Gaming machine
The gaming machine uses reels with stop buttons and varying winning modes to enhance player engagement by increasing the frequency of recognizable winning patterns, addressing the issue of declining interest in slot machines.
Patent Information
- Application Number
- JP2025192753
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-12
- Publication Date
- 2026-01-29
AI Technical Summary
There is a need to prevent a decline in interest in gaming machines, particularly slot machines, by enhancing player engagement and the frequency of winning combinations.
The gaming machine incorporates multiple reels with stop buttons, an internal lottery system, and varying winning modes with different probabilities and payouts, including a fourth winning mode where reels stop in a pattern recognizable to the player, increasing the perception of winning opportunities.
This design maintains player interest by increasing the frequency of recognizable winning patterns, thereby enhancing the gaming experience and preventing a decline in engagement.
Smart Images

Figure 2026015468000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Slot machines, which have multiple reels with multiple symbols arranged on the outer periphery, have been known as gaming machines. In slot machines, the reels begin to spin when a game starts, and an internal lottery is held using a lottery table. When the reels stop, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on the multiple reels. If this winning combination results in a win, a process corresponding to the winning combination is carried out, such as a medal payout process that pays out medals (game value) or a replay process that allows the player to play again without consuming any more medals.
[0003] Furthermore, some slot machines are provided with a winning area where multiple types of one-coin combinations can be won in an internal lottery (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2022-132798 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in gaming machines, it is required to prevent a decline in interest in the game.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine in which a decline in interest in the game is suppressed. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A plurality of reels (e.g., reels 20a to 20c) on which a plurality of types of symbols are arranged, A plurality of stop buttons (e.g., stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (for example, an internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (for example, reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A game state control means (for example, a game state control means 49) is provided which transitions the game state between a plurality of game states including a first game state (for example, a general game state) and a second game state (for example, an RBB internal game state) which transitions based on winning a bonus in the first game state, The reel control means is capable of stopping the plurality of reels and displaying a symbol combination indicating a predetermined winning form for each winning combination on an active line; The winning patterns obtained in the internal lottery include the first winning pattern (winning area "batting order plum") The second winning mode (winning area "common plum"), the third winning mode (winning area "1 piece"), and the fourth winning mode (winning area "1 piece plum") are included, In the internal lottery, the probability of winning the second winning mode is lower than the probability of winning the first winning mode, lower than the probability of winning the third winning mode, and lower than the probability of winning the fourth winning mode, The first winning mode is: A winning mode in which the bonus is not won twice in the first gaming state, In a game in which the first winning mode is obtained, if the plurality of stop buttons are operated to stop in a correct operation mode, a first minor role (8-piece role) with a predetermined payout can be won, and if the plurality of stop buttons are operated to stop in an incorrect operation mode different from the correct operation mode, a second minor role (1-piece role) with a payout lower than the predetermined payout can be won. The second winning mode is: A winning mode in which the bonus is not won twice in the first gaming state, In a game in which the second winning mode is obtained, if the plurality of stop buttons are operated to stop a specific reel first, a third minor role (8-piece role) with a higher payout than the second minor role can be won. The third winning mode is: A winning mode in which the bonus is won multiple times in the first gaming state, In a game in which the third winning mode is obtained, if the plurality of stop buttons are operated to stop the specific reel first, a fourth minor role (1-piece role) with a payout lower than that of the third minor role can be won. The fourth winning mode is: A winning mode in which the bonus is won multiple times in the first gaming state, In a game in which the fourth winning mode is obtained, if the plurality of stop buttons are operated to stop the specific reel first, a fifth minor role (1-piece role) with a payout lower than that of the third minor role can be won. The stopping mode of the plurality of reels when the symbol combination showing the winning form of the third minor winning combination is displayed on the effective line, and the stopping mode of the plurality of reels when the symbol combination showing the winning form of the fifth minor winning combination is displayed on the effective line are stopping modes that allow recognition that predetermined symbols have lined up and stopped, The stopping patterns of the multiple reels when a pattern combination indicating the winning form of the second minor prize is displayed on the valid line, and the stopping patterns of the multiple reels when a pattern combination indicating the winning form of the fourth minor prize is displayed on the valid line are stopping patterns in which the predetermined patterns do not stop in a straight line.
[0008] When the stop operation is performed in the operation mode that stops the specific reel first and the game is continued, if the multiple reels frequently stop in a manner that does not result in a predetermined pattern, the player will be less likely to feel that they have won a predetermined winning combination. In other words, there is a risk of a decline in interest in the game. In this invention, when the stop operation is performed in the operation mode that stops the specific reel first, a winning combination with a low payout is won, but a fourth winning combination is provided in which the multiple reels stop in a manner that allows the player to recognize that the predetermined patterns have been lined up. Therefore, when the stop operation is performed in the operation mode that stops the specific reel first and the game is continued, the frequency with which the multiple reels stop in a manner that allows the player to recognize that the predetermined patterns have been lined up can be increased. This increases the player's opportunities to feel that they have won a predetermined winning combination, thereby preventing a decline in interest in the game. [Effects of the Invention]
[0009] According to the present invention, it is possible to prevent a decline in interest in games. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view seen from the front side showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a perspective view showing the internal configuration of the housing. [Figure 3] This is a diagram to explain the receiving tray and the cancel chute, where (a) shows the receiving tray and the cancel chute in close proximity, and (b) shows the receiving tray and the cancel chute in a spaced apart position. [Figure 4] 10A and 10B are diagrams for explaining the cancel chute, where (a) shows the cancel chute from the front, and (b) shows the cancel chute from the rear. [Figure 5] FIG. 2 is a front view of the hopper unit. [Figure 6] FIG. [Figure 7]10A and 10B are diagrams for explaining the cancel chute, in which (a) is a diagram of the cancel chute seen from above, and (b) is a diagram of the cancel chute seen from the left side. [Figure 8] 10A and 10B are diagrams for explaining the cancel chute, in which (a) shows a perspective view of the front member of the cancel chute, and (b) shows only the rear member of the cancel chute. [Figure 9] 10 is a diagram for explaining a cancel shot, showing a first imaginary line. [Figure 10] 10 is a diagram for explaining a cancel shot, showing a second imaginary line. [Figure 11] 10 is a diagram for explaining a cancel shot, showing a third imaginary line. [Figure 12] 10 is a diagram for explaining a cancel shot, showing one end of a first imaginary line. FIG. [Figure 13] 10 is a diagram for explaining a cancel shot, showing the other end of the first imaginary straight line. FIG. [Figure 14] FIG. 10 is a perspective view seen from the front side showing an example of a gaming machine according to a second embodiment of the present invention. [Figure 15] FIG. 2 is a perspective view showing the internal configuration of the housing. [Figure 16] FIG. [Figure 17] FIG. [Figure 18] 10A and 10B are diagrams for explaining the relationship between the reel support portion and the power supply box, where (a) is a diagram of the housing seen from the front, and (b) is a cross-sectional view taken along line CC in (a). [Figure 19] FIG. 10 is a top view of the power supply box and the reel support portion of the first embodiment. [Figure 20] FIG. [Figure 21] 10A and 10B are diagrams for explaining a heat dissipation port provided with a foreign object intrusion prevention portion according to the first embodiment. [Figure 22]10A and 10B are diagrams illustrating modified examples of the relationship between the hole on the rear surface of the housing, the power supply box, and the reel support portion. [Figure 23] FIG. 10 is a perspective view showing an example of a gaming machine according to a third embodiment of the present invention. [Figure 24] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 25] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 26] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 27] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 28] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 29] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 30] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 31] FIG. 10 is a state transition diagram of the game state. [Figure 32] This is a state transition diagram of the game area and presentation state. [Figure 33] FIG. 10 is a diagram showing a case where a symbol combination indicating a winning form of a predetermined minor prize is displayed on an active line. [Figure 34] FIG. 10 is a diagram for explaining the effects that occur when the lever is pressed. [Figure 35] 10A and 10B are diagrams for explaining the effects, where (a) shows the first effect (specific effect) and (b) shows the second effect. [Figure 36] This is a diagram to explain the case where the second effect and another effect are executed in overlapping fashion. [Figure 37] FIG. 11 is a diagram showing a case where the reels stop in a specific stopping pattern in the gaming machine according to the fourth embodiment of the present invention. [Figure 38] FIG. 10 is a diagram for explaining the first effect. [Figure 39]FIG. 10 is a diagram for explaining the second effect. [Figure 40] This figure shows a case where a pattern combination indicating the winning form of a specified minor role is displayed on an active line in a gaming machine according to the fifth embodiment of the present invention, where (a) shows the third minor role and (b) shows the fifth minor role. [Figure 41] FIG. 13 is a state transition diagram of a game section and a presentation state in a gaming machine according to a sixth embodiment of the present invention. [Figure 42] FIG. 10 is a diagram for explaining specific navigation effects. DETAILED DESCRIPTION OF THE INVENTION
[0011] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. Note that, although a slot machine, which is one type of gaming machine, will be described below, the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a pachinko gaming machine or a medalless gaming machine. In addition, in the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "back," "up and down" means that the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." It should be noted that, within the scope of the present invention, the components may be freely combined, or any of the components may be arbitrarily modified, or any of the components may be omitted.
[0012] FIG. 1 is a perspective view showing a slot machine 100. FIG. 2 is a perspective view showing the inside of a cabinet 1 of the slot machine 100. This slot machine 100 has a cabinet (gaming machine cabinet) 1. The cabinet 1 has a top panel 2, a back panel 3, a bottom panel 4, and left and right side panels 5 and 6, and is formed in a box shape with a front opening that opens to the front side of the cabinet 1. The back panel 3 may be thinner than the top panel 2, the bottom panel 4, and the left and right side panels 5 and 6.
[0013] Hereinafter, the underside of the top panel 2, the front side of the back panel 3, the top side of the bottom panel 4, the right side of the left side panel 5, and the left side of the right side panel 6, i.e., the surfaces of the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 facing inward of the housing 1, may be referred to as the "inner surface." Also, the upper surface of the top panel 2, the back side of the back panel 3, the bottom side of the bottom panel 4, the left side of the left side panel 5, and the right side of the right side panel 6, i.e., the surfaces of the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 facing outward of the housing 1, may be referred to as the "outer surface." The housing 1 is made of wood, synthetic resin, metal, or the like. The housing 1 is not limited to being made of a single material. For example, one portion (the top panel 2) may be made of wood, and the other portions (the back panel 3, bottom panel 4, and left and right side panels 5, 6) may be made of resin. Also, for example, the top panel 2 may be made of two types of material (resin and metal).
[0014] A front door 20 is provided on the front side of the cabinet 1, closing and opening the front opening of the cabinet 1. The front door 20 is rotatably connected to the cabinet 1 via a hinge 29, opening and closing the opening of the cabinet 1. The front door 20 may be divided into multiple doors, such as an upper portion (upper door) and a lower portion (lower door). The slot machine 100 may also be a so-called separate cabinet type, in which the upper portion of the front door 20 and the reel unit 14 can be replaced when replacing a model at an amusement parlor, while the cabinet 1, the lower portion of the front door 20, and the power supply unit 10 and hopper unit 11 inside the cabinet 1 remain attached to the gaming parlor's island equipment. When the front door 20 is divided into an upper door and a lower door, the upper door and the lower door can be opened and closed freely relative to the cabinet 1. That is, the upper door is rotatably connected via a hinge 29, opening and closing the upper opening of the cabinet 1. The lower door is rotatably connected via a hinge 29 to open and close the lower opening of the housing 1.
[0015] A flat panel 21 is provided on the upper side of the front door 20. A display device (display means, liquid crystal display) as a presentation device is provided on the back (rear side) of the panel 21. The liquid crystal display displays various images (presentation images) to assist and liven up the game.
[0016] A transparent display window (window portion) 22 is provided in the center of the front door 20. Three reels 15a to 15c (see FIG. 2) are arranged in a horizontal row behind the display window 22. Portions of the reels 15a to 15c can be seen through the display window 22. Multiple types of symbols are arranged in a row along the circumferential direction on the outer periphery of each of the reels 15a to 15c, and when the reels 15a to 15c stop, three consecutive symbols (upper row symbols, middle row symbols, and lower row symbols) per reel are displayed through the display window 22. The display window 22 has upper, middle, and lower rows as display positions for visually viewing the symbols on the reels 15a to 15c, and a winning line is set by combining the display positions of the reels 15a to 15c. In the gaming machine of this embodiment, an active line is formed by the middle of the first reel 15a, the middle of the second reel 15b, and the middle of the third reel 15c.
[0017] In the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to "3," and when the prescribed number of medals is inserted, an active line is activated. When the three reels 15a to 15c stop, the combination of symbols displayed through the display window 22 indicates whether a winning combination has been achieved. In the slot machine 100, when the reels 15a to 15c start to spin at the start of a game, an internal lottery is executed to determine whether any of the winning combinations has been achieved or not (won). When the reels 15a to 15c stop, if a symbol combination corresponding to a winning combination determined by the internal lottery is displayed on an active line, the winning combination is determined to be a winning combination, and a process (winning process) corresponding to the winning combination is executed.
[0018] The front door 20 is provided with lighting devices (lighting means) 24, 25, speakers (sound output means), etc. as performance devices for performing effects (alerts), etc. The lighting device 24 is provided on the upper side of the panel 21 of the front door 20. The lighting devices 25, 25 are provided on both the left and right ends of the front door 20. A decorative member 26 having a luminous or non-luminous three-dimensional shape, including these lighting devices 24, 25, is provided at a predetermined part of the front door 20, and the outer shape of the front side of the gaming machine has projections and recesses. In other words, the gaming machine is decorated with the decorative member 26.
[0019] A plurality of speakers (not shown) are provided on the front door 20, for example, at the top and bottom. The speakers output various sounds (music, background music, sound effects, voice, etc.) to assist and enhance the game. Note that in addition to the liquid crystal display, lighting devices 24, 25, and speakers, movable accessories that can be operated by actuators, etc. may also be provided as performance devices.
[0020] An operation unit 30 for operating the slot machine 100 is provided in the vertical center of the front door 20. The operation unit 30 is provided with a settlement button 60 operated to settle medals (game medals, game media, game value), a start lever 32 operated to start a game, stop buttons 33 (three stop buttons 33a, 33b, 33c) operated to stop the rotation of each of the three reels 15a to 15c, a medal insertion slot 34 for inserting medals, a reject button 70 operated to clear medal jams that occur below the medal insertion slot 34, and a MAX BET button 35 (bet button) operated to bet (invest) credited medals (operated to set the maximum number of bets). Note that, in addition to the MAX BET button 35 (first bet button) operated to bet three medals (the specified number), a 1 BET button (second bet button) operated to bet one medal may also be provided as a bet button. In addition, the front door 20 is provided with a performance button 36 (performance operation unit) that is operated when progressing the performance (changing the mode of the performance), etc.
[0021] The operation unit 30 is also provided with an operation panel 57 that is operated when selecting game effects, etc., and a display unit 58 that displays game information. The operation panel 57 is provided in the approximate center of the width direction (left-right direction) of the operation unit 30, and the display unit 58 is provided to the right of the medal insertion slot 34. The operation panel 57 is provided with, for example, a cross key, a decision button, a cancel button, etc.
[0022] In addition, a payout opening 50 for discharging (sending out) medals from inside the slot machine 100 and a receiving tray 38 capable of collecting medals discharged (paid out) from the payout opening 50 are provided at the bottom of the front door 20. A lower panel 39 for decorating the exterior of the gaming machine is provided between the operation unit 30 and the receiving tray 38. A light source (LED) for illumination is provided on the back side of this lower panel 39, and the light from this light source illuminates the lower panel 39 from behind. The lower panel 39 may be formed to be pushable and serve as an effect operation unit having the same function as an effect button.
[0023] As shown in Fig. 2, a reel unit 14 is provided inside the cabinet 1. The reel unit 14 includes three reels 15a, 15b, and 15c each having a plurality of symbols displayed around its periphery, a drive motor (stepping motor) for rotating the reels 15a to 15c, and the like. Each reel is fixed to the output shaft of the corresponding stepping motor.
[0024] Inside the casing 1, on the top surface of the bottom plate 4, there are provided a power supply unit (power supply means) 10 that supplies power to each component, a hopper unit (medal payout device 11) 11 (payout device) that stores medals and serves as a payout device that pays out the medals, and a cash box 12 into which surplus medals are sent when the medals stored in the medal payout device 11 reach a certain amount. Note that the unit inside the casing 1 in which components such as the power supply unit 10 are arranged may also be referred to as a back box unit. The power supply unit 10 is equipped with a power switch, and when the power switch is turned on, power is supplied from the power supply unit 10 to each component. Note that power may be supplied to some components even when the power supply unit 10 is turned off.
[0025] The front door 20 is provided with a door key cylinder 66, and the front door 20 can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the front door 20 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. In addition, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position.
[0026] When medals are inserted into the medal insertion slot 34, the slot machine 100 sets the inserted medals to an inserted state up to a specified number (specified insertion number). Also, the slot machine 100 is capable of storing (accumulating) up to 50 medals as credits, and when the MAX BET button 35 is operated with medals stored as credits, the stored medals are set to an inserted state up to a specified number.
[0027] In the slot machine 100, when medals are inserted through the medal insertion slot 34 or the MAX BET button 35 is operated to bet a specified number of medals, operation of the start lever 32 is enabled, and the machine is ready to start playing. Furthermore, when the enabled start lever 32 is operated, the game begins. When the game starts, each reel begins to spin, and when the rotation speed of each reel reaches a certain speed and enters a steady state, operation of the stop button 33 is enabled. Furthermore, when the enabled stop button 33 is operated, the rotation of the reel corresponding to the operated stop button 33 stops. When all the reels have stopped, a process is performed in which medals are paid out depending on the game result, or a process is performed in which the machine is ready to start playing again without consuming any more medals, and one round of play is completed.
[0028] A main control board (main control means) and a sub-control board (sub-control means) are provided inside the slot machine 100. The sub-control board may be provided on the rear side of the front door 20. The main control board receives input signals from input means such as the MAX BET button 35, the start lever 32, and the stop button 33, performs various calculations to execute a game, and controls output means such as the reel unit 14 and the hopper unit 11 based on the calculation results. In addition, the sub-control board receives signals (information) sent from the main control board, performs various calculations to execute effects, and controls various effect devices such as the LCD display and speaker based on the calculation results.
[0029] The main control board and the sub-control board are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board to the sub-control board, but information cannot be transmitted from the sub-control board to the main control board. The functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.
[0030] The main control board is provided with a setting change key cylinder (not shown), a setting change button (not shown), etc. The setting change key cylinder and the setting change button may be provided in the power supply unit 10, for example.
[0031] As shown in Fig. 1, a receiving tray 38 and a dispensing opening 50 are provided below the front door 20. Also, as shown in Fig. 3(a), a cancel chute 40 is provided behind the receiving tray 38. Although not shown, a hopper unit 11 (Fig. 2) is disposed behind (on the back side of) the cancel chute 40.
[0032] FIG. 3(b) is a diagram showing a state in which the tray 38 and the cancel chute 40 are separated. The tray 38 is formed in a generally square (rectangular) dish shape that is long in the left-right direction. The tray 38 mainly comprises a bottom 381, an edge (wall) 382 that is formed (standing) so as to surround the bottom 381, and a payout opening 50 formed in the rear edge 382. Note that in this embodiment, the tray 38 has a recessed storage section 383 that can store medals and the like, but the storage section 383 does not have to be provided. In other words, the storage section 383 may not be provided and the bottom 381 may be larger.
[0033] Edge 382 has the function of preventing medals paid out from payout opening 50 from spilling out of tray 38. Edge 382 is made up of a front edge (front wall 382a) provided on the front side of bottom 381, a right edge provided on the right side of bottom 381, a left edge provided on the left side of bottom 381, and a rear edge provided on the rear side of bottom 381. In this embodiment, the height of the front edge (height from bottom 381) is the lowest, but this height is equal to or greater than the diameter of a medal.
[0034] The cancel chute 40 is formed to have a space inside (interior), allowing medals to pass through the inside. The cancel chute 40 functions as a medal passage (guide passage) that guides medals that have entered the interior to the receiving tray 38. In this embodiment, the cancel chute 40 may be referred to as a "medal passage." The cancel chute 40 has multiple openings (described below). In other words, the cancel chute 40 has an entrance section and an exit section for medals. In this embodiment, the cancel chute 40 is made up of two members, a first member (front member) and a second member (rear member) from the front and back, but is not limited to this and may be made up of one member, or two or more members.
[0035] The medal passage (i.e., the cancel chute 40) is required to be shaped to allow medals to flow (pass) smoothly in order to prevent medals from clogging within the passage. However, if the medal passage is shaped in a way that prioritizes the smooth flow of medals in order to prevent medal clogging, it will become easier to commit fraud against the hopper unit 11 located at the rear (reducing fraud prevention capabilities). Furthermore, if the medal passage is shaped in a complex way in order to improve fraud prevention capabilities, it will become difficult to achieve the smooth flow of medals, and furthermore, the complex shape will hinder the installation (positioning) of other components on the front door 20 (reducing the installation space for other components).
[0036] In this embodiment, we will explain the shape of the medal passage that can achieve a good balance between allowing medals to flow smoothly, improving anti-fraud performance, and preventing interference with the installation of other components.
[0037] (Second opening 402) As shown in FIG. 3(b), a second opening 402 (receiving tray side opening) that opens in the front-rear direction is provided at the lower front side of the cancel chute 40. FIG. 4(a) is a view of the cancel chute 40 as seen from the front side. The second opening 402 has a substantially rectangular shape when viewed from the front. As shown in FIG. 3(a), the second opening 402 contacts the payout outlet 50 of the receiving tray 38. Note that "contacting" includes being close to and abutting the payout outlet. The second opening 402 is provided at a position corresponding to (opposing) the payout outlet 50. It can also be said that the second opening 402 and the payout outlet 50 are formed to overlap in the front-rear direction. The second opening 402 is an outlet for medals from the cancel chute 40.
[0038] The cancel chute 40 is located between the receiving tray 38 and the medal payout device 11 (Figure 2) in the front-to-back direction, and is capable of guiding medals sent out from the medal payout device 11 to the receiving tray 38 (details will be described later).
[0039] FIG. 5 is a view of the medal payout device 11 (hopper) as seen from the front side. A medal payout section 111 (payout section, launch port section) is provided on the front side (front face side) of the medal payout device 11. The medal payout section 111 is formed to allow medals to pass through, and medals are sent out (launched) from the medal payout section 111 when, for example, a small winning combination is achieved or when the settlement button 60 is pressed with credited medals present. The opening of the medal payout section 111 is approximately rectangular and slopes diagonally downward to the right when viewed from the front.
[0040] A peripheral wall 112 is provided around the medal payout unit 111. The peripheral wall 112 is a portion (wall portion) of the front surface of the medal payout device 11 within a predetermined range around the medal payout unit 111. The predetermined range is a range that includes at least the range facing the first opening 401 (opening area of the first opening 401) described below (for example, the range inside the dashed line Q in Figure 5). The peripheral wall 112 is a surface that is perpendicular or approximately perpendicular to the front-to-rear direction.
[0041] (First opening 401) FIG. 4(b) is a view of the cancel chute 40 as seen from the rear side (back side). A first opening 401 (hopper-side opening) that opens in the front-to-rear direction is provided on the rear side of the cancel chute 40. The first opening 401 is roughly rectangular and slopes downward to the left when viewed from the rear (and downward to the right when viewed from the front). When the front door 20 is closed, the first opening 401 contacts the medal payout section 111 of the medal payout device 11. Note that contact includes being close to and abutting.
[0042] When the front door 20 is closed, the first opening 401 and the medal payout unit 111 face each other. The opening size of the first opening 401 is larger than that of the medal payout unit 111. The first opening 401 is provided in a position corresponding to (facing) the medal payout unit 111. It can also be said that the first opening 401 and the medal payout unit 111 are formed to overlap in the front-to-rear direction. The first opening 401 serves as an entrance (first entrance) for medals to the cancel chute 40.
[0043] Figure 6 is a view of the front door 20 (lower door) as seen from the rear side. A medal selector (selector) 90 is provided below the medal insertion slot 34 (Figure 1) on the front door 20. The medal selector 90 is provided above the cancel chute 40. The medal selector 90 has the function of sorting medals inserted through the medal insertion slot 34. For example, if the inserted medal is not a legitimate medal or if the timing of inserting the medal is not appropriate, the medal selector 90 will guide the inserted medal downward to the cancel chute 40 (allowing the medal to fall toward the cancel chute 40 downward).
[0044] (Third opening 403) Figure 7(a) is a view of the cancel chute 40 as seen from above. A third opening 403 (selector-side opening) is provided on the upper side (upper right side) of the cancel chute 40. The third opening 403 is open in the vertical direction. The third opening 403 is in contact with the lower end of the medal selector 90. Note that "in contact" includes being close to the medal selector 90 and being in contact with the medal selector 90. The third opening 403 is approximately rectangular in shape. The third opening 403 serves as an entrance (second entrance) for medals into the cancel chute 40.
[0045] (Positional relationship of each opening) 7(b) is a view (left side view) of the cancel chute 40 as seen from the left side. The first opening 401 and the second opening 402 are provided at different heights (shifted heights) in the vertical direction. The first opening 401 is provided above the second opening 402. The third opening 403 and the second opening 402 are provided at different heights in the up-down direction. The third opening 403 is provided above the second opening 402. The first opening 401 and the third opening 403 are provided at different heights in the up-down direction. The third opening 403 is provided above the first opening 401.
[0046] Medals fired from the medal payout unit 111 of the medal payout device 11 enter the interior of the cancel chute 40 (medal passage) through the first opening 401. The cancel chute 40 then leads (guides) the medals that have entered the interior through the first opening 401 forward. The medals that have entered the interior of the cancel chute 40 through the first opening 401 pass through (flow down, slide) the interior of the cancel chute 40 and exit the cancel chute 40 through the second opening 402.
[0047] Furthermore, medals sent out from the medal selector 90 (that have passed through the medal selector 90) enter the interior of the cancel chute 40 via the third opening 403. The cancel chute 40 then leads (guides) the medals that have entered the interior through the third opening 403 downward. The medals that have entered the interior of the cancel chute 40 from the third opening 403 pass through the interior of the cancel chute 40 and exit the cancel chute 40 from the second opening 402.
[0048] FIG. 8(a) is a view of the cancel chute 40 as seen from the front, with the components that make up the front side of the cancel chute 40 seen through (transparent). The first opening 401 and the second opening 402 are provided at different positions (offset positions) in the left-right direction. The first opening 401 is provided to the left of the second opening 402. Furthermore, the third opening 403 and the second opening 402 are provided at different positions (offset positions) in the left-right direction. The third opening 403 is provided to the right of the second opening 402. Furthermore, the first opening 401 and the third opening 403 are provided at different positions (offset positions) in the left-right direction.
[0049] In this embodiment, the left end of first opening 401 is located to the left of the left end of second opening 402, but the right end of first opening 401 is located between the left end of second opening 402 and the right end of second opening 402. When viewed from the front, the amount of misalignment between first opening 401 and second opening 402 in the left-right direction is relatively small, but the amount of misalignment in the up-down direction (height direction) is relatively large, so there is no overlapping area (overlapping portion) when viewed from the front. In this embodiment, first opening 401 and second opening 402 are provided in positions where they do not overlap when viewed from the front.
[0050] The left end of the third opening 403 is located to the right of the right end of the second opening 402. The third opening 403 and the second opening 402 are relatively largely offset in the left-right and up-down directions (height direction), and there is no overlapping area (overlapping portion) when viewed from the front. The third opening 403 and the second opening 402 have different opening directions (opening orientations). In this embodiment, the third opening 403 and the second opening 402 are located at positions where they do not overlap when viewed from the front.
[0051] The first opening 401 and the third opening 403 are offset relatively widely in the left-right and up-down directions (height direction), and there is no overlapping area (overlapping portion) when viewed from the front. The first opening 401 and the third opening 403 have different opening directions (opening orientations). In this embodiment, the first opening 401 and the third opening 403 are provided in positions where they do not overlap when viewed from the front.
[0052] 8(b) is a diagram showing only the components that make up the rear side of the cancel chute 40. The inner surface of the cancel chute 40 (the surface that makes up the medal passage) includes a first inclined surface 411, a second inclined surface 412, and a third inclined surface 413.
[0053] The first inclined surface 411 is a surface that slopes downward in the left-right direction (a surface that slopes downward to the right). The first inclined surface 411 is formed so that it can come into contact with a medal that has entered through the first opening 401, and when a medal comes into contact with it, the first inclined surface 411 guides the medal to the lower right (second inclined surface 412).
[0054] The third inclined surface 413 is a surface that slopes downward in the left-right direction (a surface that slopes downward to the left). The third inclined surface 413 is formed so that it can come into contact with a medal that has entered through the third opening 403, and when a medal comes into contact with it, it guides the medal to the lower left (second inclined surface 412).
[0055] The second inclined surface 412 is provided below the first inclined surface 411 and the third inclined surface 413. The second inclined surface 412 is inclined downward in the front-rear direction. In this embodiment, the second inclined surface 412 is made up of two inclined surfaces with different gradients (inclinations), and the inclination (inclination with respect to the horizontal plane) of the inclined surface on the front side is greater than the inclined surface on the rear side.
[0056] Second inclined surface 412 is formed so as to come into contact with medals falling from above, and guides the medals that come into contact with it forward (i.e., toward second opening 402). Second inclined surface 412 is formed so as to continue to second opening 402, and medals that have traveled down the slope and reached second opening 402 are discharged from second opening 402 to the outside (i.e., toward tray 38).
[0057] Here, the medal passage from the first opening 401 to the second opening 402 (connecting the first opening 401 and the second opening 402) is referred to as the first passage F1, and the medal passage from the third opening 403 to the second opening 402 (connecting the third opening 403 and the second opening 402) is referred to as the second passage F2.
[0058] The first passage F1 has a shape that allows the direction in which the medals move (traveling direction) to be changed. It can also be said that the first passage F1 has at least one curved portion (bent portion). In other words, the first passage F1 is crank-shaped. The second passage F2 has a shape that allows the direction in which the medals move (traveling direction) to be changed. It can also be said that the second passage F2 has at least one bent portion (curved portion). In other words, the second passage F2 is crank-shaped.
[0059] The first passage F1 leading from the first opening 401 to the second opening 402 is a passage that proceeds from the rear to the front, turns at a bend (first bend) to proceed to the right (lower right side), and then turns at the next bend (second bend) to proceed to the front (lower front side), as shown by the arrow F1. A medal launched from the rear to the front through the first opening 401 may collide with the flat front surface of the passage (the surface marked with the symbol P in FIG. 12). A metal plate (buffer member) may be arranged on the front surface with which the medal collides to cushion the impact of the medal collision. In other words, a portion (of the inner surface) of the medal passage may be formed from a metal plate. By arranging a metal plate, it is possible to prevent the inner surface of the passage from being deformed or damaged by the impact of the medal. The metal plate may be, for example, a stainless steel plate with a thickness of approximately 0.4 mm. Note that rubber (elastic material) may be used as the buffer member instead of a metal plate. In the above description, it has been described that a medal launched from the rear to the front collides with a flat front surface within the passageway, but this is not limiting, and the medal may also collide with a curved front surface within the passageway. In other words, the front surface may be curved. A curved surface may be, for example, a shape that is concave (recessed) toward the front. When the front surface that the medal collides with is curved, the impact of the medal collision is mitigated compared to when it is flat. This allows the medal to be guided more smoothly into the tray 38.
[0060] The second passage F2, which runs from the third opening 403 to the second opening 402, is a passage that, as shown by the arrow F2, proceeds from top to bottom, turns at a bend (third bend) to proceed to the left (lower left), and then turns at the next bend (second bend) to proceed forward (lower front).
[0061] The passage from the third opening 403 to the first opening 401 is referred to as a third passage F3. Although not shown, the third passage F3 has at least one bend, similar to the first passage F1 and the second passage F2.
[0062] If the first passage F1 and the second passage F2 were not shaped to change the direction in which the medals travel but were straight (without any curved sections), it would be easy for a player to insert a tool (rod-shaped member) or the like to commit fraud (pranks). In this embodiment, as described above, the first passage F1 and the second passage F2 are shaped to change the direction in which the medals travel (because they have curved sections), making it difficult for a player to insert a tool (member) or the like. This improves anti-fraud performance. Note that improving anti-fraud performance includes reducing the risk of components being damaged by the insertion of a tool or the like.
[0063] Here, as shown in FIG. 9, a virtual line that passes through (goes through) the first opening 401 and the second opening 402 is defined as a first virtual line X. In this embodiment, it is possible to draw (draw) the first virtual line X without it coming into contact with the inner surface of the medal passage (first passage F1). In other words, the first virtual line X is a line that can be drawn without coming into contact with the inner surface of the medal passage. In further other words, it is possible to connect the first opening 401 and the second opening 402 with a line (first virtual line X) that does not come into contact with the inner surface of the medal passage. With this configuration, the medal passage (first passage F1) has a shape (a shape with a linearly communicating space) that makes it possible to draw the first imaginary straight line X without contacting the inner surface of the medal passage, thereby enabling smooth passage (payout) of medals. Also, compared to a medal passage (first passage) with a shape so complex that it is impossible to draw the first imaginary straight line X, this is a simpler shape, and therefore it is possible to prevent it from interfering with the installation of other components.
[0064] As shown in FIG. 10, a virtual line that passes through (goes through) the first opening 401 and the third opening 403 is referred to as a third virtual line Z. In this embodiment, it is impossible to draw (draw) the third virtual line Z without it coming into contact with the inner surface of the medal passage (third passage F3). In other words, the third virtual line Z is a line that cannot be drawn without coming into contact with the inner surface of the medal passage. In further other words, it is not possible to connect the first opening 401 and the third opening 403 with a line (third virtual line Z) that does not come into contact with the inner surface of the medal passage. It can also be said that the third virtual line Z comes into contact with the inner surface of the medal passage (the inner surface of the medal passage exists on this line). According to this configuration, the medal passage (third passage F3) is shaped in such a way that the third imaginary line Z cannot be drawn, so it is difficult to insert a tool (rod-shaped member) or the like through the third opening 403 to access the first opening 401 (medal payout section 111). This improves fraud prevention capabilities. Furthermore, since the shape of the cancel chute 40 does not allow the third virtual straight line Z to be drawn (because it is not linear), irregular movement of medals that enter the cancel chute 40 from the third opening 403 and flow down toward the first opening 401 can be prevented.
[0065] As shown in FIG. 11, a virtual line that passes through (goes through) the second opening 402 and the third opening 403 is defined as the second virtual line Y. In this embodiment, it is impossible to draw (draw) the second virtual line Y without it coming into contact with the inner surface of the medal passage (second passage F2). In other words, the second virtual line Y is a line that cannot be drawn without coming into contact with the inner surface of the medal passage. In further other words, it is not possible to connect the second opening 402 and the third opening 403 with a line (second virtual line Y) that does not come into contact with the inner surface of the medal passage. It can also be said that the second virtual line Y comes into contact with the inner surface of the medal passage (the inner surface of the medal passage exists on this line). According to this configuration, the medal passage (second passage F2) is shaped in such a way that the second virtual straight line Y cannot be drawn, making it difficult to insert a tool (rod-shaped member) or the like through the second opening 402 to access the third opening 403 (medal selector 90). This improves fraud prevention capabilities.
[0066] In this embodiment, medals pass through the first passage F1 more frequently than through the second passage F2. The first passage F1 has a shape that allows the first imaginary line X to be drawn, taking into account the high frequency of medals passing through it, while strengthening fraud prevention measures, and realizing smooth medal passage. On the other hand, the second passage F2 has a shape that makes it impossible to draw the second imaginary line Y, as medals pass through it less frequently, and therefore has stronger fraud prevention measures.
[0067] 12, the front end (near side) of the first imaginary straight line X is defined as one end X1 (one end). The first imaginary straight line X can be drawn so that the one end X1 comes into contact with the bottom 381 of the tray 38 without coming into contact with the front edge (front wall 382a) of the tray 38. In other words, the first imaginary straight line X is a line that can come into contact with the bottom 381 of the tray 38 without coming into contact with the front wall 382a of the tray 38. According to this configuration, one end X1 contacts the bottom 381 instead of the front wall 382a, so that medals passing through the medal passage contact the bottom 381 instead of the front wall 382a. This makes it possible to more reliably prevent medals from climbing over the front wall 382a and spilling out of the tray 38. Furthermore, when one end X1 comes into contact with the bottom 381 (when X1 is temporarily positioned further back) than when it comes into contact with the front wall 382a, the bottom 381 becomes an obstacle, making it more difficult to insert a tool (rod-shaped member) or the like into the first passage from the front side. This can improve anti-fraud performance.
[0068] As shown in Figure 13, the rear end (deeper side) of the first imaginary straight line X is the other end X2 (other end). The first imaginary straight line X can be drawn so that the other end X2 comes into contact with the peripheral wall 112 (Figure 5) without coming into contact with the medal payout section 111 of the medal payout device 11. In other words, the first imaginary straight line X is a line that can come into contact with the peripheral wall 112 without coming into contact with the medal payout section 111 of the medal payout device 11. With this configuration, the other end X2 comes into contact with the peripheral wall 112 instead of the medal payout section 111, so even if an implement (rod-shaped member) or the like is inserted into the first passage F1, it is difficult for the tip of the implement to come into contact with (access) the medal payout section 111 (or for the tip of the implement to be inserted into) the medal payout section 111. This further improves fraud prevention capabilities.
[0069] (Component G) Here, a rod-shaped member having a predetermined diameter (for example, about 5 mm) and a predetermined length is defined as member G. The predetermined length is, for example, a length longer than the linear distance from third opening 403 to second opening 402.
[0070] When the front door 20 is open and a component G is inserted into the first opening 401 from the rear side, the component G can be inserted into the first passage F1 without coming into contact with the inner surface of the first passage F1, and the tip of the component G coming out of the second opening 402 comes into contact with the bottom 381 of the receiving tray 38. Furthermore, when the front door 20 is closed and the receiving tray 38 is not present, if a member G is inserted into the second opening 402, the member G can be inserted into the first passage F1 without coming into contact with the inner surface of the first passage F1, and the tip of the member G protruding from the first opening 401 comes into contact with the peripheral wall 112 of the medal payout device 11. In reality, however, it is difficult to insert the member G into the first passage F1 from the front side because the presence of the receiving tray 38 acts as an obstacle.
[0071] Furthermore, when the front door 20 is open and the member G is inserted into the third opening 403 on the rear side, the tip of the member G cannot be taken out of the second opening 402. In other words, the member G cannot be inserted into the second passage F2. Furthermore, when the front door 20 is closed and the tray 38 is not present, if the member G is inserted into the second opening 402, the tip of the member G cannot be ejected from the third opening 403. In other words, the member G cannot be inserted into the second passage F2. Furthermore, when the front door 20 is open and the member G is inserted into the third opening 403 on the rear side, the tip of the member G cannot be protruded from the first opening 401. In other words, the member G cannot be inserted into the third passage F3.
[0072] In this embodiment, when the front door 20 is open and one tries to view (look into) the second opening 402 (tray-side opening) from the first opening 401 (hopper-side opening), the bottom 381 of the tray 38 is visible, and the front wall 382a of the tray 38 is visible, but the upper end of the front wall 382a is not visible. Also, when the front door 20 is open and one tries to view the second opening 402 (tray-side opening) from the first opening 401 (hopper-side opening), the bottom 381 of the tray 38 is visible, but the front wall 382a may not be visible. This allows for smooth passage of gaming value. As a variant, when the front door 20 is open and an attempt is made to view the second opening 402 (receiving tray side opening) from the first opening 401 (hopper side opening), neither the bottom 381 nor the front wall 382a of the receiving tray 38 may be visible.
[0073] The gaming machine of this embodiment is A gaming machine having a cabinet (for example, cabinet 1) and a front door (for example, front door 20), The housing includes a hopper (e.g., a hopper unit 11), The front door is provided with a receiving tray (e.g., a receiving tray 38) and a guide passage (e.g., a cancel chute 40), The hopper includes a launch port (e.g., a medal payout port 111) from which game value is launched, and a peripheral wall portion (e.g., a peripheral wall portion 112) of the launch port, The tray includes a bottom (e.g., bottom 381) and a front wall (e.g., front wall 382a) provided on the front side of the bottom, The guide passage has a hopper-side opening (e.g., a first opening 401) and a tray-side opening (e.g., a second opening 402), If the passage from the hopper-side opening to the tray-side opening is a first passage (for example, a first passage F1), The first passage is capable of guiding the game value shot from the shot port portion to the tray, The first passage has a shape that can change the direction in which the game value advances, If a virtual line passing through the hopper-side opening and the tray-side opening is a first virtual line (for example, a first virtual line X), The first imaginary straight line is a line that can be drawn without contacting the inner surface of the first passage. With this configuration, the first passage is shaped to change the direction in which the game value advances, making it difficult for players to insert devices, etc. This improves fraud prevention capabilities. In other words, it reduces the risk of parts being damaged by the insertion of devices, etc. In addition, the first passage is capable of drawing the first virtual straight line without contacting the inner surface of the first passage. This allows for smooth passage of the gaming value. Furthermore, the first passage has a simpler shape than when the first passage is so complex that the first virtual straight line cannot be drawn. This prevents the passage from interfering with the installation of other components.
[0074] In addition, in the gaming machine of this embodiment, The first imaginary straight line is a line that can be depicted so that one end (for example, one end X1) contacts the bottom portion and the other end (for example, other end X2) contacts the peripheral wall portion. With this configuration, the gaming coins that pass through the guide passage come into contact with the bottom, not the front wall. This more reliably prevents the gaming coins from climbing over the front wall and spilling out of the tray. Furthermore, because the bottom acts as an obstacle, it becomes more difficult to insert a tool or the like into the first passage from the front side. This further improves fraud prevention capabilities. Furthermore, even if an implement or the like is inserted into the first passage, its tip will contact the surrounding wall, not the launch port. This makes it difficult for the tip to contact the launch port (to access the launch port) (to be inserted into the launch port), further improving anti-tamper performance.
[0075] In addition, the gaming machine of this embodiment has The front door further includes a selector (e.g., a medal selector 90), The guide passage further includes a selector-side opening (e.g., a third opening 403), If the passage from the selector-side opening to the tray-side opening is a second passage (for example, second passage F2), the second passage is capable of guiding the gaming value sent from the selector to the receiving tray; The second passage has a shape that can change the direction in which the game value advances, If a virtual line passing through the tray-side opening and the selector-side opening is a second virtual line (for example, a second virtual line Y), The second imaginary straight line is a line that cannot be drawn without contacting the inner surface of the second passage. With this configuration, the second passage cannot draw the second imaginary line without contacting the inner surface of the second passage. This makes it difficult to insert an implement or the like through the tray-side opening to access the selector-side opening (selector). This improves fraud prevention capabilities.
[0076] In addition, in the gaming machine of this embodiment, A passage from the selector-side opening to the hopper-side opening is designated as a third passage (for example, a third passage F3), If a virtual line passing through the selector-side opening and the hopper-side opening is a third virtual line (for example, a third virtual line Z), The third imaginary straight line is a line that cannot be drawn without contacting the inner surface of the third passage. With this configuration, the third passage cannot draw the third imaginary line without contacting the inner surface of the third passage. This makes it difficult to insert a tool or the like through the selector-side opening to access the hopper-side opening (launch port). This improves fraud prevention capabilities. In addition, the third passage is shaped so that the third virtual straight line cannot be drawn (it is not linear), so that irregular movement of the game value that enters the guide passage from the selector side opening and flows down toward the hopper side opening can be prevented.
[0077] (Second embodiment) Next, a second embodiment of the present invention will be described with reference to the drawings. Note that, although a slot machine, which is one type of gaming machine, will be described below, the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a pachinko gaming machine or a medalless gaming machine. In addition, in the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "back," "up and down" means that the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." It should be noted that, within the scope of the present invention, the components may be freely combined, or any of the components may be arbitrarily modified, or any of the components may be omitted.
[0078] FIG. 14 is a perspective view showing a slot machine 100. FIG. 15 is a perspective view showing the inside of a cabinet 1 of the slot machine 100. This slot machine 100 has a cabinet (gaming machine cabinet) 1. The cabinet 1 has a top panel 2, a back panel 3, a bottom panel 4, and left and right side panels 5 and 6, and is formed in a box shape with a front opening that opens to the front side of the cabinet 1. The back panel 3 may be thinner than the top panel 2, the bottom panel 4, and the left and right side panels 5 and 6.
[0079] Hereinafter, the underside of the top panel 2, the front side of the back panel 3, the top side of the bottom panel 4, the right side of the left side panel 5, and the left side of the right side panel 6, i.e., the surfaces of the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 facing inward of the housing 1, may be referred to as the "inner surface." Also, the upper surface of the top panel 2, the back side of the back panel 3, the bottom side of the bottom panel 4, the left side of the left side panel 5, and the right side of the right side panel 6, i.e., the surfaces of the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 facing outward of the housing 1, may be referred to as the "outer surface." The housing 1 is made of wood, synthetic resin, metal, or the like. The housing 1 is not limited to being made of a single material. For example, one portion (the top panel 2) may be made of wood, and the other portions (the back panel 3, bottom panel 4, and left and right side panels 5, 6) may be made of resin. Also, for example, the top panel 2 may be made of two types of material (resin and metal).
[0080] A front door 20 is provided on the front side of the cabinet 1, closing and opening the front opening of the cabinet 1. The front door 20 is rotatably connected to the cabinet 1 via a hinge 29, opening and closing the opening of the cabinet 1. The front door 20 may be divided into multiple doors, such as an upper portion (upper door) and a lower portion (lower door). The slot machine 100 may also be a so-called separate cabinet type, in which the upper portion of the front door 20 and the reel unit 14 can be replaced when replacing a model at an amusement parlor, while the cabinet 1, the lower portion of the front door 20, and the power supply unit 10 and hopper unit 11 inside the cabinet 1 remain attached to the gaming parlor's island equipment. When the front door 20 is divided into an upper door and a lower door, the upper door and the lower door can be opened and closed freely relative to the cabinet 1. That is, the upper door is rotatably connected via a hinge 29, opening and closing the upper opening of the cabinet 1. The lower door is rotatably connected via a hinge 29 to open and close the lower opening of the housing 1.
[0081] A flat panel 21 is provided on the upper side of the front door 20. A display device (display means, liquid crystal display) as a presentation device is provided on the back (rear side) of the panel 21. The liquid crystal display displays various images (presentation images) to assist and liven up the game.
[0082] A transparent display window (window portion) 22 is provided in the center of the front door 20. Three reels 15a to 15c (see FIG. 15) are arranged in a horizontal row behind the display window 22. Portions of the reels 15a to 15c can be seen through the display window 22. Multiple types of symbols are arranged in a row along the circumferential direction on the outer periphery of each of the reels 15a to 15c, and when the reels 15a to 15c stop, three consecutive symbols (upper row symbols, middle row symbols, and lower row symbols) per reel are displayed through the display window 22. The display window 22 has upper, middle, and lower rows as display positions for visually viewing the symbols on the reels 15a to 15c, and a winning line is set by combining the display positions of the reels 15a to 15c. In the gaming machine of this embodiment, an active line is formed by the middle of the first reel 15a, the middle of the second reel 15b, and the middle of the third reel 15c.
[0083] In the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to "3," and when the prescribed number of medals is inserted, an active line is activated. When the three reels 15a to 15c stop, the combination of symbols displayed through the display window 22 indicates whether a winning combination has been achieved. In the slot machine 100, when the reels 15a to 15c start to spin at the start of a game, an internal lottery is executed to determine whether any of the winning combinations has been achieved or not (won). When the reels 15a to 15c stop, if a symbol combination corresponding to a winning combination determined by the internal lottery is displayed on an active line, the winning combination is determined to be a winning combination, and a process (winning process) corresponding to the winning combination is executed.
[0084] The front door 20 is provided with lighting devices (lighting means) 24, 25, speakers (sound output means), etc. as performance devices for performing effects (alerts), etc. The lighting device 24 is provided on the upper side of the panel 21 of the front door 20. The lighting devices 25, 25 are provided on both the left and right ends of the front door 20. A decorative member 26 having a luminous or non-luminous three-dimensional shape, including these lighting devices 24, 25, is provided at a predetermined part of the front door 20, and the outer shape of the front side of the gaming machine has projections and recesses. In other words, the gaming machine is decorated with the decorative member 26.
[0085] A plurality of speakers (not shown) are provided on the front door 20, for example, at the top and bottom. The speakers output various sounds (music, background music, sound effects, voice, etc.) to assist and enhance the game. Note that in addition to the liquid crystal display, lighting devices 24, 25, and speakers, movable accessories that can be operated by actuators, etc. may also be provided as performance devices.
[0086] An operation unit 30 for operating the slot machine 100 is provided in the vertical center of the front door 20. The operation unit 30 is provided with a settlement button 60 operated to settle medals (game medals, game media, game value), a start lever 32 operated to start a game, stop buttons 33 (three stop buttons 33a, 33b, 33c) operated to stop the rotation of each of the three reels 15a to 15c, a medal insertion slot 34 for inserting medals, a reject button 70 operated to clear medal jams that occur below the medal insertion slot 34, and a MAX BET button 35 (bet button) operated to bet (invest) credited medals (operated to set the maximum number of bets). Note that, in addition to the MAX BET button 35 (first bet button) operated to bet three medals (the specified number), a 1 BET button (second bet button) operated to bet one medal may also be provided as a bet button. In addition, the front door 20 is provided with a performance button 36 (performance operation unit) that is operated when progressing the performance (changing the mode of the performance), etc.
[0087] The operation unit 30 is also provided with an operation panel 57 that is operated when selecting game effects, etc., and a display unit 58 that displays game information. The operation panel 57 is provided in the approximate center of the width direction (left-right direction) of the operation unit 30, and the display unit 58 is provided to the right of the medal insertion slot 34. The operation panel 57 is provided with, for example, a cross key, a decision button, a cancel button, etc.
[0088] In addition, a payout opening 50 for discharging (sending out) medals from inside the slot machine 100 and a receiving tray 38 capable of collecting medals discharged (paid out) from the payout opening 50 are provided at the bottom of the front door 20. A lower panel 39 for decorating the exterior of the gaming machine is provided between the operation unit 30 and the receiving tray 38. A light source (LED) for illumination is provided on the back side of this lower panel 39, and the light from this light source illuminates the lower panel 39 from behind. The lower panel 39 may be formed to be pushable and serve as an effect operation unit having the same function as an effect button.
[0089] As shown in Fig. 15, a reel unit 14 is provided inside the cabinet 1. The reel unit 14 includes three reels 15a, 15b, and 15c each having a plurality of symbols displayed around its periphery, a drive motor (stepping motor) for rotating the reels 15a to 15c, and the like. Each reel is fixed to the output shaft of the corresponding stepping motor.
[0090] Inside the casing 1, on the top surface of the bottom plate 4, there are provided a power supply unit (power supply means) 10 that supplies power to each component, a hopper unit (medal payout device 11) 11 (payout device) that stores medals and serves as a payout device that pays out the medals, and a cash box 12 into which surplus medals are sent when the medals stored in the medal payout device 11 reach a certain amount. Note that the unit inside the casing 1 in which components such as the power supply unit 10 are arranged may also be referred to as a back box unit. The power supply unit 10 is equipped with a power switch, and when the power switch is turned on, power is supplied from the power supply unit 10 to each component. Note that power may be supplied to some components even when the power supply unit 10 is turned off.
[0091] The front door 20 is provided with a door key cylinder 66, and the front door 20 can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the front door 20 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. In addition, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position.
[0092] When medals are inserted into the medal insertion slot 34, the slot machine 100 sets the inserted medals to an inserted state up to a specified number (specified insertion number). Also, the slot machine 100 is capable of storing (accumulating) up to 50 medals as credits, and when the MAX BET button 35 is operated with medals stored as credits, the stored medals are set to an inserted state up to a specified number.
[0093] In the slot machine 100, when medals are inserted through the medal insertion slot 34 or the MAX BET button 35 is operated to bet a specified number of medals, operation of the start lever 32 is enabled, and the machine is ready to start playing. Furthermore, when the enabled start lever 32 is operated, the game begins. When the game starts, each reel begins to spin, and when the rotation speed of each reel reaches a certain speed and enters a steady state, operation of the stop button 33 is enabled. Furthermore, when the enabled stop button 33 is operated, the rotation of the reel corresponding to the operated stop button 33 stops. When all the reels have stopped, a process is performed in which medals are paid out depending on the game result, or a process is performed in which the machine is ready to start playing again without consuming any more medals, and one round of play is completed.
[0094] A main control board (main control means) and a sub-control board (sub-control means) are provided inside the slot machine 100. The sub-control board may be provided on the rear side of the front door 20. The main control board receives input signals from input means such as the MAX BET button 35, the start lever 32, and the stop button 33, performs various calculations to execute a game, and controls output means such as the reel unit 14 and the hopper unit 11 based on the calculation results. In addition, the sub-control board receives signals (information) sent from the main control board, performs various calculations to execute effects, and controls various effect devices such as the LCD display and speaker based on the calculation results.
[0095] The main control board and the sub-control board are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board to the sub-control board, but information cannot be transmitted from the sub-control board to the main control board. The functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.
[0096] The main control board is provided with a setting change key cylinder (not shown), a setting change button (not shown), etc. The setting change key cylinder and the setting change button may be provided in the power supply unit 10, for example.
[0097] As shown in Figure 15, the power supply unit 10 is provided at the rear left side (side panel 5 side) in the lower part inside the housing 1. The power supply unit 10 is formed in the shape of a rectangular parallelepiped box, and is longer in the depth direction (front-to-back direction) than in the width direction (left-to-right direction). Hereinafter, the top surface of the power supply unit 10 will be referred to as the top surface 10a.
[0098] FIG. 16 is a perspective view of the power supply unit 10. The power supply unit 10 includes a power supply board (not shown) on which multiple components are arranged, a power supply case 91 that covers the power supply board, a power switch (not shown) that can turn the power supply (power supply board) on and off, a power switch cover 92 that covers the power switch and is provided so as to be openable and closable, a front panel 93, and a connector 94. In this embodiment, the connector 94 includes a first connector 94a and a second connector 94b. The power supply unit 10 including the power supply board can be referred to as a board unit. A power cable (not shown) is connected to the power supply unit 10, and the power cable is connected to an outlet that supplies commercial power (AC 100V). The power supply board generates DC power (e.g., 5V, 12V, 24V, etc.) from power sent from outside the gaming machine via the power cable, and supplies power to each component of the gaming machine.
[0099] In this embodiment, the power supply case 91 is made of metal. A plurality of heat dissipation vents 95 (heat dissipation holes) are provided at predetermined intervals on the top surface 10a of the power supply case 91. In this embodiment, the heat dissipation vents 95 are elongated holes (slots) that are long in the front-to-rear direction. The shape of the heat dissipation vents 95 may be substantially rectangular or substantially elliptical. Furthermore, the heat dissipation vents 95 may be elongated in the left-to-right direction instead of in the front-to-rear direction.
[0100] The heat dissipation ports 95 are provided to release heat generated inside the power supply unit 10 (to achieve a heat dissipation effect). Therefore, the more heat dissipation ports 95 are provided, the higher the heat dissipation effect can be. Furthermore, heat dissipation efficiency can be improved by providing the heat dissipation ports 95 on the top surface 10a of the power supply unit 10 rather than on the side surfaces of the power supply unit 10.
[0101] An opening is provided on the top surface 10a of the power supply unit 10 to expose the connector 94. Although not shown in the figure, a mating connector is connected to the connector 94.
[0102] As shown in Fig. 15, a plate-shaped reel support portion 13 (center base, middle plate, sheet metal member) is provided in approximately the center in the vertical direction inside the casing 1. The reel support portion 13 is fixed to the inner surface of the casing 1 (the inner surface of the side plate) by screwing or the like. A reel unit 14 is disposed (placed) on the reel support portion 13. In other words, the reel support portion 13 supports the reel unit 14. The reel support portion 13 is formed of, for example, metal.
[0103] FIG. 17 is a diagram showing the reel support portion 13 (support portion). At least a portion of the reel support portion 13 is hollowed out (removed). In other words, the reel support portion 13 has at least one hollow portion that penetrates in the vertical direction. The hollow portion may be a hole (through-hole) or a notch. By providing the hollow portion while ensuring rigidity, it is possible to reduce the weight and cost of the reel support portion 13.
[0104] In this embodiment, at least one cutout is provided above (the top surface 10a of) the power supply unit 10. In other words, the power supply unit 10 (top surface 10a) is disposed below a predetermined cutout in the reel support portion 13. If the area of the reel support portion 13 facing the top surface 10a of the power supply unit 10 is defined as a specific area, then at least one cutout is provided in the specific area.
[0105] The dashed lines in FIG. 17 indicate that top surface 10a has been moved upward by a predetermined distance, and in this embodiment, four cutouts, cutout 131, cutout 132, cutout 133, and cutout 134, are provided above (top surface 10a of) power supply unit 10. Cutouts 131 and 132 are rectangular cutouts. Cutouts 133 and 134 are circular through-holes.
[0106] While cutout portions 133 and 134 are cutout portions that do not have an insertion member, cutout portions 131 and 132 are cutout portions that have an insertion member. Specific explanations will be given below. Figure 18(b) is a cross-sectional view showing the state cut along line CC in Figure 18(a).
[0107] (Cutout part 131) The cutout 131 is formed on the left end side of the reel support portion 13. As shown in FIG. 15, handles 200 are provided on the side surfaces (both side surfaces) of the casing 1. In this embodiment, the handles 200 and the reel support portion 13 are provided at approximately the same height in the up-down direction (height direction) (see FIG. 18(a)). As shown in FIG. 18(b), the handle 200 bulges outward toward the inside of the casing 1 by a predetermined length, and this portion fits into the cutout 131. In other words, the handle 200 as an insertion member is inserted (in the up-down direction) into the cutout 131. The cutout 131 is blocked by an insertion member (a shielding member) (another member is present). The provision of the cutout 131 prevents interference between the reel support portion 13 and the handle 200. In this embodiment, the insertion member refers to a member that is passed through a hole (a cutout).
[0108] (Cutout 132) The cutout 132 is formed on the left side (corner) of the rear end of the reel support portion 13. Although not shown (simplified), a harness (harness group) serving as an insertion member is inserted (in the vertical direction) into the cutout 132. The cutout 132 is blocked by an insertion member (shielding member) (another member is present). The provision of the cutout 132 makes it possible to guide the harness extending from the power supply unit 10 upward. The harness may be connected to the reel unit 14 or to a main control board, for example.
[0109] (Cutout portion 133 and cutout portion 134) No member is inserted through cutout portion 133 and cutout portion 134. In other words, cutout portion 133 and cutout portion 134 are not blocked by an insertion member (shielding member). Cutout portion 133 and cutout portion 134 are not holes provided for inserting a member through.
[0110] Hereinafter, cutout portion 133 and cutout portion 134 that do not have an insertion member will be referred to as first cutout portion 135 (through cutout portion), and cutout portion 131 and cutout portion 132 that have an insertion member will be referred to as second cutout portion 136 (non-through cutout portion). Note that the number of cutout portions that make up first cutout portion 135 and second cutout portion 136 is not limited to this.
[0111] For example, when installing the cabinet 1 in an island facility of an amusement park, there is a possibility that screws, iron powder, etc. may fall downward inside the cabinet 1. If the heat dissipation port 95 of the power supply unit 10 is provided below (vertically downward) the cutout portion of the reel support portion 13, foreign matter (falling matter) such as screws or iron powder may pass through the cutout portion and further pass through the heat dissipation port 95 and enter the inside of the power supply unit 10, possibly causing damage to the power supply unit 10.
[0112] FIG. 19 is a diagram (viewed from above) for explaining the positional relationship between the top surface 10a of the power supply unit 10 and the reel support portion 13, with the reel support portion 13 seen through. In this embodiment, (1) the heat dissipation port 95 is not provided below the first cutout portion 135. In other words, when viewed from above (vertically), the cutout portion without an insertion member and the heat dissipation port 95 are located in positions where they do not overlap. Therefore, even if a foreign object falls from above and passes through the first cutout portion 135, the foreign object will not pass further through the heat dissipation port 95. (2) On the other hand, the heat dissipation port 95 is provided below the second cutout portion 136. In other words, when viewed from above (vertically), the cutout portion with an insertion member and the heat dissipation port 95 are located in positions where they overlap. Even if a foreign object falls from above, the presence of an insertion member in the second cutout portion 136 makes it unlikely that the foreign object will pass through the cutout portion. Therefore, by providing the heat dissipation port 95 below the second cutout portion 136 with an insertion member, the heat dissipation efficiency of the power supply unit 10 can be improved.
[0113] The gaming machine of this embodiment is a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, the support portion is provided above the substrate unit, A top surface (for example, top surface 10a) of the substrate unit is provided with a plurality of heat dissipation ports (for example, heat dissipation ports 95), The support portion has at least one recessed portion, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) through which no member is inserted, When viewed from above, the first cutout portion and the heat dissipation port are provided at positions where they do not overlap.
[0114] Even if a foreign object such as a screw or iron powder falls from above, the foreign object can be prevented from passing through the first cutout portion where no insertion member is present and then through the heat dissipation port and entering the inside of the board unit, thereby suppressing damage to the board unit (components).
[0115] In addition, in the gaming machine of this embodiment, The cutout portion has a second cutout portion (e.g., second cutout portion 136) through which the member to be inserted is present, The heat dissipation port is provided below the second cutout portion.
[0116] The second cutout section has a hole through which foreign objects cannot pass due to the presence of an insertion member. Therefore, by providing a heat dissipation port below the second cutout section, the number of heat dissipation ports can be increased, improving heat dissipation efficiency. This prevents damage to components (electronic components, etc.) caused by high temperatures inside the board unit.
[0117] As shown in FIG. 19 , the top surface 10a of the power supply unit 10 has a first area A and a second area B in the vertical direction, which overlap with the cutouts of the reel support portion 13. The first area A is an area that overlaps with (faces) the first cutout portion 135. The second area B is an area that overlaps with (faces) the second cutout portion 136. No member (insertion member, foreign object intrusion prevention member, shielding member) that prevents the intrusion of foreign matter (dust) is provided above the first area A, but a foreign object intrusion prevention member is provided above the second area B. Examples of the foreign object intrusion prevention member include a handle 200, a harness, and other members. The first area A does not have a heat dissipation port 95. On the other hand, the second area B has a heat dissipation port 95.
[0118] In the gaming machine of this embodiment, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) in which no member to be inserted is present, and a second cutout portion (e.g., second cutout portion 136) in which a member to be inserted is present, The top surface has a first area (e.g., first area A) facing the first cutout portion and a second area (e.g., second area B) facing the second cutout portion, No foreign object intrusion prevention member is provided above the first range, but a foreign object intrusion prevention member is provided above the second range, The first area is not provided with the heat dissipation opening, but the second area is provided with the heat dissipation opening. By providing a heat dissipation port in the second range where the foreign object intrusion prevention member is present above and where the possibility of foreign objects falling is low, the heat dissipation efficiency of the board unit can be improved.
[0119] 20, a through-hole 3a (hole 3a) that penetrates in the front-rear direction is provided in the back plate 3 of the housing 1. This through-hole 3a is provided above the reel support portion 13. The through-hole 3a may be a hole for the purpose of heat dissipation, or may be a hole for inserting a cable (power cable).
[0120] As shown in FIG. 20, a line drawn in the vertical direction that passes through first cutout portion 135 (a line perpendicular to the bottom surface) is defined as a first imaginary line X. A line drawn in the vertical direction that passes through heat dissipation port 95 is defined as a second imaginary line Y. When viewed from the front, through hole 3a is located (present) on first imaginary line X. On the other hand, when viewed from the front, through hole 3a is not located (present) on second imaginary line Y. Through hole 3a and heat dissipation port 95 are positioned at different positions in the depth direction (front-to-back direction on the page), and are also positioned at different positions in the left-right direction.
[0121] In the gaming machine of this embodiment, The housing has a hole (e.g., hole 3a) on the back surface, The hole is provided above the support portion, A line drawn in the vertical direction passing through the first cutout portion is defined as a first virtual line (for example, a first virtual line X), If a line drawn in the vertical direction passing through the heat dissipation port is a second imaginary line (for example, second imaginary line Y), When the housing is viewed from the front, the hole is located on the first imaginary straight line, but is not located on the second imaginary straight line. If a foreign object enters the housing through the hole on the back and falls straight (in a straight line), there is a possibility that the foreign object will pass through the first cutout. Therefore, by offsetting the position of the hole and the heat dissipation port (left-right position), it is possible to prevent foreign objects from outside the housing from passing through the first cutout and entering the heat dissipation port. This further reduces damage to the board unit.
[0122] (Variation 1) When viewed from above, the first cutout portion 135 and a portion of the heat dissipation port 95 may be positioned so as to overlap. In this case, it is preferable that at least the portion of the heat dissipation port 95 is configured as follows. As shown in FIG. 21 , the heat dissipation port 95 includes a foreign object intrusion prevention portion 96. The foreign object intrusion prevention portion 96 is formed, for example, in a roof shape (dome shape, lid shape) and covers the upper part (upper side) of the opening while allowing air to pass to the outside (rear side). The foreign object intrusion prevention portion 96 has a function of preventing the intrusion of foreign objects that have fallen from above. The foreign object intrusion prevention portion 96 may be formed in an L-shaped cross section. The foreign object intrusion prevention portion 96 may be provided integrally with the top surface 10a or as a separate (detachable) portion.
[0123] The gaming machine of this modified example is: a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, the support portion is provided above the substrate unit, A top surface (for example, top surface 10a) of the substrate unit is provided with a plurality of heat dissipation ports (for example, heat dissipation ports 95), The support portion has at least one recessed portion, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) through which no member is inserted, When viewed from above, the first cutout portion and a part of the heat dissipation port are positioned so as to overlap, and the heat dissipation port is provided with a shape (for example, a foreign object intrusion prevention portion 96) that covers the upper side of the opening.
[0124] (Variation 2) In FIG. 20 , the heat dissipation outlet 95, the first cutout 135, and the hole 3a are arranged in this order from bottom to top, with the highest position being the heat dissipation outlet 95, the first cutout 135, and the hole 3a. In this case, the heat dissipation outlet 95, the first cutout 135, and the hole 3a may be arranged so as to be positioned on the second imaginary line Y when viewed from the front (i.e., so as to be positioned on a straight line). In this case, it is preferable that a foreign matter intrusion prevention member 150 is provided between the heat dissipation outlet 95 and the first cutout 135. In other words, it is preferable that the foreign matter intrusion prevention member 150 is interposed (present) between the heat dissipation outlet 95 and the first cutout 135. The foreign matter intrusion prevention member 150 may be any member that covers the upper side of the opening of the heat dissipation outlet 95, and may be, for example, a plate-shaped cover member or the like.
[0125] The gaming machine of this modified example is: a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, The housing has a hole (e.g., hole 3a) on the back surface, The hole is provided above the support portion, the support portion is provided above the substrate unit, A top surface (for example, top surface 10a) of the substrate unit is provided with a plurality of heat dissipation ports (for example, heat dissipation ports 95), The support portion has at least one recessed portion, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) through which no member is inserted, When viewed from the front, the heat dissipation outlet, the first cutout portion, and the hole are located on an imaginary line drawn in the vertical direction, and a member (e.g., foreign object intrusion prevention member 150) that covers the opening of the heat dissipation outlet is provided between the heat dissipation outlet and the first cutout portion. Even if a foreign object enters the housing through the hole on the rear surface and falls straight (in a straight line) through the first cutout, the foreign object can be prevented from passing through the heat dissipation port, thereby preventing damage to the board unit.
[0126] It should be noted that the above-mentioned foreign matter intrusion prevention portion 96 may be provided instead of the foreign matter intrusion prevention member 150. The phrase "a member covering the opening of the heat dissipation port 95 is provided above the opening" may refer to the foreign matter intrusion prevention portion 96 or the foreign matter intrusion prevention member 150. In other words, the gaming machine of this modified example: a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, The housing has a hole (e.g., hole 3a) on the back surface, The hole is provided above the support portion, the support portion is provided above the substrate unit, A top surface (for example, top surface 10a) of the substrate unit is provided with a plurality of heat dissipation ports (for example, heat dissipation ports 95), The support portion has at least one recessed portion, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) through which no member is inserted, When viewed from the front, the heat dissipation outlet, the first cutout portion, and the hole are located on an imaginary line drawn in the vertical direction, and a member (e.g., foreign object intrusion prevention portion 96, foreign object intrusion prevention member 150) that covers the opening is provided above the opening of the heat dissipation outlet.
[0127] (Variation 3) In the second modification, the hole 3a is provided above the reel support portion 13 (first cutout portion 135), but in this modification, the hole 3a is provided below the reel support portion 13 (first cutout portion 135). Below the reel support portion 13 means that at least a portion (lower end) of the hole 3a is located below the reel support portion 13. The hole 3a is provided above the top surface 10a (heat dissipation opening 95) of the power supply unit 10. The gaming machine of this modified example is: a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, the support portion is provided above the substrate unit, The housing has a hole (e.g., hole 3a) on the back surface, The hole is provided below the support portion, A top surface (for example, top surface 10a) of the substrate unit is provided with a plurality of heat dissipation ports (for example, heat dissipation ports 95), The support portion has at least one recessed portion, The cutout portion includes a first cutout portion (e.g., first cutout portion 135) through which no member is inserted, When viewed from the front, the heat dissipation outlet, the hole, and the first cutout portion are located on an imaginary line drawn in the vertical direction, and the heat dissipation outlet is provided with a shape (e.g., a foreign object intrusion prevention portion 96) that covers the upper side of the opening. Even if a foreign object enters the housing through the hole on the back and falls straight down, the foreign object can be prevented from passing through the heat dissipation port, thereby preventing damage to the board unit.
[0128] (Variation 4) Figure 22 is a diagram (viewed from above) for explaining the positional relationship between the top surface 10a of the power supply unit 10, the reel support portion 13, and the hole 3a formed in the back panel 3 of the housing 1, and is a perspective view of the reel support portion 13. On the top surface 10a of the power supply unit 10, the area facing the reel support portion 13 is referred to as a first area L, and the area not facing the reel support portion 13 is referred to as a second area M. In other words, on the top surface 10a of the power supply unit 10, when viewed from above, there is a first area L that overlaps with the reel support portion 13, and a second area M that does not overlap with the reel support portion 13. The second area M is closer to the hole 3a than the first area L. The first area L is provided with multiple heat dissipation ports 95, but the second area M is not provided with any heat dissipation ports 95.
[0129] When viewed from the front, the power supply unit 10 and at least a portion of the hole 3a are positioned on an imaginary line drawn in the vertical direction. In this modification, as in the third modification, the height (vertical position) of the hole 3a is set lower than the reel support portion 13; however, the hole 3a may be set at the same height (or approximately the same height) as the reel support portion 13, or may be set higher than the reel support portion 13. The heat dissipation port 95 provided in the first region L is provided with the foreign object intrusion prevention portion 96 described above. Note that a foreign object intrusion prevention member 150 may be provided instead of the foreign object intrusion prevention portion 96. The phrase "a member covering the opening of the heat dissipation port 95 is provided above the opening" may refer to the foreign object intrusion prevention portion 96 or the foreign object intrusion prevention member 150.
[0130] The gaming machine of this modified example is: a housing (e.g., housing 1); a board unit (e.g., a power supply unit 10); a reel unit (e.g., reel unit 14); a support portion (e.g., a reel support portion 13) that supports the reel unit, The housing has a hole (e.g., hole 3a) on the back surface, the support portion is provided above the substrate unit, When viewed from the front, the board unit and at least a part of the hole are located on an imaginary line drawn in the vertical direction, a top surface (e.g., top surface 10a) of the substrate unit has a first region (e.g., first region L) that overlaps with the support portion when viewed from above, and a second region (e.g., second region M) that does not overlap with the support portion when viewed from above, the second region has a smaller distance to the hole than the first region; A plurality of heat dissipation ports (e.g., heat dissipation port 95) are provided in the first region, but no heat dissipation ports are provided in the second region, Above the opening of the heat dissipation port in the first region, a member (for example, a foreign matter intrusion prevention portion 96, a foreign matter intrusion prevention member 150) that covers the opening is provided.
[0131] On the top surface of the board unit, a second region that does not overlap with the support portion when viewed from above and is relatively close to the hole in the rear of the housing does not have a heat dissipation vent. On the other hand, a first region that overlaps with the support portion when viewed from above and is relatively far from the hole in the rear of the housing has a heat dissipation vent. This configuration prevents foreign matter that has entered through the hole in the rear of the housing from entering the board unit through the heat dissipation vent, while providing the heat dissipation vent in a location where foreign matter is less likely to enter, thereby achieving the board unit's heat dissipation performance. In addition, by providing a member above the opening of the heat dissipation vent to cover the opening, the possibility of foreign matter entering the board unit can be further reduced.
[0132] In this embodiment, the power supply unit 10 is a board unit, but the board unit is not limited to the power supply unit 10 and may be, for example, a relay board unit or the like.
[0133] (Third embodiment) A third embodiment of the present invention will be described below with reference to the drawings. Note that, although a slot machine, which is one type of gaming machine, will be described below, the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a pachinko gaming machine or a medalless gaming machine. In addition, in the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "back," "up and down" means that the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." It should be noted that, within the scope of the present invention, the components may be freely combined, or any of the components may be arbitrarily modified, or any of the components may be omitted.
[0134] As shown in Figure 23, a slot machine (gaming machine) 10 according to this embodiment includes a box-shaped housing 11 that is open on the front side, which faces the player, and a front door (front door) 12 that opens and closes the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device that pays out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.
[0135] The upper door 12a is provided with devices for effects such as a liquid crystal display (display means) 13 and a speaker (sound output means) 14, as well as a display window 16. The liquid crystal display 13 displays images (moving images, still images) for various effects. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various effects. In addition to the liquid crystal display 13 and the speaker 14, other devices for effects may include illumination devices such as lamps (LEDs), movable props that can be operated by actuators, etc.
[0136] A reel unit is arranged behind the display window 16 so that a portion of it can be seen from outside the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 regions) at regular intervals, and one of a plurality of types of symbols is arranged in each frame. In other words, a plurality of types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) are displayed per reel through the display window 16. The display window 16 is provided with an upper, middle, and bottom row as display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the lower row of the first reel 20a, the middle row of the second reel 20b, and the upper row of the third reel 20c.
[0137] As shown in FIG. 24, the outer periphery of each reel 20a-20c is provided with the following symbols: plum symbol "PL," replay symbol "RP," special symbol A "SPA," red 7 symbol "RED 7," bell symbol A "BLA," bell symbol B "BLB," gold 7 symbol "GOLD 7," cherry symbol "CH," black bar symbol "BLB," and special symbol B "SPB." Each symbol on each reel 20a-20c is assigned a symbol number 0-19. The bell symbol A "BLA" and the bell symbol B "BLB" may be collectively referred to as the bell symbol "BL." The bell symbol "BL" may refer to both the bell symbol A "BLA" and the bell symbol B "BLB," or to either one of them.
[0138] In this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals is inserted, an active line is activated. In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the active line, this winning combination will be a win, and a process (winning process) corresponding to the winning combination will be executed. In other words, when the reels 20a to 20c stop, the symbol combination displayed through the display window 16 indicates whether or not the winning combination has been selected. The active line can be said to be a line for determining whether or not a winning combination has been selected.
[0139] A game information display unit 17 is provided below the display window 16. The game information display unit 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. Also, a favorable zone indicator 18 is provided below the display window 16, and the favorable zone indicator 18 may have an LED, and the turning on and off of this LED may notify whether or not the player is in the favorable zone.
[0140] The lower door 12b is provided with a medal insertion slot 22 for inserting medals, a bet button 23 operated when betting (inserting) credited medals (game medals, game value), a start lever (game start operation means) 24 operated when starting a game, stop buttons (stop operation means) 26 (26a, 26b, 26c) for stopping the spinning reels, a payout outlet 27 from which medals are paid out by a hopper device, and a receiving tray 28 for receiving medals paid out from the payout outlet 27. In addition, a medal sensor 29 (see FIG. 25) is provided at the back of the medal insertion slot 22 for detecting the passage of medals inserted from the medal insertion slot 22. In addition, the bet buttons 23 may be provided as a MAX bet button (first bet button) that is operated when betting three coins (prescribed number) of gaming value, and a 1 bet button (second bet button) that is operated when betting one coin of gaming value.
[0141] In addition, the lower door 12b is provided with an effect button (effect operation means) 25. The effect button 25 is operated to advance an effect (to change the mode of the effect), etc. The effect button 25 is configured to be pressable, and when pressed, the mode of an effect image displayed on the liquid crystal display 13, for example, changes. By providing the effect button 25 and enabling its operation at a predetermined timing, it is possible to heighten the player's sense of participation in the game and increase the player's interest in the game. For example, the effect button 25 becomes operable during the execution of an effect that gives the player hope for a transition to an advantageous state, and an image instructing the operation is displayed on the liquid crystal display 13. Then, when the effect button 25 is operated, the result of the game (for example, whether or not a transition to an advantageous state will occur) is notified. Note that the effect button 25 is not limited to a button-shaped button, but may be a lever-shaped button or the like, as long as it is configured to be able to detect the player's operation.
[0142] In the slot machine 10, when medals are inserted into the medal insertion slot 22 or when a predetermined number of medals are bet by operating the bet button 23 (setting the slot machine 10 to the inserted state), the operation of the start lever 24 is enabled. That is, the slot machine 10 is in a state where a game can be started. Furthermore, when the enabled start lever 24 is operated, a game starts. When a game starts, each of the reels 20a-20c starts to rotate. When the rotation speed of each of the reels 20a-20c reaches a certain speed and reaches a steady rotation speed, the operation of the stop buttons 26a-26c is enabled. Furthermore, when an enabled stop button 26a-26c is operated, the rotation of each of the reels 20a-20c corresponding to the operated stop button 26a-26c stops. When the rotation of all the reels 20a-20c stops, a process of paying out (awarding) a predetermined number of medals or a process of making the slot machine 10 ready to start a game again without consuming any more medals (replay process) is performed, and one game (one game) is completed.
[0143] As shown in Figure 25, the slot machine 10 is provided with a main control board (main control means) 31 and a sub-control board (sub-control means) 32 inside. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31 and input signals from input means such as the effect button 25, performs various calculations to execute effects, and controls devices for effects such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0144] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.
[0145] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 for conducting an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 for controlling the rotation of the reels, a winning determination means 44 for determining whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60 (main storage means). The storage means 60 includes a ROM and a RAM. The sub-control board 32 also includes a performance sub-control means 70 and a sub-side storage means (sub-memory) 72. The sub-side storage means 72 also includes a ROM and a RAM.
[0146] Furthermore, the main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an effect instruction transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Furthermore, the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.
[0147] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. In this embodiment, the first pressing operation on the start lever 24, which has been validated based on the insertion of the specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.
[0148] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game following the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.
[0149] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.
[0150] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (that is, the start of a game). The internal lottery table associates various winning combinations including small winning combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and is stored in a plurality of internal lottery tables in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, the game status can be set to a normal in-game status, an RBB internal in-game status, and an RBB operating status, and six setting values from setting 1 to setting 6 can be set as setting values, and the internal lottery means 42 selects an internal lottery table according to the game status and setting value and performs an internal lottery. A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win (activation) that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.
[0151] In the internal lottery, a random number value for lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 26, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (associated with winning combinations), and winning areas that do not contain any winning combinations (associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas associated with the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no winning combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."
[0152] As shown in FIG. 26, in this embodiment, small wins 1 to 20 are prepared as small wins. Also, winning areas containing small wins include "small win ALL," "1 coin ALL," "weak cherry 1," "weak cherry 2," "batting order plum A1" to "batting order plum A4," "batting order plum B1" to "batting order plum B4," "common plum 1" to "common plum 2," "1 coin 1," "1 coin 1," "1 coin 2," and "1 coin 2." Small wins 1 to 4 are eight-coin wins, where eight medals are paid out upon winning. Small wins 5 and 6 are three-coin wins, where three medals are paid out upon winning. Small wins 7 to 20 are one-coin wins, where one medal is paid out upon winning.
[0153] In the following, the winning areas "Batting Order Plum A1" to "Batting Order Plum A4" and "Batting Order Plum B1" to "Batting Order Plum B4" may be collectively referred to as the winning area "Batting Order Plum." Also, the winning areas "Common Plum 1" and "Common Plum 2" may be collectively referred to as the winning area "Common Plum." Also, the winning areas "1 Piece 1" and "1 Piece 2" may be collectively referred to as the winning area "1 Piece." Also, the winning areas "1 Piece Plum 1" and "1 Piece Plum 2" may be collectively referred to as the winning area "1 Piece Plum."
[0154] The winning area "Small Winning ALL" is a winning area where all small winning combinations (Small Winning 1 to Small Winning 20) are won in duplicate. The winning area "1 Piece ALL" is a winning area where small winning combinations 7 to 20 are won in duplicate. The winning area "Weak Cherry 1" is a winning area where small winning combination 5 is won alone. The winning area "Weak Cherry 2" is a winning area where multiple types of 3-piece winning combinations are won in duplicate. The winning area "Battling Plum" is a winning area where one type of 8-piece winning combination and multiple types of 1-piece winning combinations are won in duplicate. The winning area "Common Plum 1" is a winning area where one type of 8-piece winning combination and multiple types of 1-piece winning combinations are won in duplicate. The winning area "Common Plum 2" is a winning area where one type of 8-piece winning combination and one type of 1-piece winning combination are won in duplicate. The winning area "1 Piece Plum 1" is a winning area where multiple types of 1-piece winning combinations are won in duplicate. In addition, the winning area "1 piece 1" is a winning area where multiple types of 1 piece roles overlap and are won. In addition, the winning area "1 piece Plum 2" is a winning area where multiple types of 1 piece roles overlap and are won. In addition, the winning area "1 piece 2" is a winning area where multiple types of 1 piece roles overlap and are won.
[0155] In this embodiment, replays are provided as Replay 1 to Replay 23. In addition, winning areas containing replays include "Replay 1" to "Replay 4," "Parallel Bell," "Diagonal Bell," "Reach Eye Replay 1" to "Reach Eye Replay 9," "Strong Cherry Scissors 2-Sure," "Strong Cherry," and "Chance Replay."
[0156] The winning areas "Replay 1" to "Replay 4" are winning areas where multiple types of replays are overlapping and can be won. The winning area "Parallel Bell" is also a winning area where multiple types of replays are overlapping and can be won. The winning area "Diagonal Bell" is also a winning area where multiple types of replays are overlapping and can be won. The winning areas "Reach Eye Replay 1" to "Reach Eye Replay 9" are also winning areas where multiple types of replays are overlapping and can be won. The winning area "Strong Cherry Scissors 2 Sure" is also a winning area where multiple types of replays are overlapping and can be won. The winning area "Strong Cherry" is also a winning area where multiple types of replays are overlapping and can be won. The winning area "Chance Replay" is also a winning area where multiple types of replays are overlapping and can be won.
[0157] In this embodiment, a big bonus (RBB: special role) is provided as a bonus. As a winning area associated with the bonus, a winning area "RBB" in which a big bonus is won alone is provided, and the winning areas "1 Plum 1", "1 Plum 1", "1 Plum 2", and "1 Plum 2" are set so that the big bonus can be won multiple times. In addition, when the gaming state is in the normal state, the winning areas "1 Plum 1", "1 Plum 1", "1 Plum 2", and "1 Plum 2" are set so that the big bonus can be won multiple times, but when the gaming state is in the RBB internal state, the big bonus cannot be won multiple times. In this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.
[0158] In addition, a "no win" area is provided as a winning area associated with a losing win.
[0159] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets. In Figure 26, the win possibility of each winning area in each game state is indicated by a "◎" or "◯." Specifically, the winning areas "No Win," "Small Win All," and "1 Coin All" are winable when the game state is in the RBB active state, but not when the game state is in the normal or RBB internal state. The winning areas "Weak Cherry 1," "Weak Cherry 2," "Plum in Batting Order," "Common Plum," "Replay 1" through "Replay 4," "Parallel Bell," "Diagonal Bell," "Reach Eye Replay 1" through "Reach Eye Replay 9," "Strong Cherry Scissors 2 Confirmed," "Strong Cherry," "Chance Replay," "1 Coin Plum 1," "1 Coin 1," "1 Coin Plum 2," and "1 Coin 2" are winable when the game state is in the normal or RBB internal state, but not when the RBB is active. The winning area "RBB" is winable when the game state is in the normal state, but not when the game state is in the RBB internal state or RBB active state.
[0160] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.
[0161] The internal lottery means 42 sets the winning flag corresponding to the winning combination as a result of the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.
[0162] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.
[0163] Furthermore, the slot machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values for the six settings from Setting 1 to Setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the winning probabilities of small combinations, replays, and bonuses change to a different internal lottery table group depending on the setting.
[0164] The setting change means 47 controls changing of the setting values stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6, and the winning probability of the internal lottery varies so that the expected payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time a setting change button provided inside the slot machine 10 is pressed: Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, it is possible to switch from the setting change mode to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting values are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.
[0165] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 starts in the game mode. In this embodiment, in the game mode, games can be played but setting values cannot be changed, while in the setting change mode, setting values can be changed but game play cannot be played. The main control means 31 may include a setting confirmation means. In the game mode with the power turned on, when a setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from the initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from the game mode to a setting confirmation mode (setting reference mode) and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13, the game information display unit 17, etc. In the setting confirmation mode, an image (e.g., the words "setting reference") indicating that the setting confirmation mode is active is displayed on the liquid crystal display 13. In the setting confirmation mode, the first main indicator of the game information display unit 17 displays the currently set setting value. In the setting confirmation mode, the current setting value can be viewed (announced), but it is not possible to play the game. Also, in the setting confirmation mode, the setting value can be viewed, but it is not possible to change the setting value.
[0166] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state, described below, to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state, and these states become the same as when the power was first turned on after shipping from the factory. In addition, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also has initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial state.
[0167] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.
[0168] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.
[0169] In the following, regarding the order of stop operations (operation order of stop buttons 26a to 26c), the order of a group of stop operations in which all stop buttons 26a to 26c are operated will be referred to as the "batting order." Furthermore, of the stop operations that make up the batting order, the first stop operation performed will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."
[0170] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." ", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "batting order 4", the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "batting order 5", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "batting order 6". In addition, "batting order 1" and "batting order 2" are collectively called "left push", "batting order 3" and "batting order 4" are collectively called "middle push", and "batting order 5" and "batting order 6" are collectively called "right push (reverse push)". In addition, "middle push" and "right push" are sometimes collectively called "irregular push".
[0171] In this embodiment, the first reel 20a to the third reel 20c are stopped within 190 ms of the moment the stop button 26a to 26c is pressed. The reels can rotate a maximum of four frames (four symbols) from the moment the stop button 26a to 26c is pressed until the reels 20a to 20c stop. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c whose stop operation is performed to stop so that the symbols corresponding to the winning combination whose win flag is set to a winning state are displayed on the winning line when the symbols on the outer periphery of the reel 20a to 20c whose stop button 26a to 26c whose stop operation is performed are located within a range of 0 to 4 frames (a predetermined pull-in range) from the display position on the winning line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol currently positioned on the pay line at the time the stop operation was performed to the symbol four symbols adjacent thereto is displayed on the pay line.
[0172] In this embodiment, as shown in FIG. 24, multiple types of symbols are arranged on the outer periphery of reels 20a to 20c, and when symbols located within four frames from the press detection position (the position of the reel at the time the press of the stop button is detected) are drawn onto an active line, the symbols arranged at intervals of four frames or less on the outer periphery of each reel can be displayed at any display position regardless of the press detection position.
[0173] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each winning combination so that a predetermined winning combination will be awarded. In this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination representing the winning mode of a winning combination with a higher priority are displayed on the pay line in priority to the symbols constituting the symbol combination representing the winning mode of a winning combination with a lower priority.
[0174] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions can be determined by two methods: a method of determining the priority based on the number of symbol combinations that can be displayed on the payline (number priority control), and a method of determining the priority based on the number of medals paid out (number priority control). When executing number priority control, which determines the priority of the candidate stop positions based on the number of symbol combinations that can be displayed on the payline, the priority of each candidate stop position is determined so that the priority increases as the number of symbol combinations that can be displayed on the payline and indicate winning forms increases. When executing number priority control, which determines the priority of the candidate stop positions based on the number of medals paid out, the priority of each candidate stop position is determined so that the priority increases as the number of medals paid out based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the payline increases (stop positions that can win a small winning combination with a large payout). Note that when determining the priority of the candidate stop positions based on the number of medals paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.
[0175] FIG. 27 shows the relationship between the manner of stop operation and winning combination when each winning area (batting order plum) is won in the RBB internal state. As shown in FIG. 27, each winning area "batting order plum" is set with a correct batting order and an incorrect batting order. When each winning area of the batting order plum is won in the RBB internal state, if the operation is performed in the correct batting order (correct operation mode), an 8-piece role (correct role) will be won, and if the operation is performed in the incorrect batting order (incorrect operation mode), a 1-piece role (incorrect role) will be won. In other words, when any of the batting order plums is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can win an 8-piece role has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can win a 1-piece role has the highest priority.
[0176] There is only one correct batting order for each batting order plum, and the other five are considered incorrect batting orders. Also, the winning areas "Batting Order Plum A" and "Batting Order Plum B" each have a different correct batting order. Also, the winning areas "Batting Order Plum A" and "Batting Order Plum B" each have one of batting orders 3 to 6 set as the correct batting order, and batting orders 1 and 2 are set as incorrect batting orders.
[0177] The parenthesized content in Figure 27 indicates the winning rate of a 1-piece role when the stopping operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that there is a 1 / 2 probability that a 1-piece role will win and a 1 / 2 probability that the 1-piece role will not be won (the 1-piece role will not win).
[0178] In the winning area "Batting Order Plum A," if the operation is performed in the correct batting order, an 8-piece role will be awarded, and if the operation is performed in the incorrect batting order, a 1-piece role will be awarded. In the winning area "Batting Order Plum B," if the operation is performed in the correct batting order, an 8-piece role will be awarded, and if the operation is performed in the incorrect batting order, a 1-piece role will be awarded or neither role will be awarded. In addition, if the winning area "Batting Order Plum A" is won in the normal state, even if the stop operation is performed in the batting order that would result in an 8-piece role in the RBB internal state, a 1-piece role will be awarded. In addition, the winning area "Common Plum" will win an 8-coin prize regardless of the batting order in which it is stopped. In addition, the winning area "Common Plum 1" will win a 1-coin prize regardless of the batting order in which it is stopped, if it is won in the general state.
[0179] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. The correspondence between the symbol combinations displayed on the pay line and the winning combinations in this embodiment is shown in Figures 28, 29, and 30. As shown in Figure 29, for example, if the plum symbol "PL" stops on the bottom row of the first reel 20a, the plum symbol "PL" stops on the middle row of the second reel 20b, and the plum symbol "PL" stops on the top row of the third reel 20c (if the plum symbols "PL" line up on an upward sloping line to the right), small win 2 will be won.
[0180] When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a small combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).
[0181] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of medals to be paid out is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.
[0182] In this embodiment, eight medals are paid out when small wins 1 to 4 are won, three medals are paid out when small wins 5 to 6 are won, and one medal is paid out when small wins 7 to 20 are won.
[0183] Furthermore, the replay process is a process that, when a replay wins, sets the next game to the same game start standby state as the previous game without requiring the player to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation of the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.
[0184] As shown in Fig. 31, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are established, the gaming state may be transitioned based on one of the multiple predetermined conditions being established, or based on multiple or all of the multiple predetermined conditions being established.
[0185] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.
[0186] The initial gaming state is the normal state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "Small Win All," and "1 Piece All" are set as the lottery targets. In addition, it is possible to transition from the normal state to the RBB internal state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to the RBB internal state.
[0187] The RBB internal state (first gaming state) is a gaming state to which the game state transitions when a big bonus is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "All Small Wins," "All Ones," and "RBB" are set as the lottery targets. Also, in the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.
[0188] The RBB operating state (second gaming state) is a gaming state to which the game enters when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the RBB operating state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Minor Wins," and "All Ones" are set as the lottery targets. Furthermore, in the RBB operating state, the game state control means 49 determines whether the termination condition is met based on the total number of medals paid out during the RBB operating state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the gaming state to the normal state. In this embodiment, the termination condition of the RBB operating state is determined by the total number of medals paid out, but the termination condition may be determined by the number of games played in the RBB operating state, the number of small wins, etc. Also, the termination condition of the RBB operating state may be determined so that it ends after one game.
[0189] As shown in FIG. 25 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that assists in the winning of a specific winning combination in a favorable zone. Specifically, when a specific winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that assists in the winning of this winning combination. More specifically, when a batting order plum is achieved, for example, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and assists in the winning of an eight-piece winning combination. When the instruction function control means 51 determines to perform the batting order navigation presentation, the presentation control means 100 causes presentation devices such as the liquid crystal display 13 and the speaker 14 to execute the batting order navigation presentation. Furthermore, when the instruction function control means 51 performs the batting order navigation presentation, the 7-segment display of the game information display unit 17 displays information indicating the correct batting order.
[0190] As shown in FIG. 32, the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the lottery for transition to an advantageous zone is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. The advantageous zone is a gaming zone in which an upper limit (here, 4000 times) is set for the number of times that a game can be played. Furthermore, when the gaming zone is set as a non-advantageous zone, instruction effects cannot be performed, and instruction effects can only be performed when the gaming zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 4000 times, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.
[0191] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined trigger. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.
[0192] Furthermore, the gaming zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the stored value of the advantageous zone play count counter 65 stored in the RAM of the storage means 60 as a value corresponding to one play, as an increment process each time a game is played in the advantageous zone. The gaming zone control means 80 does not increment the stored value of the advantageous zone play count counter 65 in the non-advantageous zone. At the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone play count counter 65 is "0." When the stored value of the advantageous zone play count counter 65 reaches a threshold value (upper limit) of "4000," the gaming zone control means 80 determines that the advantageous zone termination condition is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of plays in the advantageous zone is set to 4000, preventing more than 4000 consecutive plays from being played in the advantageous zone.
[0193] Furthermore, in the advantageous zone, the gaming zone control means 80 performs an update process in which it updates the stored value of the difference number counter 64 provided in the RAM of the storage means 60 with the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no winning combination is achieved and no payout is made) to obtain a calculation result of the difference number of medals in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the gaming zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the gaming area control means 80 determines that the condition for ending the advantageous area is met, and transitions the gaming area from the advantageous area to the non-advantageous area. In this embodiment, the stored value of the difference number counter 64 is controlled so that it may fall below the initial value "0" at the time of transition to the advantageous zone (at the start of the advantageous zone). For example, if the stored value of the difference number counter 64 at the start of a game is "2" and, as a result of playing a game, no winning combination is achieved and no medals are paid out, the calculation result of the difference number in that game will be "-3", and adding the calculation result of the difference number to the stored value of the difference number counter 64 will fall below the initial value "0". In this embodiment, an upper limit is set for the number of medals that can be earned in the advantageous zone, and the advantageous zone ends (the condition for ending the advantageous zone is met) when the increase in the number of medals from the reference point at the time of transition to the advantageous zone (at the start of the advantageous zone) exceeds 2,400. In addition, if a replay is won in a game, the game in which the replay was won may be treated as having been paid out with medals equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated.For the next game that is provided free of charge due to the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating it as having been paid out with medals equivalent to the specified number of medals inserted for that game.
[0194] In addition, the advantageous zone indicator 18 may be configured to be turned off in a non-advantageous zone and turned on in an advantageous zone. Note that the advantageous zone indicator 18 does not need to be turned on at the same time as the transition to the advantageous zone, but may be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.
[0195] As shown in Fig. 32, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between multiple types of presentation states, including a non-advantageous zone presentation state, a normal presentation state, a CZ presentation state, an AT presentation state, a special CZ presentation state, and a special presentation state. The presentation state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or when multiple or all of the multiple predetermined conditions are met.
[0196] (Non-advantageous zone performance state) The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the bonus granting means 82 conducts a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state. Note that, based on the determination of a transition to an advantageous zone, the presentation state control means 81 may transition the presentation state to a presentation state other than the normal presentation state (for example, a special CZ presentation state).
[0197] (Normal performance state) The normal presentation state is the presentation state that is basically transitioned to when the advantageous zone starts, and at the start of the advantageous zone, the probability of transitioning to the normal presentation state is set higher than the probability of transitioning to other presentation states. Also, in the normal presentation state, the batting order navigation presentation is executed less frequently than in the CZ presentation state (CZ presentation state and special CZ presentation state) and the AT presentation state, and the batting order navigation presentation is almost never performed or is not performed at all (the expectation of acquiring game value is low).
[0198] In the normal presentation state, the presentation state control means 81 transitions the presentation state to the CZ presentation state based on the establishment of the transition conditions to the CZ presentation state. In the normal presentation state, the bonus granting means 82 conducts a lottery (CZ lottery) to determine whether or not to transition to the CZ presentation state based on the fact that a predetermined result (winning a predetermined role (winning area)) has been obtained in the internal lottery. The presentation state control means 81 determines that the transition conditions to the CZ presentation state have been established based on the fact that the CZ lottery has been won, and transitions the presentation state to the CZ presentation state.
[0199] In addition, an upper limit (so-called ceiling) may be set for the number of times of play in the normal presentation state, and the presentation state control means 81 may determine that the condition for transition to the CZ presentation state is established when the number of times of play in the normal presentation state reaches a predetermined number (ceiling). Also, in the normal presentation state, the bonus awarding means 82 may be configured to award points at a predetermined opportunity (for example, when a game is played), and when points are awarded, a value corresponding to the points is added to a stored value of a counter (not shown) provided in the RAM of the storage means 60, and the presentation state control means 81 may determine that the condition for transition to the CZ presentation state is established when the stored value of the counter reaches a predetermined value.
[0200] (CZ performance status) In the CZ presentation state (chance presentation state), the bonus granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT presentation state based on the fact that a predetermined result (winning a predetermined role (winning area)) has been obtained in the internal lottery. When the bonus granting means 82 wins the AT lottery, it grants the right to transition to the AT presentation state as a bonus. The presentation state control means 81 transitions the presentation state to the AT presentation state based on the granting of the right to transition to the AT presentation state. In the CZ presentation state, the presentation state control means 81 can transition the presentation state to the AT presentation state at a predetermined trigger.
[0201] The presentation state control means 81 ends the CZ presentation state based on the establishment of the termination conditions for the CZ presentation state (for example, based on the fact that a predetermined number of plays have been played in the CZ presentation state). When the termination conditions for the CZ presentation state are established, the presentation state control means 81 determines whether or not the right to transition to the AT presentation state has been granted, and if the right to the AT presentation state has been granted, transitions the presentation state to the AT presentation state. On the other hand, if the right to transition to the AT presentation state has not been granted, transitions the presentation state to a non-advantageous zone presentation state. Note that if the right to transition to the AT presentation state has not been granted, the presentation state may transition to a normal presentation state.
[0202] In this embodiment, the batting order navigation effect can be executed in the CZ effect state, but the frequency with which the batting order navigation effect is executed is lower than in the AT effect state. Note that "low frequency" includes cases where the batting order navigation effect is not executed at all.
[0203] The bonus granting means 82 may conduct an AT lottery in the normal presentation state and grant the right to transition to the AT presentation state based on the winning of the AT lottery. In this case, the probability (expectation level) of determining a transition to the AT presentation state in the AT lottery in the CZ presentation state may be set higher than the probability of determining a transition to the AT presentation state in the normal presentation state. Furthermore, when the right to transition to the AT presentation state is granted based on the AT lottery in the normal presentation state, the presentation state control means 81 may transition to the AT presentation state via the CZ presentation state, or may transition directly to the AT presentation state without passing through the CZ presentation state. Furthermore, in this embodiment, when transitioning from one presentation state to another presentation state, the transition may be made via another presentation state. For example, when the AT lottery is won in the CZ presentation state, the transition from the CZ presentation state to the AT presentation state may be made via a preparation presentation state for the AT presentation state (AT preparation presentation state).
[0204] (AT performance status) In the AT presentation state, the instruction function control means 51 determines to execute a batting order navigation presentation that notifies the player of the correct batting order based on the predetermined result (winning the "batting order plum" winning area) obtained in the internal lottery. When the execution of the batting order navigation presentation is determined, the presentation control means 100 executes a batting order navigation presentation that notifies the player of the correct batting order and assists in winning an 8-coin combination. The presentation control means 100 causes presentation devices such as the LCD display 13 and the speaker 14 to execute the batting order navigation presentation. The presentation control means 100 also causes the game information display unit 17 to display a display corresponding to the correct batting order (a display corresponding to the operation mode of the stop button notified in the batting order navigation presentation). When the player presses the stop buttons 26a to 26c in accordance with the correct batting order notified in the batting order navigation presentation, the 8-coin combination is won and the player can win eight medals. The AT presentation state in which the batting order navigation presentation is executed is a presentation state that is more advantageous to the player than the normal presentation state or the CZ presentation state.
[0205] In this embodiment, the continuation of the AT presentation state is managed based on the number of games played in the AT presentation state. Specifically, the continuation of the AT presentation state is managed based on the stored value of the AT end determination counter 67 provided in the RAM of the storage means 60. The bonus granting means 82 determines the value to be set in the AT end determination counter 67 at the start of the AT presentation state (increases the stored value of the AT end determination counter 67). In this embodiment, the bonus granting means 82 sets the stored value of the AT end determination counter 67 to "50" at the start of the AT presentation state. Note that this value may be determined from among multiple values by lottery or the like. In this embodiment, a value corresponding to the number of games that can be played in the AT presentation state is set in the AT end determination counter 67 at the start of the AT presentation state, the stored value of the AT end determination counter 67 is updated each time a game is played in the AT presentation state, and the AT presentation state is terminated when the stored value of the AT end determination counter 67 reaches the threshold value "0."
[0206] The bonus granting means 82 conducts an additional lottery at a predetermined trigger (for example, when a predetermined role (winning area) is won) during the AT performance state. The additional lottery is a lottery that determines whether or not to increase the stored value of the AT end determination counter 67 (i.e., the duration of the AT performance state). In the additional lottery, a predetermined random number value is obtained, and the obtained random number value is compared with an additional lottery table stored in the ROM of the storage means 60, and depending on the comparison result, it determines whether or not the additional lottery has been won and the increase in the stored value of the AT end determination counter 67. When the additional lottery is won, the bonus granting means 82 increases the stored value of the AT end determination counter 67 by the determined increase.
[0207] The presentation state control means 81 performs a process of subtracting "1", which corresponds to one play, from the stored value of the AT end determination counter 67 each time a game is played in the AT presentation state (for example, triggered by a game start operation on the start lever 24). When the stored value of the AT end determination counter 67 reaches the threshold value "0", the presentation state control means 81 determines that the end condition for the AT presentation state is met and ends the AT presentation state.
[0208] In this embodiment, the continuation of the AT presentation state is managed based on the number of games played in the AT presentation state. However, for example, it may also be managed based on the difference in the number of medals acquired in the AT presentation state. Furthermore, the continuation of the AT presentation state may also be managed based on the number of batting order navigation effects executed in the AT presentation state. The stored value of the AT end determination counter 67 may represent the difference in the number of medals that can be acquired in the AT presentation state, the number of batting order navigation effects that can be executed in the AT presentation state (the number of navigations), or the number of sets of AT presentation states that can be executed (the number of AT sets). When the AT presentation state starts, the AT end determination counter 67 is set with the difference in the number of medals that can be acquired, the number of navigations, or the number of AT sets. The stored value of the AT end determination counter 67 is updated at a predetermined opportunity, such as each time a medal is paid out in the AT presentation state, each time the batting order navigation effect is executed, or each time one set of AT presentation state is executed. The end condition of the AT presentation state may be established when the stored value of the AT end determination counter 67 reaches a threshold value of "0."
[0209] The presentation state control means 81 transitions the presentation state to a non-advantageous section presentation state when the termination condition of the AT presentation state is met. Note that the presentation state may also transition to a normal presentation state when the termination condition of the AT presentation state is met.
[0210] The bonus granting means 82 determines whether to transition to the special CZ presentation state at a predetermined trigger (for example, based on the stored value of the difference number counter 64 reaching a predetermined value (for example, "2400")) in the AT presentation state. The bonus granting means 82 determines to transition to the special CZ presentation state, for example, based on a specific result being obtained in a predetermined lottery. The presentation state control means 81 transitions the presentation state to the special CZ presentation state based on the bonus granting means 82's decision to transition to the special CZ presentation state. In this embodiment, a transition to the special CZ presentation state can be made at a predetermined trigger (for example, based on the end of the AT presentation state). Note that the presentation state control means 81 may transition to the special CZ presentation state after passing through another presentation state.
[0211] (Special CZ effect state) In the special CZ presentation state, a predetermined number of plays (for example, 30 plays) are played, and it is determined whether or not to transition to the special presentation state described below. If the bonus granting means 82 determines to transition to the special presentation state in the special CZ presentation state, the presentation state control means 81 transitions the presentation state to the special presentation state. Note that in the special CZ presentation state, the batting order navigation presentation can be executed, but the frequency with which the batting order navigation presentation is executed is lower than in the AT presentation state.
[0212] In the special CZ effect state, the effect control means 100 executes a target effect based on a predetermined result (e.g., winning a predetermined winning area) obtained in the internal lottery. The target effect is an effect that instructs (prompts) the player to perform a stop operation in a predetermined operation manner. In a game in which the target effect is executed, if a stop operation is performed in a predetermined operation manner, the reels 20a to 20c can be stopped in a predetermined stop manner. In the target effect, a display (e.g., the text "reverse push") instructing the player to press the stop buttons 26a to 26c in a predetermined hitting order and a display instructing the player to press the stop buttons at a predetermined timing so that a predetermined symbol (e.g., the gold 7 symbol "Gold 7") is displayed in a predetermined display position on the reels 20a to 20c are displayed on the liquid crystal display 13. The predetermined operation manner is an operation manner in which the stop operation is performed in a predetermined hitting order and at a predetermined timing (aiming to display the predetermined symbol).
[0213] The predetermined stop mode is, for example, a stop mode in which a predetermined symbol (e.g., a gold 7 symbol "Gold 7") is displayed at a predetermined display position (e.g., the middle row) on each of the three reels 20a to 20c, and the three predetermined symbols are lined up (aligned) in a straight line. The bonus awarding means 82 determines a transition to a special effect state based on the fact that the reels 20a to 20c have stopped in a predetermined stop mode (a predetermined symbol combination has been displayed at a predetermined display position). The effect state control means 81 transitions the effect state to the special effect state based on the determination. Note that the bonus awarding means 82 may determine a transition to the special effect state based on a win in a predetermined winning area, regardless of whether the reels 20a to 20c have stopped in a predetermined stop mode during the game.
[0214] If the conditions for terminating the special CZ presentation state are met without a decision to transition to the special presentation state (for example, when a predetermined number of games (30) have been played), the presentation state control means 81 transitions the presentation state to the AT presentation state. In this embodiment, if the special CZ presentation state ends without a decision to transition to the special presentation state, the AT presentation state is started. Note that a predetermined value may be set as the stored value of the AT termination determination counter 67 when the AT presentation state is started. Also, the presentation state may transition to a non-advantageous zone presentation state (or normal presentation state) without transitioning (returning) to the AT presentation state based on the end of the special CZ presentation state.
[0215] (Special performance state) In the special effect state, the expected probability of receiving a bonus (profit) related to the batting order navigation effect is set higher than in the AT effect state, making it an effect state advantageous to the player. In the special effect state, the expected value for the increase in the stored value of the AT end determination counter 67 is set higher than in the AT effect state. In the special effect state, for example, the frequency with which the additional lottery is executed may be set higher than in the AT effect state, the probability of winning the additional lottery may be set higher than in the AT effect state, and the expected value of the value set in the stored value of the AT end determination counter 67 when the additional lottery is won may be set higher than in the AT effect state. The special effect state is configured to end, for example, when a predetermined number of games (e.g., 30 games) have been played. The effect state control means 81 transitions the effect state to the AT effect state based on the establishment of the end condition of the special effect state.
[0216] In this embodiment, the normal presentation state may be directly transitioned to the AT presentation state or the special CZ presentation state. For example, in the CZ lottery in the normal presentation state, instead of simply determining whether to transition to the CZ presentation state, it may be possible to draw a lottery to determine whether to transition the presentation state to the AT presentation state, the special CZ presentation state, the CZ presentation state, or whether to remain in the normal presentation state.
[0217] In addition, in this embodiment, a direct transition from a non-advantageous zone presentation state to a CZ presentation state, an AT presentation state, or a special CZ presentation state may occur. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone (normal presentation state), a lottery may be held to determine whether the presentation state will transition to an AT presentation state, a special CZ presentation state, a CZ presentation state, a normal presentation state, or whether or not to remain in the non-advantageous zone presentation state.
[0218] Furthermore, the AT presentation state may be set according to the gaming state to which the transition is made based on the winning of a bonus or winning a prize. For example, when the gaming state is in the RBB internal state, transition to the AT presentation state may be possible, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, transition to the AT presentation state may not be made even if the AT lottery is won, and the AT lottery may not be held.
[0219] Also, if a bonus is won when the presentation state is the AT presentation state and the game state is in the RBB internal state, the AT presentation state may be suspended after the RBB operating state, which is entered upon winning this bonus, ends and the game state transitions back to the RBB internal state via the general internal state. In other words, the batting order navigation presentation may be stopped when a bonus is won, and resumed when the game transitions back to the RBB internal state.
[0220] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, and the stored value of the AT end determination counter 67. In other words, information related to the instruction function (instruction effect) is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction function (instruction effect) shown here is also initialized.
[0221] In this embodiment, when the game state is in the RBB internal state, the instruction function control means 51 (presentation control means 100) performs lotteries related to the instruction function (for example, lotteries related to transition to the AT presentation state), granting of benefits related to the batting order navigation presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to instruction functions such as the batting order navigation presentation, but when the game state is in the general state or the RBB operating state, it does not perform lotteries related to the instruction function, granting of benefits related to the batting order navigation presentation, or processing related to instruction functions such as the batting order navigation presentation.
[0222] In this embodiment, in the RBB internal state (bonus internal state), stop control of the reels 20a to 20c is executed so that the symbol combination indicating the big bonus (RBB) winning form is not displayed on the pay line, regardless of the result of the internal lottery (and regardless of the manner of the stop operation). That is, in this embodiment, once the gaming state is set to the RBB internal state, the game continues in the RBB internal state thereafter. For this reason, in this embodiment, the game is basically played in the RBB internal state. The following explanation will be given assuming that the gaming state is basically the RBB internal state.
[0223] In this embodiment, in the normal state and the RBB internal state, the "batting order plum" winning area is set so that 8-coin roles do not overlap with each other, while in the RBB operating state (bonus operating state), the "small role ALL" winning area is set so that 8-coin roles overlap with each other. The winning probability of the "small role ALL" winning area in the RBB operating state is set higher than the winning probability of the "batting order plum" winning area in other game states. Furthermore, the winning probability of the "small role ALL" winning area in the RBB operating state is set lower than the winning probability of any of the "batting order plum" winning areas in other game states. This reduces the chances of winning an 8-coin role in the RBB operating state compared to other game states, lowering the expected payout rate when a bonus is activated.
[0224] 25, the sub-control board 32 includes a performance sub-control means 70 and a sub-memory (sub-storage means) 72. The performance sub-control means 70 controls performances performed using the liquid crystal display 13, the speaker 14, and lamps (lighting devices) based on performance data stored in the sub-memory 72. For example, the performance sub-control means 70 controls the execution of performances to liven up or assist the game according to the progress of the game, by turning on or blinking the lighting devices, changing the display content of the liquid crystal display 13, or outputting sounds from the speaker 14 in response to the insertion of medals, the operation of the bet button 23, the start lever 24, and the stop buttons 26a to 26c, or the occurrence of game events such as changes in the game state.
[0225] The content of the effects executed during a game is determined using an effect lottery table stored in the sub-memory 72 in response to commands (information) sent from the main control board 31 in response to the game status, the effect status, the result of an internal lottery, etc. In this embodiment, image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and sound based on the sound data read into the sound buffer is output from the speaker 14.
[0226] Gaming machines need to be designed so that the payout rate (the ratio of the number of medals paid out to the number of medals inserted), which is an index of medal acquisition performance, falls within a predetermined range. In the gaming machine of this embodiment, the expected value of the payout rate when play can be continued by pressing left is set lower than that when play can be continued by pressing the center or right, basically recommending play by pressing left and ensuring an appropriate payout rate (ball-out performance).
[0227] In this embodiment, for the RBB internal state, a batting order plum in which the center button is pressed to get the correct batting order and a batting order plum in which the right button is pressed to get the correct batting order are prepared, but a batting order plum in which the left button is pressed to get the correct batting order are not prepared. In other words, in this embodiment, if you always play by pressing left, the probability of winning the batting order plum and receiving a payout of 8 medals is lower than if you always play by pressing center or always play by pressing right. In other words, if you continue playing by pressing the irregular buttons to stop the game, the probability of winning an 8-coin role is higher than if you continue playing by pressing left to stop the game. The 8-coin combination can be said to be a combination that, if won, will allow a player to acquire more game value than the medals (game value) bet for one game. The 8-coin combination can also be said to be a combination that, if won, will pay out more medals than the number of medals (game value) required to start a game. The 1-coin combination can also be said to be a combination that, if won, will allow a player to acquire game value equal to or less than the game value bet for one game.
[0228] Note that, by using other methods, the expected value of the payout rate when playing with a predetermined operation sequence (pushing left) may be set to be lower than that when playing with other operation sequences (pushing center or pushing right). For example, a batting order plan in which pushing left is the correct batting order may also be prepared, and the probability of winning the batting order plan in the correct batting order by pushing left in the internal lottery may be set lower than the probability of winning the batting order plan in the correct batting order by pushing center, and lower than the probability of winning the batting order plan in the correct batting order by pushing right.
[0229] In this embodiment, as shown in FIG. 27, the batting order plumbing has any of batting orders 3 to 6 set as the correct batting order, and batting orders 1 and 2 set as the incorrect batting order. In other words, when the batting order plumbing is viewed as a whole, there is a bias in the correct batting order settings. When the batting order plumbing is stopped by pressing the left button, a 1-coin role (incorrect role) is won, and when the batting order plumbing is stopped by pressing the center button or the right button, an 8-coin role (correct role) is won if the batting order is correct, and a 1-coin role (incorrect role) is won if the batting order is incorrect, or neither role is won. The batting order plumbing is a winning area in which the number of medals paid out varies (changes) depending on the batting order (the manner of operation (operation sequence) of the stop buttons 26a to 26c).
[0230] In the normal presentation state, even if the batting order navigation effect is won, the frequency with which it is determined to be executed is set low, resulting in a presentation state in which the probability of winning an 8-coin combination is low. In this normal presentation state, if play is continued using irregular button presses, the probability of winning an 8-coin combination is higher than if play is continued using left button presses, which may result in excessive ball output performance from the gaming machine. In this embodiment, the normal presentation state is a period during which play using left button presses is recommended (left button press recommended period). The left button press recommended period may also include the CZ presentation state described above. In this embodiment, in games in which the batting order navigation effect is not executed, play using left button presses is recommended.
[0231] If a game is played using irregular button presses during the recommended left push period, a notification is issued to encourage the player to play using left pushes. Specifically, the presentation control means 100 displays a left push recommendation indicator on the liquid crystal display 13. The left push recommendation indicator encourages the player to press the stop buttons 26a to 26c with the left push, and is a horizontally long rectangular indicator containing the text "Left push recommended" (in white text). If a game is played using irregular button presses during a recommended left push period, the presentation control means 100 displays the left push recommendation indicator based on the third stop operation of the game. Note that "based on the third stop operation" may be based on the detection of the release of the last stop button press or the detection of the last stop button press. The presentation control means 100 hides the left push recommendation indicator after a certain period of time (e.g., 7 seconds) has elapsed while the left push recommendation indicator is displayed. In other words, the left push recommendation indicator is displayed for a certain period of time after the third stop operation, and then disappears.
[0232] Note that if a game is played using irregular button presses during the recommended left button press period, the player may be given (imposed) a disadvantage (penalty) in that a predetermined process related to the batting order navigation effect is not executed. Alternatively, the system may be set up so that if a game is played using left button presses, the player will not be penalized and will have an advantage. In other words, the probability that a predetermined process related to the batting order navigation effect will be executed (a predetermined advantage will be awarded) may be higher when a game is played using left button presses than when a game is played using irregular button presses.
[0233] Specifically, in the normal presentation state or the CZ presentation state during the bonus internal state, if a game is played by pressing left, a predetermined process related to the batting order navigation presentation may be executed, whereas if a game is played by pressing irregularly, the predetermined process may not be executed. In other words, in a predetermined game in which the batting order navigation presentation is not executed, playing by pressing left may be more advantageous to the player in terms of the batting order navigation presentation (e.g., transition of presentation states) than playing by pressing irregularly. In other words, in this embodiment, in a predetermined game in which the batting order navigation presentation is not executed, a predetermined penalty may be imposed on a player who plays using an operation mode other than pressing left. The predetermined process related to the batting order navigation presentation may be, for example, a predetermined lottery such as a CZ lottery or an AT lottery. Furthermore, in the normal presentation state, a game feature may be provided in which predetermined points related to a transition to a CZ presentation state (or an AT presentation state) are accumulated, and when the bonus awarding means 82 awards the points as a bonus at a predetermined opportunity, the predetermined processing related to the batting order navigation presentation may be processing to award the points (processing to update a counter that becomes advantageous to the player when updated). Also, in the case where an upper limit (so-called ceiling) is set for the number of times a game is played in a predetermined presentation state (for example, the normal presentation state), and a game feature is provided in which a transition to another presentation state (for example, a CZ presentation state or an AT presentation state) is possible when the number of times that the upper limit is reached, the predetermined processing related to the batting order navigation presentation may be processing to reduce the number of times a game remains until the ceiling (processing to count the number of times a game is played in the predetermined presentation state).
[0234] As described above, there are six possible operation sequences (operation modes) for the stop buttons 26a to 26c, from batting order 1 to batting order 6. Of the six operation modes, the operation mode in which stop button 26a is operated first (batting order 1 and batting order 2) to stop the game is referred to as the first operation mode (left push), and the operation mode in which stop button 26b is operated first (batting order 3 and batting order 4) to stop the game is referred to as the second operation mode (center push). The first operation mode can be referred to as the "left first operation mode," and the second operation mode can be referred to as the "center first operation mode." Note that the operation mode in which stop button 26c is operated first (batting order 5 and batting order 6) to stop the game is referred to as the third operation mode (right push), which may also be referred to as the "right first operation mode." In the following description of this embodiment, center push is referred to as the second operation mode, but the second operation mode is not limited to center push and may also be right push.
[0235] In this embodiment, the ratio (first ratio) of the total number of game values paid out to the total number of game values inserted when a predetermined number of games are played in the first operation mode is lower than the ratio (second ratio) of the total number of game values paid out to the total number of game values inserted when the predetermined number of games are played in the second operation mode. In other words, the ratio of the total number of game values paid out to the total number of game values inserted when the predetermined number of games are played is lower when playing in the first operation mode than when playing in the second operation mode.
[0236] In this embodiment, in a game in which one of the winning areas "Reach Eye Replay 1" to "Reach Eye Replay 9" shown in Figure 26 is won, if the stop operation is performed in the first operation mode, reels 20a to 20c will stop in a stop mode related to the reach eye (a pattern combination indicating the winning form of a specified replay will be displayed on the pay line), but if the stop operation is performed in the second operation mode, reels 20a to 20c will not stop in a stop mode related to the reach eye (a pattern combination indicating the winning form of a replay different from the specified replay will be displayed on the pay line).
[0237] A stop mode related to a reach-eye effect (a stop mode indicating the award of a bonus) is, for example, a stop mode in which two predetermined symbols are displayed in a predetermined straight line (e.g., the middle line), but three of the symbols are not displayed side by side. In this embodiment, when a game is won in any of the winning areas "Reach-eye Replay 1" to "Reach-eye Replay 9," the reels 20a to 20c stop in a stop mode related to a reach-eye effect, and the player is awarded a predetermined bonus (e.g., a bonus related to a batting order navigation effect). Therefore, in a game in which a batting order navigation effect is not executed, if the reels 20a to 20c are stopped in a stop mode related to a reach-eye effect and the game is continued using the second operation mode, the reels 20a to 20c do not stop in a stop mode related to a reach-eye effect, and the opportunity to win a bonus decreases (the gameplay becomes less enjoyable). For this reason, it is recommended to play in the first operation mode (pushing left) in a game in which a batting order navigation effect is not executed.
[0238] (Specific winning conditions) As shown in FIG. 26, the winning area "1 Plum 1" (specific winning mode) is a winning area where multiple types of 1-piece roles (small role 10, small role 17, small role 18, and small role 19) are won in overlapping fashion. In other words, the small roles included in the winning area "1 Plum 1" are small role 10, small role 17, small role 18, and small role 19. When the winning area "1 Plum 1" is won, small role 10, small role 17, small role 18, and small role 19 are won in overlapping fashion, and the winning state is set.
[0239] When the winning area "1 Plum 1" (area number 33) is won in the internal lottery (in a game in which the winning area "1 Plum 1" is won), if a stop operation is performed in the first operation mode (left push), the reel control means 43 controls so that a symbol combination indicating the winning form of the small win 17 is displayed on the activated line. Also, when the winning area "1 Plum 1" (area number 33) is won in the internal lottery (in a game in which the winning area "1 Plum 1" is won), if a stop operation is performed in the second operation mode (center push), the reel control means 43 controls so that a symbol combination indicating the winning form of the small win 17 is displayed on the activated line. When the winning area "1 Plum 1" is won in the internal lottery, the same small win (small win 17) is won whether a stop operation is performed in the first operation mode or the second operation mode.
[0240] The minor winning combination 17 is a winning combination (PB=1 winning combination) in which the symbols constituting the winning combination are arranged so that they are always within the reel-in range (0 to 4 frames) for all of the reels 20a to 20c, regardless of the timing of the stop operation. Note that a winning combination in which the symbols constituting the winning combination are arranged so that they may not be within the reel-in range (0 to 4 frames) for at least one of the reels 20a to 20c, depending on the timing of the stop operation, is called a PB≠1 winning combination.
[0241] FIG. 33 shows an example of a case where a symbol combination indicating a winning mode of the minor winning combination 17 is displayed on an active line. When the symbol combination indicating a winning mode of the minor winning combination 17 is displayed on an active line, the reels 20a to 20c stop in a specific stopping mode. The specific stopping mode is an upper plum alignment stopping mode, in which the plum symbol "PL" is displayed (stopped) on the upper row of each reel, and three plum symbols "PL" are lined up (aligned) in a straight line (on the upper row line). When the reels 20a to 20c stop in this upper plum alignment stopping mode, a predetermined plum symbol "PL" is displayed on the active line (the upper row of the reel 20c). Here, the plum symbol "PL" displayed on the active line is referred to as a "specific symbol."
[0242] When the winning area "1 Plum 1" (area number 33) is won in the internal lottery (in a game in which the winning area "1 Plum 1") is won), the effect control means 100 can execute an effect when the next lever is pressed, triggered by the start operation of the game (pressing the start lever 24).
[0243] (Lever press effect) The lever press effect is an effect in which a display corresponding to a specific symbol (specific symbol display) and a display corresponding to other symbols provided on the reels (symbols different from the specific symbol, for example, a replay symbol "RP", a cherry symbol "CH", or a bell symbol "BL") (other symbol display) are displayed on the liquid crystal display 13. FIG. 34 shows a case in which the lever press effect is executed and a specific symbol display (a display corresponding to a plum symbol "PL") and an other symbol display (a display corresponding to a cherry symbol "CH") are displayed on the liquid crystal display 13. Note that which symbol the other symbol display corresponds to may be determined by lottery, for example. When the lever press effect is executed, the player can understand that a specific symbol or other symbol may be displayed in a predetermined display position (the upper, middle, or lower row of the reels) in that game.
[0244] In this embodiment, when the reels stop spinning and a cherry symbol "CH" is displayed at a predetermined display position, the expectation of a bonus is set higher (more advantageous for the player) than when a specific symbol (plum symbol "PL") is displayed at the predetermined display position. The bonus includes a bonus related to a batting order navigation effect. Setting the expectation of a bonus higher means, for example, that when a cherry symbol "CH" is displayed at a predetermined display position, the probability of a lottery being held to determine whether or not a transition to a bonus state advantageous to the player (a state in which the expectation of gaining game value is high) is set higher than when a specific symbol (plum symbol "PL") is displayed at the predetermined display position. The probability of the lottery being held is the same when a specific symbol (plum symbol "PL") is displayed and when a cherry symbol "CH" is displayed, but the probability of winning the lottery (i.e., the probability of a transition to a bonus state) may be set higher in the latter case. When the lever pressing effect shown in FIG. 34 is executed, the player can have a sense of expectation that the cherry symbol "CH" will be displayed at a predetermined display position.
[0245] Furthermore, when the winning area "1 Plum 1" (area number 33) is won in the internal lottery (in a game in which the winning area "1 Plum 1") is won), the effect control means 100 can execute a predetermined effect (first effect or second effect shown below) at a predetermined opportunity (triggered by a stop operation of the stop button 26), and the effect control means 100 switches which effect to execute depending on the operation mode of the stop operation of the stop button 26. Note that the predetermined effect may be executed when the effect when the lever is pressed is executed.
[0246] (1st performance) When a stop operation is performed using the first operation mode (left push) in a game in which the winning area "1 Plum 1" is won, the effect control means 100 can execute a first effect (specific effect) at a predetermined trigger (based on the third stop operation). The first effect is an effect that suggests (notifies) a specific symbol (plum symbol "PL"). Figure 35(a) shows a state in which the first effect is executed based on a stop operation performed using the first operation mode (left push). Specifically, it shows a state in which a specific symbol display corresponding to the specific symbol (plum symbol "PL") is displayed on the liquid crystal display 13. Note that "suggesting a specific symbol" is not limited to displaying a specific symbol display corresponding to the specific symbol (directly indicating the specific symbol), but may also be anything that can suggest the specific symbol, such as changing the color of a character's clothing to a color corresponding to the specific symbol. The first effect can be said to be an effect corresponding to a symbol (specific symbol) displayed on the pay line.
[0247] In this embodiment, the first effect is executed when the pressing of the third stop operation is detected, but it is not limited to this and may be executed when the release of the pressing of the third stop operation is detected, for example. By executing the first effect, the player can grasp the stopping of the specific symbol (the result of the game) not only from the stopping state of the reels 20a to 20c (the stopping state of the upper row plum alignment) but also from the display on the liquid crystal display 13. When the first effect is executed while the lever pressing effect is being executed, the liquid crystal display 13 changes from a state in which multiple types of symbol displays are displayed to a state in which only the specific symbol display is displayed.
[0248] (2nd performance) When a stop operation is performed using the second operation mode (center press) in a game in which the "1 Plum 1" winning area is won, the effect control means 100 can execute a second effect, different from the first effect, at a predetermined trigger (based on the third stop operation). The second effect is an effect in which a predetermined display object that does not suggest any symbol (does not correspond to any symbol) is displayed. The predetermined display object can be, for example, a character (including a symbol), and in this embodiment, the character "?" is displayed. Figure 35(b) shows a state in which the second effect is executed based on a stop operation performed using the second operation mode (center press), and a predetermined display object (the character "?") that does not suggest any symbol is displayed on the LCD display 13. When the second effect is executed, even though the reels 20a to 20c have stopped in a specific stop mode (a stop mode with the top row of plums aligned), the player feels uncomfortable because the predetermined display object (the character "?") is displayed (the reel stop mode and the LCD display do not match). The player can recognize that a predetermined display object has been displayed based on the fact that the stop operation was performed in the second operation mode instead of the first operation mode. When the second effect is executed while the lever press effect is being executed, the liquid crystal display 13 changes from a state in which multiple types of symbol displays were displayed to a state in which the predetermined display object is displayed.
[0249] As described above, the gaming machine of this embodiment recommends playing with the left button (first operation mode) in games where the batting order navigation effect is not executed. Then, in games where the "1 Plum 1" winning area is won, the second effect can be executed if the stop operation is performed with the second operation mode (middle button). When the second effect is executed and a predetermined display (the character "?") is displayed, the player can be (indirectly) encouraged to perform the stop operation with the first operation mode (left button) rather than the second operation mode (middle button).
[0250] Furthermore, as described above, in the gaming machine of this embodiment, when a game is played in the second operation mode during the left push recommended period, the left push recommended display is displayed on the liquid crystal display 13. The presentation control means 100 displays the left push recommended display in response to (detection of release of the press) the third stop operation of the game, and after a certain period of time (for example, 7 seconds) has elapsed, the left push recommended display is not displayed.
[0251] As shown in FIG. 36 , after the third stop operation of the game, the display of a predetermined display object (the “?” character) related to the second effect and the left push recommendation display overlap for a certain time (certain period) on the liquid crystal display 13. In this embodiment, the left push recommendation display is set to have a higher display priority than other display objects such as the predetermined display object (the “?” character), and the left push recommendation display is displayed in front of (visually perceived in front of) the predetermined display object. Furthermore, after a certain time has passed, the left push recommendation display is no longer displayed, and the predetermined display object (the “?” character) is displayed. Note that the predetermined display object may continue to be displayed until the start operation of the next game is performed. Furthermore, the predetermined display object and the left push recommendation display may be displayed in positions where they do not overlap each other. When a stop operation is performed in the second operation mode, by displaying both the predetermined display object and the left push recommendation display, the notification to the player that the left push is recommended can be more emphasized, and the player can be encouraged to play by pushing left.
[0252] In addition, the left push recommendation display (a display that encourages the stop operation in the first operation mode) can be said to be a predetermined display that does not suggest any pattern, and the effect of displaying the left push recommendation display may be the second effect.
[0253] In this embodiment, when a plum symbol "PL" is displayed on an active line as a specific symbol in a game in which the winning area "1 Plum 1" (area number 33) is won (when the stop operation is performed in the first operation mode or the second operation mode), the first effect is executed when the stop operation is performed in the first operation mode, and the second effect is executed when the stop operation is performed in the second operation mode. However, this is not limited to this, and when a specific symbol (for example, a cherry symbol "CH", a replay symbol "RP", or a bell symbol "BL") is displayed on an active line in a game in which a specific symbol is displayed on an active line in which the winning area is won in a predetermined winning area (specific winning mode) other than the winning area "1 Plum 1", the first effect suggesting the specific symbol may be executed when the stop operation is performed in the first operation mode, and the second effect suggesting none of the symbols may be executed when the stop operation is performed in the second operation mode.
[0254] The gaming machine of this embodiment is A plurality of reels (e.g., reels 20a to 20c) on which a plurality of types of symbols are arranged, A plurality of stop buttons (e.g., stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (for example, an internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (for example, reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A performance control means (for example, performance control means 100) for controlling the performance, The reel control means is capable of stopping the plurality of reels and displaying a symbol combination indicating a predetermined winning form for each winning combination on an active line; the plurality of reels includes a first reel and a second reel, the plurality of stop buttons include a first stop button corresponding to the first reel and a second stop button corresponding to the second reel; the operation modes relating to the stop operations of the plurality of stop buttons include a first operation mode in which the first stop button is first operated to stop, and a second operation mode in which the second stop button is first operated to stop, The ratio of the total payout amount of game value to the total input amount of game value when a predetermined number of games are played is lower when the game is played in the first operation mode than when the game is played in the second operation mode, The winning patterns obtained in the internal lottery include specific winning patterns (for example, the winning area "1 Plum 1"); The specific winning mode is a winning mode in which a specific symbol is displayed on the pay line when the stop operation is performed in the first operation mode or the stop operation is performed in the second operation mode, The effect control means is capable of executing a specific effect suggesting the specific symbol when the stop operation is performed in the first operation mode in a game in which the specific winning pattern has been obtained in the internal lottery, and is capable of executing an effect different from the specific effect when the stop operation is performed in the second operation mode.
[0255] The ratio of the total payout amount of game value to the total input amount of game value after a predetermined number of games is lower when playing with the first operation mode than when playing with the second operation mode. Furthermore, when a specific winning mode is obtained, if a stop operation is performed with the first operation mode, a specific symbol will appear on the pay line, and a specific effect suggesting the specific symbol will be executed. On the other hand, when a specific winning mode is obtained, if a stop operation is performed with the second operation mode, a specific symbol will appear on the pay line, but an effect different from the specific effect will be executed. Even though a specific symbol appears on the pay line, an effect different from the specific effect will be executed, and the player may recognize that the specific effect was not executed because the stop operation was performed with the second operation mode. This encourages the player to play with the first operation mode rather than the second operation mode.
[0256] In addition, in the gaming machine of this embodiment, In a game in which the specific winning pattern is obtained by the internal lottery, a symbol combination showing the same winning pattern of a minor role is displayed on the valid line when the stop operation is performed in the first operation mode and when the stop operation is performed in the second operation mode.
[0257] In addition, in the gaming machine of this embodiment, The effect control means is capable of executing an effect in which, when the stop operation is performed in the second operation mode in a game in which the specific winning pattern has been obtained in the internal lottery, a predetermined display object that does not suggest any pattern is displayed.
[0258] Even though a specific symbol is displayed on the pay line, a predetermined display object that does not suggest any symbol is displayed, and the player may recognize that the display object was displayed and the specific effect was not executed based on the stop operation performed in the second operation mode. This encourages the player to play in the first operation mode instead of the second operation mode.
[0259] In addition, in the gaming machine of this embodiment, The presentation control means is capable of executing a presentation in which, when the stop operation is performed in the second operation mode in a game in which the specific winning pattern has been obtained in the internal lottery, a display object is displayed to prompt the stop operation in the first operation mode.
[0260] When a stop operation is performed in the second operation mode, a display encouraging the stop operation in the first operation mode is displayed, thereby encouraging the player to play in the first operation mode rather than the second operation mode.
[0261] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the third embodiment, so the description of the similar configuration will be omitted or simplified.
[0262] In this embodiment, at least one of the winning areas "1 Plum 2" or "1 Plum 2" shown in FIG. 26 is the specific winning pattern. When the specific winning pattern is won in the internal lottery (in a game in which the specific winning pattern is won), and a stop operation is performed in a specific operation pattern (described later), the reel control means 43 stops the reels 20a to 20c in a specific stop pattern. The specific stop pattern is a stop pattern in which the gold 7 symbol "Gold 7" is displayed (stopped) in the middle row of each reel, and three gold 7 symbols "Gold 7" are lined up (aligned) in a straight line (on the middle line). FIG. 37 shows a case in which the reels 20a to 20c are stopped in a specific stop pattern.
[0263] The specific operation mode is an operation mode in which the stop operation is performed in a specific hitting order (pressing the center or right) and the stop operation is performed at a specific timing (correct press timing). The specific timing is a timing at which a specific symbol (the gold 7 symbol "Gold 7") can be displayed at a predetermined display position (for example, the middle of the reel). In other words, it is a timing at which a symbol within a predetermined range that includes the specific symbol (the gold 7 symbol "Gold 7") is located at a predetermined display position (for example, on an active line).
[0264] In a game in which a specific winning mode is won, if a stop operation is performed in a specific operation mode while the reels are spinning, the reel control means 43 pulls in and displays a specific symbol (Gold 7 symbol "Gold 7") to the middle of the reels. In other words, the reel control means 43 stops the reels 20a to 20c in a specific stop mode. In this embodiment, in a game in which a specific winning mode is won, by performing a stop operation in a specific hitting order and at a specific timing (aiming to display the specific symbol at a predetermined display position), it is possible to stop the reels 20a to 20c in a specific stop mode.
[0265] As described above, a predetermined number of times (30 times) of play is performed in the special CZ presentation state. In this embodiment, at the start of the special CZ presentation state, the memory value of the special CZ end determination counter (not shown) provided in the RAM of the storage means 60 is set to "30," and the presentation state control means 81 performs a process of subtracting "1" from the memory value of the special CZ end determination counter each time a play is performed in the special CZ presentation state (triggered by a game start operation on the start lever 24), and determines whether the memory value has reached the threshold value "0" (whether the end condition of the special CZ presentation state has been met). When the memory value reaches the threshold value "0," the presentation state control means 81 ends the special CZ presentation state.
[0266] (Continuous performance) The effect control means 100 executes (starts) a continuation effect at a predetermined trigger, i.e., when the stored value of the special CZ end determination counter reaches a predetermined value. The continuation effect is an effect (series of effects) that is executed continuously over (across) a predetermined number of games (three games in this embodiment), and can also be called a continuous effect. In this embodiment, the continuous effect is a battle effect in which a first character (protagonist character) and a second character (enemy character) fight against each other on the liquid crystal display 13.
[0267] In this embodiment, a continuous effect (battle effect) is executed during the last predetermined number of plays (three plays) in the special CZ effect state. The 28th play in the special CZ effect state is the first play of the continuous effect (hereinafter referred to as the first play). The 29th play in the special CZ effect state is the second play of the continuous effect (hereinafter referred to as the second play). The 30th play in the special CZ effect state is the third play of the continuous effect (hereinafter referred to as the third play). At the end of the special CZ effect state, a battle effect is executed which determines whether the player will transition to the special effect state, thereby increasing the excitement of the game.
[0268] The bonus granting means 82 may grant the right to transition to the special effect state based on the winning of a specific winning mode in the last three games in the special CZ effect state. Below, we will explain the cases where the specific winning mode is won and where it is not won for each of the first game to the third game.
[0269] (1st game) The bonus granting means 82 does not grant the right to transition to the special effect state if a predetermined winning mode (winning area) other than the specific winning mode is won in the first game (if the specific winning mode is not won). Also, the effect control means 100 starts a continuous effect (executes a battle effect during the first game) if a predetermined winning mode other than the specific winning mode is won in the first game (if the specific winning mode is not won). On the liquid crystal display 13, a battle between the first character and the second character begins.
[0270] On the other hand, the bonus granting means 82 grants the right to transition to a special effect state if a specific winning mode is won in the first game. Furthermore, if a specific winning mode is won in the first game, the effect control means 100 executes an effect (first effect) that prompts (instructs) the player to perform a stop operation in a specific operation mode. FIG. 38 shows a state in which the first effect has been executed. In the first effect, a message (e.g., the text "reverse push") prompting the player to perform a stop operation in a specific stroke order (e.g., right push) and a message prompting the player to perform a stop operation at a specific timing so that a specific symbol (gold 7 symbol "Gold 7") is displayed in a predetermined display position are displayed on the liquid crystal display 13. Note that when the first effect is executed, the background of the display screen may be darkened. The first effect can be referred to as a "go for gold 7" effect. If a specific winning mode is won in the first game, and a stop operation is performed in a specific operation mode, the reels 20a to 20c stop in a specific stop mode (a stop mode in which gold 7s are lined up).
[0271] In this embodiment, the bonus awarding means 82 awards the right to transition to the special effect state based on winning a specific winning pattern in the first game, regardless of the stopping pattern of the reels 20a to 20c. In other words, even if the reels 20a to 20c do not stop in the specific stopping pattern (the stopping pattern of seven golds) in the game (if they stop in a stopping pattern different from the specific stopping pattern), the right to transition to the special effect state is awarded.
[0272] The effect control means 100, upon the reels 20a to 20c coming to a stop (terminating the first effect), notifies the player that a transition to a special effect state has been determined (executing the special effect). In the special effect, for example, it may be notified that the first character has defeated the second character, or a congratulatory message such as "CONGRATULATION" may be displayed. Furthermore, the effect state control means 81 transitions the effect state to the special effect state. When a transition to the special effect state is determined in the first game, the second game and the third game are not executed, and the special effect state is initiated.
[0273] In this way, if the specific winning mode is not won in the first game, the consecutive effects are executed. On the other hand, if the specific winning mode is won in the first game, the first effect (Aim for Gold 7 effect) is executed, and the special effect is executed after the first effect.
[0274] In this embodiment, the right to transition to the special effect state is granted based on winning a specific winning pattern in the first game, but the right to transition to the special effect state may be granted (transition to the special effect state is determined) based on winning a specific winning pattern in the first game and the reels 20a to 20c stopping in a specific stopping pattern (a stopping pattern of seven gold symbols). In this case, the first effect is executed in response to winning a specific winning pattern in the first game, and the special effect is executed when the reels 20a to 20c stop in the specific stopping pattern (a stopping pattern of seven gold symbols).
[0275] (2nd game) The bonus granting means 82 does not grant the right to transition to the special effect state if a predetermined winning mode other than the specific winning mode is won in the second game (if the specific winning mode is not won). Furthermore, the effect control means 100 executes (continues) a continuous effect if a predetermined winning mode other than the specific winning mode is won in the second game (if the specific winning mode is not won). The effect control means 100 executes a defeat effect as a continuous effect at a predetermined trigger in the second game (for example, based on a third stop operation related to the second game), and notifies the player that the first character has been defeated by the second character (for example, the first character is brought to a state of being knocked down).
[0276] On the other hand, the bonus granting means 82 grants the right to transition to a special effect state when a specific winning mode is won in the second game. The bonus granting means 82 grants the right to transition to a special effect state based on the winning of a specific winning mode in the second game, regardless of the stop mode of the reels 20a to 20c. Furthermore, when a specific winning mode is won in the second game, the effect control means 100 executes (starts) a second effect (mode) different from the first effect at a predetermined trigger in the second game (for example, based on a third stop operation related to the second game). The second effect does not prompt the player to perform a stop operation in a specific operation mode, as in the first effect. In this embodiment, the second effect is an effect (PUSH effect) that prompts the player to press the effect button 25. Figure 39 shows the state in which the second effect has been executed. In the second effect, the background of the display screen of the liquid crystal display 13 goes dark (the background becomes black), and an image (display) imitating the effect button 25 and the word "PUSH" are displayed on the liquid crystal display 13. When a specific winning mode is won in the second game, the effect control means 100 executes a continuous effect (the same effect as the effect executed when the specific winning mode is not won) until the second effect is started.
[0277] The effect control means 100 notifies that a transition to the special effect state has been decided (executes a special effect) at a predetermined opportunity (for example, when the effect button 25 is pressed). Furthermore, the effect state control means 81 transitions the effect state to the special effect state. If a transition to the special effect state has been decided in the second game, the third game is not executed and the special effect state is started.
[0278] In this way, if the specific winning mode is not won in the second game, the continuous effects are executed, and the third stop operation is used as a trigger to execute a defeat effect as a continuous effect. On the other hand, if the specific winning mode is won in the second game, the continuous effects are executed up to the third stop operation, and the third stop operation is used as a trigger to execute the second effect (the defeat effect is not executed), and the special effect is executed based on the effect button 25 being pressed.
[0279] (Third game) The bonus granting means 82 does not grant the right to transition to the special effect state when a predetermined winning mode other than the specific winning mode is won in the third game (when the specific winning mode is not won). Also, the effect control means 100 executes (continues) the continuous effect when a predetermined winning mode other than the specific winning mode is won in the third game (when the specific winning mode is not won).
[0280] On the other hand, the bonus awarding means 82 awards the right to transition to the special effect state when a specific winning mode is won in the third game. The bonus awarding means 82 awards the right to transition to the special effect state based on the winning of a specific winning mode in the third game, regardless of the stopping mode of the reels 20a to 20c.
[0281] The effect control means 100 executes a continuous effect (the same effect as the effect executed when the specific winning mode is not won) even when a specific winning mode is won in the third game. That is, the effect control means 100 executes a continuous effect, a rapid-fire instruction effect (a continuous effect final game effect), at a predetermined trigger, even when a specific winning mode is won in the third game or when a predetermined winning mode other than the specific winning mode is won in the third game. The rapid-fire instruction effect is an effect that prompts the effect button 25 to be pressed repeatedly (rapidly pressed). In the rapid-fire instruction effect, an image (display object) that resembles the effect button 25 and the word "rapidly pressed" are displayed on the liquid crystal display 13.
[0282] The presentation state control means 81 determines whether or not the right to transition to the special presentation state is granted in the third game, and if it determines that the right is granted, it decides to transition to the special presentation state. On the other hand, if it determines that the right is not granted, it does not decide to transition to the special presentation state (it decides to transition to a presentation state different from the special presentation state). Note that, in the first to 27th games (games before the continuous presentation starts) in the special CZ presentation state, a lottery is held to determine whether or not to transition to the special presentation state, triggered by winning a predetermined winning area in an internal lottery, and the bonus granting means 82 grants the right to transition to the special presentation state based on winning the lottery, and the right may be granted (stocked).
[0283] The effect control means 100 switches the effect to be executed after the rapid-fire instruction effect depending on whether or not the right to transition to the special effect state has been granted. If the right has been granted, the effect control means 100 notifies that a transition to the special effect state has been decided (executes the special effect). In the special effect, for example, the first character that has fallen stands up, and the victory of the first character is announced (notified). Furthermore, the effect state control means 81 transitions the effect state to the special effect state. On the other hand, if the right has not been granted, the effect control means 100 notifies that a transition to the special effect state has not been decided. For example, the first character remains fallen (does not stand up), and the defeat of the first character is announced.
[0284] In this way, in the third game, whether or not the specific winning mode is won, the continuous effect (repeated hit instruction effect) is executed, and if the right to transition to the special effect state is granted, the special effect is executed after the repeated hit instruction effect. On the other hand, if the right is not granted, the special effect is not executed after the repeated hit instruction effect.
[0285] (Probability of each effect) In the second game and the third game, the first effect (the "Aim for Gold 7" effect) may be executed, as in the first game. However, the probability that the first effect will be executed when a specific winning pattern is obtained in the first game is higher than the probability that the first effect will be executed when a specific winning pattern is obtained in the second game, and is also higher than the probability that the first effect will be executed when a specific winning pattern is obtained in the third game. The "probability that the first effect will be executed when a specific winning pattern is obtained in the first game" may be 100%. Furthermore, "higher" includes cases where the probability is higher because the probability of the comparison target (the probability that the first effect will be executed when a specific winning pattern is obtained in the second game or the probability that the first effect will be executed when a specific winning pattern is obtained in the third game) is 0%.
[0286] If a series of consecutive effects (battle effects) is started and then interrupted (ended) before the consecutive effects are completed, the player may feel uneasy. In particular, the earlier the consecutive effects are, the more likely the player is to feel uneasy if they are interrupted. For example, if a specific winning mode is won in a first game, granting the right to transition to a special effect state, and a battle effect begins, and then transitions to the special effect state after the game ends and the battle effect is interrupted (ended), the player may feel uneasy.
[0287] In this embodiment, the probability that the first effect (Aim for Gold 7 effect) will be executed when a specific winning pattern is obtained in the first game is set higher than the probability that the first effect will be executed when a specific winning pattern is obtained in the second game, and is also set higher than the probability that the first effect will be executed when a specific winning pattern is obtained in the third game. For example, when a specific winning pattern is obtained in the first game, the first effect (Aim for Gold 7 effect) will be executed instead of the continuous effect. Therefore, when the game transitions to the special effect state after the first game ends, the continuous effect will not be interrupted. This reduces the possibility that the player will feel uncomfortable.
[0288] Also, in the third game, as in the second game, the second effect (an effect in which the display screen of the liquid crystal display 13 goes dark and an image (display) resembling the effect button 25 and the word "PUSH" are displayed) may be executed. The probability that the second effect will be executed when a specific winning pattern is obtained in the second game is higher than the probability that the second effect will be executed when a specific winning pattern is obtained in the third game. The "probability that the second effect will be executed when a specific winning pattern is obtained in the second game" may be 100%. Furthermore, "higher" includes cases where the probability is higher because the comparison probability (the probability that the second effect will be executed when a specific winning pattern is obtained in the third game) is 0%. Furthermore, the probability that the second effect will be executed when a specific winning pattern is obtained in the second game is higher than the probability that the second effect will be executed when a specific winning pattern is obtained in the first game.
[0289] In this embodiment, a specific winning pattern may be won by an internal lottery during the first to 27th games in the special CZ presentation state (games before the start of consecutive wins). For example, when a specific winning pattern is won during the fifth game, the presentation control means 100 executes the first presentation (aim for gold 7 presentation), and the bonus granting means 82 grants the right to transition to the special presentation state when the reels 20a to 20c stop in a specific stopping pattern (a stopping pattern of gold 7s). The presentation state control means 81 then starts the special presentation state from the next game. Note that during the first to 27th games in the special CZ presentation state, the first presentation (aim for gold 7 presentation) may be executed even in games in which a winning pattern other than the specific winning pattern is obtained by the internal lottery. In other words, even if a player performs a stopping operation in a specific operation pattern during a game in which the first presentation is executed, the reels 20a to 20c may not stop in the specific stopping pattern (a stopping pattern of gold 7s).
[0290] In contrast, in the 28th game (first game) in the special CZ effect state, the first effect is executed only when a specific winning pattern is won, and the first effect is not executed when a winning pattern other than the specific winning pattern is won. Therefore, in the first game, when the player performs a stop operation in a specific operation pattern according to the first effect, the reels 20a to 20c are always stopped in a specific stop pattern (a stop pattern of seven gold symbols).
[0291] In this way, when the first effect (Aim for Gold 7 effect) is executed, the reels 20a to 20c may or may not stop in a specific stopping pattern (a stopping pattern of a line of gold 7s). The first effect is an effect in which a display is displayed urging a player to perform a stopping operation in a specific hitting order (for example, by pressing right) and a display is displayed urging a player to perform a stopping operation at a specific timing so that a specific symbol (the gold 7 symbol "Gold 7") is displayed at a predetermined display position. When the first effect is executed, there is a possibility that the reels 20a to 20c will stop in a specific stopping pattern (a stopping pattern of a line of gold 7s). Therefore, the first effect can be said to be an effect suggesting that a specific symbol (the gold 7 symbol "Gold 7") will be displayed at a predetermined display position (an effect indicating that the specific symbol may be displayed at a predetermined display position).
[0292] The gaming machine of this embodiment is A plurality of reels (e.g., reels 20a to 20c) on which a plurality of types of symbols are arranged, A plurality of stop buttons (e.g., stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (for example, an internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (for example, reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A performance control means (for example, performance control means 100) for controlling the performance, The winning patterns obtained in the internal lottery include specific winning patterns (for example, the winning area "1 Plum 2"); The specific winning mode is a winning mode in which, when the stop button is operated to stop in a specific operation mode, a specific symbol is displayed at a predetermined display position, The effect control means is capable of executing continuous effects that are continuous across a first game, a second game after the first game, and a third game after the second game, at a predetermined opportunity; The effect control means is capable of executing a first effect that suggests that the specific symbol is displayed at a predetermined display position, and a second effect that is different from the first effect, the probability that the first effect will be executed when the specific winning pattern is obtained in the first game is higher than the probability that the first effect will be executed when the specific winning pattern is obtained in the second game, and is also higher than the probability that the first effect will be executed when the specific winning pattern is obtained in the third game; The probability that the second performance will be executed when the specific winning pattern is obtained in the second game is higher than the probability that the second performance will be executed when the specific winning pattern is obtained in the third game.
[0293] For example, if a continuous performance is interrupted due to a specific winning pattern being obtained during the execution of the continuous performance, the player may feel uncomfortable. The player is particularly likely to feel uncomfortable if the continuous performance is interrupted in the first half of the continuous performance. In this embodiment, the probability that the first performance will be executed when the specific winning pattern is obtained in the first game is higher than the probability that the first performance will be executed when the specific winning pattern is obtained in the second game, and is also higher than the probability that the first performance will be executed when the specific winning pattern is obtained in the third game. For example, the first game is a game in which continuous performances can be executed, but the probability that the first performance will be executed when the specific winning pattern is obtained in the first game is higher. This prevents the continuous performance from being interrupted, reducing the possibility that the player will feel uncomfortable.
[0294] (Fifth embodiment) Next, a fifth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the third embodiment, so the description of the similar configuration will be omitted or simplified.
[0295] As shown in FIG. 26, there are multiple types of winning modes (winning areas) that can be obtained by internal lottery. In this embodiment, the winning areas "Batting Order Plum A1" to "Batting Order Plum B4" are collectively referred to as the winning area "Batting Order Plum" (first winning mode). The winning areas "Common Plum 1" and "Common Plum 2" are collectively referred to as the winning area "Common Plum" (second winning mode). The winning areas "1 Piece 1" and "1 Piece 2" are collectively referred to as the winning area "1 Piece" (third winning mode). The winning areas "1 Piece Plum 1" and "1 Piece Plum 2" are collectively referred to as the winning area "1 Piece Plum" (fourth winning mode).
[0296] In this embodiment, in the internal lottery, the probability of winning the second winning pattern is lower than the probability of winning the first winning pattern, lower than the probability of winning the third winning pattern, and lower than the probability of winning the fourth winning pattern. In addition, when the probability of winning the second winning mode is lower than the probability of winning the first winning mode, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "Batting Order Plum A1" to "Batting Order Plum B4". In addition, when the probability of winning the second winning mode is lower than the probability of winning the third winning mode, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "1 Piece 1" and "1 Piece 2". In addition, when the probability of winning the second winning mode is lower than the probability of winning the fourth winning mode, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "1 Piece Plum 1" and "1 Piece Plum 2".
[0297] As shown in Figure 26, the winning area "batting order plum" (first winning mode) and the winning area "common plum" are winning modes in which the bonus (big bonus) is not won in duplicate in the normal state (first gaming state). In contrast, the winning area "1 coin" and the winning area "1 coin plum" are winning modes in which the bonus (big bonus) is not won in duplicate in the normal state (first gaming state).
[0298] (Winning area "Batting Order Plum") As shown in FIG. 27, in the winning area "Plum Batting Order," any one of batting orders 3 to 6 is set as the correct batting order, and batting orders 1 and 2 are set as the incorrect batting orders. In other words, when the winning area "Plum Batting Order" is viewed as a whole, there is a bias in the correct batting order settings. As shown in FIG. 27, in a game in which the winning area "Plum Batting Order" is won, if the stop buttons 26a to 26c are stopped in the correct batting order (correct operation mode), a first minor combination (8-coin combination) with a predetermined payout can be won, and if the stop buttons 26a to 26c are stopped in the incorrect batting order (incorrect operation mode), a second minor combination (1-coin combination) with a payout lower than the predetermined payout can be won. The first minor combination can be said to be a combination that, when won, can acquire more game value than the medals (game value) bet for one game. In addition, the second minor winning combination can be said to be a combination that can acquire a number of game values equal to or less than (less than) the game value bet for one game when it is won.
[0299] When a symbol combination indicating the winning form of the first minor prize (8-piece prize) is displayed on an active line, the stopping pattern of reels 20a to 20c is a stopping pattern (plum-aligned stopping pattern) in which three plum symbols "PL" are displayed in a line (side by side) on a predetermined line (for example, the middle line).
[0300] When the symbol combination showing the winning form of the second minor winning combination is displayed on the pay line, the reels 20a to 20c stop in a manner such that the predetermined symbols are not displayed in a line (in a straight line). In other words, when the symbol combination showing the winning form of the second minor winning combination is displayed on the pay line, the reels 20a to 20c stop in a manner such that the predetermined symbols are not displayed in a line (in a straight line).
[0301] (Winning area "Common Plum") In a game in which the winning area "Common Plum" is won, regardless of the order (operation mode) in which the stop buttons 26a to 26c are operated to stop, a third small win (8-coin win) with a higher payout than the second small win can be won. In a game in which the winning area "Common Plum" is won, if the stop buttons 26a to 26c are operated to stop in an operation mode (left 1st operation mode) in which a specific reel (left reel 20a) is stopped first, a third small win can be won. In this embodiment, the payouts for the first small win and the third small win are the same. It can be said that the third small win, when won, can earn more game value than the medals (game value) bet for one game.
[0302] 40(a) shows a case where a symbol combination showing a winning form of the third minor winning combination is displayed on an active line. When a symbol combination showing a winning form of the third minor winning combination is displayed on an active line, the reels 20a to 20c stop in a manner where three plum symbols "PL" are displayed in a line (side by side) on a predetermined line (a line sloping downward to the right) (a stopping manner of plums lining up downward to the right).
[0303] (Winning area "1 piece") In a game in which the winning area "1 coin" is won, if the stop buttons 26a to 26c are operated in an operation mode (left 1st operation mode) that stops a specific reel (left reel 20a) first, a fourth minor combination (1 coin combination) with a lower payout than the third minor combination can be won. The fourth minor combination can be said to be a combination that can win a number of game values equal to or less than the game value bet for one game when won.
[0304] When the symbol combination showing the winning form of the fourth minor winning combination is displayed on the pay line, the reels 20a to 20c stop in a manner such that the predetermined symbols are not displayed in a line (in a straight line). In other words, when the symbol combination showing the winning form of the fourth minor winning combination is displayed on the pay line, the reels 20a to 20c stop in a manner such that the predetermined symbols are not displayed in a line (in a straight line).
[0305] (Winning area: "1 Plum") In a game in which the winning area "1 Plum" is won, if the stop buttons 26a to 26c are operated in a manner that stops a specific reel (left reel 20a) first (left 1st operation manner), a 5th minor combination (1 piece combination) with a lower payout than the 3rd minor combination can be won. The 5th minor combination can be said to be a combination that can win a number of game values equal to or less than the game value bet for one game when won.
[0306] 40(b) shows a case where a symbol combination showing a winning form of the fifth minor winning combination is displayed on an active line. When a symbol combination showing a winning form of the fifth minor winning combination is displayed on an active line, the reels 20a to 20c stop in a manner where three plum symbols "PL" are displayed in a line (side by side) on a predetermined line (upper line) (upper line).
[0307] When the reels are stopped in the left 1st operation mode in a game in which the winning area "1 coin" is won, the reels 20a to 20c stop in a losing pattern, and the fourth minor role (1 coin role) is won. On the other hand, when the reels are stopped in the left 1st operation mode in a game in which the winning area "1 plum" is won, the reels 20a to 20c stop in a stopping mode in which the plum pattern "PL" is lined up, and the fifth minor role (1 coin role) is won. Both winning roles are 1 coin roles, but in one case the reels stop in a losing pattern, and in the other case the reels stop in a plum-lined pattern.
[0308] As mentioned above, the winning area "Plum Batting Order" is a winning area where the correct batting order is set to a bias (batting order 1 and batting order 2 are incorrect batting orders). In this embodiment, the gaming machine sets the expected value of the payout rate when playing by pressing left lower than the expected value of the payout rate when playing by pressing irregular buttons, and basically recommends playing by pressing left. As a result, the ratio (base) of the total number of payouts of game value to the total number of game values inserted in a predetermined number of games (the number of games that can be played when 50 game values are inserted) is set relatively low (low base).
[0309] If the reels 20a to 20c stop in a losing pattern frequently and the reels 20a to 20c stop in a pattern that allows the player to recognize that a predetermined symbol has been aligned relatively rarely when the player continues playing by pressing left (left 1st operation mode) during the left push recommended period (at least in the normal presentation state), the player will find it difficult to get a response (feeling of hitting) that a small combination has been won (a small combination has been aligned). This may reduce the player's interest in the game.
[0310] In this embodiment, as a winning area where a 1-coin combination is won when the reels 20a to 20c are stopped in a losing pattern, a winning area "1-coin plum" where the reels 20a to 20c are stopped in a plum combination is provided, separate from the winning area "1-coin" where the reels 20a to 20c are stopped in a losing pattern. The winning area "1-coin plum" is a winning area where, when the reels are stopped by pressing the left button, a small combination (1-coin combination) with a relatively low payout is won, and the reels 20a to 20c are stopped in a pattern that allows the player to recognize that a predetermined pattern has been combined.
[0311] Therefore, when the player continues to play by pressing the left button, the frequency with which the reels 20a to 20c stop in a manner that allows the player to recognize that a predetermined symbol has been aligned can be increased. This increases the chances for the player to get a response (feeling of hitting) that a small combination has been won (a small combination has been aligned), and prevents a decline in the enjoyment of the game.
[0312] As described above, when the reels 20a to 20c are stopped in the left 1st operation mode in a game in which the "common plum" winning area is won, the reels 20a to 20c stop in a stop mode of plums lining up downward to the right. Also, when the reels 20a to 20c are stopped in the left 1st operation mode in a game in which the "single plum" winning area is won, the reels 20a to 20c stop in a stop mode of plums lining up upward to the right. In other words, the stop mode of the reels 20a to 20c when a symbol combination indicating a winning form of the third minor combination is displayed on an active line in a game in which the "common plum" winning area is won, (plums lining up downward to the right), and the stop mode of the reels 20a to 20c when a symbol combination indicating a winning form of the fifth minor combination is displayed on an active line in a game in which the "single plum" winning area is won, (plums lining up upward) are "stop modes in which it is possible to recognize that predetermined symbols have been lined up," and can be said to be similar stop modes. The "stopping pattern that allows the player to recognize that the predetermined symbols have been lined up" includes, for example, a stopping pattern in which the predetermined symbols stop in a small V shape or a small mountain shape. In short, it is sufficient if the stopping pattern allows the player to recognize that the predetermined symbols have been lined up.
[0313] In addition, in a game in which the winning area "Plum Batting Order" is won, if the reels 20a to 20c are stopped in an incorrect operation mode (including the operation mode on the first st position from the left) the reels 20a to 20c stop in a stopping mode with a losing symbol. In addition, in a game in which the winning area "1 coin" is won, if the reels 20a to 20c are stopped in a stopping mode with a losing symbol, if the reels 20a to 20c are stopped in a stopping mode with a losing symbol. In other words, in a game in which the winning area "Plum Batting Order" is won, if a symbol combination showing the winning form of the second minor combination is displayed on the active line, the stopping mode (losing symbol) of the reels 20a to 20c, and in a game in which the winning area "1 coin" is won, if a symbol combination showing the winning form of the fourth minor combination is displayed on the active line, the stopping mode (losing symbol) of the reels 20a to 20c is not displayed (does not stop) in a straight line (a stopping mode in which it is impossible to recognize that the predetermined symbols have been lined up).
[0314] In this embodiment, in the normal presentation state, the bonus awarding means 82 conducts a point awarding lottery at a predetermined opportunity (triggered by winning a predetermined winning area), and if the point awarding lottery is won, a predetermined number of points are awarded. When the points earned in the normal presentation state reach a predetermined value (when the stored value of the point counter in the storage means 60 reaches a predetermined value), the presentation state control means 81 determines that the conditions for transitioning to a favorable presentation state (CZ presentation state) have been met, and transitions the presentation state to that presentation state.
[0315] In addition, in this embodiment, a special point effect state is provided in which the expected probability of points being awarded is set higher than in the normal effect state. In the special point effect state, a predetermined number of games (e.g., six games) are played, and a predetermined number of points (at least 10 or more) are awarded for each game, for example. In the normal effect state, the bonus awarding means 82 performs a lottery at a predetermined opportunity (triggered by winning a predetermined winning area) to determine whether or not to transition to the special point effect state. If the lottery is won, the effect state control means 81 transitions the effect state to the special point effect state.
[0316] As described above, when the reels are stopped in the left 1st operation mode in a game in which the winning area "1 Plum" is won, the reels 20a to 20c will stop in a plum-aligned stopping mode, just as when the reels are stopped in the left 1st operation mode in a game in which the winning area "Common Plum" is won (see Figure 40).
[0317] The bonus granting means 82 (instruction function control means 51) conducts a lottery related to the instruction function when the winning area "Common Plum" is won. Here, the lottery related to the instruction function (lottery related to the batting order navigation effect) is a lottery (AT lottery) that determines whether to transition to an AT effect state in which the batting order navigation effect is executed. The lottery related to the instruction function may also be a lottery (CZ lottery) that determines whether to transition to a CZ effect state in which the expected probability of transitioning to the AT effect state is higher than that of the normal effect state. It may also be a lottery (additional lottery) that determines whether to increase the duration of the AT effect state. It may also be a lottery that determines whether to transition to the point awarding lottery or the point special effect state described above. The point awarding lottery and the lottery that determines whether to transition to the point special effect state are lotteries related to points, the more points accumulated, the closer (shorter) the transition to the CZ effect state becomes, and therefore can be said to be lotteries related to the instruction function.
[0318] In this embodiment, when the winning area "1 Plum" (fourth winning mode) is won (in a game in which the winning area "1 Plum" is won), and when the winning area "Common Plum" (second winning mode) is won (in a game in which the winning area "Common Plum" is won), a lottery related to the same instruction function is executed. In other words, the winning area "1 Plum" and the winning area "Common Plum" are the same in the lottery related to the instruction function that is executed in response to a win (when a win is won, the same lottery related to the instruction function can be held). The winning area "1 Plum", like the winning area "Common Plum", is a winning area in which the reels 20a to 20c stop in a plum alignment stop mode when stopped in the left 1st operation mode, and the same lottery can be held as when the winning area "Common Plum" is won. In other words, when the winning area "1 Plum" is stopped in the left 1st operation mode, a small prize (1 prize) with a smaller payout will be won than when the winning area "Common Plum" is won and the winning area is stopped in the left 1st operation mode, but the same lottery will be held as when the winning area "Common Plum" is won.
[0319] When the reels 20a-20c are stopped in a plum alignment pattern by operating the left 1st reel, and there is no "1 Plum" winning area that allows the same lottery as when the "Common Plum" winning area is won, the frequency of lottery execution related to the instruction function in the normal presentation state decreases, and the game is likely to become monotonous. Furthermore, there is a high probability that the period required to transition to a favorable presentation state will be relatively long. In this embodiment, the "1 Plum" winning area is provided, and in the normal presentation state, upon winning the "1 Plum" winning area, a lottery related to the instruction function identical to that when the "Common Plum" winning area is won is executed. This enhances the gameplay and prevents a decline in interest in the game.
[0320] In this embodiment, if the winning area "1 coin" where the reels 20a-20c do not stop in a plum alignment when the stop operation is performed in the left 1st operation mode is won, the expectation level for the lottery related to the instruction function is lower than when the winning area "1 coin plum" is won. A lower expectation level for the lottery related to the instruction function may mean that the probability of winning the lottery is lower, or that the probability of winning the lottery is 0%, or that the lottery is not executed. In this embodiment, if the winning area "1 coin" is won, the player will not be able to take the same lottery (lottery related to the instruction function) as when the winning area "1 coin plum" (winning area "common plum") is won.
[0321] In the AT performance state, a batting order navigation performance can be executed in a game in which the winning area "batting order plum" is won, and if the reels 20a to 20c are stopped in a plum-aligned stopping mode when the correct operation mode (correct batting order) is performed in that game. In this embodiment, in the AT performance state, a lottery relating to the same instruction function is executed in the case in which the winning area "common plum" is won (a game in which the winning area "common plum" is won), in the case in which the winning area "single plum" is won (a game in which the winning area "single plum" is won), and in the case in which the winning area "batting order plum" is won (a game in which the winning area "batting order plum" is won). In other words, in the AT presentation state, if the winning area "Common Plum" (second winning mode), if the winning area "1 Plum" (fourth winning mode), or if the winning area "Batting Order Bell" (first winning mode) is won, the lottery for the instruction function that is executed in response to the winning is the same (if you win, you will be able to take the same lottery for the instruction function).
[0322] In this embodiment, "the same lottery related to the instruction function can be received (executed) when a prize is won" does not necessarily mean that the same lottery can be received in all presentation states (in other words, regardless of the situation), and there may be cases where the same lottery cannot be received in at least one presentation state. Also, "the same lottery related to the instruction function can be received when a prize is won in two predetermined winning areas" may mean that in one winning area, in addition to the same lottery, another lottery can be received.
[0323] The gaming machine of this embodiment is A plurality of reels (e.g., reels 20a to 20c) on which a plurality of types of symbols are arranged, A plurality of stop buttons (e.g., stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (for example, an internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (for example, reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A game state control means (for example, a game state control means 49) is provided which transitions the game state between a plurality of game states including a first game state (for example, a general game state) and a second game state (for example, an RBB internal game state) which transitions based on winning a bonus in the first game state, The reel control means is capable of stopping the plurality of reels and displaying a symbol combination indicating a predetermined winning form for each winning combination on an active line; The winning patterns obtained in the internal lottery include the first winning pattern (winning area "batting order plum") The second winning mode (winning area "common plum"), the third winning mode (winning area "1 piece"), and the fourth winning mode (winning area "1 piece plum") are included, In the internal lottery, the probability of winning the second winning mode is lower than the probability of winning the first winning mode, lower than the probability of winning the third winning mode, and lower than the probability of winning the fourth winning mode, The first winning mode is: A winning mode in which the bonus is not won twice in the first gaming state, In a game in which the first winning mode is obtained, if the plurality of stop buttons are operated to stop in a correct operation mode, a first minor role (8-piece role) with a predetermined payout can be won, and if the plurality of stop buttons are operated to stop in an incorrect operation mode different from the correct operation mode, a second minor role (1-piece role) with a payout lower than the predetermined payout can be won. The second winning mode is: A winning mode in which the bonus is not won twice in the first gaming state, In a game in which the second winning mode is obtained, if the plurality of stop buttons are operated to stop a specific reel first, a third minor role (8-piece role) with a higher payout than the second minor role can be won. The third winning mode is: A winning mode in which the bonus is won multiple times in the first gaming state, In a game in which the third winning mode is obtained, if the plurality of stop buttons are operated to stop the specific reel first, a fourth minor role (1-piece role) with a payout lower than that of the third minor role can be won. The fourth winning mode is: A winning mode in which the bonus is won multiple times in the first gaming state, In a game in which the fourth winning mode is obtained, if the plurality of stop buttons are operated to stop the specific reel first, a fifth minor role (1-piece role) with a payout lower than that of the third minor role can be won. The stopping mode of the plurality of reels when the symbol combination showing the winning form of the third minor winning combination is displayed on the effective line, and the stopping mode of the plurality of reels when the symbol combination showing the winning form of the fifth minor winning combination is displayed on the effective line are stopping modes that allow recognition that predetermined symbols have lined up and stopped, The stopping patterns of the multiple reels when a pattern combination indicating the winning form of the second minor prize is displayed on the valid line, and the stopping patterns of the multiple reels when a pattern combination indicating the winning form of the fourth minor prize is displayed on the valid line are stopping patterns in which the predetermined patterns do not stop in a straight line.
[0324] When the stop operation is performed in the operation mode that stops the specific reel first and the game is continued, if the multiple reels frequently stop in a manner that does not result in a predetermined symbol alignment, the player will be less likely to feel that they have won a predetermined winning combination. In other words, there is a risk of a decline in interest in the game. In this embodiment, when the stop operation is performed in the operation mode that stops the specific reel first, a low-payout winning combination is achieved, but a fourth winning combination is provided in which the multiple reels stop in a manner that allows the player to recognize that the predetermined symbol alignment has occurred. Therefore, when the stop operation is performed in the operation mode that stops the specific reel first and the game is continued, the frequency with which the multiple reels stop in a manner that allows the player to recognize that the predetermined symbol alignment has occurred can be increased. This increases the player's opportunities to feel that they have won a predetermined winning combination, thereby preventing a decline in interest in the game. In addition, if the stop operation is performed in an operation mode that stops the specific reel first in a game in which the fourth winning mode is obtained, a winning combination with a lower payout will be won than if the stop operation is performed in an operation mode that stops the specific reel first in a game in which the second winning mode is obtained, but the stopping mode of the multiple reels will be a stopping mode that allows the player to recognize that the specified patterns have lined up and stopped, just like when the stop operation is performed in a game in which the second winning mode is obtained.
[0325] In addition, the gaming machine of this embodiment has An instruction function control means for performing processing related to the instruction function is provided, In the first winning mode, the second winning mode, and the fourth winning mode, the same lottery relating to the instruction function is executed when the first winning mode, the second winning mode, and the fourth winning mode are won.
[0326] (Sixth embodiment) Next, a sixth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the third embodiment, so the description of the similar configuration will be omitted or simplified.
[0327] In this embodiment, the bonus awarding means 82 conducts a point awarding lottery at a predetermined opportunity (triggered by winning a predetermined winning area). The point awarding lottery determines which points will be awarded from multiple types of point candidates, or whether no points will be awarded (whether 0 points will be awarded). The bonus awarding means 82 awards points according to the results of the point awarding lottery, and a value corresponding to the points is added to the stored value of a point counter (not shown) in the storage means 60. When the points acquired in the normal presentation state reach a predetermined value (when the stored value of the point counter reaches a predetermined value), the presentation state control means 81 determines that the transition condition to the CZ presentation state is met, and transitions the presentation state to the CZ presentation state. Note that the presentation state control means 81 may transition to the AT presentation state based on the stored value of the point counter reaching a predetermined value.
[0328] (Special point effect) As shown in Figure 41, in this embodiment, a special point effect state is provided in which the expectation of points being awarded is set higher than in the normal effect state. In the special point effect state, a predetermined number of games (e.g., six games) are played, and a predetermined number of points (at least 10 or more) are awarded for each game, for example. In the special point effect state, the expectation of points being awarded is set higher than in the normal effect state, making it an effect state advantageous to the player.
[0329] The bonus granting means 82 performs a lottery (point special lottery) at a predetermined opportunity (triggered by winning a predetermined winning area) to determine whether or not to transition to a point special effect state. If the lottery is won, the bonus granting means 82 determines to transition to a point special effect state, and the effect state control means 81 transitions the effect state to the point special effect state.
[0330] (High probability performance state) As shown in FIG. 41, in this embodiment, a high probability presentation state (second presentation state) is provided in which the expectation level for determining a transition to the point special presentation state is set higher than in the normal presentation state (first presentation state). In the high probability presentation state, the probability of winning the point special lottery may be set higher than in the normal presentation state, or the frequency of the point special lottery may be set higher than in the normal presentation state, or both may be possible. In the high probability presentation state, the expectation level for determining a transition to the point special presentation state is set higher than in the normal presentation state, making it a presentation state that is more advantageous to the player than the normal presentation state. It can be said that a transition to the high probability presentation state (a transition being determined) means that a benefit (a specific benefit, a predetermined benefit) related to the transition to the high probability presentation state is granted. In this embodiment, a transition to the high probability presentation state is made based on the granting of a benefit related to the transition to the high probability presentation state.
[0331] The bonus granting means 82 performs a lottery (hereinafter, a specific lottery) to determine whether or not to transition to a high probability presentation state at a predetermined opportunity (triggered by winning a predetermined winning area). When the specific lottery is won, the bonus granting means 82 determines to transition to a high probability presentation state, and the presentation state control means 81 transitions the presentation state to the high probability presentation state.
[0332] In this embodiment, in a normal presentation state, a specific lottery may be won, resulting in a transition to a high probability presentation state. Also, in a non-advantageous zone (non-advantageous zone presentation state), a specific lottery may be won, resulting in a transition to a high probability presentation state. Also, a specific lottery may be executed based on a transition from a non-advantageous zone to an advantageous zone, resulting in a win in the specific lottery, resulting in a transition to a high probability presentation state. In addition, the specific lottery in the non-advantageous zone presentation state may be a lottery for transitioning to an advantageous zone. That is, the lottery for transitioning to an advantageous zone may determine whether to transition to a normal presentation state, to a high probability presentation state, or to remain in the non-advantageous zone presentation state. In this embodiment, when transitioning from a non-advantageous zone to an advantageous zone (at the time of transition to the advantageous zone, at the start of the advantageous zone, based on the transition from the non-advantageous zone to the advantageous zone), the probability of transitioning to a high probability presentation state is higher than the probability of transitioning to a high probability presentation state in the normal presentation state. In other words, when transitioning from a non-advantageous zone to an advantageous zone (based on the transition from the non-advantageous zone to the advantageous zone), the probability of granting a specific benefit is higher than the probability of granting a specific benefit in the normal presentation state. For example, the specific lottery executed based on the transition from a non-advantageous zone to an advantageous zone may be configured as follows: A normal table and a high-probability table that has a higher probability of determining a transition to a high-probability presentation state than the normal table are prepared as tables related to the specific lottery, and the high-probability table may be selected more frequently in the specific lottery executed based on the transition from a non-advantageous zone to an advantageous zone (at the start of the advantageous zone). The specific lottery may be executed at the start of the advantageous zone, and if the specific lottery determines a transition to a high-probability presentation state (a bonus related to the transition to a high-probability presentation state is granted), the transition to the high-probability presentation state may be based on that.
[0333] The presentation control means 100 is capable of executing a suggestive presentation that suggests a transition to a high probability presentation state (the start of a high probability presentation state) (the granting of a specific benefit) based on a transition to a high probability presentation state (the start of a high probability presentation state) (based on the granting of a specific benefit). The suggestive presentation can also be said to be a presentation that suggests that the player is staying in a high probability presentation state. In this embodiment, the suggestive presentation is executed (started) in conjunction with a transition to a high probability presentation state.
[0334] An example of a suggestive effect is a special stage effect. A special stage effect is, for example, an effect in which the background of the liquid crystal display 13 displays a special location (an effect in which a special location is set as the background). In this embodiment, the special stage effect is an effect that is not executed in a normal effect state. When a special stage effect is executed, the player can understand that there is a high possibility that the player is in a high probability effect state, and can feel a sense of anticipation. Note that the special stage effect may be executed in an effect state other than the high probability effect state (for example, a CZ effect state). In other words, when a special stage effect is executed, the effect state may be a effect state other than the high probability effect state.
[0335] As described above, when the setting value is changed, the initialization means 48 (see FIG. 25) performs an initialization process (predetermined initialization process) to initialize at least a portion of the information stored in the RAM of the storage means 60. When the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state to their initial states. In other words, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state.
[0336] When the setting value is changed (when initialization processing is executed), the gaming zone becomes a non-advantageous zone. Furthermore, as described above, the gaming machine of this embodiment is set to have a high probability of transitioning to a high-probability presentation state based on the transition from a non-advantageous zone to an advantageous zone. Therefore, if no countermeasures are taken, a player who plays the gaming machine for the first time that day at an amusement facility (e.g., immediately after opening) may understand, based on the execution of the suggestive presentation, that the setting value of the gaming machine is likely to have been changed. If such understanding is possible, for example, there is a risk that the player will use this information as a basis for deciding whether or not to play the gaming machine.
[0337] In the gaming machine of this embodiment, when a transition to a high probability presentation state occurs based on the first transition to an advantageous zone after a setting change (after initialization processing has been executed), the execution of suggestive presentations is restricted (blocked). In other words, the presentation control means 100 controls so that suggestive presentations are not executed when a transition to a high probability presentation state occurs based on the first transition to an advantageous zone after a setting change. In addition, the presentation control means 100 executes a predetermined presentation different from the suggestive presentation. For example, an example of the predetermined presentation is a presentation that is executed when a transition to a normal presentation state occurs (a normal presentation according to the normal presentation state: a normal stage presentation). The normal stage presentation is a presentation that does not suggest that the player is in a high probability presentation state.
[0338] In this embodiment, the suggestive effect is not limited to a special stage effect related to the background of the liquid crystal display 13, but may also be an effect (high probability suggestive effect) that can be executed at a predetermined opportunity (triggered by winning a predetermined winning area) and suggests a transition to a high probability effect state (staying in a high probability effect state). Examples of high probability suggestive effects include those in which a predetermined object such as a character is displayed (running through), or those in which a predetermined line of dialogue is displayed. Note that the high probability suggestive effect is not limited to the high probability effect state, and may also be executed in an effect state other than the high probability effect state (for example, a normal effect state).
[0339] Even if a setting change (initialization process) is performed on a specified gaming machine, the gaming machine is played for the first time that day at an amusement parlor (for example, immediately after opening), and the gaming machine transitions to a high probability presentation state after play begins, the execution of suggestive presentations (special stage presentations and high probability suggestive presentations) is restricted. As a result, a player cannot grasp that the setting values of the gaming machine are likely to have been changed based on the execution of suggestive presentations. In other words, it is possible to prevent a player from grasping that the setting values of the gaming machine have been changed through the execution of suggestive presentations. Note that, although the execution of suggestive presentations is restricted, the gameplay in which there is a high probability of transitioning to a presentation state (high probability presentation state) that is advantageous to the player when the setting values are changed can still be realized (ensured).
[0340] In the gaming machine of this embodiment, the stage presentation currently being executed will not be switched (stages will not be shifted) at a predetermined trigger (based on the result of a lottery) for at least a predetermined number of times (20 times) of play after the first transition to the advantageous zone after a setting change (after the start of the advantageous zone). Therefore, if the game transitions to a high probability presentation state based on the first transition to the advantageous zone after a setting change, the execution of suggestive presentations is restricted, and a normal stage presentation is executed, then after the start of the advantageous zone, a normal stage presentation will be executed instead of a special stage presentation for a predetermined number of times (20 times) of play.
[0341] In this embodiment, when the conditions for ending the advantageous zone of the first advantageous zone after the setting change are met, the game transitions to a non-advantageous zone, and then transitions again to an advantageous zone (second advantageous zone). In this case, if the game transitions to a high probability presentation state based on the transition to the second advantageous zone, the execution of suggestive presentations is not restricted, that is, suggestive presentations (special stage presentations) are executed. The same applies when the game transitions to a high probability presentation state based on the transition to an advantageous zone for the third or subsequent times.
[0342] When a transition to a high-probability presentation state occurs based on the first transition to a favorable zone after a setting change, the execution of suggestive presentations is restricted, and normal stage presentations are executed for a predetermined number of plays (20 plays) (no suggestive presentations (special stage presentations) are executed during the predetermined number of plays (20 plays)). Although the execution of suggestive presentations is restricted, the presentation state is in a high-probability presentation state, so there is a higher expectation of a transition to a point special presentation state than in a normal presentation state. If a player wins a point special lottery executed at a predetermined opportunity during the predetermined number of plays (20 plays), the presentation state control means 81 transitions the presentation state from the normal presentation state to the point special presentation state. In other words, the transition from the normal presentation state to the point special presentation state is made without passing through the high-probability presentation state. In this embodiment, a predetermined number of plays (6 plays) are played in the point special presentation state, but when a transition (return) to a high-probability presentation state occurs upon the end of the point special presentation state, the restriction on suggestive presentations is lifted, and suggestive presentations are executed (started). In other words, if the player wins the special point lottery during a predetermined number of plays (20 times) (if a transition to the special point presentation state is decided), the restriction (block) on the suggestive presentation will be lifted accordingly.
[0343] When transitioning to the high probability presentation state, the presentation state control means 81 sets a value (for example, 50) equivalent to the number of games played in the high probability presentation state as the stored value of a high probability end determination counter (not shown) in the storage means 60. Each time one game is played in the high probability presentation state (for example, triggered by a game start operation on the start lever 24), the presentation state control means 81 performs processing to subtract "1", equivalent to one game, from the stored value of the high probability end determination counter, and when the stored value of the counter reaches the threshold value "0", it determines that the end condition for the high probability presentation state has been met and ends the high probability presentation state.
[0344] In this embodiment, when a predetermined number of plays (20 plays) have been played after the first transition to the favorable zone after a setting change, it becomes possible to switch the currently running stage effect (stage transition becomes possible). In this embodiment, when a transition to a high probability effect state occurs based on the first transition to the favorable zone after a setting change, a lottery is held at a predetermined opportunity to determine which effect will be executed (whether or not to execute a suggestive effect) after a predetermined number of plays (20 plays) have been played in the high probability effect state. Note that the lottery may refer to the stored value of a high probability end determination counter. For example, when the stored value is relatively large (the number of plays remaining in the high probability effect state is relatively large), the probability of determining that a suggestive effect will be executed may be controlled to be high, and when the stored value is relatively small (the number of plays remaining in the high probability effect state is relatively small), the probability of determining that a suggestive effect will be executed may be controlled to be low.
[0345] In this embodiment, when a transition to a high probability presentation state occurs based on the first transition to an advantageous zone after a setting change, the execution of suggestive presentations is restricted, and when a transition to a high probability presentation state occurs based on the second or subsequent transition to an advantageous zone, the execution of suggestive presentations is not restricted, but this is not limiting, and the execution of suggestive presentations may be restricted when a transition to a high probability presentation state occurs based on the second or subsequent transition to an advantageous zone.In other words, it is sufficient that the execution of suggestive presentations is restricted at least when a transition to a high probability presentation state occurs based on the first transition to an advantageous zone after a setting change.
[0346] Furthermore, in this embodiment, the execution of suggestive effects is restricted when a transition to a high probability presentation state occurs based on at least the first transition to an advantageous zone after a setting change, but this may also be after a power outage is restored (after a power outage) rather than after a setting change. In other words, the execution of suggestive effects may be restricted when a transition to a high probability presentation state occurs based on at least the first transition to an advantageous zone after a power outage is restored. Power outage restoration (power cut and re-on) includes power outage restoration without a change in the setting value and power outage restoration with a change in the setting value. As mentioned above, changing the setting value is a process that involves a power outage.
[0347] In the case of a power outage recovery without a setting change, there is no need to prevent it from being understood that there is a high possibility that a setting change has been made, and there is no need to restrict the execution of suggestive effects. However, in the case of a power outage recovery, regardless of whether or not a setting change is made, by uniformly executing the same processing (at least restricting the execution of suggestive effects if the game transitions to a high-probability presentation state based on the first transition to an advantageous zone after a power outage recovery), there is no need to determine whether or not the power outage recovery is accompanied by a setting change, and processing can be simplified.
[0348] In addition, regardless of whether or not the power is interrupted, the execution of the suggestive effect may be restricted every time a transition to a high probability effect state is made based on a transition to a favorable zone. In this case, the suggestive effect may be executed, for example, when a transition to a high probability effect state is made via a normal effect state.
[0349] Furthermore, regardless of which presentation state is transitioned to based on the transition to the advantageous zone (regardless of whether or not the high probability presentation state is transitioned to (whether or not a specific benefit is granted)), the execution of suggestive presentations may be restricted. In this case, for example, even if the transition to the normal presentation state is made based on the transition to the advantageous zone, the execution of suggestive presentations (high probability suggestive presentations) is restricted.
[0350] In this embodiment, the high probability presentation state (second presentation state) is a presentation state in which the expectation level for determining a transition to a point special presentation state is set higher than that of the normal presentation state, making it more advantageous to the player than the normal presentation state (first presentation state), and the probability of transitioning to the high probability presentation state (second presentation state) based on a transition from a non-advantageous zone to an advantageous zone is set higher. However, this is not limited to this, and the high probability presentation state (second presentation state) may also be a CZ high probability presentation state. In the CZ high probability presentation state, the expectation level for determining a transition to the CZ presentation state is set higher than that of the normal presentation state, making it a presentation state more advantageous to the player than the normal presentation state (first presentation state). Furthermore, the high probability presentation state (second presentation state) may also be an AT high probability presentation state. In the AT high probability presentation state, the expectation level for determining a transition to the AT presentation state is set higher than that of the normal presentation state, making it a presentation state more advantageous to the player than the normal presentation state (first presentation state).
[0351] The gaming machine of this embodiment is an initialization means (for example, initialization means 48) capable of executing a predetermined initialization process; A presentation state control means (e.g., presentation state control means 81) for transitioning the presentation state between a plurality of presentation states including a first presentation state (e.g., a normal presentation state) and a second presentation state (e.g., a high probability presentation state) that is more advantageous than the first presentation state; A reward granting means (e.g., a reward granting means 82) capable of granting a reward; An instruction function control means (for example, an instruction function control means 51) for controlling the execution of an instruction performance that prompts a stop operation in a predetermined operation mode; A game zone control means (for example, a game zone control means 80) that transitions the game zone between an advantageous zone in which the instruction performance can be executed and a non-advantageous zone in which the instruction performance is not executed; A performance control means (for example, performance control means 100) for controlling the execution of the performance, The effect control means is capable of executing a suggestion effect that suggests that a specific benefit related to the transition to the second effect state has been granted, based on the granting of the specific benefit, The gaming area control means, based on the execution of the initialization process, shifts the gaming area to the non-advantageous area, the probability of the benefit awarding means awarding the specific benefit based on a transition from the non-advantageous zone to the advantageous zone is higher than the probability of awarding the specific benefit in the first performance state; The presentation control means restricts the execution of the suggestive presentation at least when the specific benefit is granted based on the first transition to the advantageous zone after the initialization process is executed.
[0352] When the initialization process is executed, it is possible to realize a game feature in which there is a high probability that a special benefit related to the transition to the second presentation state, which is advantageous to the player, will be awarded based on the transition from the non-advantageous zone to the advantageous zone. Furthermore, when the initialization process is executed, even if the gaming machine is played for the first time that day at the gaming facility (for example, immediately after opening) and a special benefit related to the transition to the second presentation state is awarded, the execution of the suggestive presentation is restricted. This makes it possible to prevent the player from realizing that the initialization process has been executed through the execution of the suggestive presentation.
[0353] As shown in Figure 26, the winning area "Replay 1" is a winning area where Replay 1, Replay 19, and Replay 21 overlap and are won. The winning area "Replay 2" is a winning area where Replay 1, Replay 5, and Replay 19 overlap and are won. The overlapping replays (combinations) in the winning areas "Replay 1" and "Replay 2" are different. In addition, the winning areas "Replay 1" and "Replay 2" are winning areas that contain a specific (identical) replay (Replay 1) as a winning combination, and can make a specific replay (Replay 1) win.
[0354] In this embodiment, for a game that wins the winning area "Replay 1" and a game that wins the winning area "Replay 2", regardless of the batting order (the manner in which the stop button is operated to stop), a pattern combination indicating the winning form of a specific (same) replay (Replay 1) is displayed on the valid line.
[0355] In the internal lottery table, a value number (number of places) is set for each winning area. A "value number" is a number that indicates the winning range within the entire range of random numbers (e.g., "65536"). In other words, a value number indicates the number of random numbers associated with each winning area. In the normal medium state, the value number assigned to the winning area "RBB" is, for example, "4." In this case, the probability of winning the winning area "RBB" in the internal lottery is "4 / 65536." Also, in the normal medium state, the value n...
Claims
[Claim 1] A first display unit; A second display unit; A plurality of reels on which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation; An instruction function control means for controlling the execution of a specific effect capable of displaying information related to an operation mode; A performance state control means for controlling the transition of the performance state; A game zone control means for shifting the game zone between an advantageous zone in which the specific performance can be executed and a non-advantageous zone in which the specific performance is not executed, A specific winning mode is included in the winning modes that can be won in the internal lottery, and the specific winning mode is a winning mode in which a correct combination does not win when a specific reel is operated in the hitting order for the first stop operation, The specific winning pattern is a winning pattern that can transition to the advantageous zone when a win is made in the non-advantageous zone, The presentation state related to the instruction function includes a first state and a second state, When the specific winning mode is won in the second state and the specific performance is executed, first information relating to a correct operation mode is displayed on the first display unit and the second display unit; When the specific winning mode is won in the first state and the specific performance is executed, second information different from the first information is displayed on the first display unit and the second display unit, the second information is information that can prompt the player not to perform a first stop operation on the specific reel, The gaming machine transitions from the first state to the second state when the specific winning mode is won in the first state and a reel other than the specific reel is operated to perform a first stop.
Citation Information
Patent Citations
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