Gaming machine
The gaming machine uses indicator and similar symbols to correct player misunderstandings about reel stopping, enhancing engagement by ensuring correct alignment and preventing unnecessary effort.
Patent Information
- Application Number
- JP2024098424
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-19
- Publication Date
- 2026-01-07
AI Technical Summary
Players in gaming machines may misunderstand the required symbol alignment for winning combinations, leading to unnecessary effort and reduced interest due to incorrect reel stopping based on announced symbols.
The gaming machine includes display means to show indicator symbols on specific reels and similar symbols on others, ensuring that stopping the incorrect reels results in non-winning combinations, prompting players to correct their actions and maintain interest.
This configuration helps players recognize their mistakes, preventing continued gameplay with misunderstandings and enhancing engagement by ensuring correct symbol alignment for winning combinations.
Smart Images

Figure 2026001263000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in a general BB game, there is known a gaming machine that notifies a player of the pattern that the player is aiming for when a specific combination is internally won by lottery (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-286602 Summary of the Invention [Problem to be solved by the invention]
[0004] As in Patent Document 1, when a winning combination requires a specific reel to be pressed with the desired symbol, regardless of the pressing order, is achieved, and the target symbol is announced, the player may mistakenly believe that the indicated symbol must be aligned on all reels. Even if the reels requiring the desired symbol are announced, the player may focus on the target symbol and not pay attention to the reels requiring the desired symbol, leading to the player mistakenly believing that the indicated symbol must be aligned on all reels. Furthermore, the so-called "aim" effect often involves pressing the reels in reverse, requiring the player to press the indicated symbol on all reels with the desired symbol, further encouraging the aforementioned misunderstanding.
[0005] Therefore, if a player first stops a reel other than one that requires eye-pressing, and the notified image stops within the display frame, there is a risk that the player's misunderstanding will continue, which could result in unnecessary burden being placed on the player.
[0006] Therefore, the present invention has been made in consideration of the above problems, and aims to provide a gaming machine that can increase the player's interest by preventing the player from continuing to play while maintaining a misunderstanding. [Means for solving the problem]
[0007] In order to achieve the above-mentioned object, the gaming machine according to the present invention comprises display means capable of displaying an image, a plurality of reels around which a plurality of symbols are arranged, and stop operation means operated to stop the rotation of each of the plurality of reels, and provides a player with a gaming value according to a symbol combination in a display frame when the plurality of reels have stopped, and further comprises role lottery means for drawing a winning combination of a plurality of roles including a specific role, and effect control means for causing the display means to display a specific role winning effect when the specific role is won as a result of the drawing by the role lottery means, and an indicator symbol is arranged on a specific reel of the plurality of reels, and symbols identical to or similar to the indicator symbol are arranged on reels other than the specific reel of the plurality of reels, and the symbol combination constituting the specific role is determined by the combination of symbols on the specific reels. The specific operation mode is an operation mode in which the indicator pattern can be stopped within the display frame, and the specific role winning effect is an effect instructing to stop the indicator pattern within the display frame, and when the specific role is won and the stop operation means corresponding to a reel other than the specific reel is operated before the stop operation means corresponding to the specific reel, a pattern identical or similar to the indicator pattern arranged on a reel other than the specific reel is not stopped within the display frame, and the specific role winning effect continues until the stop operation means corresponding to the specific reel is operated, and when the stop operation means corresponding to the specific reel is operated, the specific role winning effect ends regardless of the operation mode.
[0008] According to this configuration, if the stop operation means corresponding to a reel other than the specific reel that requires eye-pressing is operated first, the same or similar symbols as the indicator symbols arranged on the reels other than the specific reel will not stop within the display frame, and the effect instructing eye-pressing will continue, so the player will have to check the effect again, making it easier for him or her to realize his or her mistake, which will prevent the player from continuing the game while continuing with the mistake and will also increase the player's interest.
[0009] The machine also has a plurality of winning lines, and at least one or more symbols are arranged between a symbol that is the same as or similar to the indicator symbol arranged on a reel other than the specific reel and a symbol on a reel other than the specific reel in the symbol combination that constitutes the specific role, and when the specific role is won, when the stop operation means corresponding to the specific reel is operated before the stop operation means corresponding to the reel other than the specific reel, the symbol combination that constitutes the specific role is stopped on one of the plurality of winning lines, and when the stop operation means corresponding to a reel other than the specific reel is operated before the stop operation means corresponding to the specific reel, the symbol combination that constitutes the specific role is stopped on a predetermined winning line among the plurality of winning lines.
[0010] This configuration makes it easier to determine the arrangement of symbols on reels other than the specific reel that requires eye-pressing during the development stage of the gaming machine. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a front view of a slot machine, which is an example of a gaming machine, according to an embodiment of the present invention. [Figure 2] 1 is a diagram showing an arrangement of symbols on a reel according to an embodiment of the present invention; [Figure 3] 1 is a block diagram showing an electrical configuration of a gaming machine according to an embodiment of the present invention. [Figure 4] 4 is a block diagram illustrating details of a main control board and a sub-control board of FIG. 3 according to an embodiment of the present invention. FIG. [Figure 5] 1 is an explanatory diagram showing the configuration of a bonus transition role according to an embodiment of the present invention. FIG. [Figure 6] FIG. 1 is an explanatory diagram showing a configuration of a replay role according to an embodiment of the present invention. [Figure 7] FIG. 1 is an explanatory diagram showing the configuration of a small winning combination and an increasing winning combination according to an embodiment of the present invention. [Figure 8] FIG. 10 is an explanatory diagram showing a winning combination group including a bonus transition combination, and a winning combination group including a replay combination, a small combination, and an increasing combination, according to an embodiment of the present invention. [Figure 9] 10 is an explanatory diagram of a winning combination group to be selected for each game state according to an embodiment of the present invention. FIG. [Figure 10] This is an embodiment of the present invention, and is an explanatory diagram of the winning role groups that are the subject of the lottery for transition to advantageous zones for each game state. [Figure 11] 4 is an explanatory diagram of the game status managed by the main control board side of FIG. 3 according to an embodiment of the present invention. FIG. [Figure 12] This is an embodiment of the present invention and is an explanatory diagram of the state of the advantageous zone. [Figure 13] FIG. 10 is a diagram showing a specific winning effect according to an embodiment of the present invention. [Figure 14] 10 is a flowchart illustrating the process executed by the main control board 100 when the winning combination group "BLR" or the winning combination group "BLB" is won during Navitime (NT). [Figure 15] FIG. 10 is a diagram showing a case where the timing of the special sound effect coincides with the timing of the button press. [Figure 16] FIG. 10 is a diagram showing a case where the timing of the special sound effect and the timing of the button press do not match. [Figure 17] FIG. 15 shows a case where a BGM reset is provided. [Figure 18] FIG. 18 is a diagram showing a case where a new BGM cycle is started by resetting the BGM in FIG. 17. DETAILED DESCRIPTION OF THE INVENTION
[0012] An embodiment of the present invention will be described with reference to FIGS.
[0013] A slot machine 1 as a gaming machine according to this embodiment is a machine in which one game is executed based on a player's operation, provided that a specified number of gaming values such as medals are inserted, in one of a plurality of preset gaming states, and is configured, for example, as shown in Fig. 1. That is, in this slot machine 1, the front of the cabinet 3 is closed by a front door 5 that can be opened and closed freely, an operation panel 7 is disposed at approximately the center height of the front door 5, and a front panel 9 is disposed above the operation panel 7.
[0014] The front panel 9 is provided with a horizontally elongated rectangular display window 11 (corresponding to the "display frame" of the present invention). Inside the display window 11, as shown in FIG. 1, are arranged left, center, and right reels 13L, 13M, and 13R (corresponding to the "reels" of the present invention, with the left reel 13L corresponding to the "specific reel") that variably display a variety of symbols in a predetermined order. The left, center, and right reels 13L, 13M, and 13R are each provided with a total of 20 symbols (e.g., "red 7" (corresponding to the indicator symbol of the present invention), "blue 7" (corresponding to the indicator symbol of the present invention), "white 7," "bar," "replay," "bell 1," "bell 2," "cherry 1," "cherry 2," and "watermelon") in a predetermined arrangement (see FIG. 2). Each symbol is assigned a frame number, in order, from 0 to 19. For example, reel tapes with symbols printed with frame numbers 0 to 19 are attached to the periphery of the reels to form the reels 13L, 13M, and 13R. When the reels 13L, 13M, and 13R rotate, a plurality of symbols are displayed in a predetermined order in the display window 11, starting with 19, 18, ..., 0, 19, .... When the rotation of each reel 13L, 13M, and 13R stops, three symbols are visible in the display window 11, one in the upper row, one in the middle row, and one in the lower row. That is, when all three reels 13L, 13M, and 13R stop, a total of nine symbols arranged in three columns and three rows are displayed in the display window 11.
[0015] Further, each of the reels 13L, 13M, and 13R is connected to a reel drive motor 14, which is formed by a stepping motor, so that each of the reels 13L, 13M, and 13R can be rotated independently.
[0016] Furthermore, the operation panel 7 is provided with a bed switch 15 for instructing the insertion of one medal at a time from the credit medals stored therein, a max bet switch 17 for instructing the insertion of the maximum number of medals (set to three) from the credit medals per game (play), a lever-shaped start switch 19 for rotating the reels 13L, 13M, and 13R to start the variable display of each symbol, left, center, and right stop switches 21L, 21M, and 21R (corresponding to the "stop operation means" of the present invention) for stopping the rotation of the left, center, and right reels 13L, 13M, and 13R, respectively, to stop the variable display of each symbol, an adjustment switch 23 for paying out credit medals, and a medal insertion slot 25. In this embodiment, the number of medals required to be inserted (prescribed number) for one game is set to one of three. In addition, a plurality of variable display columns that variably display a plurality of types of symbols are formed by each of the reels 13L, 13M, and 13R, and each of the stop switches 21L, 21M, and 21R is provided corresponding to each of the reels 13L, 13M, and 13R.
[0017] In addition, an LCD display 27 is provided at approximately the center of the upper part of the front panel 9 to display moving images and the like to notify the player of wins and prizes, and to notify the player of the operation status of each stop switch 21L, 21M, 21R.
[0018] In addition, a lower panel 35 on which decorative pictures or the like are displayed is provided below the operation panel 7, and lamp units 33 each having a plurality of light sources arranged, for example, in two rows are provided on the left and right sides of this lower panel 35, and two speakers 31 are provided below the lower panel 35 for providing effects such as music or sound. Also, below the lower panel 35 are provided a medal payout opening 39 and a medal receiver 41 for receiving medals paid out from this medal payout opening 39. Furthermore, each lamp unit 33 is provided with a light source such as a light-emitting diode. These lamp units 33 provide effects such as informing the player of wins and prizes.
[0019] In addition, a winning line is drawn on the front panel 9, and below the reels 13, a credit indicator 45 that displays the number of stored credit medals and a payout number indicator 46 that displays the number of medals to be paid out are disposed. This credit indicator 45 is, for example, composed of two 7-segment LEDs and is capable of displaying a two-digit number of stored medals (up to 50). The payout number indicator 46 is, for example, composed of two 7-segment displays and is capable of displaying a two-digit number of paid out medals. The 7-segment display is formed in a rod shape and has a total of eight segments, consisting of seven segments arranged in an "8" shape and one small round segment DP that serves as a decimal point, and each segment is composed of a light-emitting diode. The payout number indicator 46 is also used to display an error code corresponding to an error that has occurred.
[0020] Between the credit indicator 45 and the payout number indicator 46, there is disposed an advantageous zone lamp 47 which, by illuminating, indicates that the current state is an "advantageous zone." Here, the "advantageous zone" refers to a zone in which it is permitted to notify the player of the order in which the stop switches 21L, 21M, and 21R are pressed and the timing at which the left stop switch 21L is operated, which will be described later.
[0021] This advantageous zone lamp 47 is turned on by the main control board 100, which will be described later, when there is a transition from the "non-advantageous zone" to the "advantageous zone," which will be described later, and remains lit throughout the "advantageous zone." The advantageous zone lamp 47 is then turned off by the main control board 100 when there is a transition from the "advantageous zone" to the "non-advantageous zone." Note that the advantageous zone lamp 47 does not necessarily need to remain lit throughout the "advantageous zone," and it only needs to remain lit after the play in which the push order for the winning push order role is announced when a push order role is won during the "advantageous zone" in the AT state, in which at least the push order and operation timing are announced.
[0022] Furthermore, instead of providing a favorable zone lamp 47 separately from the credit indicator 45 and the payout number indicator 46, it is also possible to notify that the current state is an "advantageous zone" by using a light emitting mode, for example, by using a dot portion of a specific 7-segment LED constituting the credit indicator 45 or the payout number indicator 46, without providing a favorable zone lamp 47. In this case, the dot portion of the 7-segment LED constituting the credit indicator 45 or the payout number indicator 46 corresponds to the favorable zone lamp 47.
[0023] A support frame (not shown) that supports each of the reels 13L, 13M, and 13R is fixed to the rear wall inside the cabinet 3. A hopper unit 43 (see FIG. 3) for discharging medals to the medal payout outlet 39 is disposed below the support frame inside the cabinet 3. A medal selector 48 (see FIG. 3) that sorts medals inserted into the medal insertion slot 25 to determine whether they are genuine and guides only genuine medals to the hopper unit 43 is disposed on the back side near the medal insertion slot 25. An operation box 49 (see FIG. 3) is fixed to the left side wall inside the cabinet 3, to the left of the hopper unit 43. A power switch 50 (see FIG. 3) that switches the power on and off is provided on this operation box 49, as well as a setting key switch 56 consisting of a key cylinder for setting change processing, which will be described later.
[0024] Next, the electrical configuration of the slot machine 1 will be described with reference to Fig. 3. Fig. 3 is a block diagram showing the electrical configuration of the slot machine.
[0025] In Figure 3, the selector sensor 53 is located in the medal selector 48 section near the medal insertion port 25 inside the housing 3, and more specifically, it comprises selector sensors A and B located in the midstream section of the medal selector 48, and selector sensor C located near the medal insertion port 25 of the medal selector 48, and detects each medal inserted into the medal insertion port 25.
[0026] Reel position sensor 55 detects the rotational positions of left, center, and right reels 13L, 13M, and 13R, and is composed of, for example, a photointerrupter that detects protrusions provided on left, center, and right reels 13L, 13M, and 13R, respectively, and as left, center, and right reels 13L, 13M, and 13R rotate, it detects the protrusions for each revolution and outputs a detection signal to main control board 100. In this embodiment, for example, when reel position sensor 55 detects the protrusions, the symbol with frame number 19 is positioned in the middle of display window 11.
[0027] Additionally, a setting change switch 52, a setting display 89, and the like are arranged on the back side of the front door 5. The setting change switch 52 is a push button type switch. The setting display 89 displays a setting value set in multiple stages, for example, using a small 7-segment LED. The setting display 89 displays the setting value of the slot machine 1, but the display is cancelled after a certain time has passed since setting so that it cannot be seen from outside. The setting key switch 56 is provided inside the key cylinder of the operation box 49, and is switched on and off by inserting a setting change key (not shown) into the key cylinder and rotating it. During setting changes, the setting value is changed by one each time the setting change switch 52 is pressed.
[0028] The hopper motor 57 is disposed in the hopper unit 43 and is driven to dispense medals toward the medal dispensing outlet 39. The dispensing sensor 54 is disposed at the outlet of the hopper unit 43 and detects each medal dispensed into the medal dispensing outlet 39. The overflow sensor 96 is disposed near an auxiliary tank for storing medals that overflow from the medal tank of the hopper unit 43 and detects when the auxiliary tank is full of medals and outputs a signal to the main control board 100.
[0029] This slot machine 1 is provided with a main control board 100 which has a main CPU mounted thereon that controls the progress of the game, and a sub-control board 200 which has a sub-CPU mounted thereon that controls the presentation in accordance with the progress of the game based on information transmitted from the main control board 100, and various game information is transmitted in one direction from the main control board 100 to the sub-control board 200.
[0030] The main CPU of the main control board 100 has an interrupt function such as a timer interrupt, and performs processing related to the progress of the game by executing a game machine program stored in the ROM. The main CPU also transmits various game information in command form to the sub-control board 200 (sub-CPU), such as information related to the result of the role drawing by the role drawing means 101 (see FIG. 4) (including information necessary for winning a role, which will be described later), and information related to the operation of the operating devices operated by the player, such as the stop switches 21L, 21M, 21R and the start switch 19.
[0031] The RAM of the main control board 100 temporarily stores data related to the game, such as the game status of the slot machine 1, and various memory areas are formed for storing various types of data, and the ROM of the main control board 100 stores a game machine program (a program for the slot machine 1) including pre-set data.
[0032] The sub-CPU of the sub-control board 200 has an interrupt function such as a timer interrupt, and determines the content of the effects related to the game for the player by executing a program stored in ROM based on various game information about the slot machine 1 transmitted from the main control board 100. Furthermore, the sub-CPU of the sub-control board 200 controls the effect devices such as the LCD display 27 and speaker 31 via the I / O port of the sub-control board 200 based on the determined content of the effects. Furthermore, the RAM of the sub-control board 200 temporarily stores various data, and the ROM stores various programs for effects.
[0033] 4, the main control board 100 has a role lottery means 101, a reel rotation control means 102, a symbol determination means 103, a payout control means 104, a game state control means 105, an interval control means 106, and a transmission means 107. Details of each means will be described later.
[0034] The main control board 100 is for controlling the game and for progressing the game. The game in this embodiment will be described below.
[0035] A specified number of bets is set by inserting medals into medal slot 25, and when the specified number of bets is set from credit medals by operating bet switch 15 or max bet switch 17, a winning line (corresponding to the "winning line" of this invention) is set, and after the specified number of bets is set, when start switch 19 is operated, the number of bets is confirmed, a lottery (role lottery) is conducted by role lottery means 101, and the left, center and right reels 13L, 13M and 13R begin to rotate.
[0036] Specifically, this winning line is a line that defines the arrangement of symbol combinations that are effective for winning a prize, etc., among the symbols displayed on the left, center, and right reels 13L, 13M, and 13R, which are connected by connecting one symbol per reel that can be seen through the display window 11, and that runs through all of the left, center, and right reels 13L, 13M, and 13R (it may bend along the way). In this embodiment, there are five winning lines: a first line connecting the middle of the left reel 13L, the middle of the middle reel 13M, and the middle of the right reel 13R (corresponding to the "predetermined winning line" of the present invention); a second line connecting the top of the left reel 13L, the top of the middle reel 13M, and the top of the right reel 13R; a third line connecting the bottom of the left reel 13L, the bottom of the middle reel 13M, and the bottom of the right reel 13R; a fourth line connecting the top of the left reel 13L, the middle of the middle reel 13M, and the bottom of the right reel 13R; and a fifth line connecting the bottom of the left reel 13L, the middle of the middle reel 13M, and the top of the right reel 13R. Although five winning lines are shown, this is not a limitation, and there may be one to four lines, or six or more lines including V-shaped or mountain-shaped lines.
[0037] After the left, center, and right reels 13L, 13M, and 13R start to rotate, the left, center, and right stop switches 21L, 21M, and 21R become operable (stop operation enabled state).
[0038] After that, operating one of the left, center, and right stop switches 21L, 21M, and 21R will stop the rotation of either the left, center, or right reel 13L, 13M, or 13R corresponding to the operated stop switch among the left, center, and right stop switches 21L, 21M, and 21R. Then, when all three left, center, and right stop switches 21L, 21M, and 21R have been operated, the rotation of all three left, center, and right reels 13L, 13M, and 13R will stop.
[0039] At this time, when a predetermined symbol combination is aligned on a pay line, a process corresponding to the symbol combination is carried out. The slot machine 1 according to this embodiment is configured so that a gaming value is awarded to a player when a predetermined symbol combination is aligned on a pay line. For example, when a symbol combination corresponding to a small win is aligned on a pay line, a number of medals corresponding to the small win is awarded to the player.
[0040] The winning probability of the role lottery is set in multiple stages, in this embodiment, six stages (setting value 1 to setting value 6), and for roles where the winning probability differs depending on the setting value, setting value 1 is set to be the lowest and setting value 6 is set to be the highest. Note that the number of setting value stages is not limited to six, and there may be fewer than six stages.
[0041] Furthermore, when a symbol combination corresponding to a replay role (replay role) is aligned on a winning line, no medals are paid out, but the number of bets is automatically set in the next game, and the game can be played without using the medals owned by the player. Note that, although no medals are actually paid out for a replay role (replay role), it can also be considered that three medals are awarded to the player, and the game is played again using these awarded medals. In other words, a replay role (replay role) can also be included in roles that award a medal replay role (replay role) to the player upon winning.
[0042] The role drawing means 101 draws a role to determine whether or not one of a plurality of winning role groups has been won at the timing when the start switch 19 is operated.
[0043] The role selection means 101 has multiple role selection tables for determining whether or not a role has been won, each corresponding to one of the main categories of normal game state, RT game state, bonus internal state, and bonus game state, and these tables are stored on the ROM of the main control board 100.
[0044] The winning combination selection means 101 uses a random number generation means, a random number extraction means, and a winning combination selection table (not shown) to determine whether a winning combination has been selected for one of a plurality of winning combination groups. The random number generated by the random number generation means is generated within a predetermined range (e.g., 0 to 16,383 in decimal notation) and is comprised of an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit. The random number extraction means extracts the random number generated by the random number generation means when the start switch 19 is operated. Since the random number generation means is comprised of a counter circuit, the value generated by the random number generation means is not strictly a random number. However, since the timing of the start switch 19 operation is considered random, the value extracted by the random number extraction means can be treated as a random number. The random number may be generated by a random number generator.
[0045] In this embodiment, as shown in Figures 5 to 7, the roles drawn by the role drawing means 101 can be broadly divided into bonus transition roles (roles that involve a transition in the game state), replay roles (roles that allow the player to start the next game without using the medals they own, so-called replay roles), and minor roles (roles that involve the payout of medals).
[0046] Next, as shown in Figures 5 to 7, we will explain the types of roles and symbol combinations drawn by the role drawing means 101. Note that the types of roles and symbol combinations drawn by the role drawing means 101 are not limited to those shown in Figures 5 to 7.
[0047] For example, as shown in Fig. 5, five types of bonus transition roles are set, namely "RBB1" to "RBB4" and "SB." Here, the stopped symbol combinations on any winning line are "RBB1" with the symbol combination of "red 7 red 7 red 7" (matching red 7s), "RBB2" with the symbol combination of "blue 7 blue 7 blue 7" (matching blue 7s), "RBB3" with the symbol combination of "white 7 white 7 white 7" (matching white 7s), "{RBB4}" with the symbol combination of "red 7 red 7 bar," and "SB" with the symbol combination of "red 7 white 7 cherry 2" in the order of the left reel 13L, the center reel 13M, and the right reel 13R (similar below).
[0048] When "RBB1" is won, the game state transitions to the bonus game state (RBB1). When "RBB2" is won, the game state transitions to the bonus game state (RBB2). When "RBB3" is won, the game state transitions to the bonus game state (RBB3). When "RBB4" is won, the game state transitions to the bonus game state (RBB4). When "SB" is won, the game state transitions to the bonus game state (single bonus (SB)). In this embodiment, no payout is awarded when each of the bonus transition roles "RBB1" to "RBB4" and "SB" is won, but a predetermined number of payouts may be awarded.
[0049] As shown in Figures 2 and 5, the bonus transition roles "RBB1" to "RBB4" and "SB" all have reels 13L, 13M, and 13R that do not have any symbols that make up a winning combination within five frames (the frame of operation timing + four frames of maximum slippage), so they are set up as combinations that will result in a so-called miss, meaning that no winning will be achieved unless the operation timing of stop switches 21L, 21M, and 21R is matched.
[0050] Also, as shown in Figure 6, basic replays for the replay role (replay role) include, for example, NRP1 with the symbol combination of "replay replay replay", NRP2 with the symbol combination of "bell 2 replay replay", and NRP3 with the symbol combination of "blue 7 replay replay".
[0051] Also, as shown in Figure 6, pinch replays of replay roles (replay roles) are provided, for example, PRP1 of the symbol combination "REPLAY REPLAY BELL 1", PRP2 of the symbol combination "BELL 2 REPLAY BELL 1", PRP3 of the symbol combination "REPLAY REPLAY BELL 2", and PRP4 of the symbol combination "BELL 2 REPLAY BELL 2". Details will be described later. "PRP1" to "PRP4" are replay roles (replay roles) related to the transition of the game state, and if they are won during the advantageous RT (RT1), the game state will transition to the initial RT (RT0).
[0052] Also, as shown in Figure 7, for the small winning combination (winning combination) red bell, there are ATR1 for the symbol combination of "Bell 1 Bell 1 Bell 1", ATR2 for the symbol combination of "Bell 1 Bell 1 Bell 2", ATR3 for the symbol combination of "Bell 1 Bell 2 Bell 1", and ATR4 for the symbol combination of "Bell 1 Bell 2 Bell 2".
[0053] Also, as shown in Figure 7, the blue bells for the small winning combination (winning combination) are ATB1 with the pattern combination of "Bell 2 Bell 1 Bell 1", ATB2 with the pattern combination of "Bell 2 Bell 1 Bell 2", ATB3 with the pattern combination of "Bell 2 Bell 2 Bell 1", and ATB4 with the pattern combination of "Bell 2 Bell 2 Bell 2".
[0054] As shown in FIG. 7, a WMA of the symbol combination "watermelon watermelon watermelon" is provided as the watermelon A of the small role (winning role).
[0055] As shown in FIG. 7, the small winning combination (winning combination) Watermelon B includes WMB1 with the symbol combination of "Watermelon Cherry 1 Watermelon" and WMB2 with the symbol combination of "Red 7 Cherry 1 Watermelon."
[0056] Also, as shown in Figure 7, as a small role (winning role) Cherry A, there are CHA1 with the symbol combination of "Cherry 1 Red 7 ANY" and CHA7 with the symbol combination of "Cherry 1 Cherry 1 ANY". Note that "ANY" means that the type of symbol does not matter.
[0057] Also, as shown in FIG. 7, as small winning combinations (winning combinations) of Cherry B, there are provided the symbol combination CHB1 of "Cherry 2 Red 7 ANY" and the symbol combination CHB8 of "Cherry 2 Red 7 Replay".
[0058] As shown in FIG. 7, the symbol combination SP1 of "Bell 2 Bar Cherry 1" is provided as a small winning combination (winning combination), and the symbol combination SP2 of "Red 7 Red 7 Cherry 2" is provided as a single winning combination.
[0059] 7, the RB increasing combination (winning combination) of the increasing combination (winning combination) is provided as the symbol combination EX1 of "Watermelon Bell 2 Bell 2" and the symbol combination EX8 of "White 7 Bell 1 Watermelon". Here, the increasing combination is a winning combination that is the object of the lottery only in the bonus game states "RBB1" to "RBB4".
[0060] Here, if "ATR1" to "ATR4", "ATB1" to "ATB4", "WMA", "CHA1" to "CHA7", "CHB1" to "CHB8", and "EX1" to "EX8" win, a payout of 8 coins will be awarded, if "WMB1" and "WMB2" win, a payout of 4 coins will be awarded, and if "SP1" and "SP2" win, a payout of 1 coin will be awarded.
[0061] Next, the winning combination group will be explained using Figures 8 and 9. In this embodiment, the combination lottery means 101 determines whether or not any of the winning combination groups shown in Figures 8 and 9 will be won by combination lottery. The winning combination group is not limited to those shown in Figures 8 and 9.
[0062] 8 and 9 show a plurality of predetermined winning role groups, each of which is composed of one role or a combination of multiple roles. Therefore, when a winning role group is composed of multiple roles, multiple roles in the winning role group are won at the same time (double wins). Also, when the result of the role lottery is "HZ (loss)", it indicates that none of the winning role groups are won. In other words, when the result of the role lottery is "HZ (loss)", it can be said that the winning role group "HZ (loss)" has been won.
[0063] As shown in Figure 8, the winning role group that includes the bonus transition role includes "RBB1" where RBB1 is won, "RBB2" where RBB2 is won, "RBB3" where RBB3 is won, "RBB4" where RBB4 is won, and "SB" where SB is won.
[0064] As shown in Figure 8, the winning role groups including replay roles include "RPA" in which NRP1 and NRP2 are won as basic replays, "RPB" in which NRP1 and NRP2 are won as basic replays and PRP1 is won as a pinch replay, "RPL" in which PRP1 to PRP4 are won as pinch replays and NRP1 is won as a basic replay, "RPC" in which PRP1 to PRP4 are won as pinch replays and NRP1 and NRP2 are won as basic replays, "RPR" in which PRP1 to PRP4 are won as pinch replays and NRP1 to NRP3 are won as basic replays, "RZA" in which NRP1 to NRP3 are won as basic replays, and "RZB" in which NRP1 to NRP3 are won as basic replays and PRP1 is won as a pinch replay.
[0065] As shown in FIG. 8, there are two types of winning combinations: "BEL" in which ATR1 to ATR4 are red bells, ATB1 to ATB4 are blue bells, CHA1 to CHA7 are cherry A, and CHB1 to CHB8 are cherry B; "BLR" in which ATR1 to ATR4 are red bells and CHB1 to CHB8 are cherry B; "BLB" in which ATB1 to ATB4 are blue bells; "CHA1 to CHA7" in which CHA1 to CHA7 are cherry A, and CHB1 to CHB8 are cherry B; There are "CHY" where 1 to CHB8 are won, "WMA" where WMA is won as watermelon A, WMB1 and WMB2 as watermelon B, "WMB" where WMA is won as watermelon A, WMB1 and WMB2 as watermelon B and CHB8 as cherry B, "SPA" where SP1 is won as a reach symbol, "SPB" where SP2 is won as a 1-piece symbol, and "ACB" where ATB1 to ATB4 are won as blue bells and SP1 is won as a reach symbol.
[0066] In addition, there is "ALZ", which is won by EX1 to EX8 as RB increasing roles, ATR1 to ATR4 as red bells, and ATB1 to ATB4 as blue bells, and "ALL", which is won by all small roles.
[0067] Here, the winning combination group "RPL" is a combination of PRP1 to PRP4 as pinch replays and NRP1 as basic replays, and as shown in Fig. 8, when the left stop switch 21L is operated first, NRP1 as basic replay is established, and in any other operation order, any of PRP1 to PRP4 as pinch replays is established. The winning combination group "RPC" is a combination of PRP1 to PRP4 as pinch replays and NRP1 and NRP2 as basic replays, and as shown in Fig. 8, when the center stop switch 21M is operated first, NRP1 as basic replay is established, and in any other operation order, any of PRP1 to PRP4 as pinch replays is established. The winning combination group "RPR" is a combination of PRP1 to PRP4 as pinch replays and NRP1, NRP2, and NRP3 as basic replays, and as shown in Fig. 8, when the right stop switch 21R is operated first, NRP1 as a basic replay is established, and when any other operation order is performed, any one of PRP1 to PRP4 as pinch replays is established. The notification of avoidance information that notifies the operation mode of the left, center, and right stop switches 21L, 21M, and 21R to avoid the establishment (winning) of PRP1 to PRP4 as pinch replays will be described later.
[0068] Furthermore, the winning combination group "BLR" is a combination of ATR1 to ATR4 as red bells and CHB1 to CHB8 as cherry B. Using the "red 7" symbol on the left reel 13L as a guide, by operating the left stop switch 21L at a timing when "Bell 1" can be pulled into the display window 11 on the left reel 13L, the "Bell 1" symbol on the left reel 13L will stop in the display window 11 and one of ATR1 to ATR4 will be established, and if the left stop switch 21L is operated at a timing when "Bell 1" cannot be pulled into the display window 11 on the left reel 13L, the "Bell 1" symbol cannot be stopped in the display window 11 on the left reel 13L and therefore none of ATR1 to ATR4 will be established. Furthermore, the winning combination group "BLB" is a combination of ATB1 to ATB4 as blue bells, and by operating the left stop switch 21L at the timing when the "Bell 2" can be drawn into the display window 11 on the left reel 13L using the "Blue 7" symbol as a guide, the "Bell 2" symbol on the left reel 13L stops in the display window 11, and any of ATB1 to ATB4 is achieved. If the left stop switch 21L is operated at the timing when the "Bell 2" cannot be drawn into the display window 11 on the left reel 13L, the "Bell 2" symbol on the left reel 13L cannot stop in the display window 11, and therefore none of ATB1 to ATB4 can be achieved. The notification of operation information that notifies the operation mode of the left stop switch 21L to achieve (win) ATR1 to ATR4 as red bells and ATB1 to ATB4 as blue bells will be described later.
[0069] In addition, in this embodiment, a winning role group that simultaneously wins multiple winning role groups is set in the role lottery. Specifically, as shown in Fig. 9, a winning role group that is composed of one or multiple winning role groups is set. Then, in this embodiment, the role lottery means 101 determines whether or not any of the winning role groups shown in Fig. 9 will be won by the role lottery.
[0070] Therefore, for example, if you win "RBB1" + "BEL" in the role lottery, it means that you have won the winning role group "RBB1" and the winning role group "BEL" at the same time.In other words, it means that you have won the three roles included in "BEL" at the same time: ATR1 to ATR4 as red bells, ATB1 to ATB4 as blue bells, CHA1 to CHA7 as Cherry A, CHB1 to CHB8 as Cherry B, and RBB1.
[0071] Next, with reference to FIG. 9, the winning combination groups selected for each gaming state will be described.
[0072] As shown in Fig. 9, for each winning role group, it is set whether or not the role lottery of the role lottery means 101 will be performed depending on the gaming state (see Fig. 11). For example, the winning role group "RZA" is subject to lottery only when the gaming state is "RT1", and the winning role groups "RPL" to "RPR" are subject to lottery only when the gaming state is "RT1", "RBB1F" to "RBB4F". In addition, the winning role groups "ALZ" and "ALL" are subject to lottery when the gaming state is "RBB1" to "RBB4".
[0073] The reel rotation control means 102 controls the stopping of each of the reels 13L, 13M, and 13R based on the manner in which the player operates each of the stop switches 21L, 21M, and 21R and the result of the role lottery by the role lottery means 101. The reel rotation control means 102 basically controls the stopping of all of the reels 13L, 13M, and 13R so that the constituent symbols stop on the winning line within the reel-in range in order to win a role belonging to the winning role group determined by the role lottery means 101. Note that, since each of the reels 13L, 13M, and 13R has a set allowable number of sliding frames (reel-in range: normally, up to 4 frames), if the operation timing is not right, it may not be possible to align the symbols related to the winning role on the winning line, and in such cases, a miss (non-winning) occurs.
[0074] The pattern determination means 103 determines whether the display pattern of the patterns on each of the reels 13L, 13M, and 13R that have been stopped by the reel rotation control means 102 is a predetermined display pattern based on the rotation position of each of the reels 13L, 13M, and 13R, and determines whether the display result of the patterns when the reels 13L, 13M, and 13R have stopped is a predetermined winning pattern.
[0075] The payout control means 104 awards a predetermined benefit (profit) to the player based on the determination result by the symbol determination means 103. When the symbol determination means 103 determines that a winning combination has been achieved, if the winning combination entails a medal payout, the payout control means 104 operates the hopper unit 43 to pay out the number of medals corresponding to the winning combination after the number of stored credit medals reaches an upper limit (for example, 50 medals in this embodiment), thereby awarding the player a profit. Furthermore, until the number of stored credit medals reaches the upper limit, the payout control means 104 increases the number of credit medals by the above-mentioned payout number instead of operating the hopper unit 43 to pay out medals. Furthermore, when the symbol determination means 103 determines that a winning combination has been achieved with a replay combination, the payout control means 104 activates the winning line for the next game by assuming that the specified number (3 medals) have been inserted.
[0076] The gaming state control means 105 controls a plurality of gaming states, including a normal gaming state in which a normal game, which is a general game, is executed, and a bonus gaming state in which a bonus game, which is a game that is more advantageous to the player than the normal game, is executed. Specifically, the gaming state control means 105 controls the normal gaming state, the RT gaming state, the bonus internal gaming state, and the bonus gaming state (see FIG. 11). Each gaming state will be described later.
[0077] The section control means 106 controls the non-advantageous section in which the operation of the left, center, and right stop switches 21L, 21M, and 21R, which will be described later with reference to Fig. 12, cannot be notified, and the advantageous section in which the operation of the left, center, and right stop switches 21L, 21M, and 21R can be notified. Then, the effect control means 202, which will be described later, executes an effect that notifies the operation mode of the left, center, and right stop switches 21L, 21M, and 21R (the order of pressing, or the operation timing of the left stop switch 21L).
[0078] Furthermore, when a predetermined condition is met in a non-advantageous zone, the zone control means 106 transitions from the "non-advantageous zone" to the "advantageous zone" by winning the advantageous zone transition lottery from the "non-advantageous zone" to the "advantageous zone", which is held when a predetermined role is won as a result of the role lottery by the role lottery means 101. Note that the transition is not limited to when a transition to an advantageous zone is determined by the advantageous zone transition lottery, which is held when a predetermined role is won as a result of the role lottery, and it is also possible to transition from a non-advantageous zone to an advantageous zone without holding an advantageous zone transition lottery by winning a predetermined role.
[0079] Here, the predetermined winning combinations will be explained using Figure 10. Specifically, when the game state is "RT0", "RT1", or "SB(RT0)", if "RBB1", "RBB2", "RBB3", or "RBB4" is won, a lottery for moving to an advantageous zone will be held.
[0080] The advantageous zone has an upper limit set for the playable play zone, and when the number of games played in the play zone, where counting begins after transitioning from a non-advantageous zone to an advantageous zone, reaches a predetermined upper limit number of games, for example, 1,500 games, it is determined that the upper limit number of games in the advantageous zone has been reached, and the player transitions from the advantageous zone to the non-advantageous zone.
[0081] In addition, even if the predetermined upper limit number of games (1500 games) has not been played (before the upper limit number of games of the advantageous zone has been reached), when the difference between the number of medals inserted in the advantageous zone and the number of medals paid out reaches a predetermined number (upper limit difference number), the advantageous zone will transition to a non-advantageous zone. However, if the difference number becomes 0, no subtraction will be made even if the number of bets is set thereafter.
[0082] In addition, if a predetermined condition described later is met, the game enters a waiting state for the chance time to end, and if a predetermined condition is met, the game moves to a non-advantageous zone (normal non-advantageous zone state). The transmitting means 107 transmits commands including various information in one direction from the main control board 100 to the sub-control board 200. In this case, commands including information representing the state of the slot machine 1 such as the game state, the result of the role selection by the role selection means 101, the result of the symbol determination by the symbol determination means 103, the spinning / stop state of each of the reels 13L, 13M, 13R, and the medal payout state by the payout control means 104 are transmitted to the sub-control board 200.
[0083] 4, the sub-control board 200 has a receiving means 201 and a performance control means 202 (corresponding to the "performance control means" of the present invention). Details of each means will be described later.
[0084] With the above configuration, the sub-control board 200 receives signals from the main control board 100 and performs effects in accordance with the progress of the game. Specifically, the sub-control board 200 outputs data to the liquid crystal display 27 via the effect control means 202 for displaying moving images etc. on the liquid crystal display 27, outputs data to the speaker 31 for playing music or voice to the speaker, and outputs data for making the light sources of the lamp unit 33 blink all at once or individually.
[0085] The receiving means 201 receives commands containing various information transmitted by the command transmitting means 107 of the main control board 100. When the command receiving means 201 receives a command transmitted from the main control board 100, it notifies each function of the sub-control board 200 according to the type of command.
[0086] The presentation control means 202 controls the presentation of the slot machine 1 according to the game state shown in Fig. 11 and the state of the advantageous zone shown in Fig. 12. Specifically, when the winning combination groups "RPL," "RPC," and "RPR" are won during Navi Time (NT) and Chance Time (CT) described later, the LCD display 27 displays an image showing the order in which to press the left, center, and right stop switches 21L, 21M, and 21R to win "NRP1," thereby informing the player of the order. Also, when the winning combination groups "RZA" and "RZB" are won during Navi Time (NT) and Chance Time (CT) described later and a predetermined condition is met, or when a predetermined condition is met during the "bonus state," the LCD display 27 displays an image in the display window 11 on the screen encouraging the player to perfectly press the "white 7," "bell 2," and "blue 7" on the left reel 13L.
[0087] Furthermore, as will be described in detail later, if the winning combination group "BLR" is won during the Navi Time (NT) described later, a notification (corresponding to the "specific combination winning effect" of the present invention) is displayed on the screen of the liquid crystal display 27 in the display window 11, urging the player to aim for the "red 7" on the left reel 13L and operate the left stop switch 21L, and if the winning combination group "BLB" is won, a notification (corresponding to the "specific combination winning effect" of the present invention) is displayed on the screen of the liquid crystal display 27 in the display window 11, urging the player to aim for the "blue 7" on the left reel 13L and operate the left stop switch 21L. Note that this notification (specific combination winning effect) continues until the left stop switch 21L is operated.
[0088] Furthermore, as will be described in detail later, during Navitime (NT) described later, if the timing of the operation of the BGM and each of the stop switches 21L, 21M, and 21R coincides, a specific notification is made.
[0089] Next, the gaming state of this embodiment will be described with reference to Fig. 11. The gaming state is controlled by the gaming state control means 105, and is roughly divided into a normal gaming state, an RT gaming state, a gaming state during a bonus, and a bonus gaming state.
[0090] After the setting change is made, the game is set to "normal game mode," and the probability of winning a replay role (replay role) in the "normal game mode" is set to 1 / 7.3.
[0091] The probability of winning a replay role (replay role) in the "RT gaming state" is set higher than in the "normal gaming state."
[0092] The game state transitions to the "RT gaming state" after "RBB1" to "RBB4" have ended. Also, in the "RT gaming state," if a pinch replay "PRP1" to "PRP4" is won, the game state transitions to the "normal gaming state."
[0093] The "bonus game state" is entered when a bonus transition role (RBB1 to RBB4) is won in the "normal game state," "RT game state," or "bonus game state (SB)," but the bonus transition role is not won. In addition, in the bonus game state, the probability of winning a replay role (replay role) is set higher than in the normal game state.
[0094] The "bonus game state" is entered by winning a bonus transition role ("RBB1" to "RBB4", "SB") and achieving the bonus transition role. Here, "RBB1" to "RBB3" end with the payout of a predetermined number of medals, for example, more than 272 medals, "RBB4" ends with the payout of a predetermined number of medals, for example, more than 56 medals, and "SB" ends in one game.
[0095] After "RBB1" to "RBB4" are completed, the game shifts to the RT game state, and after "SB" is completed, the game shifts to the normal game state. Note that, since the winning of the bonus transition role "SB" cannot be carried over to the next game or later, there is no bonus in-game state for the bonus game state "SB".
[0096] Next, with reference to Figures 11 and 12, the game characteristics of this embodiment, which are controlled by the game state control means 105 and the interval control means 106, will be described. First, the game state after the setting change becomes the normal game state (RT0) and also becomes a non-advantageous interval (non-advantageous interval normal state). The non-advantageous interval is an interval in which it is not permitted to notify the operation timing or pressing order of the stop switches 21L, 21M, 21R using the LCD display 27 or the like, and the advantageous interval is an interval in which such notification is permitted. The notification may be, for example, a notification of the push order to avoid winning a role ("PRP1" to "PRP4") that transitions to the normal game state (RT0) when one of the winning role groups "RPL", "RPC", or "RPR" is won in the RT game state (RT1) (Navi Time (NT), Chance Time (CT) described later), or a notification that can identify the push position of the left reel 13L to become a special stopping symbol combination (a winning symbol combination of "NRP2" on the first line) when the winning role group "RZA" or "RZB" is won (Navi Time (NT), described later). Chance Time (CT)), a notification that identifies the position to press on left reel 13L to produce a special stopping pattern combination when the winning combination group "ALZ" is won in the bonus game state ("RBB1" to "RBB4"), a notification that assists in winning the "Red Bell" ("ATR1" to "ATR4"), which will give a payout of 8 coins when the winning combination group "BLR" is won, and a notification that assists in winning the "Blue Bell" ("ATB1" to "ATB4"), which will give a payout of 8 coins when the winning combination group "BLB" is won (Navi Time (NT) described below).
[0097] In the normal non-advantageous zone state, if you win the winning combination group "RBB1" to "RBB4" (including duplicate wins), you will definitely enter the advantageous zone from the next game (advantageous zone). If you win the bonus transition combination "RBB1" to "RBB4" in a game in which you win the winning combination group "RBB1" to "RBB4" (including duplicate wins), you will enter the bonus state (bonus game state), and if you do not win, you will enter the normal advantageous zone state. Note that the bonus game states "RBB1" to "RBB3" correspond to "BB", and the bonus game state "RBB4" corresponds to "RB".
[0098] When the advantageous zone is in normal state, if you win the bonus transition role "RBB1" to "RBB4", you will transition to the bonus state (bonus game state).
[0099] During the bonus state, the winning combination "ALZ" may be achieved, and in this case, a notification is issued to encourage a special stopping symbol combination. As mentioned above, a successful Vita-oshi is required to achieve the special stopping symbol combination. If successful, the number of continuation games for Chance Time (CT), which will transition to after the bonus state ends, is awarded, or the number of continuation games for Navi Time (NT), which will transition to after the bonus state ends, is awarded. If the number of continuation games for Navi Time (NT) is awarded, the game transitions to Navi Time (NT) after the bonus state ends, without going through Chance Time (CT). Also, if the winning combination "ALZ" is won and a successful Vita-oshi is performed during the bonus state after the number of continuation games for Navi Time (NT) has been awarded, the number of continuation games for Navi Time (NT), which will transition to after the bonus state ends, is added.
[0100] In this embodiment, if you fail to push the winning combination group "ALZ" when you win, you will not be given Navi Time (NT), but the number of games that continue in Chance Time (CT) will be added. Also, after the bonus state ends, even if you do not win the winning combination group "ALZ" in that bonus state, you will always be given 10 games of Chance Time.
[0101] After the bonus state (bonus game state ("RBB1" to "RBB4")) ends, the game state shifts to the RT game state (RT1) and also to the chance time (CT) or navigation time (NT). In the chance time (CT), when the winning combination group "RPL", "RPC", or "RPR" is won, the push order to avoid shifting to the normal game state (RT0), in other words, the push order to win the basic replay ("NRP1" to "NRP3"), is notified on the liquid crystal display 27. In Bitime (NT), when the winning combination group "RPL", "RPC", or "RPR" is won, not only is the LCD display 27 notifying the player of the button press sequence that will avoid transitioning to the normal game state (RT0), in other words, the button press sequence for winning a basic replay ("NRP1" to "NRP3"), but also, when the winning combination group "BLR" or "BLB" is won, the LCD display 27 notifies the player of information that will assist in winning a "Red Bell" ("ATR1" to "ATR4") or a "Blue Bell" ("ATB1 to "ATB4").
[0102] During Chance Time (CT), a lottery is held to determine whether a player will move to Navi Time (NT) based on the results of the lottery. For example, if the winning role group "RZA" or "RZB" is won and the player fails to perform a perfect push, 50 games will be awarded as the number of continued games in Navi Time (NT). On the other hand, if the player succeeds in performing a perfect push, 60 or more games will be awarded as the number of continued games in Navi Time (NT). Furthermore, if the winning role group "WMA" or "WMB" is won, the number of continued games in Navi Time (NT) will be determined by lottery to be either 0 games (miss) or 50 games. If the number of continued games in Navi Time (NT) is awarded, the remaining number of games in Chance Time (CT) will be added to the number of continued games in Navi Time (NT), and the game will transition to Navi Time (NT).
[0103] In the chance time (CT), when the number of games awarded is consumed (number of CT games = 0), the game transitions to a chance time end standby state. In the chance time end standby state, when the winning combination group "RPL", "RPC", or "RPR" is won, the LCD display 27 does not notify the press sequence to avoid transition to the normal game state (RT0), in other words, the press sequence to win the basic replay ("NRP1" to "NRP3"). As a result, when the pinch replay ("PRP1" to "PRP4"), which is a transition combination to the normal game state (RT0), is won, the game state transitions to the normal game state (RT0), and also transitions from the advantageous zone to the non-advantageous zone (non-advantageous normal state).
[0104] In Navitime (NT), the number of continued games for Navitime (NT) is determined by lottery results depending on the winning combination. For example, if you win the winning combination "RZA" or "RZB" and fail to perform a perfect push, you will be awarded 10 additional games as the number of continued games for Navitime (NT). On the other hand, if you succeed in performing a perfect push, you will be awarded 30 or more additional games as the number of continued games for Navitime (NT). Note that Navitime (NT) corresponds to the AT state mentioned above.
[0105] In Navi Time (NT), when the number of games awarded is consumed (number of NT games = 0), the game transitions to Chance Time (CT). In this embodiment, when Navi Time (NT) ends, 10 games of Chance Time (CT) are awarded.
[0106] If you win any of the winning combinations "RBB1" to "RBB4" (including duplicate wins) during Chance Time (CT), Navi Time (NT), or Chance Time end waiting state, you will always be awarded Navi Time (NT). The number of Navi Time (NT) games awarded is determined by lottery. Therefore, after the bonus state (bonus game state) entered by winning a bonus transition combination ends, you will always transition to Navi Time (NT).
[0107] Even in the bonus state transitioned from Chance Time (CT), Navi Time (NT), or the waiting state for the end of Chance Time, if you win the winning role group "ALZ" and succeed in perfect pressing, the number of continuing games of Navi Time (NT) to be transitioned after the bonus state will be added, just like in the bonus state transitioned from the normal non-advantageous zone state and the normal advantageous zone state.
[0108] In this embodiment, Navitime (NT) is a state in which medals are hardly lost or medals gradually increase, and by looping between Navitime (NT) and the bonus state, medals can be increased efficiently.
[0109] Next, referring to Figure 13, when the winning role group "BLR" or the winning role group "BLB" is won during Navitime (NT), information (corresponding to the "specific role winning effect" of the present invention) that assists in winning the constituent roles ("Red Bell" ("ATR1" to "ATR4"), "Blue Bell" ("ATB1 to "ATB4")) that will result in the payout of 8 medals, which is displayed on the LCD display 27, will be explained.
[0110] If the winning combination group "BLR" or the winning combination group "BLB" is won during Navi Time (NT), the LCD display 27 displays a message as shown in FIG. 13 urging the player to aim for the indicator symbol "7" on the left reel 13L and operate the left stop switch 21L. When the winning combination group "BLR" is won, the indicator symbol "7" is displayed as a red "7", and when the winning combination group "BLB" is won, the indicator symbol "7" is displayed as a blue "7". Furthermore, arrows 60 are displayed to light up in order from left to right. This message continues until the left stop switch 21L is operated.
[0111] Next, with reference to FIG. 14, a process executed by the main control board 100 when the winning combination group "BLR" or the winning combination group "BLB" is won during Navitime (NT) will be described.
[0112] In step S1, a command relating to the winning combination group that has been won is sent to the sub-control board 200, and the winning combination group that has been won is displayed on the payout number display 46, and then the process proceeds to step S2. When the sub-control board 200 receives the command relating to the winning combination group that has been won sent from the main control board 100, it displays on the liquid crystal display 27 a display corresponding to the winning combination group that has been won as shown in Fig. 13 ("Aim for red 7 on the left reel!" if the winning combination group "BLR" has been won, and "Aim for blue 7 on the left reel!" if the winning combination group "BLB" has been won).
[0113] In step S2, it is determined whether a stop operation has been performed, i.e., whether stop switches 21L, 21M, and 21R have been operated. If they have been operated, the process proceeds to step S3. On the other hand, if they have not been operated, the process proceeds to step S2. In other words, step S2 is repeated until any of stop switches 21L, 21M, and 21R is operated.
[0114] In step S3, it is determined whether the stop switch operated in step S2 is the left stop switch 21L. If the stop switch operated in step S2 is the left stop switch 21L, the process proceeds to step S4, and if it is other than the left stop switch 21L, that is, if it is the middle stop switch 21M or the right stop switch 21R, the process proceeds to step S6.
[0115] In step S4, based on the operation timing of the left stop switch 21L, when the winning combination group "BLR" is won, control is performed to stop "Bell 1" of the left reel 13L in the upper, middle, or lower row of the display window 11, and when the winning combination group "BLB" is won, control is performed to stop "Bell 2" of the left reel 13L in the upper, middle, or lower row of the display window 11. However, if the left stop switch 21L is operated at a timing when the winning combination group "BLR" is won and "Bell 1" of the left reel 13L cannot be stopped in any of the upper, middle, or lower row of the display window 11, or when the winning combination group "BLB" is won and "Bell 2" of the left reel 13L cannot be stopped in any of the upper, middle, or lower row of the display window 11, the reels are stopped in a specific stopping mode based on the operation timing, and the process proceeds to step S5.
[0116] In step S5, the display relating to the winning combination group that has been won on the payout number indicator 46 that was displayed in step S1 is erased, and a command is sent to the sub-control board 200 to erase the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27. When the sub-control board 200 receives the command to erase the display corresponding to the winning combination group that has been won and that is sent from the main control board 100, it erases the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27.
[0117] In addition, the display of the winning combination group displayed on the payout number display 46 in step S1 may be erased when all stop switches are operated. Even in this case, the display corresponding to the winning combination group shown in Figure 13 displayed on the liquid crystal display 27 may be erased when the left stop switch 21L is operated.
[0118] Although not shown, thereafter, in step S4, if "Bell 1" on the left reel 13L is stopped in either the upper, middle, or lower row within the display window 11, then based on the stopping position of "Bell 1" on the left reel 13L, "Bell 1" or "Bell 2" on the middle reel 13M, and "Bell 1" or "Bell 2" on the right reel 13R will be stopped on the winning line depending on the operation of the middle stop switch 21M and the right stop switch 21R.
[0119] In step S6, it is determined whether the stop switch operated in step S2 is the middle stop switch 21M. If the stop switch operated in step S2 is the middle stop switch 21M, the process proceeds to step S7, and if it is not the middle stop switch 21M, that is, if it is the right stop switch 21R, the process proceeds to step S16.
[0120] In step S7, "Bell 1" or "Bell 2" on the center reel 13M is stopped in the middle of the display window 11, and the process proceeds to step S8. Note that, since there is one or more symbols between "Bell 1" or "Bell 2" on the center reel 13M and "Red 7" or "Blue 7", when "Bell 1" or "Bell 2" is stopped in the middle of the display window 11, "Red 7" or "Blue 7" will not stop within the display window 11.
[0121] In step S8, it is determined whether a stop operation, i.e., whether the left stop switch 21L or the right stop switch 21R, has been operated. If operated, the process proceeds to step S9. On the other hand, if not operated, the process proceeds to step S8. In other words, step S8 is repeated until either the left stop switch 21L or the right stop switch 21R is operated.
[0122] In step S9, it is determined whether the stop switch operated in step S8 is the left stop switch 21L. If the stop switch operated in step S8 is the left stop switch 21L, the process proceeds to step S10, and if it is not the left stop switch 21L, that is, if it is the right stop switch 21R, the process proceeds to step S12.
[0123] In step S10, when the winning combination group "BLR" is won, control is performed to stop "Bell 1" of the left reel 13L in the middle row of the display window 11, and when the winning combination group "BLB" is won, control is performed to stop "Bell 2" of the left reel 13L in the middle row of the display window 11. However, if the left stop switch 21L is operated at a timing when the winning combination group "BLR" is won and "Bell 1" of the left reel 13L cannot be stopped in the middle row of the display window 11, or when the winning combination group "BLB" is won and "Bell 2" of the left reel 13L cannot be stopped in the middle row of the display window 11, the reels are stopped in a specific stopping mode based on the operation timing, and the process proceeds to step S11.
[0124] In step S11, the display relating to the winning combination group that has been won on the payout number indicator 46 that was displayed in step S1 is erased, and a command is sent to the sub-control board 200 to erase the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27. When the sub-control board 200 receives the command to erase the display corresponding to the winning combination group that has been won and that is sent from the main control board 100, it erases the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27.
[0125] In addition, the display of the winning combination group displayed on the payout number display 46 in step S1 may be erased when all stop switches are operated. Even in this case, the display corresponding to the winning combination group shown in Figure 13 displayed on the liquid crystal display 27 may be erased when the left stop switch 21L is operated.
[0126] Although not shown, thereafter, "Bell 1" or "Bell 2" on the right reel 13R is stopped in the middle of the display window in accordance with the operation of the right stop switch 21R.
[0127] In step S12, "Bell 1" or "Bell 2" on the right reel 13R is stopped in the middle of the display window 11, and the process proceeds to step S13. Note that, since there is one or more symbols between "Bell 1" or "Bell 2" on the right reel 13R and "Red 7" or "Blue 7", when "Bell 1" or "Bell 2" is stopped in the middle of the display window 11, "Red 7" or "Blue 7" will not stop within the display window 11.
[0128] In step S13, it is determined whether a stop operation, i.e., whether the left stop switch 21L has been operated, has been performed. If it has been operated, the process proceeds to step S14, whereas if it has not been operated, the process proceeds to step S13. In other words, step S13 is repeated until the left stop switch 21L is operated.
[0129] In step S14, when the winning combination group "BLR" is won, control is performed to stop "Bell 1" on the left reel 13L in the middle row of the display window 11, and when the winning combination group "BLB" is won, control is performed to stop "Bell 2" on the left reel 13L in the middle row of the display window 11. However, if the left stop switch 21L is operated at a timing when the winning combination group "BLR" is won and "Bell 1" on the left reel 13L cannot be stopped in the middle row of the display window 11, or when the winning combination group "BLB" is won and "Bell 2" on the left reel 13L cannot be stopped in the middle row of the display window 11, the reels are stopped in a specific stopping mode based on the operation timing, and the process proceeds to step S15.
[0130] In step S15, the display relating to the winning combination group that has been won on the payout number indicator 46 that was displayed in step S1 is erased, and a command is sent to the sub-control board 200 to erase the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27. When the sub-control board 200 receives the command to erase the display corresponding to the winning combination group that has been won and that is sent from the main control board 100, it erases the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27.
[0131] The subsequent processing will be omitted.
[0132] In step S16, "Bell 1" or "Bell 2" on the right reel 13R is stopped in the middle of the display window 11, and the process proceeds to step S17. Note that, since there is one or more symbols between "Bell 1" or "Bell 2" on the right reel 13R and "Red 7" or "Blue 7", when "Bell 1" or "Bell 2" is stopped in the middle of the display window 11, "Red 7" or "Blue 7" will not stop within the display window 11.
[0133] In step S17, it is determined whether a stop operation, i.e., whether the left stop switch 21L or the center stop switch 21M, has been operated. If operated, the process proceeds to step S18, whereas if not, the process proceeds to step S17. In other words, step S17 is repeated until either the left stop switch 21L or the center stop switch 21M is operated.
[0134] In step S18, it is determined whether the stop switch operated in step S17 is the left stop switch 21L. If the stop switch operated in step S17 is the left stop switch 21L, the process proceeds to step S19, and if it is not the left stop switch 21L, that is, if it is the middle stop switch 21M, the process proceeds to step S21.
[0135] In step S19, when the winning combination group "BLR" is won, control is performed to stop "Bell 1" of the left reel 13L in the middle row of the display window 11, and when the winning combination group "BLB" is won, control is performed to stop "Bell 2" of the left reel 13L in the middle row of the display window 11. However, if the left stop switch 21L is operated at a timing when the winning combination group "BLR" is won and "Bell 1" of the left reel 13L cannot be stopped in the middle row of the display window 11, or when the winning combination group "BLB" is won and "Bell 2" of the left reel 13L cannot be stopped in the middle row of the display window 11, the reels are stopped in a specific stopping mode based on the operation timing, and the process proceeds to step S20.
[0136] In step S20, the display relating to the winning combination group that has been won on the payout number indicator 46 that was displayed in step S1 is erased, and a command is sent to the sub-control board 200 to erase the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27. When the sub-control board 200 receives the command to erase the display corresponding to the winning combination group that has been won and that is sent from the main control board 100, it erases the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27.
[0137] In addition, the display of the winning combination group displayed on the payout number display 46 in step S1 may be erased when all stop switches are operated. Even in this case, the display corresponding to the winning combination group shown in Figure 13 displayed on the liquid crystal display 27 may be erased when the left stop switch 21L is operated.
[0138] Although not shown, thereafter, "Bell 1" or "Bell 2" on the right reel 13R is stopped in the middle of the display window in accordance with the operation of the right stop switch 21R.
[0139] In step S21, "Bell 1" or "Bell 2" on the center reel 13M is stopped in the middle of the display window 11, and the process proceeds to step S22. Note that since there is one or more symbols between "Bell 1" or "Bell 2" on the center reel 13M and "Red 7" or "Blue 7", when "Bell 1" or "Bell 2" is stopped in the middle of the display window 11, "Red 7" or "Blue 7" will not stop within the display window 11.
[0140] In step S22, it is determined whether a stop operation, i.e., whether the left stop switch 21L has been operated, has been performed. If it has been operated, the process proceeds to step S23, whereas if it has not been operated, the process proceeds to step S22. In other words, step S22 is repeated until the left stop switch 21L is operated.
[0141] In step S23, when the winning combination group "BLR" is won, control is performed to stop "Bell 1" of the left reel 13L in the middle row of the display window 11, and when the winning combination group "BLB" is won, control is performed to stop "Bell 2" of the left reel 13L in the middle row of the display window 11. However, if the left stop switch 21L is operated at a timing when the winning combination group "BLR" is won and "Bell 1" of the left reel 13L cannot be stopped in the middle row of the display window 11, or when the winning combination group "BLB" is won and "Bell 2" of the left reel 13L cannot be stopped in the middle row of the display window 11, the reels are stopped in a specific stopping mode based on the operation timing, and the process proceeds to step S24.
[0142] In step S24, the display relating to the winning combination group that has been won on the payout number indicator 46 that was displayed in step S1 is erased, and a command is sent to the sub-control board 200 to erase the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27. When the sub-control board 200 receives the command to erase the display corresponding to the winning combination group that has been won and that is sent from the main control board 100, it erases the display corresponding to the winning combination group that has been won and that is shown in Fig. 13 and that is displayed on the liquid crystal display 27.
[0143] The subsequent processing will be omitted.
[0144] The present invention is not limited to the above-described embodiment, and various modifications other than those described above are possible without departing from the spirit of the present invention. For example, although the case where the target reel for the eye-pressing is the left reel 13L has been described, the present invention is not limited to this, and other reels may also be used.
[0145] In addition, although the case where the reel targeted for eye-pressing is controlled so that it wins on the first winning line (middle row) if it does not stop at the first position has been explained, it is not limited to this and other winning lines may be used. However, in this case, it is necessary to arrange the reels so that symbols identical or similar to the indicator symbols of reels other than the reel targeted for eye-pressing do not stop in the display window.
[0146] As described above, the present invention has the following advantages.
[0147] In the present invention, if the stop operation means corresponding to a reel other than the specific reel that requires eye-pressing is operated first, the same or similar symbols as the indicator symbols arranged on the reels other than the specific reel will not stop within the display frame, and the effect instructing eye-pressing will continue, so the player will have to check the effect again, making it easier for him or her to realize his or her mistake, which will prevent the player from continuing the game while continuing with the mistake and will also increase the player's interest.
[0148] Furthermore, the present invention also facilitates the task of determining the arrangement of symbols on reels other than the specific reel that requires eye-pressing during the development stage of a gaming machine.
[0149] Furthermore, according to the slot machine 1 described above, by operating the left stop switch 21L at a timing when the "Bell 1" on the left reel 13L can be pulled into the display window 11 using the "Red 7" symbol as a guide, the "Bell 1" symbol on the left reel 13L will stop within the display window 11, one of ATR1 to ATR4 will be formed, and a payout of 8 coins will be obtained.
[0150] On the other hand, if the left stop switch 21L is operated at a timing when the "Bell 1" cannot be pulled into the display window 11 on the left reel 13L without using the "Red 7" symbol as a guide, the "Bell 1" symbol cannot be stopped within the display window 11 on the left reel 13L, so none of ATR1 to ATR4 can be formed and the player cannot receive a payout of 8 coins.
[0151] Also, by operating the left stop switch 21L at a timing when the "Bell 2" on the left reel 13L can be pulled into the display window 11 using the "Blue 7" symbol as a guide, the "Bell 2" symbol on the left reel 13L will stop within the display window 11, one of ATB1 to ATB4 will be formed, and a payout of 8 coins will be obtained.
[0152] On the other hand, if the left stop switch 21L is operated at a timing when the "Bell 2" cannot be pulled into the display window 11 on the left reel 13L without using the "Blue 7" symbol as a guide, the "Bell 2" symbol cannot be stopped within the display window 11 on the left reel 13L, so none of ATB1 to ATB4 can be formed and the payout of 8 coins cannot be obtained.
[0153] When Navitime (NT) starts, a specific background music (BGM) is output for a predetermined period of time, and the BGM includes special sound effects that are played at predetermined times. If the timing of the special sound effects coincides with the operation of each stop switch 21L, 21M, 21R, a specific notification is made to notify the user that the operation timings coincide.
[0154] The timing at which the special sound effects are played and the timing at which the stop switches 21L, 21M, and 21R are operated will be described with reference to FIGS.
[0155] In Figures 15 to 18, (A) indicates the operation timing of the start switch 19, (B) indicates the timing (period) when a special sound effect is played in the background music, indicated by symbol t1, (C) indicates one cycle of the background music, and (D) indicates the timing when the above-mentioned eight payouts can be obtained on the reels, indicated by symbol t2. Also, in Figures 17 and 18, (S) indicates the operation timing of the background music reset. Note that Figures 15 to 18 show a situation where the game is Navi Time, ATR1 to ATR4 are won, and red 7 is announced as the Navi.
[0156] For example, suppose that Navitime (NT) is started by operating the start switch 19. In this case, as shown in Fig. 15, when the start switch 19 is operated, each of the reels 13L, 13M, and 13R undergoes a reel acceleration period and then starts to rotate steadily, and when the steady rotation starts, a special background music starts to be output from the speaker 31. A special sound effect is played in the background music at the timing (period) indicated by t1.
[0157] Meanwhile, when the start switch 19 is operated, the reels 13L, 13M, and 13R go through a reel acceleration period and begin to rotate steadily, and when the steady rotation begins, operation of the stop switches 21L, 21M, and 21R becomes effective.
[0158] If the first stop switch among the stop switches 21L, 21M, and 21R is pressed while the special sound effect is playing (within the period indicated by t1) after the operation of each stop switch 21L, 21M, and 21R is enabled, the LCD display 27 displays "GOOD" to indicate that the operation timing is correct. Note that the background music is output repeatedly unless any of the stop switches 21L, 21M, and 21R is operated. The special sound effect is played once per BGM cycle. In the example of FIG. 15, the period of one BGM cycle and the period of one reel rotation are completely identical, but the number of reel rotations per BGM cycle may be a multiple, such as two or three rotations of the reel during one BGM cycle.
[0159] Here, suppose that Navitime (NT) is started by operating the start switch 19 and the winning combination group "BLR" is won. Simultaneously with the operation of the start switch 19, a unique background music is output from the speaker 31. A special sound effect is played in the background music at a predetermined timing indicated by t1.
[0160] In this case, in order to obtain a payout of eight coins, as described above, it is necessary to operate the left stop switch 21L within the period indicated by t2, using the symbol "red 7" on the left reel 13L as a guide.
[0161] On the other hand, in order to display "GOOD" on the LCD display 27 to indicate that the operation timing is correct, one of the stop switches 21L, 21M, and 21R must be operated first during the time when the special sound effect is being played (the period indicated by t1).
[0162] As shown in Figure 15, if the timing when the special sound effect is played (the period indicated by t1) and the timing when the "red 7" symbol on the left reel 13L can be used as a guide (the period indicated by t2) coincide by chance, such as when the previous stop result on the left reel 13L is a "bell 1" in the upper, middle, or lower row of the left reel 13L, then there is an opportunity to achieve both operating the left stop switch 21L using the "red 7" symbol as a guide and first operating one of the stop switches 21L, 21M, or 21R when the special sound effect is played. In other words, it is possible to operate the stop switch in time with the output of the special sound effect to stop the "bell 1," or to operate it when the "bell 1" stops using the "red 7" as a guide so that "GOOD" is displayed.
[0163] On the other hand, as shown in Figure 16, if the timing when the special sound effect is being played (the period indicated by t1) and the timing when the "red 7" symbol on the left reel 13L can be used as a guide (the period indicated by t2) do not match, such as when the previous stop result on the left reel 13L is a case where "bell 1" is not on any of the top, middle, or bottom rows of the left reel 13L, then the player will have no choice but to either operate the left stop switch 21L using the "red 7" symbol as a guide, or operate one of the stop switches 21L, 21M, and 21R when the special sound effect is being played (the period indicated by t1).
[0164] In order to prevent such a problem, it is desirable to allow the player to reset the specific background music that starts to be output when the start switch 19 is operated, at any timing of his / her choice, as shown in FIG.
[0165] Specifically, it is desirable to reset the background music at the timing (period indicated by t2) when the player can see the "red 7" symbol on the left reel 13L, and then, upon the background music being reset, end the current background music cycle before the end of the cycle and start a new cycle of background music (the same background music as before the reset) from the beginning. By doing this, the timing (period indicated by t1) when the special sound effect is played comes at the next timing (within the period t2) when the player can see the "red 7" symbol on the left reel 13L. With this configuration, it is possible to arbitrarily match the timing (period indicated by t1) when the special sound effect is played and the timing (period indicated by t2) when the player can see the "red 7" symbol on the left reel 13L, regardless of the previous winning combination of the left reel 13L.
[0166] Furthermore, as shown in FIG. 18 , it is desirable to reset the background music at a timing (the period indicated by t2) when the player can see the "red 7" symbol on the left reel 13L. When the background music is reset, the currently playing background music is terminated before the end of one cycle, and the reset background music is restarted from the beginning of the cycle. In this case, the reset background music is the same as the background music before the reset, but it is desirable for the special sound effect to start playing immediately after the start of one cycle. By doing so, the special sound effect is played immediately after the reset, and the player does not have to wait for the special sound effect to play, as compared to the case of restarting a new cycle of background music (the same background music before the reset) from the beginning, as shown in FIG. 17 . To prevent the player from assuming that the timing immediately after the background music reset and the reel stop must always be synchronized, for example, a sound such as "timing reset" may be played after the background music reset to let the player know that the reset has occurred, and the player will recognize that the timing is correct when the "red 7" symbol next appears.
[0167] By resetting at a timing of the player's choosing and starting the output of the BGM again, it becomes possible for the player to decide the timing of operating the stop switch for a symbol that requires a precise press, such as the "red 7" symbol and the special sound effect of the BGM, and the timing of operating the stop switch in accordance with the performance at a timing of the player's choosing.
[0168] The resetting means may be the operation of the push button 300, or various other operating means such as a volume control button (not shown) can be selected.
[0169] In the above example, a special sound effect is played during background music, and the stop switch is operated in accordance with the timing of the sound effect. However, the present invention is also applicable to a configuration in which the timing for operating the stop switch is displayed on the liquid crystal display 27, and the stop switch is operated in accordance with the display.
[0170] Furthermore, in the above example, an example was described in which the operation timing (period indicated by t2) of any of the stop switches 21L, 21M, and 21R that was operated first was synchronized with the timing (period indicated by t1) when the special sound effect was being played, but the operation timing of all of the stop switches 21L, 21M, and 21R may also be synchronized with the timing when the special sound effect was being played.
[0171] In addition, in the above example, an example was described in which the timing of operating the stop switch for a pattern that requires a precise press and the timing of operating the stop switch in accordance with the presentation are set to a timing of the player's choosing, but the operation of the stop switch for a pattern that requires a precise press may also be determined to be successful regardless of whether or not it is successful in matching with the presentation. [Explanation of symbols]
[0172] 1... slot machine, 13L, 13M, 13R... reels, 21L, 21M, 21R... stop switches, 100... main control board, 200... sub-control board, 202... performance control means
Claims
1. a display means capable of displaying an image; a plurality of reels each having a plurality of symbols arranged therearound; a stop operation means for stopping the rotation of each of the plurality of reels, and a gaming machine that provides a player with a gaming value according to a symbol combination in a display frame when the plurality of reels have stopped, A role lottery means for drawing lots to win a plurality of roles including a specific role; and a performance control means capable of displaying a performance of winning a specific role on the display means when the specific role is won as a result of the lottery by the role lottery means. An indicator symbol is arranged on a specific reel among the plurality of reels, symbols identical to or similar to the indicator symbols are arranged on reels other than the specific reel among the plurality of reels; The symbol combination constituting the specific combination includes symbols that can be stopped when the stop operation means corresponding to the specific reel is operated in a specific operation mode, The specific operation mode is an operation mode in which the indicator pattern can be stopped within the display frame, The specific winning effect is an effect instructing the indicator pattern to be stopped within the display frame, When the specific combination is won and the stop operation means corresponding to the reels other than the specific reel is operated before the stop operation means corresponding to the specific reel, A symbol identical to or similar to the indicator symbol arranged on a reel other than the specific reel is not stopped within the display frame, The gaming machine is characterized in that the specific role winning presentation is continued until the stop operation means corresponding to the specific reel is operated, and when the stop operation means corresponding to the specific reel is operated, the specific role winning presentation is ended regardless of the operation mode.
2. a reel having a plurality of winning lines, and at least one or more symbols being arranged between a symbol identical to or similar to the indicator symbol arranged on a reel other than the specific reel and a symbol combination constituting the specific combination on the reel other than the specific reel; If you win the specific role, When the stop operation means corresponding to the specific reel is operated before the stop operation means corresponding to the reels other than the specific reel, a symbol combination constituting the specific winning combination is stopped on any one of the plurality of winning lines; 2. The gaming machine according to claim 1, characterized in that when the stop operation means corresponding to a reel other than the specific reel is operated before the stop operation means corresponding to the specific reel, the symbol combination constituting the specific role is stopped on a predetermined winning line among the plurality of winning lines.
Citation Information
Patent Citations
Game machine
JP2001286602A