Game machine

By implementing a winning type lottery and presentation state control system with a common program for diverse game states, the gaming machine addresses the issue of increased program capacity, ensuring efficient use of the main control board's ROM space.

JP2025180245APending Publication Date: 2025-12-11OLYMPIA KK
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Patent Information

Application Number
JP2024087431
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-29
Publication Date
2025-12-11

AI Technical Summary

Technical Problem

In recent slot machines, the increasing diversity of game states and presentation states has led to an increase in program capacity requirements, risking compression of the usable area of the ROM on the main control board.

Method used

The gaming machine employs a winning type lottery mechanism and a presentation state control system that uses a common program to transition between different presentation states, updating count values based on assigned update values to grant bonuses, with varying maximum update values in each state, thereby reducing the program capacity needed on the main control board.

Benefits of technology

This approach effectively reduces the program capacity on the main control board, allowing for more efficient management of game states and presentation states without exceeding the ROM's usable area.

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Abstract

To reduce the program capacity of a main control board.SOLUTION: In a game machine of the present invention, performance state control means executes both a first performance state and a second performance state using a common program, in the first performance state and the second performance state, refers to a table in which an update value is assigned to each winning type, determines an update value corresponding to the winning type determined by winning type lottery means, and updates the counted value with the determined update value. When the updated counted value reaches a predetermined specified value, a privilege is imparted to a player. In the first performance state, the maximum update value is less than the specified value. In the second performance state, the maximum update value is equal to or greater than the specified value.SELECTED DRAWING: Figure 16
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] In slot machines as gaming machines, multiple types of game states and presentation states are provided that vary in the degree of advantage (game profit) given to the player, and the game states and presentation states are transitioned according to the progress of the game (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]

[0004] In slot machines, the programs related to the game control process that controls the progress of the game must fit within the usable area (control area + data area) of the ROM on the main control board. However, in recent slot machines, as the game states and presentation states have become more diverse, the program capacity related to the game control process that controls the progress of the game has tended to increase, and there is a risk that the usable area of ​​the ROM on the main control board will be compressed.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can reduce the program capacity of the main control board. [Means for solving the problem]

[0006] In order to solve the above problem, the gaming machine of the present invention comprises a winning type lottery means for determining one of a plurality of winning types by lottery for the winning type, and a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state and a second presentation state different from the first presentation state, wherein the presentation state control means executes both the first presentation state and the second presentation state using a common program, and in the first presentation state and the second presentation state, refers to a table in which update values ​​are assigned to predetermined winning types, determines an update value corresponding to the winning type determined by the winning type lottery means, updates a count value with the determined update value, and grants a bonus to the player when the updated count value reaches a predetermined specified value, wherein in the first presentation state, the maximum update value is less than the specified value, and in the second presentation state, the maximum update value is equal to or greater than the specified value.

[0007] In order to solve the above problem, another gaming machine of the present invention comprises a win type lottery means for determining one of a plurality of win types by win type lottery, and a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state and a second presentation state different from the first presentation state, wherein the presentation state control means executes both the first presentation state and the second presentation state using a common program, and in both the first presentation state and the second presentation state, refers to a common table in which an update value is assigned to each of the win types, determines an update value corresponding to the win type determined by the win type lottery means, updates a counted value with the determined update value, and grants a bonus to the player when the updated counted value reaches a specified value set for each of the first presentation state and the second presentation state, wherein in the first presentation state, the specified value is greater than the maximum update value, and in the second presentation state, the specified value is less than or equal to the maximum update value. [Effects of the Invention]

[0008] According to the present invention, it is possible to reduce the program capacity of the main control board. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Figure 5] 10 is a flowchart showing main processing of the main control board. [Figure 6] 10 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 10 is a flowchart showing medal processing of the medal number control board. [Figure 8] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 10 is a diagram showing a winning type lottery table. [Figure 10] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 11] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] FIG. 10 is an explanatory diagram for explaining details of the normal presentation state. [Figure 13] FIG. 10 is an explanatory diagram for explaining details of CZ1. [Figure 14] FIG. 10 is an explanatory diagram for explaining details of CZ2. [Figure 15] FIG. 10 is a diagram showing a common point table. [Figure 16] 10 is a flowchart showing the processing of the presentation state control means in CZ1 and CZ2. [Figure 17] FIG. 10 is a diagram showing a point lottery table. DETAILED DESCRIPTION OF THE INVENTION

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0011] (Mechanical configuration of slot machine 100) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which the game is played without the use of real medals. The latter is sometimes called a smart pachislot. Here, the slot machine 100 will be described using a smart pachislot as an example. In a smart pachislot, electronic medals are used as electronic game value for playing the game, instead of real medals.

[0012] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, in which Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.

[0013] 1 and 2, the slot machine 100 is provided with a cabinet 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the cabinet 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided in the cabinet 102 at positions corresponding to the symbol display window 108 so that they can rotate independently. As shown in the symbol arrangement in Figure 3(a), the outer periphery of the left reel 110a, center reel 110b, and right reel 110c is divided into 20 equal areas, each of which has a plurality of types of symbols arranged in each area, and the player can see a total of nine symbols, three consecutive symbols each located in the upper, middle, and lower rows of the left reel 110a, center reel 110b, and right reel 110c, through the symbol display window 108. The left reel 110a, center reel 110b, and right reel 110c are sometimes collectively referred to simply as reels 110. 3(a), the symbol decorated with the number "7" which is generally considered to be a lucky number, the symbol decorated with the letter string "BAR" which is derived from the word stick gum, and the symbol imitating a representative character of the slot machine 100 may be formed to be larger in either or both of the vertical and horizontal width than the other symbols, may be displayed in a color that is easily distinguishable from the others, or may be configured to transmit the backlight of the reel 110. When a large gaming profit is awarded, such a symbol decorated with the number "7" may be displayed in a straight line in the symbol display window 108 to notify the player of the gaming profit.

[0014] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal number display device 128, a main segment display unit 130, etc.

[0015] The bet switch 116 is a push switch that detects the insertion (betting) of electronic medals available for play that are electronically held in the slot machine 100 (subtracting them from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bets) a specified number of electronic medals required for one game, and a 1 bet switch that inserts one additional electronic medal within the specified number. Here, the total number of electronic medals available for play that are electronically held in the slot machine 100 is referred to as the "number of game medals," and the storage area that stores the number of game medals is sometimes referred to as the "medal holding unit." The term "betting" includes both inserting a specified number of electronic medals from the number of game medals held in the medal holding unit through the operation of the bet switch 116 and automatically inserting electronic medals based on the display of a replay combination (described in more detail below) on a pay line. The entity that places such bets is sometimes referred to as the insertion means.

[0016] The start switch 118 is configured, for example, by a lever that can detect tilting operation, and detects the start operation of a game by the player.

[0017] Stop switches 120a, 120b, and 120c are push-button switches provided at positions corresponding to left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to as stop switches 120. Here, when the stop switch 120 is in a state where it can be stopped, the player's first stop operation of one of stop switches 120a, 120b, or 120c is referred to as a first stop operation. After the first stop operation, the player's second stop operation of one of the two remaining stop switches 120 is referred to as a second stop operation. After the second stop operation, the player's third stop operation of the remaining stop switch 120 is referred to as a third stop operation.

[0018] The settlement switch 122 detects an operation to return all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).

[0019] The effect switch 124 is configured, for example, as a push switch or a cross switch, and detects the pressing operation or rotation operation by the player.

[0020] The counting switch 126 is a push switch that detects an operation to transfer (subtract from) a portion or all of the number of game medals electronically held in the slot machine 100 to the dedicated unit 300 (described later). The counting switch 126 can be operated in two ways: a "short press" (a press time of less than 500 msec) and a "long press" (a press time of 500 msec or more). A short press of the counting switch 126 counts (transfers) one electronic medal from the number of game medals. A long press of the counting switch 126 counts 50 electronic medals from the number of game medals at the timing of the count notification every 300 msec after the press time of 500 msec. Note that if the number of game medals is less than 50 when the counting switch 126 is long pressed, all remaining game medals will be counted. Note that if the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game status at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a player can borrow electronic medals, play games on the slot machine 100, and perform a series of operations to count the results of the game). Note that if the slot machine 100 is powered on but the dedicated unit 300 is not, or if the slot machine 100 and the dedicated unit 300 are not connected, the slot machine 100 may accept operation of the counting switch 126 but the counted medal count may be lost. Therefore, operation of the counting switch 126 is invalid, and this period is not included in "while play is possible." Furthermore, periods in which the slot machine 100 is unable (or unable to) play games on its own, such as during initialization processing after power-on, during setting changes and setting confirmations, and during error states requiring recovery processing such as resetting, are not included in "while play is possible."

[0021] The medal count display 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of digitized medals held in the medal holding section, i.e., the number of medals held. However, the number of medals bet is not included in the medal count. Therefore, the medal count display 128 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The medal count range is expressed as 0 to 16,382 (16,368 medals + maximum payout number per game (15 medals) - minimum insertion number (1 medal)), taking into account the maximum difference in medal count per day. If the most significant digit is 0, that number is displayed as blank (off). If the number exceeds a predetermined warning value, e.g., 15,000, a medal count warning is issued to prompt the player to count the medals held. The medal lending process (described later) is restricted, and a test count signal is output for approximately 3,500 msec. The warning value is not limited to 15,000 and can be set to various values. However, even if the medal count warning notification is issued, the player can continue playing. Therefore, the number of medals may increase. If the number exceeds a predetermined upper limit, for example, 16,369, an error notification (medal over error notification) is issued, and the progress of the game is restricted. Specifically, the bet switch 116, start switch 118, and settlement switch 122 are prohibited from being operated. Furthermore, the medal count display device 128 reflects and displays the updated medal count within approximately 300 msec after the number of medals held in the slot machine 100 is updated.

[0022] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that automatically recovers when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the LCD display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0023] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the top of the upper front door 104. Speakers 134 that provide auditory performances using sound effects, musical sounds, etc. are provided at left and right positions on the back surface of the lower front door 106. Also, performance lamps 136 formed, for example, by high-intensity light-emitting diodes (LEDs) and a performance prop device 138 that drives performance props by a motor are provided at the top and left and right of the upper front door 104.

[0024] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, enabling the setting value to be changed (also simply referred to as a setting change) by turning on the power via the power switch 144a of the power supply 144. The setting value indicates the player's advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six levels. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, enabling play. The setting can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.

[0025] Such a slot machine 100 eliminates the need for actual medals, making it possible to prevent cheating by inserting fake medals or using illegally brought medals. Furthermore, since there is no need to install a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, centralized data management can curb gambling and ultimately strengthen measures against addiction.

[0026] FIG. 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a gaming ball dispenser connection terminal board 280. The slot machine 100 is provided with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the presentation according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (number of gaming medals) held in the medal holding unit. Note that transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, to prevent fraud, etc. However, transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.

[0028] The main control board 200 also has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.

[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes initialization processing on the main control board 200. The betting means 212 bets electronic medals to be used in games. The win type lottery means 214, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0031] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0032] Furthermore, in response to the operation of the start switch 118, the reel control means 216 may extend the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player to display the lottery result of the win type lottery (which was disabled upon completion of the operation of the stop switch 120 in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time.

[0033] In this embodiment, as a reel effect, the basic game is interrupted in response to operation of the start switch 118 in the basic game, and the progress of the basic game is delayed. During this time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a winning type lottery is executed and a one-time payout is received upon the winning combination. The pseudo game ends when the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of a pseudo game, the reel control means 216 can automatically temporarily stop predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. Such a pseudo game can enhance the excitement of the game by implementing effects using rotation control and stop patterns similar to or different from those used in the basic game. Although the temporary stop appears to be stopped at first glance, the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c are continuously changed within 500 msec to indicate that the reels are not completely stopped. The temporary stop control temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in accordance with the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in accordance with the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0034] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.

[0035] The determining means 218 determines whether a symbol combination corresponding to a winning combination is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning combination on the pay line A may be simply referred to as a win. Here, the pay line A is a line for determining whether a winning combination has been achieved, and in this embodiment, there is only one pay line A. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, the pay line A is set as a line (one line extending downward to the right) connecting the positions corresponding to the symbols stopped on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c. The inactive lines are lines other than the pay line A that are not used to determine whether a winning combination has been achieved, and display other symbol combinations that make it easier to determine the winning combination when it is difficult to determine the winning combination based on the symbol combination displayed on the pay line A alone. In this embodiment, four inactive lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. The payout control means 220 pays out the number (value amount) of electronic medals corresponding to the winning role to the medal holding section (adds them to the number of game medals) based on the fact that a pattern combination corresponding to the winning role is displayed on the valid line A (a prize is won).

[0036] The gaming state control means 222 refers to the result of the lottery for determining the winning type and the determination result of the determination means 218, and transitions the gaming state to one of a plurality of gaming states. As will be described later, the gaming states include a non-internal gaming state, an internal gaming state to which a game is transitioned by winning a bonus combination in a non-internal gaming state, and a bonus gaming state to which a game is transitioned by displaying a symbol combination corresponding to a bonus combination on an active line in the internal gaming state.

[0037] The presentation state control means 224 transitions the presentation state to one of several presentation states based on the results of the winning type lottery, the determination result of the determination means 218, and the game state transition information. The presentation states include an AT (assist time) presentation state, which executes an auxiliary presentation (assisting the winning of a specific role) when a specific role (correct role) overlaps with another winning role (incorrect role) (selection winning type), to notify the player of the operation mode (correct operation mode) that constitutes the winning condition for the specific role (to assist the winning of the specific role), and a non-AT presentation state, in which no auxiliary presentation is executed. In addition, a so-called ART game state may be executed in which the AT presentation state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, not only in terms of the payout of electronic medals resulting from the winning of the winning role, but also in terms of all game benefits that can be obtained by winning the winning role. Furthermore, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient if they notify the player of an operation mode that is advantageous to the player.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, winning type lottery means 214, reel control means 216, judgment means 218, payout control means 220, game status control means 222, presentation status control means 224, etc. to the sub-control board 240 and medal count control board 260.

[0039] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number by extracting a count value from the random number generator 200d at a predetermined time point. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 214. Specific processing in the main control board 200 will be described below with reference to a flowchart.

[0040] (Main processing of the main control board 200) 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described in accordance with the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change settings. Setting changes involve changing a setting value that indicates a level of advantageousness (e.g., six levels). Setting changes also include replaying to the same setting value (a process of changing (overwriting or maintaining) the current setting value to the same setting value). The initialization means 210 generates backup data as needed while the power is on and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are spinning, the game will start again with each reel 110 spinning after a recovery operation. Therefore, the initialization process does not generally involve initializing the main RAM 200c (RAM clearing). Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Furthermore, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmitting / receiving means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmitting / receiving means 226 transmits the generated medal insertion command to the medal count control board 260.

[0043] (Step S120) Next, when a predetermined number of electronic medals are bet, the win type lottery means 214 enables a game start operation on the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the win type lottery means 214 obtains one win type lottery random number at the time the start switch 118 is operated from the win type lottery random numbers updated by the random number generator 200d of the main control board 200. Then, the win type lottery means 214 determines one win type lottery table corresponding to the currently set game state from the win type lottery table, determines which winning area in the determined win type lottery table the obtained win type lottery random number corresponds to, and determines the win type or no win for the determined winning area as the lottery result. In addition, when a win type including the winning combination "RBB" is determined in the win type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, center reel 110b, and right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed (wait) from the start of rotation of the left reel 110a, center reel 110b, and right reel 110c in the previous game, the left reel 110a, center reel 110b, and right reel 110c in that game begin to rotate, and when all of the left reel 110a, center reel 110b, and right reel 110c have reached a steady rotation, the process proceeds to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and upon receiving a player's operation of the stop switches 120a, 120b, or 120c, controls the reel to stop one of the left reel 110a, center reel 110b, or right reel 110c corresponding to the operation. Furthermore, upon operation of one of the stop switches 120a, 120b, or 120c, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, or third stop operation command) indicating information about the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stop process until all of the stop switches 120a, 120b, and 120c have been operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying the game depending on the symbol combination. For example, the determination means 218 updates the net increase counter if the game is in a favorable zone and a small winning combination has been achieved. Here, the favorable zone is a game zone that is advantageous to the player, including a game zone that has the capability related to the instruction function, i.e., a game zone that executes an auxiliary effect (instruction function). A game zone that is exclusive to the favorable zone and in which the auxiliary effect cannot be executed is called a non-favorable zone. The favorable zone is a game zone in which, when an auxiliary effect is activated as a result of a lottery or the like related to the activation of the auxiliary effect on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the main control board 200 displays the content of the instruction on the notification means so that it can be identified. Furthermore, the gaming state control means 222 transitions the gaming state from the RBB internal gaming state to the RBB operating gaming state if the symbol combination displayed on the active line A in the RBB internal gaming state is a symbol combination corresponding to the winning combination "RBB." Furthermore, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the active line A or the symbol combination corresponding to the minor winning combination is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0047] (Step S160) Furthermore, the payout control means 220 executes a payout process of electronic medals corresponding to the minor winning combination based on the symbol combination displayed on the active line A (stopping state of the reels 110). For example, when a symbol combination corresponding to a minor winning combination is displayed on the active line A, the payout control means 220 executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay winning combination is displayed on the active line A. Furthermore, when the payout process of electronic medals is executed, the payout control means 220 generates a payout command indicating that the payout process has been executed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout end command including transmission information indicating the number of medals to be paid out, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.

[0048] (Step S170) When a predetermined number of electronic medals are paid out in the RBB-operated gaming state, the gaming state control means 222 transitions the gaming state from the RBB-operated gaming state to a non-internal gaming state. Furthermore, the presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. Furthermore, when the gaming state or presentation state is changed, a gaming transition command including the changed gaming state or presentation state is generated, and the command transmission / reception means 226 transmits the generated gaming transition command to the sub-control board 240. In this way, the completion of the gaming transition process S170 ends the relevant game.

[0049] One game is executed through a series of processes from step S110 to step S170. Thereafter, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the number of game medals held in the medal holding section is inserted through operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are each controlled to stop in response to the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, 120c, and if a winning role that allows for the payout of electronic medals is achieved, the payout of the electronic medals is executed. Furthermore, if a player does not win a prize type that can be awarded with a digital medal, or if a player wins but does not win, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a digital medal or winning a replay. The number of times one game is repeated is defined as the number of games. Here, whether a basic game, which is a single game in which a prize type lottery is executed and a single payout can be awarded, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be counted as the number of games, depending on the specifications.

[0050] (Sub-control board 240) Like the main control board 200, the sub-control board 240 has various semiconductor integrated circuits, including a sub-CPU 240a, which is a central processing unit; a sub-ROM 240b storing programs and the like; and a sub-RAM 240c, which functions as a work area. Based on commands from the main control board 200, the sub-control board 240 controls the effects according to the progress of the game, generating, for example, effect patterns that indicate a series of effects. Like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), so data is retained even if the power is cut off. Like the main control board 200, the sub-control board 240 is also equipped with a random number generator 240d. The random number values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are primarily used to determine the type of effect. The sub-control board 240 also has an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can specify image data based on a presentation pattern (data corresponding to an image to be displayed on the LCD display unit 132 among the presentation patterns indicated by the presentation pattern). Upon receiving the image command, the image IC reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs the image data to the LCD display unit 132. The image RAM has multiple different layers, each of which can store different image data. The image IC then superimposes the image data stored in the multiple layers and outputs the superimposed image data to the LCD display unit 132. Each layer has a priority order. When an image in a higher-priority layer overlaps with an image in a lower-priority layer, the image in the higher-priority layer is superimposed closer to the player than the image in the lower-priority layer and is visible to the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives a voice command that can identify audio data based on an effect pattern (data corresponding to sounds, including audio, to be output to the speaker 134 from the effects indicated by the effect pattern), it reads the audio data identified by the voice command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the multiple layers and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data at the same time.

[0053] When the performance circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting modes of the performance lamps 136 in the performance indicated by the performance pattern) and a drive pattern (content indicating a series of drive modes of the performance prop devices 138 in the performance indicated by the performance pattern) based on the performance pattern, it generates information regarding light emission (light emission information) and information regarding motor drive (drive information) in accordance with the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance prop devices 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify handling. In this way, the lighting of each of the multiple performance lamps 136 is independently controlled, and the drive of each of the multiple performance prop devices 138 is independently controlled. Furthermore, the performance circuit 240g acquires input information (whether or not an operation is performed, the timing of operation, the number of operations, the length of operation, etc.) from the performance switches 124 and the like via serial communication.

[0054] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into a single integrated circuit as an SoC (System-on-a-Chip). However, it is possible to arbitrarily set which functional units are integrated into the SoC.

[0055] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c based on the program stored in the sub-ROM 240b.

[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200 and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124 and determines a performance pattern for the game performance performed by each device of the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance prop device 138 based on the received command.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs sound output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.

[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereinafter, the notification means for executing the auxiliary effects, such as the LCD display unit 132, the speaker 134, and the effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state.

[0059] (Sub-processing of the sub-control board 240) 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, the processing related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes initialization processing in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data as needed and stores the backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 determines whether or not a submission command has been received. If a submission command has been received, the process proceeds to step S212, and if a submission command has not been received, the process proceeds to step S220.

[0062] (Step S212) If it is determined in step S210 that a throw-in command has been received, the presentation control means 254 determines a presentation pattern based on the throw-in command, assuming that preparations for starting the next game have been completed.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not a win type command has been received. As a result, if a win type command has been received, the process proceeds to step S222, and if a win type command has not been received, the process proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that a win type command has been received, the effect control means 254 determines an effect pattern based on the win type command. Also, if the effect state is the AT effect state and the win type indicated in the win type command is a selection win type, the effect control means 254 determines an auxiliary effect that notifies the correct operation mode.

[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.

[0066] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, and whether the stop operation indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 determines whether or not a winning command has been received. If a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.

[0068] (Step S252) If it is determined in step S250 that a winning command has been received, the effect control means 254 determines an effect pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 determines whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and includes various semiconductor integrated circuits, including a medal CPU 260a (central processing unit), a medal ROM 260b (storing programs, etc.), and a medal RAM 260c (functioning as a work area), and manages the electronic medals used in games. Like the main RAM 200c, the medal RAM 260c is also connected to a backup power supply (not shown), allowing data to be retained without being erased even if the power is cut off. A portion of the memory area of ​​the medal RAM 260c serves as a medal holding unit. The medal count control board 260 is also integrally formed with a medal segment display unit 140. The medal segment display unit 140 is composed of a single seven-segment display and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to the dedicated unit 300 via a gaming ball dispenser connection terminal board 280. Here, the gaming ball etc. dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic medals, transmits the results of the dispensing of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the slot machine 100. For example, the gaming ball etc. dispensing device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine whether power is being supplied from the dedicated unit 300, in other words, whether the dedicated unit 300 is powered on and properly connected to the dedicated unit 300, based on the ON / OFF state of the VL connection signal.

[0072] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c based on the program stored in the medal ROM 260b.

[0073] The initialization means 270 executes initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing in response to those commands. In addition, the command transmission / reception means 272 repeatedly transmits and receives gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals after startup is complete. Specifically, the command transmission / reception means 272 transmits a gaming machine information notice to the dedicated unit 300, including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information as gaming machine information, and 100 msec after transmitting the gaming machine information notice, transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time). The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.

[0074] The medal count updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal count updating means 274 also displays the number of game medals updated in this manner on the game medal number display device 128.

[0075] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.

[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 enters a powered state, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data as needed while the power is on and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the medal count is being stored in the medal storage unit, the game will start from a state where the electronic medals are stored after the restoration operation. Therefore, the initialization process does not generally involve initialization of the medal RAM 260c (RAM clearing).

[0077] (Step S310) When the initialization process is completed, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding unit has occurred, and if an update event for the number of game medals has occurred, executes an update process to update the number of game medals in accordance with the update event. First, the medal count update means 274 determines whether a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, proceeds to step S312, and if a game medal insertion command has not been received, proceeds to step S320.

[0078] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal count update means 274 determines whether the medal insertion command indicates the insertion of electronic medals, and if so, executes insertion processing to subtract the number of medals from the number of medals. Furthermore, if the medal insertion command indicates the settlement of electronic medals rather than the insertion of electronic medals, the medal count update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operations differ between the settlement processing and the insertion processing, the processing corresponding to the operations is the same. Therefore, in the following, where the insertion processing is used, it is also possible to replace the explanation with the settlement processing, assuming that negative electronic medals are inserted.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.

[0080] (Step S322) When the payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the number of game medals.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not a notification of loan of an electronic medal has been received from the dedicated unit 300, and if a notification of loan has been received, the process proceeds to step S332, and if a notification of loan has not been received, the process proceeds to step S340.

[0082] (Step S332) When receiving a loan notification from the dedicated unit 300, the medal count update means 274 determines whether loan processing is possible, and if loan processing is possible, executes loan processing to add the loaned electronic medals to the number of gaming medals, and generates a loan receipt result response including "normal." On the other hand, if loan processing is not possible, i.e., if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the counted medal number in the counting notification is "1" or more, if the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers in the received loan notification are not consecutive, if the loaned medal number in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control or fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal."

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.

[0084] (Step S342) When the player operates the counting switch 126, the medal count update means 274 notifies the dedicated unit 300 of the count and executes a counting process to subtract the counted electronic medals from the number of game medals, and then repeats the process from step S310.

[0085] When a loan notification is received or the count switch 126 is operated, the medal count update means 274 executes the loan process or count process for the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a. The main CPU 200a, upon receiving the command, transmits the command to the sub-CPU 240a. Then, as the electronic medals are actually loaned or counted during the loan process or count process, the sub-CPU 240a outputs a predetermined loan sound or count sound from the speaker 134, indicating the movement of the electronic medals. In this way, the player can auditorily confirm that the loan process or count process is being performed appropriately. The sub-CPU 240a may also notify the player that the loan process or count process is being performed not only through the speaker 134 but also through other devices, such as the LCD display 132 or the performance lamp 136.

[0086] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic medals to players and count the electronic medals that players have won. The dedicated unit 300 is provided with a dedicated unit control board 310 that sends and receives electronic medals to and from the slot machine 100. A cash insertion unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a point display unit 322, and an acquired medal count display unit 324 are connected to the dedicated unit control board 310.

[0087] The cash insertion unit 312 functions as an insertion slot for inserting cash. The card insertion unit 314 allows the insertion and withdrawal of card media capable of accumulating electronic medals. The lending switch 316 is a push switch that detects an operation to transfer electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to a card medium and withdraw the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to the slot machine 100. The point display unit 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted through the cash insertion unit. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held in the dedicated unit 300.

[0088] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type lottery table.

[0089] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 222 in the main ROM 200b. The win type lottery means 214 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting values ​​stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table the win type lottery random number acquired in response to the operation signal of the start switch 118 corresponds to.

[0090] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can transition the gaming state managed by the gaming state control means 222 to a bonus gaming state (a gaming state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.

[0091] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of "RBB." In addition, the winning combinations "REPLAY 1" to "REPLAY 9" are provided as replay combinations. In addition, the winning combinations "SMALL BEAM 1" to "SMALL BEAM 50" are provided as small combinations. In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following, the winning combinations "SMALL BEAM 1" to "SMALL BEAM 8" may be abbreviated as "13-piece combination," the winning combinations "SMALL BEAM 9" to "SMALL BEAM 24" as "3-piece combination," and the winning combinations "SMALL BEAM 25" to "SMALL BEAM 50" as "1-piece combination."

[0092] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 216 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is kept rotating for a number of sliding frames so as to reel onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 216 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 216 controls the reels to stop the symbol combination corresponding to the winning combination so as to be displayed on the pay line A according to the player's operation mode.

[0093] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 7," "Small Role 13" to "Small Role 15," "Small Role 17," "Small Role 18," "Small Role 20," "Small Role 22," "Small Role 25," and "Small Role 46" to "Small Role 48" are arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB," "Replay 8," "Replay 9," "Small Role 1" to "Small Role 12," "Small Role 16," "Small Role 19," "Small Role 21," "Small Role 23," "Small Role 24," "Small Role 26" to "Small Role 45," "Small Role 49," and "Small Role 50" are not necessarily arranged on each reel 110 by the stop control described above so as to be displayed on the pay line A, which may result in a missed win. Such a winning combination may be expressed as PB≠1.

[0094] As shown in Figure 9, the win type lottery table divides multiple win areas, and the win types that are the subject of the lottery vary depending on the gaming state, and the presence or absence of non-wins (misses) also varies. In Figure 9, the win areas (win types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (internal RBB), RBB operating gaming state (operating RBB)) are represented by "◎" or "○", but in reality, win type lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 200b. Note that "◎" indicates a win type that allows the lottery to be drawn for a favorable zone and allows the lottery for auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT performance state, and ending the favorable zone), and "○" indicates a win type that does not allow the lottery to be drawn for a favorable zone, but allows the lottery for auxiliary effects. For example, the winning probability of the winning type "weak cherry" in winning area 24 in the RBB internal play state is higher than the winning probability in the non-internal play state by the winning type "RBB" in winning area 42 (because the winning probabilities are different), so it is a winning type that cannot be drawn in the advantageous zone lottery.

[0095] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. The sum of the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is the value obtained by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. The win type lottery means 214 obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number, based on the game state at that time, and subtracts that number from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the win area at that time is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onwards is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0096] Here, we will provide additional information about the winning combination "RBB." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a device, or activation of a device continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.

[0097] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the valid line A, and no electronic medals will be paid out, etc.

[0098] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination is to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0099] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0100] For example, if the winning type "Batting Order Bell A1" in winning area 4, which is the selected winning type, is won and the operation is performed in the correct operation mode (Batting Order 3), the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 1" (winning role "13-piece role"), which is the correct role with a payout of 13 coins (as a result, the symbols "Bell A," "Bell A," "Bell A," or "Bell B" line up in a straight line on invalid line B1), or the symbol combination corresponding to the winning role "Small Role 11" or "Small Role 12" (winning role "3-piece role"), which is the correct role with a payout of 3 coins (as a result, the symbols "Bell A," "Bell B," "Bell A," or "Bell B" line up in a straight line on valid line A), is preferentially displayed on valid line A by so-called number-priority control. When the operation is performed randomly in the correct operation mode, there is a 1 / 2 probability that the winning combination "small combination 1" will be won, and there is a 1 / 2 probability that the winning combination "small combination 11" or "small combination 12" will be won. Also, when the operation is performed in batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning combination "1 piece role", which is an incorrect combination with a payout of 1 coin, is preferentially displayed on the effective line A by so-called number priority control. However, when the operation is performed in batting order 4, the symbol combination corresponding to the winning combination "1 piece role" will be won with PB=1, but when the operation is performed in batting order 1, 2, 5, 6, the symbol combination corresponding to the winning combination "1 piece role" will only be won with a 1 / 2 probability.

[0101] The winning probability (number of places) of the selected winning types in winning areas 4 to 11 (winning types "batting order bell A1" to "batting order bell A8") and the winning probability of the selected winning types in winning areas 12 to 19 (winning types "batting order bell B1" to "batting order bell B8") are set to be equal. Since a player normally cannot know which winning type he / she has won, providing the above winning areas makes it difficult to win a correct combination. Also, in the non-AT performance state described below, the player's operation of the stop switch 120 is limited to batting orders 1 and 2 (regular operation mode (sequential push, pinch hit)), and a penalty is imposed if the player operates in any other batting order 3 to 6 (irregular operation mode), thereby reducing the player's chances of winning a correct combination and making it difficult for the player to increase the number of electronic medals he / she owns. Here, the penalty occurs when the player plays against the designer's intention (here, by operating the stop switch 120a to the first stop), and refers to a process that results in a lower gaming profit than if the game had been played according to the designer's intention. Also, as described above, even if the stop switch 120 is operated in an operation mode that prioritizes the display of incorrect combinations, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB≠1). Note that, hereinafter, the 16 winning types in winning areas 4 to 19 may be simply referred to as the winning type "batting order bell."

[0102] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. When an internal winning flag corresponding to a winning type including a replay role is established, a symbol combination corresponding to one of the replay roles included in that winning type is always displayed on the valid line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal winning flag is turned off.

[0103] (Game state transition) Here, the transition of the game state will be explained using FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in FIG. 9.

[0104] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the probability of winning a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The gaming state control means 222 transitions the gaming state in response to the winning role "RBB." For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the gaming state control means 222 transitions the gaming state to an RBB operating gaming state (1).

[0105] In the RBB-activated gaming state, the probability of winning a replay role is set to 0. In this RBB-activated gaming state, the possible winning types are set as follows: "Small Role ALL" in winning area 1, "3 or Less ALL" in winning area 2, and "1 Role ALL" in winning area 3. When the "Small Role ALL" winning type is won, the symbols corresponding to any of the winning roles "Small Role 1" to "Small Role 50" are stopped and displayed on the active line A. When the "3 or Less ALL" winning type is won, the symbols corresponding to any of the winning roles "Small Role 9" to "Small Role 50" are stopped and displayed on the active line A. When the "1 Role ALL" winning type is won, the symbols corresponding to any of the winning roles "Small Role 25" to "Small Role 50" are stopped and displayed on the active line A. Due to this small role configuration, the expected number of coins won per unit of play in the RBB-activated gaming state is reduced.

[0106] When the termination condition of the RBB operation gaming state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 shifts the gaming state to a non-internal gaming state (2).

[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 shifts the game state to the RBB internal game state (3).

[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.

[0109] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning the correct combination. As a result, for example, auxiliary effects are performed in the AT performance state in the RBB internal game state, making it easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, reducing the chances of winning the correct combination. This reduces the chances of winning the correct combination compared to the AT performance state in other game states, making it more difficult for the player to increase their electronic medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (acceleration RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of electronic medal winning performance.

[0110] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining transitions in presentation states. The following describes in detail the presentation states transitioned by the presentation state control means 224 in the main control board 200. Note that multiple presentation states belong to either advantageous or non-advantageous sections, which are game sections. In this embodiment, almost all presentation states belong to advantageous sections, and non-advantageous sections are realized in some presentation states (non-advantageous presentation states in this case). Note that while staying in an advantageous section, a section indicator (not shown) may be turned on to notify the player of this.

[0111] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0112] Therefore, the presentation state control means 224 manages transitions between non-advantageous zones and advantageous zones in addition to managing transitions between presentation states. Regardless of this management, advantageous zones are forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, advantageous zones are forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (e.g., when the number of games played while staying in a game reaches 4,000 or when MY exceeds 2,400). MY indicates the difference in the number of medals since the advantageous zone began. Therefore, if 1,000 electronic medals have been inserted (consumed) since the advantageous zone began, it is possible to acquire 3,400 electronic medals during the advantageous zone. Since the smart pachislot of this embodiment does not require a limit on the number of games played while staying in a game, there is no need to terminate the advantageous zone even when the number of games played while staying in a game reaches 4,000. Instead, the advantageous zone is forcibly terminated when MY exceeds 2,400 during the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.

[0113] (Non-advantageous section, advantageous section) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0114] In the advantageous zone, by having the auxiliary effect execution means execute an auxiliary effect when a selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous zone, the player can progress through the game more advantageously than in the non-advantageous zone. Here, the advantageous zone has the following effect states, each with different gameplay characteristics: normal effect state, premonition effect state, normal AT effect state, allocation effect state, special premonition effect state, and special effect state. Note that, as shown below, the normal AT effect state and the special effect state can be considered AT effect states in that auxiliary effects are executed. Furthermore, the other effect states, namely, the non-advantageous effect state, normal effect state, premonition effect state, allocation effect state, and special premonition effect state, can be considered non-AT effect states in that auxiliary effects are not executed. Each effect state will be explained individually below.

[0115] (Normal performance state) The normal presentation state belongs to the advantageous zone and is the presentation state that is most likely to be in at the start of play among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery determines whether to transition to the normal AT presentation state, and the presentation state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to a premonition presentation state (1), which corresponds to the stage preceding the normal AT presentation state, and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that a transition to the normal AT presentation state has been determined. Furthermore, even if the AT lottery is not won, the presentation state control means 224 may maintain the normal presentation state and cause the presentation control means 254 to execute a premonition presentation, which can make the player anticipate that a transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 may execute a so-called chance zone (CZ), which increases the probability of transitioning to the normal AT presentation state, over multiple games during the progress of a game in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1).

[0116] (Premonition performance state The premonition effect state belongs to the advantageous zone and is a presentation state in which a premonition effect is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 or less). The premonition effect executed in the premonition effect state (real premonition effect) and the premonition effect executed in the normal presentation state (false premonition effect) are similar in display mode and number of continuous games. Therefore, a player cannot tell which presentation state he / she is in just by watching the premonition effect. However, the premonition effect executed in the premonition effect state differs from the premonition effect executed in the normal presentation state in that the result that a transition to the normal AT presentation state has been decided is finally announced. Therefore, a player will hope for a premonition effect state in which the result that a transition to the normal AT presentation state has been decided is announced in the premonition effect. Then, when the premonition effect state ends, the presentation state control means 224 always transitions the presentation state to the normal AT presentation state (2). In other words, when the premonition effect is being executed in the premonition effect state, the game will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.

[0117] (Normal AT performance state) The normal AT presentation state belongs to the advantageous zone and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined termination condition is met, for example, until the number of plays remaining in the normal AT presentation state reaches the determined number of continued plays (e.g., 50 plays). Furthermore, in the normal AT presentation state, the presentation state control means 224 performs a lottery to add the number of continued plays with a probability corresponding to the winning type determined by the winning type lottery. If the additional lottery is won, the presentation state control means 224 adds the number of games won to the number of continued plays, which is the termination condition. In this way, the termination condition of the normal AT presentation state changes. Then, when the predetermined termination condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).

[0118] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal AT presentation state, and when the premonition presentation starts, the player hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the normal AT presentation state is not announced in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is announced in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.

[0119] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone in order to realize gameplay such as continuing the normal AT presentation state. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.

[0120] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines a transition to the advantageous section with a probability of about 1 / 2 for each play, and when a transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of plays in the non-advantageous presentation state is often short-term (a few plays).

[0121] (Distribution performance status) The allocation presentation state belongs to the advantageous zone and is always passed through when transitioning from a non-advantageous zone to an advantageous zone, remaining in this state for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224 determines a transition to the premonition presentation state with a probability of 7 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 3 / 10 and transitions the presentation state to the normal presentation state (7). By using such allocation ratios, the following gameplay can be realized. That is, if the advantageous zone is reset before MY reaches 2,400 coins in the advantageous zone (forcibly resetting), the normal AT presentation state can continue with a probability of 7 / 10. This effectively eliminates the upper limit on MY. However, the allocation ratio is not limited to the premonition presentation state:normal presentation state = 7:3 and can be determined arbitrarily. For example, a transition to the premonition presentation state may occur with a 100% probability.

[0122] If a premonition presentation state is determined in the allocation presentation state, the presentation state will always transition to the normal AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if a premonition presentation state is not determined in the allocation presentation state, the presentation state will become the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery varies depending on the path to the normal presentation state. For example, as described above, if the presentation state transitions directly from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 will conduct an AT lottery with a low probability (e.g., 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).

[0123] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the distribution presentation state to the normal presentation state (7) as a result of transitioning from the non-advantageous section to the advantageous section, the presentation state control means 224 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will eventually be won. Note that here, two patterns of winning probability for the AT lottery have been described: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8), but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if the normal presentation state transitioned from a non-advantageous presentation state is easier to determine as a transition to the normal AT presentation state than the normal presentation state not transitioned from a non-advantageous presentation state. For example, if the winning probability of the AT lottery in the normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in the normal presentation state not transitioned from a non-advantageous presentation state, then the winning probability can be set arbitrarily.

[0124] However, even if the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 does not immediately transition to the premonition presentation state. Instead, it remains in the normal presentation state for, for example, a block period of 96 plays after the allocation presentation state ends, and prohibits transition to the normal AT presentation state. Specifically, the presentation state control means 224 turns on the premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The premonition permission flag indicates whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the premonition permission flag is turned on, it remains on until transition to the premonition presentation state. Therefore, even if the AT lottery is subsequently won, the premonition permission flag remains on. Note that, when transitioning from the allocation presentation state to the normal presentation state, the presentation state control means 224 determines the number of plays within 96 plays by lottery, and sets this as the block period. However, the block period is set so that 96 plays are often selected.

[0125] The presentation state control means 224 counts the number of plays since the allocation presentation state ended, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON. Then, when the block period has elapsed (a predetermined number of plays corresponding to the block period has been reached) and the premonition permission flag is ON, the presentation state control means 224 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the presentation state will not transition to the premonition presentation state until at least 96 plays corresponding to the block period have been played.

[0126] In this way, by passing through the non-advantageous presentation state (non-advantageous section), the player can obtain the following benefits. That is, with a 7 / 10 probability, the game immediately transitions to the premonition presentation state, then transitions to the normal AT presentation state via the premonition presentation state, or with a 3 / 10 probability, the game transitions to the normal presentation state, and after the block period has elapsed, the premonition presentation is executed, then transitions to the premonition presentation state, and then transitions to the normal AT presentation state. Then, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game transitions to the normal AT presentation state. Winning the AT lottery with a high probability over a predetermined number of plays is sometimes referred to as "heaven" or "heaven mode." Therefore, players will desire a transition to the non-advantageous presentation state (non-advantageous section), i.e., a reset of the advantageous section.

[0127] Here, when a non-advantageous presentation state is passed, that is, when a non-advantageous section is shifted to an advantageous section, a normal presentation state is adopted, which has a high probability of transitioning to the normal AT presentation state, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the normal AT presentation state ends and the state is demoted to the normal presentation state, there is a high possibility that the normal AT presentation state will be executed again (returned) until 128 games have elapsed. Therefore, the player will continue playing in the hope of returning to the normal AT presentation state after the end of the normal AT presentation state, and the operating rate of the slot machine 100 can be improved.

[0128] Furthermore, even in the normal presentation state transitioned from a non-advantageous presentation state, the presentation state control means 224 executes a chance zone over multiple games, increasing the probability of transitioning to the normal AT presentation state as the game progresses, just as in the normal presentation state transitioned from the normal AT presentation state. If the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to a premonition presentation state, regardless of whether or not the block period is in effect. Note that in the normal presentation state transitioned from a non-advantageous presentation state, transition to the premonition presentation state should normally be possible after the block period has elapsed. In this case, by independently deciding to transition to the normal AT presentation state, the normal AT presentation state that would have been achieved is lost, which may reduce the player's motivation to play. Therefore, if the AT lottery is won independently in the chance zone in the normal presentation state transitioned from a non-advantageous presentation state, the presentation state control means 224 again transitions the presentation state to a non-advantageous presentation state after the normal AT presentation state ends (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the normal AT presentation state to be executed at least twice.

[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is winning the AT lottery to transition to a normal AT presentation state with a predetermined gaming profit. For example, the normal AT presentation state includes multiple types of normal AT presentation states with different probabilities of adding the number of continued plays or the difference in the number of coins. When a specific normal AT presentation state is selected, the presentation state control means 224 always transitions the presentation state to a non-advantageous presentation state after the normal AT presentation state ends (4). Furthermore, even if a specific normal AT presentation state is not selected, the presentation state control means 224 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).

[0130] Furthermore, in this embodiment, as described above, after the normal AT presentation state ends, if the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to an indication presentation state (1). However, if the number of games played in the normal presentation state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 224 ultimately decides to transition to a non-advantageous presentation state, and, without transitioning the presentation state to an indication presentation state, performs an indication presentation (false indication presentation) to notify that the presentation state has not been directly transitioned to the normal AT presentation state, and then first transitions to a special indication presentation state (9). Here, the predetermined transition condition for determining a transition to a non-advantageous presentation state (non-advantageous zone) has been described as winning the AT lottery in the normal presentation state after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1000 games), but this is not limited to this case. The predetermined transition condition may also be winning the AT lottery in the normal presentation state after the number of games played while in the advantageous zone reaches a predetermined number of games. Furthermore, instead of or in addition to the above, the predetermined transition condition may also be winning the AT lottery again after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the AT lottery again after not winning the AT lottery in the chance zone (CZ).

[0131] (Special premonition effect state) The special premonition effect state belongs to a favorable zone and is an effect state that lasts for a predetermined number of plays (e.g., 10 plays). A special effect state lottery is conducted, and premonition effects indicating the expected probability of transition to the special effect state are executed. Here, the special effect state lottery is a lottery for adding the number of continued plays, and transition to the special effect state is determined when the number of plays is added one or more times. The effect state control means 224 conducts the special effect state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special effect state lottery is designed so that the gaming profit varies steadily and gradually depending on the setting value. For example, among two arbitrarily selected setting values, the higher setting value is designed to have a higher probability of adding the number of plays through the special effect state lottery than the lower setting value. Therefore, for example, the number of added plays is 30 plays at setting 1 and 60 plays at setting 6, creating a gameplay in which the higher setting value makes it easier to obtain gaming profits. When the special effect state lottery is won, the effect state control means 224 sets the cumulative number of added plays (number of continued plays) as the condition for ending the special effect state, and transitions the effect state to the special effect state (10). Furthermore, if the special effect state lottery is not won, the effect state control means 224 transitions the effect state directly to the non-advantageous effect state (11). While the example described here is one in which the number of continued plays is added by the special effect state lottery, it is not limited to this case. A predetermined number of continued plays may be added, or the number of continued plays may be added by a lottery when a so-called rare combination, such as a "strong cherry," "watermelon," "chance eye A," or "chance eye B," is won. While the example described here is one in which the number of continued plays is added in the special effect state, it is not limited to this case. Alternatively, the number of earned coins (number of payout coins) or the difference between the number of inserted electronic medals (number of bet coins) and the number of paid out coins may be added.

[0132] (Special performance state) The special effect state belongs to the advantageous zone, and auxiliary effects are executed until a predetermined termination condition is met. Such a termination condition is, for example, that the awarding of the game profit determined before the start of the special effect state is completed during the special effect state, such as the number of games remaining in the special effect state reaching the number of continued games. For example, at the end of the special premonition effect state (the start of the special effect state), the number of continued games is determined by a special effect state lottery in the special premonition effect state. Then, when the number of games remaining in the special effect state reaches the number of continued games in the special effect state, the termination condition is satisfied, and the special effect state ends. Here, the termination condition is not changed in the special effect state, and no additional lottery is executed. Then, when the predetermined termination condition is met, the effect state control means 224 transitions the effect state to a non-advantageous effect state (12).

[0133] If the player wins the AT lottery after the number of plays during the normal presentation state exceeds a predetermined number of plays (for example, 1000 plays), the player will always transition to a non-advantageous presentation state via a special precursor presentation state (11), (12), and as a result, the player can transition to the normal AT presentation state.

[0134] In addition, in the normal presentation state that has passed through the special presentation state, non-advantageous presentation state, and distribution presentation state, the probability of winning the AT lottery is higher than in the normal presentation state that has been transitioned to directly from the normal AT presentation state, so that the player can understand this, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state.

[0135] However, even though the advantageous zone is reset, the gaming profit is not significantly different between winning the AT lottery after the number of games played in the normal presentation state exceeds a predetermined number of games (e.g., 1,000 games) and winning the AT lottery before the predetermined number of games, given that the normal AT presentation state can be executed once. Furthermore, in the latter case, the normal AT presentation state begins after the end of the premonition presentation state, i.e., within 32 games, while in the former case, the normal AT presentation state may begin after a further block period has elapsed. In this case, it can be said that the gaming profit is smaller in the former case, since electronic medals are consumed in the normal presentation state until the transition to the normal AT presentation state. Therefore, if the AT lottery is won after the number of games played in the normal presentation state exceeds the predetermined number of games, the game transitions to a special premonition presentation state, and a special presentation state lottery is executed. If the special presentation state is won, additional gaming profits are awarded through the special presentation state. In this way, if the player wins the AT lottery after the number of stay-time games in the normal presentation state exceeds the predetermined number of games, the gaming profit will be larger than if the player wins the AT lottery before the number of stay-time games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay-time games in the normal presentation state increases, the player can expect the gaming profit to increase and will continue playing. In this way, the operating rate of the slot machine 100 can be improved.

[0136] In the special effect state executed here, as mentioned above, the higher the set value, the easier it is to obtain stable gaming profits. Also, only the gaming profit determined before the special effect state is started is awarded in the special effect state, and gaming profits are not added (topped up) during the special effect state. Therefore, in the special effect state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT effect state.

[0137] In addition, since the special effect state is entered after the number of games played in the normal effect state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the normal AT effect state, and it is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins in the normal AT effect state becomes large, the special effect state can absorb the fluctuation, and the fluctuation range of the expected number of coins in the normal AT effect state can be further suppressed according to the set value, while the design value of the expected number of coins in the normal AT effect state can be increased.

[0138] Furthermore, after the normal AT presentation state ends, the game transitions directly to the normal presentation state (3). If the number of plays remaining in the normal presentation state reaches a predetermined number of plays (e.g., 1,500 plays) without transitioning to the normal AT presentation state, the presentation state control means 224 resets the advantageous zone and transitions the presentation state to the non-advantageous presentation state (13). As described above, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game can transition to the normal AT presentation state. Therefore, if play continues in the normal presentation state without transitioning to the normal AT presentation state, the game will transition to the normal AT presentation state within a predetermined number of plays (e.g., 1,628 plays). This ceiling function allows players to feel secure knowing that they can receive relief measures even if they are unlucky enough to consume a large number of electronic medals. In addition, once the normal presentation state has been exhausted to a certain extent, the number of coins that can be expected to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 1628 games), thereby improving the operating rate of the slot machine 100.

[0139] The predetermined number of plays (e.g., 96 to 1628 plays) for such a ceiling function is determined at the following timing. For example, when a normal AT presentation state is directly transitioned to a normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the normal AT presentation state to the normal presentation state. Also, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state (7), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the distribution presentation state to the normal presentation state. However, unlike when transitioning from the normal AT presentation state to the normal presentation state, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state, there is a high probability of winning the AT lottery, so the transition to the premonition presentation state often occurs after the block period has elapsed, and the ceiling function is rarely executed.

[0140] Furthermore, in the above-described embodiment, an example was given in which the probability of winning the AT lottery in the normal presentation state is high (for example, 1 / 8) when transitioning from a non-advantageous presentation state to a normal presentation state, and low (for example, 1 / 4000) when transitioning directly from the normal AT presentation state to the normal presentation state, but this is not the only case. For example, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery at the start of the normal presentation state is low, but it may change to a high probability through a promotion lottery, or it may change to a low probability through a demotion lottery. Furthermore, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.

[0141] (Details of normal performance) Fig. 12 is an explanatory diagram for explaining the details of the normal presentation state. For the sake of convenience, Fig. 12 explains the state transitions between the normal presentation state, the premonition presentation state, the normal AT presentation state, and the allocation presentation state, and omits the state transitions between the normal presentation state, the special premonition presentation state, and the non-advantageous presentation state, which are less relevant to this embodiment.

[0142] The normal presentation state described above may further include multiple presentation states. For example, as shown in FIG. 12, the normal presentation state has three presentation states: normal state, CZ1 (first presentation state), and CZ2 (second presentation state). When the presentation state is the normal presentation state, it is assumed that the player is staying in one of the presentation states: normal state, CZ1, or CZ2. CZ1 and CZ2 correspond to the so-called chance zones described above.

[0143] (Normal state) The normal state is the presentation state that is initially set at the start of a game or when transitioning from another presentation state to the normal presentation state. For example, as shown in FIG. 12, when transitioning from the allocation presentation state to the normal presentation state (7) or when transitioning from the normal AT presentation state to the normal presentation state (3), the presentation state is set to the normal state. In such a normal state, an AT lottery is held, and a transition to the normal AT presentation state is determined by winning the AT lottery. When the AT lottery is won in the normal state, the presentation state control means 224 transitions the presentation state to the premonition presentation state (A). Note that when the AT lottery is won in the normal state transitioned from the allocation presentation state (7), the presentation state control means 224 transitions the presentation state to the premonition presentation state after the block period has elapsed.

[0144] Furthermore, in the normal state, a transition to CZ1 or CZ2 is determined based on the progress of play in the normal state. For example, the presentation state control means 224 transitions the presentation state from the normal state to CZ1 after approximately 100 games have been played in the normal state (B), and transitions the presentation state from the normal state to CZ2 after approximately 150 games have been played in the normal state (C). In this way, the presentation state control means 224 determines whether to transition to CZ1 or CZ2 based on the progress of play in the normal state. Alternatively, the presentation state control means 224 may first determine a transition to the CZ itself, and then determine whether to transition to CZ1 or CZ2 by a transition lottery.

[0145] Here, the case where a transition to CZ1 or CZ2 is determined based on the progress of the game in the normal state has been described as an example, but the present invention is not limited to this. For example, the presentation state control means 224 may determine a transition to CZ1 or CZ2 by conducting a CZ lottery in the normal state. The CZ lottery determines a transition to CZ1 or CZ2, and the presentation state control means 224 conducts the CZ lottery with a probability corresponding to the type of win determined by the win type lottery, for example. When the CZ lottery is won, the presentation state control means 224 transitions the presentation state to CZ1 or CZ2.

[0146] (CZ1, CZ2) CZ1 and CZ2 are presentation states that are more advantageous to the player than the normal state in the normal presentation state, and an upper limit (e.g., 10 plays) is set for the number of plays that can be played while remaining in that state (hereinafter, the upper limit for the number of plays that can be played while remaining in that state is referred to as the "maximum number of plays that can be played while remaining in that state"). For example, in CZ1 and CZ2, if a predetermined condition is met, the player is granted a benefit that determines whether the player will transition to the normal AT presentation state. Note that in this embodiment, the benefit granted to the player is the determination of whether the player will transition to the normal AT presentation state, but is not limited to this. For example, any benefit that makes it easier to determine whether the player will transition to the normal AT presentation state, such as increasing the probability of winning the AT lottery or CZ lottery, may be used.

[0147] For example, in CZ1, the number of points is determined in accordance with the progress of the game in that CZ1. Furthermore, in CZ1, the count value of the point counter is updated based on the determined number of points, and when the updated count value reaches a predetermined specified value, a transition to the normal AT presentation state is determined. When a transition to the normal AT presentation state is determined, the presentation state control means 224 transitions the presentation state to the premonition presentation state (D). If the updated count value does not reach a predetermined specified value before the maximum number of stay games is reached, the presentation state control means 224 transitions the presentation state to the normal state (E).

[0148] Here, the number of points determined in accordance with the progress of a game is a value that indicates relatively the value (accumulated value) that is accumulated in the count value of the point counter. Therefore, updating the count value includes adding a number of points to the count value or subtracting a number of points from the count value. The specified value is a value that indicates the threshold value at which a benefit is awarded relative to the initial value of the count value. When adding a number of points to update the count value, the specified value is expressed as a positive relative value (e.g., 100 points for an initial value of 0 points), and when subtracting a number of points to update the count value, the specified value is expressed as a negative relative value (e.g., 0 points for an initial value of 100 points).

[0149] As will be explained in more detail later, in CZ1, the number of points is set to less than a specified value. This means that the maximum number of points will also be less than the specified value. As a result, CZ1 will remain in place for multiple games. Therefore, CZ1 is designed so that a transition to the normal AT presentation state is determined when the count value of the point counter, which is repeatedly updated per game, reaches a specified value, i.e., the results of each game are accumulated and a transition to the normal AT presentation state is determined (hereinafter also referred to as an "accumulation type specification").

[0150] On the other hand, in CZ2, a transition to the normal AT presentation state is determined based on winning a predetermined winning type (for example, the winning type "strong cherry"). When a transition to the normal AT presentation state is determined, the presentation state control means 224 transitions the presentation state to a premonition presentation state (F). If the predetermined winning type is not won before the maximum number of stay games is reached, the presentation state control means 224 transitions the presentation state to the normal state (G). Therefore, CZ2 has a specification in which a transition to the normal AT presentation state is determined by the result of only one game (hereinafter simply referred to as a "one-shot specification").

[0151] In CZ1 and CZ2, as in the normal state, an AT lottery is conducted based on whether the presentation state is the normal presentation state, and a transition to the normal AT presentation state is also determined by winning the AT lottery. If a transition to the normal AT presentation state is determined by winning the AT lottery, the presentation state control means 224 transitions the presentation state to the premonition presentation state regardless of whether the count value of the point counter reaches a specified value or whether a predetermined winning type is won or not. Therefore, in CZ1 and CZ2, in addition to an AT lottery based on whether the presentation state is the normal presentation state, by adopting a stacking or one-shot specification, the probability of a transition to the normal AT presentation state is increased compared to the normal state. Therefore, it can be said that CZ1 and CZ2 are presentation states that are more advantageous to the player than the normal state.

[0152] (CZ1 details) As mentioned above, CZ1 uses a cumulative specification in which the count value of the point counter is updated based on the number of points determined in response to the progress of the game, and when this updated count value reaches a predetermined value, a transition to the normal AT presentation state is determined. Below, we will explain one specific example of CZ1.

[0153] FIG. 13 is an explanatory diagram for explaining the details of CZ1. Here, the initial value of the point counter (the count value of the point counter at the start of CZ1) is set to 0 points. Also, the count value is updated by adding the number of points, the maximum number of stays in CZ1 is set to 10 games, and the predetermined specified value is set to 100 points. That is, in the following CZ1, if the updated count value reaches 100 points by the end of the 10th game in CZ1, a transition to the normal AT presentation state is determined.

[0154] The presentation state control means 224 determines the number of points by referring to the CZ1 point table shown in FIG. 13(a) in accordance with the progress of the game, and adds the number of points to the count value of the point counter. According to the CZ1 point table in FIG. 13(a), the number of points is set for each win type determined by the win type lottery means 214. For example, so-called rare combinations such as "Weak Cherry," "Strong Cherry," "Watermelon," "Chance Eye A," and "Chance Eye B" are assigned higher points than the win types other than rare combinations such as "Battalion Bell" and "Replay." For example, the presentation state control means 224 determines the number of points as follows: 10 points for the win type "Battalion Bell," 5 points for the win type "Replay," 15 points for the win type "Weak Cherry," 40 points for the win type "Strong Cherry," 20 points for the win type "Watermelon," and 30 points for the win types "Chance Eye A" and "Chance Eye B." 13(a), the presentation state control means 224 determines the number of points to be 0. The number of points set for each winning type is not particularly limited, and may be any value less than the specified value, i.e., less than 100 points.

[0155] Here, in order to enable the player to understand the type of win that has been won, the effect control means 254 may control the effect lamp 136 to light up in a color associated with the type of win that has been won, or may perform image display control to display an image suggesting the type of win that has been won on the liquid crystal display unit 132. As colors associated with the types of wins, for example, yellow is associated with the win type "batting order bell", blue is associated with the win type "replay", red is associated with the win types "weak cherry" and "strong cherry", green is associated with the win type "watermelon", and purple is associated with the win types "chance A" and "chance B".

[0156] As shown in FIG. 13(b), when the win type "Replay" is won in the first game of CZ1, the presentation state control means 224 refers to the CZ1 point table and determines the number of points to be 5 points. The count value of the point counter becomes 5 points, which is 5 points, obtained by adding 5 points to the initial value of 0 points. Then, when the win type "BAR 1" is won in the next game (the second game of CZ1), the presentation state control means 224 refers to the CZ1 point table and determines the number of points to be 0 points. The count value of the point counter becomes 5 points, which is 5 points, obtained by adding 0 points to the count value updated in the first game of CZ1. In the third and subsequent games of CZ1, the number of points corresponding to the win type is determined in the same way, and the determined number of points is added to the count value updated in the previous game.

[0157] 13(b), when the updated count value reaches 110 points in the seventh game of CZ1, the count value reaches 100 points before the maximum number of games remaining (tenth game), so a transition to the normal AT presentation state is determined. When a transition to the normal AT presentation state is determined, the presentation state control means 224 transitions the presentation state to the premonition presentation state from the next game (the eighth game at the start of CZ1). Here, the presentation control means 254 notifies the user when a transition to the normal AT presentation state is determined, or when the presentation state has transitioned to the premonition presentation state.

[0158] On the other hand, as shown in Figure 13(c), if the count value of the point counter updated at the 10th game of CZ1 reaches 90 points, the count value will not reach 100 points by the time the maximum number of games played (10 games) is completed, so the presentation state control means 224 will transition the presentation state to the normal state from the next game (the 11th game at the start of CZ1).

[0159] In the above-mentioned CZ1, the effect control means 254 may execute an effect in which the color of the effect lamp 136 changes in the following order, for example, as the count value of the point counter increases: white → blue → yellow → green → red → rainbow. This allows the player to grasp the progress of CZ1. The effect control means 254 may also notify the player of the progress of CZ1 by displaying the count value of the point counter on the LCD display unit 132.

[0160] In the specific example of CZ1 described above, the specified value is 100 points, but this is not limiting. The specified value may be a fixed value, or may be a value selected from options such as 30, 60, and 100.

[0161] (Details of CZ2) As described above, CZ2 employs a one-shot specification in which transition to the normal AT presentation state is determined based on winning a predetermined winning type. The one-shot specification can be realized, for example, by executing a process in which the winning type determined by the winning type lottery means 214 is determined to be a predetermined winning type, and if the winning type determined by the winning type lottery means 214 is determined to be the predetermined winning type, transition to the normal AT presentation state is determined. In this case, the processing executed in CZ1, which employs a cumulative specification, and the processing executed in CZ2, which employs a one-shot specification, differ in terms of processing procedure and content. Therefore, it was necessary to prepare separate programs for executing CZ1 and CZ2. The programs for executing CZ1 and CZ2 must be allocated to the usage area in the main ROM 200b of the main control board 200. Executing CZ1 and CZ2 as separate programs creates a problem of overloading this usage area.

[0162] Therefore, in this embodiment, the process executed in CZ1, which adopts the stacked specification, is used as is in CZ2, which adopts the one-shot specification. Below, we will explain the case where the one-shot specification of CZ2 is realized by the process executed in CZ1, which was explained using Figure 13.

[0163] FIG. 14 is an explanatory diagram for explaining the details of CZ2. Here, when the winning type "Strong Cherry" is won, a transition to the normal AT presentation state is determined. Specifically, the presentation state control means 224 determines the number of points by referring to the CZ2 point table shown in FIG. 14(a) in accordance with the progress of the game, and adds the number of points to the count value of the point counter. As shown in the CZ2 point table in FIG. 14(a), the winning type "Strong Cherry," which is the winning type that determines a transition to the normal AT presentation state, is set to 100 points, which is a number of points equal to or greater than the specified value, and winning types other than the "Strong Cherry" are set to 0 points. In other words, the presentation state control means 224 determines the number of points to be 100 points when the winning type "Strong Cherry" is won, and to 0 points when a winning type other than the "Strong Cherry" is won. Here, the number of points set for the winning type "Strong Cherry" is not particularly limited, and may be a value equal to or greater than the specified value, i.e., 100 points or more. Furthermore, the number of points set for winning types other than the "Strong Cherry" winning type may be a value that will cause the count value of the updated point counter to be less than the specified value, i.e., less than 10 points, even if a win occurs in every game until the 10th game, which is the maximum number of games played during stay, is completed.

[0164] As shown in FIG. 14(b), if a win type other than the "Strong Cherry" win type is won in the first to sixth plays of CZ2, the presentation state control means 224 refers to the CZ2 point table and determines the number of points to be 0. In this case, the count value of the point counter remains unchanged from its initial value of 0. Then, if the "Strong Cherry" win type is won in the seventh play of CZ2, the presentation state control means 224 refers to the CZ2 point table and determines the number of points to be 100. The count value of the point counter becomes 100, which is the count value of the point counter updated in the sixth play of CZ2, 0, plus 100 points. Since the count value of the point counter has reached 100, it is determined that the "Strong Cherry" win type has been won, and a transition to the normal AT presentation state is determined. When a transition to the normal AT presentation state is determined, the presentation state control means 224 transitions the presentation state to the premonition presentation state from the next play (the eighth play at the start of CZ2). Here, the presentation control means 254 notifies the user when it is determined that the presentation state will be changed to the normal AT presentation state, or when the presentation state has changed to the premonition presentation state.

[0165] On the other hand, as shown in Figure 14(c), if the count value of the point counter updated on the 10th play of CZ2 is 0 points, it is determined that the winning type "Strong Cherry" has not been won, and the presentation state control means 224 transitions the presentation state to the premonition presentation state from the next play (the 11th play at the start of CZ2).

[0166] As described above, in this embodiment, the count value of the point counter is updated based on the number of points determined in response to the progress of the game, and when the updated count value reaches a predetermined value, a common process is executed to determine whether to transition to a normal AT presentation state, thereby realizing CZ1, which adopts a cumulative specification, and CZ2, which adopts a one-shot specification. Therefore, it is sufficient to provide a common program that executes CZ1 and CZ2 in the main ROM 200b, and it is possible to reduce the program capacity allocated to the use area of ​​the main ROM 200b while maintaining the two different gameplay characteristics.

[0167] Note that, in the above-mentioned explanation, the case where the number of points is determined by referring to the CZ1 point table shown in Figure 13(a) in CZ1 and the CZ2 point table shown in Figure 14(a) in CZ2 has been given as an example, but this is not limiting. For example, both CZ1 and CZ2 may be configured to determine the number of points by referring to a common point table (hereinafter also referred to as a common point table). Below, we will explain CZ1 and CZ2 in which the number of points is determined by referring to the common point table.

[0168] 15 is a diagram showing a common point table. As shown in FIG. 15, the presentation state control means 224 determines the number of points as follows: 20 points for the winning type "batting order bell," 10 points for the winning type "replay," 30 points for the winning type "weak cherry," 100 points for the winning type "strong cherry," 40 points for the winning type "watermelon," and 60 points for the winning types "chance eye A" and "chance eye B." If a winning type not shown in FIG. 17 is won, the presentation state control means 224 determines the number of points as 0.

[0169] In CZ1 and CZ2, where the number of points is determined by referring to the common point table, different default values ​​are set according to the number of points set for each win type. For example, when referring to the common point table of FIG. 15, the default value for CZ1 is set to 150 points, and the default value for CZ2 is set to 100 points. As a result, even if a player wins the "Strong Cherry" win type in CZ1, which determines the maximum number of points (100), the default value will not be reached in one play. On the other hand, in CZ2, if a player wins the "Strong Cherry" win type, the default value will be reached in one play. Therefore, when the number of points is determined by referring to the common point table in both CZ1 and CZ2, a cumulative win is achieved by setting a default value greater than the maximum number of points. On the other hand, a single win is achieved by setting a default value less than the maximum number of points in CZ2.

[0170] Even with this configuration, it is only necessary to provide a common program for executing CZ1 and CZ2, and a common point table in the main ROM 200b, and by simply differentiating the specified values ​​for CZ1 and CZ2, it is possible to reduce the program capacity allocated to the use area of ​​the main ROM 200b while maintaining the two different playability characteristics.

[0171] (Processing of the performance state control means 224) Figure 16 is a flowchart showing the processing of the presentation state control means 224 in CZ1 and CZ2 (hereinafter simply referred to as "chance zone processing"). The chance zone processing is executed each time the presentation state transitions to CZ1 or CZ2. Here, we will explain in detail the processing related to the features of this embodiment, and will omit explanations of configurations unrelated to the features of this embodiment.

[0172] (Step S400) This is the process of determining the type of win by the win type lottery means 214. The process of determining the type of win by the win type lottery means 214 is the same as the process in step S120 described above, and therefore a description thereof will be omitted here.

[0173] (Step S410) When the win type is determined by the win type lottery means 214, the presentation state control means 224 executes a point determination process that determines the number of points by referring to the point table. At this time, the presentation state control means 224 refers to the CZ1 point table and the CZ2 point table, or the common point table.

[0174] (Step S420) The presentation state control means 224 executes a count value update process to update the count value of the point counter according to the number of points determined in step S410. For example, the presentation state control means 224 adds the number of points determined in step S400 to the count value of the point counter.

[0175] (Step S430) The presentation state control means 224 determines whether the count value of the point counter updated in step S420 is equal to or greater than a specified value. If the presentation state is CZ1, the presentation state control means 224 makes this determination by referring to the specified value of CZ1, and if the presentation state is CZ2, by referring to the specified value of CZ2. If it is determined that the count value of the point counter is not equal to or greater than the specified value, the process proceeds to step S432, and if it is determined that the count value of the point counter is equal to or greater than the specified value, the process proceeds to step S440.

[0176] (Step S440) The presentation state control means 224 executes a presentation state transition process to transition the presentation state. If the presentation state control means 224 determines in step S430 that the count value of the point counter is equal to or greater than a specified value, it determines that the count value of the point counter has reached the specified value, and transitions the presentation state to a premonition presentation state.

[0177] (Step S450) The effect state control means 224 executes a point counter reset process to reset the count value of the point counter. For example, the effect state control means 224 sets the count value of the point counter to 0 points, which is the initial value, and ends the chance zone process.

[0178] (Step S432) The presentation state control means 224 determines whether the number of games played in CZ1 or CZ2 is equal to or greater than the maximum number of games to stay in play. For example, the presentation state control means 224 determines whether the number of games played in CZ1 or CZ2 is equal to or greater than the maximum number of games to stay in play, based on the count value of a chance zone game number counter. The chance zone game number counter counts the number of games played in CZ1 or CZ2. If the presentation state control means 224 determines that the number of games played in CZ1 or CZ2 is equal to or greater than the maximum number of games to stay in play, it transfers processing to step S442. If the presentation state control means 224 determines that the number of games played in CZ1 or CZ2 is less than the maximum number of games to stay in play, it returns processing to step S400 and continues the chance zone processing.

[0179] (Step S442) The presentation state control means 224 executes a presentation state transition process to transition the presentation state. If the presentation state control means 224 determines in step S432 that the number of games executed in CZ1 or CZ2 is equal to or greater than the maximum number of stay games, the presentation state control means 224 transitions the presentation state to the normal state.

[0180] (Step S452) The effect state control means 224 executes a point counter reset process to reset the count value of the point counter. For example, the effect state control means 224 sets the count value of the point counter to the initial value of 0 points, and ends the chance zone process. Step S452 is the same process as step S450 described above.

[0181] (Point lottery table) In the above-described embodiment, the explanation has been given for CZ1 and CZ2 in which the presentation state control means 224 determines the number of points by referring to the CZ1 point table in Fig. 13(a) and the CZ2 point table in Fig. 14(a), or the common point table in Fig. 15. However, the tables used by the presentation state control means 224 to determine the number of points are not limited to the examples in Fig. 13(a), Fig. 14(a), and Fig. 15, and there are various other patterns. Below, an example will be explained in which the presentation state control means 224 determines the number of points by referring to a point lottery table.

[0182] Fig. 17 is a diagram showing a point lottery table. In the CZ1 point table in Fig. 13(a), the CZ2 point table in Fig. 14(a), and the common point table in Fig. 15, one point is set for each type of win determined by the win type lottery means 214, but in the point lottery table in Fig. 17, multiple points may be set for each type of win determined by the win type lottery means 214, and one of the multiple points is determined by point lottery.

[0183] The CZ1 point lottery table shown in FIG. 17(a) is used by the presentation state control means 224 to determine the number of points in CZ1. According to the CZ1 point lottery table in FIG. 17(a), different points are assigned to each winning type depending on whether the point lottery is won or lost. Winning the point lottery results in a higher number of points than non-winning types. Also, so-called rare combinations, such as "Weak Cherry," "Strong Cherry," "Watermelon," "Chance Eye A," and "Chance Eye B," are assigned higher points than non-rare combinations, such as "Battalion Bell" and "Replay." Winning a rare combination and winning the point lottery results in a higher number of points. For example, if a player wins the "Strong Cherry" combination and wins the point lottery, the number of points is determined to be 100 points. If a player wins the "Strong Cherry" combination but does not win the point lottery, the number of points is determined to be 40 points. Here, the probability of winning the point lottery when the winning type "Strong Cherry" is won is, for example, 1 / 10. When the winning type "Strong Cherry" is won and the point lottery is won, the count value of the point counter updated in that one game reaches a specified value. In other words, the one-shot specification of CZ2 is added to the stacking specification of CZ1.

[0184] The CZ2 point lottery table shown in FIG. 17(b) is used to determine the number of points in CZ2. For example, if a player wins the point lottery for any of the winning types "Batting Order Bell," "Replay," "Weak Cherry," "Strong Cherry," "Watermelon," "Chance Eye A," and "Chance Eye B," the number of points is determined to be 100. If a player wins any of the winning types "Batting Order Bell," "Weak Cherry," "Strong Cherry," "Watermelon," "Chance Eye A," and "Chance Eye B" but does not win the point lottery, the number of points is determined to be 10. If a player wins the winning type "Replay" but does not win the point lottery, the number of points is determined to be 0. Here, the winning probability of the point lottery for the winning types "Batting Order Bell" and "Replay" is, for example, 1 / 256. Furthermore, the winning probability of the point lottery for the winning type "Strong Cherry" is, for example, 1 / 4.

[0185] In CZ2, when the point lottery table of FIG. 17(b) is used, even if a player does not win the point lottery before the maximum number of stay games (e.g., 10 games) is played, if a small win is won in each game, the count value of the point counter will exceed a specified value (e.g., 100 points), and a rescue measure such as determining a transition to the normal AT presentation state can be provided. Here, as the number of consecutive wins of small wins increases, the presentation control means 254 may, for example, execute a presentation in which the color of the presentation lamp 136 changes from white to blue to yellow to green to red to rainbow, thereby informing the player of the progress of CZ2. Furthermore, if a small win is won 10 times in a row, the presentation control means 254 may execute a presentation in which the count value of the point counter does not reach the specified value, followed by a reversal presentation in which the count value of the point counter reaches the specified value.

[0186] Therefore, by using the point lottery table of FIG. 17, it is possible to realize CZ1 and CZ2 with various specifications, thereby improving the gameplay and increasing the player's motivation to play.

[0187] As described above, the slot machine 100 includes a win type lottery means 214 for determining one of a plurality of types of win types by a win type lottery, and a presentation state control means 224 for transitioning to one of a plurality of types of presentation states including a first presentation state (e.g., CZ1) and a second presentation state (e.g., CZ2) different from the first presentation state. The presentation state control means executes both the first presentation state and the second presentation state using a common program, and in the first presentation state and the second presentation state, a table (e.g., C The winning type lottery means 214 refers to the winning type table (Z1 point table, CZ2 point table, CZ1 point lottery table, CZ2 point lottery table) to determine an update value corresponding to the winning type determined by the winning type lottery means 214, updates the count value (for example, the accumulated value of the point counter) with the determined update value, and if the updated count value reaches a predetermined specified value (for example, 100 points, which is the threshold at which a bonus is awarded), grants the player a bonus (decision to transition to the normal AT presentation state), and in the first presentation state, the maximum update value is less than the specified value, and in the second presentation state, the maximum update value is greater than or equal to the specified value.

[0188] The slot machine 100 is also provided with a winning type lottery means 214 for determining one of a plurality of winning types by lottery for the winning type, and a presentation state control means 224 for transitioning to one of a plurality of presentation states including a first presentation state (for example, CZ1) and a second presentation state (for example, CZ2) different from the first presentation state, and the presentation state control means 224 executes both the first presentation state and the second presentation state using a common program, and in both the first presentation state and the second presentation state, refers to a common table (for example, a common point table) in which an update value (for example, the number of points) is assigned to each winning type, and determines by the winning type lottery means 214 An update value corresponding to the determined winning type is determined, and the count value (e.g., the accumulated value of a point counter) is updated with the determined update value. If the updated count value reaches a specified value set for each of the first and second presentation states (e.g., the threshold points at which a bonus is awarded is 150 points for the first presentation state and 100 points for the second presentation state), a bonus (e.g., a decision to transition to the normal AT presentation state) is awarded to the player, and in the first presentation state, the specified value (e.g., 150 points) is greater than the maximum update value (e.g., 100 points), and in the second presentation state, the specified value (e.g., 100 points) is less than the maximum update value (e.g., 100 points).

[0189] This configuration makes it possible to reduce the program capacity of the main control board.

[0190] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0191] In the above-described embodiment, an example has been described in which the count value of the point counter is updated by adding the number of points determined by the presentation state control means 224. However, this is not limited to such a case, and the count value of the point counter may be configured to be updated by subtracting the number of points determined by the presentation state control means 224. In this case, a specified value may be set as the initial value of the point counter, and when the determined number of points is subtracted and the value reaches 0 points, a transition to the normal AT presentation state may be determined.

[0192] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.

[0193] Furthermore, in the above-described embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, so-called pachinko machine, that includes a gaming board on which a gaming area into which gaming balls flow down is formed, a large prize opening that is provided in the gaming area and into which gaming balls can enter, an opening / closing member that opens and closes the large prize opening, and a large prize opening control means that, when a predetermined condition is met, controls the opening and closing of the opening / closing member to execute a large role game that includes multiple rounds of play in which the large prize opening is opened.

[0194] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0195] 100 slot machines (gaming machines) 110 reels 116 Bet Switch 118 Start switch 120 Stop switch 200 Main control board 200a Main CPU 214 Winning Type Lottery Method 216 Reel control means 222 Game status control means 224 Production state control means 240 Sub-control board 240a Sub-CPU 224 Production state control means 254 Production Control Means 260 Medal count control board 260a Medal CPU 274 Medal count update method 300 dedicated unit

Claims

1. a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state and a second presentation state different from the first presentation state; Equipped with The performance state control means Both the first presentation state and the second presentation state are executed using a common program; In the first presentation state and the second presentation state, a table in which an update value is assigned to each of the winning types is referenced, and an update value corresponding to the winning type determined by the winning type lottery means is determined; updating the count value with the determined update value; When the updated count value reaches a predetermined value, a bonus is awarded to the player; In the first effect state, the maximum value of the update value is less than the specified value, In the second performance state, the maximum value of the update value is equal to or greater than the specified value. A gaming machine characterized by:

2. a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state and a second presentation state different from the first presentation state; Equipped with The performance state control means Both the first presentation state and the second presentation state are executed using a common program; In both the first presentation state and the second presentation state, a common table in which an update value is assigned to each of the winning types is referenced, and an update value corresponding to the winning type determined by the winning type lottery means is determined; updating the count value with the determined update value; When the updated count value reaches a predetermined value determined in each of the first presentation state and the second presentation state, a bonus is awarded to the player; In the first effect state, the specified value is greater than the maximum value of the updated value, In the second effect state, the specified value is equal to or less than the maximum value of the updated value. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2011010751A