reel R3 pseudo-stops, the sub-CPU 20a starts the backlight effect.
[0163] In the backlight effect at the third pseudo stop, the backlight unit 486 is operated in an effect mode in which the third pseudo stop flashing pattern is repeated a predetermined number of times (e.g., six times). Specifically, in the third pseudo stop flashing pattern, first, as shown in FIG. 15(E), the backlight units 486 of the first reel R1 to the third reel R3 are controlled to a first lighting state in which they are all turned off. Then, as shown in FIG. 15(F), the backlight units 486 of the first reel R1 to the third reel R3 are controlled to a second lighting state in which they are all turned on. When the second lighting state is reached, the third pseudo stop flashing pattern is completed. As a result, in the backlight effect at the third pseudo stop, the first reel R1 to the third reel R3 flash a predetermined number of times (e.g., six times). When the backlight effect ends, the backlight units 486 of the first reel R1 to the third reel R3 are again lit in the normal mode (e.g., white). In the backlight effect at the time of the third pseudo stop, the first reel R1 to the third reel R3 flash at the same (similar) timing.
[0164] In addition, in this modified example, even if a pseudo-stop operation is performed on the stop buttons B1 to B3 in a pressing order other than the order of play 1 (B1 → B2 → B3) during a pseudo game, the backlight unit 486 of the pseudo-stopped reel and the pseudo-stopped reel will perform a backlight effect each time each reel is pseudo-stopped.
[0165] In this modified example, the backlight unit 486, which illuminates the pseudo-stopped reel and the reel currently being pseudo-stopped, executes a backlight effect each time a reel pseudo-stops during a pseudo game, thereby improving the presentation effect of the pseudo game, including when the reels pseudo-stop, and increasing the enjoyment of the game.
[0166] 14 and 15, the backlight effects at the first to third pseudo stops can be any desired effect, for example, the blinking speed of the backlight can be changed at the first to third pseudo stops, the blinking pattern can be changed, or the backlight can be dimmed. Also, backlight effects with the same effect as the backlight effects at the first to third pseudo stops can be performed during real play, or they can be not performed during real play.
[0167] Furthermore, in this modified example, the backlight effect is not limited to being performed by the backlight unit 486 of the pseudo-stopped reel each time a reel is pseudo-stopped in a pseudo game, but a display window lamp effect may be performed each time a reel is pseudo-stopped in a pseudo game. For example, a lamp corresponding to each reel may be provided as the upper display window lamp 450, and a lamp corresponding to each reel may be provided as the lower display window lamp 460, and each time a reel is pseudo-stopped in a pseudo game, a display window lamp effect may be performed by the upper display window lamp 450 or the lower display window lamp 460 corresponding to the pseudo-stopped reel.
[0168] (Variation 3) Modification 3 of this embodiment will be described with reference to Figures 16 to 20. Figures 16 to 20 are diagrams illustrating effects during a simulated game in a gaming machine according to a modification of this embodiment.
[0169] In this modification, similarly to the above modification 1, the effect control means 180 executes a backlight effect (an example of a predetermined effect) as a special effect that affects the visibility of the reels and symbols. In this modification, the effect control means 180 executes a backlight effect while the reels are rotating and while the reels are pseudo-stopped in the pseudo game.
[0170] Specifically, as shown in Figures 16 and 17(A), the sub-CPU 20a normally lights up the backlight unit 486 in a normal state (for example, white), maintains the normal state (for example, white) until one of the reels pseudo-stops in the pseudo game, and when one of the reels pseudo-stops, executes a backlight effect while the reels are rotating and while the pseudo-stop occurs. Below, an example will be described in which a pseudo-stop operation is performed on the stop buttons B1 to B3 in the stroke order 1 (B1 → B2 → B3) in the pseudo game.
[0171] First, when the first pseudo stop operation is performed on the stop button B1 in the pseudo game, the main CPU 10a pseudo stops the first reel R1 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 17 (B), and when the first reel R1 pseudo stops, the sub-CPU 20a starts the backlight effect.
[0172] In the backlight effect, the backlight unit 486 is operated in a performance mode in which a first blinking pattern, in which the pseudo-stopped first reel R1 blinks, is repeated a predetermined number of times (e.g., three times). Specifically, in the first blinking pattern, as shown in FIG. 17(C), the upper backlight 480 and the lower backlight 484 of the first reel R1 are first controlled to a first lighting state in which the remaining backlights are all turned on, and then, as shown in FIG. 17(D), the backlight units 486 of the first reel R1 to the third reel R3 are all turned on. When the second lighting state is reached, the first blinking pattern is completed. As a result, the pseudo-stopped first reel R1 blinks a predetermined number of times (e.g., three times), and the red 7 symbol "red 7" in the middle row of the first reel R1 is emphasized.
[0173] When the operation of repeating the first flashing pattern a predetermined number of times (for example, three times) is completed, the first flashing pattern is controlled and maintained in the first lighting state as shown in Figure 17(E). This emphasizes the red 7 symbol "RED 7" in the middle row of the first reel R1, and reduces the visibility of the other symbols.
[0174] When a second pseudo-stop operation is performed on the stop button B2 in the state shown in Figure 17(E), the main CPU 10a pseudo-stops the second reel R2 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 18(A), and when the second reel R2 pseudo-stops, the sub-CPU 20a operates the backlight unit 486 in an effect mode in which a second blinking pattern that blinks the pseudo-stopped second reel R2 is repeated a predetermined number of times (for example, three times).
[0175] Specifically, in the second flashing pattern, first, as shown in Fig. 18(B), the upper backlight 480 and the lower backlight 484 of the first reel R1 and the second reel R2 are controlled to a first lighting state in which they are turned off and the remaining backlights are all turned on, and then, as shown in Fig. 18(C), the upper backlight 480 and the lower backlight 484 of the first reel R1 are controlled to a second lighting state in which they are turned off and the remaining backlights are all turned on, and when the second lighting state is reached, the second flashing pattern is completed. As a result, the pseudo-stopped second reel R2 flashes a predetermined number of times (e.g., three times), and the red 7 symbol "RED 7" in the middle of the second reel R2 is highlighted.
[0176] When the operation of repeating the second flashing pattern a predetermined number of times (for example, three times) is completed, the second flashing pattern is controlled and maintained in the first lighting state as shown in Figure 18(D). This emphasizes the red 7 symbol "RED 7" in the middle of the first reel R1 and the second reel R2, and reduces the visibility of the other symbols.
[0177] When a third pseudo-stop operation is performed on the stop button B3 in the state shown in Figure 18(D), the main CPU 10a pseudo-stops the third reel R3 so that the red 7 symbol combination is displayed on the activated line L1, as shown in Figure 20(A), and when the third reel R3 pseudo-stops, the sub-CPU 20a operates the backlight unit 486 in an effect mode in which a flashing pattern during rotation, which causes the third reel R3 to flash during the pseudo-stop rotation, is repeated until the third reel R3 pseudo-stops.
[0178] Specifically, in the flashing pattern during rotation, first, as shown in Figure 19(A), the lower backlight 484 of the third reel R3 is turned off and the remaining backlights are all turned on, and the first lighting state is controlled, then, as shown in Figure 19(B), the backlight units 486 of the first reel R1 to the third reel R3 are all turned on, and the second lighting state is controlled, then, as shown in Figure 19(C), the middle backlight 482 of the third reel R3 is turned off and the remaining backlights are all turned on, and the third lighting state is controlled, then, as shown in Figure 19(D), the second lighting state (all lit), and then, as shown in Figure 19(E), the fourth lighting state (all lit), and then, as shown in Figure 19(F), the second lighting state (all lit), and the second lighting state shown in Figure 19(F) is controlled to complete the flashing pattern during rotation.
[0179] As shown in Figure 20(A), when the third reel R3 is pseudo-stopped, the sub-CPU 20a operates the backlight unit 486 in a presentation mode in which a third blinking pattern that causes the pseudo-stopped third reel R3 to blink is repeated a predetermined number of times (e.g., three times).
[0180] Specifically, in the third blinking pattern, first, as shown in Fig. 20(B), the upper backlight 480 and the lower backlight 484 of the first reel R1 to the third reel R3 are turned off and the remaining backlights are all turned on, and then, as shown in Fig. 20(C), the upper backlight 480 and the lower backlight 484 of the first reel R1 and the second reel R2 are turned off and the remaining backlights are all turned on, and when the second blinking state is reached, the third blinking pattern is completed. As a result, the pseudo-stopped third reel R3 blinks a predetermined number of times (for example, three times), and the red 7 symbol "RED 7" in the middle of the third reel R3 is highlighted.
[0181] When the operation of repeating the third flashing pattern a predetermined number of times (for example, three times) is completed, the backlight unit 486 is operated in a presentation mode in which a pseudo-stop flashing pattern that flashes the first reel R1 to the third reel R3 is repeated until a pseudo game start operation is performed on the start lever SL.
[0182] Specifically, in the pseudo-stop blinking pattern, first, as shown in FIG. 20(D), the first reel R1 to the third reel R3 are controlled to the first lighting state of the third blinking pattern, and then, as shown in FIG. 20(E), the backlight units 486 of the first reel R1 to the third reel R3 are all controlled to the second lighting state in which they are turned off. When the second lighting state is reached, the pseudo-stop blinking pattern is completed. This emphasizes the red 7 symbol "red 7" in the middle row of the first reel R1 to the third reel R3, reducing the visibility of the other symbols. Furthermore, in the pseudo-stop blinking pattern, the first reel R1 to the third reel R3 blink at the same (similar) timing.
[0183] In this way, the backlight effect of this modified example continues from the time when one of the reels is pseudo-stopped in the pseudo game until the pseudo-stop operation is performed on the start lever SL, and operates the backlight unit 486 in an effect mode in which the lighting mode changes in the following order: "first flashing pattern → first lighting state of first flashing pattern → second flashing pattern → first lighting state of second flashing pattern → flashing pattern during rotation → third flashing pattern → flashing pattern during pseudo-stop."
[0184] In addition, in this modified example, even if a pseudo stop operation is performed on the stop buttons B1 to B3 in a pressing order other than hitting order 1 (B1 → B2 → B3) in the pseudo game, the backlight unit 486 is caused to perform a backlight effect while the reels are rotating and during the pseudo stop in the pseudo game.
[0185] Furthermore, in the backlight effect of this modified example, the backlight unit 486 is caused to blink multiple times while the reels are pseudo-stopped, and the backlight unit 486 is operated so that the interval at which the backlight unit 486 starts blinking (an example of a second interval) is longer than the interval at which the reels start vibrating during the pseudo-stop (an example of a first interval). In other words, in the backlight effect, the backlight unit 486 is caused to repeatedly blink at intervals longer (or slower) than the interval at which the reels repeat vibrating during the pseudo-stop.
[0186] Here, the "reel vibration start interval during a pseudo-stop" refers to the interval (time) from the start of the previous cycle of vibration to the start of the next cycle of vibration, and includes the waiting time from the end of the previous cycle of vibration to the start of the next cycle of vibration. The previous cycle of vibration and the next cycle of vibration do not have to be the same type (same pattern). The "backlight unit 486 blinking start interval" refers to the interval (time) from the start of the previous blink (on + off) to the start of the next blink, and includes the waiting time from the end of the previous blink to the start of the next blink. The previous blink and the next blink do not have to be the same type (same pattern). In this modified example, the interval (time) from the start of the previous pseudo-stop blinking pattern to the start of the next pseudo-stop blinking pattern corresponds to the interval (time) from the start of the previous pseudo-stop blinking pattern to the start of the next pseudo-stop blinking pattern, and no waiting time is set. That is, in this modified example, the pseudo-stop blinking pattern (an example of a predetermined blinking pattern) is started at a start interval longer than the reel vibration start interval during a pseudo-stop. For this reason, for example, if one cycle of vibration of the reels during a pseudo-stop and one pseudo-stop blinking pattern of the backlight unit 486 start simultaneously, the next cycle of vibration of the reels will start before the next pseudo-stop blinking pattern starts. Note that the interval at which the reels start vibrating and the interval at which the backlight unit 486 starts blinking during a pseudo-stop may be constant or variable.
[0187] In this manner, in this modified example, the backlight unit 486 is caused to perform a backlight effect from the time when one of the reels is pseudo-stopped in the pseudo game until the pseudo-stop operation is performed on the start lever SL, and while the blinking pattern during the pseudo-stop in the backlight effect is being executed (while the reels are pseudo-stopped), the backlight unit 486 is operated so that the interval at which the backlight unit 486 starts blinking is longer than the interval at which the reels start vibrating during the pseudo-stop. This makes it possible to improve the presentation effect of the pseudo game, including while the reels are rotating and pseudo-stopped, and to increase the enjoyment of the game.
[0188] In this modified example, the backlight unit 486 is not limited to operating in a pseudo-stop blinking pattern when the performance mode in which the third blinking pattern is repeated a predetermined number of times (for example, three times) in the backlight performance ends, but when the stop button related to the third pseudo-stop operation is released from its pressed state, the third blinking pattern being executed may be canceled and the pseudo-stop blinking pattern may be switched to.
[0189] In addition, in this modified example, the backlight effect is not limited to the effects shown in Figures 17 to 20, but can be any effect. For example, the blinking speed of the backlight may be changed when each reel is pseudo-stopped, the blinking pattern may be changed, or the backlight may be dimmed. For example, in the pseudo stop flashing pattern, the upper backlight 480 and the lower backlight 484 of the first reel R1 to the third reel R3 are turned off and the remaining backlights are all turned on, followed by a second lighting state in which the upper backlight 480 and the lower backlight 484 of the first reel R1 to the third reel R3 are turned off and the middle backlight 482 of the first reel R1 to the third reel R3 gradually dims, followed by a third lighting state in which the upper backlight 480 and the lower backlight 484 of the first reel R1 to the third reel R3 are turned off and the light intensity of the middle backlight 482 of the first reel R1 to the third reel R3 gradually increases, and the pseudo stop flashing pattern may be completed when the light intensity returns to the first lighting state. Also, a backlight effect with the same effect as the backlight effect may be performed during real play, or may not be performed during real play.
[0190] Furthermore, in this modified example, the backlight unit 486 is not limited to flashing at a speed slower than the vibration speed of the reel during pseudo-stop while the pseudo-stop flashing pattern in the backlight effect is being executed (while the reel is pseudo-stopped), but in the pseudo-stop flashing pattern in the backlight effect, the backlight unit 486 may be flashed at a speed faster than or approximately the same speed as the vibration speed of the reel during pseudo-stop.
[0191] In addition, in this modified example, the backlight effect is not limited to being executed while the reels are rotating and during pseudo-stops in the simulated game, but the display window lamp effect may also be executed while the reels are rotating and during pseudo-stops in the simulated game.
[0192] (Variation 4) Modification 4 of this embodiment will be described with reference to Figures 21 and 22. Figures 21 and 22 are diagrams illustrating the red 7 display effect in the gaming machine of the modification of this embodiment.
[0193] In this modified example, a pseudo game similar to that of the above embodiment is played, as shown in Fig. 21. Specifically, a pseudo game is played in the next game following a game in which an AT lottery is won (a first AT win or a second AT win), a specific symbol combination (a red 7 symbol combination) is displayed in the pseudo game, and when all reels have pseudo-stopped, a pseudo insert operation to the bet button B0 is accepted, and when the pseudo insert operation to the bet button B0 is performed, a pseudo game start operation to the start lever SL is accepted, and when the pseudo game start operation to the start lever SL is performed, the progress of the real game is resumed, and the first reel R1 to the third reel R3 start to rotate.
[0194] In this modified example, the effect control means 180 causes the liquid crystal display LCD to execute a special effect that affects the visibility of the reels and symbols. That is, in this modified example, a display effect (an example of a predetermined effect) is executed as the special effect.
[0195] In this modified example, the effect control means 180 normally controls the specific display area 492 covering the display window DW of the liquid crystal display LCD to a transparent state that allows light to pass through by displaying a white image for transmission, thereby making the reels and symbols visible, and when a first AT win is obtained in the AT lottery and a pseudo-game start operation is performed on the start lever SL in the pseudo-game (when the progress of the real game is resumed after the pseudo-game process is executed or when the pseudo-game ends), causes the liquid crystal display LCD to execute a red 7 display effect that displays a red 7 image 494 showing the red 7 symbol "red 7" as a special effect. This notifies the start of the assist time game in the first AT state.
[0196] Specifically, as shown in Figures 21 and 22(A), the sub-CPU 20a controls the specific display area 492 on the liquid crystal display LCD to be transparent until a pseudo-game start operation is performed on the start lever SL in the pseudo-game, and when the pseudo-game start operation is performed on the start lever SL, the sub-CPU 20a displays a red 7 image 494 across the specific display area 492 and the display area above the specific display area 492, as shown in Figure 22(B). In detail, the sub-CPU 20a displays the lower end of the red 7 image 497 in more than half of the display area corresponding to the upper display position of each reel in the specific display area 492. This reduces the visibility of the reels and symbols at the upper display position of each reel.
[0197] 22(B), in the red 7 display effect, effect images 496 (for example, background images or effects) are displayed in more than half of the display area corresponding to the display position of the lower row of each reel in the specific display area 492. This reduces the visibility of the reels and symbols at the display position of the lower row of each reel.
[0198] Then, when each reel rotates steadily and a stop operation on the stop buttons B1 to B3 is validated, the red 7 image 494 and the effect image 496 are hidden and the specific display area 492 is controlled to be transparent, as shown in Fig. 22(C). This ensures visibility of the reels and symbols at the upper and lower display positions of each reel.
[0199] In this modified example, the backlight effect is not executed during the simulated game, as shown in Fig. 21. Also, in this modified example, the red 7 display effect is started in response to the operation of the start lever SL to start the simulated game, and is executed during the random start in which the rotation of the first reel R1 to the third reel R3 starts randomly.
[0200] In this modified example, when a pseudo-game start operation is performed on the start lever SL during a pseudo-game, the liquid crystal display LCD executes a red 7 display effect that displays the red 7 image 494, thereby making the game more exciting and increasing the enjoyment of the game.
[0201] In this modified example, the red 7 display effect is not limited to ending when each reel rotates steadily and the stop operation on the stop buttons B1 to B3 is activated, but the red 7 display effect may be continued even after the stop operation on the stop buttons B1 to B3 is activated, and for example, the red 7 display effect may be executed until a predetermined display time has elapsed.
[0202] In addition, in this modified example, the display mode of the red 7 display effect is not limited to the mode shown in Figure 22 (B), and for example, the red 7 image 497 or effect image 496 may be displayed in a display area of the specific display area 492 corresponding to the display position of the middle row of each reel, or the red 7 image 494 may be displayed within the specific display area 492 as shown in Figure 23.
[0203] In addition, in this modified example, when a pseudo-game start operation is performed on the start lever SL in a pseudo-game, the liquid crystal display LCD is not limited to displaying a red 7, but when a pseudo-game start operation is performed on the start lever SL in a pseudo-game, a backlight effect or a display window lamp effect may also be executed.
[0204] Furthermore, in the above embodiment and each modified example, an example has been described in which the main board 10, the sub-board 20, and the medal count control board 30 are arranged so that they share the functional units for progressing through the game, but some of the functional units of the main board 10 may be arranged on the sub-board 20 or the medal count control board 30, some of the functional units of the sub-board 20 may be arranged on the main board 10 or the medal count control board 30, some of the functional units of the medal count control board 30 may be arranged on the main board 10 or the sub-board 20, or all of the functional units may be arranged together on one control board. Also, all of the functional units of the medal count control board 30 may be arranged on the main board 10, and the medal count control board 30 may not be provided.
[0205] Furthermore, the inventions of the above embodiments and each modified example are not limited to smart pachislots, but can also be applied to slot machines in which games are played using actual medals (game value), gaming machines in which games are played using game balls (pachinko balls) (pinball gaming machines, Smart Pachinko (registered trademark)), etc. In a smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the presentation, and a frame control board (second control unit) that can communicate with the main board and can communicate with a dedicated unit (specific unit) that lends game balls are provided, and the frame control board can manage the number of game balls. [Explanation of symbols]
[0206] BX storage box, UD upper front door, DD lower front door, DW display window, L1 valid line, DS game information display, LCD liquid crystal display, AL Frame Lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL start lever, B0 bet button, B1~B3 stop buttons, B4 settlement button, B8 counting button, BS bet number display, BS1 1 bet display, BS2 2 bet display, BS3 3-piece bet display 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 sub-board, 20a sub-CPU, 20b sub-ROM, 20c sub-RAM, 30 medal count control board, 30a medal CPU, 30b medal ROM, 30c Medal RAM, 40 Game ball rental device connection terminal board, 50 Dedicated unit, 60 Dedicated unit control board, 105 input acceptance means, 110 random number generation means, 120 internal lottery means, 130 reel control means, 140 winning determination means, 150 payout control means, 160 replay processing means, 170 game state control means, 180 performance state control means, 190 communication control means, 210 performance control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Settlement switch, 255 Counting button switch, 310 reel unit, 330 display device, 340 sound device, 440 Sub-board unit, 450 Upper display window lamp, 460 Lower display window lamp, 480 upper backlight, 482 middle backlight, 484 lower backlight, 486 Backlight unit, 488 Bed lamp, 490 Bed number lamp, 492 Specific display area, 494 Red 7 image, 496 Production image
Claims
[Claim 1] a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; a reel control means for controlling the reels to start spinning in response to a game start operation and to stop the reels during spinning in response to a stop operation; a pseudo game control means for performing a pseudo game process that simulates a real game in which the game start operation and the game stop operation are performed; lighting means for illuminating each reel; A performance control means for controlling the lighting means to execute a predetermined performance that affects the visibility of the pattern, The reel control means In the pseudo game, the reels being rotated are pseudo-stopped, The performance control means The gaming machine causes the lighting means for illuminating the pseudo-stopped reel to execute the predetermined effect every time each reel is pseudo-stopped in the pseudo game.
Citation Information
Patent Citations
Game machine
JP2015188461A
Game machine
JP2021176395A