Game machine
The gaming machine increases player engagement by awarding benefits based on distinct events and a bonus system, enhancing gameplay enjoyment.
Patent Information
- Application Number
- JP2024119445
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-25
- Publication Date
- 2026-02-05
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player enjoyment and engagement.
Implementing a gaming machine that awards benefits upon specific events, with different patterns based on the occurrence of first and second events, and includes a bonus awarding system that determines benefit granting based on these events.
Enhances player enjoyment by providing varied and engaging gameplay experiences through event-based benefit awards and bonus systems.
Smart Images

Figure 2026018235000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a slot machine, a pinball gaming machine (pachinko machine), a medal-less slot machine, or an enclosed gaming machine. [Background technology]
[0002] A slot machine, for example, is a conventional gaming machine. This slot machine uses a predetermined number of gaming media and operates a start lever to hold a lottery to determine an internal winning combination from among a plurality of combinations, spins a plurality of reels, stops the reels based on the determined internal winning combination and the operation of a stop button, and awards a prize according to the combination determined to be a winning combination based on the state of the stopped reels.
[0003] Among such gaming machines, there are gaming machines that use a liquid crystal display, a speaker, and the like to create effects in accordance with the awarding of a special benefit (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-145907 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in terms of increasing the enjoyment of the game.
[0006] In view of the above circumstances, the present invention aims to provide an improved gaming machine that increases the enjoyment of gaming. [Means for solving the problem]
[0007] The first gaming machine of the present invention that solves the above object is: A gaming machine that can be used for games, It is configured to be able to give advantageous benefits to players, The benefit may be granted upon a first event, The benefit may be granted upon a second event, When both the first event and the second event occur in a certain game, the benefit is awarded in a first pattern; When the second event does not occur but the first event occurs in a certain game, the benefit is awarded in a second pattern. It is characterized by:
[0008] The second gaming machine of the present invention that solves the above object is: A gaming machine that can be used for games, A bonus awarding means is provided for awarding a bonus advantageous to a player, The system is configured so that a benefit may be granted in connection with a first event, The system is configured so that the benefit may be granted in connection with a second event, the benefit granting means is configured to execute a first benefit granting control when the first event occurs in a situation where the second event involving the granting of a benefit has occurred; the benefit granting means is configured to execute a second benefit granting control when the first event occurs in a situation where the second event does not occur; The first benefit granting control is a control capable of determining whether to grant a new benefit when the granting of a benefit has already been determined, The second benefit granting control is a control capable of determining whether to grant a benefit in a situation where the granting of a benefit has not yet been determined, the first event and the second event are different events; It is characterized by: [Effects of the Invention]
[0009] According to the gaming machine of the present invention, it is possible to provide an improved gaming machine that increases the enjoyment of the game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 2] FIG. 10 is a diagram showing an example of a winning line. [Figure 3] FIG. 2 is a circuit block diagram of a control unit. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 5] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 6] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 7] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 8] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 9] FIG. 10 is a diagram showing the contents of a pseudo bonus. [Figure 10] A figure showing an example of operation during a pseudo bonus. [Figure 11] This figure shows the stopping pattern when aiming for the BAR symbol number 10 during the first left stopping operation. [Figure 12] This is a diagram showing the stopping pattern when aiming for the blue 7 symbol number 15 during the first left stopping operation. [Figure 13] This is a diagram showing the stopping pattern when aiming for the peach 7 symbol of number 4 during the first left stopping operation. [Figure 14] FIG. 10 is a diagram showing an example of a small win suggestion effect corresponding to an internal winning role. [Figure 15] 8 is a flowchart showing an example of processing executed at the start of a game (when the start lever 135 is operated) in step S309 of FIG. [Figure 16] FIG. 10 is a diagram showing an example of regulation of small win suggestion effects. [Figure 17] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 18] FIG. 10 is a diagram showing an example of a winning line. [Figure 19] FIG. 2 is a circuit block diagram of a control unit. [Figure 20] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 21] FIG. 10 is a diagram showing an example of an internal winning combination. [Figure 22] FIG. 18 is a transition diagram of the gaming state of the slot machine 100 shown in FIG. [Figure 23] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 24] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 25] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 26] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 27] 10(a) to 10(d) are diagrams showing an example of the flow of a game. [Figure 28] 10(a) and 10(b) are diagrams showing an example of the operation of the operation navigation, and 10(c) is a diagram showing an example of the display content of the instruction monitor. [Figure 29]FIG. 10 is a diagram showing an example of a replay and a small winning combination. [Figure 30] FIG. 10 is a diagram showing an example of a bonus combination. [Figure 31] FIG. 10A is a diagram showing an example of an internal winning combination, and FIGS. 10B and 10C are diagrams showing whether or not the internal winning combination overlaps with a bonus combination. [Figure 32] FIG. 23 is a diagram showing a transition diagram of a game state different from that shown in FIG. 22. [Figure 33] FIG. 33 is a diagram specifically showing a part of FIG. 32 (transition of prescribed number 2). [Figure 34] 32A is a diagram showing conditions for changing the prescribed number, and FIG. 32B is a simplified transition diagram of FIG. [Figure 35] FIG. 10 is a diagram showing an example of a bonus display effect in a game with a specified number of three. [Figure 36] FIG. 10 is a diagram showing an example of a bonus display effect in a game with a specified number of 2. [Figure 37] FIG. 10 is a diagram illustrating an example of a period for special notification. [Figure 38] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 39] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 40] FIG. 10 is a diagram showing an example of changing the specified number via a bonus state. [Figure 41] 34A is a diagram showing an example in which the operations relating to BB1 and MB3 in FIG. 34 are changed, and FIG. 34B is a diagram showing some of the roles that result in an internal win in FIG. 34A. [Figure 42] 38. (a) is a diagram showing an example in which the operation relating to BB3 in FIG. 38 is changed, and (b) is a diagram showing some of the roles that result in an internal win in (a). [Figure 43] FIG. 1 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 44] FIG. 10 is a diagram showing the names of winning combinations (bonus combinations) and symbol combinations of the winning combinations. [Figure 45] FIG. 10 is a diagram showing a conditional device related to JAC matching. [Figure 46] This is a diagram showing the JAC pattern of the chance role and the condition device that constitutes it. [Figure 47] FIG. 10 is a diagram showing an example of a game result according to an internal winning combination and a game state. [Figure 48] FIG. 10 is a diagram showing an example of a game result according to an internal winning combination and a game state. [Figure 49] FIG. 10 is a diagram showing an example of a game result according to an internal winning combination and a game state. [Figure 50] FIG. 10 is a diagram showing an example of a game result according to an internal winning combination and a game state. [Figure 51] FIG. 10 is a diagram showing an example of a transition of a game state. [Figure 52] 52 is a timing chart showing an example of a transition from a non-internal matching state A in FIG. 51. [Figure 53] FIG. 52 is a diagram specifically showing a part of FIG. 51 (BB operating state in gaming state G). [Figure 54] FIG. 52 is a diagram specifically showing a part of FIG. 51 (transition of game state I). [Figure 55] This is a diagram showing the stopping pattern according to the stopping operation when an internal win is made on the 3-choice role B_C1. [Figure 56] 23. A flowchart showing the flow of non-favorable section processing executed in the state update processing of step S117 of FIG. [Figure 57] 55 is a timing chart showing an example of a transition from the intra-MB state C in FIG. 54. [Figure 58] FIG. 54 is a diagram showing a modified example of FIG. 53. [Figure 59] 10 is a diagram showing the probability of MB display opportunity being achieved, the probability of MB display, and the probability of JAC matching display. [Figure 60] FIG. 10 is a perspective view showing the appearance of a slot machine according to a second embodiment of the present invention. [Figure 61] FIG. 10 is a diagram showing the internal configuration of a slot machine according to a second embodiment. [Figure 62] FIG. 11 is an external view of a part of a front door 1102 of the medalless slot machine, seen from the front side (player side). [Figure 63](a) An exploded oblique view showing the components that make up the lower tray 1200. (b) A partially enlarged view from above of the locking claw 1208b2 of the lower tray base 1202. (c) A cross-sectional view showing the cross-section of the bottom surface 1208a and rear wall 1208b of the lower tray cover 1208. [Figure 64] 10(a) is a perspective view of the certificate stamp attachment unit 1250 as seen from the front, and FIG. 10(b) is a perspective view of the certificate stamp attachment unit 1250 as seen from the rear. [Figure 65] FIG. 11 is a perspective view of the lower part of the front door 1102 as seen from behind. [Figure 66] 1A is an external perspective view and a schematic diagram showing the state before the certificate stamp attachment unit 1250 is attached to the front door 1102. FIG. 1B is an external perspective view and a schematic diagram showing the state after the certificate stamp attachment unit 1250 has been attached to the front door 1101. [Figure 67] 13A is a front view showing a part of a door relay board 1300 of a medalless slot machine, and FIG. 13B is a partially enlarged view showing the periphery of a clear switch 1304 and a reset switch 1306 in the door relay board 1300. [Figure 68] 67(a) is a cross-sectional view taken along line XX in Fig. 67(a), (b) is a cross-sectional view taken along line YY in Fig. 67(a), and (c) is a diagram showing a modified example of the "protrusion" according to the present invention. [Figure 69] 10A and 10B are diagrams showing modified examples of the "protrusion" according to the present invention. [Figure 70] FIG. 13 is a plan view schematically showing the door relay board 1300. [Figure 71] FIG. 1 shows a slot machine 100 in which two stop buttons are provided for one reel. [Figure 72] FIG. 2 is a diagram showing small stop buttons 137b to 139b and large stop buttons 137a to 139a. [Figure 73] 1 shows small stop buttons 137b to 139b and large stop buttons 137a to 139a provided toward the front side of the slot machine 100. FIG. [Figure 74]FIG. 10 is a diagram showing an example in which small stop buttons 137b to 139b and large stop buttons 137a to 139a are integrated together. [Figure 75] FIG. 10 is a diagram showing an example in which small stop buttons 137b to 139b are rectangular. [Figure 76] (a) is a diagram showing the arrangement of the symbols on the left reel 110, the center reel 111 and the right reel 112 in a flat layout, (b) is a diagram showing a table summarizing the symbol names, and (c) is a diagram showing the types of internal winning roles in this embodiment. [Figure 77] 1A is a diagram showing the game flow of the slot machine 100 of this embodiment, and FIG. 1B is a diagram showing a table summarizing the conditions for state transitions indicated by arrows in the game flow. [Figure 78] FIG. 10 is a diagram showing a table showing the winning probabilities in various lotteries. [Figure 79] 10 is a timing chart showing the operation of the slot machine 100 when a fixed role is won when there is no ceiling. [Figure 80] This is a timing chart similar to Figure D, which shows the operation of the slot machine 100 when a fixed role is won at the ceiling. [Figure 81] This is a timing chart for BL illumination when a fixed role is won and the game transitions to a bonus state when there is no ceiling as shown in Figure D. [Figure 82] FIG. 10 is a diagram showing another example of the first event and the second event. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, a slot machine according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings.
[0012] The slot machine of this embodiment, which will be described below, is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels, each bearing multiple types of symbols, begin to rotate upon receiving a predetermined rotation start instruction operation, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually upon receiving a predetermined rotation stop instruction operation.If the conditions determined by the combination of symbols when the multiple reels stop based on the results of the lottery meet predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.
[0013] First, the basic configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a diagram showing an example of a pay line.
[0014] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0015] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in appropriate numbers, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are displayed in approximately three rows vertically through the display window 113, for a total of nine symbols. Explaining this specifically with reference to FIG. 2, the symbol displayed on the top row of the left reel 110 (position 1 in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 is the left reel bottom row symbol. The symbols displayed on the right reel 112 (position 6 in the figure) are called the middle reel lower symbol, the symbols displayed on the top of the right reel 112 (position 7 in the figure) are called the right reel upper symbol, the symbols displayed on the middle of the right reel 112 (position 8 in the figure) are called the right reel middle symbol, and the symbols displayed on the bottom of the right reel 112 (position 9 in the figure) are called the right reel lower symbol. Each of the symbols on each of the reels 110 to 112 is displayed vertically in three rows on each reel 110 to 112 through a display window 113, for a total of nine. By spinning each of the reels 110 to 112, the combination of symbols visible to the player changes. In other words, each of the reels 110 to 112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0016] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110 to 112 are stopped so that the desired symbol appears on the pay line.
[0017] The payline indicator lamp 120 indicates an active payline. A payline is a line that determines whether a symbol combination corresponding to a winning combination is displayed. In this embodiment, as shown in FIG. 2, a payline L1 is provided, which slopes downward to the right and is composed of the symbols on the upper left reel, the middle symbol on the middle reel, and the lower right symbol on the right reel. The active payline (hereinafter, sometimes simply referred to as an "active line") is predetermined based on the number of medals bet as gaming media (a prescribed number). The slot machine 100 shown in FIG. 1 requires three medals. If fewer than three medals are inserted, the payline L1 is not active. However, the payline L1 becomes active when three medals are bet. Once the payline is active, the player can operate the start lever 135 to start the game. The number of paylines is not limited to one. For example, multiple winning lines may be set, such as a middle winning line (corresponding to numbers 2, 5, and 8 in Figure 2) or a right-sloping winning line (corresponding to numbers 3, 5, and 7 in Figure 2), and a number of winning lines corresponding to the number of bets may be set as valid winning lines.
[0018] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination has been internally won in an internal lottery described below, or that a specific game state has been achieved. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert a medal. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player has won a replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0019] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the bet button 132 will also be referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0020] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0021] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information numerically. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of achieving a winning combination. In the following, the expression "awarded to the player" may be used to mean the same thing as "paid out to the player." In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0022] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.
[0023] The stop button unit 136 is provided with stop buttons 137 to 139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 is referred to as the operation sequence or push sequence. Furthermore, the operation sequence in which the first stop operation is an operation to stop the left reel 110 is referred to as the "forward push operation sequence" or simply "forward push," and the stop operation in which the first stop operation is an operation to stop the right reel 112 is referred to as the "reverse push operation sequence" or simply "reverse push." Incidentally, light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.
[0024] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0025] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0026] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 3) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. The performance device 160 is disposed above the front door 102, and the performance device 160 has a sound hole 143 provided above it for outputting to the outside the sound of a speaker 272 (see FIG. 3) provided at the top inside the slot machine 100. This effect device 160 includes a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and an effect image display device 157 (liquid crystal display device) disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the effect image display device 157, the display screen of the effect image display device 157 appears in front of the slot machine 100 (on the player's side, front side). Note that the display device does not have to be a liquid crystal display device; any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen can be viewed by the player. In this embodiment, the display screen is rectangular, but it may also be square. In addition, a decoration (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.
[0027] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 3. Note that Figure 3 shows a circuit block diagram of the control unit.
[0028] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.
[0029] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0030] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0031] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, optical sensor for left reel 110, optical sensor for middle reel 111, optical sensor for right reel 112, etc.) at each interrupt time.
[0032] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0033] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0034] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled (the value stored in RAM 308 is cleared and the same number of medals is dispensed). The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0035] The optical sensors of the left reel 110, center reel 111, and right reel 112 are installed at predetermined positions on the mounting bases of each reel 110-112, and turn low each time a light-shielding piece attached to the reel frame passes over them. Rotational position information, which indicates how far the reel has rotated from the reference position between the time it first turns low and the time it next turns low, is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the low signal, it determines that the reel has rotated once and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0036] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0037] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0038] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0039] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0040] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0041] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0042] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from speakers 272, 277.
[0043] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel lamps, bet button lamps, reel backlights, etc.) are connected to the drive circuit 422 via an input / output interface.
[0044] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0045] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0046] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0047] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0048] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0049] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0050] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 4. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a two-dimensional layout.
[0051] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "blank 1 symbol" is arranged on the symbol number 0 of the left reel 110, a "watermelon symbol" is arranged on the symbol number 0 of the center reel 111, and a "blank 2 symbol" is arranged on the symbol number 3 of the right reel 112.
[0052] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range (in this embodiment, less than 5 frames) from the position where the stop operation is performed.
[0053] <Internal winning roles and prize winning roles> In the slot machine 100, upon receiving a game start operation (operation of the start lever 135), a lottery is performed for an internal winning combination, and a winning combination is determined based on the result of the lottery. Examples of winning combinations include bonus combinations (big bonus, regular bonus), replay combinations (replays) that allow a player to play again without inserting new medals, and other minor combinations (watermelon, cherry, bell). Bonus combinations and replay combinations are sometimes called "activated combinations." In this embodiment, "winning" also includes a case where a symbol combination of an activated combination that does not involve a medal payout (does not involve the payout of medals) is displayed on an active line, and includes, for example, winning a bonus combination or a replay combination.
[0054] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0055] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 5. This figure is a flowchart showing the flow of the main control unit main processing.
[0056] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 5 in accordance with a control program previously stored in the ROM 306.
[0057] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0058] In step S103, a game start process is executed. In this process, whether or not medals have been inserted (by hand or by operating the bet buttons 130 to 132) is checked, and if medals have been inserted, preparations are made to send an insertion command indicating this. If a replay was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. In addition, a check is made to see if the start lever 135 has been operated when a specified number of medals (for example, three) have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning lines are determined, and the game begins.
[0059] In step S105, the lottery table for the internal winning roles stored in ROM 306 is read out according to the current lottery state, and an internal lottery (lottery for roles) is performed using this and the random number value obtained from the random number generating circuit 316, and a process for determining the internal winning role and a lottery for transitioning the game state (various lottery processes) are performed.
[0060] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0061] In step S109, the reels 110-112 start to rotate, provided that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0062] In step S111, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S113.
[0063] In step S113, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0064] In step S115, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0065] In step S117, a state update process is executed. Specifically, a process of transitioning the gaming state and the like is executed.
[0066] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0067] <Main control unit 300 timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 6. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0068] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0069] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0070] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0071] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0072] In step S207, various game processes are executed, and processes according to the interrupt status are executed.
[0073] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0074] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with stopping reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0075] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0076] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0077] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0078] In step S217, it is monitored whether the low voltage signal is ON or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0079] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0080] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of RAM 308, a checksum value for a specified area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to on.
[0081] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 7. Figure 7(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 7(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 7(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0082] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and initialization processing of the storage area in RAM 408 are performed. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing information indicating the game status are respectively provided in RAM 408.
[0083] In step S303, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305.
[0084] In step S305, 0 is substituted into the timer variable.
[0085] In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0086] In step S309, performance control processing is performed. Here, performance data is expanded, and device data is set in a performance execution area provided in RAM 408, performance data is set in a performance reservation area provided in RAM 408, and performance data is set and control processing is executed based on received commands and the information contained in those commands. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content is changed based on the overwritten data.
[0087] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the acquired control data is output to the sound source IC 418, thereby executing a sound performance.
[0088] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to each lamp 420, and the acquired control data is output to the drive circuit 422, thereby causing the lamp to perform a performance.
[0089] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to execute an effect.
[0090] In step S317, an information output process is performed based on the processing result of step S309 to set up the sending of a control command to the second sub-control unit 500. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0091] Next, using Figure 7(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0092] Next, using Figure 7(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at a predetermined period.
[0093] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 7(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0094] In step S333, the device data set in step S315 is sent to the second sub-control unit 500, and the random number values for performance are updated.
[0095] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 8. Figure 8(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 8(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 8(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 8(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0096] First, in step S401 of Fig. 8(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, the input / output ports are initialized, and a storage area in the RAM 508 is initialized.
[0097] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.
[0098] In step S405, 0 is substituted into the timer variable.
[0099] In step S407, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0100] In step S409, effect control processing is performed. Specifically, if a new command is received in step S407, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0101] In step S411, image control processing is performed based on the processing result of step S409. For example, if the performance data read out in step S409 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 8(d). When this image control processing is completed, the process returns to step S403.
[0102] Next, using Figure 8(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0103] Next, using Figure 8(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0104] In step S417, 1 is added to the value of the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 8(a) and stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0105] In step S419, the random number values for effect are updated.
[0106] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 8(d). This figure is a flowchart showing the flow of the image control processing.
[0107] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0108] In step S423, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0109] In step S425, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0110] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0111] In step S429, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; if not, the process waits for the generation completion interrupt signal to be input.
[0112] In step S431, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0113] <<Example of operation>> An example of the operation of the slot machine 100 will now be described.
[0114] [Example of pseudo bonus operation (1)] An example of the operation of the pseudo bonus will be described below with reference to Figures 9 and 10. Figure 9 is a diagram showing the contents of the pseudo bonus, and Figure 10 is a diagram showing an example of the operation during the pseudo bonus.
[0115] The pseudo-bonus shown in FIG. 9 is a so-called automatic timed game, and is a game state in which a player can obtain a profit by executing the operation navigation. For example, in FIG. 10(a), when an internal win occurs on the peach 7 bell, an operation navigation is displayed urging the player to aim for the peach 7 symbol with the first stop operation of the center reel 111, and in FIG. 10(b), an operation navigation is displayed urging the player to aim for the blue 7 symbol with the first stop operation of the center reel 111. Note that the conditions for starting this pseudo-bonus are not particularly limited, and any conditions can be adopted. As shown in FIG. 9, this pseudo-bonus has a first half and a second half, which will be explained in detail below.
[0116] The first half of the pseudo bonus continues until the difference in the number of coins won (number of coins paid out - number of coins bet) exceeds the upper limit, at which point the game moves to the second half of the pseudo bonus. In addition, in the first half of the pseudo bonus, if you win the Peach 7 Bell internally, you will earn points, and each time these points reach a certain value, the number of times you can perform the operation navigation in the second half (hereinafter referred to as the number of times added) will be added.
[0117] Figure 10(a) shows an example of the operation when an internal win is made on the pink 7 bell in the first half of the pseudo bonus, and Figure 10(b) shows an example of the operation when an internal win is made on the blue 7 bell in the first half of the pseudo bonus.
[0118] As shown in Figures 10(a) and 10(b), in the first half of this pseudo-bonus, a gauge (hereinafter referred to as the point gauge) showing the points acquired is displayed on the left side of the screen of the effect image device 157. Furthermore, the number of added points is displayed at the top of the screen in the format of "+~Navi." In the example of Figure 10(a), an internal win on the Pink 7 Bell is shown, and points are acquired at the end of the game (the point gauge increases by one). Note that the example of Figure 10(b) shows an internal win on the Blue 7 Bell, but since no points are acquired in this game, the point gauge does not change. When the acquired points fill up the point gauge, the value of the number of added points is increased by one, and the point gauge becomes empty.
[0119] Also, as shown in Figures 10(a) and 10(b), in the first half of this pseudo bonus, the remaining number of coins that can be won in the first half of the pseudo bonus is displayed in the upper part of the screen of the effect image device 157 in the format "~ coins left." In the first half of the pseudo bonus, when a bet is set to start playing, a value equivalent to this bet is added to the remaining number of coins. Then, when a winning combination with a payout is achieved during play, a value equivalent to this payout is subtracted from the remaining number of coins. In the example of Figure 10(a), it is shown that the winning of Pink 7 Bells has subtracted 13 coins from the remaining number of coins. In addition, in the example of Figure 10(b), it is shown that the winning of Blue 7 Bells has subtracted 13 coins from the remaining number of coins.
[0120] In the above example, the Pink 7 Bell can earn points, making it a beneficial combination for the player. Therefore, in the first half of the pseudo bonus, a specific effect is executed in a game in which the Pink 7 Bell is an internal win. For example, FIG. 10(a) shows that a special sound (an eighth note in the figure) is generated when the start lever 135 is operated. Also, special effects, such as the "GET" sound and "GET" display when a win is made, the backlight when a win is made, and the sound when a payout is made, are also special. Note that in a game in which the Blue 7 Bell is an internal win, no specific effect is executed, and the normal effect is executed.
[0121] In the second half of the pseudo bonus, the operation navigation is executed for the number of times added in the first half of the pseudo bonus, and the pseudo bonus ends when the number of times added is consumed. Note that in this second half of the pseudo bonus, even if you win the Peach 7 Bell internally, you will not earn points.
[0122] Figure 10(c) shows an example of operation when an internal win is made on the pink 7 bell in the second half of the pseudo bonus, and Figure 10(d) shows an example of operation when an internal win is made on the blue 7 bell in the second half of the pseudo bonus.
[0123] As shown in Figures 10(c) and 10(d), in the second half of this pseudo bonus, the number of added points is displayed in the format of "+~Navi" at the top of the screen, continuing from the first half of the pseudo bonus. Note that the point gauge that was displayed in the first half of the pseudo bonus is not displayed. When the operation navigation is executed during play, the number of added points is decremented by one at the start of play and the operation navigation is executed.
[0124] In the first half of the pseudo bonus, individual effects are executed in the game in which the Pink 7 Bell is internally won, but in the second half of the pseudo bonus, points are not acquired, so the normal effects are executed even if the Pink 7 Bell is internally won. For example, FIG. 10(c) shows that the normal game start sound (a quarter note in the figure) is generated when the start lever 135 is operated. In addition, the bell payout sound, the "Win" display, and the backlight when a prize is won are also normal. FIG. 10(d) shows an example in which the Blue 7 Bell is internally won, and the normal effects are executed as in FIG. 10(c) (or FIG. 10(b)).
[0125] [Example of pseudo bonus operation (2)] Conventionally, a configuration is known in which AT play ends based on the difference in the number of coins that could have been won, rather than the difference in the number of coins actually won. With this configuration, AT play ends in the same period regardless of whether an operational error occurs, allowing for reliable period management. However, even if an operational error prevents a player from earning a profit, the AT play is deemed to have ended as if a profit had been earned, which can result in the player not earning a profit. For this reason, in the configuration described above in [Example of Operation Regarding Pseudo Bonus (1)], the end of the first half of the pseudo bonus is determined based on the difference in the number of coins actually won, allowing the player to earn a profit reliably.
[0126] In the configuration described above in [Example of Pseudo Bonus Operation (1)], if the Peach 7 Bell wins internally in the first half of the pseudo bonus, points can be earned. Here, in a configuration where the end of the first half of the pseudo bonus is determined using the difference in the number of coins actually won, the first half of the pseudo bonus can continue if the difference in the number of coins is not won, so there is a risk that more points or additional bonuses will be earned by intentionally making an operational error. For this reason, in the first half of the pseudo bonus, if an operational error is made during a game in which the Peach 7 Bell wins internally, a period (hereinafter referred to as HOLD Period A) is set during which points cannot be earned in subsequent games. A specific explanation is provided below.
[0127] FIG. 10(e) shows an example of operation when an internal win occurs on the peach 7 bell in the first half of the pseudo bonus.
[0128] The first diagram from the left in Figure 10(e) shows the state when an internal win on the Pink 7 Bell occurs in the first half of the pseudo bonus, similar to Figure 10(a). The second diagram from the left in Figure 10(e) shows the state when an operation error occurs and the Pink 7 Bell is not won. In this state, the word "miss" is displayed, indicating that the operation error prevented the win. At this time, the effects such as the "GET" sound and "GET" display output when a win occurs, the backlight when a win occurs, and the sound when a payout occurs (see Figure 10(a)) are not executed. Note that the effects executed at this time may be partly the same as the normal effects (for example, the effects in a game where an internal win on the Blue 7 Bell occurs in Figure 10(b)) (for example, effects using the backlight or the frame lamp of the gaming machine).
[0129] In addition, the second diagram from the left in Figure 10(e) shows that points are acquired at the end of the game due to the internal win on the Peach 7 Bell (the point gauge increases by one). Also, since the Peach 7 Bell was not won, no payout is obtained, so the remaining number of difference coins remains unchanged.
[0130] In the next game, a HOLD period A begins due to an operation error during a game in which the player wins the internal prize for the Pink 7 Bell. The third and fourth figures from the left in Figure 10(e) show the state when the player wins the internal prize for the Pink 7 Bell during this HOLD period A. These figures show that even if the player wins the internal prize for the Pink 7 Bell during HOLD period A, the individual effects (such as the special eighth note sound, the "GET" voice and display, and the backlight when a prize is won) are not executed, and instead, the normal effects are executed. The word "HOLD" is also displayed, indicating that the game is in HOLD period A. If the individual effects were executed during a game in which the player wins the internal prize for the Pink 7 Bell during HOLD period A, it could lead to the misunderstanding that points would be earned. Therefore, the normal effects are executed during HOLD period A even when the player wins the internal prize for the Pink 7 Bell, preventing this problem from occurring. Furthermore, players may become confused if points are not added despite the player winning the internal prize for the Pink 7 Bell. Displaying an indication that the game is in HOLD period A can help prevent this confusion.
[0131] HOLD period A ends (the HOLD display disappears) when the remaining number of coins in the difference becomes equal to (or exceeds) the value that would have been reached if the Peach 7 Bell had been won in the previous game (second from the left in Figure 10(e)). For example, if the Peach 7 Bell had been won in the game second from the left in Figure 10(e), the remaining number of coins in the difference would be 387 (400 - 13). In contrast, at the third from the left in Figure 10(e), the initial bet of 3 has been added to the remaining number of coins in the difference (403 coins). Furthermore, at the fourth from the left in Figure 10(e), the payout of 13 coins has been subtracted from the remaining number of coins in the difference (390 coins) due to the Peach 7 Bell win. Because the value has not yet become equal to (or exceeded) the value that would have been reached if the Peach 7 Bell had been won at the end of this game, HOLD period A will continue into the next game.
[0132] In this example, if an operation error occurs in a game in which the pink 7 bell is internally won, a period during which points cannot be earned in the next game or thereafter (hereinafter referred to as HOLD period A) is set. However, if an operation error occurs in a game in which the blue 7 bell is internally won, a period during which points cannot be earned in the next game or thereafter (hereinafter referred to as HOLD period A) can also be set. This prevents a disadvantage to the player, as even if an operation error occurs when any push order bell is won, the player can still earn the game value equivalent to the mistake. Also, although this example shows an internal win on the pink 7 bell during HOLD period A, the same applies when an internal win on the blue 7 bell is won during HOLD period A.
[0133] Also, an example has been shown in which, when a bet number is set to start a game, a value corresponding to that bet number is added to the remaining number of difference in number of coins, and when a combination with a payout is won in that game, a value corresponding to that payout number is subtracted from the remaining number of difference in number of coins (an example updated with the difference in number of coins), but this is not limiting; an example may also be shown in which, when a bet number is set to start a game, a value corresponding to that bet number is not added to the remaining number of payouts, and when a combination with a payout is won in that game, a value corresponding to that payout number is subtracted from the remaining number of payouts (an example updated with the payout number). By doing this, it is possible to progress in a game with a feeling similar to that of a real bonus that ends with the payout number (for example, a device that continuously operates a special device related to a first type special device, a device that continuously operates a special device related to a second type special device, etc.).
[0134] Also, in the example shown, when a bet number is set to start playing during HOLD period A, a value equivalent to that bet number is added to the remaining number of difference coins, but this is not limiting; it is also possible to set a value equivalent to that bet number not to be added to the remaining number of difference coins when a bet number is set to start playing during HOLD period A. By doing this, it is possible to ensure consistency in the pure number of coins paid out, and to prevent multiple operational errors from resulting in a small gain at the end of the first half of the pseudo bonus (this prevents a slight difference in the number of coins actually won at the end of the final play of the first half of the pseudo bonus when the remaining number of difference coins reaches "10" and when it reaches "9").
[0135] [Example of pseudo bonus operation (3)] In the above [Example of Operation Related to the Pseudo Bonus (2)], a configuration was described in which a period (HOLD Period A) during which points cannot be earned is set if an operation error occurs during a game in which an internal win occurs on the Pink 7 Bell or Blue 7 Bell during the first half of the pseudo bonus. In the second half of the pseudo bonus, a configuration is adopted in which a period (hereinafter, HOLD Period B) is set during which the operation navigation is executed without deducting the number of added points from the next game onward if an operation navigation error occurs. This HOLD Period B ends when the operation navigation is executed. This configuration provides an opportunity for the operation navigation to be executed again if an operation error prevents a player from earning a profit, thereby minimizing disadvantages to the player. Furthermore, if an operation error occurs during HOLD Period B, an additional opportunity for the operation navigation to be executed may be provided without ending HOLD Period B. This configuration reduces disadvantages for players who are not good at pressing buttons by eye or who have difficulty visually recognizing the Pink 7 or Blue 7 symbols.
[0136] The effects executed during HOLD period B are normal effects (effects of the second half of the pseudo bonus) except for the display of the word "HOLD" indicating that it is HOLD period B. Note that when an end effect signaling the end of the pseudo bonus is executed in one or more games just before the end of the second half of the pseudo bonus, if an operation error occurs in the game in which this end effect is executed and HOLD period B is set, the end effect may be executed multiple times, potentially reducing the enjoyment of the game. To prevent this situation, it is possible to prevent HOLD period B from being set even if an operation error occurs in the game in which the end effect is executed. In other words, if there is only one navigation remaining or only a few navigations, HOLD period B will not be set even if an operation error occurs.
[0137] [Example of pseudo bonus operation (4)] In the above [Examples of Operation (1) to (3) Regarding the Pseudo Bonus], a configuration was described in which, if an operation error occurs while a bonus (point) is awarded, a different effect (normal effect) is executed when no operation error occurs (the effect corresponding to the Pink 7 Bells), and the effect executed when no bonus (point) is awarded (HOLD period or playing with the Blue 7 Bells) is executed. With this configuration, if an operation error occurs while a bonus is awarded, an effect is executed when no bonus is awarded. This allows the player to understand the impact of the operation error, that is, that the bonus will not be awarded. This allows players who want to avoid this to focus on the operation and prevent the operation error from occurring. By using this configuration when an operation error occurs, it is possible to alert the player to prevent the operation error from occurring again.
[0138] In conventional gaming machines, when an operation different from the recommended operation is performed, a notification about the recommended operation is issued, or when an operation different from the instructed operation is performed, a predetermined effect is uniformly executed, but there is no machine that warns of the consequences of performing a different operation. The above invention aims to solve this problem.
[0139] In addition, the above configuration has been explained using a configuration related to pseudo bonuses and points, but it can be applied to any configuration in which an operational error occurs while a bonus is being awarded. For example, in the above example, points can be earned even if an operational error occurs in a game in which the peach 7 bell is internally won, but the above example can be applied to a configuration in which points cannot be earned if an operational error occurs.
[0140] Furthermore, although points related to additional bonuses have been given as an example, the bonus is not limited to this, and it could be the additional bonus itself, holding an additional bonus lottery, executing a setting suggestion effect, or earning points to execute a setting suggestion effect.In any case, it is sufficient if it is beneficial to the player as they progress through the game.
[0141] Furthermore, while the above example illustrates a pseudo-bonus, the present invention is not limited to this. For example, the second state may be a state in which advantageous processing is performed for processing related to an advantageous gaming state by operating in a predetermined stop operation mode, and the first state may be a state in which disadvantageous processing is performed for processing related to an advantageous gaming state by operating in a specific stop operation mode different from the predetermined stop operation mode. In the second state, if the stop operation mode is predetermined, the predetermined effect is updated or executed in the predetermined mode, while if the stop operation mode is specific, the predetermined effect may be updated or executed in the specific mode, or the update or execution in the specific mode may not be performed, or the specific effect may be executed at the timing when the predetermined effect would be executed. In this case, in the first state, even if the stop operation mode is predetermined or the specific stop operation mode, the predetermined effect is not updated or executed in the predetermined mode, and the effect is executed in the specific mode.
[0142] Furthermore, although the first and second states are exemplified as a state in which a bonus is not awarded and a state in which a bonus is awarded, the present invention is not limited to these. The first state is a state in which even if a special winning role (bonus or rare role) that may be advantageous to the player is determined, no effect suggesting or emphasizing the win is executed (execution may be suppressed), and the second state is a state in which an effect suggesting or emphasizing the winning of a special winning role is executed. In the second state, if the operation is appropriate, the effect is executed, while in the second state, if the operation is inappropriate, the effect may not be executed, and even if the operation is appropriate in the first state, the effect may not be executed.
[0143] [Technical concept behind the pseudo-bonus operation examples (1) to (4)] The technical concept based on the above embodiment will be described below with reference to the corresponding configuration.
[0144] In the above explanation, A first state (e.g., the second half of the pseudo-bonus in FIG. 9) in which no reward (e.g., points) is awarded; A gaming machine having a second state (for example, the first half of the pseudo bonus in FIG. 9) in which the benefit may be awarded, In the first state, a first effect (e.g., a normal effect, FIG. 10(c)) may be executed in a first situation (e.g., a peach 7-bell winning). In the second state, a second effect (e.g., a separate effect, FIG. 10(a)) may be executed in the first situation; In the second state, the first effect (for example, FIG. 10(e)) may be executed in a second situation (for example, a peach 7 bell non-winning) different from the first situation. The gaming machine characterized by the above features has been described.
[0145] In addition, the gaming machine described above, A winning result determination means (for example, the main control unit 300) for determining the winning result; Further provided with stop operation means (for example, stop buttons 137 to 139) for accepting a stop operation, The first situation is a situation in which a first stop operation (for example, an operation according to an operation guide) is performed in a game in which a first winning result (for example, a peach 7 bell) is determined by the winning result determination means, The second situation is a situation in which a second stop operation different from the first stop operation (for example, an operation that does not follow the operation navigation) is performed in a game in which the first win result is determined by the win result determination means, The gaming machine characterized by the above features has been described.
[0146] In addition, the gaming machine described above, The first winning result is a winning result in which a predetermined number of game values (for example, 13 coins) is awarded by the first stopping operation, and the predetermined number of game values is not awarded by the second stopping operation. The gaming machine characterized by the above features has been described.
[0147] In addition, the gaming machine described above, The second state is a state that ends when the awarded game value reaches an upper limit (for example, when the acquired difference number exceeds the upper limit), In the case where the first stop operation is not performed in the game in which the first winning result is determined in the second state and the predetermined number of game values cannot be acquired, a special game (for example, HOLD period A) in which the predetermined number of game values can be acquired in the next game or later is configured to be executable. The gaming machine characterized by the above features has been described.
[0148] In addition, the gaming machine described above, The benefit is configured to be awarded in a game in which the first winning result is determined in the second state, The benefit is configured so as not to be awarded in the game in which the first winning result in the special game is determined (for example, points cannot be earned in HOLD period A). The gaming machine characterized by the above features has been described.
[0149] In addition, the gaming machine described above, Further, a special game state (e.g., pseudo-bonus, see FIG. 9) advantageous to the player is provided, The special gaming state is a gaming state that is composed of the first state and the second state, and that becomes the first state through the second state, The benefit is a benefit related to an additional benefit in the first state. The gaming machine characterized by the above features has been described.
[0150] [About the behavior according to the tendency of the stop operation (1)] Various symbols are applied to the reels 110 to 112 of the slot machine 100 (see FIG. 4). During a game, the stopping positions of the reels 110 to 112 are controlled so that the symbols within a certain range (pulling range) from the position where the stopping operation is performed are used to form a combination of symbols corresponding to a winning combination. In other words, various stopping patterns are generated depending on the timing of the stopping operation.
[0151] Here, the combinations of displayed stop symbols (hereinafter referred to as stop patterns) make it easier to determine whether or not there is an internal winning combination or a beneficial bonus, and by aiming for a specific symbol, it is possible to make such stop patterns more easily displayed. As an example of stop patterns in response to a stop operation, differences in stop patterns that occur depending on the symbol targeted when performing the first left stop operation will be explained below using Figures 11 to 13. Note that the following will explain stop patterns when winning a miss 1-coin combination A, a miss 1-coin combination B, a 1-coin bell, a 3-coin bell A, a 3-coin bell B, a normal replay A, a normal replay B, a normal replay C, a watermelon, a cherry, and a special replay.
[0152] Note that the internal winning roles related to bells are 3-bell A alone, 3-bell AB, 3-bell push order, and 13-bell push order A-D. 3-bell A alone is an internal winning role that will result in 3-bell A regardless of the stop operation, while 3-bell AB is an internal winning role that will result in 3-bell A or 3-bell B depending on the target position. 3-bell push order is an internal winning role that will result in 3-bell A if the button is stopped in the corresponding push order, or a 1-miss role A if the button is stopped in any other way. 13-bell push order is an internal winning role that will result in 13-bell (7 pink bells) if the button is stopped in the corresponding push order and timing, or a 1-miss role A if the button is stopped in any other way. 13-bell push order is an internal winning role that will result in 13-bell (7 blue bells) if the button is stopped in the corresponding push order and timing, or a 1-miss role A if the button is stopped in any other way. 13-bell push order is an internal winning role that will result in 13-bell (7 blue bells) if the button is stopped in the corresponding push order and timing, or a 1-miss role A if the button is stopped in any other way. Pressing 13 Bells C is an internal winning role that will result in 13 bells (7 pink bells) if the button is pressed in the corresponding order and timing and the machine is stopped, or in any other stopping operation, it will result in 1 Miss B. Pressing 13 Bells D is an internal winning role that will result in 13 bells (7 blue bells) if the button is pressed in the corresponding order and timing and the machine is stopped, or in any other stopping operation, it will result in 1 Miss B. In the following explanation, 1 Miss A and 1 Miss B may be collectively referred to as 1 Miss, 3 Bells A and 3 Bells B may be collectively referred to as 3 Bells, and Normal Replays A to C may be collectively referred to as Normal Replays.
[0153] FIG. 11 is a diagram showing the stop pattern when aiming for the BAR symbol number 10 in the first left stop operation (a stop operation when the watermelon symbol number 12 is in the middle row, hereinafter referred to as BAR aim). When aiming for BAR, since the stop patterns of the missing 1-piece role A and the missing 1-piece role B are the same, it is not possible to determine which of these roles it is from the stop pattern, nor is it possible to determine the internal winning role that triggered it. In addition, since the stop patterns of the 3-piece bell A and the 3-piece bell B are the same, and the stop patterns of the normal replays A to C are also the same, it is not possible to determine the roles, nor is it possible to determine the internal winning role that triggered it.
[0154] FIG. 12 is a diagram showing the stop patterns when aiming for the blue 7 symbol numbered 15 (a stop operation when the watermelon symbol numbered 17 is in the middle row, hereinafter referred to as "aiming for blue 7") in the first left stop operation. When aiming for blue 7, since the stop patterns of the missing 1-piece role A and the missing 1-piece role B are the same, it is not possible to determine which of these roles it is from the stop pattern, nor is it possible to determine the internal winning role that triggered the win. On the other hand, the stop patterns of the 3-piece bell A and the 3-piece bell B are different, and the stop patterns of the normal replays A to C are also different, so it is possible to distinguish between these roles and narrow down the internal winning role that triggered the win.
[0155] FIG. 13 is a diagram showing the stop patterns when aiming for the peach 7 symbol numbered 4 in the first left stop operation (a stop operation when the bell 2 symbol numbered 6 is in the middle row, hereinafter referred to as aiming for the peach 7). When aiming for the peach 7, the stop patterns for the missing 1-coin role A and the missing 1-coin role B are different, so these roles can be distinguished from the stop patterns, and the triggering internal winning role can be narrowed down. Also, the stop patterns for the 3-coin bell A and the 3-coin bell B are the same, so the roles cannot be distinguished. Regarding normal replays, normal replay A and normal replay C have the same stop patterns, so the roles cannot be distinguished, but the stop patterns for normal replay B are different, so the roles can be distinguished, and it may be possible to narrow down the triggering internal winning role.
[0156] [About actions according to stop operation trends (2)] Next, a description will be given of a small win suggestion effect corresponding to an internal winning role. FIG. 14 is a diagram showing an example of a small win suggestion effect corresponding to an internal winning role. In this embodiment, a small win suggestion effect is executed in which an icon of a color corresponding to the internal winning role is displayed at the start of a game, and an icon indicating the internal winning role is displayed when all reels have stopped. For example, FIG. 14(a) shows an example in which a blue icon is displayed at the start of a game as a small win suggestion effect corresponding to a normal replay, and a replay symbol icon is displayed when all reels have stopped. FIG. 14(b) shows an example in which a purple icon is displayed at the start of a game as a small win suggestion effect corresponding to a special replay, and an icon with the word "CHANCE" and a blank 2 symbol is displayed when all reels have stopped. FIG. 14(c) shows an example in which blue and purple icons are displayed at the start of a game as a small win suggestion effect corresponding to both a normal replay and a special replay, and an icon with a symbol corresponding to the role (one of the symbols shown in FIG. 14(a) and FIG. 14(b)) is displayed when all reels have stopped. In addition, in the small win suggestion effect corresponding to a cherry, a pink icon is displayed at the start of play, and a cherry icon is displayed when all reels have stopped (not shown). In the small win suggestion effect corresponding to a watermelon, a green icon is displayed at the start of play, and a watermelon icon is displayed when all reels have stopped (not shown). In the small win suggestion effect corresponding to a single bell, a light yellow icon is displayed at the start of play, and a bell 1 icon is displayed when all reels have stopped (not shown). Note that while the configuration is such that a bell 1 symbol is displayed, this is not a limitation, and any icon that is recognizable as a bell symbol, or a bell symbol colored light yellow, may be used. In the small win suggestion effect corresponding to a three bell, a dark yellow icon is displayed at the start of play, and a bell 2 icon is displayed when all reels have stopped (not shown). Note that while the configuration is such that a bell 2 symbol is displayed, this is a limitation, and any icon that is recognizable as a bell symbol, or a bell symbol colored dark yellow, may be used. In addition, in the small win suggestion effects corresponding to one bell and three bells, light yellow and dark yellow icons are displayed when the game starts, and when all the reels stop, an icon of the pattern corresponding to the win (either Bell 1 or Bell 2, or either a light yellow bell or a dark yellow bell) is displayed.
[0157] [About actions according to stop operation trends (3)] Below, we will explain the configuration for regulating the small win suggestion effects explained in [Regarding behavior according to the tendency of the stop operation (2)] according to the stop operation explained in [Regarding behavior according to the tendency of the stop operation (1)]. In the following explanation, the miss 1-piece role B is a role that draws a lottery to the CZ (chance zone), and is a role that is more advantageous than the miss 1-piece role A. Also, normal replays A to C are roles with different expectations of transitioning to the CZ. Furthermore, special replays are roles that transition to a more advantageous state than normal replays.
[0158] First, the process for realizing the above operation will be described with reference to Fig. 15. This figure is a flow chart showing an example of the process executed at the start of a game (when the start lever 135 is operated) in step S309 of Fig. 7.
[0159] In step S501, if the AT gaming state has ended and it is the first game, the process proceeds to step S505, otherwise the process proceeds to step S503.
[0160] In step S503, it is determined whether a stop operation aimed at the bar was performed in the previous game. In this embodiment, when a first stop command is received in response to a left first stop operation, information on the stop position of the left reel 110 resulting from this left first stop is stored, and it is determined based on this information whether a stop operation aimed at the bar was performed in the previous game. If it is determined that a stop operation aimed at the bar was performed, the process proceeds to step S505; otherwise, the process proceeds to step S507.
[0161] In step S505, the state where there is no restriction on the small win suggestion effect is set, and this effect selection setting is completed. Note that if the small win suggestion effect was restricted in the previous game, this process will release the restriction.
[0162] In step S507, it is determined whether or not a stop operation aimed at the blue 7 was performed in the previous game based on the information on the stop position of the left reel 110 due to the first left stop described in step S503. If it is determined that a stop operation aimed at the blue 7 was performed, the process proceeds to step S509; otherwise, the process proceeds to step S511.
[0163] In step S509, replay effect regulation is set. In this process, the execution of small winning suggestion effect when normal replay is internally won is regulated. In addition, if other regulation is already set, the regulation is not overlapped and only replay effect regulation is set.
[0164] In step S511, it is determined whether or not a stop operation aimed at the peach 7 was performed in the previous game based on the information on the stop position of the left reel 110 due to the first left stop described in step S503. If it is determined that a stop operation aimed at the peach 7 was performed, the process proceeds to step S513; otherwise, the effect selection setting ends.
[0165] In step S513, bell effect regulation is set. In this process, when a single bell is internally won (when a single bell is internally won, a small win suggestion effect is executed) is regulated. If other regulations are already in place, the regulations are not duplicated and only the bell effect regulation is set.
[0166] Note that the above processing is just one example, and for example, the information for the first left stop can be set at the timing after the final stop (after a winning result is determined, when payout begins, when payout ends, etc.), or the position information of the reel when the stop operation is performed can be used instead of the position information when the reel stopped, and the specific processing is not limited.
[0167] In the above process, if the first left stop is not aimed at BAR, blue 7, or pink 7, or if the first left stop operation is not performed, the state of the previous game will be maintained without any restriction settings (all determination processes in FIG. 15 are No). In these cases, if the first left stop is not aimed at BAR, blue 7, or pink 7, or if the first left stop operation is not performed, information on the stop position of the left reel 110 corresponding to aiming at BAR may be stored so that the restriction on the effects will be released in the next game.
[0168] Hereinafter, the restriction of the small win suggestion effect will be described based on the flowchart of Fig. 15. Fig. 16 is a diagram showing an example of the restriction of the small win suggestion effect.
[0169] As explained in the example of FIG. 11, when aiming for a BAR, the stop patterns for the missing 1-coin role, the 3-coin bell role, and the normal replay are the same, and it is not possible to distinguish between the missing 1-coin role A and the missing 1-coin role B, the 3-coin bell role A and the 3-coin bell role B, and the normal replays A to C. In other words, when aiming for a BAR, the information obtained from the stop pattern is limited, and the information obtained from the effects becomes more important. Therefore, when aiming for a BAR, the small win suggestion effects are not restricted, and if restricted, they are canceled (step S505 of FIG. 15).
[0170] 16(a) shows that aiming for BAR in the N-1th game does not restrict the small win suggestion effect in the next game (Nth game), and a small win suggestion effect corresponding to the internally won regular replay is executed in the next Nth game. Also, aiming for BAR in the Nth game does not restrict the small win suggestion effect in the next game (N+1th game), and a small win suggestion effect corresponding to the internally won special replay is executed in the next N+1th game.
[0171] Compared to the case of aiming for BAR, when aiming for the blue 7 described in the example of Figure 12, it is possible to distinguish between 3 bells A and 3 bells B, and normal replays A to C. In other words, when aiming for the blue 7, there is more information obtained from the stopping state compared to the case of aiming for BAR, and the importance of the information obtained from the effects is accordingly lower. In this case, if the small win suggestion effects are uniformly executed, it may become rather cumbersome, so in this example, when aiming for the blue 7, the execution of the small win suggestion effects when an internal win occurs in the normal replay is restricted (step S509 in Figure 15).
[0172] In Figure 16(b), aiming for blue 7 in the N-1th game restricts the small win suggestion effect for the normal replay in the next game (Nth game). Therefore, it is shown that the small win suggestion effect corresponding to the normal replay that was internally won is not executed in the next Nth game. Also, because aiming for blue 7 in the Nth game also restricts the small win suggestion effect if an internal win is won on the normal replay in the next game (N+1th game). In Figure 16(b), it is shown that the small win suggestion effect is executed because an internal win is won on the special replay in the next N+1th game.
[0173] The small win suggestion effect in Figure 14(c) is an effect that suggests the possibility of an internal win for both normal replay and special replay, so it can make you anticipate which role will be the internal win in the N+1th game in Figure 16(a). On the other hand, in the N+1th game in Figure 16(b), you are aiming for blue 7, and since the small win suggestion effect when you have an internal win for normal replay is restricted, you can understand from this small win suggestion effect that you have an internal win for special replay.
[0174] In both the Nth and N+1th games in Figure 16(b), the blue 7 symbols stop in a row in the middle and bottom rows at the first stop on the left, and from this stop pattern it can be determined that an internal win has occurred for either Normal Replay B, Normal Replay C, or Special Replay (see Figure 12). Therefore, if a small win suggestion effect is executed in a game in which an internal win has occurred for Normal Replay B or Normal Replay C, it can be determined that an internal win for Special Replay has not occurred by looking at the stop pattern of the first stop on the left. In this case, the expectation for a special replay, which is more advantageous than a normal replay, may be lost, potentially reducing the interest in the game. In Figure 16(b), this kind of problem can be prevented by restricting the small win suggestion effect when an internal win occurs for a normal replay.
[0175] Compared to the case of aiming for a BAR, when aiming for the Peach 7 described in the example of Figure 13, it is possible to distinguish between a single-miss role A and a single-miss role B, and between a normal replay B and a replay other than the normal replay B (A or C). In other words, when aiming for the Peach 7, there is more information that can be obtained from the stopping pattern compared to the case of aiming for a BAR, and therefore the importance of the information obtained from the effects is lower. In this case, if the small win suggestion effects are uniformly executed, it may become rather cumbersome, so in this example, when aiming for the Peach 7, the execution of the small win suggestion effects when an internal win occurs on a single bell is restricted (step S513 of Figure 15).
[0176] For example, if a small win suggestion effect that suggests the possibility of both a replay and a single bell is executed when a replay is internally won and when a single bell is internally won, this small win suggestion effect can increase the expectation of whether a replay or a single bell will be won when aiming for a bar. On the other hand, when aiming for peach 7, the execution of the small win suggestion effect when a single bell is internally won is restricted, so the above small win suggestion effect can be used to know that a replay has been internally won.
[0177] Also, if the configuration is such that three bells are more advantageous than one bell, the small win suggestion effects corresponding to one bell and three bells will be restricted when aiming for peach 7, so it will be possible to know that three bells have been internally won through the small win suggestion effects mentioned above, as the small win suggestion effects corresponding to one bell and three bells are internally won through the small win suggestion effects.
[0178] [About actions according to stop operation trends (4)] The configuration described above in [Regarding behavior according to stop operation trends (3)] determines the effects to be executed in subsequent games based on the stop operations performed in previous games. This configuration allows appropriate effects to be executed according to the player's operating trends.
[0179] Some gaming machines allow adjustment of the effect frequency, but there is a lack of consistency between the reel display mode (reel outcome) and the effect, or the effect settings of the previous player are carried over to the next player, resulting in a mismatch between the effect frequency and the player (the previous player may like the effect settings, but the next player may not like them), but this invention aims to solve such problems.
[0180] In the above example, we described a configuration that restricts effects depending on the stop operation of the previous game. However, since restricting effects reduces the number of effects, it may not be suitable for exciting situations. Therefore, a configuration that restricts effects may be implemented in states that are unfavorable to the player, such as the normal state or non-premonition state. Of course, a configuration that restricts effects in states that are favorable to the player, such as the premonition state, CZ (Chance Zone), or AT game state, may also be applied, in which case the effects can be more varied. For example, in the CZ, if the transition behavior to AT gameplay differs in the order "Replay A < Replay B < Replay C," aiming for Blue 7 can lead to excitement or disappointment at the first stop, while aiming for BAR can lead to a sense of anticipation until the transition to AT gameplay is finally announced.
[0181] In addition, in the above example, the target of regulation was the small win suggestion effect, but it may be other effects, and it may be not only the effect at the start of the game but also the effect at the first stop operation.
[0182] Furthermore, although the above example has been described as a configuration in which effects are restricted in response to a stop operation, the configuration is not limited to a restrictive configuration, and any configuration in which effects executed in response to a stop operation differ may be used. For example, tables according to effect patterns may be provided, and in table 1, effect data corresponding to all roles and lottery values related to effect determination are determined, in table 2, effect data corresponding to replays and lottery values related to effect determination are not determined (or are masked), but effect data for roles other than replays and lottery values related to effect determination are determined, and in table 3, effect data corresponding to bells (single bells) and lottery values related to effect determination are not determined (or are masked), but effect data for roles other than bells (single bells) and lottery values related to effect determination are determined, in which case table 1 is the so-called default table. Although it has been stated that "effect data corresponding to replays and lottery values related to effect determination are not defined," it is sufficient that the effect corresponding to replays is not restricted (not determined). For example, the data may be specified but processed so that it is not subject to lottery, or the lottery value for the effect corresponding to replays may be set to 0 in table 2 (the same applies to "effect data corresponding to bells and lottery values related to effect determination are not defined"). Furthermore, the configuration is not limited to separate tables from tables 1 to 3. For example, a single table may be used in which data 00 to mm define effects corresponding to replays, data nn to ww following data mm define effects corresponding to bells, and data xx following data ww and beyond define effects corresponding to other roles. The table to be referenced may be different depending on the stop operation, or the reference position in the table may be different depending on the stop operation, thereby varying the effect executed depending on the stop operation. In addition, roles that are subject to these effect restrictions may be combined, and if other methods of hitting (those aimed at other parts) are used, the effects corresponding to bells and replays may be suppressed or restricted, and effects corresponding to rare roles such as watermelon, cherry, special replay, etc. may be executed.In this way, by restricting the occurrence of effects for roles other than rare roles, it is possible to add more variety to the game, and furthermore, when an effect is not occurring, the rare role is denied, so the player can play without concentrating on pressing the buttons at the right time, whereas when an effect occurs, the rare role is confirmed, so the player can concentrate on pressing the buttons at the right time and play without missing out on the rare role, allowing the player to concentrate on the game in a pinpoint manner.
[0183] In the above example, the configuration for regulating the effects was described with reference to the operation information of the first left stop, but for example, the configuration may refer to the first right stop, or any stop operation, or all stop operations. Furthermore, it is also possible to refer to not only the stop operation in the previous game, but also the stop operations in the previous and previous games. For example, a configuration may be adopted in which the effects in subsequent games are determined (regulated) based on the stop operation trends over 10 games.
[0184] Furthermore, in the above example, the effect restriction is lifted in the first game after the end of the automatic time slot (the first game of normal play). When a favorable state, such as the automatic time slot, ends, a player may stop playing. However, if the effect tendency corresponding to the previous player's stop operation (a state in which replay effects are restricted due to the targeting of the blue 7) continues, the next player's interest in the game may be diminished because the effect occurrence frequency is suppressed compared to targeting the bar. For this reason, as in the above example, when a favorable state ends, or when the player stops playing (e.g., the first game after the end of a bonus bar, the first game after the end of an automatic time slot, the first game after the end of a cash zone, or the first game after the end of a withdrawal zone), the effect may be returned to the default (removed from the restriction). Furthermore, since there is a possibility that a player may change after a power outage or power recovery after a setting change, the effect may also be returned to the default (removed from the restriction). While the default is set when a favorable state ends, this is not a limitation. Alternatively, the default may be set when a favorable state begins, and the default setting may be maintained when the favorable state ends.
[0185] Furthermore, in the above example, the restriction is lifted for one game after the advantageous state ends, but it is also possible to have the restriction lifted (a state in which the default presentation is executed) for not just one game but, for example, for 10 games after the advantageous state ends.
[0186] [Technical concept in (1) to (4) regarding operation according to the tendency of the stop operation] The technical concept based on the above embodiment will be described below with reference to the corresponding configuration.
[0187] In the above explanation, A gaming machine equipped with a performance control means (for example, a first sub-control unit 400) that controls the performance, The presentation control means determines the presentation content of the current game (hereinafter referred to as the "current game") according to the situation (e.g., stop operation) of the previous game (hereinafter referred to as the "previous game") including at least the previous game (see, for example, FIG. 15). The gaming machine characterized by the above features has been described.
[0188] In addition, the gaming machine described above, A stop operation means (e.g., stop buttons 137 to 139) is provided to accept a stop operation, The effect control means determines the effect content of the current game according to the operation mode of the stop operation means in the previous game (see, for example, FIG. 15 ). The gaming machine characterized by the above features has been described.
[0189] In addition, the gaming machine described above, A winning result determination means (for example, the main control unit 300) is provided to determine one of a plurality of winning results, The effect control means may regulate an effect corresponding to a certain winning result among the plurality of winning results in the current game according to the operation mode in the previous game (see, for example, FIG. 15 ). The gaming machine characterized by the above features has been described.
[0190] In addition, the gaming machine described above, The effect control means determines the effect content to be performed at a first timing, which is the timing when a start operation is performed in the current game, or at a second timing, which is the timing when a first stop operation is performed, according to the operation mode in the previous game (for example, see [Regarding operation according to tendency of stop operation (4)]), The gaming machine characterized by the above features has been described.
[0191] In addition, the gaming machine described above, When the state advantageous to the player ends, the effect control means sets default contents (for example, a state without effect restrictions) among the effect contents regardless of the situation up to the previous game. The gaming machine characterized by the above features has been described.
[0192] In addition, the gaming machine described above, The effect content is a selection pattern of a plurality of types of effects to be selected, One of the plurality of selection patterns is a default first pattern (for example, a pattern for aiming at a bar) in which the presentation of the selection target is not restricted, One of the plurality of selection patterns is a second pattern in which an effect corresponding to a first winning result (e.g., a normal replay) among the plurality of winning results is restricted from being selected (e.g., a pattern in the case of aiming for blue 7), The gaming machine characterized by the above features has been described.
[0193] <Regarding gaming machines with distinctive game state transitions> Hereinafter, a slot machine according to an embodiment of a gaming machine will be described with reference to FIGS.
[0194] The slot machine of this embodiment, which will be described below, is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels, each bearing multiple types of symbols, begin to rotate upon receiving a predetermined rotation start instruction operation, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually upon receiving a predetermined rotation stop instruction operation.If the conditions determined by the combination of symbols when the multiple reels stop based on the results of the lottery meet predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.
[0195] First, the basic configuration of the slot machine 100 will be described with reference to Figures 17 and 18. Figure 17 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 18 is a diagram showing an example of a pay line.
[0196] The slot machine 100 shown in Figure 17 corresponds to an example of the gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0197] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in appropriate numbers, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are displayed in roughly three rows vertically through the display window 113, for a total of nine symbols. Explaining this specifically with reference to FIG. 18, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 shown in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 shown in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 (position 6 shown in the figure) is the middle reel top row symbol. The symbol displayed in the bottom row (position 6 in the figure) is called the middle reel lower row symbol, the symbol displayed in the top row of the right reel 112 (position 7 in the figure) is called the right reel upper row symbol, the symbol displayed in the middle row of the right reel 112 (position 8 in the figure) is called the right reel middle row symbol, and the symbol displayed in the bottom row of the right reel 112 (position 9 in the figure) is called the right reel lower row symbol. Each symbol on each reel 110 to 112 is displayed vertically in three rows on each reel 110 to 112 through a display window 113, for a total of nine symbols. By spinning each reel 110 to 112, the symbol combinations seen by the player change. In other words, each reel 110 to 112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0198] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110 to 112 are stopped so that the desired symbol appears on the pay line.
[0199] The winning line indicator lamp 120 is a lamp that indicates an active winning line. A winning line is a line that determines whether a symbol combination corresponding to a winning role is displayed. In this embodiment, there are three lines: a middle winning line L1 consisting of the middle symbol on the left reel, the middle symbol on the middle reel, and the middle symbol on the right reel; an upward-to-right winning line L2 consisting of the bottom symbol on the left reel, the middle symbol on the middle reel, and the top symbol on the right reel; and a downward-to-right winning line L3 consisting of the top symbol on the left reel, the middle symbol on the middle reel, and the bottom symbol on the right reel. Figure 18 shows these winning lines L1 to L3. The active winning lines (hereinafter sometimes simply referred to as "active lines") are predetermined based on the number of medals bet as gaming media (a specified number). The slot machine 100 shown in FIG. 17 requires three medals. If fewer than three medals are inserted, no pay line is active. When three medals are bet, pay lines L1 to L3 become active. Once a pay line is active, the start lever 135 can be operated to start the game. The number of pay lines is not limited to three. For example, only pay line L1 may be set as an active pay line, or a number of pay lines corresponding to the number of bets may be set as active pay lines.
[0200] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination has been internally won in an internal lottery described below, or that a specific game state has been achieved. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert a medal. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player has won a replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0201] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the bet button 132 will also be referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0202] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0203] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information numerically. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of achieving a winning combination. In the following, the expression "awarded to the player" may be used to mean the same thing as "paid out to the player." In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0204] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.
[0205] The stop button unit 136 is provided with stop buttons 137 to 139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 is referred to as the operation sequence or push sequence. Furthermore, the operation sequence in which the first stop operation is an operation to stop the left reel 110 is referred to as the "forward push operation sequence" or simply "forward push," and the stop operation in which the first stop operation is an operation to stop the right reel 112 is referred to as the "reverse push operation sequence" or simply "reverse push." Incidentally, light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.
[0206] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0207] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0208] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 19) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160 for outputting to the outside the sound of a speaker 272 (see FIG. 19) provided at the top inside the slot machine 100. This effect device 160 includes a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and an effect image display device 157 (liquid crystal display device) disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the effect image display device 157, the display screen of the effect image display device 157 appears in front of the slot machine 100 (on the player's side, front side). Note that the display device does not have to be a liquid crystal display device; any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen can be viewed by the player. In this embodiment, the display screen is rectangular, but it may also be square. In addition, a decoration (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.
[0209] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 19. Note that Figure 19 shows a circuit block diagram of the control unit.
[0210] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.
[0211] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0212] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0213] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, optical sensor for left reel 110, optical sensor for middle reel 111, optical sensor for right reel 112, etc.) at each interrupt time.
[0214] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0215] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0216] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled (the value stored in RAM 308 is cleared and the same number of medals is dispensed). The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0217] The optical sensors of the left reel 110, center reel 111, and right reel 112 are installed at predetermined positions on the mounting bases of each reel 110-112, and turn low each time a light-shielding piece attached to the reel frame passes over them. Rotational position information, which indicates how far the reel has rotated from the reference position between the time it first turns low and the time it next turns low, is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the low signal, it determines that the reel has rotated once and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0218] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0219] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0220] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0221] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0222] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0223] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0224] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from speakers 272, 277.
[0225] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel lamps, bet button lamps, reel backlights, etc.) are connected to the drive circuit 422 via an input / output interface.
[0226] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0227] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0228] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0229] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0230] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0231] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0232] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 20. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a two-dimensional layout.
[0233] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "bell symbol" is arranged on the symbol number 0 on the left reel 110, a "replay symbol" is arranged on the symbol number 0 on the center reel 111, and a "seven 2 symbol" is arranged on the symbol number 3 on the right reel 112.
[0234] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range (in this embodiment, less than 5 frames) from the position where the stop operation is performed.
[0235] <Internal winning roles and prize winning roles> In the slot machine 100, an internally won combination is drawn by lottery in response to a game start operation (operation of the start lever 135), and a winning combination is determined based on the result of the lottery. An example of an internally won combination in the slot machine 100 will be described below with reference to Figure 21. Figure 21 is a diagram showing an example of an internally won combination.
[0236] The left column of Figure 21 shows the following internal winning roles: Miss, Normal Replay 8, Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, Chance RepCRL2, CLR Bell 1, CRL Bell 1, RLC Bell 1, RCL Bell 1, CLR Bell 2, CRL Bell 2, RLC Bell 2, RCL Bell 2, Blue CLR Bell, Blue CRL Bell, Blue RLC Bell, Blue RCL Bell, Red CLR Bell, Red CRL Bell, Red RLC Bell, Red RCL Bell, Blue Bell, Red Bell. The top column of Figure 21 also shows six different push orders (LCR for left-center-right, LRC for left-right-center, CLR for center-left-right, CRL for center-right-left, RLC for right-left-center, and RCL for right-center-left). Of the above internal winning combinations, CLR Bell 1, CRL Bell 1, RLC Bell 1, RCL Bell 1, CLR Bell 2, CRL Bell 2, RLC Bell 2, and RCL Bell 2 may be referred to as "push order bells." Also, of the above internal winning combinations, blue CLR Bell, blue CRL Bell, blue RLC Bell, blue RCL Bell, red CLR Bell, red CRL Bell, red RLC Bell, and red RCL Bell may be referred to as "press order bells." Also, of the above internal winning combinations, blue Bell and red Bell may be referred to as "press order bells."
[0237] In a game in which each internal winning combination has been determined, the reels 110 to 112 are controlled to stop so that a symbol combination (display mode) corresponding to the push order is achieved. These display modes are shown in FIG.
[0238] If a losing combination is internally won, the display will show no winning combination (miss).
[0239] Normally, if you win Replay 8 internally, you will win the replay, but the display will show a replay line-up for the first left stop (LCR, LRC), and a reach line for any other stop operation.
[0240] If you win Chance RepCLR1 or Chance RepCLR2 internally, you will win a replay, but the display will be as follows: for the first stop on the left (LCR, LRC), it will be reach numbers 1 and 2; for center left and right (CLR), it will be a push order chance replay; for center right and left (CRL), it will be a replay alignment; and for the first stop on the right (RLC, RCL), it will be a scattered replay.
[0241] If you win Chance RepCRL1 or Chance RepCRL2 internally, you will win a replay, but the display will be as follows: for the first stop on the left (LCR, LRC), reach numbers 3 and 4; for center left and right (CLR), a replay alignment; for center right left (CRL), a push order chance replay; and for the first stop on the right (RLC, RCL), a scattered replay.
[0242] If you win internally on CLR Bell 1 or CLR Bell 2, on the first stop on the left (LCR, LRC) it will be awarded as a scattered coin (payout of 1 coin), on the center left and right (CLR) it will be awarded as a middle bell (payout of 8 coins), on the center right left (CRL) it will be awarded as a bell on the downward right (payout of 1 coin), and on the first stop on the right (RLC, RCL) it will be awarded as a scattered coin or a loss depending on the timing of the operation.
[0243] If you win internally on CRL Bell 1 or CRL Bell 2, if you win the first stop on the left (LCR, LRC), you will win one scattered coin, if you win the center left / right (CLR), you will win one bell going down to the right, if you win the center right / left (CRL), you will win the middle bell, and if you win the first stop on the right (RLC, RCL), you will win one scattered coin or lose depending on the timing of your operation.
[0244] If you win internally on RLC Bell 1 or RLC Bell 2, if it stops on the first left (LCR, LRC), it will win one scattered coin, if it stops on the first center (CLR, CRL), it will either win one scattered coin or lose depending on the timing of your operation, if it stops on right-left-center (RLC), it will win the bottom bell (payout of 8 coins), and if it stops on right-center-left (RCL), it will win one bell going down to the right.
[0245] If you win internally on RCL Bell 1 or RCL Bell 2, if you win the first left stop (LCR, LRC), you will win one scattered coin, if you win the first middle stop (CLR, CRL), you will win one scattered coin or lose depending on the timing of your operation, if you win right-left-center (RLC), you will win one bell going down to the right, and if you win right-center-left (RCL), you will win the bottom bell.
[0246] If you win internally on the blue CLR bell or red CLR bell, on the first stop on the left (LCR, LRC) you will win a scattered coin, on the center left and right (CLR) if the operation timing of the Seven 1 or Seven 2 symbol is appropriate you will win a middle bell, if not appropriate you will win a single bell going down to the right, on the center right left (CRL) you will win a single bell going down to the right, and on the first stop on the right (RLC, RCL) you will win a scattered coin or lose depending on the operation timing.
[0247] If you win internally on the blue CRL bell or red CRL bell, on the first stop on the left (LCR, LRC) you will win a scattered coin, on the center left and right (CLR) you will win a bell that slopes down to the right, on the center right left (CRL) if the operation timing of the Seven 1 or Seven 2 symbol is appropriate you will win a bell that slopes down to the right, and on the first stop on the right (RLC, RCL) you will win a scattered coin or lose depending on the operation timing.
[0248] If you win internally on the blue RLC bell or red RLC bell, on the first stop on the left (LCR, LRC) you will win one scattered coin, on the first stop in the middle (CLR, CRL) you will either win one scattered coin or lose depending on the timing of your operation, on right-left-center (RLC) if the timing of your operation on the Seven 1 or Seven 2 symbol is appropriate you will win the bottom bell, if not you will win a single bell going down right, and on right-center-left (RCL) you will win a single bell going down right.
[0249] If you win internally on the blue RCL bell or red RCL bell, on the first stop on the left (LCR, LRC) you will win a single scattered coin, on the first stop in the middle (CLR, CRL) you will either win a single scattered coin or lose depending on the timing of your operation, on right-left-center (RLC) you will win a single bell that slopes down to the right, and on right-center-left (RCL) if the timing of your operation on the Seven1 or Seven2 symbol is appropriate you will win a bottom bell, otherwise you will win a single bell that slopes down to the right.
[0250] If the blue bell is an internal win, on the first left stop (LCR, LRC), if the timing of operating the Seven 1 symbol is appropriate, you will win the blue push bell (payout of 8 coins), but if it is not appropriate, you will win the downward right 1 bell.On other than the first left stop (CLR, CRL, RLC, RCL), if the timing of operating the Seven 1 symbol on the left reel is appropriate, you will win the blue push bell, but if it is not appropriate, you will win the upward right 1 bell.
[0251] If the red bell is an internal win, on the first left stop (LCR, LRC), if the timing of operating the Seven 1 or Seven 2 symbol is appropriate, it will win the red eye push bell (payout of 8 coins), but if it is not appropriate, it will win the downward right 1 bell, and on other than the first left stop (CLR, CRL, RLC, RCL), if the timing of operating the Seven 2 symbol on the left reel is appropriate, it will win the red eye push bell, but if it is not appropriate, it will win the upward right 1 bell.
[0252] The internal winning probability of the internal winning combination can be set arbitrarily.
[0253] Also, while the middle bell, bottom bell, blue eye push bell, and red eye push bell all have a payout of 8 coins, this is not a limitation and the number of coins may vary. For example, the middle bell, blue eye push bell, and red eye push bell may have a payout of 12 coins, and the bottom bell may have a payout of 8 coins, resulting in two types of payouts that exceed the number of coins bet. Also, there may be three types of payouts that exceed the number of coins bet, such as 12 coins for the blue eye push bell and red eye push bell, 8 coins for the middle bell, and 6 coins for the bottom bell. Also, any of these bells may have a payout of 3 coins, resulting in a payout of the same number as the number of coins bet.
[0254] <Types of game status> Next, a description will be given of the types of gaming states and transitions of the gaming states of the slot machine 100 shown in Fig. 17. Fig. 22 is a transition diagram of the gaming states of the slot machine 100 shown in Fig. 17.
[0255] As shown in Figure 22, the gaming states of the slot machine 100 shown in Figure 17 include normal, CZ-A, CZ-B, normal AT, higher AT-A, higher AT-B, and bonus, and these can be switched when transition conditions are met. Note that the normal AT, higher AT-A, higher AT-B, and bonus are all AT gaming states. In the AT gaming state, if an internal win occurs on the push order bell, the eye push order bell, or the eye push bell, the operation sequence and operation timing are notified, and by following this notification (hereinafter, sometimes referred to as operation navigation), more profits can be earned.
[0256] Each game state will be explained below. Note that the transition conditions between each game state are not limited to the conditions described above, and various conditions (for example, the passage of the number of games, the payment of a predetermined number of payouts, winning a transition lottery, winning a specific internal winning combination, winning a specific winning combination, or the stop display of a specific symbol combination) can be adopted.
[0257] Normal mode is set in the first game after a setting change or RAM clear, and is the game mode in which the player mainly stays. From this normal mode, if the CZ lottery is won, the game will transition to CZ-A (condition (A) in Figure 22 is met). The CZ lottery is executed periodically when a rare combination is internally won or every predetermined number of games.
[0258] In CZ-A, if you win the lottery to transition to AT state before CZ-A ends (for example, until 10 games are played), you will transition to normal AT (condition (c) in Figure 22 is met), and if you do not win the lottery to transition by the end of CZ-A, you will transition to normal time (condition (b) in Figure 22 is met).
[0259] Normally, AT is a gaming state where two pure increases can be expected per game. In normal AT, the remaining number of games in normal AT is managed. The remaining number of games in normal AT is added by a bonus lottery according to internal winning combinations (such as rare combinations or push-order bells), and when the remaining number of games in normal AT becomes 0, it transitions to the normal state (condition (c) in Fig. 22 is satisfied). Also, when winning the lottery for transitioning to upper AT-A (for example, executed when a rare combination is internally won), it transitions to upper AT-A (condition (e) in Fig. 22 is satisfied).
[0260] Upper AT-A is a gaming state where four pure increases can be expected per game. In upper AT-A, the remaining number of games in upper AT-A is managed. The remaining number of games in upper AT-A is added by a bonus lottery according to internal winning combinations (such as rare combinations or push-order bells), and when the remaining number of games in upper AT-A becomes 0, it transitions to normal AT (condition (o) in Fig. 22 is satisfied). When transitioning from upper AT-A to normal AT, a result screen is displayed, and the number of played games and the number of medals obtained in upper AT-A are configured to be displayed. By this display, it is possible to inform the player that the medals have increased in upper AT-A and make the player feel the feeling of getting more balls.
[0261] From normal AT and upper AT-A, when winning the lottery for transitioning to upper AT-B, it transitions to upper AT-B (condition (k) in Fig. 22 is satisfied). This lottery for transitioning is executed, for example, when a rare combination is internally won or according to the number of played games in upper AT-A. In the lottery for transitioning according to the number of played games, the winning probability increases as the number of played games increases, and it becomes easier to transition to upper AT-B. For example, when the number of played games is 50, 100, and 150 and the lotteries for transitioning a, b, and c are executed respectively, the winning probabilities are in the relationship of "a < b < c". Also, when the difference in the number of balls in the AT gaming state becomes a predetermined number (for example, 2000 balls) or more, or when the difference in the number of balls during the advantageous period becomes a predetermined number or more, the lottery for transitioning to upper AT-B is also executed. When these conditions based on the difference in the number of balls are satisfied, the lottery for transitioning may be executed in each game, or the winning probability may be set to 1 of 1.
[0262] From the normal AT or higher AT-A, if you win the lottery to transition to the bonus, you will transition to the bonus (condition (K) in Figure 22 is met). This transition lottery is executed, for example, when an internal win is made on a rare role. In the bonus, if the payout (or difference in number of coins) exceeds 100 coins, you will transition to the state before transitioning to the bonus (normal AT or higher AT-A) (condition (K) in Figure 22 is met).
[0263] The higher AT-B is a game state where a net increase of 4 coins can be expected per game. The higher AT-B manages the number of remaining sets in the higher AT-B, which continues for 20 games per set. This number of remaining sets in the higher AT-B is added by an additional lottery according to the internal winning role (for example, a rare role). In addition, in the higher AT-B, a lottery for the right to transition to CZ-B is held according to the internal winning role (for example, a rare role).
[0264] When the number of games that can be continued in the higher AT-B reaches 0, a three-game continuation judgment period is entered. If the number of remaining sets in the higher AT-B is not 0 at the end of this continuation judgment period, the number of sets is subtracted by one, giving a new number of games that can be continued (20 games), allowing play to continue in the higher AT-B. Even if the number of remaining sets in the higher AT-B is 0, a continuation lottery based on an internal winning combination is executed during the three-game continuation judgment period. If the lottery is won, play in the higher AT-B can be continued for another set (20 games). In this embodiment, the probability of winning the continuation lottery is approximately 80%, making it easier to stay in the higher AT-B. If both the number of games that can be continued in the higher AT-B and the number of remaining sets in the higher AT-B reach 0 and the continuation lottery is not won, if the player has the right to transition to CZ-B, the player transitions to CZ-B (condition (k) in Figure 22 is met). If the player does not have the right to transition, the player transitions to normal play (condition (k) in Figure 22 is met). When transitioning to CZ-B, the advantageous zone is reset (becoming a non-advantageous zone), and the start of the new advantageous zone will be from CZ-B.
[0265] Also, when a favorable zone ends in a higher-ranked AT-B, if the player has the right to transition to CZ-B, the game will transition to CZ-B (the next favorable zone starts from CZ-B, and condition (K) in Figure 22 is met), and if the player does not have the right to transition, the game will transition to normal time (the next favorable zone starts from normal time, and condition (K) in Figure 22 is met). At the end of the favorable zone, an ending effect may be executed in the higher-ranked AT-B, followed by a transition to CZ-B or normal time (the next favorable zone starts from CZ-B or normal time). Furthermore, if a condition based on the difference in number of coins is met and the game transitions to a higher-ranked AT-B, the player may be granted the right to transition to CZ-B.
[0266] In addition, the higher-ranked AT-B has a higher net increase and continuation rate compared to the normal AT and the higher-ranked AT-A, but it may also have the same net increase as the normal AT (no change in net increase) and a higher continuation rate.
[0267] In CZ-B, if a player wins the lottery for transitioning to the AT state before CZ-B ends (for example, until 10 games are played), the player transitions to the higher-level AT-B via the bonus-specialized zone (not shown) (condition (L) in FIG. 22 is met). If the player does not win the lottery for transitioning to the AT state by the end of CZ-B, the player transitions to normal mode (condition (S) in FIG. 22 is met). In the bonus-specialized zone (for example, 10 games), the player can acquire the number of games that can be continued when transitioning to the higher-level AT-B. Note that the bonus-specialized zone is not limited to a fixed state of, for example, 10 games. For example, the minimum number of games guaranteed may be 5 games, and the bonus-specialized zone may continue from the 6th game onwards until a win is not found in the continuation lottery for the bonus-specialized zone itself, or from the 6th game onwards until a win is not found in the bonus-specialized zone's continuation lottery. Alternatively, there may be no minimum number of games guaranteed, and the bonus-specialized zone may continue until a win is found in the continuation lottery for the bonus-specialized zone itself, or until a win is found in the bonus-specialized zone's continuation lottery.
[0268] In addition to the game states described above, the slot machine 100 also has a non-advantageous zone and an advantageous zone. After a setting change or RAM clear, the non-advantageous zone is established, and if an internal winning combination is achieved, the zone transitions to an advantageous zone. To prevent excessive gambling in the advantageous zone, upper limits (limiters) are set for the number of games played and the number of coins paid out. Reaching these limits returns the zone to the non-advantageous zone (the advantageous zone is reset). In the AT game state, when the number of games played or the number of coins paid out approaches these limits, a display (e.g., an ending display) is executed to notify the player that the game is about to end. In this embodiment, the advantageous zone is also reset (a non-advantageous zone is established) when transitioning from the higher-level AT-B to the CZ-B. The upper limit of the advantageous zone may be the number of coins paid out without including the number of games played, or the number of games played without including the number of coins paid out. In addition, the upper limit of the number of coins to be paid out could be, for example, 2,400 coins, but it could also be the difference in number of coins based on the lowest value of the difference in number of coins (the so-called MY value, which goes from minus 3,000 coins to 2,400 coins and finally ends up at minus 600 coins), or the difference in number of coins after entering the positive range (going from minus 3,000 coins to 5,400 coins and finally ending up at plus 2,400 coins).
[0269] In addition, the advantageous period may not only end when the upper limit value is reached (when the upper limit value is reached or exceeded), but may also end at a value just before the upper limit value (for example, a difference of 2,200 coins).
[0270] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0271] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 23. This figure is a flowchart showing the flow of the main control unit main processing.
[0272] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 23 in accordance with the control program pre-stored in the ROM 306.
[0273] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0274] In step S103, a game start process is executed. In this process, whether or not medals have been inserted (by hand or by operating the bet buttons 130 to 132) is checked, and if medals have been inserted, preparations are made to send an insertion command indicating this. If a replay was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. In addition, a check is made to see if the start lever 135 has been operated when a specified number of medals (for example, three) have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning lines are determined, and the game begins.
[0275] In step S105, the lottery table for the internal winning roles stored in ROM 306 is read out according to the current lottery state, and an internal lottery (lottery for roles) is performed using this and the random number value obtained from the random number generating circuit 316, and a process for determining the internal winning role and a lottery for transitioning the game state (various lottery processes) are performed.
[0276] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0277] In step S109, the reels 110-112 start to rotate, provided that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0278] In step S111, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S113.
[0279] In step S113, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0280] In step S115, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0281] In step S117, a state update process is executed. Specifically, a process of transitioning the gaming state and the like is executed.
[0282] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0283] <Main control unit 300 timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 24. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0284] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0285] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0286] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0287] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0288] In step S207, various game processes are executed, and processes according to the interrupt status are executed.
[0289] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0290] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with stopping reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0291] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0292] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0293] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0294] In step S217, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0295] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0296] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of RAM 308, a checksum value for a specified area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to on.
[0297] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 25. Figure 25(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 25(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 25(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0298] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and initialization processing of the storage area in RAM 408 are performed. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing information indicating the game status are respectively provided in RAM 408.
[0299] In step S303, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305.
[0300] In step S305, 0 is substituted into the timer variable.
[0301] In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0302] In step S309, performance control processing is performed. Here, performance data is expanded, and device data is set in a performance execution area provided in RAM 408, performance data is set in a performance reservation area provided in RAM 408, and performance data is set and control processing is executed based on received commands and the information contained in those commands. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content is changed based on the overwritten data.
[0303] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the acquired control data is output to the sound source IC 418, thereby executing a sound performance.
[0304] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to each lamp 420, and the acquired control data is output to the drive circuit 422, thereby causing the lamp to perform a performance.
[0305] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to execute an effect.
[0306] In step S317, an information output process is performed based on the processing result of step S309 to set up the sending of a control command to the second sub-control unit 500. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0307] Next, using Figure 25(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0308] Next, using Figure 25(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0309] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 25(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0310] In step S333, the device data set in step S315 is sent to the second sub-control unit 500, and the random number values for performance are updated.
[0311] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 26. Figure 26(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 26(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 26(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 26(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0312] First, in step S401 of Fig. 26(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, the input / output ports are initialized, and a storage area in the RAM 508 is initialized.
[0313] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.
[0314] In step S405, 0 is substituted into the timer variable.
[0315] In step S407, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0316] In step S409, effect control processing is performed. Specifically, if a new command is received in step S407, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0317] In step S411, image control processing is performed based on the processing result of step S409. For example, if the performance data read out in step S409 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 26(d). When this image control processing is completed, the process returns to step S403.
[0318] Next, using Figure 26(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0319] Next, using Figure 26(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0320] In step S417, 1 is added to the value of the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 26(a) and stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0321] In step S419, the random number values for effect are updated.
[0322] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 26(d). This figure is a flowchart showing the flow of the image control processing.
[0323] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0324] In step S423, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0325] In step S425, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0326] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0327] In step S429, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; if not, the process waits for the generation completion interrupt signal to be input.
[0328] In step S431, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0329] <<Example of operation>> The features of the slot machine 100 described above will be explained below using an operational example.
[0330] [Example of game state transition (1)] Among the game states described in Figure 22, the higher AT-B is a state in which it is easy to make a profit by continuing the game for 20 games in one set with a high probability, and the player aims to move to this higher AT-B.
[0331] To move to the higher AT-B, you need to win the lottery to move to the higher AT-B in the normal AT or the higher AT-A, so the goal is to first pass through the CZ-A and stay in the normal AT or the higher AT-A. In particular, the higher AT-A has a high net increase in number of plays, and the more you play, the easier it is to win the lottery to move to the higher AT-B, so even if you play many times, you will feel a sense of anticipation and your interest in the game will not decrease.
[0332] Even if you move to the higher AT-B once, there is a possibility that you will move from this state to CZ-B or normal time (conditions (Sa) and (Ko) in Figure 22 are met). Of these, CZ-B is a game state in which you can move to the higher AT-B without going through the CZ-A or normal AT route (condition (Shi) in Figure 22 is met). In other words, even if the higher AT-B has ended, it is possible to move to the higher AT-B without going through CZ-A, the normal AT, and the higher AT-A.
[0333] From the above, the gameplay is as follows: during normal play, the aim is to move from CZ-A to normal AT, then to higher AT-A, then to higher AT-B, and if you move from higher AT-B to CZ-B, the aim is to move again to higher AT-B.
[0334] FIG. 27(a) illustrates an example of the game flow. In this example, during the first advantageous zone (advantageous zone 1), condition (F) is met in the higher-ranked AT-A, transitioning to the higher-ranked AT-B. Then, condition (S) is met in the higher-ranked AT-B. In this case, as shown in FIG. 27(a), the advantageous zone ends and becomes a non-advantageous zone. At the start of a new advantageous zone (advantageous zone 2), the game state changes to CZ-B. Also, in this example, a display indicating that CZ-B is being prepared is executed while the non-advantageous zone is set, and a display indicating that CZ-B has started is executed when CZ-B starts in advantageous zone 2. This display indicating that CZ-B is being prepared is merely an example; a CZ-B title screen may be displayed to indicate that the game is "preparing." In this way, by indicating that CZ-B is being prepared even during a non-advantageous zone, it is possible to prevent players from quitting the game. In addition, the ending screen (the so-called result screen) when the higher AT-B ends may display or produce a presentation that suggests a transition to CZ-B, thereby preventing players from quitting the game when the ending screen is displayed.
[0335] Furthermore, in the example of Figure 27(a), in the second advantageous zone (advantageous zone 2), condition (Shi) is met in CZ-B, and the game moves to the higher AT-B via the added-on specialized zone, and then condition (Sa) is met in the higher AT-B. In this case, just as at the end of the second advantageous zone, the advantageous zone ends and becomes a non-advantageous zone, and when a new advantageous zone (advantageous zone 3) begins, the game state changes to CZ-B. Although not shown, in this non-advantageous zone, the same effects are executed as in the non-advantageous zone between the first and second advantageous zones. Furthermore, in the third advantageous zone (advantageous zone 3), condition (Shi) is met in CZ-B, and the game moves to the higher AT-B via the added-on specialized zone.
[0336] 27(a) shows that the higher AT-B that transitioned from the CZ-B at the beginning of the advantageous zone continues until the end of the advantageous zone. In this way, in this embodiment, the ending (reaching the upper limit of the advantageous zone) is reached while remaining at the higher AT-B, and the transition condition (Si) for the higher AT-B is met at the next CZ-B, thereby enabling a loop of the higher AT-B.
[0337] In the above example, the advantageous zone is reset at the end of the higher AT-B, and after the preparation period (1-3G spent on transitioning to the advantageous zone, a non-advantageous zone), a new advantageous zone starts from CZ-B. However, it is also possible to make the new advantageous zone start from the higher AT-B. By doing this, the player does not feel the break in the advantageous zone, and can seamlessly experience the feeling of winning balls from the higher AT-B.
[0338] In the above example, a transition to a higher-level AT-B is made through a more advantageous state than normal, such as a CZ-B or a special bonus zone. However, after transitioning to a new advantageous zone, a predetermined number of normal game plays may be played before transitioning to a higher-level AT-B. This can prevent excessive ball payouts. It is preferable that the predetermined number of games is not a large number, such as 32 games. In addition, in the case of a mode-managed game system in which multiple ceilings for transitioning to advantageous game states are set (e.g., Super Heaven with a maximum ceiling of 32 games, Heaven with a maximum ceiling of 128 games, Normal C with a maximum ceiling of 250 games, Normal B with a maximum ceiling of 650 games, Normal A with a maximum ceiling of 1200 games, etc.), it is preferable to transition to a higher-level AT-B through Super Heaven or Heaven, and not determine Normal A to C. Furthermore, the transition to the higher AT-B may be made after a fixed number of games, such as 32 or 128 games, or after a certain number of games (variable number of games) within a predetermined range, such as 32 games or 128 games. In the case of a periodic game that provides an opportunity to periodically transition to a more advantageous gaming state, it is preferable to transition to the higher AT-B in the first cycle. In such a state where a transition to the higher AT-B is confirmed, a special effect that identifies or suggests this may be executed. This prevents the player from quitting the game midway and maintains the excitement of transitioning to the higher AT-B.
[0339] [Example of game state transition (2)] Figure 27(a) illustrates an example of transitioning from CZ-B to the higher-level AT-B via the additional specialized zone during the second favorable zone (favorable zone 2). However, there are cases where the player does not win the lottery for transitioning to the AT state during this CZ-B and transitions to normal mode (condition (S) in Figure 22 is met). In this case, the player may be guaranteed to transition to the normal AT (conditions (A) and (C) in Figure 22 are guaranteed to be met), such that the player is guaranteed to win the CZ lottery during normal mode and then the lottery for transitioning to the AT state during CZ-A. Figure 27(b) illustrates an example of transitioning from CZ-B to CZ-A and the normal AT via normal mode. In this configuration, even if the player is unable to transition from CZ-B to the higher-level AT-B, the player is guaranteed to transition to CZ-A in the first CZ lottery, and then the player is guaranteed to transition to the normal AT at that CZ-A. Therefore, even if the player is unable to transition to the higher-level AT-B, the player can still benefit from the reset of the favorable zone.
[0340] [Example of game state transition (3)] In Figures 27(a) and 27(b), a configuration was explained in which the advantageous zone is reset once, and then a transition to CZ-B occurs at the beginning of the new advantageous zone. This CZ-B is a game state that is a preliminary stage for transitioning to a more advantageous game state (higher AT-B). As such, the configuration in which a game state that is a preliminary stage for transitioning to a more advantageous game state starts from the beginning of a new advantageous zone is not limited to the examples in Figures 27(a) and 27(b). Below, an example employing such a configuration will be explained.
[0341] Figure 27(c) shows an example in which an AT CZ is set up. In this example, after obtaining the right to transition from the normal AT to the AT CZ, the advantageous zone is reset, and the beginning of the new advantageous zone is the AT CZ. If you succeed in the AT CZ (win the lottery), you will transition to a higher AT, and if you fail (do not win the lottery), you will transition to the normal AT.
[0342] Figure 27(d) shows an example in which a CZ is provided that transitions to either a higher-level AT or a normal AT. In this example, the advantageous zone is reset during the CZ, and the beginning of the new advantageous zone is the CZ. If the CZ is successful (wins the lottery), the player transitions to the higher-level AT, and if the CZ is unsuccessful (does not win the lottery), the player transitions to the normal AT. Note that a transition to normal mode upon failure is also possible. Also, if the player obtains the right to a higher-level CZ in the CZ before the advantageous zone is reset, the beginning of the new advantageous zone may be a higher-level CZ (a game state more advantageous than the CZ).
[0343] [Technical concept of operation examples (1) to (3) regarding transition of game state] The technical concept based on the above embodiment will be described below with reference to the corresponding configuration.
[0344] In the above explanation, A first gaming state (for example, a normal AT) that is advantageous to the player; A gaming machine having a second gaming state (for example, a higher AT-B) that is more advantageous to the player than the first gaming state, The first gaming state is a gaming state controlled in an advantageous zone, The second gaming state is a gaming state controlled in the advantageous zone, The advantageous zone has a predetermined upper limit (for example, an upper limit value), In the second gaming state, after the advantageous period ends and a new advantageous period is formed as the specified amount is approached (for example, after the upper limit value is reached and the advantageous period ends and a new advantageous period is formed, or after the value just before the upper limit value is reached and the advantageous period ends and a new advantageous period is formed), there may be cases where the game state is transitioned to the second gaming state without transitioning to the first gaming state (for example, FIG. 27(a)). The gaming machine characterized by the above features has been described.
[0345] With this gaming machine, even if the advantageous zone is reset to a more advantageous second gaming state, it is possible to transition to the second gaming state in the new advantageous zone without passing through the first gaming state, thereby preventing a decrease in gaming interest when the upper limit of the advantageous zone is reached.
[0346] Also, A first gaming state (for example, a normal AT) that is advantageous to the player; A gaming machine having a second gaming state (for example, a higher AT-B) that is more advantageous to the player than the first gaming state, The first gaming state is a gaming state controlled in an advantageous zone, The second gaming state is a gaming state controlled in the advantageous zone, The advantageous zone has a predetermined upper limit (for example, an upper limit value), In the second gaming state, after the specified amount is approached and the advantageous period ends to become a new advantageous period (for example, after the upper limit value is reached and the advantageous period ends to become a new advantageous period, or after a value just before the upper limit value is reached and the advantageous period ends to become a new advantageous period), the game may transition to the second gaming state through a gaming state different from either the first gaming state or the second gaming state (for example, CZ-B, additional specialization, or normal time). The gaming machine characterized by the above features has been described.
[0347] With this gaming machine, even if the advantageous zone is reset to a more advantageous second gaming state, it is possible to transition to the second gaming state in the new advantageous zone without passing through the first gaming state, thereby preventing a decrease in gaming interest when the upper limit of the advantageous zone is reached.
[0348] In addition, the gaming machine described above, The second gaming state is a gaming state in which continuation is managed using a number of sets corresponding to multiple games (for example, 20 games per set), When the second gaming state ends at the end of the set number, the advantageous period may end (for example, when the condition (K) in FIG. 22 is met), The gaming machine characterized by the above features has been described.
[0349] This gaming machine can make the end of the advantageous zone look sharp. It also prevents players from feeling disappointed when they lose a large amount of added bonuses due to the end of the advantageous zone.
[0350] In addition, the gaming machine described above, The first gaming state is a gaming state in which an operation mode is notified to the player (for example, an operation navigation is executed), The second gaming state is a gaming state in which an operation mode is notified to the player (for example, an operation navigation is executed), The second gaming state is a gaming state in which the expected value of game value acquisition is higher than that of the first gaming state (for example, the net increase in number of coins is higher, or the continuation rate is higher). The gaming machine characterized by the above features has been described.
[0351] In addition, the gaming machine described above, In the second gaming state, when the predetermined amount is approached and the advantageous zone ends and a new advantageous zone is formed, a transition to the second gaming state may occur if a specific condition is met in a third gaming state (for example, CZ-B) (for example, winning the lottery for transitioning to the AT state). The gaming machine characterized by the above features has been described.
[0352] In this gaming machine, after the advantageous zone ends, the machine can transition to a second gaming state if certain conditions are met, thereby suppressing excessive ball output while increasing expectations in the third gaming state and improving the enjoyment of the game.
[0353] In addition, the gaming machine described above, If the specific condition is not met in the third gaming state, the game state does not transition to the second gaming state, and the game state is more likely to transition to the first gaming state. The gaming machine characterized by the above features has been described.
[0354] In this gaming machine, even if a specific condition is not met, the game state can be easily shifted to the first gaming state, thereby making it difficult for interest in the game to decrease.
[0355] [Operation Navigation Example (1)] An example of the operation of the operation navigation will be described below with reference to Figures 28(a) and 28(b), which are diagrams showing an example of the operation of the operation navigation.
[0356] A normal AT is a game state in which the number of remaining AT games is subtracted for each play, while operation navigation and additional lotteries are executed. In this example, as a type of operation navigation when an internal win is made on the push order bell, an "x??" is provided to notify players not to make the first stop on the left (hereinafter referred to as "left prohibition navigation"). In a game in which this left prohibition navigation is displayed, by not making the first stop on the left, the player does not miss the chance to win the middle or bottom bell. Note that this left prohibition navigation is not displayed if an internal win is made on the push order bell or the push order bell.
[0357] FIG. 28(a) shows an example in which the normal AT continues when the left prohibition navigation is followed (the first stop on the left is not made). In contrast, if the left prohibition navigation is not followed (the first stop on the left is made), as shown in FIG. 28(b), the number of remaining games in the AT will not be subtracted until the next left prohibition navigation is displayed, but operation navigation and additional lottery will not be executed (hereinafter referred to as the restricted state). The restricted state may last until the next CLR1 bell to RCL2 bell is won, or until the CLR1 bell to RCL2 bell is won after at least a predetermined number of games (e.g., 10 games) have passed. Also, as shown in FIG. 28(b), this restricted state is configured to be released by following the instructions (not making the first stop on the left) during a game in which the left prohibition navigation is displayed.
[0358] In addition, in a slot machine having the above configuration, there is a possibility that a beginner may not understand the intention of the left prohibition navigation and may disobey the left prohibition navigation and make the first stop on the left, resulting in a restricted state. For this reason, for example, an upper limit may be set on the number of games in one normal AT in which the restricted state is set, and the restricted state may be released after this upper limit has been reached. Furthermore, if the number of times the left prohibition navigation is not obeyed (the first stop on the left) exceeds a predetermined number, the same processing as when the left prohibition navigation is obeyed (the first stop on the left) may be executed even if the left prohibition navigation is not obeyed thereafter.
[0359] In addition, if you follow the left prohibition navigation, or if you follow it and then win a specified role (for example, an upper bell or a middle bell), you may be given advantageous benefits such as points that allow the normal AT to progress more advantageously.
[0360] [Example of operation navigation (2)] An example of the operation of the operation navigation will be described below with reference to Fig. 28(c), which is a diagram showing an example of the operation of the operation navigation.
[0361] In a game in which the push order bell, the eye push order bell, or the eye push bell is internally won, when the operation navigation is executed by the effect image display device 157, etc., the content corresponding to this operation navigation is further displayed on the instruction monitor (for example, the payout number display 127). Figure 28(c) shows the content of this instruction monitor.
[0362] On the other hand, for Normal Replay 8, Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, and Chance RepCRL2, reach-eye combinations may be displayed depending on the operation order. Therefore, for example, by executing an operation navigation to display reach-eye combinations when an internally advantageous state is achieved, the player can be notified of the internally advantageous state. If nothing is displayed on the instruction monitor, the behavior will be different from when an internal win occurs on a push-order bell or the like, potentially leading to the player guessing the internal state at the time the operation navigation is executed. Therefore, when an operation navigation to display reach-eye combinations is executed in a game in which an internal win occurs on Normal Replay 8 or the like, the content corresponding to this operation navigation may be displayed on the instruction monitor, similar to when an internal win occurs on the push-order bell. For example, when the operation navigation indicates the operation order of the center, left, and right, the instruction monitor in Figure 28(c) can display either 01, 05, or 09. Note that the content corresponding to the left prohibition navigation (15 on the instruction monitor in Figure 28(c)) is not displayed. Also, when a reach-eye is desired to be stopped in a game in which a normal replay 8 has been internally won, the reach-eye is displayed by operating any one of CLR to RCL as the push order, but which operation navigation is performed is determined by the main control means and may be determined by uniform lottery from four types of push orders from CLR to RCL. Also, when a reach-eye that includes a seven-two symbol on the left reel is included among Chance RepCLR1, Chance RepCLR2, Chance RepCRL1, and Chance RepCRL2, the indication monitor in Figure 28(c) may display a display corresponding to a red indication.
[0363] <About machines with variable numbers> 29 to 37, a slot machine according to an embodiment of a gaming machine with a variable prescribed number will be described. This slot machine has a configuration in which the number of medals required to start a game (prescribed number) changes depending on the game status. In the following description, the configuration described in FIGS. 17 to 28 will be referred to as appropriate, and the terms and symbols of this example will take precedence over any contradictory configuration.
[0364] <Internal winning roles and prize winning roles> In the slot machine 100, upon receiving a game start operation (operation of the start lever 135), an internal win role is drawn by lottery, and a winning role is determined based on the result of the lottery. Here, examples of internal win roles and winning roles different from those in FIG. 21 will be described with reference to FIGS. 29 to 31. FIG. 29 is a diagram showing an example of a replay and a small role, and FIG. 30 is a diagram showing an example of a bonus role. Also, FIG. 31(a) is a diagram showing an example of an internal win role, and FIGS. 31(b) and 31(c) are diagrams showing whether or not the internal win role overlaps with a bonus role.
[0365] FIG. 29 shows the names of winning combinations (replays, small combinations), the corresponding combinations, the left, center, and right symbols that make up the combinations, the payout amounts according to the prescribed number of bets from 1 to 3, and remarks. In this embodiment, replays 1 to 18 and small combinations 1 to 84 are provided. Note that one name may correspond to multiple combinations. For example, the winning combination "chance eye" corresponds to replays 5 to 10. In other words, there are a total of six different symbol combinations for "chance eye."
[0366] In addition, the winning roles include those that pay out the same for a specified number of 2 and a specified number of 3, such as "1 watermelon spill," and those that pay out differently for a specified number of 2 and a specified number of 3, such as "13 for BBMB." The "BBMB middle number adjustment role" is a technical intervention role that allows you to win a payout by stopping the BAR symbol on the middle reel 111 (by successfully pressing the button).
[0367] FIG. 30 shows the name of the winning combination (bonus combination), the symbol combination of the combination, remarks, the specified number set in the bonus state entered after winning the bonus combination, the specified number set when the bonus state ends, and the winning probability. In this embodiment, BB1, BB2, BB3, BB4, MB1, MB2, and MB3 are provided as bonus combinations. Note that there are three symbol combinations for MB3. In this embodiment, the total internal winning probability of BB1 to BB4 is set higher in a game with a specified number of 2 than in a game with a specified number of 3 (A>B in FIG. 30).
[0368] FIG. 31(a) shows internal winning combinations and the corresponding winning combinations in FIG. 29. For example, 3BET normal Replay 1 is a combination that can win Replay 1 if it is internally won, and 2BET normal Replay 1 is a combination that can win Replay 2, Replay 3, or Replay 18 if it is internally won. Note that although a corresponding winning combination is set, there are cases where a combination that does not actually win (is not displayed) is used for control purposes (bold underlined portion in FIG. 31(a)). For example, All Winning 1 wins (is displayed) for 13 coins for BBMB (small combinations 10 to 13) or BBMB medium combination number adjustment combinations (small combinations 14 to 19), but does not win (is not displayed) for small combinations 1 to 9 or 20 to 84.
[0369] Note that a role with "2BET" written in the name of the internal winning role (winning result name) is a role that can be internally won only in a game with a prescribed number of 2, and a role with "3BET" written in the name is a role that can be internally won only in a game with a prescribed number of 3. Note that, unlike the configuration in which different internal winning roles are provided for the prescribed number of 2 and the prescribed number of 3 as in this embodiment, a configuration may be adopted in which the same internal winning role is provided for the prescribed number of 2 and the prescribed number of 3, and different stop control is performed according to the prescribed number to result in a result according to the prescribed number. For example, the winning combination of "Bell" at the prescribed number of 3 is composed of a symbol combination (also called a conditional device) of "Bell-Bell-Bell (9 coins)," a symbol combination of "Bell-Bell-Symbol A (2 coins)," and a symbol combination of "Bell-Bell-Symbol B (2 coins)," and the winning combination of "Bell" at the prescribed number of 2 is composed of a symbol combination of "Bell-Bell-Bell (2 coins)," a symbol combination of "Bell-Bell-Symbol A (2 coins)," and a symbol combination of "Bell-Bell-Symbol B (2 coins)." When the bell is internally won at the prescribed number of 3, the stop control is configured to prioritize the payout number and "Bell-Bell-Bell (9 coins)" wins, and when the bell is internally won at the prescribed number of 2, the stop control is also configured to prioritize the payout number, but the symbol combination to be stopped may be predefined as "Bell-Bell-Symbol A (2 coins)" or "Bell-Bell-Symbol B (2 coins)," and either of them may be stopped. In this way, the same internal winning combination is provided for the prescribed number of 2 and the prescribed number of 3, and different stop control is performed according to the prescribed number, so that the result is determined according to the prescribed number.
[0370] Although not shown in the figure, the internal winning probabilities of winning results (small roles 1 to 84) also differ between games with a specified number of 2 and games with a specified number of 3. This is because the winning probability of an internally winning role can be determined for each specified number. For example, the probability that watermelon (small roles 1 to 8, 81) is determined as an internally winning role during 2 bets on the specified number of 2 is higher than the probability that watermelon (small roles 1 to 8) is determined as an internally winning role during 3 bets on the specified number of 3. Also, the probability that cherry (small roles 2 to 6, 20 to 84) is determined as an internally winning role during 2 bets on the specified number of 2 is higher than the probability that cherry (small roles 2 to 5, 20 to 84) is determined as an internally winning role during 3 bets on the specified number of 3. The same relationship applies to other small roles. In this way, by differentiating the probability of being determined as a winning result (increasing the probability) between games with a prescribed number of 2 and games with a prescribed number of 3, in RT4 (described later), when a bonus is internally won, a replay or small win can be simultaneously won, and small win priority control and replay priority control make it difficult to match bonus symbols, making it easier to carry over bonuses. In this way, in RT4 games, not only the probability of winning a replay but also the probability of winning a small win is increased, preventing the results from becoming monotonous and increasing the enjoyment of the game. Note that there may be winning results in which the probability of being determined as an internal winning role in a prescribed number of 3 is higher than the probability of being determined as an internal winning role in a prescribed number of 2.
[0371] Figure 31(b) is a diagram showing whether or not there is an internal win overlapping with the bonus role in a game with a specified number of 3 for the internal win role in Figure 31(a). For example, 3BET normal replay 1 is an internal win role that may overlap with BB1 to BB4 and MB1 and result in an internal win. Note that there is no internal win role that overlaps with MB2 and MB3 in a game with a specified number of 3.
[0372] Figure 31(c) is a diagram showing whether or not there is an internal win overlapping with the bonus role in a game with a specified number of 2 for the internal win role in Figure 31(a). For example, 2BET normal replay 1 is an internal win role that may overlap with BB1 to BB4, MB2, and MB3 and result in an internal win. Note that there is no internal win role that overlaps with MB1 and results in an internal win in a game with a specified number of 2.
[0373] <Types of game status> Next, types of game states of the slot machine 100 shown in Fig. 17 and examples of transitions of the game states different from those in Fig. 22 will be described with reference to Fig. 32 and Fig. 33. Fig. 32 is a diagram showing transitions of game states different from those in Fig. 22, and Fig. 33 is a diagram specifically showing part of Fig. 32 (transitions with a prescribed number of 2).
[0374] 32 shows various game states, which will be explained by dividing them into game states A to E. Game states A and B are states where the specified number is 3 (only 3 coins bet), and game states D and E are states where the specified number is 2 (only 2 coins bet).
[0375] Gaming state A is a state that is disadvantageous to the player (a normal game state in which the game is played normally), and is further divided into three states (RT0 to RT2) with different replay probabilities. These states will be explained below.
[0376] RT0 is the state with the lowest replay probability, and when a replay is displayed, it transitions to RT1 (condition (A)), and when a chance replay is displayed, it transitions to RT2 (condition (C)). Also, when an internal bonus is won, it transitions to game state B (condition (E)), which will be described later. This state is the first state set after a setting change, and is the so-called initial state (condition (S)).
[0377] RT1 is a state where the replay probability is slightly higher than RT0 (for example, about 1 / 7.2), and after 14 games are played in this state, the game will transition to RT0 (condition (B)). Also, if an internal bonus is won, the game will transition to game state B (condition (E)), which will be described later.
[0378] RT2 is a state in which the probability of replay is higher than RT0 (for example, about 1 / 5), and after 10 games are played in this state, the game will transition to RT0 (condition (D)). Also, if an internal bonus is won, the game will transition to game state B (condition (E)), which will be described later.
[0379] Gaming state B is a state in which an internal win occurs in a bonus (either BB1 to BB4 or MB1), and is further divided into states (RT0 to RT3) with different replay probabilities. These states will be explained below.
[0380] RT3 is a state in which the replay probability is higher than RT0 to RT2 described in gaming state A, and is set when an internal win occurs on any of BB1, 3, 4, or MB1. If a bonus is displayed in this state, the game will transition to gaming state C (condition (F)).
[0381] RT0-RT2 are the same states as RT0-RT2 described in gaming state A, and are set when BB2 is internally won. When BB2 is internally won, the RT does not shift (RT3 is not set), and RT0-RT2 shifts under the same conditions as gaming state A. For example, if 10 games are played in RT1 in gaming state A and an internal win is made to BB2, the game will shift to RT0 after four games remain in gaming state B. This makes it difficult for players to notice that they have shifted to the bonus (BB2) due to an internal win. If a bonus is displayed in this state, the game will shift to gaming state C (condition (F)). In other words, BB1, 3, 4, and MB1 are bonuses that shift to RT3 when internally won, but BB2 does not shift the RT even when internally won, and the current RT is maintained. It can also be said that RT3 is a state that shifts when BB1, 3, 4, or MB1 are internally won.
[0382] Game state C is a state that is entered when any of BB1 to BB4 or MB1 to MB3 is won (displayed). The specified number here is 2 if the bonus that triggered the transition is MB3, and 3 otherwise (see Figure 30). BB1 to BB4 correspond to the "continuous operation device for special features related to first-class special features" as defined in the rules, and the first-class special features are automatically activated during the bonus. MB1 to MB3 correspond to the "continuous operation device for special features related to second-class special features" as defined in the rules, and the second-class special features are automatically activated during the bonus. The specified number during the bonus is not limited to this embodiment, and BB1 to BB4, MB1, and MB2 may be set to either 2 or 1. Similarly, MB3 may be set to either 3 or 1.
[0383] In game state C, an internal win occurs in all wins 1 in Figure 31, and 13 coins for BBMB (small wins 10-13) or BBMB medium number adjustment coins (small wins 14-19) are won. If the bonus role that triggered the transition to this state is BB1-BB4 or MB2, the game will transition to game state D (condition (H)) when the corresponding termination condition (see the remarks column in Figure 30) is met. Also, if the bonus role that triggered the transition to this state is MB1 or MB3, the game will transition to game state A (RT0) when the corresponding termination condition (see the remarks column in Figure 30) is met (condition (G) (R)).
[0384] Game state D is the state to which the game transitions when the bonuses BB1 to BB4 and MB2 end, and is further divided into two states (RT4 and RT0) with different replay probabilities. These states will be explained below. In this state, if MB3 is an internal win before BB1 to 4 or MB2, BB1 to 4 or MB2 will not be an internal win.
[0385] RT4 is the state with the highest replay probability, and is entered when the bonuses BB1 to BB4 and MB2 have ended. If an internal win occurs in this state on a bonus (excluding MB3), the game will transition to game state E, which will be described later (conditions (L) (N)). Also, if 16 games are played without an internal win on a bonus (excluding MB3), the game will transition to RT0 (conditions (J) (K)). Note that in RT4, the internal wins for replays and small winning combinations are higher, so even if there is an internal win on MB3, these combinations are displayed first, making it difficult to display MB3, or it will not be displayed at all (it will be displayed if the game is such that MB3 can be displayed without a replay or small winning combination after transitioning to RT0, condition (J)).
[0386] RT0 is a state where the replay probability is lower than RT4, and if an internal bonus (excluding MB3) is won in this state, the game will transition to game state E (conditions (L) (N)), which will be described later. Also, if MB3 is displayed, the game will transition to game state C (condition (Q)).
[0387] Gaming state E is a state in which an internal win occurs in a bonus (either BB1 to BB4 or MB2), and is further divided into states with different replay probabilities (RT3, RT4, RT0). These states will be explained below.
[0388] RT3 is a state where the replay probability is low, and is set when an internal win occurs on any of BB1, 3, 4, or MB2. If a bonus is displayed in this state, the game transitions to game state C (condition (P)). Note that, because the replay probability is low in this state, it becomes easier to line up the internally winning bonus symbols (because the replay probability is low, the frequency of games where bonus symbols can be lined up increases compared to RT4).
[0389] RT4 and RT0 are the same states as RT4 and RT0 described in gaming state D, and are set when an internal win occurs on BB2. When an internal win occurs on BB2, RT does not transition (RT3 is not set), and transitions to RT4 and RT0 occur under the same conditions as gaming state D (condition (M)). For example, if an internal win occurs on BB2 after 10 games in RT4 in gaming state D, the game transitions to RT0 after the remaining 6 games in gaming state E. Note that in RT4, the chances of internal wins for replays and small combinations are high, so even if an internal win occurs on BB2, these combinations are displayed first, making it difficult for BB2 to be displayed or even not to be displayed (it becomes more likely to be displayed after transitioning to RT0, condition (M)). This makes it difficult for the player to notice that an internal win has occurred and transitioned to the bonus (BB2). After transitioning to RT0, if BB2 is displayed, the game transitions to gaming state C (condition (O)).
[0390] <<Example of operation>> Hereinafter, the slot machine 100 having the features shown in FIGS. 29 to 33 will be described using an operation example.
[0391] [About the behavior of changing the specified number (1)] In the embodiment described in Figures 29 to 33, there is a configuration in which the state of a prescribed number of 2 and the state of a prescribed number of 3 are changed via a bonus state. Figure 34(a) shows the conditions for changing the prescribed number. Figure 34(b) shows a transition diagram that simplifies Figure 32. Figure 34(b) shows that the state of a prescribed number of 2 and the state of a prescribed number of 3 transition with the bonus state in between.
[0392] In the embodiment described in Figures 29 to 33, the internal winning probability of the bonus when the prescribed number is 2 is set higher than when the prescribed number is 3. BB1 to BB4 are bonuses that transition from the prescribed number 3 state to the prescribed number 2 state, and MB3 is a bonus that transitions from the prescribed number 2 state to the prescribed number 3 state. MB1 is a bonus exclusive to the prescribed number 3 state, and MB2 is a bonus exclusive to the prescribed number 2 state.
[0393] In the embodiment described in Figures 29 to 33, after BB1 to BB4 have temporarily reached the prescribed number 2 state, if BB1 to BB4 or MB2 are internally won before MB3, the state returns to the prescribed number 2 state after the bonus ends, thereby realizing a loop advantageous to the player. If MB3 is internally won first, the other bonuses will not be internally won, and then after the bonus of MB3 ends, the state will shift to the prescribed number 3 state, thereby ending the advantageous loop. In other words, MB3 plays the role of an undesirable bonus for the player.
[0394] If an internal win occurs on BB1, BB3, BB4, or MB2 when the required number is 2, the replay probability changes as the game transitions from RT4 to RT3, letting the player know that a favorable loop is about to be executed. On the other hand, if an internal win occurs on MB3 when the required number is 2, MB3 is displayed after the game transitions from RT4 to RT0. The presentation does not change before or after the internal win on MB3, and no results suggesting an internal win are displayed. With this configuration, while RT4 continues, there is a possibility that no internal wins have been obtained on any of the bonuses, and there is also a possibility that an internal win has been obtained on MB3. Players continue playing in the hope that the favorable loop will resume, ensuring that the number of games in RT4 is completed.
[0395] Furthermore, in the above embodiment, if an internal win occurs on BB2 when the predetermined number is 2, BB2 is displayed after the transition from RT4 to RT0. At this time, the presentation does not change before and after the internal win of BB2, and no results suggesting an internal win are displayed. In other words, the behavior when an internal win occurs on BB2 is configured to be the same as the behavior when an internal win occurs on MB3. This makes the internal win state of RT4 unclear, raising the player's interest by making them wonder whether the advantageous loop will resume or whether the game will transition to the predetermined number of 3. In this way, by providing BB2, which continues the advantageous loop in the same way as the behavior when an internal win occurs on MB3, which triggers the end of the advantageous loop, it is possible to prevent the remaining game of RT4 from becoming uninteresting due to the frequency of replay wins, which would ensure an internal win on MB3.
[0396] [About the behavior of changing the specified number (2)] An example of the presentation leading up to the bonus being displayed will be described below with reference to Figures 35 and 36. Figure 35 is a diagram showing an example of the presentation of the bonus being displayed in a game with a prescribed number of three. Figure 36 is a diagram showing an example of the presentation of the bonus being displayed in a game with a prescribed number of two.
[0397] In game state A of FIG. 32, a chance replay may be displayed when RT is 0. FIG. 35(a) shows the details and selection rates of effect patterns A to D, which are executed based on this transition timing. For example, effect pattern A shows a premonition effect in games 1 to 6, followed by a development effect and a consecutive effect in games 7 to 10 (the 10th game shows an effect indicating whether or not a bonus has been won in the consecutive effects), and a confirmation notification effect in game 11 (a bonus confirmation screen displayed if an internal bonus has been won). This corresponds to a total of 11 games. Furthermore, effect pattern B shows a total of 12 games, with a revival effect inserted into the 11th game of effect pattern A. Note that effect patterns C and D, in which no premonition effect is executed, are also provided. In this case, the average number of games in which the effect is executed is 10 games, taking into account the selection rate, and 8 games on a simple average.
[0398] Figure 35(b) shows the flow when a chance replay is displayed, transitioning to RT2 (10 games), and an effect according to effect pattern A in Figure 35(a) is executed. In this example, a message such as "CHANCE IN PROGRESS" is displayed in the early stages (a precursor effect), and it is shown that a development effect and a continuous effect are executed in the last four games of RT2. Note that if an internal win has been made on BB2 in Figure 35(b), a confirmation announcement effect will be executed when the game returns to RT0.
[0399] Figure 35(c) shows the flow when a chance replay is displayed, an internal win occurs in BB1 (transition to RT3), and an effect according to effect pattern A in Figure 35(a) is executed. In this example, a display such as "CHANCE in progress" is displayed in the early stages (premonition effect), and development effects and continuous effects are executed in games 7 to 10, and a confirmation notification effect is executed in game 11 to notify that an internal win has been achieved in the bonus.
[0400] In game state D of FIG. 32, a chance replay may be displayed in RT4. FIG. 36(a) shows the details and selection rates of effect patterns A to C that are executed based on the display timing of this chance replay. For example, effect pattern A shows effect content spanning a total of three games, consisting of a one-stage rise effect in game 1 (the aura of the main character, Lord, rises one stage), a Lord joy effect in game 2 (executed if an internal bonus is won), and a confirmation notification effect in game 3 (executed if an internal bonus is won). Also, effect pattern B shows effect content spanning a total of four games, consisting of a one-stage rise effect in game 1, an aura disappearance effect in game 2, a revival effect in game 3, and a confirmation notification effect in game 4. Note that effect pattern C is also provided, which cuts out the effect in the first game of effect pattern A. In this case, the average number of games in which effect execution occurs is three, taking into account the selection rate, and is three on a simple average.
[0401] Figure 36(b) shows the flow when a chance replay is displayed and an effect according to effect pattern A in Figure 36(a) is executed. In this example, an aura is displayed on the lord in a game in which a chance replay is displayed, and an effect of one level up is executed in one game, but because there is no internal win in the bonus, the lord joy effect in the second game is not executed, and instead an effect in which the aura disappears is executed, and the normal effect is restored in the third game.
[0402] FIG. 36(c) shows the flow when a chance replay is displayed, an internal win occurs on BB1 (transition to RT3), and an effect according to effect pattern A in FIG. 36(a) is executed. In this example, an aura is displayed on the bottom in a game in which a chance replay is displayed, a one-stage rise effect is executed in one game, a bottom joy effect is executed in two games, and a confirmation notification effect is executed in three games to notify that an internal win has been achieved on the bonus. Note that in the M+1 game to M+3 game in the figure, a small combination with a payout of one coin is won, and an example is shown in which the small combination is displayed with priority over the BB1 symbol, but it is also possible to line up bonus symbols in a game in which a replay or small combination is not achieved.
[0403] In the above example, the number of games until the confirmation announcement is displayed is longer for the effect of the prescribed number 3 than for the effect of the prescribed number 2. Note that even if the bonus is not internally won (the confirmation announcement is not executed), the number of games until the confirmation announcement is displayed is longer for the effect of the prescribed number 3 than for the effect of the prescribed number 2. In this way, by making the number of games until the confirmation announcement shorter when the prescribed number is 2, where the probability of winning the bonus is higher, than when the prescribed number is 3, it is possible to minimize the negative impression that the player has had their gaming value consumed despite being in an advantageous position.
[0404] [About the behavior of changing the specified number (3)] Hereinafter, an example of a special notification that notifies the player that the specified number has been changed to a state advantageous to the player (specified number 3 to specified number 2) will be described with reference to Figure 37. Figure 37 is a diagram showing an example of the period of the special notification.
[0405] In Figure 37, the Y-1st and Yth plays are the last two games of the BB1 bonus (game state C in Figure 32), and the state of the prescribed number 2 (game state D, RT4 in Figure 32) starts from the Y+1st play after this bonus ends. Furthermore, an internal win is made on MB3 in the Y+16th play, and MB3 is displayed in the Y+17th play which transitions to RT0, the MB3 bonus (game state C in Figure 32) is executed in the Y+18th play, and the state transitions to the prescribed number 3 state (game state A in Figure 32) in the Y+19th play.
[0406] During the (Y-1)th game, the cumulative total of medals paid out is displayed along with the bonus effects, and during the (Y)th game, a bonus result screen is displayed from the wait period set after the reels stop (after payout) until the start of the next game. This result screen displays the cumulative total of medals won during the bonus. In addition to this result screen, an anti-addiction display is displayed for a predetermined period (5 seconds). Note that in Figure 37, the (Y+1)th game starts after the predetermined period has elapsed and the anti-addiction display is cleared, but if the start operation for the (Y+1)th game is performed before the predetermined period has elapsed, the anti-addiction display will be displayed until the predetermined period has elapsed.
[0407] From the Y+1th play, the game enters a state where the required number is 2, and RT4 of 16 games begins (game state D in Figure 32). In this state, the title screen is displayed in the first game, and from the second game onwards, a presentation showing a high probability of replay (which can also be considered a presentation showing a high probability of winning a bonus) and the number of games remaining in this state are displayed. When transitioning from RT4 to RT0, the number of games remaining is displayed as a question mark. Also, in the state where the required number is 2, a small win suggestion presentation is executed in games where an internal win is achieved with a watermelon or cherry. Note that in situations where an internal win is displayed and the completion function (limit) is activated by acquiring medals, the small win suggestion presentation can be omitted to give the player room to miss out on small wins and prevent the completion function from being activated, and the complete function can be activated after the bonus ends. The complete function is a function that stops gameplay so that game progress cannot be continued when the total number of payouts on the gaming machine in a day or since power-on (or the difference in the number of payouts starting from the point at which the difference between the amount of game value used and the amount of game value awarded on the gaming machine in a day or since power-on) reaches a specified value of 19,000. If the specified value is reached during bonus play, gameplay may be stopped at the end of the bonus. In such a case, in this embodiment, gameplay is stopped at the time the specified number is reached in game state D or game state E, which are non-bonus, but gameplay is stopped at the end of the bonus if the specified number is reached in game state C, which is bonus. Therefore, it is more advantageous for the player to deliberately delay the timing at which the specified value is reached. Therefore, by not displaying the small win suggestion effect when the specified value is close to being reached during non-bonus play, and giving the player room to miss out on small wins, the player's disappointment at missing out on the bonus can be alleviated. In addition, in such a configuration, the frequency of not displaying the small win suggestion effect may be increased during an internal bonus win compared to when there is no internal win, thereby reducing the impression that the bonus has been missed despite an internal win.Alternatively, the frequency of not displaying the small win suggestion effect may be the same (unchanged) whether during an internal bonus win or a non-internal win, and by doing so, it is possible to leave room for the player to win a bonus during a non-internal win, and to minimize the impression that the player has lost out.
[0408] In this example, an internal win for MB3 occurs in the final play of RT4 (the Y+16th play) of 16 games, MB3 is displayed in the immediately following RT0 play (the Y+17th play), and the MB3 bonus is executed in the next play (the Y+18th play). In the MB3 bonus, two medals are used to win 13 medals for BBMB (small roles 10 to 13), and by acquiring three medals, the bonus completion condition for MB3 is met (see Figure 30).
[0409] During the MB3 bonus, a result screen is displayed from the start of the game until the waiting period set after the reels stop (after payout) has elapsed, and until the next game begins. This result screen displays the total number of medals won during the repeated bonuses, with the specified number of medals set at 2 in between. Note that the total may not only show the number of medals won during the bonus, but may also take into account the number of medals gained or lost during non-bonus periods such as game state D or game state E. In addition to this result screen, an anti-addiction display is displayed for a specified period (5 seconds).
[0410] In addition, during play during the MB3 bonus, the anti-addiction display may be displayed from the start of the MB3 game (lever operation) as shown in (a1) of FIG. 37, or may be displayed after the reels have stopped (after a payout) as shown in (a2) of FIG. Displaying the anti-addiction display from the start of the MB3 game is preferable when a result screen is displayed from the start operation. Since the anti-addiction display can be hidden after a predetermined period has elapsed since the start operation, it can be said to be preferable because it improves the tempo of play compared to when the anti-addiction display is hidden after the reels have stopped. On the other hand, displaying the anti-addiction display after the reels have stopped is preferable when a result screen is displayed after the reels have stopped, and it can be said to be preferable because it can maintain the player's sense of anticipation until the final stop of the final game. Also, in FIG. 37, the anti-addiction display is cleared when the Y+19th game starts after the predetermined period has elapsed. However, if the start operation for the Y+19th game is performed before the predetermined period has elapsed, the anti-addiction display will be displayed until the predetermined period has elapsed.
[0411] 37(b1) to (b3) show examples of the execution period of a special notification that notifies players that it is an advantageous period that includes the period of the specified number 2 (Y+1 to Y+17 games). This special notification is executed using a lamp or the like (e.g., payout number indicator 127) controlled by the main control unit 300. Note that the specified number during the bonus is unrelated to the execution conditions of the special notification. For example, in this embodiment, the specified number is 3 during the bonuses BB1 to BB4, but it may be another specified number, and even in that case, the execution period of the special notification will not change.
[0412] Since the specified number is changed when the bonus ends, examples of the start timing of the special notification include after the final stop or payout of the final bonus game (Fig. 37(b1)), after the wait for the final bonus game ends (Fig. 37(b2)), when gaming operations such as a bet operation or a start operation for the next game after the bonus ends (the first game for which the specified number has changed) are performed, or when these operations become acceptable (Fig. 37(b3)). Examples of the end timing of the special notification include after the final stop or payout of the final bonus game (Fig. 37(b1)), after the wait for the final bonus game ends (Fig. 37(b2)), when gaming operations such as a bet operation or a start operation for the next game after the bonus ends (the first game for which the specified number has changed), or when these operations become acceptable (Fig. 37(b3)). In addition, when the specified number is 2, there may be a bonus with a specified number of 3 (for example, BB1 to BB4, MB2) and then the number may return to 2 again.In this case, the specified number will be 3 during the bonus, but the special notification will continue.
[0413] It should be noted that the execution period of the immersive display and the execution period of the special notification can be a combination of the configurations described with reference to (a1), (a2), and (b1) to (b3) of FIG.
[0414] Furthermore, if the complete function (a function that stops game progress when the MY (the lowest value of the difference in number of coins since power supply was started, starting from the starting point, and the difference in number of coins from that starting point) reaches a predetermined value since the start of power supply) is activated during the execution of the special notification, the special notification may be terminated or may not be terminated (continued). In a configuration in which the special notification ends when gameplay is stopped by the complete function, the termination actions of both the inability to play and the end of the advantageous state coincide, so the player can be encouraged to end gameplay without any problems. On the other hand, in a configuration in which the special notification continues even when gameplay is stopped, it can be made to recognize to the gaming parlor staff that not only power restoration to cancel the game suspension caused by the complete function but also initialization processing is required. Because the complete function is a function that stops gameplay when gaming media are dispensed, a determination process is performed during or immediately after the payout process to determine whether the specified value of the complete function (the upper limit of 19,000 coins) has been reached. On the other hand, since the special notification is initiated and terminated at the end of the bonus, which triggers the change in the specified number, it is preferable in the program development process to configure the special notification to begin and end after the payout process of the gaming medium. This configuration allows the special notification to continue even when gameplay is stopped by the complete function, eliminating the need to change the processing order in the main control unit. Furthermore, if a pre-notification of the activation of the complete function is given, the special notification may be terminated before the pre-notification is executed. The special notification may also be terminated when the complete function is activated at the end of the specified number 2 state, or may not be terminated (continued) if the end of the specified number 2 state and the activation of the complete function do not overlap. In this way, by continuing the execution of the special notification from the start of the specified number 2 period until the normal game reaches the specified number 3, even if the bonus period does not include a bonus period in which the specified number is not 2, the player is made aware of the advantageous state and is prevented from immediately quitting play and leaving the gaming parlor after the bonus period ends. In addition, to prevent the gaming parlor from starting business the next day while the specified number of periods is still 2, it is possible to notify gaming parlor staff that initialization operations such as setting changes are required during maintenance work after closing time.
[0415] [About the behavior of changing the specified number (4)] The embodiment described in Figures 29 to 37 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 38. Figure 38 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0416] Figure 38(a) shows that the state of the prescribed number 3 and the state of the prescribed number 1 transition with a bonus state in between. Also, Figure 38(b) shows the name of the bonus role, the symbol combination of the role, remarks, the prescribed number set in the bonus role that is entered when the bonus role is won, the prescribed number set when the bonus role ends, and the probability of winning.
[0417] In the example of FIG. 38, BB1 is a bonus exclusive to the prescribed number 3 state, BB2 is a bonus that transitions from the prescribed number 3 state to the prescribed number 1 state, and BB3 is a bonus that transitions from the prescribed number 1 state to the prescribed number 3 state. In the prescribed number 1 state, BB3 is an internal win by itself with a 100% probability, and the BB3 symbol combination can be stopped without even aiming (so-called 100% draw). Therefore, when the BB2 bonus ends and the state transitions to the prescribed number 1 state, BB3 is displayed in this game and the game transitions to the BB3 bonus. In other words, the bonus states are configured to continue with the prescribed number 1 state in between, so that the player feels as if a series of bonuses continues seamlessly.
[0418] In the above configuration, bonuses can be consecutively played with short periods of play (one in the above example), and the number of medals consumed can be kept to a minimum (one in the above example), increasing the enjoyment of the game. The internal winning probability of BB3 in the specified number 1 state does not have to be 100%; for example, it may be higher than the combined winning probability of BB1 and BB2. Furthermore, the configuration is not limited to a single internal winning of BB3, but may be a combination in which BB3 overlaps with other winning combinations to become an internal winning. Furthermore, the symbol combination of BB3 may be a combination that can be stopped by satisfying an operational condition, such as a stop timing. The specified number 1 state may also be a specified number 2 state.
[0419] An example of the operation of FIG. 38(a) will be described below with reference to FIG. 38(c).
[0420] In Figure 38(c), the Z-1th play is the last game of the BB2 bonus, and the Zth play after this bonus ends shows a transition to a state where the required number is 1. Furthermore, in this Zth play, an internal win is made on BB3, BB3 is displayed, the BB3 bonus starts from the Z+1th play, and then the W+2th play shows a transition to a state where the required number is 3.
[0421] In this example, consecutive bonuses (BB2, BB3) can be treated as a single unit. For example, the result screen and anti-addiction display are displayed at the end of consecutive bonuses, and the number of coins won is displayed as the cumulative total across consecutive bonuses, providing a more realistic sense of winning. Similarly, when displaying "~ coins left" (displaying the remaining number of coins to be won), the total value of consecutive bonuses (200 in this example) can be used as the initial value, again providing a more realistic sense of winning. Furthermore, if the values for the number of coins won and the remaining number of coins won are calculated based on the number of coins used (the difference in number of coins) rather than just the number of coins paid out, the value can be left unchanged between bonuses (in this example, from the end of BB2 to the start of BB3, when the required number is 1), preventing the player from feeling like they're losing coins. Furthermore, the bonus introductory effects can be configured to be displayed only when the first bonus is displayed, providing a more seamless impression of the bonus.
[0422] As shown in Figure 38(c), the special notification is executed from the time the first bonus ends and the specified number becomes 1 until the second bonus ends. Also, the external signal of the bonus (BB signal to the holcon) may be configured to be output from the start of the first bonus to the end of the second bonus (configuration that groups consecutive bonuses (BB2, BB3) together) in order to prevent the number of bonuses from being counted excessively.
[0423] In addition, if the conditions for the complete function (limit) are met during the first bonus, the complete function may be activated after the first bonus ends, or after the second bonus ends.
[0424] [About the behavior of changing the specified number (5)] The embodiment described in Figures 29 to 37 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 39. Figure 39 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0425] Figure 39(a) shows that transitions occur between a bonus state with a specified number of 1, a bonus state with a specified number of 2 where it is easier to win an internal bonus, and a bonus state with a specified number of 3, with bonus states in between. In other words, this is an example of the existence of multiple states with specified numbers that differ from normal play. Figure 39(b) also shows the name of the bonus role, the symbol combination of the role, notes, the specified number set in the bonus state into which the player transitions after winning the bonus role, the specified number set when the bonus state ends, and the probability of winning.
[0426] In the example of Figure 39, BB1 is a bonus exclusive to the specified number 3 state, BB2 is a bonus that transitions from the specified number 2 state or the specified number 3 state to the specified number 1 state, BB3 is a bonus that transitions from the specified number 1 state to the specified number 2 state, and MB is a bonus that transitions from the specified number 2 state to the specified number 3 state. Note that in the specified number 1 state, BB3 is an internal win by itself with a 100% probability, and the BB3 symbol combination is a combination that can be stopped without aiming. Therefore, if the specified number 1 state is transitioned to after the BB2 bonus ends, BB3 is displayed in this game and the game transitions to the BB3 bonus. In other words, the bonus states are configured to be continuous, with the specified number 1 state in between.
[0427] Furthermore, after BB3 has temporarily put the bonus state at 2, if BB2 wins internally before MB, the bonus state will again be repeated with a predetermined number of 1 in between, and then the bonus state will return to the predetermined number of 2, thus realizing a loop advantageous to the player. If MB wins internally first, the other bonuses will not be internally won, and then after the MB bonus ends, the state will shift to the predetermined number of 3, thereby ending the advantageous loop described above. In other words, MB plays the role of an undesirable bonus for the player (similar to MB3 in Figure 32).
[0428] The example of Figure 39 combines the loop advantageous to the player described in Figures 29 to 37 with the bonus configuration of successive bonuses sandwiched between the prescribed number 1 state described in Figure 38. Figure 39(c) shows an example of the operation of Figure 39(a). For example, the W+1th game and the Y+1th game in Figure 39(c) perform the same operation as the Yth game and the Y+1th game in Figure 37. Furthermore, the Y+18th game and the Y+19th game in Figure 39(c) perform the same operation as the Y+18th game and the Y+19th game in Figure 37. Furthermore, the Z-1th game and the Zth game in Figure 39(c) perform the same operation as the Z-1th game and the Zth game in Figure 38. In other words, the contents described in Figures 29 to 38 can be applied to the example of Figure 39.
[0429] In the example of Figure 39, the special notification when the specified number is 1 and the special notification when the specified number is 2 may be made in different notification modes, and these special notifications may be executed using different notification means.
[0430] [About the behavior of changing the specified number (6)] The embodiment described in Figures 29 to 37 employs a configuration in which the prescribed number is changed via a bonus state. A modified example in which the prescribed number is changed via a bonus state will be described below with reference to Figure 40. Figure 40 is a diagram showing an example in which the prescribed number is changed via a bonus state.
[0431] In FIG. 40(a), it is shown that the state of the specified number 3 and the state of the specified number 2, which is likely to win internally for the bonus, shift with the bonus state sandwiched therebetween. Further, in FIG. 40(b), the name of the bonus combination, the symbol combination of the combination, the remarks, the specified number set in the bonus state that has won and shifted to the bonus combination, the specified number set when the bonus state has ended, and the winning probability are respectively shown.
[0432] In the example of FIG. 40, BB1 is a bonus that shifts from the state of the specified number 3 or the state of the specified number 2 to the state of the specified number 3, and BB2 is a bonus that shifts from the state of the specified number 3 or the state of the specified number 2 to the state of the specified number 2. Further, MB1 is a bonus that shifts from the state of the specified number 2 to the state of the specified number 3, and MB2 is a bonus that shifts from the state of the specified number 3 to the state of the specified number 2.
[0433] In the above configuration, by passing through a bonus (MB2) with a small payout number, it shifts to the state of the specified number 2 that is advantageous to the player, and from this state, a profit can be obtained by the bonus. This state of the specified number 2 continues unless it wins internally for BB1 or MB1. Note that it may be configured not to win internally for BB1 in the state of the specified number 2. Further, the internal winning probability shown in FIG. 40(b) is an example, and it is sufficient that A < a, B < b, and C < α. Furthermore, although the symbol combination of MB2 is a combination that can be stopped without aiming, it may also be a combination that can be stopped by satisfying the operation conditions (for example, the stop timing).
[0434] Hereinafter, using FIG. 40(c), an example of the operation of FIG. 40(a) will be described.
[0435] In FIG. 40(c), the effect executed in the (M-1)th game is changed to a preparation effect indicating that an internal win on MB2 occurs in the Mth game, MB2 is displayed, and the preset number of 2 is reached. Then, after the MB2 bonus occurs in the (M+1)th game, a start effect is executed indicating that the preset number of 2 state will begin during the wait period at the end of this game. After that, in the (M+3)th game, an internal win occurs on BB2, and the preset number of 2 is reached, and BB2 is displayed. Note that in this example, an effect is executed in which the player aims for the seven-two symbol in the game in which the internal win on BB2 occurs; however, it is also possible to notify the player of an internal win on the bonus through consecutive effects over multiple games.
[0436] After that, when MB1 is internally won on the N+1th play and MB1 is displayed, the presentation of the state of the prescribed number 2 changes, and when the MB1 bonus is achieved on the subsequent N+2th play, an end presentation is executed suggesting that the state of the prescribed number 2 will begin during the waiting period at the end of this play.
[0437] In this example, the special notification is executed from the end of the bonus (MB2) when the state changes to the prescribed number 2 until the end of the bonus (MB1) when the state changes to the prescribed number 3.
[0438] The result screen and the addictive prevention display described above may be executed, and the configurations described above can be applied. For example, the addictive prevention display may be executed after the N+3th game is completed.
[0439] [About the behavior of changing the specified number (7)] In the embodiment described in Figures 29 to 37, the bonus whose specified number changes after the bonus ends was determined for each type of bonus, such as BB1 and MB3, but it is not limited to this configuration. For example, the bonus may be determined for each role (winning result) that is internally won, or it can be determined by the type of minor role that is won in combination with the bonus. An example of these configurations will be described below using Figures 41 and 42.
[0440] FIG. 41(a) is a diagram showing an example in which the operations relating to BB1 and MB3 in FIG. 34 are changed, and FIG. 41(b) is a diagram showing some of the roles that result in an internal win in FIG. 41(a).
[0441] In Figure 34, BB1 serves as a bonus whose prescribed number changes from 3 to 2. In the example of Figure 41(a), this BB1 differs in that some of the prescribed numbers change and some do not change depending on the type of internal win related to BB1. Specifically, "BB1 (single)", "BB + Cherry", and "BB + Watermelon 2" (winning results 00, 02, 04 in Figure 41(b)) are internal winning roles whose prescribed number changes, while "BB + Replay" and "BB + Watermelon 1" (winning results 01, 03 in Figure 41(b)) are internal winning roles whose prescribed number does not change.
[0442] In this example, when the BB1 symbols are aligned, the player cannot determine whether the specified number will change or not. Therefore, during the BB1 bonus, a presentation such as a judge presentation that notifies the player whether the specified number will change or not can be executed, which can increase the interest in the game.
[0443] In Figure 34, MB3 serves as a bonus that changes the specified number from 2 to 3. In the example of Figure 41(a), MB3 differs in that some MB3s have a variable specified number and some do not, depending on the type of internal win associated with MB3. Specifically, "MB3 + Bell 1" (winning result X1 in Figure 41(b)) is an internal win that does not change the specified number, and "MB3 + Bell 2" (winning result X2 in Figure 41(b)) is an internal win that changes the specified number.
[0444] In this example, when the MB3 symbols are aligned, the player cannot determine whether the specified number will change. Therefore, during the MB3 bonus, an effect such as a judgment effect can be executed to notify the player whether the specified number will change, thereby enhancing the player's interest in the game. For example, in a game in which the result screen for the Y+18th play shown in FIG. 37 is displayed, even after the MB3 play is completed, a revival effect can be implemented to notify the player that the specified number 2 state continues, or a judgment effect can be implemented on the Y+18th play to determine whether the advantageous state loop will continue. This can enhance the player's interest in the game just before the state in which the specified number has changed ends, and can maintain the player's sense of anticipation even when an unwelcome MB3 is displayed.
[0445] After MB3 ends with winning result X1, the replay probability may be normal and the game state may transition to RT0 (for example, game state D in FIG. 32) where the number of games to end is not set, and after MB3 ends with winning result X2, the replay probability may be normal and the game state may transition to RT0 (initial state) where the number of games to end is not set. In this case, if a new bonus (BB1-4, MB2) is internally won after MB3 ends with winning result X1, not only can the corresponding bonus symbols be aligned immediately, but the game value does not decrease until the next bonus, which prevents the risk of speculation from increasing.
[0446] After MB3 ends with winning result X1, the game may transition to RT4 (e.g., game state D in FIG. 32), which has a high replay probability and a set number of plays until completion, or to RT5, which can be transitioned to after MB3 ends and has a high replay probability and a set number of plays until completion. After MB3 ends with winning result X2, the game may transition to RT4, which has a high replay probability and a set number of plays until completion, or to RT5, which can be transitioned to after MB3 ends and has a high replay probability and a set number of plays until completion. In this case, since the replay probability is high after MB3 ends with winning result X1, even if MB3 is won again, the symbols will not be displayed immediately, preventing the player from losing interest. Furthermore, even if MB3 ends with winning result X2, which returns to normal play with a set number of 3, the game will transition to RT5, which has a high replay probability, and then return to RT0 for normal play, thereby reducing the player's disappointment. Furthermore, before reaching the predetermined number of plays that triggers the end of the RT5, it is possible to win an internal win on a new bonus while the replay probability is still high, so it is possible to aim for the next bonus win without significantly reducing the game value. Note that if the "predetermined number of plays" that ends the RT5 is an excessively large number of plays or if there is no upper limit on the number of plays, the risk of speculation becomes too high. Therefore, it is desirable that the predetermined number of plays be set within 100 plays, for example. The end condition of the RT5 may be when the predetermined number of plays is reached or when an internal win on a new bonus occurs (or when a new bonus symbol is displayed). Alternatively, the display of a predetermined specific symbol combination (such as a part of a replay or a missed bell) may be triggered, preventing transition to a new RT other than the RT5 (excluding it from the end condition of the RT5). If such a "specific symbol combination" were to be established, the game would become one in which the "specific symbol combination" is displayed during RT5, and this "specific symbol combination" could transition to an RT that continues until the next bonus, making the chance of luck becoming too high, so it is not desirable for RT5 to end with a "specific symbol combination."In addition, for bonuses such as MB3, which transition to normal play with a specified number of 3, it is desirable to make the RT fluctuate at the start of the bonus, which can prevent advantageous RT from continuing for too long.
[0447] FIG. 42(a) is a diagram showing an example in which the operation relating to BB3 in FIG. 38 is changed, and FIG. 42(b) is a diagram showing some of the roles that result in an internal win in FIG. 42(a).
[0448] In Figure 38, BB3 serves as a bonus where the prescribed number changes from 1 to 3. In the example of Figure 42(a) for this BB3, the difference is that some of the prescribed numbers change and some do not change depending on the type of internal win related to BB3. Specifically, "BB3+1-piece role A" (winning result A5 in Figure 42(b)) is an internal winning role where the prescribed number does not change, and "BB3+1-piece role B" (winning result A6 in Figure 42(b)) is an internal winning role where the prescribed number changes.
[0449] In this example, by repeatedly winning result A5 every time the game state is fixed at the specified number of 1, it is possible to extend (add on) the 1 set bonus multiple times, providing a bonus that is expected to provide more game value, and further increasing the interest in games with a fixed number of 1, which is the interval between bonuses.
[0450] [About the behavior of changing the specified number (8)] In the above embodiment, a special notification was described that notifies the player that the specified number has changed from normal play (e.g., FIG. 37). During the specified number change and non-bonus period when this special notification is being issued, the design value of the payout rate is preferably less than 1, thereby suppressing the risk of the player's chance of winning during the specified number change. On the other hand, setting the design value of the payout rate to a value greater than 1 can improve the risk of the player's chance of winning during the specified number change. Furthermore, by determining the payout number and winning probability of various bonuses so that the expected increase in game value from the time the specified number changes until it changes back to the specified number in normal play (the series of states in which the specified number has changed) does not exceed a predetermined number (e.g., 1,000), the risk of the player's chance of winning during the specified number change can be prevented from being excessively increased. Furthermore, the number of coins to be won for a bonus that changes the specified number after the bonus ends is preferably a number that allows a player to win a certain number of coins (e.g., 100 or more), thereby enhancing the player's sense of euphoria during the specified number change. In addition, in the case of a bonus that is won when the prescribed number is 3 (normal or unfavorable state) and ends with a prescribed number of 2 (advantageous state), or a bonus that is won when the prescribed number is 2 (advantageous state) and ends with a prescribed number of 3 (normal or unfavorable state), the number of coins paid out does not have to be a certain amount (for example, 100 or more), and it may end with a small number of coins paid out, as in MB3 of this embodiment (however, the payout rate during the bonus is 1 or more or exceeds 1). This makes it possible to clearly distinguish between the roles of bonuses that aim to increase the gaming value and bonuses that aim to change the prescribed number, and provides gameplay that is easy for players to understand.
[0451] [Technical concept in (1) to (8) regarding the operation where the prescribed number changes] In the above explanation, A winning result determination means (for example, the main control unit 300) for determining the winning result; A game control means (for example, a main control unit 300) for controlling the game state; Equipped with The gaming state includes a first gaming state (for example, RT4 of gaming state D in FIG. 32), a first special gaming state (for example, BB1 of gaming state C in FIG. 32), and a second special gaming state (for example, MB3 of gaming state C in FIG. 32), The winning result determination means is a means for determining a first winning result (for example, BB1) as a winning result, the winning result determination means is a means for determining a second winning result (e.g., MB3) as the winning result, the winning result determination means is means for not determining the second winning result as a winning result in a situation where the first winning result has been determined as a winning result, the winning result determination means is means for not determining the first winning result as a winning result in a situation where the second winning result has been determined as a winning result, When the first winning result is determined as the winning result, if a first display result (for example, blue 7-blue 7-blue 7) is displayed, the first special game state is started, When the second winning result is determined as the winning result, if a second display result (for example, red 7-red 7-replay) is displayed, the second special game state is started; When the second winning result is determined as a winning result in the first gaming state, it is difficult to display the second display result until a specific situation occurs thereafter (for example, RT0 in gaming state D in FIG. 32) (for example, in RT4 in gaming state D in FIG. 32, a replay is displayed first, so a bonus is not displayed), When the first winning result is determined as a winning result in the first gaming state, the first display result can be displayed even if the specific situation does not occur thereafter (for example, a bonus can be displayed in RT3 of gaming state E in FIG. 32), After the first special gaming state ends, the first gaming state is transitioned to (for example, condition (H) in FIG. 32), After the second special gaming state ends, the first gaming state does not transition (for example, condition (R) of FIG. 32), The gaming machine characterized by the above features has been described.
[0452] In addition, the gaming machine described above, The gaming state includes a second gaming state (for example, RT0 of gaming state D in FIG. 32), In the first gaming state, the probability that the winning result determination means determines that the re-game winning result is a winning result is a first probability, The second gaming state is a second probability that the probability that the winning result determination means determines the re-game winning result as the winning result is lower than the first probability, The specific situation is a situation in which the second display result in the second gaming state can be displayed (for example, a bonus can be displayed in RT0 in gaming state D in FIG. 32), The gaming machine characterized by the above features has been described.
[0453] In addition, the gaming machine described above, The first gaming state includes, as an ending condition, that a predetermined number of games (for example, 16 games in FIG. 32) has been played, The second gaming state includes, as a start condition, that the predetermined number of games in the first gaming state has been consumed (for example, conditions (J) and (K) in FIG. 32 ). The gaming machine characterized by the above features has been described.
[0454] In addition, the gaming machine described above, The first special gaming state is a gaming state in which the amount of gaming value that can be obtained is greater than that of the second special gaming state (for example, see the remarks column of BB1 and MB3 in FIG. 30). The gaming machine characterized by the above features has been described.
[0455] In addition, the gaming machine described above, In a state in which the situation in which the second winning result was determined as a winning result in the first gaming state is carried over, the expected value of gaining gaming value is lower than in a state in which the situation in which the second winning result was determined as a winning result in the first gaming state is not carried over (for example, an internal win on MB3 ends the advantageous state of the prescribed number 2 and returns to a state of the prescribed number 3 in which it is difficult to gain gaming value), In the state in which the situation in which the second winning result was determined as a winning result in the first gaming state is carried over, it is possible to execute the same effects as in the state in which the situation in which the second winning result was determined as a winning result in the first gaming state is not carried over (for example, the effects do not change before and after the internal winning of MB3, and the results indicating the internal winning are not displayed). The gaming machine characterized by the above features has been described.
[0456] Also, in the above explanation, A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), The plurality of types of prescribed numbers include a first prescribed number (e.g., prescribed number 3) and a second prescribed number (e.g., prescribed number 2), Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes when the gaming machine is initialized (for example, condition (S) in FIG. 32), The second trigger includes the end of a specific gaming state (for example, BB1 to BB4 of gaming state C in FIG. 32) (for example, condition (H) in FIG. 32), The gaming machine characterized by the above features has been described.
[0457] Also, in the above explanation, A gaming machine having multiple types of playable prescribed numbers (hereinafter referred to as "multiple types of prescribed numbers"), The plurality of types of prescribed numbers include a first prescribed number (e.g., prescribed number 3) and a second prescribed number (e.g., prescribed number 2), Only the first specified number is made valid by a first trigger, A second trigger makes only the second specified number valid, The first trigger includes the end of a special game state (for example, MB3 of game state C in FIG. 32) (for example, condition (R) in FIG. 32), The second trigger includes the end of a specific gaming state (for example, BB1 to BB4 of gaming state C in FIG. 32) (for example, condition (H) in FIG. 32), The gaming machine characterized by the above features has been described.
[0458] In addition, the gaming machine described above, There is a first state (for example, a gaming state A) as a state in which only the first prescribed number is determined, The specific gaming state can be transitioned from the first state (for example, conditions (E) and (F) in FIG. 32 ). The gaming machine characterized by the above features has been described.
[0459] In addition, the gaming machine described above, There is a second state (for example, a gaming state D) in which only the second prescribed number is determined, In the first state, a first winning result (for example, BB1 to BB4 in FIG. 31) can be determined with a first probability, In the second state, the first winning result can be determined with a second probability higher than the first probability (see, for example, FIG. 31 ). The gaming machine characterized by the above features has been described.
[0460] In addition, the gaming machine described above, The transition from the second state to the first state requires passing through a special game state (for example, MB3 in game state C in FIG. 32), In the special gaming state, the gaming value acquired in the special gaming state (for example, 3 coins) is greater than the gaming value used in the special gaming state (for example, 2 coins), The gaming machine characterized by the above features has been described.
[0461] In addition, the gaming machine described above, The device further includes a first notification means (for example, a 7-segment lamp) controlled by a main control means for controlling the progress of a game, the first notification means is means for issuing a special notification that can identify the second state, The special notification is initiated when the vehicle is transitioned to the second state, The special notification may end when the second state ends. The gaming machine characterized by the above (see, for example, FIG. 37) has been described.
[0462] In addition, the gaming machine described above, The specific gaming state can be entered based on the determination of the first winning result (for example, conditions (E) and (F) in FIG. 32, conditions (N) and (P) in FIG. 33), The first notification means is a means for continuing the special notification even when the second state transitions to the specific gaming state (for example, when the state transitions from a prescribed number of 2 to a prescribed number of 2 again after a bonus (for example, BB1 to BB4, MB2), the special notification continues), The gaming machine characterized by the above features has been described.
[0463] In addition, the gaming machine described above, a game stop means (for example, a main control unit 300, a complete function) for stopping the game progress on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the point at which the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value after the start of power supply; The first notification means terminates the special notification when the game progress is stopped by the game stop means. The gaming machine characterized by the above features has been described.
[0464] In addition, the gaming machine described above, a game stop means (for example, a main control unit 300, a complete function) for stopping the game progress on the gaming machine when the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value, the difference being the point at which the difference in the number of coins based on the amount of game value used and the amount of game value awarded reaches a predetermined value after the start of power supply; The first notification means continues the special notification even when the game progress is stopped by the game stop means. The gaming machine characterized by the above features has been described.
[0465] <About gaming machines with changing gameplay> Hereinafter, a slot machine according to an embodiment of a gaming machine with variable game characteristics will be described with reference to Figures 43 to 59. This slot machine has a configuration in which game characteristics change depending on the bonus. In the following description, the configuration described in Figures 17 to 28 will be referred to as appropriate, and the terms and symbols of this example will take precedence over any contradictory configuration. In addition, the winning line in this embodiment is a lower winning line consisting of the lower symbols on the left reel, the lower symbols on the center reel, and the lower symbols on the right reel.
[0466] <Pattern Arrangement> Next, the arrangement of symbols on each of the reels 110 to 112 will be described with reference to Figure 43. This figure shows the arrangement of symbols on each of the reels (left reel 110, center reel 111, right reel 112) in a two-dimensional view.
[0467] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "replay symbol" is arranged on the symbol number 0 on the left reel 110, a "JAC1 symbol" is arranged on the symbol number 1 on the center reel 111, and a "white seven symbol" is arranged on the symbol number 3 on the right reel 112.
[0468] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reels 110 to 112 within the maximum retraction range (less than 5 frames in this embodiment) from the position where the stop operation was performed. Note that in this embodiment, there is a case where the JAC symbols (either JAC1 symbols or JAC2 symbols) are lined up in a straight line in a part that includes a part that is not included in the pay line (on a so-called invalid line), and this stop mode is called a "JAC line."
[0469] <Internal winning roles and prize winning roles> In the slot machine 100, upon receiving a game start operation (operation of the start lever 135), an internal win combination is drawn by lottery, and a winning combination is determined based on the result of the lottery. Here, examples of internal win combinations and game results different from those shown in Figures 21 and 29 to 31 will be described with reference to Figures 44 to 50.
[0470] In Fig. 44, the name of the winning combination (bonus combination), the symbol combination of the combination, and the remarks column are shown. In this embodiment, BB, SRB, MB1, MB2, MB3, MB4, and MB5 are provided as bonus combinations. In Fig. 45, the symbol combinations and types of JAC combinations are shown for the condition devices related to JAC combinations. In Fig. 46, the patterns of JAC combinations and the contents of the condition devices (see Fig. 45) that constitute each chance combination are shown for the chance combinations shown in Figs. 47 to 50.
[0471] 47 to 50 are diagrams showing examples of internal winning combinations and game results according to game status. The left two columns of FIGS. 47 to 50 list the numbers and names of the internal winning combinations. Specifically, there are replays (numbers 1 to 6), 6-choice bell A (numbers 7 to 12), 6-choice bell B (numbers 13 to 18), 3-choice combinations (numbers 19 to 24), 3-choice combinations (numbers 25 to 30), 3-choice combinations (numbers 31 to 36), common bell (number 37), chance combinations (numbers 38 to 49), common 1-coin combinations (numbers 50 and 51), and 1-coin combinations in RB (number 52). There are two types of 6-choice bell combinations: Group A, which is "6-choice bell A," and Group B, which is "6-choice bell B." There are also types of three-choice roles, broadly categorized into Group A (three-choice role A), Group B (three-choice role B), and Group C (three-choice role C). These are further classified into Type 1 (L1, C1, R1) and Type 2 (L2, C2, R2). The one-coin role during RB is a winning role whose win probability increases during SRB (or a winning role added as a winning role during SRB). The miss number 53 corresponds to no internal win for any role. Figure 47 shows game results for three states: no internal win (no internal win for any bonus), BB internal win, and no internal win for SRB during BB. Figure 48 shows game results for three states: an internal win for SRB during BB, no internal win for SRB during SRB, and an internal win for SRB during SRB. Figure 49 shows game results for two states: MB1 internal win and MB2 internal win. Figure 50 shows game results for three states: MB3 internal win, MB4 internal win, and MB5 internal win. Note that the terms "internal win" and "internal win state" in the figure indicate the internal win state of the corresponding bonus. Also, the terms "non-internal win" and "non-internal win state" in the figure indicate a state in which no bonus has been internally won. In this embodiment, the internal win state of a bonus may be referred to as "internal win" or "internal win state," and the state in which a bonus has not been internally won may be referred to as "non-internal win" or "non-internal win state."
[0472] In each of Figures 47 to 50, the third column from the left shows the game results corresponding to each game state. Among these descriptions, the description "--" indicates the number of coins paid out, and the rest indicate the representative symbols that make up the stop mode. Furthermore, the description "-" indicates that there is no corresponding internal winning combination in that game state. In addition, the descriptions "left," "center," "right," "left-center," "left and right," "center-left," "center-right," "right-left," and "right-center" indicate stop operations and the results corresponding to these stop operations, and some of these descriptions will be explained in detail below.
[0473] For example, the description "Left~: Center~: Right~" indicates the stop pattern or payout number for each of the first left stop, first center stop, and first right stop. "Left Replay: Center 7 Align: Right Replay" corresponding to Replay A during a non-internal win in Figure 47 indicates that the stop pattern is such that the replay symbols line up in a straight line when the first left stop is made, the peach 7 symbols line up in a straight line when the first center stop is made, and the replay symbols line up in a straight line when the first right stop is made. Also, "Left Seven: Center 7 / Seven: Right Replay" corresponding to Replay A during an MB3 internal win in Figure 50 indicates that the stop pattern is such that the seven symbols (either white or red) line up in a straight line when the first left stop is made, the peach 7 symbols or seven symbols line up in a straight line when the first center stop is made, and the replay symbols line up in a straight line when the first right stop is made.
[0474] Also, for example, the description "Left ~: Other ~" indicates the stop mode or payout number for the first stop on the left and cases other than the first stop on the left. For example, "15 left: 1 other 1 / 2" corresponding to the 6-choice bell A_LCR during a BB win in Figure 47 indicates that 15 coins will be paid out when the first stop on the left occurs, and 1 coin will be paid out about 1 / 2 of the time when it does not stop on the first stop on the left. Note that the remaining approximately 1 / 2 frequency is when a small win is missed and 0 coins will be paid out, with no payout. Also, "BB combination on the left: 1 other" corresponding to the chance role A1 during a BB win in Figure 47 indicates that when the first stop on the left occurs, the BB symbol combination can be lined up, and when it does not stop on the first stop on the left, 1 coin will be paid out. In this way, by configuring the operation mode that can line up the BB symbol combination to differ depending on the type of chance role that is won at the same time, the duration of stay during a BB win can be shortened by announcing the operation mode that can line up the BB symbol combination, and the duration of stay during a BB win can be lengthened by not announcing the operation mode that can line up the BB symbol combination, and it is possible to provide gameplay with different durations of stay during a BB win, and for example, in a situation where an effect related to a BB win is executed, the effect can be shown by not announcing the operation mode (experienced players will line up the bonus immediately and the effect will be canceled, so this can be suppressed), and in a situation where it is desired to line up symbols, such as on a bonus confirmation screen, announcing the operation mode can promote the transition to the BB game state.
[0475] The description "left center ~: left and right ~: other ~" indicates the stop mode or payout number for left, center, right stop operation, left and right center stop operation, and other stop operation. For example, "left center 15 coins: left and right 1 coin: other 1 / 2 1 coin" corresponding to the 6-choice bell B_LCR in the BB in Figure 47 indicates that 15 coins will be paid out with the left, center, right stop operation, 1 coin will be paid out with the left, center, right stop operation, and 1 coin will be paid out with the other stop operation about 1 / 2 frequency. In addition, about 1 / 2 of the remaining frequency, a small winning combination will be missed and 0 coins will not be paid out.
[0476] Note that the "JAC" in the section for chance roles A1 to I indicates that a JAC combination will be displayed (see Figure 47, BB General, Figure 48, and Figure 50). The chance roles A1 to I result in a small combination that corresponds to the game status and operation order, and are configured to display a JAC combination. For example, if you win the chance role A2 while you have already won MB3 internally, you will either win one of the small combinations 16 to 19, and the JAC combination will be displayed in the upper row, or you will win one of the small combinations 105 and 106, and the JAC combination will be displayed in the lower row (see Figures 45, 46, and 50). For example, if you win the chance role B1 while you have already won MB3 internally, you will win one of the small combinations 28 to 47, and the JAC combination will be displayed in the middle row (see Figures 45, 46, and 50). For example, if an internal win is achieved on MB3 and an internal win is achieved on chance role G, then by stopping the reel first on the left, one of minor roles 16-19 will be won, and a JAC combination will be displayed in the upper row (see Figures 45, 46, and 50). Specifically, for chance role A1, a JAC combination will be displayed in the lower row regardless of the operation mode, and for chance role A2, a JAC combination will be displayed in the upper row if the reel is stopped first on the left, and a JAC combination will be displayed in the lower row if the reel is stopped other than the first stop on the left. For chance roles B1 and B2, a JAC combination will be displayed in the middle row regardless of the operation mode. For chance role C1, a JAC combination will be displayed in the lower row regardless of the operation mode, and for chance role C2, a JAC combination will be displayed in the upper row if the reel is stopped first on the left, and a JAC combination will be displayed in the lower row if the reel is stopped other than the first stop on the left. For chance role D, a JAC combination will be displayed in the upper row if the reel is stopped first on the left, ...
Claims
1. A gaming machine that can be used for games, It is configured to be able to give advantageous benefits to players, The benefit may be granted upon a first event, The benefit may be granted upon a second event, When both the first event and the second event occur in a certain game, the benefit is awarded in a first pattern; When the second event does not occur but the first event occurs in a certain game, the benefit is awarded in a second pattern. A gaming machine characterized by the above.
2. 2. The gaming machine according to claim 1, configured to be able to execute a plurality of operation modes, one of the plurality of operation modes is a first operation mode, one of the plurality of operation modes is a second operation mode, the first event is an event whose occurrence cannot be known before the first event occurs, the second event is an event whose occurrence can be recognized before the second event occurs, In the first pattern, the first operation mode is executed after the second operation mode is executed, In the second pattern, the second operation mode is executed after the first operation mode is executed. A gaming machine characterized by the above.
3. 3. The gaming machine according to claim 2, A first winning result can be determined as an internal winning result; It is configured so that certain numerical values may be updated as the game progresses, the first event is that the first winning result is determined as an internal winning result; the second event being the certain numerical value reaching a specific value; A gaming machine characterized by the above.
4. The gaming machine according to claim 3, Further comprising a first means, A first stop pattern corresponding to the first winning result can be derived, The first means is configured to execute a control in a special manner indicating that the benefit will be granted; The first operation mode is that the first stop mode is derived, The second operating mode is that the first means becomes the special mode, The first pattern is a pattern in which the first stop mode is derived after the special mode is executed, and the benefit is awarded, The second pattern is a pattern in which the special mode is executed after the first stop mode is derived, and the benefit is awarded. A gaming machine characterized by the above.
5. 5. The gaming machine according to claim 4, the first means is a reel, The reel is one from which a specific stop pattern is derived as the special pattern. A gaming machine characterized by the above.
6. 6. The gaming machine according to claim 5, The reel is one in which the specific stop mode is derived in a pseudo game as the special mode. A gaming machine characterized by the above.
7. 7. The gaming machine according to claim 1, There are several types of the above benefits: The benefit granted in the first event when the benefit has not yet been granted is a first benefit; The benefit granted in the second event when the benefit has not yet been granted is a second benefit; The benefit granted in the first event in the situation where the benefit is granted is a third benefit; The third benefit is granted in the first pattern, The second pattern is configured to grant the first benefit. A gaming machine characterized by the above.
8. A gaming machine that can be used for games, A bonus awarding means is provided for awarding a bonus advantageous to a player, The system is configured so that a benefit may be granted in connection with a first event, The system is configured so that the benefit may be granted in connection with a second event, the benefit granting means is configured to execute a first benefit granting control when the first event occurs in a situation where the second event involving the granting of a benefit has occurred; the benefit granting means is configured to execute a second benefit granting control when the first event occurs in a situation where the second event does not occur; The first benefit granting control is a control capable of determining whether to grant a new benefit when the granting of a benefit has already been determined, The second benefit granting control is a control capable of determining whether to grant a benefit in a situation where the granting of a benefit has not yet been determined, the first event and the second event are different events; A gaming machine characterized by the above.
9. 9. The gaming machine according to claim 8, the benefit granting means is configured to execute a third benefit granting control when the second event involving the granting of a benefit occurs in a situation where the first event does not occur; The first benefit granting control is more advantageous to the player than the third benefit granting control. A gaming machine characterized by the above.
10. 10. The gaming machine according to claim 8 or 9, A first winning result can be determined as an internal winning result; It is configured so that certain numerical values may be updated as the game progresses, the first event is that the first winning result is determined as the internal winning result; the second event being the certain value reaching a specific value; A gaming machine characterized by the above.
11. 10. The gaming machine according to claim 8 or 9, A first winning result can be determined as an internal winning result; It is configured to be able to execute premonition effects regarding the granting of benefits, the first event is that the first winning result is determined as the internal winning result; The second event is the execution of the premonition effect. A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2021145907A