Gaming machine
The gaming machine with a pseudo gaming effect and stop switch temporarily stops reels, addressing the need for enhanced gameplay interest and enjoyment in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-21
- Publication Date
- 2026-03-06
AI Technical Summary
Conventional gaming machines lack enhancements to increase gameplay interest and enjoyment.
A gaming machine with reels and a stop switch that executes a pseudo gaming effect, temporarily stopping multiple reels upon operation of the stop switch, regardless of reel position, and includes features like push navigation and freeze effects to enhance player engagement.
The configuration enhances the enjoyment of the game by providing unexpected and engaging gameplay experiences.
Smart Images

Figure 2026036702000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines and pachinko machines. [Background technology]
[0002] Conventionally, gaming machines include slot machines (reel-type gaming machines), pachinko gaming machines, arrange ball gaming machines, and jankyu gaming machines, and among these types of gaming machines there is, for example, a slot machine as shown in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144015 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional gaming machines, various efforts have been made to improve the gameplay, increase the interest in the game, and enable smooth gameplay, but there is still room for further improvement.
[0005] An object of the present invention is to provide a gaming machine that can enhance the enjoyment of the game. [Means for solving the problem]
[0006] The present invention has the following features. In the following description of the feature configuration, examples of the corresponding configuration in the embodiments described later are shown in parentheses.
[0007] The gaming machine of the present invention has reels and a stop switch, and is capable of executing a predetermined pseudo gaming effect (for example, an immediate all-stop effect in an embodiment) that temporarily stops the reels in response to operation of the stop switch.The predetermined pseudo gaming effect is characterized in that when the stop switch corresponding to the first reel is operated while the first reel and the second reel are rotating, the operation of the stop switch corresponding to the first reel triggers a pseudo gaming effect that temporarily stops the first reel and the second reel, regardless of the position of the pattern on the first reel. [Effects of the Invention]
[0008] According to the gaming machine having the above configuration, it is possible to enhance the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Figure 2] 1 is a diagram showing the arrangement of symbols on each reel in the slot machine of the first embodiment. FIG. [Figure 3] 10A and 10B are diagrams showing symbol combinations of bonus roles and replay roles in the slot machine of the first embodiment. [Figure 4] FIG. 10 is a diagram showing symbol combinations of small winning combinations in the slot machine of the first embodiment. [Figure 5] FIG. 10 is a diagram showing a list of condition devices in the slot machine of the first embodiment. [Figure 6] FIG. 10 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination lottery in the slot machine of the first embodiment. [Figure 7] FIG. 10 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination lottery in the slot machine of the first embodiment. [Figure 8] 10 is a flowchart showing the flow of a game progress control process in the slot machine of the first embodiment. [Figure 9] FIG. 1 is a diagram showing each RT state and transition conditions between RT states in the slot machine of the first embodiment. [Figure 10] FIG. 2 is a diagram showing the transition of game states in the slot machine of the first embodiment. [Figure 11] FIG. 10 is a diagram showing the effects of a normal game (specified number of coins: 3) in the slot machine of the first embodiment. [Figure 12] FIG. 10 is a diagram showing the effects of the "regular bonus game" in the slot machine of the first embodiment. [Figure 13] FIG. 10 is a diagram showing the effects of the "big bonus game" in the slot machine of the first embodiment. [Figure 14] FIG. 10 is a diagram showing the effects of the "big bonus game" in the slot machine of the first embodiment. [Figure 15] FIG. 10 is a diagram showing the effects of the "jackpot game" in the slot machine of the first embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following explanation, "role drawing process" refers to a process of performing a selection action such as a lottery (also referred to as "role drawing") using electronic devices, etc., in order to randomly select one winning number from a number of pre-set winning numbers. When one winning number is selected, one or more game roles that are allowed to be formed (also referred to as "permitted roles" or "winning roles"), or a loss, are determined in accordance with the selected winning number. Note that role drawing is also referred to as "internal lottery" or "role determination," and the "sen" in "lottery" or "win" is also referred to as "selection" or "lottery."
[0011] Furthermore, when describing "a gaming role is established" or "establishment of a gaming role," the term "establishment" is used as a concept indicating that the symbols (corresponding symbols) that constitute the symbol combination corresponding to the gaming role (whether it is a gaming role (minor role) that is awarded a gaming value or a gaming role without a payout (replay role or bonus role)) that corresponds to the selected role lottery result number are displayed in a predetermined stopping manner (for example, a manner in which they are aligned on an effective line, which will be described later). However, the timing of establishment can be any appropriate timing, such as the time when a reel stop operation is performed at a timing when the symbol combination of the gaming role can be stopped and displayed on an effective line, the time when the symbol combination of the gaming role is stopped and displayed on an effective line, the time when the slot machine identifies that the corresponding symbols of the gaming role have been stopped and displayed on an effective line, or the time when the identification result is stored in a memory area.
[0012] The types of gaming roles mentioned above include a bonus role (special role), a small role (winning role), and a replay role. A bonus role is a gaming role in which, when a symbol combination of a bonus role is stopped and displayed on an active line, a bonus game (special game) will start from the next game. A small role is a gaming role in which, when a symbol combination of a small role is stopped and displayed on an active line, a predetermined amount of gaming value will be awarded according to the symbol combination that is stopped and displayed. A replay role is a gaming role in which, when a symbol combination of a replay role is stopped and displayed on an active line, a game can be played only in the next game without betting gaming value.
[0013] In the following description, the operation of pressing the 1-BET switch 22 or the MAX-BET switch 23 by the player to use for a game a specified number of game values required for playing a game from among the game values stored in the game value storage means (a storage device that stores game values) provided inside the slot machine will be collectively referred to as a betting operation. Furthermore, this betting operation, together with the operation of pressing the counting button 21 (described later), the tilting operation of the start lever (also referred to as the "start switch") 24, and the operation of pressing the stop switches (also referred to as the "stop button" or "stop button") 25a, 25b, 25c by the player will be collectively referred to as a gaming operation.
[0014] Furthermore, "inserting" a gaming medium into a slot machine means "using the gaming medium for gaming purposes." In this embodiment, the terms "inserting" and "betting" are synonymous. Furthermore, "things used for gaming purposes" are also referred to as "gaming media." This gaming medium also includes intangible objects such as data indicating gaming value stored on magnetic cards or contact / contactless IC cards. This gaming value may be represented by conceptual gaming medals having the same value as actual gaming medals, or by fictitious or real currency units, or by points with no particular meaning. Furthermore, gaming media may also be tangible objects such as gaming medals or so-called pachinko balls.
[0015] Furthermore, in slot machines that use game value as a game medium, "granting game value (game media)" refers to the act of adding the amount of game value that has been granted to the total amount of game value (hereinafter referred to as "total game value") stored in the game value storage means of the slot machine. The amount of game value is expressed as an integer value, and unless otherwise specified, the numerical value representing the amount of game value and the numerical value representing the number of game medals have a one-to-one relationship. For example, a game value of "3" is equivalent to three game medals. The term "game value" may be replaced with the terms "scores" or "game media." In this case, the amount of points or game media is also expressed as an integer value, and unless otherwise specified, the numerical value representing the amount of points or game media and the numerical value representing the number of game medals have a one-to-one relationship. Furthermore, when "game value" is expressed as "scores" or "game media," the above-mentioned game value storage means may be expressed as total score storage means (when the term "scores" is used) or total game media storage means (when the term "game media" is used). In this case, the score storage means stores the total number of points, and the game media storage means stores the total number of game media. In addition, in slot machines that use game medals as game media, the "number of game medals paid out" (also referred to as "number of payouts") refers to the number of game medals paid out to a player in one game. The act of paying out game medals includes the act of actually paying out game medals from the slot machine to the outside (also referred to as "actual payout") and the act of increasing the numerical value electromagnetically stored as game medals stored in the slot machine (also referred to as "storage addition payout").
[0016] Furthermore, pressing any one stop switch while all reels are spinning is called the first stop operation. Furthermore, pressing any one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is called the second stop operation. Furthermore, pressing the stop switch corresponding to the remaining reel while that reel is spinning is called the third stop operation. Therefore, in a slot machine with three reels, the first stop operation performed after all reels have spun is the first stop operation, the next stop operation is the second stop operation, and the last stop operation is the third stop operation.
[0017] "Push Navigation" refers to a process that notifies the player of the order in which to press the stop switch and the position where to press the stop switch (notifying the player of the advantageous operation mode of the stop switch) to assist in the realization of a game role selected by lottery. Among push navigations, those that assist (notify) the order in which to press the stop switch to align a specific symbol combination on a valid line are called "push order navigation." Furthermore, those that assist in the position where to press the stop switch to stop a specific symbol on a valid line are also called "eye push navigation" (mainly performed by the secondary control means). From another perspective, assisting with the position where to press the stop switch can also be said to assist the player in the timing at which to operate the stop switch. Furthermore, when distinguishing push order navigation from the perspective of the role it assists in realizing, those that assist in the realization of a replay role are called "RP navigation" (RP stands for replay), and those that assist in the realization of a winning role (minor role) are called "winning navigation." Furthermore, when distinguishing between push order navigation from the viewpoint of whether the push navigation is controlled by the main control means or the sub-control means, the push navigation performed on the main control means side is also referred to as "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side eye push navigation"). Also, the push navigation performed on the sub-control means side is also referred to as "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side eye push navigation"), or as "push navigation effect" ("RP navigation effect", "winning navigation effect", "eye push navigation effect"). Also, these names are collectively referred to as stop switch operation mode notification effect.
[0018] "AT game" refers to a game in which the above-mentioned push navigation is performed. Therefore, AT game is a game that is more advantageous for the player than non-AT game (normal game). The period during which AT game is performed can be determined by a predetermined number of games, the number of times winning navigation is performed, a lottery that determines whether or not AT game will continue, etc.
[0019] The "advantageous zone" is a period during which push navigation is possible. It is also a period during which information that can determine the push order may be sent from the main control means, which controls the game's progress, to the sub-control means, which controls the game's presentation. In contrast, the "normal zone" is a period during which push navigation is not possible. It is also a period during which information that can determine the push order may not be sent from the main control means to the sub-control means. During the advantageous zone, lotteries that change the status of the advantageous zone (for example, lotteries that change the winning probability of the lottery that determines whether or not to start AT play) and processes that increase (add) the number of AT play sessions during the advantageous zone can be performed. Examples of states within the advantageous zone include normal states, high-probability states for AT draws, and AT states, which are states related to instruction functions. The duration of a player's stay in the advantageous zone is limited to a maximum of 2,400 coins. When this limit is reached and the advantageous zone ends, all information related to the advantageous zone is cleared. Information related to the advantageous zone includes information about the difference in number of coins during the advantageous zone and information about AT play (for example, the number of AT play sessions, the lottery probability for AT play, the number of rights to play AT play (number of stocks), etc.). In addition, the advantageous zone can end before the difference in number of coins in the advantageous zone reaches the upper limit of 2,400 coins. In other words, the advantageous zone can end when any end condition is met.
[0020] A "freeze" (also referred to as a "freeze effect") refers to an effect in which the execution of a predetermined control process related to the progress of a game is delayed for a certain period of time. Two types of freezes can be appropriately set: one that occurs when the operation of the start lever 24 (described later) is accepted (also referred to as a "reel spin start freeze"), and one that occurs after all reels have stopped spinning (also referred to as a "reel spin stop freeze"). During the freeze period, the game is in a state in which no game operations by the player are accepted. Furthermore, during the freeze period, a reel effect (also referred to as a "reel effect") may be performed. Examples of reel effects include reel actions (movements in which the spinning speed or direction changes as appropriate) that are performed regardless of the game operations by the player, and reel spins and then a predetermined symbol combination (outcome) is displayed as a stop.
[0021] In the following description, "main game" refers to the actual game on a slot machine, which becomes available upon betting a game value and in which the game outcome is determined by the appearance of the symbols displayed when all reels have stopped. Meanwhile, "pseudo game effect" refers to an effect that is triggered by the acceptance of a reel spin start operation (a start lever tilt operation) for the main game after a predetermined condition is met, and is performed using each reel before the start of the main game's reel spin based on the reel spin start operation. In this effect, the reels spin, and when the stop switch corresponding to the spinning reel is operated to stop, that reel stops spinning (strictly speaking, it oscillates back and forth with a small amplitude; hereinafter, this is referred to as a "pseudo stop" or "temporary stop") and a predetermined symbol is displayed. Note that in the pseudo game effect, as in the main game, the stop switch operation can be accepted at least once the rotation speed of each reel has reached a fixed speed (e.g., approximately 80 rotations per minute).
[0022] When all reels are temporarily stopped, the pseudo game ends when a new reel rotation start operation (start switch operation) is performed, or when a predetermined time (e.g., 20 seconds after the pseudo game effect has ended) has elapsed without a new reel rotation start operation. The actual game then begins based on the reel rotation start operation in the actual game that triggered the pseudo game effect. For example, each reel starts spinning at a different timing or with a different acceleration, and when all reels reach a constant speed, a stop operation for each reel in the actual game becomes acceptable. When a stop switch is operated in this state, the rotation of the reel corresponding to the operated stop switch stops. At this time, reel stop control is performed according to the results of the winning combination performed in response to the reel rotation start operation in the actual game. In this specification, these terms are used when it is necessary to clearly distinguish between the actual game and the pseudo game effect, and when there is no particular need to distinguish, the term "game" is used simply. After all the reels have temporarily stopped, a freeze effect (reel effect) may be executed, and then the main game may start. In this case, after the freeze effect ends, each reel may start rotating at a different timing or at a different acceleration, and the main game may start.
[0023] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention. The basic configuration of this slot machine 1 will be described below with reference to FIG. 1. The slot machine 1 of this embodiment is a well-known so-called smart pachislot (smart slot), which uses gaming value stored on an IC card inserted into a dedicated unit provided adjacent to the slot machine 1 as a gaming medium. Here, the size of the gaming value used as a gaming medium can be expressed as an integer value, and one unit of gaming value corresponds to one gaming medal in a slot machine that uses gaming medals as the gaming medium. Therefore, hereinafter, the unit of gaming value may be expressed as "pieces." For example, the quantity of one unit of gaming value may be expressed as "one piece."
[0024] <Appearance of the slot machine> The slot machine 1 comprises a box-shaped housing (main body member) with an open front (forward) and a front door 2 attached to the front opening of the housing so as to be able to open and close. As shown in FIG. 1(A), an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a lower assembly 40 are attached to the front of the front door 2 in this order from the top. <Upper panel assembly> In the center of the upper panel assembly 10, the display screen 11a of the image display device (also called a "liquid crystal display device") 11 arranged on the back side thereof is arranged facing forward, and around it are arranged a first performance lamp 12, second performance lamps 13a and 13b, and third performance lamps 14a and 14b. In addition, a pair of fourth performance lamps 16a and 16b are arranged on the left and right of the display screen 11a, and an upper speaker 15a is arranged between the third performance lamp 14a and the fourth performance lamp 16a, and an upper speaker 15b is arranged between the third performance lamp 14b and the fourth performance lamp 16b.
[0025] <Middle panel assembly> (reel) A display window W is provided in the center of the middle panel assembly 20, overlooking the surfaces of the three reels 3a, 3b, and 3c arranged side by side inside the main body housing. Each of the reels 3a, 3b, and 3c is configured to rotate by a stepping motor. Each of the reels 3a, 3b, and 3c has a cylindrical shape and is composed of two ring-shaped frames arranged facing each other at a predetermined distance, and a strip-shaped reel tape attached so as to be wound around the periphery of these two reel frames. The reel tape is divided into 20 equal sections along its length (i.e., the periphery of the reel), defining 20 symbol display areas, each displaying one symbol. Therefore, 20 symbols are displayed on each of the reels 3a, 3b, and 3c. The types of symbols displayed on each reel will be explained in detail later.
[0026] (Display window and valid line) The display window W has an area capable of displaying three consecutive symbols on each of the reels 3a, 3b, and 3c when the reels have stopped. Thus, when all the reels have stopped, a total of nine symbols (3 symbols x 3 reels) are displayed and visible to the player. Furthermore, of the three consecutive symbols displayed in the display window W when the reels have stopped, the position where the top symbol is displayed is referred to as the upper row, the position where the middle symbol is displayed is referred to as the middle row, and the position where the bottom symbol is displayed is referred to as the lower row. When controlling the stopping of the spinning reels, the slot machine 1 controls the reels to stop so that the three consecutive symbols on each reel are displayed at the fixed positions of the upper, middle, and lower rows within the display window W (the positions indicated by the dashed circles within the display window W in FIG. 1).
[0027] A pay line WL is defined in the display window W to determine whether a winning combination has been achieved, and if the symbol combination displayed along the pay line (more precisely, the activated pay line) matches the symbol combination of a certain winning combination, that winning combination has been achieved. In this embodiment, five pay lines are defined in the display window W: an upper line horizontally crossing the upper position of each reel, a middle line horizontally crossing the middle position of each reel, a lower line horizontally crossing the lower position of each reel, an upward-sloping line crossing the lower position of the left reel 3a, the middle position of the middle reel 3b, and the upper position of the right reel 3c, and a downward-sloping line crossing the upper position of the left reel 3a, the middle position of the middle reel 3b, and the lower position of the right reel 3c.
[0028] In the slot machine 1, there are two types of games depending on the game status: a game in which the specified number of coins is three (hereinafter also referred to as a "three-coin bet game"), and a game in which the specified number of coins is two (hereinafter also referred to as a "two-coin bet game") (details will be described later). In a three-coin bet game, there are five activated winning lines (hereinafter referred to as "active lines"): the top line, the middle line, the bottom line, the downward-right line, and the upward-right line (hereinafter these five active lines will be collectively referred to as the "five lines"). In contrast, in a two-coin bet game, there is only one active line, the downward-right line.
[0029] (Various switches) Below the display window W are provided a counting button 21, a 1-BET switch 22 for betting one coin of gaming value, a MAX-BET switch 23 for betting the maximum allowable bet number (also called the "prescribed number", e.g., three coins) of gaming value at once, a start lever 24 that is operated to start the rotation of all reels 3a, 3b, 3c (the reels are also called "machines"), and three stop switches 25a, 25b, 25c for individually stopping the rotation of each reel 3a, 3b, 3c.
[0030] The counting button 21 is a switch operated when transferring the game value (hereinafter simply referred to as "the game value stored in the slot machine 1") stored in the game value storage means (also referred to as the game media number storage means or the total score storage means) of the slot machine 1 to the dedicated unit (also referred to as the rental unit). The game value transferred from the slot machine 1 to the dedicated unit is added to the game value stored in the IC card inserted in the dedicated unit. For example, if the operation of the counting button 21 is stopped within 500 ms (in the case of a short press), a "1" is transferred from the slot machine to the dedicated unit. If the counting button 21 is pressed for 500 ms or more (in the case of a long press), a "50" is transferred from the slot machine 1 to the dedicated unit every predetermined period (300 ms). If the operation of the counting button 21 is stopped while the counting button 21 is being pressed for 500 ms or more, a "0" is transferred from the slot machine 1 to the dedicated unit. Of the stop switches 25a, 25b, and 25c, in Figure 1, the left stop switch 25a on the left corresponds to reel 3a, the center stop switch 25b corresponds to reel 3b, and the right stop switch 25c on the right corresponds to reel 3c. Each stop switch has a button-shaped operation receiving part that retracts when pressed by the player's hand and returns to its original position due to spring force or the like when the player releases their hand. When this operation receiving part is pressed (pushed by hand), the contacts of the electrical circuit close and the switch changes from an OFF state to an ON state, and when the pressing operation is released (the hand is released), the contacts open and the switch changes from an ON state to an OFF state.
[0031] Between the display window W and the stop switches 25a, 25b, and 25c, there are provided selection buttons (also referred to as "direction buttons" or "cross keys") 26 and a decision button (also referred to as "menu button" or "PUSH button") 27, which are used by the player to input information to the slot machine 1. Hereinafter, the selection buttons 26 and the decision button 27 will be collectively referred to as "sub-buttons." As shown in FIG. 1(B), the selection buttons 26 are composed of four buttons: an up button 26U, a down button 26D, a left button 26L, and a right button 26R, which specify up, down, left, or right directions. The up, down, left, or right direction is specified depending on which button is operated by the player. The decision button 27 is made of a light-transmitting material and has a light source such as an LED installed inside. When the decision button 27 is disabled, the light source inside the switch is turned off, and when it is enabled, it flashes (or may be lit).
[0032] When a sub-button is pressed (pushed by hand), the contacts of an electric circuit close, switching the state from OFF to ON, and when the pressing operation is released (hand is released), the contacts open, switching the state from ON to OFF. When a sub-button is operated effectively, a predetermined effect process corresponding to the operation may be executed in the sub-control means described below. Also, an effect process may be executed to prompt the player to operate a sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 or the volume of the speaker.
[0033] Here, the up button 26U, down button 26D, left button 26L, and right button 26R that make up the selection button 26 may be able to be turned on / off individually, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted is turned on. When the up button 26U, down button 26D, left button 26L, and right button 26R can be turned on / off using the cross key, two adjacent buttons (up and right, right and down, down and left, left and up) can be turned on simultaneously, but opposing buttons (up and down, right and left) may not be able to be turned on simultaneously.
[0034] (Various lamp groups) Various indicator lamps, such as LEDs, are arranged on the middle panel assembly 20. These indicator lamps include a MAX-BET switch indicator lamp 28a located inside the MAX-BET switch 23, stop operation acceptance lamps 28ka, 28kb, and 28kc located inside the stop switches 25a, 25b, and 25c located inside the stop switches, and a bet number indicator lamp 28b, a deposit possible indicator lamp 28c, a game start indicator lamp 28d, a replay indicator lamp 28e, a status indicator lamp 28f, a count indicator lamp 28g, a total gaming value indicator lamp (total gaming value indicator) 28h, and a payout number indicator lamp (payout number indicator) 28j, all located to the side or below the display window W on the middle panel assembly 20. The total gaming value indicator lamp (total gaming value indicator) 28h is controlled by medal count control means, which will be described later. The other indicator lamps are configured to be controlled by main control means, which will be described later.
[0035] The MAX-BET switch indicator lamp 28a lights up when it is possible to bet the game value to be used in a game from the total game value stored in the slot machine 1. When lit, it lights up the MAX-BET switch 23 partially or entirely. The left stop operation acceptance lamp 28ka is located inside the left stop switch 25a and lights up blue when the operation of the left stop switch 25a is acceptable, and lights up red when it is not acceptable. The middle stop operation acceptance lamp 28kb is located inside the middle stop switch 25b and lights up blue when the operation of the middle stop switch 25b is acceptable, and lights up red when it is not acceptable. The right stop operation acceptance lamp 28kc is located inside the right stop switch 25c and lights up blue when the operation of the right stop switch 25c is acceptable, and lights up red when it is not acceptable.
[0036] The BET number indicator lamp 28b (hereinafter also referred to as "BET lamp 28b") displays the quantity (number) of gaming value bet, and is composed of a 1-BET indicator lamp 28bC that lights up when the gaming value bet is one or more, a 2-BET indicator lamp 28bB that lights up when the gaming value bet is two or more, and a MAX-BET indicator lamp 28bA that lights up when the gaming value bet is three. The insertion possible indicator lamp 28c lights up when a gaming value can be bet, and the game start indicator lamp 28d lights up when a game can be started by operating the start lever 24. The replay indicator lamp 28e lights up when a replay role (described later) is achieved in any game and gaming value is automatically bet by the automatic bet process (described later).
[0037] The status indicator lamp 28f is lit when the total game value stored in the slot machine 1 is settled, and the count indicator lamp 28g displays the number of possible push navigations (which is decremented by one each time a push navigation is executed and may also be increased by lottery, etc.) when, for example, an automatic timer (AT) is set. The total game value indicator lamp 28h is composed of five 7-segment indicators and displays the total game value stored in the slot machine 1 as a five-digit number. When game value is bet to play, the amount of game value bet is subtracted from the displayed total game value. In addition, when game value is awarded as a result of winning a minor winning combination described below, the amount of game value awarded is added to the total game value. The payout number indicator lamp 28j is composed of two 7-segment indicators and displays the amount of game value awarded when a minor winning combination described below is won as a two-digit number. The 7-segment indicators that make up the total gaming value display lamp 28h and the payout number display lamp 28j are made up of seven segment lamps for displaying numbers and one segment lamp for displaying a decimal point (dot).
[0038] The payout number indicator lamp 28j is also configured to display letters (alphabet) or numbers (hereinafter referred to as "error codes") indicating the type of error when an abnormality (error) occurs in the slot machine 1. Errors set in this embodiment include E1 error, E5 error, E6 error, E7 error, etc. The E1 error is an error (RAM error) that occurs when the contents of the memory device (RAM) are abnormal when the power is turned on. The E5 error is an error (reel stop error) that occurs when the symbol combination displayed when all reels stop is abnormal (symbols corresponding to roles other than those permitted for winning are displayed). The E6 error is an error (setting value error) that occurs when the value of a setting value (described later) for selecting the winning probability of the role drawing is outside a predetermined numerical range. The E7 error is an error (internal random number error) that occurs when an abnormality is detected in the update status of an internal random number used in various lotteries, etc.
[0039] In addition to the various lamps mentioned above, a vertically long rectangular sub-image display device 29 is provided on the left side of the display window W. This sub-image display device 29 is a liquid crystal display device, similar to the image display device 11, and the display content thereof is configured to be controlled by a sub-control means, which will be described later.
[0040] <Lower panel assembly and lower assembly> A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, with decorative lamps 32a, 32b located on both the left and right ends. A translucent lower panel base with a predetermined design and a lower panel illumination lamp (neither shown) are attached to the back side of the lower panel cover 31. When the lower panel illumination lamp is turned on, the design on the lower panel base is illuminated from behind. The lower assembly 40 is provided with a small item storage compartment 41 for storing small items, as well as speaker holes for a pair of lower speakers 42a, 42b located at the back of the small item storage compartment 41.
[0041] <Slot machine control means> In this embodiment, the slot machine 1 is controlled by a main control means, a medal count control means, and a sub-control means. The configuration of each control means will be described below.
[0042] <Configuration of main control means> The main control means includes a ROM that stores a game control program and game control data, a main CPU that processes the game control program stored in the ROM, and a RAM (also called "RWM") that stores data generated or updated by the main CPU while processing the game control program. It also includes a one-chip microcomputer that includes a clock pulse generator, a pseudo-random number generator, and an I / O port for external data input and output. The main CPU controls the process related to the lottery draw and winning determination, as well as various devices (e.g., stepping motors, various lamps, etc.) provided within the slot machine 1 in accordance with the game control program stored in the ROM, thereby controlling the progress of the game on the slot machine 1. The ROM and RAM within the one-chip microcomputer are non-volatile storage devices that are configured to retain stored information even when power is not supplied.
[0043] <Configuration of medal count control means> The medal count control means includes a ROM, a read-only memory device that stores a management program that primarily manages medal counts and various data referenced when executing the management program; a management CPU that processes the management program stored in the ROM; and a RAM that stores data generated or updated by the management CPU in the process of processing the management program. This RAM also serves as the game value storage means described above. Hereinafter, the phrase "game value stored in the slot machine 1" refers to the game value stored in the game value storage means. The medal count control means executes the management program described above to perform two-way communication with the dedicated unit and the slot machine 1. It also controls the exchange of game value between the dedicated unit and the slot machine 1 and controls the display of the total game value indicator lamp 28h.
[0044] <Configuration of the secondary control means> The sub-control means includes a ROM, a read-only memory device that primarily stores the performance control program and performance control data; a sub-CPU that processes the performance control program stored in the ROM; and a RAM that stores data generated or updated by the sub-CPU while processing the performance control program. The ROM and RAM are non-volatile memory devices that are configured to retain stored information even when power is not supplied. The sub-CPU processes the performance control program to control the performances of the various performance devices provided in the slot machine 1. The performance devices provided in the slot machine 1 include a group of performance lamps (first performance lamp 12, second performance lamps 13a, 13b, third performance lamps 14a, 14b, fourth performance lamps 16a, 16b, decorative lamps 32a, 32b), a group of speakers (speakers 15a, 15b, 42a, 42b), an image display device 11, and a sub-image display device 29.
[0045] Based on various control commands sent from the main control means, the sub-CPU controls the on / off, blinking, and luminous color of the effect lamps, controls the audio, sound effects, and volume output from the speakers, and controls the display of effect images and effect videos, as well as information related to the game status, displayed on the image display device 11 or the sub-image display device 29. In this way, effects are executed using various effect devices. Note that information exchanged between the main control means and the sub-control means, such as the control commands described above, is always unidirectional, from the main control means to the sub-control means, and no information is ever sent from the sub-control means to the main control means.
[0046] The effects described above may include an effect that changes the display mode of the effect image or effect video displayed on the image display device 11 in response to the operation of the decision button 27. Furthermore, the information about the game status displayed on the image display device 11 or the sub-image display device 29 may also include information about a game state that is advantageous to the player, such as a bonus game (the number of games played during the advantageous game state, the amount of game value awarded during the advantageous game state, and information about the end of the advantageous game state (e.g., the number of games remaining or the amount of game value)). Furthermore, a menu screen may be displayed on the image display device 11 in response to the operation of the selection button 26 and the decision button 27, and information may be provided in response to the player's selection operation.
[0047] <Basic operations for playing games> To play on the slot machine 1 described above, a player first inserts an IC card on which game value is recorded into a dedicated unit installed adjacent to the slot machine 1. Next, the player presses a loan button on the dedicated unit to transfer a predetermined amount (e.g., 50 coins) of game value recorded on the IC card to the slot machine 1. The amount (number) of game value transferred from the dedicated unit is then added to the total game value stored in the slot machine 1. The total game value display lamp 28h displays the current total game value plus the amount (number) of game value transferred from the dedicated unit. For example, if the total game value display lamp 28h displays "100" and the loan button is operated to transfer "50," the total game value display lamp 28h will display "150." This allows the player to play using the game value recorded on the IC card.
[0048] To play the slot machine 1, a player operates the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game values within the total game value stored in the slot machine 1, thereby activating a pay line WL corresponding to the specified number. This subtracts the amount (number) of game values bet from the total game value, and the value displayed on the total game value display lamp 28h decreases accordingly. Next, when the player operates the start lever 24, the number of bets is confirmed (the bet game value is used for game play). Then, a winning combination lottery process (described below) is performed, and after it is confirmed that a minimum game time (for example, 4.1 seconds after all reels began spinning in the previous game) has elapsed, each of the reels 3a, 3b, and 3c begins spinning.
[0049] When each reel 3a, 3b, 3c begins to spin, multiple types of symbols displayed on the outer surfaces of reels 3a, 3b, 3c move up and down (usually from top to bottom) within display window W. Then, when reels 3a, 3b, 3c reach a predetermined speed and start rotating at a constant speed, each stop switch 25a, 25b, 25c becomes active (stop switch operation becomes valid and acceptable). In this state, if the player operates stop switch 25a, the rotation of reel 3a stops; if the player operates stop switch 25b, the rotation of reel 3b stops; and if the player operates stop switch 25c, the rotation of reel 3c stops. When all reels stop, it is determined whether the symbol combination displayed on the pay line matches the symbol combination of a minor winning combination (described below) (won a minor winning combination). When it is determined that a small winning combination has been won, the amount (number) of game value corresponding to the winning small winning combination is added to the credited game value, and the value of the total game value displayed on the total game value display lamp 28h increases accordingly.
[0050] To end the game, press the count button 21, and the total gaming value stored in the slot machine 1 is transferred to the dedicated unit. The total gaming value transferred to the dedicated unit is added to the gaming value stored in the IC card inserted into the dedicated unit. Then, press the return button on the dedicated unit to eject the IC card from the dedicated unit.
[0051] <Reel pattern arrangement> Next, the symbols displayed on reels 3a, 3b, and 3c will be described with reference to FIG. 2. FIG. 2(a) shows the arrangement of symbols displayed on the reel tape of each of reels 3a, 3b, and 3c. Here, the downward arrow shown on the left side of the symbol number column in FIG. 2(a) indicates the direction in which each reel symbol moves within the display window W. Also, the space between the symbol number 0 and the symbol number 1 on each reel is the seam of the reel tape. As shown in FIG. 2(b), the arrangement of symbols on each reel is composed of 20 symbols using 10 types of symbols: "Red 7," "Bar," "Replay," "Bell A," "Bell B," "Bell C," "Cherry A," "Cherry B," "Blank A," and "Blank B."
[0052] On the left reel 3a, the "Bell B" symbol is placed on symbols 0, 15 and 5, the "Blank B" symbol is placed on symbol 19 only, the "Red 7" symbol is placed on symbols 18 and 9, the "Bell A" symbol is placed on symbols 17, 12, 7 and 2, the "Replay" symbol is placed on symbols 16, 11, 6 and 1, the "Cherry B" symbol is placed on symbol 14 only, the "Bar" symbol is placed on symbols 13 and 4, the "Bell C" symbol is placed on symbol 10 only, the "Blank A" symbol is placed on symbol 8 only, and the "Cherry A" symbol is placed on symbol 3 only.
[0053] On middle reel 3b, the "replay" symbol is placed on symbols 0, 15, 10 and 5, the "cherry B" symbol is placed on symbols 19 and 4, the "red 7" symbol is placed on symbols 18 and 8, the "cherry A" symbol is placed on symbols 17, 12 and 7, the "bell A" symbol is placed on symbols 16, 11 and 6, the "blank A" symbol is placed on symbols 14 and 9, the "bar" symbol is placed on symbol 13 only, the "bell C" symbol is placed on symbol 3 only, the "blank B" symbol is placed on symbol 2 only, and the "bell B" symbol is placed on symbol 1 only.
[0054] On the right reel 3c, the "blank A" symbol is placed on symbols 0, 15, and 5, the "bell B" symbol is placed only on symbol 19, the "red 7" symbol is placed only on symbol 18, the "bar" symbol is placed only on symbol 17, the "replay" symbol is placed on symbols 16, 11, 6, and 1, the "bell A" symbol is placed on symbols 14, 9, and 4, the "cherry A" symbol is placed on symbols 13, 8, and 3, the "blank B" symbol is placed on symbols 12, 7, and 2, and the "cherry B" symbol is placed only on symbol 10.
[0055] <<Pattern combinations for each game>> Next, the symbol combinations of each game role will be explained with reference to Figures 3(a) and 4. Figure 3(a) shows the symbol combinations of bonus roles and replay roles, and Figure 4 shows the symbol combinations of minor roles (winning roles). In Figures 3(a) and 4, the numbers written in the "Number" column indicate the unique number (symbol combination number) assigned to each symbol combination. Also, the meanings of "A" to "F" written in the "Game Status" column are as shown in Figure 3(b). That is, game status "A" is a game status in which no bonus game is in progress and the specified number is two (only the active line is a line sloping downward to the right). Game status "B" is a game status in which no bonus game is in progress and the specified number is three (five active lines).
[0056] Game state "C" is a game state in which a Type 1 BB-A game, which will be described later, is being played. Game state "D" is a game state in which a Type 1 BB-B game, which will be described later, is being played. Game state "E" is a game state in which a Type 2 BB-A game, which will be described later, is being played. Game state "F" is a game state in which a Type 2 BB-B game, which will be described later, is being played. Here, during Type 1 BB-A game (game state "C"), the specified number is three (five active lines), and during Type 1 BB-B game (game state "D"), Type 2 BB-A game (game state "E"), and Type 2 BB-B game (game state "F"), the specified number is two (only active lines sloping downward to the right). In the following explanation, when describing symbol combinations, the names of the symbols that make up the symbol combination will be written in the order of left reel 3a, center reel 3b, and right reel 3c, grouped in "", and the names of the individual symbols will be separated by "·". For example, the symbol combination number 2 in Figure 3(a) will be written as "Bell C·Red 7·Bar".
[0057] <Bonus symbol combinations> As shown in Figure 3(a), the symbol combination of Type 1 BB01 is "Red 7, Red 7, Red 7" (symbol combination number "1"). The symbol combination of Type 1 BB01 can be aligned on an active line (hereinafter simply referred to as "aligned") during normal play with the required number of three coins (a game that is not in any bonus game and in which no bonus-related condition device is activated), and if it is aligned, Type 1 BB-A play will start from the next game as a bonus game. The symbol combination of Type 1 BB02 is "Bell C, Red 7, Bar" (symbol combination number "2") and "Blank B, Red 7, Bar" (symbol combination number "3"). The symbol combination of Type 1 BB02 can be aligned during normal play with the required number of two coins, and if it is aligned, Type 1 BB-B play will start from the next game as a bonus game.
[0058] The six symbol combinations for Type 2 BB01 are "Red 7 Replay Blank A" (symbol combination number "4"), "Red 7 Replay Cherry B" (symbol combination number "5"), "Bar Replay Blank A" (symbol combination number "6"), "Bar Replay Cherry B" (symbol combination number "7"), "Replay Replay Blank A" (symbol combination number "8"), and "Replay Replay Cherry B" (symbol combination number "9"). The symbol combinations for Type 2 BB01 can be completed with two regular coins. If they are completed, Type 2 BB-A play will begin as a bonus game from the next play. The symbol combination for Type 2 BB02 is "Red 7 Red 7 Bar" (symbol combination number "10"). The symbol combinations for Type 2 BB02 can be completed with three regular coins. If they are completed, Type 2 BB-B play will begin from the next play.
[0059] <Replay symbol combination> In this embodiment, there are four types of replay roles, namely, replay 01 to replay 04, and the symbol combination for replay 01 is one type, "replay replay replay" (symbol combination number "11"). This symbol combination can be completed in normal play with a specified number of two or three coins (game states "A" and "B"). The symbol combination for replay 02 is two types, "bell B replay replay" (symbol combination number "12") and "bell C replay replay" (symbol combination number "13"), and these symbol combinations can be completed in normal play with a specified number of three coins (game state "B"). The symbol combinations for replay 03 are "Bell A, Replay, Cherry B" (symbol combination number "14") and "Bell A, Replay, Blank A" (symbol combination number "15"), and these symbol combinations can be completed in normal play with the required number of two coins (game state "A"). The symbol combinations for replay 04 are "Red 7, Replay, Bell A" (symbol combination number "16"), "Red 7, Replay, Bell B" (symbol combination number "17"), "Bar, Replay, Bell A" (symbol combination number "18"), and "Bar, Replay, Bell B" (symbol combination number "19"), and these symbol combinations can be completed in normal play with the required number of two coins (game state "A").
[0060] <Winning combination (small combination)> As shown in FIG. 4, there are ten types of winning roles in this embodiment, Winning 01 to Winning 10, and the symbol combinations for Winning 01 are eight types: "Bell A·Bell A·Bell A" (symbol combination number "20"), "Bell A·Bell A·Bell B" (symbol combination number "21"), "Bell A·Bell B·Bell A" (symbol combination number "22"), "Bell A·Bell B·Bell B" (symbol combination number "23"), "Bell B·Bell A·Bell A" (symbol combination number "24"), "Bell B·Bell A·Bell B" (symbol combination number "25"), "Bell B·Bell B·Bell A" (symbol combination number "26"), and "Bell B·Bell B·Bell B" (symbol combination number "27"). For Winning 01, in game states "A," "D," "E," and "F," where the specified number is 2, the number of game values awarded is 14, but in game states "B" and "C," where the specified number is 3, the number of game values awarded is 7.
[0061] The symbol combinations for winning 02 are "Bell C, Bell A, Bell A" (symbol combination number "28"), "Bell C, Bell A, Bell B" (symbol combination number "29"), "Bell C, Bell B, Bell A" (symbol combination number "30"), and "Bell C, Bell B, Bell B" (symbol combination number "31"). In game states "A", "D", "E" and "F" where the required number is 2, the number of game values awarded for winning 02 is 14, but in game states "B" and "C" where the required number is 3, the number of game values awarded is 7.
[0062] The symbol combinations for winning 03 are "Bell A, Bell C, Bell A" (symbol combination number "32"), "Bell A, Bell C, Bell B" (symbol combination number "33"), "Bell B, Bell C, Bell A" (symbol combination number "34"), "Bell B, Bell C, Bell B" (symbol combination number "35"), "Bell C, Bell C, Bell A" (symbol combination number "36"), and "Bell C, Bell C, Bell B" (symbol combination number "37"). In game states "A", "D", "E" and "F" where the required number is two, the number of game values awarded for winning 03 is 14, but in game states "B" and "C" where the required number is three, the number of game values awarded is 7.
[0063] The symbol combinations for winning 04 are "Blank A, Bell A, Red 7" (symbol combination number "38"), "Blank A, Bell A, Cherry A" (symbol combination number "39"), "Blank A, Bell B, Red 7" (symbol combination number "40"), and "Blank A, Bell B, Cherry A" (symbol combination number "41"). In game states "A", "D", "E" and "F" where the required number is 2, the number of game values awarded for winning 04 is 14, but in game states "B" and "C" where the required number is 3, the number of game values awarded is 15.
[0064] The symbol combinations for winning 05 are "Blank B, Bell A, Blank B" (symbol combination number "42") and "Blank B, Bell B, Blank B" (symbol combination number "43"). Winning 05 will award 14 coins of play value in game states "A," "D," "E," and "F," where the required number of coins is two, but will award 15 coins of play value in game states "B" and "C," where the required number of coins is three. Winning 06 will award 14 coins of play value in game states "A," "D," "E," and "F," where the required number of coins is two, but will award 15 coins of play value in game states "B" and "C," where the required number of coins is three. Winning 06 will award 14 coins of play value in game states "A," "D," "E," and "F," where the required number of coins is two, but will award 15 coins of play value in game states "B" and "C," where the required number of coins is three.
[0065] Winning 07 has a single symbol combination of "Replay, Bar, Blank B" (symbol combination number "46"), and the payout is 15 coins in all game states "A" through "F." Winning 08 has a single symbol combination of "Cherry A, ANY, ANY" (symbol combination number "47"). The "ANY" symbol corresponding to the center reel 3b and right reel 3c in this symbol combination means that any symbol on these reels is acceptable. Therefore, if the "Cherry A" symbol stops on a pay line on the left reel 3a, winning 08 will be awarded regardless of the symbols displayed on the center reel 3b and right reel 3c. Winning 09 has a single symbol combination of "Cherry B, ANY, ANY" (symbol combination number "48"). Like Winning 08, Winning 09 will be won if the "Cherry B" symbol stops on an active line on the left reel 3a, regardless of which symbol stops and is displayed on the middle reel 3b and right reel 3c.
[0066] The winning 10 symbol combinations are "Bell B · Bell A · Replay" (symbol combination number "49"), "Bell B · Bell B · Replay" (symbol combination number "50"), "Bell C · Bell A · Replay" (symbol combination number "51"), and "Bell C · Bell B · Replay" (symbol combination number "52"), and the winning 10 symbol combination can only be won in game state "C", and the number of game values awarded is 7.
[0067] Bonus Game Details The contents of each of the bonus games of the type 1 BB-A game, type 1 BB-B game, type 2 BB-A game, and type 2 BB-B game will be described with reference to FIG. 3(c).
[0068] <Type 1 BB-A game> When a Type 1 BB01 symbol combination is completed, Type 1 BB-A game will start from the next game. During Type 1 BB-A game, RB-A game will be repeatedly executed until the cumulative number of awarded game values exceeds 210. During RB-A game, the specified number becomes 3, and if a winning combination is won twice or the game is played twice, the game ends and a new RB-A game will start from the next game. However, if the cumulative number of awarded game values during Type 1 BB-A game exceeds 210 during RB-A game or when the conditions for ending RB-A game are met, both the RB-A game and Type 1 BB-A game will end with that game.
[0069] <Type 1 BB-B game> When the Type 1 BB02 symbol combination is completed, Type 1 BB-B game will start from the next game. During Type 1 BB-B game, RB-B game will be repeatedly executed until the cumulative number of awarded game values exceeds 210. During RB-B game, the specified number becomes 2, and if a winning combination is won twice or the game is played twice, the game ends and a new RB-B game will start from the next game. However, if the cumulative number of awarded game values during Type 1 BB-B game exceeds 210 during RB-B game or when the conditions for ending RB-B game are met, both the RB-B game and Type 1 BB-B game will end with that game.
[0070] <2 types of BB-A games> When a Type 2 BB01 symbol combination is completed, Type 2 BB-A game starts from the next game. During Type 2 BB-A game, CB game is repeatedly executed until the cumulative number of awarded game values exceeds 140. During CB game, the specified number is 2, no winning combination is drawn, and reel stop control is performed to align one of the winning symbol combinations 01 to 09 of the winning role (described below) on an active line depending on the player's stop operation. During CB game, the center reel 3b and right reel 3c stop their rotation within 190 milliseconds after the corresponding stop switch (center stop switch 25b or right stop switch 25c) is operated to stop, but the left reel 3a stops their rotation within 75 milliseconds after the left stop switch 25a is operated to stop.
[0071] <2 types of BB-B games> When the Type 2 BB02 symbol combination is completed, Type 2 BB-B game will start from the next game. During Type 2 BB-B game, CB game will be repeatedly executed until the cumulative number of awarded game values exceeds 110. During CB game, the specified number is 2, no role lottery is performed, and reel stop control is performed to align one of the symbol combinations 01 to 09 of the winning role described below on the activated line according to the player's stop operation. Note that during CB game during Type 2 BB-B game, the reel stop control is the same as during CB game during Type 2 BB-A game.
[0072] <Types of Conditional Devices> Next, with reference to Figure 5, the types of condition devices that can be activated by the lottery process performed by the main control means will be explained. Here, Figure 5(a) shows the types of condition devices related to bonuses, and Figure 5(b) shows the types of condition devices related to replays and winnings. Also, the number in the "Number" column shown in Figure 5(a) indicates the bonus condition device number, and the number in the "Number" column shown in Figure 5(b) indicates the replay winning condition device number.
[0073] <Bonus Condition Device> As shown in FIG. 5(a), the conditional devices related to bonuses that operate according to the results of the role drawing include Type 1 BB-A, Type 1 BB-B, Type 2 BB-A, and Type 2 BB-B. (Type 1 BB-A condition device and Type 1 BB-B condition device) When the Type 1 BB-A condition device (BIG (first half)) is activated, it becomes possible to line up a symbol combination corresponding to Type 1 BB01, and if the symbol combination is lined up on an effective line, Type 1 BB-A game will start from the next game. When the Type 1 BB-B condition device (BIG (restart)) is activated, it becomes possible to line up a symbol combination corresponding to Type 1 BB02, and if the symbol combination is lined up on an effective line, Type 1 BB-B game will start from the next game.
[0074] (Two types of BB-A condition device and two types of BB-B condition device) When the Type 2 BB-A condition device (BIG (JAC)) is activated, it becomes possible to line up a symbol combination corresponding to Type 2 BB01, and if that symbol combination lines up on an active line, Type 2 BB-A game will start from the next game. When the Type 2 BB-B condition device (REG) is activated, it becomes possible to line up a symbol combination corresponding to Type 2 BB02, and if that symbol combination lines up on an active line, Type 2 BB-B game will start from the next game.
[0075] As shown in Figure 3(a), there are six symbol combinations corresponding to the Type 2 BB01, numbered "4" to "9." Based on the arrangement of the symbols constituting these symbol combinations on the reels (see Figure 2(a)), any of the six symbol combinations mentioned above can be aligned on an active line by the reel stop control (pull-in control) described later. In other words, the pull-in probability PB of the symbol combination that will start the Type 2 BB-A game is 100% (PB=1). As a result, when the Type 2 BB-A condition device is activated, Type 2 BB01 will be won in that game.
[0076] On the other hand, for the symbol combinations corresponding to Type 1 BB01, Type 1 BB02, and Type 2 BB02, depending on the arrangement of the symbols that make up each symbol combination on the reels, the pull-in control may not align them to an active line (i.e., a miss) depending on the timing of the player's stop operation. Therefore, the pull-in probability PB for symbol combinations that start Type 1 BB-A games, Type 1 BB-B games, and Type 2 BB-B games is less than 100% (PB<1). However, when the Type 1 BB-A condition device, Type 1 BB-B condition device, and Type 2 BB-B condition device are activated, even if the corresponding symbol combination is not aligned in that game, the condition device will remain activated from that game onwards until the corresponding symbol combination is aligned, and the game will enter a so-called "internal" game state.
[0077] <Conditional device related to replay> As shown in Figure 5(b), there are replay-A to replay-E condition devices that operate according to the results of the winning combination. When the replay-A condition device (replay (3 coins)) is activated, the symbol combination of replay 01 can be aligned. When the replay-B condition device (replay (2 coins)) is activated, the symbol combination of replay 01, 03, and 04 can be aligned. When the replay-C condition device (slip replay (3 coins)) is activated, the symbol combination of replay 01 and 02 can be aligned. When the replay-D condition device (slip replay (2 coins)) is activated, the symbol combination of replay 03 can be aligned. When the replay-E condition device (reach eye replay) is activated, the symbol combination of replay 02 can be aligned.
[0078] <Conditional device related to winning> As shown in Figure 5(b), there are prize-related condition devices that operate according to the results of the prize lottery, including prize-A to prize-M. The prize-ALL condition device operates every time a prize is drawn in Type 2 BB-A games and Type 2 BB-B games, regardless of the prize lottery. When the prize-A condition device (bell) is activated, the prize-winning symbol combinations 01 to 03 are possible. When the prize-B condition device (sliding bell) is activated, the prize-winning symbol combinations 01 and 02 are possible. When the prize-C condition device (15-piece role) is activated, the prize-winning symbol combinations 04 to 07 are possible. When the prize-D condition device (2IN_15 bells) is activated, the prize-winning symbol combinations 01 to 03 and 07 are possible. When the winning-E condition device (2IN_Reach Eye Bell) is activated, it becomes possible to align the winning pattern combinations 01, 04 to 06, 08 and 09.
[0079] If the Winning-F Condition Device (both cherries) is activated, the winning symbol combinations 08-09 will be possible. If the Winning-G Condition Device (one cherry A) is activated, the winning symbol combination 08 will be possible. If the Winning-H Condition Device (one cherry B) is activated, the winning symbol combination 09 will be possible. If the Winning-I Condition Device (14 cards in 3IN_BB) is activated, the winning symbol combinations 01-03 and 08-10 will be possible. If the Winning-J Condition Device (15 cards A in 3IN_BB) is activated, the winning symbol combinations 01, 02, 04, 05, and 10 will be possible. If the Winning-K Condition Device (15 cards B in 3IN_BB) is activated, the winning symbol combinations 01, 02, 06, 07, and 10 will be possible.
[0080] When the winning-L condition device (14 pieces in 2IN_BB) is activated, the winning symbol combinations 01-05, 08, and 09 can be aligned. When the winning-M condition device (15 pieces in 2IN_BB) is activated, the winning symbol combinations 01-03, 06, and 07 can be aligned. When the winning-ALL condition device (14 pieces in MB) is activated, the winning symbol combinations 01-09 can be aligned.
[0081] <<Winning probability in lottery>> In the main control means of this embodiment, the probability (winning probability) that each of the above-mentioned condition devices will be activated by the role lottery process performed based on the pseudo-random number and the role lottery table will be explained with reference to the winning number table shown in Figures 6 and 7. In Figure 6, (a) shows the type of condition device that is the target of the role lottery performed in a normal game with a specified number of three coins and the winning number table for each condition device, (b) shows the type of condition device that is the target of the role lottery performed in a game during the operation of a type 1 BB-A condition device and the winning number table for each condition device, and (c) shows the type of condition device that is the target of the role lottery performed in an RB-A game during a type 1 BB-A game and the winning number table for each condition device.
[0082] Also, in Figure 7, (a) shows the type of condition device that is the subject of the role lottery executed in a game when a type 2 BB-B condition device is operating, and the winning number table for each condition device, (b) shows the type of condition device that is the subject of the role lottery executed in a normal game with a specified number of two, and the winning number table for each condition device, (c) shows the type of condition device that is the subject of the role lottery executed in a game when a type 1 BB-B condition device is operating, and the winning number table for each condition device, and (d) shows the type of condition device that is the subject of the role lottery executed in an RB-B game during a type 1 BB-B game, and the winning number table for each condition device. Note that each row in each number table shown in Figures 6 and 7 is linked to a unique winning number, and these winning numbers are the subject of the role lottery.
[0083] In the above-mentioned winning unit number table, the value for each conditional device indicates the number of winning units (number of winning units) that will activate the conditional device out of the random number number (65,536) used in the lottery for each setting (from "Setting 1" to "Setting 6"). The value obtained by dividing the winning unit number by 65,536 is the probability that the conditional device will activate (winning probability). The slot machine is configured so that the operator can select which of "Setting 1" to "Setting 6" to use as the winning unit number. Hereinafter, setting the winning probability so that it changes depending on the setting value is referred to as "setting differential." It is possible to arbitrarily determine whether or not to set differentials for each winning number. Furthermore, as mentioned above, when a Type 2 BB-A conditional device is activated, the Type 2 BB01 symbol combination is matched during that game (there are no misses), so there is no winning unit number table for when a Type 2 BB-A conditional device is activated. Furthermore, since the winning-ALL condition device (see Figure 5(b)) operates during CB play regardless of the winning lottery, there is no winning number table during CB play.
[0084] (Normal game winning number table) As shown in Figure 6(a), in normal play with a specified number of three coins, the type 1 BB-A and type 2 BB-B condition devices are the targets of the lottery for bonuses, and in settings 1 to 3, the probability of a type 1 BB-A condition device activating (number of winning units: 236 to 255) is higher than the probability of a type 2 BB-B condition device activating (number of winning units: 156 to 220). Also, in setting 4, the number of winning units for type 2 BB-B condition devices and type 1 BB-A condition devices is the same, 265, while in settings 5 and 6, the number of winning units for both condition devices is 1.
[0085] For replays, the Replay-A, C, and E condition devices are the subject of the lottery. The Replay-A and C condition devices have the same winning number (2976 and 6000, respectively) in settings 1 through 6, and each operates independently. In contrast, the Replay-E condition device never operates independently; it always operates together with a Type 1 BB-A condition device or a Type 2 BB-B condition device, but the winning number is 1. For winnings, the Winning-A through Winning-C condition devices and the Winning-F through Winning-G condition devices are the subject of the lottery. Of these, the Winning-A condition device operates independently, and the winning number varies from 5200 to 6000 in settings 1 through 4, but in settings 5 and 6, the winning number is 22200, making it extremely likely to activate. The Winning-B condition device operates independently in settings 1 through 6 with the same winning number (5000). The Winning-C condition device has a winning number of 1, but always operates together with a Type 1 BB-A condition device.
[0086] The Prize-F to Prize-H condition devices can operate independently, together with the Type 1 BB-A condition device, or together with the Type 2 BB-B condition device. Of these, the number of winning units for Prize-F to operate independently is the same 2046 for settings 1 to 6, but when it operates together with a bonus-related condition device, the number of winning units is only 1, which is an extremely low probability. Additionally, for Prize-H and Prize-G condition devices, the number of winning units is 1 for settings 1 to 6 whether it operates independently, together with the Type 1 BB-A condition device, or together with the Type 2 BB-B condition device.
[0087] (1st Class BB-A Condition Device Operation (Internal) Winning Number Table) When a Type 1 BB-A condition device is activated during normal play with the required number of three tickets, the Type 1 BB-A and Type 2 BB-B condition devices are excluded from the lottery from the winning unit number table shown in Figure 6(a). As a result, the number of winning units for which the Type 1 BB-A and Type 2 BB-B condition devices are activated alone becomes the number of losing winning units, as shown in Figure 6(b). The number of winning units for the Replay-A condition device decreases by one to 2075, but the number of winning units for the Replay-C condition device remains the same as in the winning unit number table in Figure 6(a), at 6000. Replay-E now activates alone, and the number of winning units becomes 3. The number of winning units for the Winning-A and Winning-B condition devices remains the same as in the winning unit number table in Figure 6(a), but Winning-C now activates alone, and the number of winning units becomes 1. The winning-F to -H condition devices will now each operate independently, and the number of winning positions will be 2048 for the winning-F condition device, and 3 each for the winning-G and -H condition devices, for settings 1 to 6.
[0088] (1st Class BB-A Play RB-A Play Winning Number Table) When Type 1 BB-A play begins and RB-A play is in progress, the winning unit number table will be as shown in Figure 6(c). As shown in this figure, the lottery targets are the prize-I to K condition devices, and the number of winning units for the prize-I condition devices is 57,344 for all settings 1 to 6, the number of winning units for the prize-J condition devices is 8,000 for all settings 1 to 6, and the number of winning units for the prize-K condition devices is 192 for all settings 1 to 6. Note that during RB-A play, one of the prize-I to K condition devices will always be activated, and the probability of a loss is 0.
[0089] (Winning number table when Type 2 BB-B condition device is in operation) When a Type 2 BB-B condition device is activated during normal play with the required number of three tickets, the Type 1 BB-A and Type 2 BB-B condition devices are excluded from the lottery from the winning unit number table shown in Figure 6(a). As a result, as shown in Figure 7(a), the number of winning units for which the Type 1 BB-A and Type 2 BB-B condition devices are activated alone becomes the number of losing winning units. The number of winning units for the Replay-A condition device is 2974, two fewer than the number of winning units for the Replay-C condition device, which remains the same as the winning unit number table in Figure 6(a), at 6000. Replay-E now activates alone, and the number of winning units becomes 4. The number of winning units for the Winner-A and Winner-B condition devices remains the same as the winning unit number table in Figure 6(a), but Winner-C now activates alone, and the number of winning units becomes 1. The winning-F to -H condition devices will now each operate independently, and the number of winning positions will be 2048 for the winning-F condition device, and 3 each for the winning-G and -H condition devices, for settings 1 to 6.
[0090] <Winning number table for games with a specified number of 2 tickets> (Normal game winning number table) As will be explained in more detail later, in this embodiment, once the Type 1 BB-A game ends, the game transitions to a regular game with a required number of two coins. In a regular game with a required number of two coins, as shown in FIG. 7(b), the Type 2 BB-A condition device and the Type 1 BB-B condition device are the targets of a lottery for bonuses. The Type 2 BB-A condition device operates independently, and the number of winning units is 53,558 for settings 1 to 6. The Type 1 BB-B condition device operates together with the prize-A, D, and E condition devices. The number of winning units for the Type 1 BB-B condition device operating together with the prize-A condition device is 2,000 for settings 1 to 6. The number of winning units for the Type 1 BB-B condition device operating together with the prize-D condition device and the number of winning units for the prize-E condition device are both 500 for settings 1 to 6. For replays, the replay-B and D condition devices are the targets of a lottery. The number of winning positions for the Replay-B condition device is 4978 for settings 1 to 6, and the number of winning positions for the Replay-D condition device is 4000 for settings 1 to 6. In addition, the probability of losing in normal play with a specified number of 2 coins is 0.
[0091] (1st Class BB-B Condition Device Operation (Internal) Winning Number Table) When a Type 1 BB-B condition device is activated during normal play with the required number of two tickets, the Type 2 BB-A condition device is excluded from the lottery from the winning unit number table shown in Figure 7(b). As a result, as shown in Figure 7(c), the winning unit number (53,558) for the Type 2 BB-A condition device becomes the number of losing winning units. The winning units for the Replay-B and D condition devices remain the same as in the winning unit number table in Figure 7(b), at 4,978 and 4,000. The Winning-A, D, and E condition devices will operate independently, and their winning units will be 2,000 for the Winning-A condition device and 500 for the Winning-D and E condition devices for settings 1 to 6, the same as in the winning unit number table in Figure 7(b).
[0092] (1st Class BB-B Play RB-B Play Winning Number Table) When Type 1 BB-B play begins and RB-B play is in progress, the winning unit number table will be as shown in Figure 7(d). As shown in this figure, the lottery targets are the prize-L and M condition devices, and the number of winning units for the prize-L condition devices is 57,344 for all settings 1 to 6, and the number of winning units for the prize-M condition devices is 8,192 for all settings 1 to 6. In addition, in RB-B play, either the prize-L or M condition device will always be activated, and the probability of losing is 0.
[0093] <<Major control processes executed by the main control means>> <Game Progress Control Processing> Next, with reference to the flowchart shown in FIG. 8, a game progress control process for controlling the progress of a game in the main control means of this embodiment will be described. First, the main control means performs a game start standby process (step Sa1). In this game start standby process, it determines whether 4.1 seconds have elapsed since the start of the previous game (more specifically, since the reels 3a, 3b, and 3c started spinning simultaneously), and if 4.1 seconds have not elapsed, it waits until 4.1 seconds have elapsed. After performing the game start standby process of step Sa1, the main control means then determines whether the start lever 24 has been operated by the player when a specified number of game values has been bet (step Sa2). If the start lever 24 has not been operated, the determination result is NO, and the determination process of step Sa2 is repeated.
[0094] If the player operates the start lever 24 in the determination process of step Sa2, the result is YES, and the main control means performs the role lottery process (step Sa3). In this role lottery process, a winning number is selected based on the probability corresponding to the current game state (see Figures 6 and 7), and the bonus condition device number associated with the selected winning number and whether or not the condition devices associated with winning and replay are activated are determined. The condition device number of the activated condition device is stored in a predetermined memory area in the RAM of the main control means. Here, the bonus condition device number and the winning replay condition device number are stored in different memory areas. The winning replay condition device number stored in RAM is erased (reset to "0") upon completion of the game in which the role lottery was performed. In contrast, the bonus condition device number stored in RAM is retained until the corresponding symbol combination is displayed stopped on the pay line. The game state in which the bonus condition device number stored in RAM is retained is also referred to as "internal play."
[0095] Information related to the results of the lottery within the winning combination and the content of the performance is sent to the sub-control means by a timer interrupt process described later. Furthermore, the reel drive control is performed by the timer interrupt process. Specifically, when the start lever 24 is operated, the reels 3a, 3b, and 3c start accelerating simultaneously from a stopped state, and when they reach a constant speed (for example, about 80 rotations per minute), a stop switch operation can be accepted. In this state, if a stop switch operation is validly accepted, the reel corresponding to the stop switch that was operated to stop is controlled to stop.
[0096] (Reel stop control) The reel stop control of each reel 3a, 3b, 3c is performed based on each stop table (not shown) set according to the condition device activated by the winning combination process, and the operation mode (push order, operation timing, etc.) of the stop switches 25a, 25b, 25c. The main control means also stops the rotation of each reel within a predetermined allowable stop time from the time when each stop switch is operated. Here, the predetermined allowable stop time is 75 milliseconds in Type 2 BB-A games and Type 2 BB-A games, and 190 milliseconds in other games. When the stop switch is in a state where it can accept a stop operation, the rotation speed of each of reels 3a, 3b, and 3c reaches a constant speed (approximately 80 rotations per minute). For example, if there are 20 symbols displayed on each reel and the allowable stop time is 190 milliseconds, the reels will stop for a maximum of approximately 5 symbols (≒ 80 (rotations) / 60 (seconds) x 0.19 (seconds) x 20 (symbols)) after the stop switch is operated to stop before moving. Also, if the allowable stop time is 75 milliseconds, the reels will stop for a maximum of approximately 2 symbols (≒ 80 (rotations) / 60 (seconds) x 0.075 (seconds) x 20 (symbols)) after the stop switch is operated to stop. Hereinafter, the number of symbols that move from the stop switch being operated to the reel stopping will also be referred to as the "number of sliding frames."
[0097] As a result of this, if it becomes possible to stop a symbol combination corresponding to a certain gaming role on a pay line as a result of the role drawing process, the main control means controls the stop of each of the reels 3a, 3b, and 3c so that the symbols constituting that symbol combination are stopped and displayed on the pay line WL as much as possible within the range of the maximum number of sliding symbols (for example, 5 symbols) after the stop switch is stopped. This type of reel stop control is called "pull-in control." On the other hand, if the result of the role drawing is that no gaming role is won (a loss), the main control means controls the stop of each of the reels 3a, 3b, and 3c so that a symbol combination that does not correspond to any gaming role is stopped and displayed on the pay line WL. This type of reel stop control is called "kick-off control."
[0098] In addition, if a replay role or a small role is won within a bonus role, or if a bonus role and a replay role or a small role are won at the same time, reel stop control may be performed to stop the pattern combination corresponding to the replay role on the valid line WL as a top priority.
[0099] After completing the winning combination lottery process in step Sa3, the main control means determines whether all reels have stopped spinning (step Sa4). If all reels have not stopped spinning, the determination result in step Sa4 is NO, and the determination process in step Sa4 is repeated. When all reels have stopped spinning, the determination result in step Sa4 is YES, and the main control means performs a winning determination process (step Sa5), determines the symbol combination that has stopped on the pay line, and determines whether any winning combination has been achieved. If a minor winning combination has been achieved, the main control means performs a game value awarding process to award the game value corresponding to the minor winning combination (step Sa6). Specifically, the main control means transmits the value of the game value to be awarded from the main control means to the medal count control means, and the medal count control means adds the quantity of the game value received from the main control means to the total game value stored in the game value storage means. The medal count control means also updates the game value displayed on the total game value display lamp 28h to the value after the addition. Information relating to the quantity (number) of the awarded game value is transmitted to the sub-control means by a timer interrupt process executed in the main control means.
[0100] Upon completion of the game value awarding process in step Sa6, the main control means performs game termination processing (step Sa7). In this game termination processing, for example, if a replay role is won in the winning determination process in step Sa5, processing is performed to allow replay in the next game, and if any bonus role is won, processing is performed to start a bonus game corresponding to the won bonus role from the next game. In addition, transition control of the RT state is also performed according to the result of the role drawing and the symbol combination aligned on the active line. Then, upon completion of the game termination processing in step Sa7, the process returns to the game start standby processing in step Sa1.
[0101] (RT state transition control) Next, with reference to FIG. 9, the content of the RT state transition control performed in the game termination process of step Sa7 in the game progress control process shown in FIG. 8 will be described. In this embodiment, there are four RT states: non-RT, RT1, RT2, and type 1 BB activated / RB activated / type 2 BB activated / CB activated. First, when the slot machine 1 is powered on and the RAM of the main control means is initialized, the RT state becomes non-RT. When a type 1 BB-A or type 1 BB-B condition device is activated in non-RT, the main control means transitions the RT state from non-RT to RT1 (arrow a in FIG. 9). On the other hand, when a type 2 BB-B condition device is activated in non-RT, the main control means transitions the RT state from non-RT to RT2 (arrow b in FIG. 9). Furthermore, when the symbol combination of Type 2 BB01 (the symbol combination that starts Type 2 BB-A game) is aligned in non-RT, the main control means transitions the RT state from non-RT to Type 1 BB activated / RB activated / Type 2 BB activated / CB activated (arrow c in Figure 9).
[0102] In RT1, when a symbol combination of Type 1 BB01 (a symbol combination that starts a Type 1 BB-A game) or a symbol combination of Type 1 BB02 (a symbol combination that starts a Type 1 BB-B game) is lined up, the main control means shifts the RT state from RT1 to Type 1 BB activated / RB activated / Type 2 BB activated / CB activated (arrow d in FIG. 9). Also, in RT2, when a symbol combination of Type 2 BB02 (a symbol combination that starts a Type 2 BB-B game) is lined up, the main control means shifts the RT state from RT2 to Type 1 BB activated / RB activated / Type 2 BB activated / CB activated (arrow e in FIG. 9). When the termination conditions for Type 1 BB-A game, Type 1 BB-B game, Type 2 BB-A game or Type 2 BB-B game are met when Type 1 BB is activated / RB is activated / Type 2 BB is activated / CB is activated, the main control means transitions the RT state from Type 1 BB is activated / RB is activated / Type 2 BB is activated / CB is activated to non-RT (arrow f in Figure 9).
[0103] <Game state transition> Next, the transition of game states in the slot machine of this embodiment, which performs the above-described control, will be described with reference to Figure 10. First, in the initial state immediately after powering on the slot machine of this embodiment, the state is a normal game state with a specified number of three coins (normal game (specified number: 3 coins)). In this state, a winning combination is drawn based on the winning number table shown in Figure 10(a). When the 2-type BB-B condition device is activated in this normal game, if the 2-type BB-B condition device is activated alone, it is possible to complete the 2-type BB02 symbol combination in that game. On the other hand, if the replay-E condition device or the winning-F, G, or H condition device are activated together, the symbol combination corresponding to these replay winning condition devices is preferentially drawn.
[0104] If the Type 2 BB02 symbol combination is not achieved during a game in which the Type 2 BB-B condition device is activated, the Type 2 BB-B internal state (prescribed number: 3 coins) is entered, and a prize lottery is performed based on the winning combination table shown in Figure 7(a). If the Type 2 BB02 symbol combination is achieved, the Type 2 BB-B game (prescribed number: 2 coins) begins. During Type 2 BB-B game, a presentation is presented to remind the player that a "regular bonus game" (described below) is being played. During Type 2 BB-B game, the CB game is repeatedly executed, and the Win-All condition device is activated every time a game is played, regardless of the prize lottery. If the total number of game values awarded in Type 2 BB-B game exceeds 101, the "regular bonus game" presentation ends, and the game returns to normal game with a prescribed number of 3 coins from the game following the game in which the number of game values awarded exceeds 101.
[0105] On the other hand, if a Type 1 BB-A condition device is activated during a normal game with a required number of three coins, if the Type 1 BB-A condition device is activated alone, it is possible to achieve the Type 1 BB01 symbol combination in that game. However, if the replay-E condition device or the prize-C, F, G, or H condition device are activated together, the symbol combination corresponding to these replay prize-winning condition devices is given priority for the draw control. If the Type 1 BB01 symbol combination cannot be achieved in a game in which the Type 1 BB-A condition device is activated, the game enters a Type 1 BB-A internal state (required number: three coins), and a winning combination drawing is performed based on the winning combination table shown in Figure 6(b). If the Type 1 BB01 symbol combination is achieved, a Type 1 BB-A game (required number: three coins) begins. When the Type 1 BB-A game begins, an effect is produced to make the player aware that the "Big Bonus Game," described below, has begun.
[0106] As mentioned above, when the Type 1 BB-A game is started, the RB-A game is repeatedly executed. In the RB-A game, as shown in Figure 6(c), one of the winning-I, J, or K condition devices will always be activated. Also, as shown in Figure 5(b), the symbol combinations corresponding to the winning-I condition device are winning 01-03 and 08-10, the symbol combinations corresponding to the winning-J condition device are winning 01, 02, 04, 05, and 10, and the symbol combinations corresponding to the winning-K condition device are winning 01, 02, 06, 07, and 10. In addition, when the winning-I, J or K condition device is activated, pull-in control is not performed for symbol combinations such as winning 04 and 05, and winning 06 and 07, which result in 15 coins of game value being awarded, and pull-in control is performed so that the symbol combinations of winning 01 and winning 10 line up on the downward-right line and the upward-right line, respectively (double winning), and 7 coins + 7 coins = 14 coins of game value are awarded.
[0107] Here, referring to "C" in the "Game Status" column of Figure 4 (when Type 1 BB-A is activated), the symbol combinations corresponding to the prize-I condition device (prize 01-03 and 08-10) are awarded with seven coins of game value (prize 01-03 and 10) or one coin (prize 08 and 09). In contrast, the symbol combinations corresponding to the prize-J condition device (prize 01, 02, 04, 05 and 10) are awarded with seven coins of game value (prize 01, 02 and 10) or 15 coins (prize 04 and 05). Furthermore, the symbol combinations corresponding to the prize-K condition device (prize 01, 02, 06, 07 and 10) are awarded with seven coins of game value (prize 01, 02 and 10) or 15 coins (prize 06 and 07).
[0108] As described above, in this embodiment, when the prize-I, J, or K condition device is activated during a type 1 BB-A game, the reel stop control causes a winning combination with a number of awarding game values of 7 coins to be won twice, resulting in 14 coins being awarded, so the number of coins awarded during a type 1 BB-A game is 214. In contrast, in a simulation test to determine whether the slot machine of this embodiment satisfies predetermined specifications, it is considered that the symbol combination with the highest number of awarding game values has been completed among the symbol combinations corresponding to the activated condition devices, so that when the prize-I condition device is activated, 14 coins are awarded, and when the prize-J or K condition device is activated, 15 coins are awarded.
[0109] Based on this, looking at the table of winning units during RB-A play shown in Figure 6(c), the ratio of the number of winning units for the prize-I condition unit to the total number of winning units for the prize-J and K condition units is 57344:8192 = 7:1. Taking this into consideration, in a simulation test, if the prize-I condition unit was activated 13 times and the prize-J or K condition unit was activated twice in one Type 1 BB-A game, the number of game values awarded would be 212, and if the prize-I condition unit was activated 14 times and the prize-J or K condition unit was activated once, the number of game values awarded would be 211.
[0110] In this way, the condition device related to winning that can be activated during Type 1 BB-A play includes a first condition device (e.g., a winning-I condition device) whose corresponding symbol combination is made up of only symbol combinations of a predetermined number of awards (e.g., 7 coins x 2 = 14 coins), and a second condition device (e.g., a winning-J or K condition device) made up of a combination of symbol combinations of the predetermined number of awards and symbol combinations that result in a specific number of awards greater than the predetermined number of awards (e.g., 15 coins), and by setting the probability of the first condition device activating higher than the probability of the second condition device activating, the amount of game value awarded in one Type 1 BB-A play can be made greater than in Type 1 BB-A play in the simulation test, providing the player with a greater sense of satisfaction.
[0111] In this embodiment, when the winning-I, J or K condition device is activated during Type 1 BB-A play, two symbol combinations that will award 7 game values are awarded in duplicate, but the winning-I, J or K condition device may be associated with a symbol combination that will award 14 game values, and when the winning-I, J or K condition device is activated, the symbol combination may be aligned alone on a valid line to award 14 game values.
[0112] Returning to Figure 10, if the total number of awarded game values in a Type 1 BB-A game exceeds 210, the Type 1 BB-A game ends, and the next game begins with a normal game (during a special probability change) with a specified number of two coins. For example, in the case of a medal-less gaming machine, when the game transitions to a special probability change state, when the special probability change state ends, or throughout the special probability change period or at specific times during the special probability change, a signal indicating that the game is in a special probability change state is transmitted to a dedicated unit installed next to the slot machine. This signal is included in the gaming machine information notification transmitted from the slot machine to the dedicated unit every 300 milliseconds. In a normal game with a specified number of two coins, a winning combination is drawn based on the winning combination table shown in Figure 7(b), which significantly increases the probability of the Type 2 BB-A condition device activating, resulting in a special state known as a "special probability change" or "high probability" state. At this time, the "big bonus game" continues for the player, but the state in which the player is likely to acquire game value (i.e., Type 1 BB-A game) has temporarily ended, and an effect is given to heighten the player's expectations for the transition to a state in which the player is likely to acquire the next game value (i.e., Type 2 BB-A game).
[0113] As mentioned above, when focusing on the symbol combinations related to replay, as shown in Figure 3(a), in normal play with a specified number of three coins (game state "B"), there is a possibility of one symbol combination corresponding to replay 01 and two symbol combinations corresponding to replay 02, for a total of three symbol combinations, whereas in normal play with a specified number of two coins (game state "A"), there is a possibility of one symbol combination corresponding to replay 01, two symbol combinations corresponding to replay 03, and four symbol combinations corresponding to replay 04, for a total of seven symbol combinations.
[0114] In this embodiment of the slot machine, the constant speed rotation state is entered when the reel rotation rate reaches 80 revolutions per minute (i.e., 80 rpm) after all reels have started spinning, and the stop switch can be operated under this condition. In addition, in games other than Type 2 BB-A games and Type 2 BB-B games, reel stop control is performed to stop the rotation of all reels within 190 milliseconds after the stop switch is operated. Therefore, the reels will stop after moving a maximum of five symbols after the stop switch is operated (hereinafter, the number of symbols that move from the stop switch operation until the reels stop will be referred to as the "number of sliding symbols"). In Type 2 BB-A games and Type 2 BB-B games, the maximum number of sliding symbols for the left reel 3a is 1, and the maximum number of sliding symbols for the center reel 3b and right reel 3c is 5.
[0115] Taking this into consideration, looking at the reel symbol arrangement shown in Figure 2, the symbol combination "Replay Replay Replay" for Replay 01 has five active lines in normal play with a specified number of three coins, so even if the player operates the stop switches at any time, the reel stop control (pull-in control) can stop and display the symbol combination "Replay Replay Replay" for Replay 01 on any of the five active lines. In contrast, in normal play with a specified number of two coins, the only active line is a downward sloping line to the right, so when the symbol combination (Replay 01) corresponding to the replay role is stopped and displayed, the line in which the "Replay" symbols line up becomes monotonous.
[0116] For this reason, in this embodiment, when the replay condition device is activated in a regular game with a set number of two coins, a total of seven symbol combinations can be displayed, including the six symbol combinations for replay 03 and replay 04 in addition to the symbol combination for replay 01. This diversifies the lines on which the "replay" symbol can be aligned, even if the only active lines are downward-sloping lines. For example, the symbol combinations corresponding to replay 03 are "Bell A, Replay, Cherry B" (symbol combination number "14") and "Bell A, Replay, Blank A" (symbol combination number "15"). Therefore, when the required number of these symbol combinations are aligned on the downward-sloping lines (active lines), the "replay" symbol will be aligned on the middle line. In addition, the symbol combinations for Replay 04 are "Red 7 Replay Bell A" (symbol combination number "16"), "Red 7 Replay Bell B" (symbol combination number "17"), "Bar Replay Bell A" (symbol combination number "17"), and "Bar Replay Bell B" (symbol combination number "17"). Therefore, if the "Red 7" symbol with symbol number 18 or the "Bar" symbol with symbol number 13 on the left reel 3a shown in Figure 2 is stopped and displayed in the upper row of the display window W, the "Replay" symbols will be aligned in a line sloping upward to the right.
[0117] In this way, by increasing the number of replay symbol combinations in normal games with a specified number of two symbols (games in which the only valid line is a downward-sloping line to the right) compared to normal games with a specified number of three symbols (games in which the valid lines are five), it is possible to diversify the stop display patterns in which the "replay" symbols line up in a straight line, thereby increasing the enjoyment of the game.
[0118] Also, in normal play with a required number of coins, if the Type 2 BB-A condition device is activated, the Type 2 BB01 symbol combination (PB=1) will be aligned in the activated play, and the Type 2 BB-A game with a required number of coins will begin from the next play (therefore, there is no state inside Type 2 BB-A). On the other hand, since the Type 1 BB-B condition device always operates together with the Winning-A, D, or E condition device (see Figure 7(b)), if the symbol combination of the winning role aligns on an active line, the Type 1 BB-B condition device is activated. Also, if the symbol combination of the replay role aligns on an active line, at least the Type 2 BB-A condition device is not activated, and the Type 1 BB-B condition device is activated (inside Type 1 BB-B), but the Type 1 BB02 symbol combination is PB<1, so it is possible that the Type 1 BB02 symbol combination was not aligned (missed). Therefore, when the replay symbol combination is aligned on an effective line in a normal game with a specified number of two coins, the player can play the game with the hope that the Type 1 BB-B condition device is operating.
[0119] Returning to Figure 10, when a Type 2 BB01 symbol combination is completed during a normal game with a required number of two coins, a Type 2 BB-A game with a required number of two coins will begin from the next game. At this time, an effect similar to the start of a "Jack Game" (described later) is produced to make it easier for the player to acquire game value. During Type 2 BB-A game, the Win-All condition device is activated every game regardless of the winning combination lottery, and if the total number of game value awarded in Type 2 BB-A game exceeds 140 coins, the "Jack Game" effect ends, and the "Big Bonus Game" effect ends, and the game returns to a normal game with a required number of three coins from the game following the game in which the awarded number exceeds 140 coins.
[0120] On the other hand, if a Type 1 BB-B condition device is activated during normal play with the required number of coins being two, the pull-in control is performed with priority given to the symbol combination corresponding to the simultaneously activated Win-A, D, or E condition device (see Figure 7(b)) over the Type 1 BB02 symbol combination. Therefore, the Type 1 BB02 symbol combination is missed, and the game enters a Type 1 BB-B state (required number: two coins). At this time, an effect is displayed to the player indicating that the "Big Bonus Game" can be restarted from the beginning (i.e., the game is in Type 1 BB-B). Following this effect, if the player performs a so-called "eye-press" to align the Type 1 BB02 symbol combination ("Bell C, Red 7, Bar" or "Blank B, Red 7, Bar") on a winning line, a Type 1 BB-B game with the required number of coins being two begins. An image indicating that the Big Bonus has been won is displayed to the player, followed by the same effect as in Type 1 BB-A game.
[0121] When the total number of game values awarded in the Type 1 BB-B game exceeds 210, the Type 1 BB-B game ends with that game, and the normal game starts from the next game with the aforementioned specified number of 2. After that, the "big bonus game" continues until the Type 2 BB-A condition device is activated and the Type 2 BB-A game ends, but as shown in Figure 7(b), the probability of the Type 2 BB-A condition device activating (number of winning machines: 53558) is set to be significantly higher than the probability of the Type 1 BB-B condition device activating (number of winning machines: 3000 (total value)), so the "big bonus game" state will not continue for an excessive period of time.
[0122] In the "Big Bonus Game" described above, when the Type 1 BB-A game ends, the normal game starts with the specified number of coins set to two, and either the Type 2 BB-A game or the Type 1 BB-B game is played. If the Type 2 BB-A game starts, the "Big Bonus Game" ends when the Type 2 BB-A game ends. On the other hand, if the Type 1 BB-B game starts, the normal game starts again with the specified number of coins set to two when the Type 1 BB-B game ends. Therefore, the "Big Bonus Game" continues until the Type 2 BB-A game starts and ends in the normal game with the specified number of coins set to two.
[0123] As mentioned above, in a normal game with a required number of two coins, the winning combination will not result in a miss, as shown in Figure 7(b). Furthermore, when the Type 2 BB-A condition device is activated, the Type 2 BB01 symbol combination is PB=1, so the Type 2 BB-A game will begin from the next game. However, when the Type 1 BB-B condition device is activated, the Type 1 BB02 symbol combination is PB<1, so there is a possibility that the Type 1 BB02 symbol combination will be missed. However, in this embodiment, since the prize-A, D, and E condition devices are activated along with the Type 1 BB-B condition device, even if the Type 1 BB02 symbol combination is missed, if the symbol combination corresponding to these prize-related condition devices is matched, 14 or 15 coins of game value will be awarded. Therefore, in a game in which the Type 1 BB-B condition device is activated, it is possible to earn game value greater than the amount of game value consumed. In this way, by avoiding a decrease in the chances of acquiring game value in normal games with a specified number of two coins, it is possible to make it difficult for the player to feel that the game state in which it is easy to acquire game value during the "big bonus game" is being interrupted, and it is possible to avoid a decrease in interest in the game.
[0124] <<Performance during play>> Next, the effects during play of the slot machine of this embodiment will be described with reference to Figures 11 to 15. These figures show the display contents of the image display device 11 and the sub-image display device 29, with Figure 11 showing the effects during a normal game in which the specified number of coins is three, and Figure 12 showing the effects during a "regular bonus game" (type 2 BB-B game). Also, Figure 13 shows the effects during a type 2 BB-A game in a "big bonus game," Figure 14 shows the effects during a "jack game" (type 2 BB-A game), and Figure 15 shows the effects when a type 1 BB-B condition device is activated in a "big bonus game."
[0125] In a normal game in which the specified number of coins is three, the image display device 11 displays an image with the shutter closed, as shown in FIG. 11(a), and the sub-image display device 29 displays the amount (number) of gaming value bet. That is, when no gaming value has been bet, the areas of the sub-image display device 29 displaying the numbers "1," "2," and "3" are all dark (as if the lamps were off). When one gaming value unit is bet, the area displaying the number "1" changes to a bright color (as if the lamps were on). When two gaming values are bet, the areas displaying the numbers "1" and "2" change to a bright color. When three gaming values are bet, the areas displaying the numbers "1," "2," and "3" change to a bright color. In this way, the display on the sub-image display device 29 is linked to the lighting / extinguishing of the bet number display lamp 28b shown in FIG. 1(A).
[0126] In normal play with a required number of three coins, when a Type 1 BB-A or Type 2 BB-B condition device is activated, a shutter opens on the image display device 11 and an image with the word "BONUS" is displayed, as shown in Figure 11(b). This image has the same function as a notification lamp indicating that a Type 1 BB-A or Type 2 BB-B condition device has been activated, and this lets the player know that they are ready to start a "Regular Bonus Game" or "Big Bonus Game." Here, the image in Figure 11(b) is maintained until the Type 1 BB01 or Type 2 BB02 symbol combination is completed.
[0127] When the symbol combination of 2 kinds BB02 is completed in the state of Fig. 11(b), the word "BONUS" displayed in the open shutter changes to the word "REGULAR BONUS" as shown in Fig. 12(a), and the player is notified that a "regular bonus game" (2 kinds BB-B game) will start from the next game. During the "regular bonus game", an image of coins piled up in the open shutter is displayed on the image display device 11 as shown in Fig. 12(b).
[0128] Furthermore, the sub-image display device 29 displays the words "REG BONUS" at the top of the display area, indicating that the "regular bonus game" is in progress, and below that, the remaining quantity of game value to be awarded during the "regular bonus game" (the value of "LAST" in Figure 12(b)) is displayed. Furthermore, below the remaining quantity "LAST", the quantity of game value acquired during the "regular bonus game" is displayed as a difference in number of coins (the value of "TOTAL" in Figure 12(b)). Therefore, immediately before the start of the "regular bonus game", the value of "LAST" is displayed as "140" and the value of "TOTAL" is displayed as "0". Here, the difference in number of coins refers to the value obtained by subtracting the quantity of game value bet from the quantity of game value awarded.
[0129] Then, when 140 coins are awarded during the "regular bonus game" (type 2 BB-B game), as shown in FIG. 12(c), the image of the shutter changes to a closed state on the image display device 11, and then a message urging players to avoid becoming addicted to the game (such as "Be careful not to become addicted" and "Pachislot is a game that should be enjoyed in moderation" in FIG. 12(c)) is displayed. The sub-image display device 29 also displays the words "REG BONUS," along with the final "LAST" value of "0" and the "TOTAL" value, for example, "120." Then, a regular game with a specified number of three coins is started again from the next game. The words "REG BONUS," as well as the "LAST" and "TOTAL" values displayed on the sub-image display device 29, are erased when a predetermined time has elapsed since the last game in the "regular bonus game" ended, or when a bet operation is performed to bet the specified number for starting the next game (regular game with a specified number of three coins).
[0130] On the other hand, when a Type 1 BB01 symbol combination is completed during a normal game with a specified number of three coins, the word "BONUS" displayed within the open shutter changes to the word "BIG BONUS" as shown in FIG. 13(a), informing the player that a "big bonus game" (Type 1 BB-A game) will begin from the next game. During the "big bonus game," as shown in FIG. 13(b), an image of a notification lamp indicating whether or not the Type 1 BB-B condition device has been activated is displayed within the open shutter on the image display device 11. Here, in FIG. 13(b), a sun mark is displayed as the image of the notification lamp. However, at this time, the sun mark is displayed in a dark color, and the display mode is such that it appears as if the notification lamp is off.
[0131] Furthermore, the sub-image display device 29 displays the words "BIG BONUS" at the top of the display area, indicating that the "big bonus game" is in progress, and below that, the remaining amount of game value to be awarded during the "big bonus game" ("LAST" in FIG. 13(b)) is displayed. Furthermore, below the remaining amount "LAST", the amount of game value acquired during the "big bonus game" is displayed as the difference in number of coins ("TOTAL" in FIG. 13(b)). Therefore, immediately before the start of the "big bonus game", "LAST" is displayed as "210" and "TOTAL" is displayed as "0".
[0132] Then, when 210 game coins are awarded during the "big bonus game" (type 1 BB-A game), the type 1 BB-A game ends, and as shown in FIG. 12(c), the characters "BIG BONUS" displayed at the top of the display area of the sub-image display device 29 are switched to the characters "JAC GAME," and the characters "JAC GAME" are displayed flashing. Also, below the characters "JAC GAME," the value of "LAST" is displayed as "0" and the value of "TOTAL" is displayed as, for example, "165." Then, the type 1 BB-A game ends, and a normal game with a specified number of two coins starts from the next game.
[0133] During normal play with a required number of coins of two, as shown in FIG. 14(a), the sun symbol displayed on the image display device 11 is displayed in a dark color. The sub-image display device 29 continues to flash the words "JAC BONUS," heightening anticipation of the transition to the "Jack Game" where game value can be easily acquired. Although the "LAST" value remains "0," the "TOTAL" value retains the difference in coins acquired in the Type 1 BB-A game, indicating that the "Big Bonus Game" is still in progress. Therefore, the "TOTAL" value increases or decreases depending on the number of coins bet and the amount of game value awarded (for example, "1283" is displayed in FIG. 14(a)). When the Type 1 BB-B condition device is activated during normal play with a required number of coins of two, the sun symbol displayed as the notification lamp on the image display device 11 is displayed in a bright color, as if the notification lamp were lit, as shown in FIG. 14(b). Furthermore, on the sub-image display device 29, the characters "JAC GAME" that had been flashing are displayed in a light gray (so-called "grayed out").
[0134] This allows the player to recognize that he or she is in a state where he or she can restart the "Big Bonus Game" from the beginning (the Type 1 BB-B condition device is in operation), and if he or she completes the Type 1 BB02 symbol combination, the sun mark displayed in the open shutter on the image display device 11, as if the notification lamp were off, changes to the letters "JAC GAME" as shown in Figure 14(c). Also, on the sub-image display device 29, the letters "JAC GAME" displayed at the top stop flashing, the letters "JAC GAME" are displayed constantly, and the value of "LAST" becomes "101". This notifies the player that the "JACK GAME" (Type 2 BB-A game) will start from the next game.
[0135] During the "JAC GAME," as shown in FIG. 15(b), the image display device 11 displays an image of coins stacked inside an open shutter (however, the amount of coins displayed is greater than during the "REGULAR BONUS GAME"). The "LAST" value displayed on the sub-image display device 29 decreases each time a game value is awarded, while the "TOTAL" value increases or decreases depending on the number of game values bet and awarded. When 101 game values are awarded during the "JAC GAME" (Type 2 BB-A game), as shown in FIG. 15(c), the image display device 11 displays a message similar to FIG. 12(c) after the shutter closes, encouraging players to avoid becoming addicted to the game. The sub-image display device 29 also displays the words "JAC GAME," along with the "LAST" value of "0" and the "TOTAL" value (the difference in the number of coins in one "BIG BONUS GAME"), e.g., "1430" in FIG. 15(c). Then, from the next game, a normal game with a specified number of three coins starts again, and the display contents of the image display device 11 and the sub-image display device 29 return to the state shown in Fig. 11(a). Note that the characters "JAC GAME" and the values of "LAST" and "TOTAL" displayed on the sub-image display device 29 are erased when a predetermined time has elapsed since the last game in the "JACK GAME" ended, or when a betting operation is performed to bet the specified number for starting the next game (normal game with a specified number of three coins).
[0136] In this embodiment, five winning lines are provided, but the number of winning lines may be only one. Furthermore, although the specified number of winning coins for the normal game after the completion of the Type 1 BB-A game is two, the specified number is not limited to this and may be one or three. Furthermore, as shown in FIG. 7(b), in the normal game with the specified number of two coins, only the activation probability of the Type 2 BB-A condition device is increased, but the activation probability of the condition device related to replay and winning may also be increased. Furthermore, after the completion of the Type 1 BB-A game, the normal game is shifted to the specified number of two coins with a high activation probability of the Type 2 BB-A condition device. However, after the completion of the Type 1 BB-A game, whether to shift to the normal game with the specified number of two coins with a high activation probability of the Type 2 BB-A condition device or to the normal game with the specified number of three coins that was played before the Type 1 BB-A game may be determined depending on the type of the condition device related to winning that was activated together with the Type 1 BB-A condition device.
[0137] For example, in the winning number table shown in Figure 6(a), if the Type 1 BB-A condition device is activated alone, the game will return to normal play with the specified number of three coins after Type 1 BB-A play, and if it is activated together with a condition device related to replay or winning, the game will transition to normal play with the specified number of two coins after Type 1 BB-A play; or if the Type 1 BB-A condition device is activated together with a replay-E condition device, the game will return to normal play with the specified number of three coins after Type 1 BB-A play, and if it is activated together with a winning-C, the game will transition to normal play with the specified number of two coins after Type 1 BB-A play.
[0138] Furthermore, after the Type 1 BB-A game is completed, the route of transitioning to Type 2 BB-A game through normal game with the specified number of 2 coins may be repeated a predetermined number of times before returning to normal game with the specified number of 3 coins. Furthermore, the system may be configured such that, after normal game with the specified number of 2 coins is completed, Type 2 BB-A game is played, and when the Type 2 BB-A game is completed, whether to play normal game with the specified number of 2 coins again or return to normal game with the specified number of 3 coins is determined by lottery.
[0139] In addition, the difference in number of coins (the "TOTAL" value) during the "big bonus game" displayed on the sub-image display device 29 was erased when a predetermined time had elapsed since the end of the last game in the "jackpot game" or when a bet operation was performed to bet the specified number for the next game (a normal game with a specified number of coins of three). However, the difference in number of coins (the "TOTAL" value) during the "big bonus game" itself may be internally stored even after the end of the "big bonus game" until a specified number of games (e.g., 100 games) have been played, and may be cleared after the specified number of games have been played. In this case, for example, if the type 1 BB-A condition device is activated during a normal game with a specified number of coins of three within the specified number of games (e.g., 100 games) after the end of the "big bonus game," and a type 1 BB-A game is started, the "TOTAL" value from the most recently played "big bonus game" may be used as the value of "TOTAL" displayed at the start of the "big bonus game."
[0140] Furthermore, the "TOTAL" value displayed on the sub-image display device 29 during the "regular bonus game" and the "big bonus game" may be the cumulative value of the number of awarded game values, rather than the value of the difference in number of coins. Furthermore, the "LAST" value displayed on the sub-image display device 29 during the "regular bonus game" and the "big bonus game" may be omitted, and only the "TOTAL" value (the difference in number of coins or the number of awarded game values) may be displayed. In this configuration, particularly in the "big bonus game," although multiple game states actually change, such as Type 1 BB-A game → normal game with a specified number of two coins → (Type 1 BB-B game → normal game with a specified number of two coins) → Type 2 BB-A game, the "TOTAL" value consistently shows an increasing trend, making it easier for the player to recognize that the "big bonus game" is a unified advantageous game state.
[0141] [Second embodiment] Next, the characteristics of the slot machine according to the second embodiment will be described. The characteristics described below are not limited to the slot machine according to this embodiment and can be combined with other embodiments. The slot machine according to this embodiment has a basic configuration that is common to or similar to the slot machine 1 according to the first embodiment. When describing the slot machine according to this embodiment based on the configuration common to or similar to the configuration of the slot machine 1 according to the first embodiment, the terms and symbols used in the first embodiment will be used as is, and detailed descriptions of these configurations will be omitted. In addition, the control processes, such as the winning lottery process and reel control process, described for the slot machine 1 can be applied to the slot machine according to this embodiment in the same manner, or with some modifications to the process contents.
[0142] In the slot machine of the second embodiment, a pseudo game effect may be executed when a predetermined condition is met during play. Also, there are advantageous zones and normal zones, and AT games can be executed in the advantageous zones. This embodiment is particularly characterized by reel stop control during the pseudo game effect, the end conditions of the effective zone, and the mode of game effect executed after the end of the effective zone. These features are explained in detail below. Note that the term "step" used in this embodiment refers to the minimum rotation unit when driving a stepping motor using a 1-2 phase excitation method. Furthermore, when the stepping motor in this embodiment is driven to rotate using a 1-2 phase excitation method, the number of steps per rotation is 340.
[0143] <Reel stop control in simulated gaming performance> In this embodiment, when the start lever 24 is tilted with a specified number of game values bet, the main control means uses the tilt operation as a trigger to determine whether or not a predetermined condition for executing a pseudo game effect (a pseudo game effect start condition) is met. Examples of the pseudo game effect start condition include winning a pseudo game effect lottery that is executed when a winning number with a relatively low probability of winning is selected in a winning combination lottery. The pseudo game effect lottery is a lottery that determines which of multiple pseudo game effects with different effects will be executed, but there may also be cases where the result is a loss (no pseudo game effect is executed).
[0144] In this embodiment, the possible pseudo-game effects are (a) a "red 7 effect" in which the bonus symbols (the symbols constituting the symbol combination of the bonus role, here "red 7") depicted on the corresponding reel are stopped in a straight line each time a stop switch is operated, and (b) an "instant all stop effect" in which the rotation of all reels is immediately stopped when a first stop operation is performed while all reels are spinning. When the main control means controls the stop of each reel in this game or the red 7 effect, the main control means controls the stop of each reel so that three consecutive symbols on each reel stop at the respective fixed positions in the upper, middle, and lower rows within the display window W. In contrast, in the instant all stop effect, the stop control is performed on all reels immediately when a first stop operation is performed, and therefore, depending on the timing of the stop switch operation, the symbols on the reels may stop in an intermediate position before reaching their fixed positions. In addition, in this embodiment, an immediate all stop flag (initial state is "0" (off)) is provided, and when it is decided to perform an immediate all stop effect, the immediate all stop flag is updated to "1" (on) in the game progress control processing (details will be described later).
[0145] <Reel Drive Control in This Embodiment> In this embodiment, the stepping motor has four excitation phases: φ0, φ1, φ2, and φ3. These excitation phases are driven to rotate using a 1-2 phase excitation method. The excitation pattern for each excitation phase is cycled as follows: φ0 → φ0 + φ1 → φ1 → φ1 + φ2 → φ2 → φ2 + φ3 → φ3 → φ3 + φ0. The stepping motor is driven to rotate by repeatedly switching the excitation phases according to this excitation pattern. As mentioned above, when each stepping motor is driven to rotate using the 1-2 phase excitation method, the number of steps per rotation is 340. Therefore, if there are 20 symbols on the reel, there are 17 steps per symbol. The excitation phases are switched by a timer interrupt process executed at a cycle of 2.21 milliseconds during the game progress control process (see FIG. 8). Also, during constant speed, the excitation phase is switched each time a timer interrupt process is performed, so the reel rotation speed during constant speed is approximately 79.85 (revolutions / minute).
[0146] In this embodiment, six drive states are defined: "Stopped," "Waiting to Start Spin," "Accelerating," "Constant Speed," "Start Deceleration," and "Decelerating." The main control means controls the drive according to each drive state. When the reels are stopped, the drive state is "Stopped." When the start lever 24 is tilted, the drive state changes from "Stopped" to "Waiting to Start Spin," and after waiting for a predetermined time, it changes to "Accelerating." During "Accelerating," the reels undergo acceleration processing. When the acceleration processing ends and the reels reach a constant speed, the drive state changes from "Accelerating" to "Constant Speed." During "Constant Speed," control is performed to maintain the reel rotation speed at a constant speed, and when the stop switch is operated to stop during "Constant Speed," the drive state changes from "Constant Speed" to "Start Deceleration." In the "deceleration start" state, a constant speed is maintained until the reel corresponding to the stop switch that was operated to stop rotates to the deceleration start position (described later), and when the reel reaches the deceleration start position (described later), the drive state transitions from "deceleration start" to "deceleration in progress," and all excitation phases of the stepping motor are excited to brake the rotation of the reel. Then, after a predetermined time has elapsed in the "deceleration in progress" state, excitation of all excitation phases is terminated, and the drive state transitions from "deceleration in progress" to "stopped."
[0147] <Reel stop control when the stop switch is operated> Next, we will explain the control contents performed in the game progress control process and timer interrupt process when the stop operation of the stop switch is validly accepted while the drive state of each reel is "constant speed".
[0148] (Reel stop control in this game) In this game, when a reel is rotating at a constant speed (when the reel's drive state is "constant speed") and a stop operation of the stop switch corresponding to that reel is validly accepted, the main control means updates the reel's drive state from "constant speed" to "start deceleration" in the game progress control process. The main control means also determines whether or not it has been decided to perform an immediate all stop effect. If it has not been decided to perform an immediate all stop effect in the pseudo game effect, the initial value ("0") of the immediate all stop flag is maintained. Then, based on the symbol number (passing symbol number) passing through a predetermined symbol display position (e.g., the middle row) in the display window W when the stop switch is operated to stop and the stop table corresponding to the winning number selected by the lottery, the main control means determines the symbol number (stop symbol number) to be displayed at the predetermined symbol display position in the display window W. The determined stop symbol numbers are then stored in predetermined storage areas (left reel stop symbol number storage area, center reel stop symbol number storage area, right reel stop symbol number storage area) of the RAM in the main control means.
[0149] Here, the stop table refers to a table in which each symbol number on each reel is associated with stop possibility information (for example, "0" indicates that the symbol cannot be stopped, and "1" indicates that the symbol can be stopped) indicating whether the symbol can be stopped in the center of the display window W. This stop table is predetermined for each winning number. As a result, in the stop table corresponding to the winning number, the symbol number (stoppable symbol number) whose stop possibility information is "1" within the range of the maximum number of sliding symbols (5 symbols) from the passing symbol number is determined as the stop symbol number. Note that if there are multiple stoppable symbol numbers within the range of the maximum number of sliding symbols, the stop number may be the closest stoppable symbol number, the furthest stoppable symbol number, or one stoppable symbol number selected by lottery or the like. In addition, the stop symbol number is determined for the reel that is currently spinning (the reel that has not yet stopped). Therefore, when all the left, center and right reels are rotating, the stop pattern number of the left reel is stored in a left reel stop pattern number storage area, the stop pattern number of the center reel is stored in a center reel stop pattern number storage area, and the stop pattern number of the right reel is stored in a right reel stop pattern number storage area.
[0150] In the timer interrupt process, which is executed immediately after the game progress control process determines the stop symbol number of the reel corresponding to the stop switch operated to stop the game, if there is a reel whose drive state is "deceleration start," it determines whether the aforementioned immediate all-stop flag is set to "0." In this game and the red 7 alignment effect, the immediate all-stop flag is set to "0." In this case, the main control means determines whether the deceleration start condition for that reel is met, and if so, performs processing to start deceleration. If the deceleration start condition is not met, the main control means maintains the "deceleration start" drive state and does not perform processing to start deceleration (maintains constant rotation). A specific example of a deceleration start condition is when the passing symbol number and the stopping symbol number match, and the number of steps matches the deceleration start step count. For example, it determines whether the passing symbol number matches the stopping symbol number, and if they match, it determines whether the number of steps after the passing symbol number begins passing the middle row of the display window W at which deceleration should begin (deceleration start step count). Then, when the passing symbol number matches the stopping symbol number and the deceleration start step number is reached, braking (four-phase excitation) is initiated to excite all excitation phases of the stepping motor, and the drive state transitions to "deceleration in progress." Here, the passing symbol number is grasped using the detection pieces provided on each reel and the sensor that detects the detection pieces. For example, when the left reel sensor detects the detection piece on the left reel, "0" is stored in RAM as the passing symbol number of the left reel, and "0" is stored in RAM as the number of steps of the left reel. Then, each time the timer interrupt process is executed, the number of steps of the left reel is incremented by 1, and the value is stored in RAM as the number of steps of the left reel. In this embodiment, since the number of steps per symbol is 17, the value obtained by incrementing the passing symbol number of the left reel by 1 in the timer interrupt process that changes the number of steps of the left reel from "16" to "17" is set as the passing symbol number of the left reel, and "0" is stored as the number of steps of the left reel. In other words, the value in the memory area of RAM that stores the number of steps for the left reel cycles between "0" and "16." Note that while the passing symbol number and the number of steps have been explained using the left reel as an example, the same applies to the other reels (center reel, right reel).
[0151] Here, the deceleration start step count is a predetermined number of steps. For example, a value such as "4" is set as the deceleration start step count. Then, when a predetermined time has elapsed since the start of excitation of all excitation phases of the stepping motor (for example, when the timer interrupt process has been executed 60 times), excitation of all excitation phases is terminated and the drive state is updated from "deceleration in progress" to "stopped." This terminates drive control for the reel corresponding to the stop switch that was operated to stop. Note that for other reels still in the "constant speed" drive state, processing continues to maintain the constant speed, and when the stop switch is operated to stop, the reel drive control for the reel corresponding to that stop switch is performed as described above, from "deceleration start" to "deceleration in progress" to "stopped."
[0152] (Reel stop control for red 7 combination effects) In the red 7 matching effect, the reel stop control when the drive state is "deceleration start" (instant all stop flag is "0"), "deceleration in progress," and "stopped" is the same as in this game. However, the stop symbol number stored in a predetermined memory area of RAM in the main control means is overwritten with the symbol number of the "red 7" symbol regardless of the result of the lottery. Here, if there are multiple "red 7" symbols on the reel corresponding to the stop switch that was operated to stop, the stop symbol number may be the symbol number of the "red 7" symbol closest to the passing symbol number when the stop switch was operated to stop, or the symbol number of a predetermined "red 7" symbol from among the multiple "red 7" symbols may be the stop symbol number.
[0153] Even if the reels come to a stop during the red 7 effect, they are not completely stopped, but are controlled to vary in swing, so that they can be distinguished from the stopped state of the reels in the actual game. This swing alternates between a one-step forward rotation from the reel position (temporary stop position) when the drive state changes from "decelerating" to "stopped" and a one-step reverse rotation to return to the temporary stop position, every 500 milliseconds. Furthermore, even while the red 7 effect is being performed, the winning numbers and stop table selected when the start lever 24 is tilted to start the actual game are stored in the RAM of the main control means. After the red 7 effect ends and the actual game begins, when the stop switch is operated to stop, a new stop symbol number is calculated based on the stored stop table, and this new stop symbol number (the symbol number of the "red 7" symbol) stored in a predetermined memory area of the RAM of the main control means is overwritten and saved.
[0154] As a method for stopping the "red 7" symbol on an active line, instead of changing the stop symbol number to the symbol number of the "red 7" symbol, a stop table for forcibly stopping the "red 7" symbol on an active line may be prepared in advance, and the stop symbol number may be determined by referring to the stop table. In this case, in this game performed after the red 7 alignment effect, the main control means resets the stop table to be referred to based on the winning number stored in the RAM of the main control means.
[0155] (Reel stop control in immediate full stop effect) In the instant all stop effect, when the reels are rotating at a constant speed (when the reel drive state is "constant speed"), if a stop operation (first stop operation) of the stop switch corresponding to the reel is validly accepted, the main control means updates the drive state of the reels from "constant speed" to "start deceleration" in the game progress control process. In addition, the main control means determines whether or not it has been decided to perform the instant all stop effect. Note that if it has been decided to perform the instant all stop effect in the pseudo game effect, the main control means sets the instant all stop flag to "1".
[0156] In the game progress control process, immediately after the instant all stop flag is set to "1," if there is a reel whose drive state is "deceleration started," the timer interrupt process determines whether the instant all stop flag is set to "0." If the instant all stop flag is set to "1," the main control means performs processing to immediately start deceleration for all reels. Specifically, unlike the game or the red 7 alignment effect, without determining whether the deceleration start condition is met (for example, whether the passing symbol number matches the stopped symbol number, or whether the number of steps has reached the deceleration start step count), all excitation phases of the stepping motor of the reel corresponding to the first stop operation are excited to initiate braking, and the drive state is transitioned to "deceleration in progress." Furthermore, during the same timer interrupt process, not only the reel corresponding to the first stop operation, but also all other reels are excited to initiate braking, and the drive state is transitioned to "deceleration in progress." As a result, the symbols on each reel may stop at any position, which may result in the symbols not stopping at their fixed positions. In the instant full stop effect, since it is not necessary to stop the symbols in a fixed position, the excitation period of all excitation phases of each stepping motor may be shorter than when stopping the symbols in a fixed position. Even if the reels move several steps due to inertia, there is no problem because there is no restriction to stop the symbols in a fixed position.
[0157] As described above, when a stop switch is normally operated to stop, the symbols on the reel corresponding to the operated stop switch stop at a fixed position. However, with the instant all stop effect, all reels immediately and simultaneously stop when the first stop operation is performed, creating a significant impact on the player. Furthermore, by performing such control using a simple process (e.g., a process that does not determine whether a deceleration start condition has been met), it is possible to achieve this without increasing the program capacity. Furthermore, when the power supply to a slot machine is interrupted, excitation of all excitation phases of the stepping motor is interrupted, causing all rotating reels to simultaneously stop. In this case, the movement distance of the symbols (i.e., reel slippage) until the reels completely stop is longer than when all excitation phases are excited. In contrast, with the instant all stop effect, all excitation phases of the stepping motors of all reels are simultaneously excited, allowing all reels to stop in a shorter time than when the power supply to the slot machine is interrupted. This adds a sense of rhythm to the reel movement, resulting in a more effective effect. In addition, since the stop table determined in this game is maintained without change even while the immediate all stop effect is being performed, there is no need to reset the stop table to be referenced based on the winning number selected when this game is started.
[0158] In the instant all stop effect, if a predetermined time (e.g., 20 seconds) has elapsed since the effect started without a first stop operation, all reels may be stopped simultaneously. In this case, as with the instant all stop effect, the reels may be stopped immediately, or stop control may be performed so that the symbols stop at a fixed position. Furthermore, as part of the instant all stop effect, a reel effect may be initiated after all reels have stopped. For example, this reel effect may involve the left and right reels rotating in reverse at 1 / 8 the constant speed, while the center reel rotates forward at 1 / 8 the constant speed. In this case, to immediately stop all reels, the reel effect may be initiated within 500 milliseconds after the start of excitation of all excitation phases of each stepping motor. This configuration eliminates fluctuations in the movement between the start of the instant all reel stop and the start of the reel effect, making it difficult to recognize that the effect is a pseudo-game effect. Furthermore, in the instant all stop effect, instead of immediately stopping all reels when the first stop operation is performed, all reels may be immediately stopped when the second stop operation is performed. Furthermore, whether all reels are immediately stopped by the first stop operation or the second stop operation may be determined appropriately based on the lottery, the game status, or the like.
[0159] <Conditions for ending the valid zone and game effects at the end of the advantageous zone> <Each game state and game state transition during the advantageous zone> In this embodiment, the advantageous zone has three game states: a normal state, a chance zone (hereinafter referred to as "CZ"), and an AT game. In the normal state or an AT game, a decision (lottery) is made as to whether to transition to the CZ based on the winning combination. If the decision (lottery) as to whether to transition to the CZ determines that a transition to the CZ will occur, the game will transition to the CZ. When transitioning from the normal state to the CZ, the game may transition to the CZ in the game next after the decision (lottery) as to whether to transition to the CZ is made, or the game may transition to the CZ after a predetermined number of games (e.g., 32 games) of premonition games have been played. When transitioning from the AT state to the CZ, the game may transition to the CZ in the game next after the AT game ends, or after a predetermined number of games (e.g., 32 games) of premonition games have been played. In the CZ, when a predetermined winning number (AT lottery winning number) that will trigger an AT lottery is selected by the hand drawing, an AT lottery is held. If the AT lottery is won, the conditions for starting the AT game are met. After a predetermined number of plays have been played since the transition to the CZ, the main control means determines whether the conditions for starting the AT game have been met. If the conditions for starting the AT game have been met, the AT game begins. If the conditions for starting the AT game have not been met, the game returns to normal mode. During the CZ, a rate number (described later) is displayed on the image display device 11. The number of CZ plays may be one or multiple. The AT game may begin not after a predetermined number of plays have elapsed since the transition to the CZ, but rather in the play following the play in which the CZ ended, or after multiple plays have been played since the play in which the CZ ended.
[0160] During AT play, when a predetermined winning number (push order navigation winning number) that will trigger push order navigation is selected in the role drawing, push order navigation corresponding to the push order navigation winning number is performed. Here, the condition device linked to the push order navigation winning number corresponds to a symbol combination of multiple minor roles, including a predetermined minor role. The symbol combination of the predetermined minor role is composed of symbols arranged on the reels at intervals within the range of the maximum number of sliding frames. Furthermore, symbol combinations of minor roles other than the predetermined minor role are arranged at intervals exceeding the maximum number of sliding frames, so that at least one symbol is arranged at an interval exceeding the maximum number of sliding frames. When a player operates the stop switch in accordance with the notified push order navigation, the main control means performs reel stop control to stop and display the symbol combination of the predetermined minor role on the pay line. On the other hand, when a player operates the stop switch in accordance with a push order other than the notified push order navigation, the main control means performs reel stop control to stop and display the symbol combination of minor roles other than the predetermined minor role on the pay line within the range of the maximum number of sliding frames. Therefore, if a player operates the stop switch in a push order other than the push order indicated by the push order navigation, depending on the timing of the stop operation, none of the minor winning combinations may be displayed on the active line (so-called minor winning combinations may be missed).
[0161] In this embodiment, AT play ends when the amount of game value awarded during AT play reaches a predetermined number (the base awarded number). Furthermore, at the end of AT play, the main control means performs a rate lottery to determine a rate number from 1 to 5, and the determined rate number is notified to the player through a rate lottery effect, as described below. This rate number is a value related to the increase in the amount of game value awarded in the AT play if the start of AT play is determined in the next CZ. The value obtained by multiplying the base awarded number by the multiplier corresponding to the rate number is the amount of game value awarded in the next AT play. Here, rate number 1 has a multiplier of "1," rate number 2 has a multiplier of "2," rate number 3 has a multiplier of "3," rate number 4 has a multiplier of "4," and rate number 5 has a multiplier of "5." Therefore, for example, if the rate number is 5, the amount of game value awarded in the next AT play will be five times the base awarded number. This rate number is notified to the player by the image display device 11 and / or a lamp or the like when the game next moves to the CZ.
[0162] When AT play ends, the game basically transitions to normal mode, but if a transition to CZ was decided during AT play, the game will transition to CZ instead of normal mode after AT play ends. In addition, in normal mode, CZ, and AT play, unique effects are executed according to each game mode.
[0163] <Conditions for ending the advantageous zone and transitioning to the game state> (Conditions for forced termination of advantageous zone) In this embodiment, the main control means is equipped with a difference number counter. When the value of this difference number counter becomes smaller than a predetermined value, the advantageous zone is forcibly terminated and the game transitions to the normal zone regardless of the game state (normal state / CZ / AT game). In this embodiment, when the game transitions from the normal zone to the advantageous zone, 2415 is set as the initial value to the difference number counter. The main control means increments the value of the difference number counter according to the amount of game value bet during the advantageous zone. If a small win is achieved as a result of the game and game value is awarded, the main control means decrements the value of the difference number counter by the amount of game value awarded. When the value of the difference number counter becomes less than 15, the advantageous zone is forcibly terminated and the game transitions to the normal zone. In other words, when the difference number of game values in the advantageous zone exceeds 2400, the advantageous zone termination condition is met, and the next game will be a game in the normal zone. In addition, when the advantageous zone ends, the main control means clears all information related to instruction functions such as push order navigation, such as the value of the difference number counter, the number of game values awarded during AT play, and the rate number.
[0164] In addition, there are multiple winning numbers that will be transferred to the advantageous zone by lottery during the normal zone, and when one of the multiple winning numbers that will be transferred to the advantageous zone (promotion winning numbers) is selected, the next game will be played in the advantageous zone. In this embodiment, the probability of selecting one of the promotion winning numbers that will be transferred to the advantageous zone is set to approximately 1 / 1.1, and even if a game moves from the advantageous zone to the normal zone, it is configured so that the game will move to the advantageous zone within a few games.
[0165] (Transition of game status and advantageous zone after AT game ends) First, when it is determined in the AT game that the transition to CZ will occur before the end of the AT game, the main control means causes the advantageous section to continue and transition to CZ when the AT game ends. On the other hand, when it is not determined in the AT game that the transition to CZ will occur before the end of the AT game, the main control means determines whether the value of the difference count counter is less than a predetermined value (advantageous section end determination value). Here, if the advantageous section end determination value is, for example, 1000, it is synonymous with determining whether the difference count of the game value in the advantageous section exceeds approximately 1400. When the value of the difference count counter is equal to or greater than the advantageous section end determination value (1000), the main control means causes the advantageous section to continue and transition to the normal state.
[0166] On the other hand, when the value of the difference count counter is less than the advantageous section end determination value (1000), the main control means transitions the game state to the normal state, and further determines whether to continue the advantageous section or end the advantageous section and transition to the normal section according to the rate number determined by the above-described rate lottery. Specifically, when the rate number is not less than 4 (i.e., 4 or more), the advantageous section is continued, and when the rate number is 3 or less, the advantageous section is ended and the game transitions to the normal section. Here, at the end of the AT game, if the CZ transfer lottery number has not been selected, the value of the difference count counter is less than the advantageous section end determination value, and the advantageous section ends because the rate number is 3 or less, the rate number is cleared with the end of the advantageous section, but when transitioning from the normal section to the advantageous section next, a rate number of 3 or more (determined by lottery) is assigned. Thereby, for example, even when the advantageous section ends in a state where the rate number is 3, a rate number of 3 or more is assigned when transitioning from the normal section to the advantageous section next, so that the player does not feel a sense of loss. Note that immediately after the setting change, when transitioning from the normal section to the advantageous section for the first time, a rate number of 3 or more is not assigned (the normal state is executed), and when transitioning from the normal section to the advantageous section thereafter, control is performed so that a rate number of 3 or more can be assigned.
[0167] <Mode of Presentation after AT Game Ends> In the first game (first game) after the end of the AT game, the image display device 11 displays a completion screen that displays the number of games played during the ended AT game and the cumulative number of game values awarded. In the next game (second game), the image display device 11 performs a rate lottery effect (a lottery to determine which rate number from 1 to 5 will be determined), and displays the result of the lottery. Then, in subsequent games (third game and onward), the content of the effect that is executed differs depending on the game situation, which will be explained below.
[0168] (If the transition to CZ has been decided during AT play) In this case, as mentioned above, the advantageous zone continues and the game state transitions to CZ, so after the rate lottery performance, the CZ performance begins.
[0169] (If the transition to CZ is not decided during AT play and the value of the difference number counter is equal to or greater than the value that determines the end of the advantageous zone) In this case, as mentioned above, the game state transitions to the normal state, but the advantageous zone continues. In this case, the number of games to execute the premonition effect to increase the player's anticipation as to whether or not to transition to the CZ is determined by lottery, and the premonition effect is executed for the determined number of games from the next game after the rate lottery effect ends. After the premonition effect ends, the effect in the normal state begins.
[0170] (If the transition to CZ is not determined during AT play, the value of the difference number counter is less than the advantageous zone end judgment value and the rate number is not 3 or less) In this case, the game state transitions to the normal state, but the advantageous zone continues. As a result, just as when the value of the difference number counter is equal to or greater than the advantageous zone end judgment value, the number of games to be played for the premonition effect is determined by lottery, and the premonition effect is executed for the determined number of games from the next game after the rate lottery effect ends. After the premonition effect ends, the effect in the normal state begins.
[0171] (If the transition to CZ is not determined during AT play, the value of the difference number counter is less than the advantageous zone end judgment value and the rate number is 3 or less) In this case, the game state transitions to the normal state and the advantageous zone ends. Specifically, when the end screen is displayed in the first game after the end of AT play, the game has transitioned to the normal zone, and the rate lottery effect executed in the next game is executed in the normal zone (or the advantageous zone if a promotion winning number is selected in the role lottery). In this case, the premonition effect is executed for a predetermined number of games from the next game after the rate lottery effect ends, and after the premonition effect ends, the game always transitions to the CZ. Note that in this embodiment, as mentioned above, the probability of a promotion winning number being selected in the role lottery is set very high at approximately 1 / 1.1, so in most cases the game will transition to the advantageous zone before the premonition effect ends.
[0172] As described above, if the winning number for CZ transition is not selected during AT play, and the value of the difference number counter is equal to or greater than the advantageous zone end judgment value (if the advantageous zone continues), or if the value of the difference number counter is less than the advantageous zone end judgment value and the rate number is not 3 or less (it is 4 or greater) (if the advantageous zone continues), or if the value of the difference number counter is less than the advantageous zone end judgment value and the rate number is 3 or less (if the advantageous zone ends), after AT play ends, the end screen is displayed → rate lottery performance → premonition performance is executed. These can be summarized as follows. (1) In addition to the difference in the game value (2400) in the advantageous zone, which will force the advantageous zone to end, a judgment value for the end of the advantageous zone is set, which may cause the advantageous zone to end. (2) When a favorable game state (AT game) ends (a game in which a favorable game state ends), there are cases in which a favorable zone end judgment value is used to determine whether or not to end the favorable zone. (3) In play during a period in which a game is in a favorable game state (AT game), (play excluding the final game in the favorable game state), there is no case in which the favorable zone end judgment value is used to determine whether or not to end the favorable zone. (4) During normal play in the advantageous zone, there is no case where the advantageous zone end determination value is used to determine whether or not to end the advantageous zone. (5) The determination of whether the difference in the number of gaming media in the advantageous zone (2400) has been reached, which would force the advantageous zone to end, is performed in all gaming states of the advantageous zone (normal, CZ, AT gaming). (6) In a favorable game state (AT game), if a result favorable to the player has been determined (if it has been determined that a transition to the CZ will occur), or if the rate number is not 3 or less (4 or more), the favorable zone will not end based on the favorable zone end determination value. (7) In a favorable game state (AT game), if a result favorable to the player has not been determined (if it has not been determined to transition to CZ or if the rate number is less than 4), the favorable zone may end based on the favorable zone end judgment value. (8) In a favorable game state (AT game), if the favorable zone ends due to the favorable zone end judgment value, the game will transition to the normal zone, but if the game transitions from the normal zone to the favorable zone, the game may transition back to the AT. (9) In a favorable game state (AT game), if the favorable zone ends due to the favorable zone end judgment value, the game transitions to the normal zone, but the mode of presentation by the sub-control means when the game is executed in the normal zone is a mode of presentation that may be executed even in the favorable zone when the favorable zone does not end (continues) due to the favorable zone end judgment value. From the above, since the player cannot tell whether the advantageous zone is continuing or has ended, even if the game has transitioned to the normal zone, it is possible to make it difficult for the player to recognize this, and the advantageous zone can be ended without giving the player a sense of incongruity. Furthermore, when the advantageous zone is ended by the advantageous zone end determination value (when it is ended by any end condition), it is possible to prevent the player from suffering any disadvantage.
[0173] The sequence of the end screen display → rate lottery display → premonition display is realized by the sub-control means based on control commands transmitted from the main control means. Examples of control commands transmitted from the main control means to the sub-control means include the number of plays performed during AT play, the cumulative number of game points awarded during AT play, the rate number, and the duration of the premonition display (number of games). If a CZ transition winning number is not selected during AT play, but a CZ transition winning number is selected between the display of the end screen and the end of the premonition display, the game may transition to the CZ after the premonition display ends. For example, if a CZ transition winning number is configured to transition to a specialized zone where the number of game points awarded during AT play can be increased (added) when a predetermined condition is met during AT play, the advantageous zone may not end after the end of AT play if the condition for transitioning to the specialized zone is met during AT play.
[0174] In the above-described embodiments, a slot machine (reel-type gaming machine) that uses gaming value stored on an IC card as a gaming medium has been described as an example of a gaming machine to which the present invention is applied. However, the present invention is not limited to this. For example, the present invention can be similarly applied to reel-type gaming machines that use gaming medals or pachinko balls as gaming media, pachinko gaming machines that use information recorded on an electronic recording medium as gaming value, mahjong ball gaming machines, and arrange ball machines, and similar effects can be obtained. The present invention can also be similarly applied to slot machines with four or more reels, and similar effects can be obtained. The present invention can also be similarly applied to casino machines, and similar effects can be obtained. [Explanation of symbols]
[0175] 1. Slot Machine 3a, 3b, 3c reels 11 Image display devices 11a Display screen 24 Start lever 25a, 25b, 25c Stop switch 29 Sub-image display device W Display window
Claims
[Claim 1] Reel and A stop switch is provided. A predetermined pseudo-game effect can be executed by temporarily stopping the reels in response to the operation of the stop switch, The predetermined pseudo game effect is a pseudo game effect in which, when the stop switch corresponding to the first reel is operated while the first reel and the second reel are rotating, the operation of the stop switch corresponding to the first reel is used as a trigger to temporarily stop the first reel and the second reel, regardless of the position of the symbol on the first reel. A gaming machine characterized by:
Citation Information
Patent Citations
Slot machine
JP2017144015A