Game machine
The gaming machine adjusts penalties and display modes based on operation modes, ensuring warnings align with the game's progression, thus improving the gaming experience.
Patent Information
- Application Number
- JP2025206122
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-27
- Publication Date
- 2026-02-16
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Gaming machines impose penalties without considering the game's progress, leading to uniform and potentially inappropriate warnings.
Implement a gaming machine with operation modes that include a recommended and irregular mode, where penalties are executed differently based on the operation mode, and display modes that adapt to the game's progression.
The solution allows the gaming machine to consider the game's progress even when penalties are imposed, enhancing the gaming experience by aligning warnings with the game's context.
Smart Images

Figure 2026026222000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines (slot machines) and pachinko machines (pinball gaming machines). [Background technology]
[0002] Conventionally, slot machines are known as one type of gaming machine. These slot machines are configured such that a player inserts a medal and operates a start lever to spin the reels, and a winning combination is determined internally by an internal lottery. When the reels are stopped by operating a stop button, a winning combination is achieved if a predetermined combination of symbols is displayed on the reel window in accordance with the internal determination. When a winning combination that requires the payout of medals is achieved, a predetermined number of medals corresponding to the winning combination is paid out.
[0003] In some of these gaming machines, a penalty is given if an inadvisable stopping operation is performed (see, for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-125640 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-107129 Summary of the Invention [Problem to be solved by the invention]
[0005] However, gaming machines that impose such penalties are configured to issue a warning message when imposing a penalty, but the message is issued uniformly and may not be in line with the progress of the game.
[0006] The present invention has been made in consideration of these circumstances, and aims to provide a gaming machine that takes into consideration the progress of the game even when a penalty is imposed. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine according to the present invention has, as one aspect thereof, an operating means operable by a player; a display means capable of displaying a plurality of types of display; A gaming machine equipped with a control means for controlling the gaming state, The operation modes of the operation means include a recommended operation mode, The operation mode of the operation means includes an irregular operation mode different from the recommended operation mode, The control means is a means capable of executing normal control regarding a gaming state advantageous to a player, the control means is a means capable of executing irregular control that is more disadvantageous to a player than the normal control, When the first game is operated in the recommended operation mode, the normal control is executed, When the first game is operated in the irregular operation mode, the irregular control is executed, The first game is a game in which a first effect in a certain effect is executed, There is a second game which is a game subsequent to the first game, When the first game is operated in the irregular operation mode, the first effect is executed in the second game, When the first game is operated in the recommended operation mode, the first effect is not executed in the second game, The certain effect is an effect that is executed over a plurality of games, the first game is a game among the plurality of games, the display means is a means capable of displaying a first display, the display means is a means capable of displaying a second display, the first display is a display regarding the recommended operation mode, The first display is a display that starts to be displayed after a first operation in the irregular operation mode of the first game is performed, the second representation is different from the first representation, The second display is a display different from the display in the first effect, the second display is a display that is not displayed when the first game is operated in the recommended operation mode, The second display is a display that starts to be displayed between the time when the last operation in the irregular operation mode of the first game is performed and the time when the second game is started. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that takes into consideration the progress of the game, even when a penalty is imposed. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 2] 1 is a front view of a slot machine according to an embodiment of the present invention with the front door open. [Figure 3] 1A to 1C are diagrams showing the pay lines of a slot machine according to an embodiment of the present invention and diagrams showing the operation of a liquid crystal display device. [Figure 4] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 5] 1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [Figure 6] This is a table showing the display mode and payout number for each operation content of some of the winning roles (mainly push order roles) of a slot machine according to one embodiment of the present invention. [Figure 7] FIG. 1 is a transition diagram of a gaming state of a slot machine according to an embodiment of the present invention. [Figure 8]10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 9] 10 is a flowchart showing in detail the flow of the pseudo-game related processing in step S105 of FIG. 8. [Figure 10] 10 is a flowchart showing in detail the flow of the reel rotation start process of the pseudo game in step S1002 of FIG. 9. [Figure 11] 10 is a flowchart showing in detail the flow of the reel stop control process of the pseudo game in step S1003 of FIG. 9. [Figure 12] 10 is a flowchart showing in detail the flow of the pseudo-next game start processing in step S1004 of FIG. [Figure 13] 10 is a flowchart showing in detail the flow of the reel rotation start process in step S107 of FIG. 8. [Figure 14] 14 is a flowchart showing in detail the flow of the random delay rotation start process in step S1407 of FIG. 13. [Figure 15] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 16] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 17] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 18] 10A to 10C are diagrams showing the display modes of the reels in a simulated game of a slot machine according to one embodiment of the present invention, and the effect images displayed on a liquid crystal display device in chronological order. [Figure 19] 12 is a flowchart showing in detail step S1203 of the reel stop control process of the pseudo game of FIG. [Figure 20]FIG. 10 is a diagram showing the progression of consecutive effects in a time series when a penalty occurs in a slot machine according to one embodiment of the present invention. [Figure 21] 10 is a time chart showing the progression of effects in a game in which no penalty occurs in a slot machine according to one embodiment of the present invention. [Figure 22] 10 is a time chart showing the progression of presentations in a game in which a penalty occurs in a slot machine according to one embodiment of the present invention. [Figure 23] 10A and 10B are diagrams illustrating a penalty game of a slot machine according to one embodiment of the present invention. [Figure 24] 10A to 10C are diagrams illustrating a notification mode of a recommended operation notification in the slot machine according to one embodiment of the present invention. [Figure 25] (a) is a diagram showing the subsequent operation of the liquid crystal display device when a power outage / restoration occurs while a slot machine according to one embodiment of the present invention is executing a recommended operation notification, and (b) is a diagram showing the subsequent operation of the liquid crystal display device when an error is detected while executing a recommended operation notification. [Figure 26] FIG. 10 is a diagram illustrating another method of dealing with a situation where a penalty occurs during execution of a continuous effect in a slot machine according to one embodiment of the present invention. [Figure 27] A figure explaining the display of the number of coins won in the AT state of a slot machine according to one embodiment of the present invention. [Figure 28] This is a graph showing an example of the increase or decrease in the difference in the number of coins when the AT state is in a consecutive win state in a slot machine according to one embodiment of the present invention. [Figure 29] FIG. 10 is a diagram illustrating an example of a conventional case in which a discrepancy occurs between game progress and presentation progress. [Figure 30] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 31] FIG. 1 is a diagram showing the internal configuration of a slot machine 100. [Figure 32] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 33]1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [Figure 34] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 35] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 36] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 37] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 38] (a) is a transition diagram of the game state of the main control unit of a slot machine according to one embodiment of the present invention, and (b) is a diagram explaining the character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 39] FIG. 10 is a diagram showing characters displayed on the effect image display device in each character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 40] (a) is a table showing a schematic diagram of the accompanying lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention, and (b) is a table showing a schematic diagram of the CZ transition lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 41] (a) is a diagram showing a time chart and an example of a presentation when a slot machine according to one embodiment of the present invention transitions from a non-accompanying state to an accompanying state in the normal advantageous zone state, and then transitions back to a non-accompanying state; (b) is a diagram showing a time chart when a slot machine according to one embodiment of the present invention transitions from an accompanying state to a non-accompanying state with two characters in the normal advantageous zone state. [Figure 42]This is an example of the presentation in a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 43] This is an example of the presentation in a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 44] (a) is a table that schematically shows the character arrangement lottery processing in the CZ of a slot machine according to one embodiment of the present invention, (b) is a table that schematically shows the selected character point lottery processing in the CZ of a slot machine according to one embodiment of the present invention, and (c) is a table that schematically shows the AT lottery processing in the CZ of a slot machine according to one embodiment of the present invention. [Figure 45] This is a table showing the probability of winning the push order bell in a slot machine according to one embodiment of the present invention, the maximum number of coins paid out in the case of a correct operation, and the display mode and number of coins paid out for each operation. [Figure 46] This is an example of the presentation of a specific CZ game on a slot machine according to one embodiment of the present invention. [Figure 47] (a) is a table showing a schematic diagram of the accompanying lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention, and (b) is a table showing a schematic diagram of the number addition lottery processing and specialized zone lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention. [Figure 48] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_LCR in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional number of 123 coins. [Figure 49] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RLC in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional 231 coins. [Figure 50] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RCL in the specialized zone of a slot machine according to one embodiment of the present invention, wins a prize, and receives an additional 321 coins. [Figure 51]10A is a diagram showing the lottery table for setting suggestion effect A, and FIG. 10B is a diagram showing the lottery table for setting suggestion effect B. FIG. [Figure 52] This is a diagram showing an example in which setting suggestion effect A is executed after setting suggestion effect B is executed, in stages. [Figure 53] 10A is a diagram showing a first modified example of the lottery table for the setting suggestion effect A, and FIG. 10B is a diagram showing a second modified example of the lottery table for the setting suggestion effect A. FIG. [Figure 54] A figure showing a third modified example of the lottery table for setting suggestion effect A. [Figure 55] A diagram showing the relationship between the number of added coins and the display mode in added effect 1. [Figure 56] FIG. 10 is a diagram showing a specific example of determining an update interval when the first section includes 80 images. [Figure 57] This is a diagram showing the state of the liquid crystal display device 157 in stages in the additional display 1 in which the updated display of up to 80 coins is performed, as described using Figure 56. [Figure 58] This is a figure continuing from Figure 57. [Figure 59] FIG. 10(a) is a diagram showing a first modified example of an enlarged / reduced display, and FIG. 10(b) is a diagram showing a second modified example of an enlarged display. [Figure 60] This is a diagram showing an example in which the update interval (addition interval) of the update display in the added effect 1 is changed. [Figure 61] (a) is a diagram showing the relationship between the final number of added coins and the display mode in the added coin performance 2, (b) is a diagram showing the relationship between the increased value and the display mode of the added coin number display, and (c) is a diagram showing a modified example of the display mode of the added coin number display. [Figure 62] This is a diagram showing the state of the liquid crystal display device 157 in stages during added performance 2. [Figure 63] This is a diagram showing the state of the liquid crystal display device 157 in stages in a modified example of added performance 2. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0011] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the pattern combination when the multiple reels stop meet the predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.
[0012] <Overall structure> First, the overall 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 front view showing the slot machine 100 with the front door 102 open.
[0013] 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 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.
[0014] In this embodiment, an appropriate number of each symbol is printed at equal intervals on a strip-shaped member, 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 columns vertically through reel windows 113 provided in front of each of the reels 110 to 112, so that a total of nine symbols can be seen. To explain this in more detail using FIG. 3(a), the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure; also called symbol position 1) 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; also called symbol position 2) 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; also called symbol position 3) is the left reel bottom row symbol, the symbol displayed on the top row of the middle reel 111 (position 4 shown in the figure; also called symbol position 4) is the middle reel top row symbol, the symbol displayed on the middle row of the middle reel 111 (position 5 shown in the figure; also called symbol position 5) is the middle reel middle row symbol, The symbol displayed on the bottom row of the right reel 111 (position 6 in the figure; also referred to as symbol position 6) is called the middle reel lower symbol, the symbol displayed on the top row of the right reel 112 (position 7 in the figure; also referred to as symbol position 7) is called the right reel upper symbol, the symbol displayed on the middle row of the right reel 112 (position 8 in the figure; also referred to as symbol position 8) is called the right reel middle symbol, and the symbol displayed on the bottom row of the right reel 112 (position 9 in the figure; also referred to as symbol position 9) is called the right reel lower symbol. Each symbol on each reel 110-112 is displayed three vertically on each reel 110-112 through the reel window 113, for a total of nine symbols. By spinning each reel 110-112, the combination of symbols visible to the player changes. In other words, each reel 110-112 functions as a display device that variably displays a plurality of types 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 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.
[0015] A reel backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel window 113. It is desirable that the reel backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is disposed near each of the reels 110-112 within the slot machine 100, and a light-shielding piece of a certain length attached to 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 this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0016] In this embodiment, one pay line 114 is provided: a middle pay line L1 consisting of the middle symbol (symbol position 2) on the left reel, the middle symbol (symbol position 5) on the middle reel, and the middle symbol (symbol position 8) on the right reel. The pay line 114 is a line set at the stop position of symbols visible through the reel window 113, and is the line used to determine whether a symbol combination corresponding to a winning combination is displayed. FIG. 3(a) shows this pay line L1. The number of active pay lines (hereinafter simply referred to as "active lines") 114 is predetermined based on the number of medals bet as gaming media. The slot machine 100 of this embodiment is a three-coin betting machine. If fewer than three medals are inserted, the pay line 114 is inactive. However, if three medals are inserted, the pay line 114 is active. Once the pay line 114 is active, a game can be started by operating the start lever 135.
[0017] The active lines (winning lines) are not limited to the single middle winning line L1 described above, but may be, for example, a single upper active line consisting of the upper symbol on the left reel (symbol position 1), the upper symbol on the middle reel (symbol position 4), and the upper symbol on the right reel (symbol position 7), or a single lower active line consisting of the lower symbol on the left reel (symbol position 3), the lower symbol on the middle reel (symbol position 6), and the lower symbol on the right reel (symbol position 9). Also, it may be a single downward-sloping active line consisting of the upper symbol on the left reel (symbol position 1), the middle symbol on the middle reel (symbol position 5), and the lower symbol on the right reel (symbol position 9), or a single upward-sloping active line consisting of the lower symbol on the left reel (symbol position 3), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Alternatively, there may be one irregular winning line consisting of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the top symbol on the right reel (symbol position 7). The number of winning lines 114 is not limited to one. For example, in addition to the middle winning line L1, a winning line sloping downward to the right consisting of the top symbol on the left reel, the middle symbol on the middle reel, and the bottom symbol on the right reel, or a winning line sloping upward to the right consisting of the bottom symbol on the left reel, the middle symbol on the middle reel, and the top symbol on the right reel, for a total of three winning lines, may be set as valid winning lines. Alternatively, 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 (specifically, a bonus combination) has been internally won in an internal lottery for winning combinations, which will be described later, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay combination (details of which will be described later), which is one of the winning combinations, was won in the previous game.
[0019] The medal insertion buttons (also referred to as bet buttons) 130-132 are buttons for inserting a predetermined number of medals (referred to as 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, operations on the bet buttons 130-132 are also referred to as bet operations, and the bet button 132 is also referred to as a MAX bet button. In this embodiment, light-emitting elements (referred to as bet button lamps) are provided inside the bet buttons 130-132, and when the bet buttons 130-132 can be operated, the light-emitting elements are lit to notify the player. The game medal insertion lamp 129 lights up the number of 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 notify the player that a 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 (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. 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. The 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, which are made up 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 to rotate by operating the start lever 135, and are provided corresponding to 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.
[0024] Hereinafter, the operations on the stop buttons 137-139 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 last stop operation being referred to as the third stop operation. The reel targeted for the first stop operation will be referred to as the first stop reel, the reel targeted for the second stop operation as the second stop reel, and the reel targeted for the third stop operation as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are spinning will be referred to as the operation sequence or press order. The operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the center reel 111 is called the "forward push operation sequence" or simply "forward push", the operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the right reel 112 is called the "forward sandwich", the operation sequence for the stop operation in which the first stop reel is the center reel 111 is called the "center push operation sequence" or simply "center push", the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the center reel 111 is called the "reverse push operation sequence" or simply "reverse push", and the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the left reel 110 is called the "reverse sandwich". In this embodiment, a light emitting element (called a stop button lamp) is provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitting element is lit to notify the player.
[0025] The medal return button 133 is a button that can be pressed to remove medals when inserted medals 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 opening 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. The medal payout opening 155 is a payout opening for paying out medals.
[0026] 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 receiving tray 161 are provided. The sound hole 145 is a hole for outputting sound from a speaker installed inside the slot machine 100 to the outside. Side lamps 144 installed on the left and right sides of the front door 102 are decorative lamps to liven up the game. A title panel 160 and a sound hole 143 are provided on the top of the front door 102.
[0027] The area including the reel window 113 and its surroundings is provided with a liquid crystal display device (effect image display device) 157. Of these, the area inside the reel window 113 (the area covering the reel window 113) is a so-called transmissive liquid crystal display that allows the reels 110 to 112 to be seen through the reel window 113.
[0028] The PUSH button 192 is a button that can be operated when a predetermined effect is to be executed. In this embodiment, the history of the number of coins won in the AT state up to now can be displayed based on the operation of the PUSH button 192. In this embodiment, an illuminant (called a PUSH button lamp) is provided inside the PUSH button 192, and when the PUSH button 192 can be operated (can be accepted as a valid operation), the illuminant can be lit to notify the player.
[0029] FIG. 2 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped body surrounded by an upper panel 261, a left side panel 260, a right side panel 260, a lower panel 264, and a rear panel 242, and is open at the front. Inside the main body 101, a main control board storage case 210 that stores a main control board is disposed in a position that does not overlap with the ventilation opening 249 provided at the top of the rear panel 242, and three reels 110-112 are disposed below this main control board storage case 210. To the side of the main control board storage case 210 and the reels 110-112, i.e., on the left side panel 260 as viewed from the front, a first sub-control board storage case 220 that stores a first sub-control board that constitutes the first sub-control unit 400 is disposed. Also, on the right side panel 260, an external centralized terminal board 248 is attached, which is connected to the main control board and outputs information about the slot machine 100 to an external device.
[0030] A medal payout device 180 (a device that pays out medals accumulated in a bucket) is disposed on the lower panel 264, and a power supply device 252 having a power supply board is disposed above this medal payout device 180, i.e., below the reels 110 to 112, and a power switch 244 is disposed in front of the power supply device 252. The power switch 244 can be operated by opening the front door 102, and is difficult or impossible to operate when the front door is closed.
[0031] The power supply device 252 converts AC power supplied from outside to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300, first sub-control unit 400, and second sub-control unit 500, which will be described later. Furthermore, it is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0032] An auxiliary medal storage 240 is disposed on the right side of the medal payout device 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0033] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the liquid crystal display device 157 are provided a second sub-board case 230 that houses the second sub-control board that constitutes the second sub-control unit 500, and an upper speaker 272. Below the liquid crystal display device 157 are provided a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 145.
[0034] 1 and 2, the liquid crystal display device 157 is a liquid crystal display including a transmissive color liquid crystal panel 157A equipped with a color filter and a backlight 157B that illuminates the color liquid crystal panel 157A with white light from the rear side. The liquid crystal panel 157A is a rectangular panel extending both inside and outside the reel window 113, and a well-known liquid crystal panel can be used. The liquid crystal panel 157A includes, for example, R, G, and B (red, green, and blue) filters for each pixel. The liquid crystal panel 157A is configured by sealing liquid crystal between transparent substrates such as glass on which signal lines, switching elements, pixel electrodes, etc. are formed, and the liquid crystal layer is sandwiched between polarizing plates. The liquid crystal panel 157A may be a normally white type, but in this embodiment, it is a normally black type.
[0035] The backlight 157B includes a light guide plate, a light source such as an LED that irradiates the light guide plate, and optical components such as a diffusion sheet. The light source is arranged, for example, along the edge of the light guide plate, and light propagating through the light guide plate is reflected toward the liquid crystal panel 157A. In this embodiment, the backlight 157 has an opening 157b formed inside the reel window 113, penetrating the backlight 157 in its thickness direction, allowing the player to view each of the reels 110-112 without using a light guide plate or the like. In this embodiment, the backlights provided on each of the reels 110-112 are used to illuminate the area where the liquid crystal panel 157A and the opening 157b overlap from behind. Because the reel strips are white (or milky white), each of the reels 110-112 can provide illumination that is almost identical to that of the backlight 157. The backlights of each of the reels 110-112 can be referred to as a backlight unit, either as a part of the backlight 157 or as the entire backlight unit.
[0036] In this embodiment, opening 157b is a single rectangle whose outline matches the reel window 113, but it may also be three rectangles corresponding to each of reels 110 to 112 so as to fill the gaps between reels 110 to 112. This improves the clarity of the image displayed in the gaps between the reels.
[0037] By blocking light transmission through the liquid crystal panel 157A, a black image appears to be displayed to the player. Also, by transmitting backlight light equally in R, G, and B, a white image appears to be displayed to the player. When a white image is displayed, it can be said that the liquid crystal panel 157A has increased transmittance, and when R, G, and B are each controlled to their maximum brightness, it can be said that the panel has the highest light transmittance. Such black, white, or other color display can be controlled on a pixel-by-pixel basis.
[0038] 3(b) to 3(d), which are diagrams showing an example of the operation of the liquid crystal display device 157.
[0039] 3(b) shows the state of the liquid crystal display device 157 when no power is supplied to the slot machine 100. As described above, in this embodiment, the liquid crystal display device 157 is a normally black liquid crystal display, and when the power is off, a black image appears to be displayed to the player, making it difficult to see the reels 110 to 112.
[0040] FIG. 3(c) shows an example of the operation of the liquid crystal display device 157. This figure shows that an image is displayed using the entire liquid crystal display device 157. At this time, in the area inside the reel window 113, light from the reels 110 to 112 and the like acts as a backlight, and the image on the liquid crystal display device 157 becomes visible in this area. However, due to the image display on the liquid crystal display device 157, the visibility of the symbols on the reels 110 to 112 decreases (they become hard to see).
[0041] FIG. 3(d) shows an example of the operation of the liquid crystal display device 157 that is different from that shown in FIG. 3(c). In this figure, the area inside the reel window 113 is different from that shown in the example of (c). Specifically, a white image is displayed in the area inside the reel window 113, thereby ensuring the visibility of the reels 110 to 112. In this embodiment, this state is established after a medal is inserted in one game. That is, in order to ensure the visibility of the reels 110 to 112, the state shown in FIG. 3(d) is maintained at least from the start of rotation until the reels 110 to 112 stop.
[0042] As described above, in this embodiment, the liquid crystal display device 157 is provided with an area that covers the reel window 113, and displays a white image to make the reels 110 to 112 visible, while displaying an image other than white reduces the visibility of the reels 110 to 112. Note that, in order to improve the visibility of the reels 110 to 112, it is possible to set the transmittance of each pixel that constitutes the image in the area that covers the reel window 113, and to set the transmittance to 100% (transparent state).
[0043] The device for displaying images is not limited to a liquid crystal display device, and 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 player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0044] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 4. This figure is a circuit block diagram of the control unit.
[0045] 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 accordance with 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.
[0046] <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, and reel symbol arrangements, a RAM 308 for temporarily storing data, an I / O 310 that controls input and output of various devices, a counter timer 312 that measures time, number of times, and the like, 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. However, in this embodiment, a ROM, which is a storage device with a storage area for non-volatilely storing data, and a RAM, which is a storage device with a storage area for temporarily storing data, are used in combination.
[0047] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits 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 at each interrupt time. The CPU 304 monitors the sensors 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.
[0048] 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).
[0049] 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, index sensor for left reel 110, index sensor for middle reel 111, index sensor for right reel 112, PUSH button 192 sensor, etc.) at each interrupt time.
[0050] 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.
[0051] 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.
[0052] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding medal insertion buttons 130-132, 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 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.
[0053] The index 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.
[0054] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 339 (announcement 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).
[0055] 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.
[0056] 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).
[0057] 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.
[0058] <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 first sub-control unit 400 also includes a ROM 406 that 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.
[0059] 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.
[0060] 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 sound output from the amplifier and 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 the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0061] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, game medal insertion possible lamp 124, bet button lamp, reel backlight, stop button 137-139 lamp, PUSH button lamp, etc.) are connected to the drive circuit 422 via an input / output interface.
[0062] The first sub-control unit 400 is also provided with a sensor circuit 423, and the CPU 404 monitors the detection result of a door sensor 421 that detects whether the front door 102 is open.
[0063] The CPU 404 also transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 controls the display of the performance image display device 157.
[0064] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes 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 receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0065] 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.
[0066] The second sub-control unit 500 is also provided with a VDP 534 (video display processor), which is connected to the ROM 506 and VRAM 536 via a bus. The VDP 534 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 536, and displays the image on the performance image display device 157.
[0067] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 5. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a two-dimensional layout.
[0068] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 0-19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0-19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. 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 1 on the center reel 111, and a "watermelon 1 symbol" is arranged on the symbol number 1 on the right reel 112.
[0069] Note that the "Blue Seven 2 Design" and the "Watermelon 2 Design" are marked with a star, which means that the "Blue Seven 2 Design" and the "Watermelon 2 Design" have the same design as the "Blue Seven 1 Design" and the "Watermelon 1 Design" but are different designs (also called designs of the same type). "Similar designs" refers to designs where the characters depicted are the same but have different expressions, or the object depicted (watermelon) is the same but has different patterns. In this embodiment, star marks are added to make it easier to distinguish between designs of the same type.
[0070] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described.
[0071] The winning roles of the slot machine 100 include a replay role and a small role. Note that the types of winning roles are not limited to these roles and can be any role. Among the winning roles in this embodiment, a replay role is a replay role that allows a player to play again without inserting new medals, and is sometimes called an "activation role" to be distinguished from the winning role. In this embodiment, a "winning role" also includes a case where a symbol combination of an activation role that does not involve a medal payout (does not involve the payout of medals) is displayed on an active line, and includes, for example, a winning role of a replay role.
[0072] A replay is a winning combination (operating combination) that allows a player to play the next game without inserting medals (game media) upon winning, and allows the player to play the next game with the number of bets set for that game, without any medals being paid out. A minor combination is a winning combination that pays out a predetermined number of medals upon winning.
[0073] <Types of internal winning roles> Next, some of the internal win roles (condition devices) of the slot machine 100 will be described with reference to Fig. 6. Fig. 6 is a table showing the display modes and payout numbers for each operation content of the common bell and push order roles among the internal win roles. The push order role refers to an internal win role in which the winning role (the display mode of the reels 110 to 112) differs depending on the stop operation content (in this embodiment, the operation sequence from the first stop operation to the third stop operation).
[0074] In this embodiment, (1) the stop operation of left, center, and right (the stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112) is called an LCR operation, (2) the stop operation of left, right, and center (the stop operation in which the first stop reel is the left reel 110, the second stop reel is the right reel 112, and the third stop reel is the center reel 111) is called an LRC operation, and (3) the stop operation of center, left, and right (the stop operation in which the first stop reel is the center reel 111, the second stop reel is the left reel 110, and the third stop reel is the right reel 112) is called a CLR operation. (4) A stop operation of center right left (a stop operation in which the first stop reel is the center reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110) may be referred to as a CRL operation, (5) a stop operation of right left center (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the left reel 110, and the third stop reel is the center reel 111) may be referred to as an RLC operation, and (6) a stop operation of right center left (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the center reel 111, and the third stop reel is the left reel 110) may be referred to as an RCL operation.
[0075] A winning combination in a game is one of the combinations corresponding to the internally winning combination. These internally winning combinations are determined by a lottery (winning combination internal lottery) at the start of the game. Here, the winning probability of each internally winning combination is outlined. The winning probability of each internally winning combination is calculated by dividing the numerical data corresponding to the range of the lottery data associated with each internally winning combination by the numerical data (65536 in this embodiment) corresponding to the range of random numbers obtained during the internal lottery, which will be described later. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a respective internally winning combination or a losing combination. In the winning combination internal lottery process, which will be described later, it is determined whether the random number obtained as a result of executing the internal lottery corresponds to the lottery data corresponding to any of the internally winning combinations, and the internally winning combination is determined. In practice, this lottery data is prepared in Settings 1 to 6, each with a different winning probability for at least one internally winning combination, and a gaming facility attendant or the like can arbitrarily select and set any of the settings.
[0076] Regarding the setting values, the probability of winning the internal winning role may be the same for each setting value, while the probability of winning the AT (ease of transitioning to the AT), which will be described later, may be different for settings 1 to 6. For example, in setting 1, the probability of drawing the AT when a certain internal winning role is determined may be probability A, while in setting 6, the probability of drawing the AT when a certain internal winning role is determined may be probability B, which is higher than probability A.
[0077] For example, if Push Order Bell_CLR1 or Push Order Bell_CLR2 is an internal winner in the winning role internal lottery, (1) if an LCR operation or an LRC operation is performed, the result is a miss or a 1-coin role, and 0 or 1 medals are paid out; (2) if a CLR operation is performed, the result is a bell, and 9 medals are paid out; (3) if a CRL operation is performed, the result is a 1-coin role, and 1 medal is paid out; and (4) if an RLC operation or an RCL operation is performed, the result is a miss or a 1-coin role, and 0 or 1 medal is paid out. In other words, if a CLR operation is performed, Push Order Bell_CLR1 or Push Order Bell_CLR2 will result in a bell, and the maximum number of medals will be paid out. Hereinafter, the operation content when the maximum number of medals is paid out in the event of an internal win for the push order role is sometimes referred to as the "correct operation." In this embodiment, the correct operation means that the operation sequence from the first stop operation to the third stop operation is correct.
[0078] Similarly, for Push Order Bell_CRL1 or Push Order Bell_CRL2, the correct operation is the CRL operation, and if the CRL operation is performed, the bell will be won and 9 medals will be paid out. Also, for Push Order Bell_RLC1 or Push Order Bell_RLC2, the correct operation is the RLC operation, and if the RLC operation is performed, the bell will be won and 9 medals will be paid out. For Push Order Bell_RCL1 or Push Order Bell_RCL2, the correct operation is the RCL operation, and if the RCL operation is performed, the bell will be won and 9 medals will be paid out.
[0079] On the other hand, for example, if a common bell is internally won in the winning role internal lottery, regardless of the operation content, the bell will be won and 9 medals will be paid out. Hereinafter, the above-mentioned push order bells _CLR1, push order bell _CLR2, push order bell _CRL1, push order bell _CRL2, push order bell _RLC1, push order bell _RLC2, push order bell _RCL1 and push order bell _RCL2 will be collectively referred to as "push order bells". Of these "push order bells", push order bell _CLR1, push order bell _CLR2, push order bell _CRL1 and push order bell _CRL2 will be referred to as "middle first bells" for convenience of explanation, and push order bell _RLC1, push order bell _RLC2, push order bell _RCL1 and push order bell _RCL2 will be referred to as "right first bells". In addition, the number of common bells paid out is set to 9, the same as the push order bells, but this is not limited to this and the number can be fewer than the push order bells.By reducing the number of common bells, the number of medals paid out under normal conditions can be reduced.
[0080] In this embodiment, there is no push order bell that indicates that the correct answer is an LCR operation or an LRC operation (forward push or forward sandwich), but there are push order bells that indicate that the correct answer is a CLR operation or a CRL operation (middle push) and an RLC operation or an RCL operation (reverse push or reverse sandwich).
[0081] In addition, the display mode and payout number for each operation content when the internal winning combination (condition device) is 1 coin combination 1 to 6 and replay 1 to 7 are as shown in Figure 6. In addition, the internal winning combination is not limited to these, and includes rare combinations such as watermelon combination and cherry combination.
[0082] <Types of game status> Next, the types and transitions of the game states of the slot machine 100 will be explained. Fig. 7 is a transition diagram of the game states (specifically, the game states of the AT system) of the main control unit 300 of the slot machine 100. The game states of the AT system are game states related to performance. Note that the lottery data used in the internal lottery process for winning combinations described above is set for each game state of the RT system (not shown).
[0083] The game state of the slot machine 100 is broadly divided into a normal mode and an AT mode. The normal mode is a state in which operation navigation is not executed, while the AT mode is a state in which operation navigation may be executed. Here, operation navigation is a notification effect that notifies the player of the stop operation mode (information regarding the content of the stop operation), and performing the stop operation according to the notification content of the operation navigation brings about a favorable result for the player. Operation navigation can be broadly categorized into (1) push order navigation that notifies information including the operation order (push order) of the stop operation, and (2) symbol navigation that notifies information including operation timing (e.g., the symbol of the stop target). In other words, push order navigation is operation navigation that does not include timing for pressing buttons, and symbol navigation is operation navigation that includes timing for pressing buttons. In this embodiment, for example, in the AT mode, if an internal win occurs on the push order bell, the correct operation content (operation order) may be notified.
[0084] The normal mode has a normal stage and a challenge zone 1 (hereinafter abbreviated as CZ1). The AT mode has a challenge zone 2 (hereinafter abbreviated as CZ2), an added zone, an AT normal state, and an ending state.
[0085] In addition to the six game states described above, the concept of advantageous and non-advantageous zones is also established. The advantageous zone consists of most of the normal stage, CZ1, most of CZ2, the bonus zone, the normal AT state, and the ending state. The non-advantageous zone consists of a portion of the normal stage and a portion of CZ2. In this embodiment, the advantageous zone is a period in which a maximum number of games is set and a maximum difference in coins is set. Specifically, the maximum number of games is 3,000, and the maximum difference in coins is 2,400. Here, the difference in coins is the cumulative value of the difference between the number of medals inserted and the number of medals paid out in a single game (number paid out minus number inserted). The maximum number of games (maximum number of games) and the maximum difference in coins in the advantageous zone are values that determine the end of the advantageous zone. The number of games is updated with each game, and the difference in coins is updated with the results of each game.
[0086] In this embodiment, the add-on zone, the normal AT state in which it is not possible to determine whether the upper limit difference in number of coins or a number close to the upper limit difference in number of coins can be reached, and the ending state in which it is possible to determine whether the upper limit difference in number of coins or a number close to the upper limit difference in number of coins can be reached are sometimes collectively referred to as the "AT state." In addition, in contrast to this AT state, states that are not in the AT state, that is, the normal stage, CZ1, and CZ2, are sometimes collectively referred to as the "normal state."
[0087] Generally, to realize a gameplay that increases medal payouts in a state advantageous to the player, such as an automatic time (AT) state, it is necessary to suppress medal payouts in the normal state. Furthermore, with regard to the stop operation of a gaming machine, players are often encouraged to perform stop operations (forward pushes or sequential sandwiching) in which the first stop operation is to the left. Therefore, when a push order role is provided, this embodiment employs a push order bell as shown in FIG. 6 (there is no push order bell in which the first stop operation is to the left, but there is a push order bell in which the first stop operation is to the middle or right). While the winning probability of each condition device is not shown in FIG. 6, in this embodiment, the internal winning probability of the common bell is set lower than the internal winning probability of the push order bell. For example, if the internal winning probability of the common bell is probability X, the internal winning probability of the first middle bell is probability Y (the winning probability of each first middle bell is Y / 4), and the internal winning probability of the first right bell is probability Z (the winning probability of each first right bell is Z / 4), then probability X is lower than probability Y+Z, which is the sum of probability Y and probability Z (probability X<probability Y+Z). Note that the internal winning probability is not limited to this, and it may also be probability X<probability Y, probability X<probability Z, or probability X = probability Y = probability Z.
[0088] In this embodiment, there is no push order bell that indicates the first stop operation left as the correct answer, but it may be provided separately. In this case, the internal winning probability of the push order bell that indicates the first stop operation left as the correct answer may be set lower than the sum of the internal winning probability of the push order bell that indicates the first stop operation is the correct answer and the internal winning probability of the push order bell that indicates the first stop operation right as the correct answer.
[0089] As will be described in more detail later, in this embodiment, stop operations (forward push or sequential sandwich) in which the first stop operation is to the left are recommended in the normal state. In a game in which an internal win occurs on the push order bell in the normal state, a penalty is imposed if a stop operation other than the first stop operation to the left (specifically, the first stop operation to the right during the first stop operation) is performed. Here, the penalty specifically refers to a penalty related to the transition from the normal state to the AT state. In this embodiment, the penalty is a penalty in which an AT lottery to determine whether or not to transition from the normal state to the AT state is not performed in the game. Of course, the content of the penalty is not limited to this, and any penalty related to the transition from the normal state to the AT state may be used. For example, if a game adopts a gameplay feature in which a transition to the AT state occurs when the number of games in the normal state after the AT state has ended reaches a predetermined threshold (hereinafter referred to as the ceiling game number), a penalty may be adopted in which the number of games in the normal state is not counted as the number of games played. In addition, penalties can also be considered that suppress or do not execute preferential processing, such as not conducting a stock lottery when a stock lottery is held based on an internal winning role during a premonition when the AT has already been decided (so-called during the main premonition), or not conducting an AT upgrade lottery when an AT upgrade lottery is held to transition to a better AT based on an internal winning role during the main premonition.
[0090] 7 shows the six game states described above, with their transition conditions written on the arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of the arrow.
[0091] The normal stage is the initial state after a setting change. If condition A is met in the normal stage (specifically, if you win a role other than a losing role in the normal stage of the non-advantageous zone, which is the initial state, and move to the advantageous zone, and then win the CZ transition lottery based on winning a rare role in the normal stage of the advantageous zone), you will move to CZ1. CZ1 is a game state with a finite period of time with a fixed number of games. If condition C is met in CZ1 (specifically, if you win the CZ2 lottery in CZ1, which determines whether to move to CZ2), you will move to CZ2, and if condition B is met in CZ1 (specifically, if you do not win the CZ2 lottery in CZ1), you will move to the normal stage.
[0092] CZ2 is a finite-period game state with a fixed number of games. If condition D is met in CZ2 (specifically, if you win the AT lottery that determines whether or not to transition to the AT state in CZ2), you will transition to the bonus zone, and if condition E is met in CZ2 (specifically, if you do not win the AT lottery in CZ2), you will transition to the normal stage.
[0093] The add-on zone is a state in which an add-on lottery is executed to add to the number of plays (number of games) in the AT state. In other words, in the AT state, it is possible to play a number of games equal to the initial number of AT games awarded immediately after winning the AT lottery plus the number of AT games awarded in this add-on zone. The add-on zone is a gaming state for a finite period in which the number of games is fixed. If condition F is met in the add-on zone (more specifically, if the add-on zone ends due to the number of games consumed), the AT transitions to the normal state. Note that it is also possible to configure the number of AT games not to be awarded immediately after winning the AT lottery, and for the initial number of AT games to be determined in the add-on zone.
[0094] If condition I is met in the normal AT state (more specifically, if all the games in the AT state that have been granted have been played), the game will move to CZ2, and if condition G is met in the normal AT state (more specifically, if the player wins the lottery to move to the bonus zone, which determines whether or not to move to the bonus zone), the game will move to the bonus zone. The lottery to move to the bonus zone is based on the winning combination in the internal lottery for winning combinations.
[0095] Also, if condition H is met in the AT normal state (more specifically, if the ending transition condition is met), the state will transition to the ending state. Here, the ending transition condition is met when (1) the number of remaining games in the advantageous zone becomes a specified number of games (for example, 300 games) or less, (2) the difference in the number of coins in the advantageous zone becomes a specified difference in coins (for example, 2000 coins) or more, or (3) the number of added games when transitioning from the added zone to the AT normal state becomes a specified number of games (for example, 2500 games) or more.
[0096] The ending state is the final state of the AT state (advantageous zone). When condition J is met in the ending state (more specifically, when the advantageous zone end condition is met), the system transitions to CZ2. The advantageous zone end condition is met when (1) the number of games in the advantageous zone reaches the upper limit of 3,000 games, or (2) the difference in the number of coins in the advantageous zone reaches the upper limit of 2,400 coins (note that because the upper limit of the difference is 2,400 coins, it is possible for the advantageous zone to end with more than 2,400 coins, taking into account the losses up to the AT mode). When the ending state ends and the system transitions to CZ2, the system transitions from the advantageous zone to a non-advantageous zone. In other words, the CZ2 state after the ending state ends becomes the CZ2 state of a non-advantageous zone, but in this embodiment, the system is configured to transition to the advantageous zone immediately (e.g., after several games have been played). For example, the zone may be CZ2 in terms of presentation but internally be a non-advantageous zone. Furthermore, when transitioning to CZ2, it may be possible to identify whether the zone is a non-advantageous zone or an advantageous zone in terms of presentation. For example, in the non-advantageous zone after condition J is established, a screen such as "Preparing for CZ2" may be displayed, and the CZ2 effect may be executed once the transition to the advantageous zone is determined. In this way, by resetting the advantageous zone at the timing of the transition to CZ2, it becomes possible to transition to the AT state again, and it is possible to increase the gaming enjoyment on a gaming machine with an advantageous zone.
[0097] In this embodiment, when condition I is met in the normal AT state and a transition to CZ2 occurs, the zone remains advantageous. However, even in this case, a transition from an advantageous zone to a non-advantageous zone may occur. Furthermore, even if the zone is CZ2 in terms of presentation, if it is an internally non-advantageous zone, condition D will not be met, but condition D can be met if the zone is CZ2 and advantageous.
[0098] In this embodiment, when the AT state (AT normal state, ending state) ends, the game transitions to CZ2, and if the AT lottery is won in CZ2, the game transitions again to the AT state. In other words, the game has a consecutive win feature in which the AT state is repeated via CZ2. In this embodiment, the AT state when the AT state is transitioned to via normal mode (normal stage, CZ1) is called the AT state of the first win (first time, first set). In addition, when the AT state is transitioned to again via CZ2, it is called a consecutive win, and such an AT state is called the Nth consecutive AT state (Nth time, Nth set; N is an integer equal to or greater than 2). <Reel stop control> Next, an outline of the stop control of the reels 110 to 112 will be explained. The stop control of the reels is performed by selecting one of a plurality of predetermined types of reel stop control data based on a predetermined condition (for example, the result of the internal winning process for the above-mentioned winning combination), and then performing the stop control of the reels based on the selected reel stop control data.
[0099] In this embodiment, so-called pull-in control (slip control) is performed. Pull-in control refers to control that shifts the stop positions of the reels 110-112 within a range of a certain number of frames (number of symbols) (pull-in range; in this case, up to four frames) after the player operates each of the stop buttons 137-139. Reel stop data is stored in the ROM 306 of the main control unit 300. Each reel stop data is broadly divided into permissive control, which allows symbol combinations of a predetermined winning combination to be displayed in a line on the winning line 114, and prohibitive control, which prevents symbol combinations of any winning combination from being displayed in a line on the winning line 114.
[0100] As an example of the allowable control, for example, when a certain winning combination is internally won or when BB is being internally won (flag is carried over), the control is performed so that the winning combination is displayed within the range of the above number of frames even if the timing of the player's operation of each stop button 137-139 is bad. However, since it is only "allowable", there are cases where the symbol combination is not displayed depending on the timing of the operation of each stop button 137-139.
[0101] For example, if the watermelon is an internal win, the watermelon symbols will be arranged in more than four frames, so unless the timing of operating the stop buttons 137 to 139 is appropriate, the watermelon symbols will not stop on the pay line 114.
[0102] The above-described pull-in control is a stop control executed in the reel stop control process (step S108 in FIG. 8, described later) in a normal game (hereinafter sometimes referred to as the actual game), and is not limited to this pull-in control in a pseudo game, which is different from the actual game. That is, in a pseudo game, the above-described pull-in control may or may not be executed. For example, a predetermined symbol may be stopped beyond the pull-in range, or may be stopped accompanied by a reel action. Regarding the playability of a pseudo game, the pseudo game is executed when a predetermined condition is met (hereinafter also referred to as when a pseudo game execution condition is met) before the start of reel rotation in the actual game. In the pseudo game, all reels 110-112 start spinning when the start lever is operated, and each corresponding reel 110-112 stops when a stop operation is performed. The stopping mode of the reels 110-112 in the pseudo game may increase the player's anticipation prior to the actual game.
[0103] <Slot machine operation> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained using the drawings.
[0104] <Main processing of main control unit> 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. 8. Note that Fig. 8 is a flowchart showing the flow of the main control unit main processing.
[0105] When the slot machine 100 is powered on, first, in step S101, various initial setting processes are performed. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, setting operation permission and initial values for the WDT 314, etc.
[0106] In step S102, a medal insertion / start operation acceptance process is executed. Here, the sensor circuit 320 detects whether a medal insertion operation has been performed electronically using the bet buttons 130-132 or whether a medal insertion operation has been performed directly through the medal insertion slot 141, and if an insertion operation has been performed, the win line indicator lamp 120 is turned on according to the number of medals inserted. The controller also prepares to send a medal insertion command to the first sub-control unit 400 indicating that medals have been inserted. If a replay combination has been won in the previous game, the controller performs a process to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals.
[0107] Furthermore, a check is made based on the detection of the sensor circuit 320 to see if the start lever 135 has been operated when the specified number (3) of medals have been used, and if it is determined that the start lever has been operated, the number of medals inserted and the valid winning lines are confirmed, and the game begins. Also, preparations are made to send a start lever acceptance command to the first sub-control unit 400, which indicates that the start lever 135 has been operated.
[0108] In step S103, an internal lottery process for a winning role is performed. In the internal lottery process for a winning role, a winning role lottery table stored in ROM 306 is read out according to the current game state (RT game state), and an internal lottery (lottery for a role) is performed using this table and a random number value obtained from the random number generating circuit 316 to determine an internal winning role. If the result of the internal lottery is an internal win for any of the internal winning roles, a condition device (flag) for the internal winning role is activated (the flag for that internal winning role is turned ON). In addition, in step S105, preparations are made to send an internal win command indicating the result of the internal lottery for a winning role to the first sub-control unit 400. For example, if a watermelon is internally won, preparations are made to send an internal win command indicating that a watermelon has been internally won to the first sub-control unit 400. If the result of the internal lottery for a winning role is a loss (no winning of a winning role), preparations are made to send an internal win command indicating a loss to the first sub-control unit 400.
[0109] The internal winning command includes information on the internal winning role as well as information that can identify the result of the AT lottery, etc. Among the above information, the internal winning command, including the internal winning of the push order bell in the AT state, also includes operation instruction information that indicates the operation order (push order) of the stop buttons 137 to 139.
[0110] In step S104, it is determined whether or not the pseudo game flag is set to ON. If the pseudo game flag is ON, the process proceeds to step S105, and if not, the process proceeds to step S106. The pseudo game flag is a flag that indicates whether or not a pseudo game is to be executed, and when the pseudo game flag is ON, it means that the above-mentioned pseudo game execution condition is met, and a pseudo game is executed in the game.
[0111] In step S105, pseudo-game related processing (described in detail later) is executed.
[0112] In step S106, reel stop data is selected based on the result of the internal lottery for winning combinations in step S105, etc. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0113] In step S107, based on the start operation, a reel rotation start process is executed to start the rotation of all the reels 110 to 112. Details of the reel rotation start process will be described later with reference to FIG.
[0114] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 become available, and when one of the stop buttons is pressed, the stop data of the reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop data. If all the reels 110 to 112 have stopped, the process proceeds to step S109. In this step S108, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0115] In step S109, a winning determination process is performed. In the winning determination process, a winning determination is performed for the symbols stopped by pressing the stop buttons 137 to 139, and if a symbol combination corresponding to a winning role is displayed on the activated winning line 114, it is determined that the winning role has been won. For example, if a symbol combination corresponding to a watermelon is aligned on the activated winning line, it is determined that a watermelon win has occurred. In addition, in this step S109, preparations are made to send a display determination command indicating the result of the winning determination to the first sub-control unit 400.
[0116] In step S110, a medal payout process is performed. In the medal payout process, if a winning combination that results in a payout is achieved, the number of medals corresponding to that winning combination is paid out. Also, in step S110, preparations are made to send a medal payout command indicating the number of medals to be paid out to the first sub-control unit 400.
[0117] In step S111, a game state control process is performed. In this game state control process, control is performed to transition the game state (RT game state, AT game state). In addition, in this step S111, preparations are made to send a game state command indicating the game state to the first sub-control unit 400.
[0118] This completes one game. The game then progresses by returning to step S102 and repeating the above-described process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 15) of the main control unit timer interrupt process, which will be described later.
[0119] <Pseudo-game related processing> Next, the pseudo-game-related processing will be described with reference to FIG. 9. FIG. 9 is a flowchart showing in detail the flow of the pseudo-game-related processing in step S105 of FIG. 8. The pseudo-game is a type of reel effect in which the spinning reels appear to have stopped (also called a pseudo-stop). The pseudo-game refers to the ability to pseudo-stop the spinning reels by operating the stop buttons 137-139, or a situation in which pseudo-stopping is possible. In this type of pseudo-game, no game value is awarded according to the pseudo-stopped state. Furthermore, a pseudo-operation for restarting the pseudo-stopped reels is also called a pseudo-start operation. To distinguish this type of pseudo-game from the above, a game in which the spinning reels are stopped by operating the stop buttons 137-139 and game value is awarded according to the stop state is also called a real game.
[0120] In step S1001, reel stop data for a pseudo game is selected. For example, reel stop data in which predetermined symbols align on the pay line L1 and stop in a pseudo game may be selected. Note that reel stop data in which any symbol combination stops can be used as long as the symbol combination is different from the winning combination achieved in the actual game. Also, multiple types of such reel stop data may be prepared, and a selection may be made from among the multiple types.
[0121] In step S1002, a reel rotation start process for the pseudo game (details will be described later) is executed.
[0122] In step S1003, a reel stop control process for the pseudo game (details will be described later) is executed.
[0123] In step S1004, a pseudo next game start process (details will be described later) is executed.
[0124] In step S1005, the random delay flag is set to ON. The random delay flag is a flag that indicates whether or not a random delay is to be performed. When the random delay flag is ON, a random delay reel spin start process is performed, and when the random delay flag is OFF, a normal reel spin start process is performed.
[0125] In step S1006, the pseudo game flag is set to OFF.
[0126] <Reel rotation start process for pseudo game> Next, the reel rotation start processing of the pseudo game will be described with reference to Fig. 10. Fig. 10 is a flowchart showing in detail the flow of the reel rotation start processing of the pseudo game in step S1002 of Fig. 9.
[0127] In step S1101, the acceleration parameters for each reel are set.
[0128] In step S1102, preparations are made to send a pseudo-game start command to the first sub-control unit 400.
[0129] In step S1103, the start of rotation of the pseudo game is set. Specifically, the rotation of the reels 110 to 112 is started using the acceleration parameters set in step S1101.
[0130] In step S1104, it is determined whether or not the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1105, and if not, step S1104 is repeated.
[0131] In step S1105, the operation of the stop buttons 137 to 139 is validated. The validation here means validation of the stop operation in the pseudo game, and means that the player is enabled to perform the pseudo stop.
[0132] <Reel stop control process for pseudo games> Next, the reel stop control process of the pseudo game will be described with reference to Fig. 11. Fig. 11 is a flowchart showing in detail the flow of the reel stop control process of the pseudo game in step S1003 of Fig. 9.
[0133] In step S1201, a pseudo-game regulation timer is set. The pseudo-game regulation timer is a timer that measures the time of one pseudo-game. In this embodiment, the pseudo-game regulation timer is used to limit the execution time of one pseudo-game to a predetermined time TA (specifically, approximately 50 seconds). In step S1201, a timer value equivalent to the predetermined time TA is set as an initial value in the pseudo-game regulation timer. This timer value is decremented each time the timer interrupt process (timer update process in step S205 of FIG. 15) of the main control unit 300 is executed.
[0134] In step S1202, it is determined whether or not any of the stop buttons 137 to 139 has been operated. If any of the stop buttons 137 to 139 has been operated, the process proceeds to step S1203, and if not, the process proceeds to step S1206.
[0135] In step S1203, the reels 110 to 112 corresponding to the stop buttons 137 to 139 that have been operated to stop are brought to a pseudo-stop.
[0136] In step S1204, preparations are made to send a subcommand to the first sub-control unit 400 indicating that an operation on the stop button has been accepted.
[0137] In step S1205, it is determined whether or not all of the reels 110 to 112 are pseudo-stopped. If all of the reels 110 to 112 are pseudo-stopped, the process proceeds to step S1208, and if not, the process returns to step S1202.
[0138] On the other hand, in step S1206, it is determined whether the pseudo-game regulation timer has timed out, that is, whether a predetermined time TA corresponding to the set timer value has elapsed. If the pseudo-game regulation timer has timed out, the process proceeds to step S1207; if not, the process returns to step S1202.
[0139] In step S1207, since the predetermined time TA has elapsed without any operation of any of the stop buttons 137 to 139, all of the reels 110 to 112 are pseudo-stopped. In this way, the pseudo game of this embodiment has a function of automatically pseudo-stopping the reels 110 to 112 when no stop operation is performed, in order to promote the progress of the pseudo game.
[0140] In step S1208, preparations are made to send a subcommand for pseudo game winning determination to the first sub-control unit 400. For example, if a pattern corresponding to a certain role is pseudo-stopped in the pseudo game, a command corresponding to the pseudo-stopped pattern will be sent. This enables the first sub-control unit 400 to perform control according to the subcommand for pseudo game winning determination, and for example, when a symbol corresponding to a replay or bell is pseudo-stopped, the corresponding effect can be executed.
[0141] Furthermore, such processing is necessary in pseudo-games when a stop operation is required at an appropriate operation timing, and by notifying the first sub-control unit 400 of the nature of the pseudo-stopped pattern, it is possible to perform an effect corresponding to the pseudo-stopped pattern, which allows for more consistency in the effect than a configuration in which an effect is performed as if pseudo-stopped even when it is not, and makes it possible to provide a game with a similar feeling to the actual game.
[0142] In step S1209, a pseudo-game end timer is set. The pseudo-game end timer is a timer that measures the time interval between the pseudo-game and the actual game, and is provided to ensure time to execute predetermined effects (e.g., effects indicating that the pseudo-game has ended, effects indicating that the actual game is starting, etc.). In this embodiment, the time interval between the pseudo-game and the actual game is set to a predetermined time TC (specifically, approximately 1 second), so in step S1209, a timer value equivalent to the predetermined time TC is set as an initial value in the pseudo-game end timer. This timer value is decremented each time the timer interrupt process (timer update process in step S205 of FIG. 15) of the main control unit 300 is executed. In addition, in step S1209, preparations are made to send a pseudo-game end command indicating that the pseudo-game has ended to the first sub-control unit 400.
[0143] <Pseudo next game start processing> Next, the pseudo-next game start processing will be described with reference to Fig. 12. Fig. 12 is a flowchart showing in detail the flow of the pseudo-next game start processing in step S1004 of Fig. 9.
[0144] In this embodiment, after the reel stop control process of the pseudo game shown in Figure 11, the process of inserting a medal and accepting a start operation in step S102 is performed in a pseudo manner without immediately proceeding to the actual game. This allows the player to experience a pseudo game that is closer to the actual game. Therefore, the pseudo game of this embodiment broadly includes the start of this pseudo next game.
[0145] In step S1301, preparations are made to send a pseudo-next game start command to the first sub-control unit 400, which indicates that the pseudo-next game start process has started.
[0146] In step S1302, an MB timer is set. The MB timer is a timer that measures the time during which a pseudo bet operation can be accepted, and is set to a timer value equivalent to 20 seconds as an initial value, for example. This timer value is decremented each time the timer interrupt process (timer update process in step S205 of FIG. 15) of the main control unit 300 is executed. In this embodiment, the MB timer is used to limit the operation acceptance time for one pseudo bet operation, thereby ensuring smooth progress of the game.
[0147] In step S1303, it is determined whether or not the player has operated the MAX BET button 132. If an operation is detected, the process proceeds to step S1305, and if an operation is not detected, the process proceeds to step S1304.
[0148] In step S1304, it is determined whether or not the MB timer has timed out. If it has not timed out, the process returns to step S1303, and if it has timed out, the process proceeds to step S1305.
[0149] In step S1305, preparations are made to send a pseudo bet acceptance command indicating that a pseudo bet operation has been accepted to the first sub-control unit 400. Even if the MB timer times out, the pseudo bet acceptance command can be sent, allowing the first sub-control unit 400 to proceed with its presentation processing.
[0150] From step S1306 onwards, processing is performed regarding the pseudo start operation of the start lever 135. In step S1306, preparations are made to send a pseudo lever reception wait start command to the first sub-control unit 400, which indicates that waiting for the pseudo start operation has begun.
[0151] In step S1307, an SR timer is set. The SR timer is a timer that measures the time during which a pseudo start operation can be accepted, and is set to a timer value equivalent to 20 seconds as an initial value, for example. This timer value is decremented each time the timer interrupt process (timer update process in step S205 of FIG. 15) of the main control unit 300 is executed. In this embodiment, the SR timer is used to limit the time during which a single pseudo start operation can be accepted, thereby ensuring smooth game progress.
[0152] In step S1308, it is determined whether the start lever 135 has been operated by the player. If an operation is detected, the process ends. If an operation is not detected, the process proceeds to step S1309, where it is determined whether the SR timer has timed out. If the timer has not timed out, the process returns to step S1308, and if the timer has timed out, the process ends.
[0153] <Reel rotation processing> Next, the reel spinning start processing will be described with reference to Fig. 13. Fig. 13 is a flowchart showing in detail the flow of the reel spinning start processing in step S107 of Fig. 8.
[0154] In step S1401, a 4.1-second wait timer is set. This timer is used to ensure that the interval between games is 4.1 seconds or more, and the game interval is limited to 4.1 seconds or more regardless of whether a pseudo game is being executed or not. This allows the feeling of game progress to be aligned with that of a game that is only a main game.
[0155] In step S1402, the acceleration parameters for each reel are set.
[0156] In step S1403, preparations are made to send the game start command to the first sub-control unit 400.
[0157] In step S1404, a 7-segment setting process is executed, in which display settings related to the operation navigation are made.
[0158] In step S1405, it is determined whether or not the random delay flag is set to ON. If the random delay flag is set to ON, the process proceeds to step S1407, and if not, the process proceeds to step S1406.
[0159] In step S1406, the acceleration parameters set in step S1402 are used to start the rotation of the reels 110 to 112. On the other hand, in step S1407, a random delayed rotation start process (described in detail later) is executed.
[0160] In step S1408, it is determined whether or not the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1409; if not, step S1408 is repeated.
[0161] In step S1409, the operation of the stop buttons 137 to 139 is validated.
[0162] <Random delay rotation start process> Next, the random delay rotation start process will be described with reference to Fig. 14. Fig. 14 is a flowchart showing in detail the flow of the random delay rotation start process in step S1407 of Fig. 13.
[0163] In step S1501, it is determined whether or not a predetermined time TC has elapsed based on the measurement of the pseudo game end timer. If the predetermined time TC has elapsed based on the measurement of the pseudo game end timer, the process proceeds to step S1502; if not, step S1501 is repeated.
[0164] In step S1502, the left reel 110 starts to spin, and in step S1503, it is determined whether or not the acceleration of the left reel 110 has ended. If the acceleration of the left reel 110 has ended, the process proceeds to step S1504; if not, the process repeats step S1503.
[0165] In step S1504, a rotation start timer for the center reel 111 is set. Specifically, a timer value corresponding to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the center reel 111 is decremented each time the main control unit timer interrupt process (the timer update process in step S205 of FIG. 15) is executed.
[0166] In step S1505, it is determined whether the rotation start timer for the center reel 111 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the rotation start timer for the center reel 111 has timed out, the process proceeds to step S1506; if not, step S1505 is repeated.
[0167] In step S1506, the center reel 111 starts to rotate. Note that, although the center reel 111 starts to rotate in step S1506, the center reel 111 is in a pseudo-stop state until it starts to rotate.
[0168] In step S1507, it is determined whether or not the acceleration of the center reel 111 has ended. If the acceleration of the center reel 111 has ended, the process proceeds to step S1508; if not, step S1507 is repeated.
[0169] In step S1508, a rotation start timer for the right reel 112 is set. Specifically, a timer value corresponding to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the right reel 112 is decremented each time the main control unit timer interrupt process (the timer update process in step S205 of FIG. 15) is executed.
[0170] In step S1509, it is determined whether the spin start timer for the right reel 112 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the spin start timer for the right reel 112 has timed out, the process proceeds to step S1510; if not, step S1509 is repeated.
[0171] In step S1510, the right reel 112 starts to spin. Note that although the right reel 112 starts to spin in step S1510, the right reel 112 is in a pseudo-stop state until it starts to spin.
[0172] In step S1511, the random delay flag is set to OFF.
[0173] <Main control unit 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. 15. This figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0174] 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.
[0175] 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.
[0176] In step S202, WDT314 is restarted periodically (in this embodiment, once every 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).
[0177] In step S203, an input port state update process is performed. In this input port state 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 state storage areas partitioned for each of the various sensors 318 in the RAM 308.
[0178] In step S204, various game processes are executed, and processes according to the interrupt status are executed.
[0179] In step S205, a timer update process is performed. More specifically, various timers are updated in their respective time units.
[0180] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. 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.
[0181] In step S207, an external output signal setting process is performed. In this external output 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.
[0182] In step S208, 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 S203 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.
[0183] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.
[0184] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, etc. Then, the process returns to the main process of the main control unit shown in FIG.
[0185] On the other hand, in step S211, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 8.
[0186] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 16. Figure 16(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 16(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 16(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0187] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 16(a).
[0188] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0189] In step S302, 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 S303.
[0190] In step S303, 0 is substituted into the timer variable.
[0191] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0192] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.
[0193] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.
[0194] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes commands for the various lamps 420, these commands are output to the drive circuit 422.
[0195] In step S309, an information output process is performed based on the processing result of step S305 to set up sending a command to the second sub-control unit 500. For example, if the performance data read in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0196] Next, using Figure 16(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 S401 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.
[0197] Next, using Figure 16(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.
[0198] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 16(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0199] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values for performance are updated.
[0200] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 17. Figure 17(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 17(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 17(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 17(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0201] First, in step S601 of Fig. 17(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 518, etc.
[0202] In step S602, 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 S603.
[0203] In step S603, 0 is substituted into the timer variable.
[0204] In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.
[0205] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, 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.
[0206] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 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. When this image control processing is completed, the process returns to step S602.
[0207] Next, using Figure 17(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.
[0208] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0209] Next, using Figure 17(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.
[0210] In step S801, 1 is added to the value of the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 17(a) and stored in the original timer variable storage area. Therefore, in step S602, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0211] In step S802, the random number values for effect are updated.
[0212] Next, the image control processing of step S606 in the main processing of the second sub-control unit 500 will be described with reference to Figure 17(d). This figure is a flowchart showing the flow of the image control processing.
[0213] In step S901, 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 536. 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.
[0214] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0215] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), 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 S901. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0216] In step S904, 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.
[0217] In step S905, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation end interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation end interrupt signal to be input.
[0218] In step S906, a predetermined area of the RAM 508 is set and an image of a certain scene is generated. The scene display counter, which counts how many scenes have been displayed, is incremented (+1) and the process ends.
[0219] <Simulated gaming effects> Next, the effects of the pseudo game executed in the add-on zone will be described with reference to Fig. 18. Fig. 18 is a diagram showing the display modes of the reels 110 to 112 in the pseudo game and the effect images displayed on the liquid crystal display device 157 in chronological order.
[0220] 18(a) shows the display mode and effects of the reels 110 to 112 when the Peach Seven symbols are aligned on a predetermined effect line, and FIG. 18(b) shows the display mode and effects of the reels 110 to 112 when the Peach Seven symbols are not aligned on the predetermined effect line. Here, the predetermined effect line specifically refers to any of the upper horizontal effect lines at symbol positions 1, 4, and 7, the middle horizontal effect lines at symbol positions 2, 5, and 8, the lower horizontal effect lines at symbol positions 3, 6, and 9, the downward-sloping effect lines at symbol positions 1, 5, and 9, and the upward-sloping effect lines at symbol positions 3, 5, and 7, as shown in FIG.
[0221] In the simulated game shown in FIG. 18(a), the slot machine 100 first starts the rotation of the reels 110-112 based on the start lever operation, and starts executing a "Target effect" using the liquid crystal display device 157 to indicate that the player should aim for the Peach Seven symbol (see (a1) of FIG. 18(a)). The slot machine 100 then stops the Peach Seven symbol on the left reel 110 at the middle position based on a first stop operation for the left reel 110 (see (a2) of FIG. 18(a)). Then, based on a second stop operation for the center reel 111, the slot machine 100 stops the Peach Seven symbol on the center reel 110 at the middle position (see (a3) of FIG. 18(a)). That is, (a2) and (a3) show the case where the player has successfully performed the eye-pressing operation in the first stop operation and the second stop operation, and has been able to stop the Peach Seven symbol on the effect line, resulting in the Peach Seven symbol being in tenpai status. With the Peach Seven symbols in tenpai status in this way, the slot machine 100 then stops the Peach Seven symbols on the right reel 112 at the middle position based on the third stop operation on the right reel 112 (see (a4) of FIG. 18(a)), and executes an emphasis effect using the liquid crystal display device 157 to indicate that the Peach Seven symbols have lined up on the effect line (see (a5) of FIG. 18(a). For example, a large Peach Seven symbol is displayed across the entire screen to emphasize that the Peach Seven symbols have lined up). Note that when the Peach Seven symbols line up on a predetermined effect line, a predetermined number of additional games (for example, 30 games) is awarded as a bonus.
[0222] In detail, in this embodiment, when the Peach Seven symbol is in tenpai on a predetermined effect line, not only when the player's eye-pressing operation in the third stop operation is successful (when the Peach Seven symbol can be stopped within the pull-in range), but also when the eye-pressing operation is unsuccessful (when the Peach Seven symbol cannot be stopped within the pull-in range), the slot machine 100 executes a reel effect that executes special reel control to stop the Peach Seven symbol on the effect line on which tenpai is in tenpai (hereinafter referred to as the tenpai line). For example, special reel control may be executed to stop the third stop reel on the tenpai line with reel action based on the third stop operation, or special reel control may be executed to spin the third stop reel at high speed based on the third stop operation and stop it on the tenpai line.
[0223] On the other hand, in the pseudo game shown in FIG. 18(b), the slot machine 100 first starts the rotation of the reels 110-112 based on the operation of the start lever of the pseudo game, and starts executing a "Target" effect using the liquid crystal display device 157 to indicate that the player should aim for the Peach Seven symbol (see (b1) of FIG. 18(b)). Next, the slot machine 100 stops the Peach Seven symbol on the left reel 110 at the middle position based on the first stop operation for the left reel 110 (see (b2) of FIG. 18(b)). Then, based on the second stop operation for the center reel 111, the slot machine 100 stops the Watermelon 1 symbol on the center reel 111 at the middle position (see (b3) of FIG. 18(b)). That is, (b2) and (b3) show cases where the player succeeds in the eye-pressing operation in the first stop operation but fails in the eye-pressing operation in the second stop operation, and is therefore unable to place the Peach Seven symbol on the effect line in a tenpai position. In this state where the Peach Seven symbol is not in tenpai status, the slot machine 100 stops the watermelon 1 symbol on the right reel 112 in the middle position based on the third stop operation on the right reel 112 (see (b4) in Figure 18(b)), and executes a failure effect using the liquid crystal display device 157 to indicate that the Peach Seven symbol has not aligned on the effect line (see (b5) in Figure 18(b); for example, displaying an image in which the entire screen is black).
[0224] In detail, in this embodiment, if the Peach Seven symbol is not in tenpai on the specified effect line, the above-mentioned special reel control will not be executed regardless of the content of the player's third stop operation.
[0225] In this way, in the simulated game of this embodiment, whether or not to execute special reel control to align the Peach Seven symbol on the effect line is determined based on the contents of the first and second stop operations, i.e., the display state (outcome) of reels 110 to 112 up to the second stop operation, and if the Peach Seven symbol is in tenpai, special reel control is executed to align the Peach Seven symbol on the effect line regardless of the contents of the third stop operation, while if not, special reel control is not executed and control is exercised so that the Peach Seven symbol is not align on the effect line, so that the outcome and the effect can be matched, and a reel effect with a good-looking display state of reels 110 to 112 can be executed.
[0226] Fig. 19 is a flowchart showing the reel stop control process of the pseudo game shown in Fig. 18. Fig. 19 is a flowchart showing in detail step S1203 of the reel stop control process of the pseudo game of Fig. 11, and the process shown in this flowchart is performed every time a pseudo stop operation is performed. Note that Fig. 19 shows a case where, when the Peach Seven symbol is in tenpai, special reel control is executed in which the third stopped reel is rotated at four times the normal speed to align the Peach Seven symbol on one of the effect lines.
[0227] In step S2001, it is determined whether the reel that has been stopped is a reel that spins at high speed. As described above, the reel that has the potential to spin at high speed is the third stop reel, so if the reel that has been stopped is the first or second stop reel, the process proceeds to step S2002, and if the reel that has been stopped is the third stop reel, the process proceeds to step S2006.
[0228] In step S2002, it is determined whether or not a peach seven symbol is displayed on the reel window 113 of the stopped reel. Specifically, as shown in Fig. 5, the peach seven symbol is positioned at the number 2 position on each of the reels 110 to 112, so that the display of the peach seven symbol on the reel window 113 means that any one of the symbols numbered 1 to 3 is stopped and displayed in the middle position on the reel window 113. If the peach seven symbol is displayed on the reel window 113, the process proceeds to step S2004; otherwise, the process proceeds to step S2003.
[0229] In this embodiment, the number of the symbol stopped and displayed at the middle position of the reel window 113 is referred to as the stop position of the reel. In this embodiment, the numbers 0 to 19 of each reel correspond to a 1-byte value. For example, symbol number 1 is "00000001" in 1-byte value, and symbol number 3 is "00000011". In this embodiment, when two peach seven symbols are displayed on the reel window 113 by the first stop operation and the second stop operation, reel control that does not make the peach seven symbols tenpai (for example, reel control that stops the peach seven symbol at the lower position on the left reel 110 and the peach seven symbol at the upper position on the center reel 111) is not performed.
[0230] In step S2003, the stop position after high-speed spinning is set to 128. Here, the stop position after high-speed spinning refers to the stop position of the third stop reel when the third stop reel is rotated at high speed (the number of the symbol that stops at the middle position of the reel window 113). Since the symbol numbers are composed of numbers 0 to 19 as shown in FIG. 5, the number 128 is the number of a symbol that does not actually exist. In other words, if the Peach Seven symbol is not displayed in the reel window 113 during the first or second stop operation, the stop position after high-speed spinning is set to 128. While it would normally be sufficient to check whether it is within the range of 0 to 19, a value significantly exceeding 19 is intentionally set to improve the efficiency of the control process. More specifically, since the stop position after high-speed spinning is composed of a 1-byte variable, setting the seventh bit to 1 (bit string "10000000") sets the stop position after high-speed spinning to 128. This prevents the high-speed spinning process from being executed in S2006, which will be described later. The stop position after high speed rotation is initialized based on the operation of the start lever 135.
[0231] In step S2004, it is determined whether the stop position of the reel that has been stopped (the number of the symbol that stops in the middle position of the reel window 113) is the stop position after high-speed spinning. Note that the stop position after high-speed spinning is initialized based on the operation of the start lever 135, so the stop position after high-speed spinning in step S2004 for the first stop operation is "00000000". If the stop position of the reel that has been stopped is the stop position after high-speed spinning, the process ends, and if the stop position of the reel that has been stopped is not the stop position after high-speed spinning, the process proceeds to step S2005.
[0232] In step S2005, an exclusive OR (XOR) is calculated between the stop position after high-speed spin in step S2004 and the stop position of the reel that has been stopped, and the calculated value is set as the new stop position after high-speed spin. Note that if the process proceeds to step S2005 via step S2003, the 7th bit of the stop position after high-speed spin remains set to 1 even after the exclusive OR (XOR) is calculated. In other words, if the Peach Seven symbol is not stopped and displayed on the reel window 113 in the first or second stop operation, the 7th bit of the stop position after high-speed spin remains set to 1.
[0233] For example, if the first stopping reel is the left reel 110 and the Peach Seven symbol is the middle stopping symbol, the process proceeds as follows: step S2001: NO, step S2002: YES, step S2004: NO (the middle stopping symbol is number 2 (1 byte value: 00000010), and the stopping position after high-speed rotation is the initial value, number 0 (1 byte value: 00000000)), and in step S2005, the exclusive OR of the 1 byte value: 00000000 and the 1 byte value: 00000010 is calculated, and the stopping position after high-speed rotation is number 2 (1 byte value: 00000010).
[0234] Next, the second stop reel is set to the middle reel 111, and if the Peach Seven symbol is the middle stop symbol, the process proceeds as follows: Step S2001: NO, Step S2002: YES, Step S2004: YES (the middle stop symbol is number 2 (1 byte value: 00000010), the stop position after high-speed rotation is number 2 (1 byte value: 00000010)), and the process ends. In other words, if the second stop operation is performed and the Peach Seven symbol is in tenpai horizontally, Step S2004 ends the process as YES, so the stop position after high-speed rotation remains number 2 (1 byte value: 00000010). In addition, if the Peach Seven symbol stops in the upper or lower row in the first stopping operation, and the Peach Seven symbol stops in the middle row in the second stopping operation, and the Peach Seven symbol is in a diagonal tenpai position, step S2004 will be NO, and an exclusive OR operation will be performed for each stopping operation to determine the stop position after high-speed rotation, and the final stop position after high-speed rotation will be determined.
[0235] On the other hand, for example, if the first stopped reel is the left reel 110 and the Peach Seven symbol is not displayed stopped on the reel window 113, the process proceeds to step S2001: NO, step S2002: NO, and in step S2003, the stop position after high-speed rotation will be number 128 (the 7th bit is set to 1), so the process proceeds to step S2004: NO, and in step S2005, the stop position after high-speed rotation will be number 128 (the 7th bit is set to 1).
[0236] Next, if the second stopped reel is set to the center reel 111 and the Peach Seven symbol is not stopped and displayed on the reel window 113, the process proceeds to step S2001: NO, step S2002: NO, and in step S2003, the stop position after high-speed rotation will be number 128, so the process proceeds to step S2004: NO, and in step S2005, the stop position after high-speed rotation will be number 128 or higher (the 7th bit is set to 1). In other words, if the second stopping operation is performed and the Peach Seven symbol is not in tenpai, the 7th bit of the stop position after high-speed rotation will remain set to 1.
[0237] If the reel on which the stopping operation was performed in step S2001 is the third stopped reel (step S2001: YES), then in step S2006 it is determined whether the Peach Seven symbol is in tenpai or not. Specifically, if the Peach Seven symbol is not in tenpai, the seventh bit of the stop position after high-speed rotation is set to 1, so it is determined whether the seventh bit of the stop position after high-speed rotation is 1 or not. If the Peach Seven symbol is in tenpai, that is, if the seventh bit of the stop position after high-speed rotation is not set to 1 (step S2006: NO), then the process proceeds to step S2007. If the Peach Seven symbol is not in tenpai, that is, if the seventh bit of the stop position after high-speed rotation is set to 1 (step S2006: YES), then the process ends.
[0238] In step S2007, since the Peach Seven symbol is in tenpai on a predetermined horizontal effect line, the speed of the third stopped reel is set to high-speed rotation (4 times), and then in step S2008, the stop position after high-speed rotation is set to the stop position of the third stopped reel. For example, if the first stopped reel is the left reel 110, the Peach Seven symbol is the middle stop symbol, and the second stopped reel is the middle reel 111, and the Peach Seven symbol is the middle stop symbol, the stop position after high-speed rotation will be number 2 (1 byte value: 00000010), so the right reel 112 is spun at high speed to stop the Peach Seven symbol at the middle position of the reel window 113.
[0239] In this way, the stopping position after high speed rotation is determined by comparing the symbols stopped by the first and second stopping operations (step S2004) and performing an exclusive OR operation (step S2005), and the stopping position after high speed rotation is maintained and updated sequentially, thereby enabling reel action according to the stopping pattern to be performed.
[0240] 18 and 19, when the Peach Seven symbol is in tenpai, the reel action (high-speed rotation) is performed based on the third stop operation, but this is not limiting. For example, when the Peach Seven symbol is in tenpai, the reel action may be performed based on the third stop operation, a tenpai voice may be output to indicate that the reel is in tenpai, the reel backlight may be illuminated, the side lamp 144 may be illuminated, or the third stop operation may be frozen.
[0241] <Continuous performance> Next, the continuous effects executed in CZ2 will be explained using FIG. 20. FIG. 20 is a diagram showing the progression of the continuous effects in chronological order. This continuous effect is an effect executed over four games, and is configured to notify information indicating whether or not it is possible to transition to the AT state (more specifically, the bonus zone) in the final game (fourth game). For example, the continuous effect may be configured as an image effect using a liquid crystal display device 157 as shown in FIG. 20, and may be an effect in which a lord and a samurai face off. In this case, if the lord wins the battle, the word "victory" is displayed, and the game transitions to the AT state (more specifically, the bonus zone) from the next game.
[0242] In the continuous effects of this embodiment, if a penalty occurs in one game of the continuous effects, the effect (part of the continuous effects) executed in the game in which the penalty occurred is executed again in the next game. As described above, the penalty in this embodiment occurs when a stop operation other than the order push or order sandwich (first stop left) is performed in a game in which the push order bell is won in the normal state.
[0243] In this embodiment, when a stop operation other than "push left" or "push left" (first stop left) is performed during normal play, a recommended operation notification is executed to notify the player of a recommended operation. The recommended operation notification is an image effect using the liquid crystal display device 157. For example, as shown in FIG. 20 , an image (hereinafter also referred to as "left push recommendation display") d1 displaying a phrase indicating a recommended operation, such as "push left recommended," within a rectangular area may be displayed superimposed on the image of the consecutive effects. In this case, the image of the consecutive effects is displayed behind the left push recommendation display d1, making part of the image of the consecutive effects difficult to see. In other words, in a game in which a penalty is incurred, the left push recommendation display d1 obscures part of the image of the consecutive effects, making part of the image of the consecutive effects difficult to see. However, part of this consecutive effect is executed again in the next game, allowing the player to understand the content of the effect (part of the consecutive effects) executed in the game in which the penalty was incurred.
[0244] Figure 20(a) shows the progression of the continuous performance when an internal win occurs on the push order bell in the third game of the continuous performance (the N+2 game in Figure 20(a)) and a stop operation is performed to the right of the first stop, resulting in a penalty occurring in the third game of the continuous performance.
[0245] In the continuous effects shown in Figure 20(a), since a stop operation to the right of the first stop was performed in the third game of the continuous effects, a recommended operation notification is executed in the third game of the continuous effects, and since a penalty occurred in the third game of the continuous effects, effect 3, which is the effect of the third game of the continuous effects, is executed again in the next game, the fourth game of the continuous effects (the N+3 game in Figure 20(a)). As a result, the continuous effects span five games, and the result of the AT lottery is notified in the fifth game (the N+4 game in Figure 20(a)).
[0246] Figure 20(b) shows the progression of the continuous performance when an internal win occurs on a miss in the first game of the continuous performance (the Nth game in Figure 20(b)), and the stop operation to the right of the first stop is performed, and an internal win occurs on the push order bell in the third game of the continuous performance (the N+2th game in Figure 20(b)), and the stop operation to the right of the first stop is performed, resulting in a penalty in the third game of the continuous performance.
[0247] In the continuous effects shown in Figure 20(b), a stop operation to the right of the first stop was performed in the first game of the continuous effects, so a recommended operation notification is executed in the first game of the continuous effects. Note that since no penalty occurred in the first game of the continuous effects, the effects will not be re-executed in the next game. Also, since a stop operation to the right of the first stop was performed in the third game of the continuous effects, a recommended operation notification is executed in the third game of the continuous effects, and since a penalty occurred in the third game of the continuous effects, effect 3, which is the effect for the third game of the continuous effects, is executed again in the next game, the fourth game of the continuous effects (game N+3 in Figure 20(a)). As a result, the continuous effects will continue for five games, and the result of the AT lottery will be announced in the fifth game (game N+4 in Figure 20(b)).
[0248] Figure 20(c) shows the progression of the continuous performance when an internal win occurs on the push order bell and the first stop operation to the right is performed in the second game (game N+1 in Figure 20(c)) and the third game (game N+2 in Figure 20(c)) of the continuous performance, resulting in a penalty in the second and third games of the continuous performance.
[0249] In the continuous effects shown in Figure 20(c), because a stop operation to the right of the first stop was performed in the second game of the continuous effects, a recommended operation notification is executed in the second game of the continuous effects, and because a penalty occurred in the second game of the continuous effects, effect 2, which is the effect for the second game of the continuous effects, is executed again in the next game, the third game of the continuous effects. Subsequently, because a stop operation to the right of the first stop was also performed in the third game of the continuous effects, a recommended operation notification is executed in the third game of the continuous effects, and because a penalty also occurred in the third game of the continuous effects, effect 2, which is the effect for the second game of the continuous effects, is executed a third time in the next game, the fourth game of the continuous effects. As a result, the continuous effects span six games, and the result of the AT lottery is announced in the sixth game (the N+5th game in Figure 20(c)).
[0250] Conventionally, when a continuous effect is executed, there is a risk that the counter value of the counter MC of the main control unit 300, which manages the number of games in the continuous effect, and the counter SC of the first sub-control unit 400, which manages the continuous effect, will become out of sync with the counter value of the counter MC when a penalty occurs (for example, when a penalty occurs, the counter value of the counter MC is not updated, but the counter value of the counter SC is updated), which could result in a discrepancy between the game progress and the effect progress (for example, the AT state starts, but the AT state effect does not start). Figure 29 is a diagram showing an example of a case where a discrepancy occurs between the game progress and the effect progress. Figure 29(a) is a diagram showing the progression of the continuous effect when no penalty is imposed, and Figure 29(b) is a diagram showing the progression of the continuous effect when a penalty is imposed. As shown in Figure 29(b), a problem occurs in which a discrepancy occurs between the game progress and the effect progress for the number of games in which a penalty is imposed (for example, the operation navigation is not executed even if the push order bell is won in AT game). Therefore, in this embodiment, as described above, the effect executed in the game in which the penalty occurred is executed again in the next game, so that there is no discrepancy between the progress of the game and the progress of the effect.
[0251] In this embodiment, the continuous effects executed in CZ2 have been described, but the re-execution of the effects executed in the game in which the penalty occurred in the next game is not limited to CZ2. For example, it may be applied to the continuous effects in CZ1. It may also be applied to the continuous effects that notify whether or not to transition to CZ1 in the normal stage.
[0252] Fig. 21 is a time chart showing the progression of effects in a game in which no penalty occurs. In detail, Fig. 21(a) is a time chart showing the relationship between each operation in the Nth game and the (N+1)th game in Fig. 20(b) and the effects executed on the liquid crystal display device 157, and Fig. 21(b) is a diagram showing the effect mode of the liquid crystal display device 157 at each point in time in Fig. 21(a).
[0253] The slot machine 100 starts to display an image of effect 1 on the liquid crystal display device 157 based on the start lever operation in the Nth game (see time A1 of the start lever operation), and because the first stop operation in the Nth game was to the right, starts to display a left push recommendation display d1 on the liquid crystal display device 157 based on the first stop operation (see time A2 of the first stop operation). At time A2, the image of effect 1 and the left push recommendation display d1 are displayed on the screen of the liquid crystal display device 157.
[0254] Next, when the second and third stop operations of the Nth game are performed, the slot machine 100, based on the third stop operation, begins displaying the NEXT indicator d2 in a position that does not overlap with the left-push recommendation indicator d1 (see time A3 of the third stop operation). The NEXT indicator d2 is an image display suggesting development to the next game, and may be, for example, an image in which the word NEXT is displayed within a rectangular frame. At time A3, an image of effect 1, the left-push recommendation indicator d1, and the NEXT indicator d2 are displayed on the screen of the liquid crystal display device 157. Next, the slot machine 100 ends the left-push recommendation indicator d1 at time A4, when a predetermined time T1 has elapsed from time A3. In other words, in a game in which no penalty is incurred, the left-push recommendation indicator d1 is displayed from time A2 of the first stop operation to time A4, when a predetermined time T1 has elapsed from time A3 of the third stop operation, and the display ends regardless of the player's operation. At time A4, the image of effect 1 and NEXT display d2 are displayed on the screen of the liquid crystal display device 157.
[0255] Next, when the start lever is operated for the N+1th game, the slot machine 100 ends effect 1, starts effect 2, and ends the NEXT display d2 based on the start lever operation for the N+1th game (see time A5 of the start lever operation). That is, the NEXT display d2 is displayed from time A3 of the third stop operation to time A5 of the start lever operation. At time A5, an image of effect 2 is displayed on the screen of the liquid crystal display device 157.
[0256] Fig. 22 is a time chart showing the progression of effects in a game in which a penalty has occurred. In detail, Fig. 22(a) is a time chart showing the relationship between each operation in the N+2th game and the N+3th game in Fig. 20(b) and the effects executed on the liquid crystal display device 157, and Fig. 22(b) is a diagram showing the effect mode of the liquid crystal display device 157 at each point in time in Fig. 22(a).
[0257] The slot machine 100 starts to display an image of effect 3 on the liquid crystal display device 157 based on the start lever operation in the N+2th game (see time A1 of the start lever operation), and because the first stop operation in the N+2th game was to the right, starts to display a left push recommendation display d1 on the liquid crystal display device 157 based on the first stop operation (see time A2 of the first stop operation). At time A2, the image of effect 3 and the left push recommendation display d1 are displayed on the screen of the liquid crystal display device 157.
[0258] Next, when the second stop operation and the third stop operation are performed in the N+2 game, the slot machine 100 starts displaying the blackout display d3 as the background image of the left push recommendation display d1 based on the third stop operation (see time A3 of the third stop operation). The blackout display d3 is an image obtained by blacking out the image of effect 3 that was displayed as the background of the left push recommendation display d1. This allows the player to understand that the game in question is a game in which a penalty has been imposed. At time A3, the left push recommendation display d1 and the blackout display d3 are displayed on the screen of the liquid crystal display device 157.
[0259] Next, when the start lever is operated for the (N+3)th game, the slot machine 100 ends effect 3 based on the start lever operation for the (N+3)th game, restarts effect 3, ends the left push recommendation display d1, and ends the blackout display d3 (see time A4 of the start lever operation). That is, in a game in which a penalty has occurred, the left push recommendation display d1 is displayed from time A2 of the first stop operation to time A4 of the start lever operation, and the display is terminated based on the player's operation. Furthermore, the blackout display d3 is displayed from time A3 of the third stop operation to time A4 of the start lever operation. Note that in a game in which a penalty has occurred, the NEXT display d2 is not displayed. At time A4, an image of effect 3 is displayed on the screen of the liquid crystal display device 157.
[0260] In this way, the display period of the left push recommendation indicator d1 differs between games in which no penalty occurs and games in which a penalty occurs, but it is displayed continuously from the first stop operation to at least the third stop operation, because if it was displayed only for a moment, it could be confused with the effect triggered by the stop operation.
[0261] In this embodiment, as shown in Fig. 21, in a game in which a penalty does not occur, the NEXT display d2 is ended based on the start lever operation, but the NEXT display d2 may be ended based on a bet operation. Also, as shown in Fig. 22, in a game in which a penalty occurs, the left push recommendation display d1 is ended based on the start lever operation, or the blackout display d3 is ended based on a bet operation, but the left push recommendation display d1 is ended based on the bet operation, or the blackout display d3 may be ended based on the bet operation.
[0262] <Penalty play> Next, the penalty game of this embodiment will be explained using Figure 23. Figure 23(a) is a diagram showing the progress of the above-mentioned continuous effects in chronological order, and Figure 23(b) is a diagram showing the progress of an effect that is not a continuous effect (hereinafter, sometimes referred to as a non-continuous effect) in chronological order. The penalty of this embodiment occurs when a stop operation other than the first stop operation left (specifically, during the first stop operation, or the first stop operation right) is performed in a game in which an internal win is achieved on the push order bell during normal play, but the re-execution of the effect processing is a process that is performed during the execution of the effect and when a penalty occurs.
[0263] Figure 23(a) shows the progression of the continuous effects when an internal win is made on the push order bell in the third game of the continuous effects (the N+2 game in Figure 23(a)) and a stop operation is performed on the right of the first stop, resulting in a penalty in the third game of the continuous effects. This has been described above, so further explanation will be omitted.
[0264] On the other hand, in the non-sequential presentation shown in Figure 23(b), since an internal win was made on the push order bell in the N+1th game of the non-sequential presentation and the first stop operation was performed to the right, a recommended operation notification was executed in the N+1th game of the non-sequential presentation, and a penalty occurred in the N+1th game of the non-sequential presentation. However, since the continuous presentation is not being executed, the presentation executed in the N+1th game will not be executed again in the N+2th game of the non-sequential presentation of the next game.
[0265] 23(b), an internal win on Cherry was obtained in the N+3 game of the non-sequential presentation, and the first stop operation to the right was performed, so a recommended operation notification was made in the N+3 game of the non-sequential presentation, but no penalty was incurred. Similarly, an internal win on Replay was obtained in the N+5 game of the non-sequential presentation, and the first stop operation to the right was performed, so a recommended operation notification was made in the N+5 game of the non-sequential presentation, but no penalty was incurred.
[0266] In this embodiment, even if a penalty occurs while a non-sequential effect is being executed, the effect of the game in which the penalty occurred will not be executed again in the next game, because when a non-sequential effect is being executed, there is no need to synchronize the game progress with the effect progress.
[0267] 23, the left push recommendation display d1 in this embodiment is displayed in the same display mode (for example, a rectangular frame screen is displayed in the center of the screen superimposed on the effect image, and the words "Left push recommended" are displayed within the frame) regardless of the effect image displayed in the background (for example, whether the image displayed in the background is (A) an image from a series of effects in which a lord and a samurai face off, or (B) an image from a series of effects in which a lord and an old man are seated opposite each other). This prevents the player from mistaking the left push recommendation display d1 for a type of anticipation effect.
[0268] Furthermore, in this embodiment, if a penalty occurs during a continuous effect, the continuous effect of the game in which the penalty occurred is executed again in the next game, but the case in which the effect of the game in which the penalty occurred is executed again in the next game is not limited to this. For example, if a premonition state that increases the sense of anticipation for transition to the AT state is provided and a premonition effect that increases the sense of anticipation for transition to the AT state is executed in the premonition state, if a penalty occurs during this premonition effect, the premonition effect of the game in which the penalty occurred may be executed again in the next game.
[0269] Furthermore, in this embodiment, when a penalty occurs during consecutive effects, the same effect as the effect of the game in which the penalty occurred is executed again in the next game. However, it is not necessary to be limited to the same effect, and it is sufficient to execute processing related to the same effect again. For example, the same effect lottery processing may be executed as processing related to the same effect. In this effect lottery processing, one of multiple effects is determined by lottery processing and the determined effect is executed. Therefore, in the next game, an effect different from the effect of the game in which the penalty occurred may be executed. For example, in the game in which the penalty occurred, an effect including a chance-up pattern was executed, but in the next game, an effect not including the chance-up pattern may be executed. In this way, when a penalty occurs, the same effect processing may be executed in the next game.
[0270] In addition, special processing may be performed in the next game after a game in which a penalty has occurred. This special processing includes performing rare role avoidance navigation in the next game (for example, performing push order navigation that does not result in a rare role even if an internal win for a rare role is achieved), or not performing preferential processing (for example, if an AT addition lottery is performed in addition to an AT lottery if no penalty has occurred, not performing the AT addition lottery). By performing special processing, it is possible to prevent the player from suffering excessive disadvantages.
[0271] <Notification mode of recommended operation notification> Next, the display mode of the left push recommendation indicator d1 will be described with reference to Fig. 24. Figs. 24(a) to (d) are diagrams showing an example of the display mode of the left push recommendation indicator d1 on the liquid crystal display device 157.
[0272] FIG. 24(a) is the same as FIG. 3(c) and shows a case where an image is displayed using the entire liquid crystal display device 157. In this case, the visibility of the symbols on the reels 110 to 112 is reduced (they are hard to see). FIG. 24(b) is the same as FIG. 3(d) and shows a state where the rules 110 to 112 are rotating, and the visibility of the reels 110 to 112 is ensured in the area inside the reel window 113. Note that an image of a continuous effect is displayed in the area above and outside the reel window 113.
[0273] FIG. 24(c1) shows a case in which the dialogue d5 for the continuous effect is displayed in the area above the outer side of the reel window 113 in the state of FIG. 24(b). FIG. 24(c2) shows a case in which the first stop operation is performed in the state of FIG. 24(c1), resulting in a penalty. Specifically, this shows a case in which an internal win is achieved on the push order bell during the continuous effect, and the first stop operation is performed, resulting in the left push recommendation display d1 being displayed in the game. As shown in FIGS. 24(c1) and (c2), the left push recommendation display d1 is configured so as not to overlap the display areas of the dialogue d5, the number of medals stored display d6, the number of medals inserted display d7, and the number of medals paid out display d8, which are displays related to the game value (medals), displayed on the liquid crystal display device 157.
[0274] 24(d) shows the display state of the liquid crystal display device when an error occurs in the slot machine 100. In this case, the image area of the error display d4 is the entire area outside the reel window 113, and the image area of the text portion of the error display d4 is at least partially overlapped with the image area of the left push recommendation display d1.
[0275] Figure 24(c3) shows a modified example of the display mode of the left push recommendation indicator d1 shown in Figure 24(c2). The image area of the left push recommendation indicator d1 shown in Figure 24(c3) is the entire area outside the reel window 113. In this way, the left push recommendation indicator d1 may be displayed over the entire area outside the reel window 113. Note that instead of the words "Left push recommended," it may be "Caution," an "!" mark, or any other display that makes it possible to identify that a non-recommended operation has been performed, and the entire screen may be grayed out without displaying any words or marks.
[0276] <Operation when a power outage or error occurs while a recommended operation notification is being executed> FIG. 25(a) is a diagram showing the subsequent operation of the liquid crystal display device 157 when a power outage / restoration occurs while a recommended operation notification is being executed, and FIG. 25(b) is a diagram showing the subsequent operation of the liquid crystal display device 157 when an error is detected while a recommended operation notification is being executed.
[0277] FIG. 25(a1) shows an example of a case where a power outage / restoration occurs while the left push recommendation indicator d1 is displayed while the reels 110-112 are stopped. In this case, the slot machine 100 first displays the running screen d11, then the demo screen d12, and then executes the next game presentation screen based on the start operation of the next game. Therefore, in this case, the left push recommendation indicator d1 is not displayed again after power is restored. Note that a dedicated screen for when power is restored may be displayed instead of the demo screen d12.
[0278] 25(a2) shows an example of a case where power is interrupted and restored while the left push recommendation indicator d1 is displayed while the reels 110-112 are spinning. In this case, the slot machine 100 first displays the startup screen d11, then displays the recovery screen d13, and then executes the next game effect based on the start operation for the next game. Therefore, in this case, the left push recommendation indicator d1 is not displayed again after power is restored.
[0279] 25(a3) shows another example of a case where power is interrupted / restored while the left-push recommendation indicator d1 is displayed while the reels 110-112 are spinning. In this case, the slot machine 100 first displays the running screen d11, then displays the effect screen displayed at the time of power interruption again, and then executes the effect for the next game based on the start operation for the next game. Therefore, in this case, after power is restored, the effect screen displayed at the time of power interruption returns, but the left-push recommendation indicator d1 is not displayed again.
[0280] FIG. 25(a4) shows another example of a case where power is interrupted / restored while the left push recommendation indicator d1 is displayed while the reels 110-112 are spinning. In this case, the slot machine 100 first displays the running screen d11, then redisplays the display screen displayed at the time of power interruption and the left push recommendation indicator d1, and executes the next game effect based on the start operation for the next game. Therefore, in this case, after power is restored, the left push recommendation indicator d1 is displayed again along with the display screen displayed at the time of power interruption. Note that the left push recommendation indicator d1 after power is restored may end after a predetermined time T1 has elapsed after the third stop operation (if no penalty was incurred in the game where power was interrupted, see FIG. 21), or may end based on the start operation for the next game (if a penalty was incurred in the game where power was interrupted, see FIG. 22).
[0281] FIG. 25(b1) shows an example of a case where an error is detected while the left push recommendation indicator d1 is displayed when the reels 110-112 of a game in which a penalty has occurred are stopped. In this case, the slot machine 100 first displays the error screen d14 when the error is detected, and then, when the error is resolved, displays the display screen for the power outage again, as well as the left push recommendation indicator d1, and executes the next game effect based on the start operation for the next game. The redisplayed left push recommendation indicator d1 ends based on the start operation for the next game. This is based on the fact that, as explained in FIG. 22, the left push recommendation indicator d1 displayed in a game in which a penalty has occurred ends based on the start operation for the next game.
[0282] FIG. 25(b2) shows an example of a case where an error is detected while the left-push recommendation indicator d1 is displayed when the reels 110-112 are stopped in a game where no penalty has occurred. In this case, the slot machine 100 first displays the error screen d14 when the error is detected. Then, when the error is resolved, (a) if the error resolution occurs within a predetermined time T1 from the third stop operation, the slot machine 100 redisplays the power-off display screen and the left-push recommendation indicator d1. On the other hand, (b) if the error resolution occurs beyond the predetermined time T1 from the third stop operation, the slot machine 100 simply redisplays the power-off display screen and does not redisplay the left-push recommendation indicator d1. This is based on the fact that, as explained in FIG. 21, the left-push recommendation indicator d1 for a game where no penalty has occurred ends after the predetermined time T1 has elapsed since the third stop operation. Therefore, in the case of (a), the redisplayed left-push recommendation indicator d1 ends after the predetermined time T1 has elapsed since the third stop operation.
[0283] Recently, so-called medal-less (coinless) slot machines have been envisioned, which do not use gaming media such as medals or gaming balls but manage their value using electronically storable information. In medal-less slot machines, the amount of gaming value owned by the player is stored on a card carried by the player. By inserting the card into a card unit connected to the slot machine, the amount of gaming value owned by the player is transferred to the slot machine, allowing the player to play using that gaming value. When stopping play, the amount of gaming value stored in the slot machine can be stored on the card by transferring (counting) the amount of gaming value from the slot machine to the card unit. In this embodiment, the left-push recommendation indicator d1 is displayed even on medal-less gaming machines. However, even when the left-push recommendation indicator d1 is displayed, the above-described counting is possible. Even when the counting button for counting is pressed, a notification indicating that counting is in progress (counting in progress notification) is displayed or notified by the LCD display 157 or various speakers. In addition, the display indicating that counting is in progress may be displayed in a position that does not overlap with the left press recommendation display d1, or the display indicating that counting is in progress may be displayed preferentially in a position that overlaps with the left press recommendation display d1.
[0284] <Other ways to deal with penalties> In this embodiment, if a penalty occurs while a continuous effect is being executed, the effect executed in the game in which the penalty occurred (effect 2 in Figure 26(a)) is executed again in the next game, as shown in Figure 26(a), to prevent a discrepancy in the number of games between the game progress and the effect progress, but the method of dealing with a penalty occurring while a continuous effect is being executed is not limited to this method.
[0285] For example, as shown in Figure 26(b), when a game number counter for managing the progress of the presentation is displayed on the liquid crystal display device 157, the method of updating this game number counter for the presentation may be devised. Note that, as a premise, the counter value of the game number counter for managing the progress of the game is not updated in a game in which a penalty occurs.
[0286] In this case, in both games where no penalty occurs and games where a penalty occurs, while incrementing and updating the game count for production based on the start lever operation (for example, incrementing by 1), in games where a penalty occurs, a decrement update to reset the counter based on the third stop operation (for example, decrementing by 1) may be performed. Thereby, in the game where a penalty occurs, the deviation in the number of games between the game progress and the production progress is eliminated. Since the player has the game count for production incremented and decremented in the game where a penalty occurs, the player can clearly recognize that a penalty has occurred in the game.
[0287] Also, for example, as shown in FIG. 26(c), even if a penalty occurs, the continuous production may be executed smoothly to the end according to the story without delay, and the final production (in FIG. 26(c), AT determination) may be executed again. That is, even after the continuous production ends, the deviation in the number of games between the game progress and the production progress may be eliminated by executing the final production of the continuous production one more time for the number of games where a penalty has occurred. When the AT determination screen is additionally displayed on the liquid crystal display device 157 as the final production, a display such as "waiting" may be performed to let the player recognize that the production progress is being adjusted.
[0288] In the modified examples shown in FIGS. 26(b) and 26(c) as well, the recommended left push display d1 is displayed in a common manner, and the recommended left push display d1 is configured to be displayed at least until the third stop operation. Similarly, in the modified examples shown in FIGS. 26(b) and 26(c), the recommended left push display d1 at least partially overlaps with the display related to the error, but does not overlap with the display related to the game value.
[0289] <Display of the number of acquired AT states> Next, the display of the number of medals won in the AT state will be explained using Figure 27. Figure 27(a) shows the display mode of the liquid crystal display device 157 in the first AT state. In the game shown in Figure 27(a), an internal win has been achieved for the push order bell, so the operation navigation image d21 is also displayed. In the AT state, as shown in Figure 27(a), if an internal win has been achieved for the push order role, an AT screen d20 is displayed, which includes the operation navigation image d21, an AT set number display d22 showing the number of sets in the AT state, the number of games remaining in the AT state d23, and the number of medals won in the AT state (number of medals won) d24. The number of medals won is the difference in number of medals, which is the sum of the number of medals paid out - the number of medals inserted.
[0290] Figure 27(b) shows the acquired number history screen d30 that is displayed when the PUSH button 192 is operated on the AT screen d20 shown in Figure 27(a). Since the AT state shown in Figure 27(a) is the first consecutive AT state, the acquired number history screen d30 displays an icon d31 indicating that it is the first consecutive AT state, as well as the current acquired number d32 in the first consecutive AT state. Since it is the first consecutive AT state, the acquired number d24 and the acquired number d32 are the same value.
[0291] 27(c) shows the AT screen d20 in the third consecutive AT state. In addition, the AT screen d20 shown in FIG. 27(c) displays the above-mentioned AT count display d22, the number of remaining games d23, and the number of acquired coins d24, as well as an explanatory image d25 showing how to transition to the acquired coin number history screen d30.
[0292] Figure 27(d) shows the acquired number history screen d30 that is displayed when the PUSH button 192 is operated on the AT screen d20 shown in Figure 27(c). Since the AT state shown in Figure 27(c) was the third consecutive AT state, the acquired number history screen d30 displays icons d31A, d31B, and d31C, indicating the first, second, and third consecutive AT states, respectively, and also displays the acquired numbers d32A, d32B, and d32C acquired in the first, second, and third consecutive AT states, respectively. In this way, the acquired number history screen d30 allows you to check the number of acquired coins for each consecutive AT state.
[0293] Figure 27(e) shows a modified example of the AT screen d20. As shown in Figure 27(e), in addition to the display items of the AT screen d20 described above, an AT screen d20A may be used which displays the total number of coins won in all AT states d25. In the AT state from the second set onwards, it is possible to grasp the number of coins won in the AT state of that set and the total number of coins won in the AT states of all sets. In other words, the number of coins won d24 and the total d25 may be displayed on the screen of a single effect image display device.
[0294] In this embodiment, a display indicating that the specified number of coins has been reached (for example, a display indicating that the number of coins won has reached the specified number, such as "XXX coins OVER" every 250 coins) is displayed, but this may be performed based on the value of the number of coins won d24 during the first consecutive AT state, and based on the value of the total d25 during the second consecutive AT state and thereafter. This is to avoid displaying the same value for each set of specified number of coins reached, which would be annoying to the player. The display indicating that the specified number of coins has been reached may also suggest a set value (for example, "456 coins displayed"). In this case, for example, the setting value suggestion may be based on the value of the number of coins won d24 during the first consecutive AT state, and based on the value of the total d25 during the second consecutive AT state and thereafter.
[0295] FIG. 27(f) is a modified example of displaying the total value d25, similar to FIG. 27(e), but shows a case in which the total value d25 is displayed using a display means other than the LCD display 157 (for example, a 7-segment display or LCD display provided on the top of the cabinet). When displaying the total value d25 using a separate display means, (a) the total value d25 may be displayed only in the AT state and not in CZ2, or (b) the total value d25 may be displayed in both the AT state and CZ2. Furthermore, the separate display means may also display the indication that the specified number of coins has been reached. In this case, it is preferable that the size of the numbers displayed by the separate display means be larger than the size of the numbers displayed for the number of coins acquired d24 and the total value d25. In this way, by displaying the total value d25 using a separate display means, the player's gaming value acquisition status can be appealed to those around them. In addition, recently, gaming machines that do not use gaming media such as medals or gaming balls are also being considered. When gaming media were used, the status of the winning balls could be appealed to those around by placing the winning gaming media in a money box, but this is not possible with gaming machines that do not use gaming media. However, by displaying the total value d25 using a separate display means as in this embodiment, even gaming machines that do not use gaming media can appeal to the status of the winning balls.
[0296] Figure 28 is a graph showing an example of the increase or decrease in the difference in number of coins when the AT state is in a row. Figure 28 shows a case where the AT state is in a row of three coins. Note that Figure 28 shows a case where the difference in number of coins reaches the upper limit of the advantageous zone of 2400 in the first AT state, the second AT state, and the third AT state, and the AT state (advantageous zone) ends and transitions to CZ2.
[0297] In this embodiment, as shown in FIG. 28, in the first AT state, the number of coins acquired from the start of the AT state to the end of the AT state is counted, and the counted number of coins acquired is displayed as the number of coins acquired d24 on the AT screen d20. As a result, in the first AT state, it is possible to display 2,400 or more coins as the number of coins acquired d24 (for example, 3,400 coins in FIG. 28). In contrast, in the second or subsequent AT states, the number of coins acquired from the start of CZ2 (CZ2 after the advantageous zone has been established) to the end of the AT state is counted, and the counted number of coins acquired is displayed as the number of coins acquired d24 on the AT screen d20. The reason why the counting period for the number of coins acquired in the second or subsequent AT states is set to after the start of the AT state is that if medals increase in CZ2, the advantageous zone will end before the display of the number of coins acquired d24 reaches 2,400 coins, and this prevents player dissatisfaction with not reaching 2,400 coins even though the advantageous zone has been completed.
[0298] In addition, when the number of medals acquired d24 is displayed for the first AT state, it only covers the number of medals acquired in the AT state, and does not include the number of medals acquired in CZ2, but after the ending state, the number of medals acquired d24 may include the number of medals acquired in CZ2. For example, if the number of medals acquired in CZ2 is greater than 0, the AT state (advantageous zone) will end when the number of medals acquired in the AT state is 2400 or less, so this is to give the player a sense of satisfaction that they have been able to acquire game value up to the upper limit of the advantageous zone.
[0299] <Other gaming machines> The slot machine may be a slot machine that does not use medals and only exchanges electronic data, in which case the gaming media includes electronic data corresponding to medals, and inserting the gaming media includes inputting the electronic data from a predetermined external device (an electronic storage device that has the function of electronically storing the number of medals loaned and the number of medals won by winning), and paying out the gaming media includes outputting the electronic data to the predetermined external device (electronic storage device).In the case of such medal-less slot machines, counting of gaming media is possible at any time, so counting is possible and a notification regarding the count is made even when, for example, the above-mentioned recommended operation notification is being executed.
[0300] <Summary of the embodiment> (1) Some gaming machines use reels to perform effects. For example, Japanese Patent Application Laid-Open Publication No. 2013-094347 discloses a gaming machine that performs a reel effect when a specific combination is won and the stop operation is performed in a specific operation sequence.
[0301] However, in the reel presentation of the above document, if the conditions for executing the reel presentation are met, the reel presentation will be executed even if the eye-pressing operation fails, which results in the problem that the reel presentation is not effective and the reel display does not result in a beautiful reel presentation.
[0302] The present embodiment has been made in consideration of such circumstances, and provides a gaming machine in which the reel display mode looks good when a reel effect is executed.
[0303] According to the gaming machine of this embodiment (for example, the slot machine 100), A symbol display means (for example, reels 110 to 112) on which a plurality of types of symbols are applied and which is driven to rotate; a display area (for example, a reel window 113) in which the symbol display means can be viewed; A specific event execution means (for example, the main control unit 300, the pseudo game related processing S105, etc.) capable of executing a specific event (for example, reel effects such as reel action, sound output, lamp effects, freeze processing, etc.); A gaming machine equipped with The specific event execution means is a means for executing the specific event when a specific situation (for example, a tenpai situation) occurs; the specific event execution means is means for not executing the specific event when the specific situation does not exist, The specific situation is a situation in which the symbol display means is in a specific display mode in the display area. This is the first basic configuration.
[0304] According to the first basic configuration, when the display mode of the symbol display means is in a specific display mode, a specific event is executed, and when the display mode is not in the specific display mode, the specific event is not executed, so that it is possible to prevent inconsistency between the display mode of the symbol display means and the execution of the specific event. In other words, according to the first basic configuration, it is possible to ensure consistency between the results and the presentation, and it is possible to provide a gaming machine in which the display mode of the symbol display means looks good.
[0305] In the first basic configuration, The specific situation is a situation in which, at a first time point (for example, at the time of the second stop operation), the symbol display means is in the specific display mode in the display area (for example, a display mode in which a Peach Seven symbol is in tenpai on a predetermined effect line), the specific event execution means is means for executing the specific event at a second time point (e.g., a time point of a third stop operation) after the first time point when the specific situation exists at the first time point, the specific event execution means is means for not executing the specific event at the second time point if the specific situation does not exist at the first time point; This is referred to as a preferred configuration A1.
[0306] According to the preferred configuration A1, it is possible to prevent inconsistency between the display mode of the symbol display means at the first time point and the execution of the specific event at the second time point.
[0307] In a preferred configuration A1, The symbol display means is composed of a plurality of reels (for example, reels 110 to 112), a plurality of stop operation receiving means (for example, stop buttons 137 to 139) for receiving stop operations to stop each of the plurality of reels; the first time point is a time point after a first stop operation and before a final stop operation for the plurality of reels, The second time point is the time point of the final stopping operation. This is referred to as a preferred configuration A2.
[0308] According to the preferred configuration A2, whether or not a specific event will be executed based on the final stop operation can be determined depending on the display state before the final stop operation, thereby increasing the player's sense of anticipation.
[0309] In a preferred configuration A2, The plurality of types of symbols include a specific symbol (for example, a peach seven symbol), The specific display mode is a display mode in which the specific pattern is in tenpai status in the display area. This is referred to as a preferred configuration A3.
[0310] According to the preferred configuration A3, a specific event is executed when a specific symbol is displayed in a tenpai state, thereby increasing the interest of the player.
[0311] In a preferred configuration A3, The specific event execution means is a means for executing the specific event regardless of which line the specific pattern is on in tenpai status in the display area. This is referred to as a preferred configuration A4.
[0312] The preferred configuration A4 allows the player to have more freedom in the timing of the stop operation, allowing the player to enjoy a variety of games.
[0313] In a preferred configuration A4, The specific event is an effect related to the plurality of reels. This is referred to as a preferred configuration A5.
[0314] According to the preferred configuration A5, it is possible to prevent inconsistencies between the display mode of the reels and the reel effects.
[0315] In preferred configuration A5, The specific event is an effect of displaying the specific symbol on the line where the specific symbol is in tenpai status in the display area based on the final stop operation. This is referred to as a preferred configuration A6.
[0316] According to the preferred configuration A6, a reel effect is executed in which a specific symbol is stopped on a line where the specific symbol is in tenpai status based on the final stopping operation, so that the player can experience a sense of accomplishment and something special.
[0317] In a preferred configuration A6, the specific event execution means is means for executing the specific event regardless of which of the plurality of reels the final stop operation is performed on. This is referred to as a preferred configuration A7.
[0318] According to the preferable configuration A7, the player can be given a degree of freedom in the order of the stop operations, and can enjoy a variety of games.
[0319] In the preferred configuration A1, the preferred configuration A2, the preferred configuration A3, the preferred configuration A4, the preferred configuration A5, the preferred configuration A6, or the preferred configuration A7, a permission means (for example, a main control unit 300, a pseudo game flag, etc.) for permitting the specific event execution means to execute the specific event at a time point prior to the first time point; the specific event execution means is means for executing the specific event when the allowing means allows the specific event to be executed and when the specific situation exists; the specific event execution means is means for allowing the specific event to be executed by the allowing means and not executing the specific event when the specific situation does not exist; This is referred to as a preferred configuration A8.
[0320] According to the preferred configuration A8, by allowing the execution of a specific event in advance, it is possible to reduce the control load at the first time point and the second time point.
[0321] (2) Some gaming machines impose a penalty when an inadvisable stopping operation is performed (for example, JP 2011-125640 A and JP 2016-107129 A).
[0322] However, gaming machines that impose such penalties are configured to issue a warning message when imposing a penalty, but the message is issued uniformly and may not be in line with the progress of the game.
[0323] This embodiment has been made in consideration of such circumstances, and provides a gaming machine that takes into consideration the progress of the game even when a penalty is imposed.
[0324] According to the gaming machine of this embodiment (for example, the slot machine 100), Operation means that can be operated by a player (for example, stop buttons 137 to 139), a notification means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of executing a predetermined notification (e.g., a recommended operation notification) regarding the operation means; specific event execution means (e.g., liquid crystal display device 157, first sub-control unit 400, second sub-control unit 500) capable of executing specific events (e.g., a performance such as a continuous performance, a performance process for executing a performance such as a continuous performance); A gaming machine equipped with The specific event execution means is a means for executing the specific event again in a game following the first game when the notification means executes the predetermined notification in the first game in which the specific event is executed (for example, FIG. 20). This is the second basic configuration.
[0325] According to the second basic configuration, if a specific event and a predetermined notification are executed in a first game, the specific event is executed again in the next game, so that the player can understand the content of the specific event.
[0326] In the second basic configuration, The operation mode of the operation means includes a recommended operation mode (for example, sequential push (first stop operation left)), the predetermined notification is a notification regarding the recommended operation mode, the notification means is means for executing the predetermined notification when an operation of a non-recommended operation mode different from the recommended operation mode (for example, center push (during the first stop operation) or reverse push (right of the first stop operation)) is performed, The specific event is a first effect process (for example, an effect process for executing a continuous effect). This is referred to as a preferred configuration B1.
[0327] According to the preferred configuration B1, even if a player performs an operation different from the recommended operation during a game in which the first presentation process is executed and a predetermined notification is issued, the first presentation process is executed again during the next game, so even if the player makes an operational error and is unable to grasp the content of the first presentation process, the content of the first presentation process can be grasped during the next game.
[0328] In a preferred configuration B1, the notification means is a display means (e.g., the liquid crystal display device 157, the first sub-control unit 400, the second sub-control unit 500) that can display a predetermined display (e.g., a left-push recommendation display d1) regarding the recommended operation mode as the predetermined notification on a display unit (e.g., the display screen of the liquid crystal display device 157), The specific event execution means is a first effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) that can display a first effect display (e.g., an effect image of a continuous effect) based on the execution of the first effect processing on the display unit, The display means is a means capable of displaying the predetermined display in a manner superimposed on a display area of the first effect display (for example, FIG. 20, etc.), When the display means displays the predetermined display superimposed on the display area of the first effect display, at least a part of the first effect display is difficult to see (for example, FIG. 20, etc.), This is referred to as a preferred configuration B2.
[0329] According to the preferred configuration B2, even if a part of the first effect display becomes obscured due to a predetermined display, the content of the first effect display can be understood in the next game.
[0330] In a preferred configuration B2, A lottery result means (for example, a main control unit 300, an internal lottery process for winning roles) is provided to determine the lottery result of the winning role based on the lottery information. The lottery result means is capable of determining a specific lottery result (for example, a push order bell win) as the lottery result, the first game is a game in which the specific lottery result is determined as the lottery result, The specific lottery result is a lottery result in which the quantity of game value to be awarded (for example, the number of medals to be paid out) differs depending on the operation mode of the operation means. This is referred to as a preferred configuration B3.
[0331] According to the preferred configuration B3, by limiting the conditions for re-executing the first effect display, it is possible to prevent the first effect display from being repeated unnecessarily.
[0332] In a preferred configuration B3, The game includes a plurality of reels (e.g., reels 110 to 112) that are rotated and have a plurality of different patterns applied thereto, the operation means are a plurality of stop operation means (e.g., stop buttons 137 to 139) provided corresponding to each of the plurality of reels and for individually stopping the rotation of the plurality of reels, The specific lottery result is a lottery result in which a larger number of game values are awarded when the stop operation means corresponding to a reel other than the specific reel among the plurality of reels is operated first in a non-specific operation mode (for example, sequential push, first stop operation left) than when the stop operation means corresponding to a specific reel among the plurality of reels (for example, the left reel 110) is operated first (for example, the former results in a payout of 0 or 1 medal, while the latter results in a payout of 9 medals, etc.). This is referred to as a preferred configuration B4.
[0333] According to the preferred configuration B4, by providing specific lottery results in which the amount of game value awarded varies depending on the operation mode of the stop operation means, it is possible to lower the base for awarding game value.
[0334] In a preferred configuration B4, The game system includes a first game state (for example, a normal state) and a second game state (for example, an AT state) that is more advantageous than the first game state and in which a notification of an operation mode is executed, and includes game state control means (for example, a main control unit 300, a game state control process S111) that controls the transition between the first game state and the second game state. the specific operation mode is the recommended operation mode, the non-specific operation manner is the non-recommended operation manner, The game state control means is a means for executing a first process (for example, a process of not conducting an AT lottery, a process of lowering the probability of conducting an AT lottery, a process of not conducting or suppressing an additional lottery if an AT has been won in the previous game, a process of not counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when an operation of the non-specific operation mode is performed in the first game of the first game state, The game state control means is a means for executing a second process (for example, a process of drawing an AT lottery, a process of increasing the probability of drawing an AT lottery, a process of drawing an additional lottery if an AT has been won in the previous game, a process of counting the number of games toward the ceiling, etc.) in relation to the transition control from the first game state to the second game state when the specific operation mode is operated in the first game of the first game state, The second process is more advantageous than the first process in terms of transition control from the first gaming state to the second gaming state. This is referred to as a preferred configuration B5.
[0335] According to a preferred configuration B5, by setting an operation mode that does not award the first number of game values but is not disadvantageous in terms of transition control as the recommended operation mode, it is possible to lower the base for awarding game values in the first game state while correspondingly increasing the amount of game value that can be acquired in the second game state.
[0336] In a preferred configuration B5, the notification means executes the predetermined notification regardless of the result of the lottery when an operation of the non-specific operation mode is performed in the first gaming state. This is referred to as a preferred configuration B6.
[0337] According to the preferred configuration B6, when an operation of a non-specific operation mode is performed, a predetermined notification regarding a recommended operation mode is executed regardless of the lottery result, so that the operation of the recommended operation mode can be made known to the public.
[0338] In a preferred configuration B4, The specific lottery result includes a first specific lottery result (e.g., winning the push order bell_CLR, CRL) and a second specific lottery result (e.g., winning the push order bell_RLC, RCL), The first specific lottery result is a lottery result in which, when the operation means corresponding to a first reel (e.g., the left reel 110) among the plurality of reels is operated first in a first specific operation manner (e.g., sequential push), a first quantity (e.g., 9 coins) of game value is not awarded, and, when the operation means corresponding to a second reel (e.g., the center reel 111) among the plurality of reels is operated first in a first non-specific operation manner (e.g., center push), the first quantity of game value is awarded. The second specific lottery result is a lottery result in which, when operated in the first specific operation mode, the first amount of game value is not awarded, and, when operated in a second non-specific operation mode (e.g., reverse push) in which the operation means corresponding to the third reel (e.g., the right reel 112) among the plurality of reels is first operated, the first amount of game value is awarded; the lottery result means is capable of determining a predetermined lottery result (for example, a common bell, a left bell, etc.) as a lottery result; the predetermined lottery result is a lottery result in which a predetermined number of game values (for example, 9 coins, a number less than 9 coins, etc.) is awarded when the first specific operation mode is operated, the lottery result means is capable of determining the predetermined lottery result with a fourth probability that is lower than a third probability obtained by adding together a first probability that determines the first specific lottery result and a second probability that determines the second specific lottery result; This is referred to as a preferred configuration B7.
[0339] According to the preferable configuration B7, the amount of game value that can be acquired in the first game state can be reduced, and the amount of game value that can be acquired in the second game state can be increased accordingly.
[0340] In the preferred configuration B2, the preferred configuration B3, the preferred configuration B4, the preferred configuration B5, the preferred configuration B6, or the preferred configuration B7, a second effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of displaying a second effect display (e.g., an effect image of a non-continuous effect) on the display unit; The first effect display is an effect display that is performed in a certain game among a series of effects that are performed across multiple games (for example, FIG. 23(a)), The second effect display is an effect display that is not performed across multiple games but is performed in a single game (for example, FIG. 23(b)), The first effect display means is a means for displaying the first effect display in a game following the first game when the predetermined display is displayed in the first game in which the first effect display is displayed (for example, FIG. 23(a) etc.), The second effect display means is a means for not displaying the second effect display in a game following the second game when the predetermined display is displayed in the second game in which the second effect display is displayed (for example, FIG. 23(b) etc.), This is referred to as a preferred configuration B8.
[0341] According to a preferred configuration B8, if a predetermined display is superimposed during a series of effects, the content of the effects becomes difficult to understand, so the effects are repeated in the next game. However, if the effects of a single game are repeated in the next game, there is a risk that they will be redundant or that they will be mistaken for a malfunction of the gaming machine, so the effects are not repeated. As a result, the content of the effects can be understood and the player's misunderstanding can be prevented.
[0342] (3) There are gaming machines that display the number of medals won in an advantageous state, and if the advantageous state ends but a subsequent advantageous state begins within a specified period, the number of medals won from the previous advantageous state is carried over and displayed in the current advantageous state (for example, JP 2013-220228 A).
[0343] However, if the number of coins won from the previous advantageous state is carried over and displayed in the current advantageous state, there is a problem that it may stimulate gambling instincts.
[0344] This embodiment has been made in consideration of such circumstances, and provides a gaming machine that allows players to grasp the number of coins they have won while suppressing their gambling tendencies.
[0345] According to the gaming machine of this embodiment (for example, the slot machine 100), An update means (for example, a main control unit 300) that executes update processing related to a predetermined event (for example, the awarding of a gaming value); A display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) that performs a first display (e.g., a display of the number of acquired coins d31, d32) regarding the predetermined event updated by the update means; A gaming machine equipped with a gaming state control means (e.g., a main control unit 300, a gaming state control process S111) that controls the transition between multiple gaming states, The plurality of gaming states includes a first gaming state (e.g., an AT state) that is advantageous to the player, the display means is means capable of displaying the first display in the first gaming state, The update means is a means for starting the update process from a first timing (for example, the timing when the AT state is started) in the first gaming state of the first win (hereinafter referred to as the "first gaming state of the first win"); The update means is a means for starting the update process from a second timing (for example, the timing at which the CZ2 state in the advantageous zone is started) different from the first timing in the first game state from the second game state onwards (hereinafter referred to as the "first game state from the second game state onwards"), which is considered to be a consecutive win from the first game state of the initial win. This is the third basic structure.
[0346] According to the third basic configuration, the start timing of the update process is different between the first game state at the first win and the first game state at the second or subsequent wins, so that updates relating to the predetermined events can be separated and updates can be performed taking into account the current winning streak. In other words, it is possible to grasp the update value of the predetermined event in the first game state while suppressing gambling.
[0347] In the third basic configuration, The plurality of gaming states includes a second gaming state (for example, a normal state (CZ2)), The gaming state control means is a means capable of controlling a transition between the first gaming state and the second gaming state, The game state control means is a means for controlling a transition to the first game state of the first win when a predetermined condition is met in a second game state (hereinafter referred to as a "second game state") that has not been transitioned from the first game state (for example, when an AT lottery is won), The gaming state control means is a means for controlling a transition to a new second gaming state (hereinafter referred to as a "new second gaming state") when the first gaming state of the first win is ended, The gaming state control means is a means for controlling a transition to the first gaming state for the second or subsequent games when the predetermined condition is met in the new second gaming state, The first timing is a timing when the first gaming state of the first win is started, The second timing is a timing related to the start of the new second gaming state. This is referred to as a preferred configuration C1.
[0348] According to the preferred configuration C1, during a winning streak, updating can be performed taking into consideration the degree of updating of the predetermined event in the second gaming state during the winning streak.
[0349] In a preferred configuration C1, The display means is a means capable of displaying the first display in the first gaming state up to the previous time under a consecutive winning situation (hereinafter referred to as the "first gaming state under a consecutive winning situation") at least in the first gaming state from the second consecutive winning situation onwards (for example, FIG. 27(d)), This is referred to as a preferred configuration C2.
[0350] According to the preferred configuration C2, it is possible to check the history of the first display up to the previous first gaming state in a situation where consecutive wins are being played.
[0351] In a preferred configuration C2, the consecutive win means that the predetermined condition is met in the new second gaming state, and the state transitions to the first gaming state. This is referred to as a preferred configuration C3.
[0352] According to the preferred configuration C3, by repeating the transition between the first gaming state and the second gaming state, the first display during the winning streak can be displayed as a history.
[0353] In a preferred configuration C3, The predetermined event is related to the awarding of a gaming value, The first display is a display regarding the total number of the granted game values for each of the first game states in the consecutive win mode. This is referred to as a preferred configuration C4.
[0354] According to the preferred configuration C4, the player can grasp the total number of game values acquired for each advantageous first game state.
[0355] In the preferred configuration C1, the preferred configuration C2, the preferred configuration C3, or the preferred configuration C4, The gaming state control means is capable of controlling a transition between the first gaming state and the second gaming state in an advantageous zone (for example, an advantageous zone), The gaming state control means is a means for ending the advantageous zone when the first gaming state of the first win ends (for example, when condition J in FIG. 7 is established), The gaming state control means is a means for starting the new second gaming state in relation to the start of the new advantageous zone (for example, the consumption of gaming in CZ2 after the condition J in FIG. 7 is established), This is referred to as a preferred configuration C5.
[0356] According to the preferred configuration C5, a new advantageous zone begins when the first gaming state ends, so that even in an advantageous zone with an upper limit, a decline in gaming interest can be prevented.
[0357] In a preferred configuration C5, The advantageous section is a period that ends when a predetermined limiter condition is met (for example, when condition J in FIG. 7 is met), the display means is means capable of displaying the first display that does not reflect the predetermined event in the second gaming state before the predetermined limiter condition is established in the first gaming state of the first win, the display means is means for displaying the first display reflecting the predetermined event in the second gaming state after the predetermined limiter condition is established in the first gaming state of the first win, This is referred to as a preferred configuration C6.
[0358] According to the preferred configuration C6, when the advantageous zone is completed, the player can be given a sense of satisfaction that he has been able to acquire gaming value up to the upper limit of the advantageous zone.
[0359] (4) Some gaming machines impose a penalty when an inadvisable stopping operation is performed (for example, JP 2011-125640 A, JP 2016-107129 A).
[0360] However, gaming machines that impose such penalties are configured to issue a warning message when imposing a penalty, but the message is issued uniformly and may not be in line with the progress of the game.
[0361] This embodiment has been made in consideration of such circumstances, and provides a gaming machine that takes into consideration the progress of the game even when a penalty is imposed.
[0362] According to the gaming machine of this embodiment (for example, the slot machine 100), Operation means that can be operated by a player (for example, stop buttons 137 to 139), a notification means (for example, a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of executing a predetermined notification (for example, a recommended operation notification) regarding the operation means; specific event execution means capable of executing a plurality of types of specific events (for example, a plurality of types of continuous performances (a continuous performance in which the lord confronts the samurai, a continuous performance in which the lord chases the old man, etc.), a performance process for executing a plurality of types of continuous performances); A gaming machine equipped with the specific event execution means is means for, when the notification means executes the predetermined notification in a first game in which one of the plurality of types of specific events (for example, a continuous performance in which a lord and a samurai face off) has been executed, executing the one specific event again in a game next to the first game, the notification means executes the predetermined notification in the same notification manner regardless of which of the plurality of types of the one specific event executed in the first game is. This is the fourth basic structure.
[0363] According to the fourth basic configuration, if a specific event and a predetermined notification are executed in a first game, the specific event is executed again in the next game, so that the player can understand the content of the specific event. Furthermore, regardless of the type of specific event executed, the predetermined notification is executed in the same notification mode, so that the player can clearly recognize it as a notification separate from the specific event, and the player will not mistake the predetermined notification for an anticipation effect.
[0364] In the fourth basic configuration, The operation mode of the operation means includes a recommended operation mode (for example, sequential push (first stop operation left)), the predetermined notification is a notification regarding the recommended operation mode, the notification means is means for executing the predetermined notification when an operation of a non-recommended operation mode different from the recommended operation mode (for example, center push (during the first stop operation) or reverse push (right of the first stop operation)) is performed, The one specific event is a first effect process (for example, an effect process for executing a continuous effect), This is referred to as a preferred configuration D1.
[0365] According to the preferred configuration D1, even if a player performs an operation different from the recommended operation during a game in which the first presentation process is executed and a predetermined notification is issued, the first presentation process is executed again during the next game, so even if the player makes an operational error and is unable to grasp the content of the first presentation process, the content of the first presentation process can be grasped during the next game.
[0366] In a preferred configuration D1, the notification means is a display means (e.g., the liquid crystal display device 157, the first sub-control unit 400, the second sub-control unit 500) that can display a predetermined display (e.g., a left-push recommendation display d1) regarding the recommended operation mode as the predetermined notification on a display unit (e.g., the display screen of the liquid crystal display device 157), The specific event execution means is a first effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) that can display a first effect display (e.g., an effect image of a continuous effect) based on the execution of the first effect processing on the display unit, The display means is a means capable of displaying the predetermined display in a manner superimposed on a display area of the first effect display (for example, FIG. 20, etc.), When the display means displays the predetermined display superimposed on the display area of the first effect display, at least a part of the first effect display is difficult to see (for example, FIG. 20, etc.), This is referred to as a preferred configuration D2.
[0367] According to the preferred configuration D2, even if a part of the first effect display becomes obscured due to a predetermined display, the content of the first effect display can be understood in the next game.
[0368] In a preferred configuration D2, A lottery result means (for example, a main control unit 300, an internal lottery process for winning roles) is provided to determine the lottery result of the winning role based on the lottery information. The lottery result means is capable of determining a specific lottery result (for example, a push order bell win) as the lottery result, the first game is a game in which the specific lottery result is determined as the lottery result, The specific lottery result is a lottery result in which the quantity of game value to be awarded (for example, the number of medals to be paid out) differs depending on the operation mode of the operation means. This is referred to as a preferred configuration D3.
[0369] According to a preferred configuration D3, by limiting the conditions for re-executing the first effect display, it is possible to prevent the first effect display from being repeated unnecessarily.
[0370] In a preferred configuration D3, The game includes a plurality of reels (e.g., reels 110 to 112) that are rotated and have a plurality of different patterns applied thereto, the operation means are a plurality of stop operation means (e.g., stop buttons 137 to 139) provided corresponding to each of the plurality of reels and for individually stopping the rotation of the plurality of reels, The specific lottery result is a lottery result in which a larger number of game values are awarded when the stop operation means corresponding to a reel other than the specific reel among the plurality of reels is operated first in a non-specific operation mode (for example, sequential push, first stop operation left) than when the stop operation means corresponding to a specific reel among the plurality of reels (for example, the left reel 110) is operated first (for example, the former results in a payout of 0 or 1 medal, while the latter results in a payout of 9 medals, etc.). This is referred to as a preferred configuration D4.
[0371] According to the preferred configuration D4, the base for awarding game value can be lowered by providing specific lottery results in which the amount of game value awarded varies depending on the manner of operation of the stop operation means.
[0372] In a preferred configuration D4, The game system includes a first game state (for example, a normal state) and a second game state (for example, an AT state) that is more advantageous than the first game state and in which a notification of an operation mode is executed, and includes game state control means (for example, a main control unit 300, a game state control process S111) that controls the transition between the first game state and the second game state. the specific operation mode is the recommended operation mode, the non-specific operation manner is the non-recommended operation manner, The game state control means is a means for executing a first process (for example, a process of not conducting an AT lottery, lowering the probability of conducting an AT lottery, not conducting or suppressing an additional lottery if an AT has been won in the previous game, not counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when an operation of the non-specific operation mode is performed in the first game of the first game state (for example, not conducting an AT lottery, not counting the number of games in the first game state, etc.), The game state control means is a means for executing a second process (for example, a process of drawing an AT lottery, increasing the probability of drawing an AT lottery, drawing an additional lottery if an AT has been won in the previous game, counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when the specific operation mode is operated in the first game of the first game state (for example, drawing an AT lottery, counting the number of games in the first game state, etc.), The second process is more advantageous than the first process in terms of transition control from the first gaming state to the second gaming state. This is referred to as a preferred configuration D5.
[0373] According to a preferred configuration D5, by setting an operation mode that does not award the first number of game values but is not disadvantageous in terms of transition control as the recommended operation mode, it is possible to lower the base for awarding game values in the first game state while correspondingly increasing the amount of game value that can be acquired in the second game state.
[0374] In a preferred configuration D5, the notification means executes the predetermined notification regardless of the result of the lottery when an operation of the non-specific operation mode is performed in the first gaming state. This is referred to as a preferred configuration D6.
[0375] According to the preferred configuration D6, when an operation of a non-specific operation mode is performed, a predetermined notification regarding a recommended operation mode is executed regardless of the lottery result, so that the operation of the recommended operation mode can be made known to the public.
[0376] In a preferred configuration D4, The specific lottery result includes a first specific lottery result (e.g., winning the push order bell_CLR, CRL) and a second specific lottery result (e.g., winning the push order bell_RLC, RCL), The first specific lottery result is a lottery result in which, when an operation means corresponding to a first reel (e.g., the left reel 110) among the plurality of reels is operated first in a first specific operation manner (e.g., sequential push), a first quantity (e.g., 9 coins) of game value is not awarded, and, when an operation means corresponding to a second reel (e.g., the center reel 111) among the plurality of reels is operated first in a first non-specific operation manner (e.g., center push), the first quantity of game value is awarded. The second specific lottery result is a lottery result in which, when operated in the first specific operation mode, the first amount of game value is not awarded, and, when operated in a second non-specific operation mode (e.g., reverse push) in which the operation means corresponding to the third reel (e.g., the right reel 112) among the plurality of reels is first operated, the first amount of game value is awarded; the lottery result means is capable of determining a predetermined lottery result (for example, a common bell, a left bell, etc.) as a lottery result; the predetermined lottery result is a lottery result in which a predetermined number of game values (for example, 9 coins, a number less than 9 coins, etc.) is awarded when the first specific operation mode is operated, A preferred configuration D7 is that the lottery result means is capable of determining the predetermined lottery result with a fourth probability that is lower than a third probability obtained by adding together a first probability that determines the first specific lottery result and a second probability that determines the second specific lottery result.
[0377] According to the preferable configuration D7, the amount of game value that can be acquired in the first game state can be reduced, and the amount of game value that can be acquired in the second game state can be increased accordingly.
[0378] In the preferred configuration D2, the preferred configuration D3, the preferred configuration D4, the preferred configuration D5, the preferred configuration D6, or the preferred configuration D7, a second effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of displaying a second effect display (e.g., an effect image of a non-continuous effect) on the display unit; The first effect display is an effect display that is performed in a certain game among a series of effects that are performed across multiple games (e.g., FIG. 23(a)), The second effect display is an effect display that is not performed across multiple games but is performed in a single game (e.g., FIG. 23(b)), The first effect display means is a means for displaying the first effect display in a game following the first game when the predetermined display is displayed in the first game in which the first effect display is displayed (e.g., FIG. 23(a)), The second effect display means is a means for not displaying the second effect display in a game following the second game when the predetermined display is displayed in the second game in which the second effect display is displayed (e.g., FIG. 23(b)), This is referred to as a preferred configuration D8.
[0379] According to a preferred configuration D8, if a predetermined display is superimposed during a series of effects, the content of the effects becomes difficult to understand, so the effects are repeated in the next game. However, if the effects of a single game are repeated in the next game, there is a risk that they will be redundant or that they will be mistaken for a malfunction of the gaming machine, so the effects are not repeated. As a result, the content of the effects can be understood and the player can be prevented from misunderstanding.
[0380] (5) Some gaming machines impose a penalty when an inadvisable stopping operation is performed (for example, JP 2011-125640 A, JP 2016-107129 A).
[0381] However, gaming machines that impose such penalties are configured to issue a warning message when imposing a penalty, but the message is issued uniformly and may not be in line with the progress of the game.
[0382] This embodiment has been made in consideration of such circumstances, and provides a gaming machine that takes into consideration the progress of the game even when a penalty is imposed.
[0383] According to the gaming machine of this embodiment (for example, the slot machine 100), Operation means that can be operated by a player (for example, stop buttons 137 to 139), a notification means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of executing a predetermined notification (e.g., a recommended operation notification) regarding the operation means; A specific event execution means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of executing a specific event (e.g., a performance such as a continuous performance, a performance process for executing a performance such as a continuous performance), A gaming machine equipped with The specific event execution means is a means for executing the specific event again in a game following the first game when the notification means executes the predetermined notification in the first game in which the specific event is executed (for example, FIG. 20 ); The notification means continues to execute the predetermined notification until at least a predetermined time (for example, a predetermined time T1 in FIG. 21) has elapsed (for example, FIG. 21). This is the fifth basic structure.
[0384] According to the fifth basic configuration, if a specific event and a predetermined notification are executed in a first game, the specific event is executed again in the next game, so that the player can understand the content of the specific event. Also, since the predetermined notification is continued for a predetermined time, it can be distinguished from the effect that is displayed only for a moment when an operation is performed.
[0385] Furthermore, according to the gaming machine of this embodiment (for example, the slot machine 100), A plurality of operation means (e.g., stop buttons 137 to 139) that can be operated by a player; a notification means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of executing a predetermined notification (e.g., a recommended operation notification) regarding the operation means; specific event execution means (e.g., liquid crystal display device 157, first sub-control unit 400, second sub-control unit 500) capable of executing a specific event (e.g., performance processing for executing a performance such as a continuous performance); A gaming machine equipped with The specific event execution means is a means for executing the specific event again in a game following the first game when the notification means executes the predetermined notification in the first game in which the specific event is executed (for example, FIG. 20 ); The notification means continues to perform the predetermined notification at least until an operation is performed on the operation means that is the last operation of the plurality of operation means (for example, FIG. 22). This is the sixth basic structure.
[0386] According to the sixth basic configuration, if a specific event and a predetermined notification are executed in a first game, the specific event is executed again in the next game, so that the player can understand the content of the specific event. Also, since the predetermined notification continues until the last operation of multiple operations, it can be distinguished from the effect that is displayed only for a moment when an operation is performed.
[0387] In the fifth basic configuration or the sixth basic configuration, The operation mode of the operation means includes a recommended operation mode (for example, sequential push (first stop operation left)), the predetermined notification is a notification regarding the recommended operation mode, the notification means is means for executing the predetermined notification when an operation of a non-recommended operation mode different from the recommended operation mode (for example, center push (during the first stop operation) or reverse push (right of the first stop operation)) is performed, The specific event is a first effect process (for example, an effect process for executing a continuous effect). This is referred to as a preferred configuration E1.
[0388] According to the preferred configuration E1, even if a player performs an operation different from the recommended operation during a game in which the first presentation process is executed and a prescribed notification is issued, the first presentation process is executed again during the next game, so even if the player makes an operational error and is unable to grasp the content of the first presentation process, the content of the first presentation process can be grasped during the next game.
[0389] In a preferred configuration E1, the notification means is a display means (e.g., the liquid crystal display device 157, the first sub-control unit 400, the second sub-control unit 500) that can display a predetermined display (e.g., a left-push recommendation display d1) related to the operation means on a display unit (e.g., the display screen of the liquid crystal display device 157) as the predetermined notification, The specific event execution means is a first effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) that can display a first effect display (e.g., an effect image of a continuous effect) based on the execution of the first effect processing on the display unit, The display means is a means capable of displaying the predetermined display in a manner superimposed on a display area of the first effect display (for example, FIG. 20, etc.), When the display means displays the predetermined display superimposed on the display area of the first effect display, at least a part of the first effect display is difficult to see (for example, FIG. 20, etc.), This is referred to as a preferred configuration E2.
[0390] According to the preferred configuration E2, even if a part of the first effect display becomes obscured due to a predetermined display, the content of the first effect display can be understood in the next game.
[0391] In a preferred configuration E2, A lottery result means (for example, a main control unit 300, an internal lottery process for winning roles) is provided to determine the lottery result of the winning role based on the lottery information. The lottery result means is capable of determining a specific lottery result (for example, a push order bell win) as the lottery result, the first game is a game in which the specific lottery result is determined as the lottery result, The specific lottery result is a lottery result in which the quantity of game value to be awarded (for example, the number of medals to be paid out) differs depending on the operation mode of the operation means. This is referred to as a preferred configuration E3.
[0392] According to a preferred configuration E3, by limiting the conditions for re-executing the first effect display, it is possible to prevent the first effect display from being repeated unnecessarily.
[0393] In preferred configuration E3, The game includes a plurality of reels (e.g., reels 110 to 112) that are rotated and have a plurality of different patterns applied thereto, the operation means are a plurality of stop operation means (e.g., stop buttons 137 to 139) provided corresponding to each of the plurality of reels and for individually stopping the rotation of the plurality of reels, The specific lottery result is a lottery result in which a larger number of game values are awarded when the stop operation means corresponding to a reel other than the specific reel among the plurality of reels is operated first in a non-specific operation mode (for example, sequential push, first stop operation left) than when the stop operation means corresponding to a specific reel among the plurality of reels (for example, the left reel 110) is operated first (for example, the former results in a payout of 0 or 1 medal, while the latter results in a payout of 9 medals, etc.). This is a preferred configuration E4.
[0394] According to the preferred configuration E4, the base for awarding game value can be lowered by providing specific lottery results in which the amount of game value awarded varies depending on the mode of operation of the stop operation means.
[0395] In a preferred configuration E4, The game system includes a first game state (for example, a normal state) and a second game state (for example, an AT state) that is more advantageous than the first game state and in which a notification of an operation mode is executed, and includes game state control means (for example, a main control unit 300, a game state control process S111) that controls the transition between the first game state and the second game state. the specific operation mode is the recommended operation mode, the non-specific operation manner is the non-recommended operation manner, The game state control means is a means for executing a first process (for example, a process of not conducting an AT lottery, lowering the probability of conducting an AT lottery, not conducting or suppressing an additional lottery if an AT has been won in the previous game, not counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when an operation of the non-specific operation mode is performed in the first game of the first game state (for example, not conducting an AT lottery, not counting the number of games in the first game state, etc.), The game state control means is a means for executing a second process (for example, a process of drawing an AT lottery, increasing the probability of drawing an AT lottery, drawing an additional lottery if an AT has been won in the previous game, counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when the specific operation mode is operated in the first game of the first game state (for example, drawing an AT lottery, counting the number of games in the first game state, etc.), The second process is more advantageous than the first process in terms of transition control from the first gaming state to the second gaming state. This is referred to as a preferred configuration E5.
[0396] According to a preferred configuration E5, by setting an operation mode that does not award the first number of game values but is not disadvantageous in terms of transition control as the recommended operation mode, it is possible to lower the base for awarding game values in the first game state while correspondingly increasing the amount of game value that can be acquired in the second game state.
[0397] In preferred configuration E5, the notification means executes the predetermined notification regardless of the result of the lottery when an operation of the non-specific operation mode is performed in the first gaming state. This is a preferred configuration E6.
[0398] According to the preferred configuration E6, when an operation of a non-specific operation mode is performed, a predetermined notification regarding a recommended operation mode is executed regardless of the lottery result, so that the operation of the recommended operation mode can be made known to the public.
[0399] In preferred configuration E5, The specific lottery result includes a first specific lottery result (e.g., winning the push order bell_CLR, CRL) and a second specific lottery result (e.g., winning the push order bell_RLC, RCL), The first specific lottery result is a lottery result in which, when the operation means corresponding to a first reel (e.g., the left reel 110) among the plurality of reels is operated first in a first specific operation manner (e.g., sequential push), a first quantity (e.g., 9 coins) of game value is not awarded, and, when the operation means corresponding to a second reel (e.g., the center reel 111) among the plurality of reels is operated first in a first non-specific operation manner (e.g., center push), the first quantity of game value is awarded. The second specific lottery result is a lottery result in which, when operated in the first specific operation mode (for example, forward push), the first amount of game value is not awarded, and, when operated in a second non-specific operation mode (for example, reverse push) in which the operation means corresponding to the third reel (for example, the right reel 112) of the plurality of reels is first operated, the first amount of game value is awarded; The lottery result means is capable of determining a predetermined lottery result (for example, a common bell, a left bell, etc.) as the lottery result, The predetermined lottery result is a lottery result in which a predetermined number of game values (e.g., 9 coins, a number less than 9 coins, etc.) is awarded when the first specific operation mode (e.g., pressing in order) is performed, the lottery result means is capable of determining the predetermined lottery result with a fourth probability that is lower than a third probability obtained by adding together a first probability that determines the first specific lottery result and a second probability that determines the second specific lottery result; This is a preferred configuration E7.
[0400] According to the preferred configuration E7, the amount of game value that can be acquired in the normal state can be reduced, and the amount of game value that can be acquired in the AT state can be increased accordingly.
[0401] In the preferred configuration E2, the preferred configuration E3, the preferred configuration E4, the preferred configuration E5, the preferred configuration E6, or the preferred configuration E7, a second effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of displaying a second effect display (e.g., an effect image of a non-continuous effect) on the display unit; The first effect display is an effect display that is performed in a certain game among a series of effects that are performed across multiple games (for example, FIG. 23(a)), The second effect display (for example, an effect image of a non-continuous effect) is an effect display that is not performed across multiple games but is performed in a single game (for example, FIG. 23(b)), The first effect display means is a means for displaying the first effect display in a game following the first game when the predetermined display is displayed in the first game in which the first effect display is displayed (for example, FIG. 23(a) etc.), The second effect display means is a means for not displaying the second effect display in a game following the second game when the predetermined display is displayed in the second game in which the second effect display is displayed (for example, FIG. 23(b) etc.), This is a preferred configuration E8.
[0402] According to a preferred configuration E8, if a predetermined display is superimposed during a series of effects, the content of the effects becomes difficult to understand, so the effects are repeated in the next game. However, if the effects of a single game are repeated in the next game, there is a risk that they will be redundant or may be mistaken for a malfunction of the gaming machine, so the effects are not repeated. As a result, the content of the effects can be understood and the player can be prevented from misunderstanding.
[0403] (6) Some gaming machines impose a penalty when an inadvisable stopping operation is performed (for example, JP 2011-125640 A and JP 2016-107129 A).
[0404] However, gaming machines that impose such penalties are configured to issue a warning message when imposing a penalty, but the message is issued uniformly and may not be in line with the progress of the game.
[0405] This embodiment has been made in consideration of such circumstances, and provides a gaming machine that takes into consideration the progress of the game even when a penalty is imposed.
[0406] According to the gaming machine of this embodiment (for example, the slot machine 100), Operation means that can be operated by a player (for example, stop buttons 137 to 139), specific event execution means (e.g., liquid crystal display device 157, first sub-control unit 400, second sub-control unit 500) capable of executing specific events (e.g., a performance such as a continuous performance, a performance process for executing a performance such as a continuous performance); a first display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of displaying a predetermined display relating to the operation means (e.g., a left-press recommendation display d1 for a recommended operation notification) at a first position (e.g., a center position of the screen) of a display unit (e.g., a display screen of a liquid crystal display device 157); a second display means capable of displaying a display relating to an error (e.g., an error display d4) at a second position (e.g., a center position of the screen) of the display unit; A display relating to the game value (for example, a display of the number of stored coins d6, a display of the number of inserted coins d7, a display of the number of paid out coins d8) is displayed at a third position of the display unit (for example, a third display means that can be displayed at the bottom of both the left and right ends of the screen, A gaming machine equipped with The specific event execution means is a means for executing the specific event again in a game following the first game when the first display means displays the predetermined display in the first game in which the specific event is executed (for example, FIG. 20 ); The first position and the second position overlap, while the first position and the third position do not overlap (e.g., FIG. 24); This is the seventh basic structure.
[0407] According to the seventh basic configuration, when a specific event and a predetermined display are executed in a first game, the specific event is executed again in the next game, so that the player can understand the content of the specific event. In addition, since the predetermined display is displayed in a position that does not overlap with the notification regarding the game value, the player can also understand the content of the notification regarding the number of bets and payouts related to the game value.
[0408] In the seventh basic configuration The operation mode of the operation means includes a recommended operation mode (for example, sequential push (first stop operation left)), the predetermined display is a display regarding the recommended operation mode, the first display means is means for displaying the predetermined display when a non-recommended operation mode different from the recommended operation mode (for example, center push (during the first stop operation) or reverse push (right of the first stop operation)) is performed, The specific event is a first effect process (for example, an effect process for executing a continuous effect). That is, This is referred to as a preferred configuration F1.
[0409] According to the preferred configuration F1, even if the player performs an operation different from the recommended operation during a game in which the first presentation process is executed and a predetermined display is displayed, the first presentation process is executed again during the next game, so even if the player makes an operational error and is unable to grasp the contents of the first presentation process, the contents of the first presentation process can be grasped during the next game.
[0410] In a preferred configuration F1, The specific event execution means is a first effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) that can display a first effect display (e.g., an effect image of a continuous effect) based on the execution of the first effect processing on the display unit, The first display means is a means capable of displaying the predetermined display in a manner superimposed on a display area of the first effect display (for example, FIG. 20, etc.), When the first display means displays the predetermined display superimposed on the display area of the first effect display, at least a part of the first effect display is difficult to see (for example, FIG. 20, etc.), This is referred to as a preferred configuration F2.
[0411] According to the preferred configuration F2, even if a part of the first effect display becomes obscured due to a predetermined display, the content of the first effect display can be understood in the next game.
[0412] In a preferred configuration F2, A lottery result means (for example, a main control unit 300, an internal lottery process for winning roles) is provided to determine the lottery result of the winning role based on the lottery information. The lottery result means is capable of determining a specific lottery result (for example, a push order bell win) as the lottery result, the first game is a game in which the specific lottery result is determined as the lottery result, The specific lottery result is a lottery result in which the quantity of game value to be awarded (for example, the number of medals to be paid out) differs depending on the operation mode of the operation means. This is referred to as a preferred configuration F3.
[0413] According to a preferred configuration F3, by limiting the conditions for re-executing the first effect display, it is possible to prevent the first effect display from being repeated unnecessarily.
[0414] In a preferred configuration F3, The game includes a plurality of reels (e.g., reels 110 to 112) that are rotated and have a plurality of different patterns applied thereto, the operation means are a plurality of stop operation means (e.g., stop buttons 137 to 139) provided corresponding to each of the plurality of reels and for individually stopping the rotation of the plurality of reels, The specific lottery result is a lottery result in which a larger number of game values are awarded when the stop operation means corresponding to a reel other than the specific reel among the plurality of reels is operated first in a non-specific operation mode (for example, sequential push, first stop operation left) than when the stop operation means corresponding to a specific reel among the plurality of reels (for example, the left reel 110) is operated first (for example, the former results in a payout of 0 or 1 medal, while the latter results in a payout of 9 medals, etc.). This is referred to as a preferred configuration F4.
[0415] According to the preferred configuration F4, the base for awarding game value can be lowered by providing specific lottery results in which the amount of game value awarded varies depending on the manner of operation of the stop operation means.
[0416] In a preferred configuration F4, The game system includes a first game state (for example, a normal state) and a second game state (for example, an AT state) that is more advantageous than the first game state and in which a notification of an operation mode is executed, and includes game state control means (for example, a main control unit 300, a game state control process S111) that controls the transition between the first game state and the second game state. the specific operation mode is the recommended operation mode, the non-specific operation manner is the non-recommended operation manner, The game state control means is a means for executing a first process (for example, a process of not conducting an AT lottery, lowering the probability of conducting an AT lottery, not conducting or suppressing an additional lottery if an AT has been won in the previous game, not counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when an operation of the non-specific operation mode is performed in the first game of the first game state (for example, not conducting an AT lottery, not counting the number of games in the first game state, etc.), The game state control means is a means for executing a second process (for example, a process of drawing an AT lottery, increasing the probability of drawing an AT lottery, drawing an additional lottery if an AT has been won in the previous game, counting the number of games toward the ceiling, etc.) in relation to control of transition from the first game state to the second game state when the specific operation mode is operated in the first game of the first game state (for example, drawing an AT lottery, counting the number of games in the first game state, etc.), The second process is more advantageous than the first process in terms of transition control from the first gaming state to the second gaming state. This is referred to as a preferred configuration F5.
[0417] According to a preferred configuration F5, by setting an operation mode that does not award the first number of game values but is not disadvantageous in terms of transition control as the recommended operation mode, it is possible to lower the base for awarding game values in the first game state while correspondingly increasing the amount of game value that can be acquired in the second game state.
[0418] In a preferred configuration F5, the first display means displays the predetermined display regardless of the result of the lottery when an operation of the non-specific operation mode is performed in the first gaming state; This is a preferred configuration F6.
[0419] According to a preferred configuration F6, When an operation of a non-specific operation mode is performed, a predetermined display regarding the recommended operation mode is displayed regardless of the lottery result, so that the operation of the recommended operation mode can be made known to the user.
[0420] In a preferred configuration F4, The specific lottery result includes a first specific lottery result (e.g., winning the push order bell_CLR, CRL) and a second specific lottery result (e.g., winning the push order bell_RLC, RCL), The first specific lottery result is a lottery result in which, when an operation means corresponding to a first reel (e.g., the left reel 110) among the plurality of reels is operated first in a first specific operation manner (e.g., sequential push), a first quantity of game value (e.g., 9 coins) is not awarded, and, when an operation means corresponding to a second reel (e.g., the center reel 111) among the plurality of reels is operated first in a first non-specific operation manner (e.g., center push), the first quantity of game value is awarded; The second specific lottery result is a lottery result in which, when operated in the first specific operation mode (for example, forward push), the first amount of game value is not awarded, and, when operated in a second non-specific operation mode (for example, reverse push) in which the operation means corresponding to the third reel (for example, the right reel 112) of the plurality of reels is first operated, the first amount of game value is awarded; the lottery result means is capable of determining a predetermined lottery result (for example, a common bell, a left bell, etc.) as a lottery result; The predetermined lottery result is a lottery result in which a predetermined number of game values (e.g., 9 coins, a number less than 9 coins, etc.) is awarded when the first specific operation mode (e.g., pressing in order) is performed, the lottery result means is capable of determining the predetermined lottery result with a fourth probability that is lower than a third probability obtained by adding together a first probability that determines the first specific lottery result and a second probability that determines the second specific lottery result; This is referred to as a preferred configuration F7.
[0421] According to the preferred configuration F7, the amount of game value that can be acquired in the first game state can be reduced, and the amount of game value that can be acquired in the second game state can be increased accordingly.
[0422] In the preferred configuration F2, the preferred configuration F3, the preferred configuration F4, the preferred configuration F5, the preferred configuration F6, or the preferred configuration F7, a second effect display means (e.g., a liquid crystal display device 157, a first sub-control unit 400, a second sub-control unit 500) capable of displaying a second effect display (e.g., an effect image of a non-continuous effect) on the display unit; The first effect display is an effect display that is performed in a certain game among a series of effects that are performed across multiple games (for example, FIG. 23(a)), The second effect display is an effect display that is not performed across multiple games but is performed in a single game (for example, FIG. 23(b)), The first effect display means is a means for displaying the first effect display in a game following the first game when the predetermined display is displayed in the first game in which the first effect display is displayed (for example, FIG. 23(a) etc.), The second effect display means is a means for not displaying the second effect display in a game following the second game when the predetermined display is displayed in the second game in which the second effect display is displayed (for example, FIG. 23(b) etc.), This is a preferred configuration F8.
[0423] According to a preferred configuration F8, if a predetermined display is superimposed during a series of effects, the content of the effects becomes difficult to understand, so the effects are repeated in the next game. However, if the effects of a single game are repeated in the next game, there is a risk that they will be redundant or that they will be mistaken for a malfunction of the gaming machine, so the effects are not repeated. As a result, the content of the effects can be understood and the player can be prevented from misunderstanding.
[0424] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various modifications and changes can be made to the embodiments of the present invention without departing from the gist of the present invention, and such modifications and changes are also included in the technical scope of the present invention. Furthermore, the actions and effects described in the embodiments of the invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention.
[0425] [Embodiment A] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0426] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the pattern combination when the multiple reels stop meet the predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.
[0427] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figure 30. Figure 30 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0428] The slot machine 100 shown in Figure 30 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 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 a variety of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101 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.
[0429] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the reel window 113, for a total of nine symbols, as viewed by the player. By spinning each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided inside the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.
[0430] A backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel windows 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (index sensor; not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, 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 this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0431] The win line indicator lamp 120 is a lamp that indicates which win lines 114 are active. The number of active win lines 114 is predetermined based on the number of medals bet as gaming media. There are five win lines 114. For example, if one medal is bet, the middle horizontal win line is active; if two medals are bet, three lines, including the upper horizontal win line and the lower horizontal win line, are active; and if three medals are bet, five lines, including the lower right win line and the upper right win line, are active. Note that the number of win lines 114 is not limited to five, and may be one of the middle horizontal win lines. Also, for example, when one medal is bet, five lines may be set as valid winning lines: the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the right-downward winning line, and the right-upward winning line; or the same number of winning lines may be set as valid winning lines regardless of the number of bets.
[0432] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in the internal lottery for winning combinations described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. 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 won a replay, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for effect purposes.
[0433] 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, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also 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.
[0434] 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 (betting operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.
[0435] The reserved 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 (e.g., the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning a certain winning combination. In this embodiment, the reserved number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays. Note that the payout number display 127 in this embodiment also functions as an effect device for notifying information regarding stop operations (e.g., the operation order of the stop buttons 137 to 139).
[0436] 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. The operation of the start lever 135 is called a game start operation.
[0437] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (sometimes referred to as the left stop button), the center reel 111 can be stopped by operating the stop button 138 (sometimes referred to as the center stop button), and the right reel 112 can be stopped by operating the stop button 139 (sometimes referred to as the right stop button).
[0438] Hereinafter, operations on the stop buttons 137-139 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 last stop operation being referred to as the third stop operation. The reel targeted by the first stop operation may be referred to as the first stop reel, the reel targeted by the second stop operation being referred to as the second stop reel, and the reel targeted by the third stop operation being referred to as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the spinning reels 110-112 will be referred to as the operation sequence or push sequence. The operation sequence for performing the stop operation to change the first stop reel to the left reel 110 will be referred to as the "forward push operation sequence" or simply "forward push," the operation sequence for performing the stop operation to change the first stop reel to the center reel 111 will be referred to as the "center push operation sequence" or simply "center push," and the operation sequence for performing the stop operation to change the first stop reel to the right reel 112 will be referred to as the "reverse push operation sequence" or simply "reverse push." In this embodiment, the stop operation and the operation sequence of a combination of the first stop operation, the second stop operation, and the third stop operation may be abbreviated. For example, a stop operation in which the first stop reel is the left reel 110 may be referred to as "left," and a stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112 may be referred to as "left center right." 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 may be lit to notify the player.
[0439] The medal return button 133 is a button that can be pressed to remove medals when inserted medals 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 opening 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. The medal payout opening 155 is a payout opening for paying out medals.
[0440] 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 receiving tray 161 are provided.
[0441] A sound hole 181 is provided next to the medal payout opening 155. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps to enhance the excitement of the game. An effect device 160 is provided at the top of the front door 102, and sound holes 143 are also provided at the top of the effect device 160. The sound holes 181 and 143 are holes for outputting sound from a speaker provided inside the slot machine 100 to the outside. The effect device 160 is equipped with 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 a liquid crystal display device 157 (not shown, effect image 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 liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears on the front (player side) of the slot machine 100.
[0442] The liquid crystal display device (performance image display device) 157 of this embodiment also functions as a performance device that executes performances described later. For example, it executes operation navigation that notifies information about stop operations (for example, the operation sequence and operation timing of the stop buttons 137 to 139).
[0443] The information display button 191 is an operation button for calling and operating a user menu (for example, a menu for setting various pieces of information individually by the player). The information display button 191 is composed of a cross key button 191a and an OK button 191b. The cross key button 191a is a selection button used when the player selects one of multiple options. The cross key button 191a is composed of up, down, left, and right arrow keys, and by operating each arrow key, the cursor can be moved in the direction of the arrow. The OK button 191b is a button for confirming the option at which the cursor is positioned. In this embodiment, for example, the information display button 191 is used for setting information using the user menu, setting the volume or light intensity, and selecting a character (stage) for an effect executed after winning a bonus. In this embodiment, the information display button 191 may be referred to as a cross key 191.
[0444] The effect button 192 is a button that can be operated when an effect that prompts the operation of the button is executed. In this embodiment, when the effect button 192 is operated, an effect that suggests the granting of a bonus such as an additional number of coins in the AT is executed as a response effect.
[0445] It should be noted that the display device does not have to be a liquid crystal display device, and any other device may be configured to display various effect images and various game information. 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 player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Also, decorations (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 flat, but it may also be curved.
[0446] Figure 31 shows the internal configuration of the slot machine 100, where (a) is a front view showing the slot machine 100 with the front door 102 open, and (b) is an enlarged view of the door relay board 290 arranged on the front door 102.
[0447] The main body 101 is a box-shaped body surrounded by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a back panel 242, and is open at the front. Inside the main body 101, a main control board housing case 210 housing a main control board is located at a position that does not overlap with the ventilation opening 249 provided at the top of the back panel 242, and a reel unit 700 equipped with three reels 110-112 is located below the main control board housing case 210. A sub-control board housing case 220 housing a sub-control board is located to the side of the main control board housing case 210 and the reel unit 700, i.e., on the left side panel 260. An information output circuit 334 is attached to the right side panel 260, connected to the main control board and configured to output information about the slot machine 100 to an external device.
[0448] Also, on the right side of the reel unit 700, there is provided a setting key switch 281 for changing the setting value (also called the game mode) of the slot machine 100 and for confirming the changed setting value. Here, the setting value is a value for adjusting the ratio of the total number of game media paid out by the game machine to the total number of game media used by the player as the number of bets on the game machine when playing for a predetermined period of time, and is what is called the "payout rate," and can be set to multiple setting values, for example, from setting "1" to setting "6."
[0449] The setting key switch 281 is a key switch that is electrically turned ON / OFF by inserting and rotating a predetermined setting key (not shown). Specifically, when a predetermined setting key is inserted into the setting key switch 281 and rotated clockwise, a setting key switch sensor provided in the setting key switch 281 detects the ON state, and when rotated counterclockwise, the setting key switch sensor detects the OFF state.
[0450] The lower panel 264 is provided with a hopper unit 180 (a device that dispenses medals accumulated in a bucket). Above the hopper unit 180, i.e., below the reel unit 700, is provided a power supply device 252 having a voltage monitoring circuit 330 (see FIG. 32). A power switch 244 is provided on the front of the power supply device 252. The power switch 244 is a toggle switch electrically connected to the power supply device 252. The power switch 244 can be used to power on or off the slot machine 100. The power supply device 252 converts AC power supplied from an external source to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and the first sub-control unit 400. Furthermore, the slot machine 100 is provided with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0451] An auxiliary medal storage 240 for storing medals that overflow from the hopper unit 180 is disposed on the right side of the hopper unit 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0452] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the reel window 113 are provided the performance device 160, a performance control board (not shown) that controls the performance device 160, and an upper speaker 272. Below the reel window 113 are provided a medal selector 170 for sorting inserted medals, a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161, and the like. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 181. An open sensor 294 is provided on the back of the front door 102. The open sensor 294 is configured to be L (OFF) when the front door 102 is closed and H (ON) when the front door 102 is open.
[0453] A door relay board 290 is disposed on the back surface of the front door 102 below the reel window 113. As shown in Figure 31(b), this door relay board 290 is provided with a reset switch 291, a setting change button 292, and a setting value display 293.
[0454] The reset switch 291 is a push button switch, and an error in the slot machine 100 can be cleared by pressing this reset switch 291 (short-term pressing).
[0455] The setting change button 292 is also a push button switch similar to the reset switch 291. The operating procedure for changing the setting value using this setting change button 292 will be described later.
[0456] The setting value display 293 is a display such as a 7-segment LED, etc. This setting value display 293 can display the setting values (game modes) 1 to 6 set by the setting change button 292 in numbers.
[0457] Note that when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), the setting value display 293 displays the currently set setting value in numbers, so that it can be used to check the currently set setting value. That is, when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), a setting value check process that allows the setting value to be checked is started, and when the setting key is inserted into the setting key switch 281 and turned counterclockwise (setting key ON → OFF), the setting value check process is ended.
[0458] Here, the operating procedure for changing the set value will be explained. By inserting a setting key (not shown) into the setting key switch 281 and turning it clockwise (setting key OFF → ON), and switching the power switch 244 from a power-off state (power OFF) to a power-on state (power ON), the set value change becomes effective (the set value change process starts). Each time the setting change button 292 is pressed, the set value changes in order from 1 to 6, allowing the user to select the desired set value. Note that by operating the start lever 135, the set value selected at that time is confirmed. Finally, by turning the setting key counterclockwise (setting key ON → OFF), the set value change process ends.
[0459] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 32. Note that Figure 32 is a circuit block diagram of the control unit.
[0460] 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 accordance with 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.
[0461] <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 for storing control program data, lottery data used in the internal lottery for winning combinations, and reel stop positions, 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.
[0462] The main control unit 300 is equipped with a random number generation circuit 316 which is used as a hardware random number counter that fluctuates 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).
[0463] 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, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, reel 110 index sensor, reel 111 index sensor, reel 112 index sensor, information display button 191 sensor, effect button 192 sensor, etc.) at each interrupt time.
[0464] 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.
[0465] 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. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.
[0466] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on each of the medal insertion buttons 130-132, 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 medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. The information display button 191 sensor detects the operation of the information display button 191, and the effect button 192 sensor detects the operation of the effect button 192. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0467] The index sensors for reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110-112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.
[0468] The main control unit 300 is provided with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).
[0469] An information output circuit 334 is also connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., 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. 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, 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).
[0470] 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 can send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 cannot send signals such as commands to the main control unit 300.
[0471] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and 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 first sub-control unit 400 also includes a ROM 406 that 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.
[0472] 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.
[0473] 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 sound output from the amplifier and speakers 272, 277 in accordance with 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 the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0474] The first sub-control unit 400 also has a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, notification lamps 123, etc.) are connected via an input / output interface.
[0475] The first sub-control unit 400 is also provided with a drive circuit 424 that drives the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. The 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.
[0476] 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.
[0477] Furthermore, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 of the slot machine 100 controls the liquid crystal display device 157 and the like.
[0478] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes 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 receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0479] 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 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0480] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to a ROM 506 and a VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the liquid crystal display device 157.
[0481] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 33. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a planar form.
[0482] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 1-20 in this embodiment) of various types (eight symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 1-20 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "bell" symbol is arranged on the symbol numbered 1 on the left reel 110, a "watermelon" symbol is arranged on the symbol numbered 1 on the center reel 111, and a "seven-one" symbol is arranged on the symbol numbered 2 on the right reel 112.
[0483] <Slot machine processing> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained using the drawings.
[0484] <Main processing of main control unit> 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. 34. This figure is a flowchart showing the flow of the main control unit main processing.
[0485] When the slot machine 100 is powered on, first, in step S101, various initial setting processes are performed. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, setting operation permission and initial values for the WDT 314, etc.
[0486] In step S102, a medal insertion / start operation acceptance process is executed. Here, the sensor circuit 320 detects whether a medal insertion operation has been performed electronically using the bet buttons 130-132 or whether a medal insertion operation has been performed directly through the medal insertion slot 141, and if an insertion operation has been performed, the win line indicator lamp 120 is turned on according to the number of medals inserted. The controller also prepares to send a medal insertion command to the first sub-control unit 400 indicating that medals have been inserted. If a replay combination has been won in the previous game, the controller performs a process to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals.
[0487] In addition, a check is made based on the detection of the sensor circuit 320 to see if the start lever 135 has been operated, and if it is determined that the start lever has been operated, the number of medals inserted is confirmed and preparations are made to send a start lever acceptance command to the first sub-control unit 400 indicating that the start lever 135 has been operated.
[0488] In step S103, the active winning lines are determined.
[0489] In step S104, the random number generated by the random number generating circuit 316 is acquired.
[0490] In step S105, an internal lottery process for a winning role is performed. In the internal lottery process for a winning role, a winning role lottery table stored in ROM 306 is read out according to the current game state (RT game state), and an internal lottery is performed using this table and the random number value obtained in step S104. If the result of the internal lottery is an internal win for any winning role (including an activated role), the condition device (flag) for the internally won role is activated (the flag for that winning role is turned ON). Also, in step S105, preparations are made to send an internal win command indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a watermelon is internally won, preparations are made to send an internal win command indicating that a watermelon has been internally won to the first sub-control unit 400. If the result of the winning role internal lottery is a loss (no winning role), preparations are made to send an internal win command indicating a loss to the first sub-control unit 400.
[0491] To summarize the internal winning probability of a winning combination, the internal winning probability of each combination is calculated by dividing the numerical data corresponding to the range of lottery data associated with each combination by the numerical data (65536 in this embodiment) corresponding to the range of random numbers obtained during the internal lottery, which will be described later. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a combination or a losing combination. In the winning combination internal lottery process, a random number obtained as a result of the internal lottery is determined to be a value corresponding to the lottery data corresponding to any combination, and an internal winning combination is determined. In practice, in this winning combination internal lottery process, the lottery data corresponding to the current setting value is used from six sets of lottery data prepared for each setting value. The winning probability of at least one combination differs among the six sets of lottery data prepared for each setting value.
[0492] In step S106, reel stop data is selected based on the result of the internal lottery for winning combinations in step S105, etc. For the reel stop data for winning combinations that require a stop operation order, the operation conditions are also set, and when the corresponding reel stop data is selected, the operation conditions are also set.
[0493] In step S107, a reel rotation start process is executed to start the rotation of all the reels 110 to 112 based on the start operation.
[0494] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 become available, and when one of the stop buttons is pressed, the stop data of the reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop data. If all the reels 110 to 112 have stopped, the process proceeds to step S109. In this step S108, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0495] ...
Claims
[Claim 1] an operating means operable by a player; a display means capable of displaying a plurality of types of display; A gaming machine equipped with a control means for controlling the gaming state, The operation modes of the operation means include a recommended operation mode, The operation mode of the operation means includes an irregular operation mode different from the recommended operation mode, The control means is a means capable of executing normal control regarding a gaming state advantageous to a player, the control means is a means capable of executing irregular control that is more disadvantageous to a player than the normal control, When the first game is operated in the recommended operation mode, the normal control is executed, When the first game is operated in the irregular operation mode, the irregular control is executed, The first game is a game in which a first effect in a certain effect is executed, There is a second game which is a game subsequent to the first game, When the first game is operated in the irregular operation mode, the first effect is executed in the second game, When the first game is operated in the recommended operation mode, the first effect is not executed in the second game, The certain effect is an effect that is executed over a plurality of games, the first game is a game among the plurality of games, the display means is a means capable of displaying a first display, the display means is a means capable of displaying a second display, the first display is a display regarding the recommended operation mode, The first display is a display that starts to be displayed after a first operation in the irregular operation mode of the first game is performed, the second representation is different from the first representation, The second display is a display different from the display in the first effect, the second display is a display that is not displayed when the first game is operated in the recommended operation mode, The second display is a display that starts to be displayed between the time when the last operation in the irregular operation mode of the first game is performed and the time when the second game is started. A gaming machine characterized by the above.
Citation Information
Patent Citations
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