gaming machines
The gaming machine's communication board layout with internal signal lines addresses noise and fraudulent risks, ensuring reliable operation and simplified inspections.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-26
- Publication Date
- 2026-03-10
AI Technical Summary
Existing gaming machines lack protection against noise interference and fraudulent activity, particularly at the connection terminal board, which complicates daily inspections and maintenance.
The gaming machine design includes a communication board layout with signal lines positioned on the opposite side of the housing to minimize noise interference and electronic components, with one side facing inward to protect against fraudulent activity.
This configuration enhances resistance to noise and reduces the risk of fraudulent activity, making daily inspections and maintenance easier while maintaining effective communication.
Smart Images

Figure 2026041078000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that is installed in a gaming facility such as a pachinko parlor and exchanges gaming value as data with an external gaming machine compatible unit. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there have been gaming machines that are installed adjacent to an external card unit and exchange gaming value as data with the card unit.
[0003] Among such gaming machines, there are gaming machines equipped with a main control board on which a main control unit is mounted, a payout control board on which a payout control unit is mounted, etc. In the gaming machine described in Patent Document 1, communication between the payout control unit and the card unit is performed via a connection terminal board.
[0004] Furthermore, there have been gaming machines, such as that described in Patent Document 2, in which the main control board is enclosed in a board case having a crimping mechanism so that it cannot be easily accessed from the outside. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2019-187772 A (for example, paragraph 0056, etc.) [Patent Document 2] JP 2019-076404 A (for example, paragraph 0291) Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the configurations disclosed in Patent Documents 1 and 2, the main control board is enclosed in a board case as a security measure, and is resistant to external noise and fraudulent activity, but no consideration has been given to the connection terminal board. Because the connection terminal board is limited to communication information with the card unit, its structure is simple, and as a result, it may be considered an easy target for fraudulent activity. However, if the electronic components are difficult to see when the connection terminal board is installed, it will be difficult for store staff to perform daily inspections, so care must be taken. [Means for solving the problem]
[0007] The present invention has been made in consideration of the above-mentioned problems, and aims to devise a layout for the communication board itself that is resistant to noise and fraudulent activity and that makes daily inspections easy.
[0008] The present invention relates to a gaming machine that is composed of a box-shaped cabinet and a front door that covers the front of the cabinet, in which games are played using a gaming value and the gaming value is awarded in accordance with the game results, and that comprises a main control means that controls the progress of the game, and a transmission means that transmits communication information related to the gaming value to the outside of the gaming machine, and the communication information output from the transmission means is output to the outside of the gaming machine via a communication board, and the main control board on which the main control means is installed has the main control means installed on one side, which is the main board mounting surface, and the other side, which is opposite to the main board mounting surface. The gaming machine is characterized in that electronic components including the main control means are not installed on the main board non-mounting surface, which is the surface on which the main board is not mounted, and a first signal line is laid that is connected to the main control means and for communicating the communication information, and the communication board has electronic components installed on one surface, which is the communication board mounting surface, and no electronic components are installed on the other surface, which is the communication board non-mounting surface opposite the communication board mounting surface, and a second signal line is laid on the communication board non-mounting surface for communicating the communication information, and is installed on a wall of the housing so that the communication board mounting surface faces the inside of the housing.
[0009] In such a configuration, by laying the signal lines for communication information on the communication board on the opposite side to the inside of the housing, which is the source of noise, the board is less susceptible to noise and problems caused by noise and radio waves can be prevented. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a front view of a slot machine and a card unit as an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] 1 is a block diagram showing a communication system of a slot machine according to a first embodiment. [Figure 3] 2 is a block diagram showing the device configuration of the card unit and the functions of a unit control board according to the first embodiment. FIG. [Figure 4] 1 is a block diagram showing the electrical configuration of the slot machine according to the first embodiment. FIG. [Figure 5] FIG. 3 is a functional block diagram showing the functions of the main control board, sub-control board, and medal count control board of FIG. 2. [Figure 6] 1 is a perspective view of a slot machine according to a first embodiment with its front panel open. FIG. [Figure 7] FIG. 2 is a diagram showing the arrangement of symbols on a reel according to the first embodiment. [Figure 8] FIG. 2 is a diagram for explaining the transition of the game state according to the first embodiment. [Figure 9] FIG. 2 is a diagram for explaining the transition of the game state according to the first embodiment. [Figure 10] FIG. 1 is a diagram for explaining the winning combination according to the first embodiment. [Figure 11] FIG. 10 is a diagram for explaining the configuration of a winning combination group according to the first embodiment. [Figure 12] FIG. 10 is a diagram for explaining the configuration of a winning combination group according to the first embodiment. [Figure 13] FIG. 10 is a diagram for explaining the configuration of a winning combination group according to the first embodiment. [Figure 14]FIG. 10 is a diagram for explaining the configuration of a winning combination group according to the first embodiment. [Figure 15] FIG. 10 is a diagram showing the arrangement of symbols on a reel according to a second embodiment. [Figure 16] A diagram for explaining the winning configuration in the second embodiment. [Figure 17] FIG. 10 is a diagram for explaining the transition of the game state according to the second embodiment. [Figure 18] A diagram for explaining the winning configuration in the third embodiment. [Figure 19] FIG. 10 is a diagram for explaining the transition of the game state according to the third embodiment. [Figure 20] A diagram for explaining the winning configuration in the fourth embodiment. [Figure 21] FIG. 10 is a diagram for explaining the transition of the game state according to the fourth embodiment. [Figure 22] A diagram for explaining the winning combination in the fifth embodiment. [Figure 23] FIG. 11 is a diagram for explaining the transition of the game state in the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] A first embodiment of the present invention will be described with reference to Figures 1 to 14. In this specification, for ease of description, data corresponding to gaming value used in games instead of gaming medals will be referred to as "pseudo medals" as appropriate.
[0012] (Slot machine system) First, the slot machine system will be described with reference to Figures 1 and 2. Figure 1 is a front view of a slot machine SM and a card unit CU according to a first embodiment of the present invention, and Figure 2 is a block diagram showing the slot machine system.
[0013] As shown in FIG. 2, the slot machine system includes a slot machine SM that uses gaming value for game play, a hall computer, a management computer, a card unit CU installed adjacent to the slot machine SM and connected to the slot machine SM to lend and return gaming value in data format and to transmit various information to the hall computer and the management computer, and a center. In this embodiment, the card unit CU transmits information that can identify the number of bonus wins and the number of games between bonuses to the hall computer. Furthermore, the card unit CU transmits information related to the performance of the slot machine SM, such as the ratio of winning combinations, to the management computer. In the slot machine SM, the number of simulated medals is transmitted from the card unit CU to the medal count control board 300 in the form of medal count data, and games are played based on the medal count data managed by the medal count control board 300.
[0014] Furthermore, in this embodiment, in the slot machine system, balance data relating to the balance of cash inserted by the player and number data (hereinafter referred to as "held medal number data") indicating the number of pseudo medals possessed by the player that can be loaned to the slot machine SM (hereinafter referred to as "held medal number data") are stored in the storage means 502a (see FIG. 3) of the unit control board 500 of the card unit CU. Furthermore, number data (hereinafter referred to as "played medal number data") indicating the number of pseudo medals possessed by the player that can be used for playing on the slot machine SM (hereinafter referred to as "played medal number data") is stored in the storage means 302a (see FIG. 5) of the medal number control board 300 of the slot machine SM. The storage means 502a is formed in the RAM section (volatile memory) of the memory 502, and the storage means 302a is formed in the RAM section (volatile memory) of the memory 302. The storage means 502a and the storage means 302a can retain their stored contents only when power is being supplied, and the stored contents are erased when power is no longer supplied.
[0015] Then, by operating the lending switch 503a of the card unit CU, a predetermined number of pseudo medals are lent from the card unit CU to the slot machine SM. In this lending, the balance data or lendable number data stored in the storage means 502a of the card unit CU is rewritten to balance data with an amount equivalent to the predetermined number of medals subtracted therefrom or to lendable number data with the predetermined number of medals subtracted therefrom. Also, the number of game medals data stored in the storage means 302a of the slot machine SM is rewritten to number of game medals increased by the predetermined number of medals lent.
[0016] Furthermore, a predetermined number of pseudo medals is bet (inserted) by operating the bet switch 7 or the maximum bet switch 8 of the slot machine SM. In this bet, the game medal number data stored in the storage means 302a of the slot machine SM is rewritten to game medal number data that has been subtracted by the predetermined number of medals bet.
[0017] Furthermore, when a winning combination that results in the payout of dummy medals is achieved, a predetermined number of dummy medals are paid out to the player from the slot machine SM. When this payout occurs, the game medal count data stored in the storage means 302a of the slot machine SM is rewritten to game medal count data that has been increased by the predetermined number of payouts. In this embodiment, the insertion of dummy medals, the payout of dummy medals, and the rewriting of game medal count data are carried out by the exchange of signals between the main control CPU101 and the medal count control CPU301, as will be described in detail later.
[0018] Furthermore, information is exchanged bidirectionally between the medal count control board 300 and the card unit CU via the I / F boards 90 and 550. Furthermore, power (voltage) based on an internal power supply (internal power supply of the card unit CU) is supplied from the card unit CU to the slot machine SM via the I / F boards 90 and 550.
[0019] In the following, first, the functions of the slot machine SM and the card unit CU will be explained in detail, and then the power supply to the slot machine SM and the card unit CU and the connection relationship between the slot machine SM and the card unit CU will be explained in detail.
[0020] (Card unit) 1 and 3, the card unit CU includes a unit information display device 505, a cash insertion device 506, a card insertion / ejection device 504, a lending switch 503a, a unit control board 500, and an I / F board 550. The card unit CU also includes a power supply board (not shown), an auxiliary power supply (not shown), and a return switch (not shown).
[0021] The unit information display device 505 displays the player's cash balance (points) and the number of pseudo medals possessed by the player based on the balance data and medal count data stored in the storage means 502a of the unit control board 500. The unit information display device 505 is, for example, configured with a plurality of 7-segment LEDs or a liquid crystal display.
[0022] The cash insertion device 506 is used to insert cash such as bills in order to borrow pseudo medals from the card unit CU, and detects the cash inserted by the player.
[0023] The card insertion / ejection device 504 stores a medal card when it is inserted through the insertion / ejection port, and ejects the stored medal card from the insertion / ejection port when the return switch is operated.
[0024] As shown in Figure 3, the unit control board 500 is equipped with a unit CPU 501 that controls the entire card unit CU, and the unit CPU 501 has a memory 502 and functions as a reception processing means 501a, a loan processing means 501b, a second counting processing means 501c, a return processing means 501d, and a transmission / reception means 501e.
[0025] (1) Storage means 502a The memory 502 comprises a RAM section for temporarily storing various data and a ROM section for storing various programs, etc., and a storage means 502a is formed in the RAM section (volatile memory). The storage means 502a stores balance data, held medal count data, game medal count data stored in the storage means 302a received from the medal count control board 300, ID information written on medal cards, etc.
[0026] (2) Reception processing means 501a When a medal card is inserted into the insertion / ejection port of the card insertion / ejection device 504, the reception processing means 501a rewrites the balance data and held medal count data stored in the storage means 502a to balance data increased by the amount (the amount may be "0") stored on the medal card or held medal count data increased by the number of pseudo medals (the number may be "0"), and sets the amount or number of pseudo medals stored on the medal card to "0." Furthermore, when cash is inserted into the cash insertion device 506, the reception processing means 501a rewrites the balance data stored in the storage means 502a to balance data increased by the amount inserted.
[0027] (3) Lending processing means 501b When the lending switch 503a is operated, a signal based on the number data of the predetermined number of medals to be lent is transmitted to the slot machine SM by the transmitting / receiving means 501e. Based on the transmission of this signal, the lending processing means 501b rewrites the balance data or possessed medal number data stored in the storage means 502a to balance data obtained by subtracting an amount equivalent to the predetermined number of medals to be lent or possessed medal number data obtained by subtracting the predetermined number of medals to be lent. Note that instead of updating the stored contents of the storage means 502a when a signal based on the number data of the predetermined number of medals to be lent is transmitted to the slot machine SM, the lending processing means 501b may instead update the stored contents of the storage means 502a when, for example, a signal based on the number data of the predetermined number of medals to be lent is transmitted to the slot machine SM and a response signal is received from the slot machine SM.
[0028] In this embodiment, when pseudo medals are lent based on the data on the number of pseudo medals that can be lent stored in the storage means 502a, a predetermined number of pseudo medals are lent out each time the loan switch 503a is operated. However, for example, when the loan switch 503a is operated, all of the pseudo medals stored in the storage means 502a may be lent out at once.
[0029] (4) Second counting means 501c The second counting processing means 501c works in cooperation with the first counting processing means 301b2 of the medal count control CPU 301 to perform counting processing that transfers some or all of the usable number data stored in the memory means 302a to the memory means 502a of the card unit CU.
[0030] Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on the number data of a predetermined count is transmitted from the slot machine SM to the card unit CU via the inter-unit transmission / reception means 301e. When the transmission / reception means 501e receives this signal, the second counting processing means 501c rewrites the held medal number data stored in the storage means 502a to held medal number data incremented by the predetermined count. In this embodiment, if the counting switch 31 is pressed normally, i.e., for less than the predetermined time, number data of one pseudo medal is transmitted to the card unit CU. On the other hand, if the counting switch 31 is pressed for a longer time than the predetermined time, number data of 50 pseudo medals is transmitted to the card unit CU at predetermined intervals (e.g., 300 ms).
[0031] (5) Return processing means 501d When the return switch is operated, the return processing means 501d stores the balance data and held medal count data stored in the storage means 502a in the medal card contained in the card insertion and ejection device 504, and then returns the medal card to the player.
[0032] Specifically, when the return switch is operated while the information regarding the number of game medals (the number of pseudo medals indicated by the game medal count data stored in the memory means 302a) sent from the medal count control board 300 and the information regarding the number of pseudo medals that have been inserted between the main control board 100 and the medal count control board 300 both indicate "0", the return processing means 501d stores the balance data and held medal count data stored in the memory means 502a in a medal card contained in the card insertion / ejection device 504 and ejects the medal card from the insertion / ejection port of the card insertion / ejection device 504, and rewrites the balance data and held medal count data stored in the memory means 502a to balance data indicating a balance of "0" and held medal count data indicating a number of medals of "0". In addition, if the return switch is operated when both the information regarding the number of pseudo medals inserted and the information regarding the number of game medals sent from the medal count control board 300 are not "0", an announcement is made via the LCD display 14, speakers 15, 16, etc. to prompt counting (counting switch 31) or settlement (settlement switch 33).
[0033] The transmitting / receiving means 501e receives data on the number of game medals (the number of pseudo medals indicated by the game medal number data stored in the storage means 302a) at a predetermined cycle (for example, every 300 ms).
[0034] (6) Transmitting / receiving means 501e The transmitting / receiving means 501e receives signals based on various information from the medal count control board 300 and transmits signals based on various information to the medal count control board 300. Information received from the medal count control board 300 includes the number of pseudo medals returned (number data based on the count), the number of available medals (the number of pseudo medals indicated by the game medal count data stored in the storage means 302a), the total number of inserted pseudo medals, the total number of paid-out pseudo medals, various ratios displayed on the role ratio monitor 47 such as the role ratio, and error-related information. Information transmitted to the medal count control board 300 includes information related to the number of loaned pseudo medals. The game medal count data indicating the number of game medals received from the transmitting / receiving means 501e (game medal count data stored in the storage means 302a) is stored in the storage means 502a, and thus is stored in both the card unit CU and the medal count control board 300, making it possible to respond to fraudulent activity by utilizing both.
[0035] Various game information is transmitted from the card unit CU to the hall computer, such as the open state of the front panel 2, information on the number of inserted dummy medals, information on the number of paid-out dummy medals, information on the occurrence of an error, information that the setting is being changed, information that the setting is being confirmed, information that the bonus state is in effect, information that a winning combination, a replay combination, or a bonus combination has been won, and information that each of the reels 6L, 6M, and 6R has stopped.
[0036] (Slot Machine) Next, the outline of the configuration of the slot machine SM according to the first embodiment will be explained with reference to FIGS.
[0037] In the slot machine SM of this embodiment, pseudo medals are inserted by operating the bet switch 7 or the max-bet switch 8 to fulfill a predetermined condition for starting a game. Furthermore, upon the condition that a predetermined number of bets are set by inserting pseudo medals and the predetermined condition is fulfilled, the player operates the start switch 9, and the multiple rotating reels 6L, 6M, and 6R, each of which has a plurality of symbols arranged thereon, begin to spin. Furthermore, the rotating reels 6L, 6M, and 6R are stopped by operating the stop switches 10L, 10M, and 10R. If the stopped symbols displayed at this time result in a predetermined winning pattern, a predetermined number of pseudo medals are paid out, thereby completing one game. Here, inserting pseudo medals refers to rewriting the game medal count data stored in the memory means 302a of the medal count control board 300 to game medal count data in which the number of medals corresponding to the number of bets in the game has been subtracted. In addition, the payout of pseudo medals means that when a prize is won in the game, the game medal count data stored in the memory means 302a of the medal count control board 300 is rewritten to game medal count data to which the number of medals set according to the winning role has been added.
[0038] Even if a pseudo medal is inserted and the game medal count data is reduced, the set bet number can be changed until the start switch 9 is operated, and the bet number is updated accordingly, and when the start switch 9 is operated, the set bet number is provided for play. For example, when setting the bet number in a game state where the specified number is set to "3" or "1," operating the maximum bet switch 8 sets the bet number to "3" and subtracts "3" from the game medal count data. After that, when the bet number is changed to "1," operating the bet switch 7 sets the bet number to "1" and returns (adds) "2" to the game medal count data.
[0039] A slot machine SM is configured, for example, as shown in Figure 1. That is, in this slot machine SM, the front of a box-shaped housing KY with an open front is closed by a front panel 2 that can be opened and closed freely, an operation panel 3 is disposed at approximately the center height of this front panel 2, and a front plate 4 is disposed above this operation panel 3. This front plate 4 is provided with a horizontally elongated rectangular display window 5. Also, inside the display window 5, left, center, and right rotating reels 6L, 6M, and 6R are disposed that variably display a plurality of types of symbols in a predetermined order.
[0040] A slot machine SM, which is an example of a gaming machine according to this embodiment, is configured as shown in FIG. 1, in which a single game is started when a specified number of gaming media (e.g., three) are inserted in one of a plurality of pre-set gaming states and a start switch 9, which will be described later, is operated.
[0041] The front of the housing KY is closed by a front panel 2 that can be opened and closed freely, and an operation panel 3 is disposed at approximately the center height of the front panel 2. A front plate 4 is disposed above the operation panel 3. The front plate 4 is provided with a horizontally long rectangular display window 5. Inside the display window 5, left, center, and right rotating reels 6L, 6M, and 6R are disposed, which variably display a plurality of types of symbols in a predetermined order. As shown in FIG. 7 , a total of 20 types of symbols (in this embodiment, "R7 (red 7)," "W7 (white 7)," "FR7 (fake red 7)," "BAR (bar)," "BE1 (bell 1)," "BE2 (bell 2)," "CH (cherry)," "WM1 (watermelon 1)," "WM2 (watermelon 2)," and "RP (replay)") are provided in a predetermined arrangement on the left, center, and right rotating reels 6L, 6M, and 6R.
[0042] Each symbol is assigned a frame number in order from 0 to 19. In this case, for example, a reel tape on which symbols numbered 0 to 19 are printed is attached to the periphery of each of the rotating reels 6L, 6M, and 6R. When each of the reels 6L, 6M, and 6R rotates, a plurality of symbols are displayed in a predetermined order in the display window 5, such as frame numbers 19, 18, ..., 0, 19, .... When each of the reels 6L, 6M, and 6R stops rotating, three symbols are visible in the display window 5, one in the upper row, one in the middle row, and one in the lower row. In other words, when all three reels 6L, 6M, and 6R stop, a total of nine symbols arranged in three columns and three rows are displayed in the display window 5. In this embodiment, the winning line in the display window 5 used to determine whether a win has been won is a so-called downward-to-the-right line (common for both 3-coin and 2-coin bets) consisting of the upper row of the left reel 6L, the middle row of the middle reel 6M, and the lower row of the right reel 6R.
[0043] The advantageous zone is a zone in which it is permitted to notify the push order (correct push order) that will provide advantageous payouts when the winning combination group "ATA_CL1" (lower number 04) to "ATB_RC2" (lower number 19) (see Figure 6) described below is won. In this embodiment, no corresponding advantageous zone lamp is provided within the advantageous zone, but it may be provided.
[0044] Furthermore, left, center and right reel motors 27L, 27M and 27R (see FIG. 4), which are formed by stepping motors, are connected to the reels 6L, 6M and 6R so that the reels 6L, 6M and 6R can be rotated independently. A support frame that supports the reels 6L, 6M and 6R is fixed to the rear wall inside the casing KY, and the reels 6L, 6M and 6R are supported by the support frame and disposed inside the casing KY.
[0045] The operation panel 3 is also provided with a bet switch 7, a maximum bet switch 8, a lever-shaped start switch 9, left, center, and right stop switches 10L, 10M, and 10R, a counting switch 31, and a settlement switch 33. The bet switch 7 is operated by a player to instruct the player to insert one dummy medal at a time from the available medal count data stored in the storage means 302a of the medal count control board 300 (described later). The maximum bet switch 8 is operated by a player to instruct the player to insert the maximum number of dummy medals per game (a specified number: three medals) from the game medal count data stored in the storage means 302a of the medal count control board 300. The bet switch 7 and the maximum bet switch 8 are set to be activated when the number of medals indicated by the game medal count data stored in the storage means 302a of the medal count control board 300 is one or more. Furthermore, when the maximum bet switch 8 is operated, if the number of game medals indicated by the game medal count data stored in the storage means 302a of the medal count control board 300 is less than a specified number (for example, three medals), a notification may be made to prompt the player to lend out dummy medals, or the player may be allowed to play with a specified number less than the specified number (for example, three medals).In addition, in such cases, the operation of the maximum bet switch 8 may not be accepted in the first place.
[0046] The counting switch 31 functions as an instruction button for transmitting the game medal count data stored in the storage means 302a to the card unit CU. In this embodiment, a normal press instructs the transmission of the number data for one medal, while a long press instructs the transmission of the number data for 50 medals periodically. In the case of a long press, the number data for 50 medals is transmitted to the card unit CU at predetermined intervals while the switch is pressed. Note that if a transmission instruction is issued when the game medal count data stored in the storage means 302a falls below 50 medals (a transmission instruction based on a long press), all remaining number data is transmitted to the card unit CU. The settlement switch 33 is used to reset the number of pseudo medals to 0 when the number of bets has been set.
[0047] The start switch 9 is operated by a player to spin the reels 6L, 6M, and 6R to start the variable display of each symbol. The left, center, and right stop switches 10L, 10M, and 10R are operated by a player to stop the rotation of the left, center, and right reels 6L, 6M, and 6R, respectively, to stop the variable display of each symbol. The start switch 9 is set to be activated after the medal count data stored in the memory means 302a of the medal count control board 300 is rewritten with the medal count data obtained by subtracting a predetermined number from the medal count data (after a predetermined number of dummy medals have been inserted). The left, center, and right stop switches 10L, 10M, and 10R are set to be activated after the reels 6L, 6M, and 6R, which began to rotate upon operation of the start switch 9, have passed a predetermined acceleration period and are now rotating at a constant speed.
[0048] In this embodiment, the number of bets (predetermined number) required for one game (one play) is set to three types: 1, 2, and 3. Also, each of the reels 6L, 6M, and 6R forms a variable display column that variably displays multiple types of symbols, and each of the stop switches 10L, 10M, and 10R is provided corresponding to each of the reels 6L, 6M, and 6R.
[0049] In addition, an LCD display 14 is provided at approximately the center of the upper part of the front panel 4 to display moving images and the like to notify the player of wins and prizes, and to provide a presentation to notify the player of the operation status of each stop switch 10L, 10M, 10R.
[0050] Additionally, upper speakers 15 for producing effects such as music and sound are provided on the left and right above the front panel 4. Additionally, a lower panel 18 displaying decorative pictures and the like is provided below the operation panel 3, and lower speakers 16 for producing effects such as music and sound are provided on the left and right of this lower panel 18.
[0051] Additionally, an upper lamp unit 21 is provided on the upper peripheral portion of the front panel 2, and lower lamp units 22 are provided on the left and right sides of the lower panel 18 of the front panel 2. Each of the lamp units 21, 22 is equipped with a light-emitting element such as a light-emitting diode or organic EL, or a light-emitting means such as a general light bulb, and performs effects such as informing the player of a win or prize.
[0052] In addition, a game medal count display 26 for displaying the number of pseudo medals owned by the player is disposed at the lower right of the display window 5. This game medal count display 26 is made up of, for example, five 7-segment LEDs, and is capable of displaying the number of pseudo medals owned in five digits.
[0053] In addition, next to the game medal count display 26, a bet lamp unit 30 for indicating the number of inserted medals is disposed, and the bet lamp unit 30 is made up of three bet lamps.
[0054] In addition, a payout indicator 46 that displays the number of pseudo medals to be paid out is disposed at the lower left of the display window 5. This payout indicator 46 is composed of, for example, two 7-segment LEDs, and is capable of displaying the number of pseudo medals to be paid out in two digits.
[0055] FIG. 6 is a perspective view of the slot machine SM with the front panel 2 open. The main control unit 105 includes a transparent board case housing the main control board 100, allowing the component mounting surface of the main control board 100 to be seen from the front. As shown in FIG. 6, the main control unit 105, in which the main control board 100 is housed in a transparent board case, is fixed to the rear of the housing KY of the slot machine SM with screws, mounting brackets, etc. (not shown) so that the component mounting surface of the main control board 100 faces the user. The I / F board 90 is fixed to the side of the housing KY of the slot machine SM with screws, mounting brackets, etc. (not shown). In the following description, the front side in FIG. 6 refers to the front side of the main control board 100 and main control unit 105, and the back side refers to the rear side of the main control board 100 and main control unit 105. The top, bottom, left, and right in FIG. 6 will be referred to as the top, bottom, left, and right of the main control board 100 and main control unit 105.
[0056] (Outline of the electrical configuration of a slot machine) The electrical configuration of the slot machine SM will be outlined with reference to Fig. 4, also referring to Fig. 1. Fig. 4 is a block diagram showing the electrical configuration of the slot machine.
[0057] The left, center, and right reel sensors 55L, 55M, and 55R are used to detect the rotational positions of the left, center, and right reels 6L, 6M, and 6R, respectively, and are composed of, for example, photointerrupters that detect protrusions provided on the left, center, and right reels 6L, 6M, and 6R, respectively, and as the left, center, and right reels 6L, 6M, and 6R rotate, they detect the protrusions for each revolution and output the detection signal to the main control board 100. In this slot machine SM, for example, when the left, center, and right reel sensors 55L, 55M, and 55R detect the protrusions, the symbol with frame number 20, out of the symbol frame numbers 0 to 20 set on each reel 6L, 6M, and 6R, is positioned in the middle of the display window 5.
[0058] The setting key switch 56 is provided on the main control board 100, and is switched between ON and OFF by inserting the setting change key into a key cylinder arranged in the setting change key cylinder housing and rotating it. The reset switch 52 is provided on the operation switch board 600, and each time it is pressed while changing the settings, it temporarily sets the setting value to the next higher value. The reset switch 52 is also used as a switch to clear errors when they occur.
[0059] The slot machine SM also includes a main control board 100 equipped with a main control CPU 101 that controls game progress; a sub-control board 200 equipped with a sub-control CPU 201 that controls presentations tailored to the game progress based on information transmitted from the main control board 100; a medal count control board 300 equipped with a medal count control CPU 301 that controls management of the number of pseudo medals held by the player; an operation switch board 600 that receives signals from operation means (e.g., start switch 9) required for game progress; a display board 700 equipped with a payout indicator 46 and a medal count indicator 26; and an I / F board 90 for communicating with external devices, as shown in FIG. 2. Various game information is transmitted unidirectionally from the main control board 100 to the sub-control board 200. Various information is also transmitted bidirectionally between the main control board 100 and the medal count control board 300. Furthermore, predetermined information is transmitted unidirectionally from the medal count control board 300 to the sub-control board 200 via the main control board 100. The predetermined information here refers to, for example, information relating to the game medal count data stored in the storage means 302a, or information that notifies the player when the counting switch 31 or the dispensing switch 503a is pressed. As a result, the sub-control board 200, based on the information (predetermined information) received from the medal count control board 300 via the main control board 100, performs control such as displaying the number of pseudo medals held by the player on the liquid crystal display 14, and sounding a press notification sound from the speakers 15, 16 when the counting switch 31 or the dispensing switch 503a is pressed.
[0060] The main control board 100 and the medal count control board 300 may be connected in a BtoB (Board to Board) manner. The display board 700 and the operation switch board 600, the operation switch board 600 and the medal count control board 300, and the main control board 100 and the sub-control board 200 are all connected via harnesses.
[0061] Signals from the start switch 9, bet switch 7, max bet switch 8, stop switches 10L, 10M, 10R, which are operation means necessary for the progress of the game, as well as signals from the settlement switch 33 and reset switch 52, are first input to the operation switch board 600 and then input to the medal count control board 300 via a harness. Then, they are input to the main control board 100 via wiring within the medal count control board 300 and a connector connection (BtoB connection). A signal from the count switch 31 is input to the operation switch board 600, input to the medal count control board 300 via a harness, and further input to the medal count control CPU 301. It is also possible to configure the signals from the start switch 9 and stop switches 10L, 10M, and 10R to be input directly to the main control board 100 without going through the medal count control board 300. Furthermore, signals from the operating means (start switch 9, bet switch 7, maximum bet switch 8, stop switches 10L, 10M, and 10R), the settlement switch 33, the reset switch 52, and the counting switch 31 may be input to the main control board 100 via harnesses, and then input to the medal count control board 300 via wiring within the main control board 100 and a connector-to-connector connection (board-to-board connection).
[0062] The control signal (including display data) used for displaying the payout indicator 46 is transmitted from the main control board 100. At this time, the transmission path is the main control board 100 → medal count control board 300 → operation switch board 600 → display board 700. The control signal (including display data) used for displaying the game medal count indicator 26 is transmitted from the medal count control board 300. At this time, the transmission path is the medal count control board 300 → operation switch board 600 → display board 700.
[0063] The role ratio monitor 47 displays various ratios and is provided on the main control board 100. In this embodiment, the role ratio monitor 47 is configured with four 7-segment LEDs. The various ratios include the role ratio, consecutive role ratio, and advantageous zone ratio. The role ratio is the ratio of the total number of payouts from roles (e.g., Big Bonus (BB), Chance Bonus (CB), Single Bonus (SB), etc.) to the total number of pseudo medals paid out. The consecutive role ratio is the ratio of the total number of payouts from consecutive roles (e.g., Big Bonus (BB)) to the total number of pseudo medals paid out. The advantageous zone ratio is the ratio of the advantageous zone to the total number of plays, in the case where an advantageous zone is present in which a notification of an advantageous button press order is permitted when a role (AT role) in which the number of pseudo medals paid out varies depending on the button press order is won. The role ratio monitor 47 may be provided on the medal count control board 300. Alternatively, information capable of identifying various ratios may be transmitted to the card unit CU without providing the role ratio monitor 47. The ratio monitor 47 may also display the ratio of the instructed role. The ratio of the instructed role is the ratio of the total number of payouts to the total number of payouts, calculated by adding the number of payouts from the role to the number of payouts in a game in which a favorable push order was announced.
[0064] The setting display 48 displays the setting value set by the setting value setting means 101b (described later), and is provided on the main control board 100. In this embodiment, the setting display 48 is configured with one 7-segment LED.
[0065] As shown in Fig. 5, the memory 102 of the main control board 100 includes a RAM 65 that temporarily stores various data, and a ROM 67 that stores data and programs necessary for the progress of a game. The RAM 65 of the main control board 100 stores, for example, various flags and lottery results for winning combinations. The ROM 67 of the main control board 100 stores preset data (such as the lottery table 102a in Fig. 5) and programs for the gaming machine (programs for the slot machine SM).
[0066] The main control CPU 101 of the main control board 100 has an interrupt function such as a timer interrupt, and performs processing related to the progress of the game by executing a game machine program stored in the ROM 67. The main control CPU 101 also transmits various game information in the form of commands to the sub-control board 200 (sub-control CPU 201), such as information related to the result of the role selection by the role selection means 103 (see FIG. 5), and information related to the operation of the operating devices operated by the player, such as the stop switches 10L, 10M, 10R and the start switch 9.
[0067] The memory 202 of the sub-control board 200 includes a RAM section for temporarily storing various data and a ROM section for storing various programs for effects. The sub-control CPU 201 of the sub-control board 200 has an interrupt function such as a timer interrupt, and determines the content of effects related to the game for the player by executing a program stored in the memory 202 based on various game information related to the slot machine SM transmitted from the main control CPU 101. The sub-control CPU 201 of the sub-control board 200 controls the effect devices such as the LCD display 14 and speakers 15 and 16 via the I / O port of the sub-control board 200 based on the determined content of the effects.
[0068] The memory 302 of the medal count control board 300 is equipped with a RAM section that temporarily stores various data, and a ROM section that stores various programs, etc. The medal count control CPU 301 of the medal count control board 300 has an interrupt function such as a timer interrupt, and performs various controls such as managing the number of pseudo medals held by the player using game medal count data stored in storage means 302a formed in the RAM section (volatile memory) of the memory 302, and displaying the number of pseudo medals corresponding to the game medal count data stored in storage means 302a on the game medal count display 26.
[0069] The main control board 100, sub-control board 200, and medal count control board 300 are each sealed in their own board cases with crimping mechanisms to prevent easy access from the outside. Methods for connecting each board to prevent fraud include direct board-to-board connection (B2B connection) using connectors mounted on each board, physical access, connection using signal lines covered with wire covers to reduce the effects of electromagnetic noise, routing signal lines from locations difficult for players to see, encrypting communication signals between boards, and exchanging ID information stored on each board periodically or when an error occurs. When connecting the two boards using connectors mounted on each board, rather than using a stacked connection that reduces the visibility of the boards, it is recommended to connect them side-by-side and cover the connection points as a board unit to make access more difficult. Furthermore, the main control board 100 and medal count control board 300 may not be housed in individual board cases, but may be housed together in a single board case and sealed.
[0070] (Main control board) The function of the main control board 100 will be described with reference to FIG.
[0071] (1) Game control means 101a The game control means 101a is for controlling the game executed in the medal-less slot machine SM.
[0072] In playing this slot machine SM, when the bet switch 7 or max-bet switch 8 is operated to instruct the insertion of dummy medals, a signal based on information identifying this fact is transmitted from the medal management / transmission means 101n to the medal count control board 300. Upon receiving this signal, the medal count control board 300 rewrites the medal count data stored in the storage means 302a with the medal count data minus the number of inserted dummy medals. At this time, a signal based on information identifying the rewrite is transmitted from the medal count control board 300 to the main control board 100, and the medal management / transmission means 101n receives this signal, setting the number of bets. Furthermore, the number of bets can be changed until the start switch 9 is operated, and the medal count data stored in the storage means 302a is updated accordingly. When the start switch 9 is operated after the predetermined number of bets has been set, a random number lottery is first conducted by the winning combination lottery means 103 to determine whether or not a win will occur. Almost simultaneously, all three reels 6L, 6M, and 6R begin to spin.
[0073] Thereafter, when one of the three stop switches 10L, 10M, and 10R is operated, the reel among the left, center, and right rotating reels 6L, 6M, and 6R corresponding to the operated stop switch 10L, 10M, and 10R stops spinning. Then, when the operation of all three stop switches 10L, 10M, and 10R is completed, the rotation of all three rotating reels 6L, 6M, and 6R stops. At this time, if a predetermined symbol stops in a predetermined position, a win is awarded, and the player is granted a predetermined benefit, such as a payout of a predetermined number of pseudo medals or a replay, which allows the player to play the next game without subtracting the number of game medals data stored in the storage means 302a.
[0074] (1) Game control means 101a The game control means 101a controls the game of the slot machine 1 in any one of a plurality of game states set in advance. Specifically, as shown in Fig. 8, the game control means 101a executes a general game, which is a general game, in the general game state (normal game state (RT0) and during bonus (RBB1F, RBB2F)), and executes a bonus game (special game) in the bonus game state (RBB1, RBB2) based on a bonus combination that is more advantageous to the player than in the general game state.
[0075] In addition, as a game advantageous to the player that differs from the bonus game that is a game played in the bonus game state (RBB1, RBB2), there is AT game (special game) in which, when the result of the role lottery by the role lottery means 103 described later results in a specific role winning result that wins a specific role (winning role groups "ATLC1-ATLC2", "ATLR1-ATLR2", "ATCL1-ATCL2", "ATCR1-ATCR2", "ATRL1-ATRL2", "ATRC1-ATRC2", "Special A" to "Special D": see Figures 9 and 10) that has a different degree of advantage given to the player depending on the operation procedure of each stop switch 10L, 10M, 10R, the operation procedure of each advantageous stop switch 10L, 10M, 10R corresponding to the specific role is identifiably notified.
[0076] As shown in FIG. 5, the game control means 101a includes an operation mode determination means 100a and a game state setting means 100b.
[0077] (1-1) Operation mode determination means 100a The operation mode determination means 100a determines the mode of operation of the player on the slot machine SM. Specifically, it determines the mode of operation of the player on the slot machine SM, such as the mode of operation of the various switches provided on the slot machine SM, such as the bet switches 7 and 8, the start switch 9, and the stop switches 10L, 10M, and 10R, and the mode of operation related to the insertion and movement of medals by the player.
[0078] (1-2) Game status setting means 100b The game state setting means 100b sets the game state of the slot machine 1 to one of a plurality of pre-set game states based on the result of the role lottery process by the role lottery means 103 and the determination result of the pattern combination on the valid line (the line sloping downward to the right) by the pattern determination means 112.
[0079] Specifically, as shown in Fig. 8, in this embodiment, the gaming states include a normal gaming state (RT0), a bonus state (RBB1-2F), and a bonus gaming state (RBB1-2). Here, a normal gaming state is executed in the normal gaming state consisting of the normal gaming state (RT0) and the bonus state (RBB1-2F), and a bonus gaming state is executed in the bonus gaming state (RBB1-2). In addition, the normal gaming state (RT0) is a gaming state to which a transition occurs when a setting change (described later) occurs or after the bonus gaming state (RBB1-2) ends.
[0080] Also, as shown in FIG. 8, when a bonus role (RBB1, RBB2: see FIGS. 10 and 11) is won in the normal gaming state (RT0), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination that results in a bonus win (non-win), the gaming state setting means 100b sets the gaming state to bonus internal (RBB1, 2F), and the gaming state transitions to bonus internal (RBB1, 2F). Note that in this embodiment, the bonus role "RBB1" is only eligible for role lottery when three coins are bet, while the bonus role "RBB2" is only eligible for role lottery when two coins are bet. Also, when two coins are bet in the bonus internal (RBB2F), there are no misses (HZ) in the role lottery, and you are guaranteed to win either a replay role or a minor role. Furthermore, because the system prioritizes winning combinations in the order of replay combinations, small combinations, and bonus combinations, if you bet two coins while inside the bonus mode (RBB2F), you will not win the carried-over bonus combination "RBB2." Also, if you bet three coins while inside the bonus mode (RBB2F), a miss (HZ) is included in the combination lottery, but the bonus combination "RBB2" is set as an invalid combination in a three-coin bet game, so the carried-over bonus combination "RBB2" will not win when you bet three coins. Furthermore, while inside the bonus mode (RBB2), you cannot win other bonus combinations unless you win the carried-over bonus combination "RBB2." Therefore, once you transition to inside the bonus mode (RBB2F), you are prevented from transitioning to other game modes.
[0081] In addition, when the bonus role "RBB1" is won in the normal game state (RT0) and the bonus role "RBB1" is won in that game, or when the bonus role "RBB1" is won inside the bonus (RBB1F), the game state setting means 100b sets the game state to the bonus game state (RBB1), and the game state transitions to the bonus game state (RBB1).
[0082] In this embodiment, the bonus game state (RBB1) is set to end when more than 100 medals are paid out. Therefore, when more than 100 medals are paid out in the bonus game state (RBB1), the game state setting means 100b sets the game state to the normal game state (RT0), and the game state transitions to the normal game state (RT0). The termination condition of the bonus game state (RBB1) can be set as appropriate.
[0083] In addition, in the normal game state (RT0), if the bonus role "RBB2" is won and the bonus role "RBB2" is won in that game, the game state setting means 100b sets the game state to the bonus game state (RBB2), and the game state transitions to the bonus game state (RBB2).
[0084] In this embodiment, the bonus game state (RBB2) is set to end when more than 50 medals are paid out. Therefore, when more than 50 medals are paid out in the bonus game state (RBB2), the game state setting means 100b sets the game state to the normal game state (RT0), and the game state transitions to the normal game state (RT0). The termination condition of the bonus game state (RBB2) can be set as appropriate.
[0085] (1-3) Overview of the game Next, an outline of the game executed on the slot machine SM will be explained.
[0086] The slot machine SM is configured so that one game (play) is played when three medals are inserted, and when three medals are inserted into the slot machine SM using the bet switch 7 or the max bet switch 8, the winning lines in the display window 5 become active. When the start switch 9 is operated, one of the pre-set winning combination results is selected by lottery processing using random numbers by the winning combination selection means 103. In addition, when all of the reels 6L, 6M, and 6R start to spin, the determination of the symbols on each of the reels 6L, 6M, and 6R displayed in the display window 5 begins based on the rotation angle of each of the reels 6L, 6M, and 6R.
[0087] After that, the left, center, and right reels 6L, 6M, and 6R accelerate, and operation of all stop switches 10L, 10M, and 10R becomes effective. After operation of all stop switches 10L, 10M, and 10R becomes effective, if operation of left stop switch 10L is detected, the left reel 6L is stopped, if operation of center stop switch 10M is detected, the center reel 6M is stopped, and if operation of right stop switch 10R is detected, the right reel 6R is stopped. In this way, operation of each stop switch 10L, 10M, and 10R stops the rotation of the left, center, and right reels 6L, 6M, and 6R corresponding to each stop switch 10L, 10M, and 10R.
[0088] When all three left, center, and right stop switches 10L, 10M, and 10R are operated, the left, center, and right reels 6L, 6M, and 6R stop spinning. At this time, if a predetermined symbol stops at a predetermined position on the winning line in the display window 5, that is, if the symbols on each reel 6L, 6M, and 6R appear in the display window 5 in a winning combination, a win is achieved, and a number of medals corresponding to the winning combination are paid out. Note that a predetermined benefit (benefit) may be awarded to the player instead of or in addition to the medal payout. Examples of such a predetermined benefit include a transition to RBB due to a bonus win or an automatically set bet amount for a next play without inserting new medals due to a replay win (described below). As shown in FIG. 10, bonus roles and general roles (replay role, small role) are preset as types of roles. A bonus role is a role that transitions to a bonus game state. A replay role (hereinafter also referred to as a replay) is a role that, when won, allows a player to play the next game with the same number of bets as in the winning game without inserting new medals. A small role is a role that, when won, gives a predetermined dividend (amount of payout).
[0089] Bonus Role Two types of bonus combinations are set: "RBB1" and "RBB2." When the symbol combination (R7-R7-BAR) associated with "RBB1" stops on a winning line, a win is achieved, and the game state transitions to the bonus game state (RBB1). When the symbol combination (W7-R7-WM2) associated with "RBB2" stops on a winning line, a win is achieved, and the game state transitions to the bonus game state (RBB2). In this embodiment, no payout is awarded even when the bonus combinations "RBB1" and "RBB2" are achieved, but a predetermined number of payouts may be awarded.
[0090] ·Replay role There are several types of replay roles: "NRP1" to "NRP15", "IRP1" to "IRP5", "CRP1" to "CRP7", "R7RP1" to "R7RP10", and "WRP1" to "WRP5". When the winning symbol combination stops on the winning line, you can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.
[0091] Minor roles There are several types of minor roles set, including "BE1" to "BE11," "WM1" to "WM4," "CH1" to "CH19," "ATA1" to "ATA10," "ATB1" to "ATB16," "PZ1" to "PZ52," and "PZX1" to "PZX22." Here, "BE1" to "BE10" are set as roles that win when the push order is correct when a push order AT role (winning role groups "ATLC1 to ATLC2," "ATLR1 to ATLR2," "ATCL1 to ATCL2," "ATCR1 to ATCR2," "ATRL1 to ATRL2," "ATRC1 to ATRC2," "Special A" to "Special D": see Figures 13 and 14) is won. When the symbol combinations that win these roles stop on the winning line, a payout of 10 coins (3 coins bet, 2 coins bet) is obtained. The winning mode for "BE1" is a symbol combination in which the "BE1 (Bell 1)" symbol is lined up on a downward sloping right line. The winning mode for "BE2" and "BE3" is a symbol combination in which the "BE1 (Bell 1)" symbol is lined up on the top row of the left reel 6L, the "BE2 (Bell 2)" symbol is lined up on the top row of the middle reel 6M, and the "BE1 (Bell 1)" symbol is lined up on the top row of the right reel 6R (bell symbol on the top row line). The winning mode for "BE4" is a symbol combination in which the "BE1 (Bell 1)" symbol is lined up on the middle row line. The winning mode for "BE5" and "BE6" is a symbol combination in which the "BE1 (Bell 1)" symbol is lined up on the bottom row of the left reel 6L, the "BE2 (Bell 2)" symbol is lined up on the bottom row of the middle reel 6M, and the "BE1 (Bell 1)" symbol is lined up on the bottom row of the right reel 6R (bell symbol on the bottom row line). The winning pattern for "BE7" and "BE8" is a symbol combination in which the "BE1 (Bell 1)" symbol is aligned in a line sloping to the right. The winning pattern for "BE9" and "BE10" is a symbol combination in which the "BE1 (Bell 1)" symbol is aligned in the bottom row of the left reel 6L, the "BE2 (Bell 2)" symbol is aligned in the middle row of the middle reel 6M, and the "BE1 (Bell 1)" symbol is aligned in the top row of the right reel 6R (bell symbols aligned in a line sloping to the right). In other words, when the push order AT role is won, if the push order is correct, the "BE1 (Bell 1)" or "BE2 (Bell 2)" symbol will be aligned in a straight line, making it easy for the player to determine the correct push order.
[0092] When the winning symbol combinations of "WM1" to "WM4" stop on a winning line, a payout of 3 coins (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "CH1" to "CH19" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "ATA1" to "ATA10" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "ATB1" to "ATB16" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "PZ1" to "PZ52" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations "PZX1" to "PZX22" stop on the winning line, you will receive a payout of 1 coin each (for both 3-coin and 2-coin bets).
[0093] (2) Setting control means 101b The setting control means 101b in Figure 5 sets one setting value from a plurality of setting values (setting 1 to setting 6) with different ball output rates (payout rates). This setting value is used to select a role selection table 102a to be selected by the table selection means 101c described later, and one of the setting values is associated with each of the plurality of role selection tables 102a stored in ROM 67. The setting control means 101b then determines the ON / OFF state of a change process start switch (not shown) when the power is turned on, and starts a predetermined setting change process when the power is turned on with the change process start switch in the ON state. The payout rate can be calculated by the formula: total number of payout coins ÷ total number of inserted coins × 100 [%].
[0094] Here, the winning probability in the lottery for the regular game is set to a plurality of stages distinguished by a plurality of types of setting values (six types in this case), and each of the plurality of setting values is associated with a role selection table 102a (lottery table for the regular game). Then, when the setting change process is started, the manager of the pachinko parlor where the slot machine SM is installed can change the setting value.
[0095] (3) Table selection means 101c 5 selects one lottery table from a plurality of winning combination tables 102a based on the type of game (for example, normal game state, bonus game state) controlled by the game control means 101a and the setting value (setting 1 to setting 6) set by the setting control means 101b. For example, in a game in the normal game state, the table selection means 101c selects the winning combination table 102a (general game lottery table) as the lottery table according to the setting value (setting 1 to setting 6) of the winning probability.
[0096] (4) First input processing means 101d When the bet switch 7 or the maximum bet switch 8 is operated, the first insertion processing means 101d cooperates with the second insertion processing means 301b3 of the medal number control CPU 301, which will be described later, to insert dummy medals to set the number of bets and establish a predetermined condition for starting a game. Also, when the settlement switch 33 is operated, the second insertion processing means 301b3 cooperates with the second insertion processing means 301b3 of the medal number control CPU 301 to cancel the number of bets that was once set.
[0097] When the bet switch 7 or the maximum bet switch 8 is operated, the first insertion processing means 101d increments the value in the storage area for the provisional insertion number provided in the memory 102 by 1, and transmits an insertion processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the insertion processing request signal, the medal count control board 300 subtracts 1 from the number of game medals stored in the storage means 302a, and then transmits a completion signal for this processing to the main control board 100, thereby completing the insertion processing for one medal. When the maximum bet switch 8 is operated, this processing is repeated three times. Then, when the provisional insertion number reaches the value required for one game (for example, three medals) as a result of the insertion processing, the first insertion processing means 101d enables the operation of the start switch 9.
[0098] In this embodiment, even if the maximum bet switch 8 instructs the insertion of, for example, three pseudo medals, the insertion process is carried out one medal at a time between the first insertion processing means 101d and the second insertion processing means 301b3.
[0099] Furthermore, when the settlement switch 33 is operated, a signal based on information that can identify that fact is transmitted by the medal management transmission / reception means 101n to the medal count control board 300. Upon receiving the signal based on this information, the medal count control board 300 rewrites the game medal count data stored in the storage means 302a into game medal count data that has been added by the number of medals that corresponds to the number of bets, and transmits a signal based on information that can identify that fact to the main control board 100.
[0100] (5) Role selection means 103 The role lottery means 103 in Fig. 5 performs a role lottery to determine which role among a plurality of roles (winning role group: see Figs. 11 to 13) including a plurality of general roles (small roles, replay roles) and a bonus role has been won, based on a lottery value generated based on the start of a game, at the timing when the start switch 9 is operated to start a game. The role lottery means 103 includes a lottery value generation means 103a and a lottery value judgment determination means 103b.
[0101] (5-1) Lottery value generating means 103a The lottery value generating means 103a generates a lottery value to be used for the lottery of winning combinations, etc., by extracting a random number for lottery generated within a predetermined range (e.g., 0 to 65535 in decimal notation) by a random number generating means configured with an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit at the timing when the start switch 9 is operated. Note that, since the random number generating means is configured with a counter circuit, etc., the numbers generated by the random number generating means are not strictly random numbers. However, since the timing when the start switch 9 is operated is considered to be random, the lottery value generated by the lottery value generating means 103a can be treated as a random number in practice. Note that the lottery value generating means 103a may generate a lottery value using a random number generated by a random number generator, or may generate a lottery value using a software random number generator. Alternatively, the lottery value generating means 103a may generate a lottery value by performing a predetermined calculation on the extracted random number value or the generated random number value.
[0102] (5-2) Lottery value determination means 103b The lottery value judgment and determination means 103b judges the lottery value generated by the lottery value generation means 103a, thereby determining which of the multiple roles (winning role group) has been won.
[0103] Specifically, the role lottery table 102a has preset correspondences between the lottery values and winning role groups for determining which of the multiple winning role groups shown in Figures 11 to 13 the lottery value will be won for, or whether it will be a loss, for each lottery value within the range generated by the random number generating means. The lottery value judgment and determination means 103b refers to the role lottery table 102a selected by the table selecting means 102, and determines whether the lottery value generated by the lottery value generating means 103a is set to a win for which winning role group, or whether it is set to a loss, thereby determining which of the multiple winning role groups the lottery value will be won for.
[0104] In addition, in the role lottery table 102a, since it is set so that a plurality of roles overlap and win for some lottery values, when the lottery value judgment determination means 103b judges the entire range of the lottery values generated by the lottery value generation means 103a, that is, as the role lottery result of the role lottery means 103, the winning role groups shown in Figures 11 to 13 are configured. Note that, among the winning role groups shown in Figures 11 to 13, for those configured by a plurality of roles, when an internal win occurs, it becomes a state in which it is permitted for the symbol combinations related to all roles that configure the winning role group to align on the winning line.
[0105] In addition, the lottery value judgment determination means 103b stores, as the result of the role lottery, information that can identify whether or not a bonus role has been won in a first data area of the role lottery result storage area 102c, and stores information that can identify whether or not a general role has been won in a second data area of the role lottery result storage area 102c so that the type of role that has been won can also be identified.
[0106] For example, as shown in Figures 11 to 13, each bonus role is assigned a unique hexadecimal upper role number, and each general role (replay role, small role) is assigned a unique hexadecimal lower role number. The lottery value judgment determination means 103b stores the role numbers assigned to the roles (including losing roles) that make up the winning role group, which is the role lottery result, in the corresponding data area of the role lottery result storage area 102c.
[0107] That is, when the result of the role drawing by the role drawing means 103 is one of the winning role groups including the bonus role shown in FIG. 11, the lottery value judgment determination means 103b stores one of the higher role numbers "$01" to "$02" assigned to the winning bonus role in a 1-byte first data area of the role drawing result storage area 102c. In addition, when the bonus role is a miss (non-win), the lottery value judgment determination means 103b stores the higher role number "$00" assigned to the miss in the data area. In addition, after storing "$01" to "$02" as the higher role number, this value is maintained until the bonus role is won, so that the bonus role is carried over.
[0108] In addition, when the result of the role lottery by the role lottery means 103 is one of the winning role groups including the general role (replay role, small role) shown in Figures 11 to 13, the lottery value judgment determination means 103b stores one of the lower role numbers "$01" to "$24" assigned to the winning general role in a 1-byte second data area of the role lottery result storage area 102c. In addition, when the general role is a miss (non-win), the lottery value judgment determination means 103b stores the lower role number "$00" assigned to the miss in the data area.
[0109] (6) Reel detection means 104 4 detects the rotational positions of the left, center, and right reels 6L, 6M, and 6R based on the detection signals of the left, center, and right reel sensors 55L, 55M, and 55R and the number of pulses supplied to the reel motors 27L, 27M, and 27R that drive the left, center, and right reels 6L, 6M, and 6R. In this case, the reel detection means 104 detects the frame numbers corresponding to the symbols located at predetermined reference positions (for example, the middle row of the display window 5 in this embodiment) while the left, center, and right reels 6L, 6M, and 6R are rotating and when they stop rotating.
[0110] (7) Stop control means 105 The stop control means 105 controls the stop of each reel 6L, 6M, 6R using the stop table 102b based on the player's operation of each stop switch 10L, 10M, 10R and the result of the role selection by the role selection means 103. The stop control means 105 basically controls the stop of all reels 6L, 6M, 6R to stop winning symbols (see FIG. 10) on the winning line within the reel-retractable range in order to win a role belonging to the winning role group determined by the role selection means 103. Note that each reel 6L, 6M, 6R has a set number of allowable slip frames (retractable range: typically, up to four frames). Therefore, if the operation timing is not right, it may not be possible to align the winning symbols on the winning line, resulting in a missed win (non-winning). Below, we will explain the role configuration of the winning role group and the stop control of each reel 6L, 6M, 6R when a win occurs.
[0111] The winning combination group "RPN1" is composed of "NRP1" to "NRP15" and "IRP1" to "IRP5." In this case, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the first stop being the left reel 6L, the stop control means 105 controls the reels so that "NRP1" and "NRP2" are given priority in winning. Regardless of the timing of the operation of the stop switches 10L, 10M, and 10R, either "NRP1" or "NRP2" will always win a prize depending on the timing of the operation of the stop switches 10L, 10M, and 10R, since either of the winning symbols is within the range that can be drawn (no missed prizes). In this case, the symbol "RP" is aligned on the middle line (see Figure 14(a): middle RP). In addition, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the center reel 6M being the first stop, the stop control means 105 controls the reels so that "NRP3" to "NRP6" are given priority in winning. Regardless of the timing of the operation of the stop switches 10L, 10M, and 10R, since "NRP3" to "NRP6" are within the range in which any of the winning symbols can be drawn, one of "NRP3" to "NRP6" is always awarded depending on the timing of the operation of the stop switches 10L, 10M, and 10R (no missed wins). At this time, the stop symbol combination is such that the symbol "RP" is aligned on a line sloping upward to the right (see FIG. 14(a): RP sloping upward to the right). In addition, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the right reel 6R being the first stop, the stop control means 105 controls the reels so that "NRP7" is given priority in winning. Regardless of the operation timing of the stop switches 10L, 10M, and 10R, "NRP7" is always a winning symbol within the range that can be drawn, so "NRP7" always wins (no missed wins) depending on the operation timing of the stop switches 10L, 10M, and 10R. At this time, the symbol "RP" becomes a stopping symbol combination that aligns on a downward-sloping line to the right (see Figure 11(a): downward-sloping RP). In the following, "NRP1" to "NRP15" and "IRP1" to "IRP5" may be collectively referred to as "basic RP".
[0112] The winning combination group "RPN2" is composed of "basic reel" and "CRP1." In this case, the stop control means 105 controls the reels so that "NRP1" and "NRP2" ("middle RP") are given priority when the first stop reel is the left reel 6L, "NRP7" ("downward right RP") is given priority when the first stop reel is the middle reel 6M, and "NRP3" to "NRP6" ("upward right RP") are given priority when the first stop reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 6L, the combination wins the "middle RP," if the first stop reel is the middle reel 6M, the combination wins the "downward right RP," and if the first stop reel is the right reel 6R, the combination wins the "upward right RP." Although "CRP1" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0113] The winning combination group "RPN3" is composed of "basic reel" and "CRP2." In this case, the stop control means 105 controls the reels so that "NRP3" to "NRP6" ("upward right RP") are given priority when the first stop reel is the left reel 6L, "NRP1" and "NRP2" ("middle RP") are given priority when the first stop reel is the middle reel 6M, and "NRP7" ("downward right RP") is given priority when the first stop reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 6L, the combination will win the "upward right RP", if the first stop reel is the middle reel 6M, the combination will win the "middle RP", and if the first stop reel is the right reel 6R, the combination will win the "downward right RP". Although "CRP2" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0114] The winning combination group "RPN4" is composed of "basic reel" and "CRP3." In this case, the stop control means 105 controls the reels so that "NRP3" to "NRP6" ("upward right RP") are given priority when the first reel is the left reel 6L, "NRP7" ("downward right RP") is given priority when the first reel is the center reel 6M, and "NRP1" and "NRP2" ("middle RP") are given priority when the first reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first reel is the left reel 6L, the combination will win the "upward right RP," if the first reel is the center reel 6M, the combination will win the "downward right RP," and if the first reel is the right reel 6R, the combination will win the "middle RP." Although "CRP3" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0115] The winning combination group "RPN5" is composed of "basic reel" and "CRP4." In this case, the stop control means 105 controls the reels so that "NRP7" ("downward right RP") is the first winning combination when the first reel is the left reel 6L, "NRP1" and "NRP2" ("middle RP") are the first winning combination when the first reel is the middle reel 6M, and "NRP3" to "NRP6" ("upward right RP") are the first winning combination when the first reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first reel is the left reel 6L, the combination wins the "downward right RP," if the first reel is the middle reel 6M, the combination wins the "middle RP," and if the first reel is the right reel 6R, the combination wins the "upward right RP." Although "CRP4" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0116] The winning combination group "RPN6" is composed of "basic reel" and "CRP5." In this case, the stop control means 105 controls the reels so that "NRP7" ("downward right RP") is given priority when the first stopped reel is the left reel 6L, "NRP3" to "NRP6" ("upward right RP") is given priority when the first stopped reel is the center reel 6M, and "NRP1" and "NRP2" ("middle RP") are given priority when the first stopped reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stopped reel is the left reel 6L, the combination wins the "downward right RP," if the first stopped reel is the center reel 6M, the combination wins the "upward right RP," and if the first stopped reel is the right reel 6R, the combination wins the "middle RP." Although "CRP5" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0117] The winning combination group "RPN7" is composed of "basic reel" and "CRP6." In this case, the stop control means 105 controls the reels so that "NRP1" and "NRP2" ("middle RP") are given priority when the first stop reel is the left reel 6L, "NRP3" to "NRP6" ("upward right RP") are given priority when the first stop reel is the middle reel 6M, and "NRP7" ("downward right RP") is given priority when the first stop reel is the right reel 6R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 6L, the combination wins the "middle RP", if the first stop reel is the middle reel 6M, the combination wins the "upward right RP", and if the first stop reel is the right reel 6R, the combination wins the "downward right RP". Although "CRP6" is a constituent role of the winning role group, it is set as a role that will not result in a prize.
[0118] The winning combination group "RPBB1" is composed of "R7RP1" to "R7RP10" and "Basic Rip." In this case, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the first stop being the right reel 6R or the center reel 6M, the stop control means 105 controls the reels so that "R7RP1" and "R7RP2" win first. The winning symbols for "R7RP1" are "R7 (Red 7): Left Reel 6L" - "R7 (Red 7): Center Reel 6M" - "BE1 (Bell 1): Right Reel 6R." Therefore, for example, when the right stop switch 10R is operated within a range where the right reel 6R is the first stop reel and the symbol number 4, "BE1 (Bell 1)," can be pulled onto the winning line (lower row), the symbol will stop on the winning line (lower row). Next, if the middle stop switch 10M is operated within the range where the second stop is possible on the middle reel 6M and the symbol number 2, "R7 (red 7)", can be pulled onto the winning line (middle row), the symbol will stop on the winning line (middle row). Finally, if the left stop switch 10L is operated within the range where the third stop is possible on the left reel 6L and the symbol number 1, "R7 (red 7)", can be pulled onto the winning line (top row), the symbol will stop on the winning line (top row). In other words, the symbol will win "R7RP1". This combination is a combination of the symbols "R7 (red 7)" or "FR7 (fake red 7)" on the middle row.
[0119] The winning symbol "BE1 (Bell 1)" on the right reel 6R of "R7RP1" is positioned within a range where it can be drawn onto the winning line (bottom row) regardless of the timing of operation of the right stop switch 10R, but the winning symbol "R7 (Red 7)" on the center reel 6M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 10M. In this case, the stop control means 105 controls the reels to stop so that the winning symbol "CH (Cherry)" on the center reel 6M of "R7RP2" is drawn onto the winning line (middle row). The "CH (Cherry)" symbol on the middle reel 6M is positioned to complement the "R7 (Red 7)" symbol, so when the middle stop switch 10M is operated at a time when the "R7 (Red 7)" symbol cannot be drawn onto the winning line (middle row), the "CH (Cherry)" symbol can always be drawn onto the winning line.
[0120] However, the symbol "R7 (red 7)," which is the winning symbol common to "R7RP1" and "R7RP2" on the left reel 13L, cannot be drawn onto the winning line (upper row) depending on the operation timing of the stop switch 10L. Therefore, if the symbol "R7 (red 7)" cannot be drawn, the stop control means 105 controls the reels to stop, with "R7RP3" to "R7RP10" as the next priority winning combination. Even if the first stop is the right reel 6R or the center reel 6M, and neither "R7RP1" nor "R7RP2" can be won, one of "R7RP3" to "R7RP10" is won depending on the operation timing of the left reel 6L. Therefore, when the winning group "RPBB1" is won, if the first stop is the right reel 6R or the center reel 6M, then depending on the timing of the operation of the stop switches 10L, 10M, and 10R, one of "R7RP1" to "R7RP10" will be won. Furthermore, if you press the symbol "R7 (red 7)" with your eyes, you will win "R7RP1", where the symbol "R7 (red 7)" or "FR7 (fake red 7)" is lined up on the middle line.
[0121] On the other hand, if the push order is such that the first stop is not on the right reel 6R or the center reel 6M, the stop control means 105 controls the reels to stop so that the "basic replay" is given priority. As mentioned above, since there are no misses with the "basic replay," when the winning combination group is won, if the push order is such that the first stop is not on the center reel 6M or the right reel 6R, one of the combinations belonging to the "basic replay" will always be won depending on the operation timing of the stop switches 10L, 10M, and 10R. Note that, hereinafter, "R7RP1" to "R7RP10" may be collectively referred to as "red 7 replay (red 7 replay RP)."
[0122] The winning combination group "RPBB2" is composed of "Red 7 Replay," "Basic Replay," and "CRP1." In this case, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the first stop being the right reel 6R or the center reel 6M, the stop control means 105 controls the reels so that "R7RP3" and "R7RP4" are given priority. The winning symbols for "R7RP3" are "RP (Replay): Left Reel 6L" - "R7 (Red 7): Center Reel 6M" - "BE1 (Bell 1): Right Reel 6R." Therefore, for example, if the right stop switch 10R is operated within a range that allows the right reel 6R to be the first stop reel and pull the symbol number 4, "BE1 (Bell 1)," onto the winning line (lower row), that symbol will stop on the winning line (lower row). Next, if the middle stop switch 10M is operated within the range where the second stop is possible on the middle reel 6M and the symbol number 2, "R7 (Red 7)", can be pulled onto the winning line (middle row), that symbol will stop on the winning line (middle row). Finally, if the left stop switch 10L is operated within the range where the third stop is possible on the left reel 6L and the symbol number 0, "RP (Replay)", can be pulled onto the winning line (top row), that symbol will stop on the winning line (top row). In other words, the winning combination is "R7RP3". This combination is a combination of the symbols "R7 (Red 7)" or "FR7 (Fake Red 7)" on the middle row and the upward-sloping right row, respectively.
[0123] The winning symbol "BE1" on the right reel 6R of "R7RP3" is positioned within a range that allows it to be drawn onto the winning line (bottom row) regardless of the timing of operation of the right stop switch 10R. However, the winning symbol "R7 (red 7)" on the center reel 6M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 10M. In this case, the stop control means 105 controls the reels to stop so that the winning symbol "CH (cherry)" on the center reel 6M of "R7RP4" is drawn onto the winning line (middle row). The symbol "CH (cherry)" on the center reel 6M is positioned complementary to the symbol "R7 (red 7)." Therefore, even if the center stop switch 10M is operated at a time when the symbol "R7 (red 7)" cannot be drawn onto the winning line (middle row), the symbol "CH (cherry)" can always be drawn onto the winning line.
[0124] In addition, the symbol "RP (Replay)", which is the common winning symbol on the left reel 6L of "R7RP3" and "R7RP4", can be drawn onto the winning line (upper row) regardless of the timing of operation of the stop switch 10L. Therefore, if the first stop is on the center reel 6M or the right reel 6R and the symbol "R7 (Red 7)" cannot be drawn onto the center reel 6M, "R7RP4" will always be drawn.
[0125] On the other hand, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, the stop control means 105 controls the reels to stop so that the "basic lip" is given priority. As mentioned above, since there are no misses for the "basic lip", when the winning combination group is won, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, one of the combinations belonging to the "basic lip" will always be won depending on the operation timing of the stop switches 10L, 10M, and 10R.
[0126] "RPS1" is composed of "WRP1" to "WRP5," "R7RP5," "R7RP6," and "Basic Replay." In this case, if the stop switches 10L, 10M, and 10R are operated in a push order that results in the right reel 6R or the center reel 6M being the first stop reel, the stop control means 105 controls the reels so that "WRP1" wins first. The winning symbols for "WRP1" are "RP (Replay)" - "BAR (Bar)" - "BE1 (Bell 1)." Therefore, for example, if the right stop switch 10R is operated within a range in which the right reel 6R is the first stop reel and the symbol number 14, "BE1 (Bell 1)," can be pulled onto the winning line (lower row), that symbol will stop on the winning line (lower row). Next, if the middle stop switch 10M is operated within the range where the second stop is possible on the middle reel 6M and the symbol number 8 "BAR" can be pulled onto the winning line (middle row), that symbol will stop on the winning line (middle row). Finally, if the left stop switch 10L is operated within the range where the third stop is possible on the left reel 6L and the symbol number 10 "RP (replay)" can be pulled onto the winning line (top row), that symbol will stop on the winning line (top row). In other words, "WRP1" is won. This combination is a symbol combination where the symbol "BAR" is lined up on the middle row line.
[0127] The winning symbol "BE1 (Bell 1)" on the right reel 6R for "WRP1" is positioned within a range that allows it to be drawn onto the winning line (lower row) regardless of the timing of operation of the right stop switch 10R, but the winning symbol "BAR" on the center reel 6M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 10M. In this case, the stop control means 105 controls the reels to stop, with "WRP2" to "WRP5" as the next priority winning symbols. Even if the first stop is on the right reel 6R or the center reel 6M and "WRP1" cannot be won, one of "WRP2" to "WRP5" will win depending on the timing of operation of the left reel 6L. Therefore, when you win the winning combination group "RPS1", if the first stop is the right reel 6R or the center reel 6M, you will definitely win one of "WRP1" to "WRP5" depending on the operation timing of the stop switches 10L, 10M, and 10R. Furthermore, if you press the "BAR" symbol with your eyes, you will win "WRP1", where the "BAR" symbol is lined up on the middle line.
[0128] On the other hand, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, the stop control means 105 controls the reels to stop so that the "basic replay" is given priority. As mentioned above, since there are no misses with the "basic replay," when the winning combination group is won, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, one of the combinations belonging to the "basic replay" will always win depending on the operation timing of the stop switches 10L, 10M, and 10R. Note that, hereinafter, "WRP1" to "WRP5," "R7RP5," and "R7RP6" may be collectively referred to as "BAR matching replay."
[0129] "RPS2" is composed of "BAR Match Replay," "Basic Replay," and "CRP1." In this case, if the stop switches 10L, 10M, and 10R are operated in a push order that results in the first stop being the right reel 6R or the center reel 6M, the stop control means 105 controls the reels so that "WRP3" will be the first winning symbol. The winning symbols for "WRP3" are "BE1 (Bell 1)"-"BAR"-"BE1 (Bell 1)." Therefore, for example, if the right stop switch 10R is operated within a range that allows the right reel 6R, the first stop reel, to pull the symbol number 14, "BE1 (Bell 1)," onto the winning line (lower row), that symbol will stop on the winning line (lower row). Next, if the middle stop switch 10M is operated within the range where the second stop is possible, and the symbol number 8, "BAR," can be pulled onto the pay line (middle row) on the middle reel 6M, that symbol will stop on the pay line (middle row). Finally, if the left stop switch 10L is operated within the range where the third stop is possible, and the symbol number 9, "BE1 (bell 1)," can be pulled onto the pay line (top row), that symbol will stop on the pay line (top row). In other words, "WRP3" is won. For this combination, the "BAR" symbol will stop on the middle row of both the middle reel 6M and the right reel 6R, and the "BAR" symbol will stop on the bottom row of the left reel 6L. In other words, the "BAR" symbol will stop in the middle row of the right reel 6R and the middle reel 6M, resulting in a tenpai, but the "BAR" symbol will stop in the bottom row of the left reel 6L, resulting in a symbol combination where the "BAR" symbol does not line up on the middle line.
[0130] The winning symbol "BE1 (Bell 1)" on the right reel 6R for "WRP3" is positioned within a range that allows it to be drawn onto the winning line (lower row) regardless of the timing of operation of the right stop switch 10R. However, the winning symbol "BAR" on the center reel 6M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 10M. In this case, the stop control means 105 controls the reels to stop, with "WRP1," "WRP2," "WRP4," and "WRP5" as the next priority winning symbols. In this embodiment, even if the first stop is on the right reel 6R or the center reel 6M, and "WRP3" cannot be won, one of "WRP1," "WRP2," "WRP4," and "WRP5" will win depending on the timing of operation of the left reel 6L. Therefore, when you win the winning combination group "RPS2", if the first stop is the right reel 6R or the center reel 6M, you will definitely win one of "WRP1" to "WRP5" depending on the operation timing of the stop switches 10L, 10M, and 10R. Furthermore, if you press the "BAR" symbol with your eyes, you will win "WRP3", where the "BAR" symbol will be formed on the middle line but will not be aligned.
[0131] On the other hand, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, the stop control means 105 controls the reels to stop so that the "basic lip" is given priority. As mentioned above, since there are no misses for the "basic lip", when the winning combination group is won, if the push order is such that the first stop is not on the right reel 6R or the middle reel 6M, one of the combinations belonging to the "basic lip" will always be won depending on the operation timing of the stop switches 10L, 10M, and 10R.
[0132] The winning group "RPCH1" is composed of "CRP1". "CRP1" is always a winning combination (no misses) because the winning symbol is within the range that can be drawn in regardless of the operation timing of the stop switches 10L, 10M, and 10R.
[0133] The winning group "RPCH2" consists of "CRP2" to "CRP7". Since there is no chance of missing "CRP2" to "CRP7", if you win the winning group, you will definitely win one of "CRP2" to "CRP7" depending on the operation timing of the stop switches 10L, 10M, and 10R.
[0134] The winning combination group "BE1" is composed of "BE1" to "BE11" and "CH1". In this case, the stop control means 105 controls the reels so that "BE1" to "BE11" are given priority in winning. Since "BE1" to "BE11" are not missed, if the winning combination group is won, one of "BE1" to "BE11" will always win depending on the operation timing of the stop switches 10L, 10M, and 10R. In the following, "BE1" to "BE11" may be collectively referred to as "Bell".
[0135] The winning combination group "BE2" is composed of "Bell". As mentioned above, "Bell" does not cause any misses, so if you win this winning combination group, you will definitely win one of the combinations belonging to "Bell" depending on the operation timing of stop switches 10L, 10M, and 10R.
[0136] The winning role group "CH1" is composed of "CH1" to "CH8", "PZ9" to "PZ12", "PZ21" to "PZ36", "PZ37" to "PZ52", "ATA2", and "ATA5" to "ATA7". This winning role group is set as a role (winning role group) that does not cause misses. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 10L, 10M, and 10R.
[0137] The winning role group "CH2" is composed of "CH9" to "CH19" and "PZX22". This winning role group is set up as a role (winning role group) that does not cause misses. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 10L, 10M, and 10R.
[0138] The winning combination group "WML" is composed of "WM1" to "WM4". Depending on the operation timing of the stop switches 10L, 10M, and 10R, the winning symbols of "WM1" to "WM4" are arranged in positions where none of them can be won, so in this case, even if the winning combination group "WML" is won, a miss occurs where none of the constituent combinations can be won.
[0139] The winning role group "JAC1" is composed of "BE1" to "BE11", "WM1" to "WM4", "CH1" to "CH19", "ATA1" to "ATA10", "ATB1" to "ATB16", "PZ1" to "PZ52", and "PZX1" to "PZX22". This winning role group is set up as a role (winning role group) that will not be missed. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of stop switches 10L, 10M, and 10R. In addition, this winning role group is only subject to role lottery in bonus game state (RBB1, RBB2).
[0140] The winning role group "JAC2" is composed of "CH1" to "CH19", "ATA1" to "ATA10", "ATB1" to "ATB16", "PZ1" to "PZ52", and "PZX1" to "PZX22". This winning role group is set up as a role (winning role group) that will not be missed. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of stop switches 10L, 10M, and 10R. In addition, this winning role group is only subject to role lottery in bonus game state (RBB1, RBB2).
[0141] The winning combination group "ATLC1" is composed of "BE1", "ATA1", "ATA2", "ATB1", "ATB4", "ATB7", "ATB8", "PZ5", "PZ8", "PZ11", "PZ12", "PZX1" to "PZX4", "PZX20", "PZX22", "CH7", "CH8", "CH11", and "CH12". In this case, the stop control means 105 controls the reels to stop so that "BE1" is given priority in the push order (left → center → right). Regardless of the operation timing of the stop switches 10L, 10M, and 10R, "BE1" is within the range in which the winning symbol can be drawn, so "BE1" always wins in the push order (left → center → right) (no missed wins). On the other hand, in the push order (left → right → center), the reels are controlled to stop so that combinations other than "BE1" are given priority in the constituent combinations. No matter when the stop switches 10L, 10M, and 10R are operated, they are configured to always win one of the combinations other than "BE1" (all of which pay out one medal: 1-coin combination) (no misses). In other push orders, the reels are also controlled to stop so that combinations other than "BE1" are given priority. However, unlike the push order (left → right → center), there is a 50% chance that a combination other than "BE1" will win, and a 50% chance that no combination will win (see Figure 14(a)).
[0142] In other words, if you win the winning role group "ARLC1," and the stop switches 10L, 10M, and 10R are operated in the correct push order (left → center → right), which is one of the six possible push orders, you will win "BE1," which will pay out 10 medals. Also, if the correct push order and the first stop reel are the same, but the other push orders are different (left → right → center), you will always win one of the constituent roles (1-coin role) other than "BE1." Also, if the push order is already different from the correct push order at the time of the first stop, you may either get a payout of 1 medal or miss out.
[0143] In addition, for the other push-order AT roles, the same reel stop control is performed for the winning role group "ATLC2": $16 to "ATRC2": $20. That is, as shown in FIG. 14(a), for the other push-order AT roles, if one of the six push orders is set as the correct push order and the stop switches 10L, 10M, and 10R are operated in that push order, a role that will result in a payout of 10 coins (one of "BE1" to "BE10") will be won. Also, if the first stop reel is the same as the correct push order but the other push orders are different, a role that will result in a payout of one medal will always be won. Also, if the push order is different from the correct push order at the time of the first stop reel, there is a chance that one medal will be paid out, or a missed win will occur where no winning role will be won.
[0144] The winning combination group "Special A" is composed of "BE4," "ATA3" to "ATA6," "ATB7," "ATB8," "PZ17" to "PZ20," "PZ23," "PZ24," "PZ25," "PZ27," "PZ28," "PZX5," "PZX6," "PZX10" to "PZX12," "PZX19," "PZX20," "CH7," "CH8," "CH11," and "CH12." In this case, the stop control means 105 controls the reels to stop so that "BE4" wins first in the push order (center → left → right). Regardless of the operation timing of the stop switches 10L, 10M, and 10R, "BE4" is within the range where the winning symbol can be drawn, so "BE4" always wins in the push order (center → left → right) (no missed wins). On the other hand, when the pressing order is other than (center → left → right), the reels are controlled to stop so that the combinations other than "BE1" are given priority. And, no matter when the stop switches 10L, 10M, and 10R are operated, any combination other than "BE1" (all of which pay out one medal: 1-coin combination) will always win (no missed wins).
[0145] However, in this embodiment, in cases other than the pressing order (center → left → right), the stop control means 105 changes the type of constituent role (1-piece role) that is given priority to winning depending on the pressing order. Specifically, among the constituent roles (1-piece roles), there are those that belong to the 1-piece role A group and those that belong to the 1-piece role B group, and in the pressing order (left → center → right) or (left → right → center), the stop control means 105 controls the reels to stop so that the constituent role (1-piece role) that belongs to the 1-piece role A group is given priority to winning (see Figure 14(b)). In the pressing order (left → center → right) or (left → right → center), it is configured to win any role (1-piece role) that belongs to the 1-piece role A group regardless of the operation timing. On the other hand, in the case of the pressing order (center → right → left), (right → left → center), or (right → center → left), the stop control means 105 controls the reels to stop so that a constituent role (1-piece role) belonging to the group of 1-piece role B is given priority to winning (see FIG. 14(b)). In the case of the pressing order (center → right → left), (right → left → center), or (right → center → left), it is configured so that any role (1-piece role) belonging to the group of 1-piece role B is won regardless of the operation timing.
[0146] Therefore, if you win the winning role group "Special A", if you press the buttons in the order (center → left → right), you will always win "BE4", which will pay out 10 medals, regardless of the timing of operating the stop switches 10L, 10M, and 10R, and if the pressing order is such that the first stopped reel is the left reel 6L, you will always win one of the roles belonging to the 1-coin role A group, regardless of the timing of operating the stop switches 10L, 10M, and 10R, and if you press the buttons in any other order, you will always win one of the roles belonging to the 1-coin role B group.In addition, in the case of the winning role group "Special A", if you press the buttons in the order (center → left → right), you will get the payout of 10 medals, and if you press the buttons in any other order, you will get the payout of 1 medal, so the correct pressing order is (center → left → right). However, in this case, the correct button press order is the button press order announced during the pseudo bonus or AT period, and if you follow the announcement, you will win the constituent role that will pay out the most medals, so it is the correct button press order.However, as will be described later, in the non-AT period (normal state (advantageous zone)) when the button press order is not announced, if the stop switches 10L, 10M, and 10R are operated in that button press order (middle → left → right), a penalty will be imposed, as will be described later.
[0147] For the winning role groups "Special B" to "Special D," the reels are controlled to stop in the same way as for the winning role group "Special A." In other words, as shown in FIG. 14(b), for the winning role groups "Special B" to "Special D," one of six possible push orders is set as the correct push order, and when the stop switches 10L, 10M, and 10R are operated in that push order, a role that will result in a payout of 10 coins (any of "BE1" to "BE10") will be won. However, just like the winning role group "Special A," for the winning role groups "Special B" to "Special D," the push order in which the left reel 6L is the first stopped reel is not set as the correct push order. In addition, when one of the winning role groups "Special B" to "Special D" is won, if the push order is such that the first stopped reel is the left reel 6L, which is not the correct push order, one of the roles belonging to the 1-coin role A group will be won, and if the push order is other than the correct push order or the push order in which the first stopped reel is the left reel 6L, one of the roles belonging to the 1-coin role B group will be won (see Figure 14(b)). Note that the correct push order in this case is also the push order notified during the pseudo bonus or AT period, and if you follow the notification, you will win the role that will result in the most medal payout, so it is the correct push order, but in non-AT periods, if the stop switches 10L, 10M, and 10R are operated in that push order (push order (center → left → right)), a penalty will be imposed, which will be described later.
[0148] 14(b) of the winning role groups "Special A" to "Special D" of the 1 coin role A and 1 coin role B may be the same or different. In other words, in each of the winning role groups "Special A" to "Special D", a group of 1 coin role A and a group of 1 coin role B are set from among the constituent roles that can obtain the payout of one medal, and in the push order in which the first stopped reel is the left reel 6L, the reels are controlled to stop so that the role belonging to the set 1 coin role A group is given priority to win, and in the push order other than the push order in which the first stopped reel is the left reel 6L and the correct push order, the reels are controlled to stop so that the role belonging to the set 1 coin role B group is given priority to win.
[0149] (8) Section transition control means 106 The zone transition control means 106 controls the transition between a non-advantageous zone that does not allow the correct button press sequence to be announced when a push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") is won, and an advantageous zone that allows the correct button press sequence to be announced, and is equipped with an advantageous zone continued play count means 106a and an increased number of coins count means 106b. The advantageous zone and non-advantageous zone are set for each game state (RT0, RBB1F, RBB2F, RBB1, RBB2).
[0150] Specifically, in this embodiment, the zone transition control means 106 always transitions to the advantageous zone when a winning combination group other than the winning combination groups "JAC1", "JAC2", and a loss is won in a non-advantageous zone in the normal gaming state (RT0) when three coins are bet, or when a winning combination group other than the winning combination groups "JAC1", "JAC2", and a loss is won in a non-advantageous zone in the bonus state (RBB2F) when three coins are bet. At this time, the zone transition control means 106 sets the advantageous zone flag set in the flag storage area 102d to ON. Note that, in other gaming states or when the number of coins bet is two, the zone transition control means 106 does not transition to the advantageous zone even if a winning combination group other than the winning combination groups "JAC1", "JAC2", and a loss is won.
[0151] The conditions for transitioning from the non-advantageous zone to the advantageous zone can be changed as appropriate. For example, in this embodiment, when a winning combination group other than the winning combination groups "JAC1" and "JAC2" or a losing combination is won, the player is automatically transitioned to the advantageous zone. However, when these combinations (winning combination groups) are won, a transition lottery is held, and the player is transitioned to the advantageous zone only if the lottery is won. In addition, the type of winning combination group that transitions to the advantageous zone may be changed. In addition, the type of game state that is a condition for transitioning to the advantageous zone may be changed.
[0152] In addition, the zone transition control means 106 transitions from the advantageous zone to the non-advantageous zone in the following cases (i) to (iv): (i) when the AT lottery is not won in the waiting state after the end of the pseudo BNS (pseudo bonus) described below, (ii) when the conditions for ending the AT game described below are met, (iii) when the duration of the advantageous zone exceeds an upper limit (e.g., 1,500 games), or (iv) when the increase in the number of medals during the advantageous zone exceeds a specified value (e.g., 2,400).
[0153] a) Means 106a for counting the number of consecutive games in the advantageous zone The advantageous zone continued play number counting means 106a counts the number of continued plays in the advantageous zone, and counts the number of plays from when the advantageous zone flag is set to ON until the flag is set to OFF. Specifically, the advantageous zone continued play number counting means 106a adds +1 to the count value of the advantageous zone play number counter 102e set in RAM 65 every time one game is played after the advantageous zone flag is set to ON. Note that, when the advantageous zone flag is set from ON to OFF, the advantageous zone continued play number counting means 106a clears the count value of the advantageous zone play number counter 102e to 0. Note that the advantageous zone continued play number counting means 106a does not have to be provided.
[0154] b) Increased number counting means 106b The increased number counting means 106b counts the increase in the number of medals possessed by the player since the transition to the advantageous zone. When medals are paid out, the increased number counting means 106b adds the number of medals to the increased medal number counter 102f set in RAM 65. Furthermore, when medals are inserted, the increased number counting means 106b subtracts the count value of the increased medal number counter 102f by the number of medals inserted. Furthermore, when the count value of the increased medal number counter 102f reaches a count value that exceeds the upper limit (2400 medals) and the advantageous zone flag is set from ON to OFF, the increased number counting means 106b clears the count value of the increased medal number counter 102f to 0.
[0155] (9) CZ Transfer Lottery Method 107 In this embodiment, when a non-advantageous zone transitions to an advantageous zone, the zone first transitions to the normal state of the advantageous zone. The normal state is divided into a state with a low probability of transition to the CZ (chance zone) (normal CZ), a state with a high probability of transition to the CZ (high CZ probability), and a CZ. The AT lottery, described below, is conducted for each state. For example, for 10 games, the CZ lottery determines whether or not to transition to the AT period. The AT period is a period during which the correct button press order can be announced when the push-order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" and "Special A ($21)" to "Special D ($24)") is won. Therefore, the CZ is established as an advantageous zone that makes it easier to transition to the AT period than the normal CZ or high CZ probability.
[0156] The CZ transition lottery means 107 determines by lottery whether to transition to the CZ during normal CZ or high CZ probability in the advantageous zone. For example, the CZ transition lottery means 107 conducts a CZ transition lottery for each game during normal CZ or high CZ probability. The winning probability of the CZ transition lottery is set according to the type of winning combination group in both normal CZ and high CZ probability. However, the winning probability is set to a higher value for high CZ probability than for normal CZ. If the CZ transition lottery is won, the CZ transition lottery means 107 sets the CZ flag stored in the flag storage area 102d to ON, and transitions to the CZ from the next game. Note that the flag is set to OFF when the CZ ends.
[0157] (10) Pseudo Bonus Lottery Method 108 In this embodiment, a pseudo bonus is provided in which, as during the AT period, the correct push order is announced when a push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") is won, for a predetermined number of games (for example, 30 games). The pseudo bonus lottery means 108 determines by lottery (pseudo bonus transition lottery) whether or not to transition to a pseudo bonus in the normal state of the advantageous zone. The probability of winning the pseudo bonus transition lottery is set, for example, according to the role lottery result. If the pseudo bonus transition lottery is won, the pseudo bonus lottery means 108 sets the pseudo bonus flag provided in the flag storage area 102d to ON. The flag is set to OFF when the pseudo bonus ends.
[0158] (11) Pseudo bonus forced transition control means 109 In this embodiment, there is a forced transition route to the pseudo bonus, which is triggered when the cumulative value of a predetermined transition indicator reaches a specified value while the pseudo bonus transition lottery has not been won in the normal state (advantageous zone). The pseudo bonus forced transition control means 109 controls the transition to the pseudo bonus via the forced transition route.
[0159] In this embodiment, the number of times that one of the winning role groups "Special A" to "Special D" is won is set as a predetermined transition indicator, and when this number reaches a specified number (200 times in this embodiment), the pseudo bonus forced transition control means 109 transitions to the pseudo bonus even if the pseudo bonus transition lottery is not won. Incidentally, for all of the winning role groups "Special A" to "Special D," the push order in which the first stopped reel is the left reel 13L is not set as the correct push order for obtaining a payout of 10 medals (see Figure 14). Also, as will be described later, when any of the winning role groups "Special A" to "Special D" is won, a common notification sound is emitted from speakers 15 and 16. Therefore, even when the AT period is not in progress, if the stop switches 10L, 10M, and 10R are operated in a push order in which the first stopped reel is the center reel 6M or the right reel 6R when the notification sound is emitted, the probability of obtaining a payout of 10 medals is higher than if the stop switches are operated in a push order in which the first stopped reel is the left reel 6L.
[0160] Specifically, as shown in FIG. 14(a), the lottery value for each of the winning role groups "Special A" to "Special D" is "3250." The correct push order for the winning role group "Special A" is (center → left → right), the correct push order for the winning role group "Special B" is (center → right → left), the correct push order for the winning role group "Special C" is (right → left → center), and the correct push order for the winning role group "Special D" is (right → center → left). According to these configurations, when one of the winning role groups "Special A" to "Special D" is won, the probability that the push order in which the first stopped reel is the left reel 6L is the correct push order is "0," and the other push orders (four types: center → left → right, center → right → left, right → left → center, and right → center → left) each have a 1 / 4 probability of being the correct push order. Therefore, if the stop switches 10L, 10M, and 10R are operated in a push order that causes the first stop reel to be the middle reel 6M or the right reel 6R when the alarm sound is heard, the probability of getting a payout of 10 coins is higher than if the push order is such that the first stop reel is the left reel 6L.
[0161] Therefore, in this embodiment, when one of the winning role groups "Special A" to "Special D" is won during the non-AT period, in order to prevent the player from gaining an excessive advantage by operating the stop switches 10L, 10M, and 10R in an irregular pressing order in which the first stopped reel is not the left reel 6L, a penalty is imposed regarding the transition to a pseudo bonus on a forced transition route when the switch is operated in this irregular pressing order.
[0162] Specifically, when the stop switches 10L, 10M, and 10R are operated in a push order that results in the first stopped reel being the left reel 13L when one of the winning role groups "Special A" to "Special D" is won in the normal state (advantageous zone), the pseudo bonus forced transition control means 109 adds +1 to the count value of the special role win count counter (updates the count value of the special role win count counter). On the other hand, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stopped reel being the center reel 13M or the right reel 13R when one of the winning role groups "Special A" to "Special D" is won in the normal state (advantageous zone), the pseudo bonus forced transition control means 109 does not add to the count value of the special role win count counter (does not update the count value of the special role win count counter). Also, even if one of the winning role groups "Special A" to "Special D" is won during the pseudo bonus or AT period, the count value of the special role win count counter is not updated. This update can be performed based on the fact that when a winning combination of symbols is won in one of the winning groups "Special A" to "Special D" in the non-announcement section, the winning combination is a combination belonging to the 1-piece role A group.
[0163] When the count value of the special role winning frequency counter reaches 200, the pseudo bonus forced transition control means 109 transitions to the pseudo bonus even if the pseudo bonus transition lottery is not won.
[0164] As mentioned above, when a winning role group "Special A" to "Special D" is won, the transition indicator for the forced transition route is not updated (the count value of the special role win counter is not updated), so that no penalty is given based on the order of pressing.
[0165] In this embodiment, when the winning role group "ATLC1 ($15)" to "ATRC2 ($20)" is won, the count value of the special role win count counter is not updated regardless of the press order, so that no penalty is given based on the press order. However, it is also possible to avoid giving a penalty based on the press order by performing a common update process regardless of the press order, such as updating the count value of the special role win count counter regardless of the press order in which the stop switches 21L, 21M, and 21R are operated.
[0166] (12) AT lottery means 110 The AT lottery means 110 determines by lottery (AT lottery) whether or not to transition to the AT period in the advantageous zone. In this embodiment, the AT lottery is conducted (i) in the normal state of the advantageous zone (CZ normal, CZ high probability, CZ), (ii) during the pseudo bonus, and (iii) in the end waiting state. If the AT lottery is won, the AT lottery means 110 sets the AT flag provided in the flag storage area 102d to ON.
[0167] For example, in the AT lottery under normal conditions (CZ normal, CZ high probability), the AT lottery is held when the result of the role lottery is one of the winning role groups "PRCH1," "RPCH2," "CH1," "CH2," or "WML" (so-called rare roles). Here, the probability of winning is set for each type of winning role group. Also, in the CZ, the AT lottery is held for every game. Here, the probability of winning is set individually for each role lottery result (including misses), and it is set so that the lower the winning probability of the role (winning role group), the higher the probability of winning the AT lottery.
[0168] During the pseudo bonus, an AT lottery is held for each game, just like during the CZ. In this embodiment, if the pseudo bonus transition lottery is won, the game transitions to the bonus preparation state. The bonus preparation state is a waiting period until the winning combination group "RPBB1" or "RPBB2" is won, and the count of the predetermined number of games (30 games) set for the pseudo bonus begins from the game following the game in which the winning combination group "RPBB1" or "RPBB2" is won.
[0169] In addition, when the winning combination group "RPBB1" or "RPBB2" is selected in the bonus preparation state, the LCD display 14 displays the message "Line up the red 7 symbol with reverse push!", informing the player that they should press the "R7 (red 7)" symbol. As described above, when the winning combination group "RPBB1" is selected, pressing the "R7 (red 7)" symbol with reverse push will line up the "R7 (red 7)" or "FR7 (fake red 7)" symbol on the middle line. On the other hand, when the winning combination group "RPBB2" is selected, pressing the "R7 (red 7)" symbol with reverse push will line up the "R7 (red 7)" or "FR7 (fake red 7)" symbol on the middle line and the upward-sloping right line. In other words, the pseudo-bonus that is selected in the normal state of the advantageous zone is triggered by the red 7 symbol lining up on the predetermined line.
[0170] The AT lottery means 110 may set the probability of winning the AT lottery higher during a pseudo bonus in which two lines of red 7 symbols are lined up at the start than during a pseudo bonus in which only one line of red 7 symbols is lined up at the start.
[0171] The end waiting state is one game after the pseudo bonus won in the normal state ends without being won in the AT lottery, or one game after the AT period ends for reasons other than the limiter (upper limit of the duration, upper limit of the number of increased coins), and the AT lottery means 110 performs a lottery to revive the AT or a lottery to return to the AT period in this one game. These lotteries can be performed, for example, using an AT lottery table set for each winning combination lottery result.
[0172] (13) Notification mode determining means 111 The notification mode determination means 111 determines the notification mode of the push order to be notified by the payout display 46. The payout display 46 is composed of two 7-segment displays arranged side by side, and the lighting mode of these segments is set to a unique mode according to the type of push order, thereby notifying the operation mode in an identifiable manner.
[0173] (14) Pattern determination means 112 The pattern determination means 112 in Figure 5 determines whether the display pattern of the patterns on each reel 6L, 6M, 6R that has been stopped by the stop control means 105 is a predetermined display pattern based on the rotation position of each reel 6L, 6M, 6R, and determines whether the pattern combination on the winning line when the reels 6L, 6M, 6R have stopped is a predetermined winning pattern.
[0174] (15) First payout processing means 101h When the result of the determination by the symbol determination means 112 indicates a winning pattern for which pseudo medals are to be paid out, the first payout processing means 101h cooperates with the second payout processing means 301b4 of the medal count control CPU 301 (described later) to pay out pseudo medals corresponding to the winning pattern, thereby awarding a profit to the player. When the result of the determination by the symbol determination means 112 indicates a display pattern for which pseudo medals are to be paid out, the first payout processing means 101h stores the number of medals to be paid out corresponding to the winning pattern in a storage area for the remaining payout number provided in the memory 102, subtracts one from the value of the remaining payout number, and then transmits a payout processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the payout processing request signal, the medal count control board 300 performs a process of adding one to the number of game medals stored in the storage means 302a, and then transmits a completion signal for this process to the main control board 100, thereby completing the payout processing for one medal. This payout process is repeated until the remaining payout number becomes "0", and the payout process for that game is completed.
[0175] In this embodiment, even if the number of pseudo medals to be paid out for a winning combination is two or more, the payout process is carried out one by one between the first payout processing means 101h and the second payout processing means 301b4, but it is also possible to pay out multiple pseudo medals in one payout process.
[0176] (16) Error detection means 101i The error detection means 101i detects whether an abnormal state different from the normal state, that is, an error, has occurred.
[0177] (17) Dispensing indicator control means 101j The payout indicator control means 101j controls the display of the payout indicator 46. Specifically, when a winning combination is achieved, the payout indicator control means 101j controls the payout indicator 46 so that the number of pseudo medals to be paid out set for the winning combination is displayed on the payout indicator 46. Furthermore, when the error detection means 101i detects the occurrence of an error, the payout indicator control means 101j controls the payout indicator 46 so that a predetermined identification number for the detected error is displayed on the payout indicator 46.
[0178] (18) Command Creation Method 101k The command creation means 101k generates commands for transmitting to the sub-control board 200 (sub-control CPU 201) various information such as information regarding the result of the role drawing by the role drawing means 103, information regarding the operation of the operating devices operated by the player such as each stop switch 10L, 10M, 10R and the start switch 9, information regarding whether the stop switches 10L, 10M, 10R were operated in the correct order when the push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") was won, information capable of identifying the state of various flags, information capable of identifying the game state (RT0, RBB1 to 2F, RBB1 to 2), information capable of identifying the type of notification mode determined by the notification mode determination means 111, the rotation / stop state of each rotating reel 6L, 6M, 6R, and the payout state of pseudo medals by the first payout processing means 101h. The command generated by the command generation means 101k is then transmitted to the sub-control board 200 by the command transmission means 101m, which will be described later. The sub-control board 200 selects the performance to be executed based on the command transmitted from the main control board 100. In other words, the command generation means 101k generates a command that indicates the content of the performance to be executed on the sub-control board 200.
[0179] In this embodiment, when one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" among the push order AT roles is won, a common winning role command provided for these winning role groups ("ATLC1 ($15)" to "ATRC2 ($20)") is always created by the command creation means 101k as information regarding the role lottery result. Therefore, the information regarding the role lottery result can identify that one of the push order AT roles (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)") has been won, but the type cannot be identified. Also, when one of the winning role groups "Special A" to "Special B" is won, a common winning role command provided for these winning role groups ("Special A" to "Special D") is always created by the command creation means 115 as information regarding the role lottery result. Therefore, the information regarding the lottery results can identify whether one of the push order AT roles (winning role groups "Special A" to "Special B") has been won, but it cannot identify the type.
[0180] Furthermore, information that can identify the type of notification mode determined by the notification mode determination means 111 is created together with information about the role lottery result, and this information is sent to the sub-control board 200. Therefore, the sub-control CPU 201 controls the push order notification that is performed on the liquid crystal display 14 when the push order AT role is won during the AT period, based on the information about the role lottery result (winning role command) and the information that can identify the type of notification mode.
[0181] (19) Command transmission means 101m The command transmitting means 101m transmits commands including various information created by the command creating means 101k in one direction from the main control board 100 to the sub-control board 200. In this case, commands including information representing the state of the slot machine 1, such as the game state (RT0, RBB1-2F) and the bonus game state (RBB1-2), the result of the role lottery by the role lottery means 103, the result of the symbol determination by the symbol determination means 112, the determination result by the notification mode determination means 111, and the spinning / stop state of each of the reels 6L, 6M, and 6R, are transmitted to the sub-control board 200. In addition, information indicating the pressing of the counting switch 31 and information indicating the pressing of the dispensing switch 503a, which are received from the medal count control board 300 by the medal management transmitting / receiving means 101n (described later), are also transmitted to the sub-control board 200 by the command transmitting means 101m.
[0182] (20) Medal management and transmission means 101n The medal management transmitting / receiving means 101n transmits signals based on various information to the medal count control board 300, and receives signals based on various information from the medal count control board 300. Information transmitted to the medal count control board 300 includes, for example, information on winning combinations, information on the operation of the bet switch 7 and the maximum bet switch 8, information on the insertion of pseudo medals (insertion processing request signal), information on the payout of pseudo medals (payout processing request signal), the ID number of the main control CPU 101, gaming machine information including various ratios such as the ratio of prizes, etc. Information received from the medal count control board 300 includes, for example, information on the insertion of pseudo medals (insertion processing response signal), information on the payout of pseudo medals (payout processing response signal), information indicating the pressing of the counting switch 31, information indicating the pressing of the lending switch 503a, etc.
[0183] (21) Game history information management means 101q The game history information management means 101q in Fig. 5 tally up game history information according to the progress of the game. For example, the game history information includes the total number of inputs (the number of inputs accumulated since the power was turned on, excluding replays), the total number of payouts (the number of payouts accumulated since the power was turned on, excluding replays), MY (the maximum MY calculated since the power was turned on), the number of payouts of special devices (the number of payouts accumulated since the power was turned on due to the operation of special devices), the number of consecutive payouts of special devices (the number of payouts accumulated since the power was turned on due to the differential of the first type special devices), the ratio of special devices (the number of payouts of special devices ÷ the total number of payouts × 100 [%]), the ratio of consecutive special devices (the number of payouts of consecutive special devices ÷ the total number of payouts × 100 [%]), the ratio of advantageous zones, the ratio of devices with instructions, the ratio of device status, etc.
[0184] (Sub-control board) Next, the function of the sub-control board 200 will be described with reference to FIG.
[0185] (1) Command receiving means 201a The command receiving means 201a receives commands containing various information transmitted by the command transmitting means 101m of the main control board 100. When the command receiving means 201a receives a command transmitted from the main control board 100, it notifies each function of the sub-control board 200 according to the type of command.
[0186] (2) Performance content determining means 201b The effect content determining means 201b is for determining the content of the effect in accordance with the command received by the command receiving means 201a. Specifically, from effect patterns preset in accordance with the progress of the game and the result of the role lottery by the role lottery means 103, the means 201b determines the video to be displayed on the liquid crystal display 14, the music or sound to be played from the speakers 15 and 16, and the effects to be performed such as blinking the light sources of the upper lamp unit 21 and the lower lamp unit 22 simultaneously or individually.
[0187] In addition, the effect content determination means 201b determines the effect content to be such that, if a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)" or "Special A ($21)" to "Special D ($24)") is won during the AT period, information that can identify the correct push order displayed on the payout indicator 46 is displayed on the LCD display 14. Specifically, the display content is the same whether the winning push order AT role is one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" in which no penalty is incurred depending on the push order in the normal state (advantageous zone), or one of the winning role groups "Special A" to "Special D" in which a penalty is incurred depending on the push order. For example, if the winning role group "ATCL1" and the winning role group "Special A" are both won, where the correct push order is the push order (center → left → right), "213" is displayed on the screen of the LCD display 14 in either case.
[0188] In addition, the effect content determination means 201b determines the effect content to sound a common notification sound from the speakers 15, 16 in a game in which one of the winning combination groups "Special A" to "Special D" is won during the non-AT period. However, even if another push order AT combination (winning combination group "ATLC1 ($15)" to "ATRC2 ($20)") is won, the notification sound will not be sounded from the speakers 15, 16.
[0189] In addition, the effect content determination means 201b determines the effect content to sound a warning sound from the speakers 15, 16, for example, when the push order is such that the first stopped reel is the center reel 6M or the right reel 6R in a game in which one of the winning combination groups "Special A" to "Special D" is won during the non-AT period. Note that instead of the warning sound, or together with the warning sound, an effect may be provided using the LCD display 14 to notify the player that a penalty will be imposed. Also, no warning notification may be provided, in which case some kind of warning or notification effect may be provided for the penalty due to a two-coin bet. In this embodiment, when a penalty due to a two-coin bet occurs, no warning or notification effect is provided to the player, but such effect may be provided. In this case, it is preferable that different notification modes be provided for the two penalties.
[0190] Then, the effect content determining means 201b transmits a signal including data relating to the determined effect content to the liquid crystal display control means 201c and the audio control means 201d.
[0191] (3) Liquid crystal display control means 201c The liquid crystal display control means 201c controls, based on data included in the signal transmitted from the performance content determination means 201b, displaying a moving image (image) on the liquid crystal display 14 and blinking the light sources such as the upper lamp unit 21 and the lower lamp unit 22 all at once or individually. For example, the liquid crystal display control means 201c causes the light sources such as the upper lamp unit 21 and the lower lamp unit 22 to flash all at once or individually based on data transmitted from the performance content determination means 201b.
[0192] (4) Voice control means 201d The sound control means 201d controls, based on the data included in the signal transmitted from the effect content determination means 201b, the speakers 15 and 16 to play music or output sound, etc. For example, the sound control means 201d sounds the winning sound of a replay combination from the speaker 15 and the sound of a medal being inserted from the speaker 16, based on the data transmitted from the effect content determination means 201b.
[0193] (Medal count control board) Next, the function of the medal count control board 300 will be described with reference to FIG.
[0194] (1) Storage means 302a The storage means 302a is formed in the RAM section (volatile memory) of the memory 302, and stores data on the number of pseudo medals that can be used by the player.
[0195] (2) Flag storage means 302b The flag storage means 302b stores an insertion completion flag which is set to ON when the main board transmission / reception means 301a receives information that can identify that the start switch 9 has been operated and the game has started, and which is set to OFF when information indicating the number of inserted medals for the game is transmitted to the card unit CU after the start switch 9 has been operated, or when the time assumed to have been transmitted has elapsed.
[0196] (3) Main board transmitting / receiving means 301a The main board transmitting / receiving means 301a receives signals based on various information transmitted from the main control board 100, such as instructions to insert dummy medals and information on the number of dummy medals paid out for winning combinations, as well as gaming machine information including the ID number of the main control CPU 101 and various ratios such as the ratio of winning combinations, and transmits response signals to the main control board 100 in response to instructions to insert dummy medals and information on the number of medals paid out from the main control board 100. When the main board transmitting / receiving means 301a receives a signal based on information transmitted from the main control board 100 or a signal based on information transmitted from the card unit CU, it notifies each function of the medal count control board 300 according to the type of information. Note that the main board transmitting / receiving means 301a may be separate means for receiving signals from the main control board 100 and for receiving signals from the card unit CU.
[0197] (4) Game medal number management means 301b The game medal number management means 301b manages the usable medal number data stored in the memory means 302a, and is equipped with a borrowing processing means 301b1, a first counting processing means 301b2, a second insertion processing means 301b3, and a second payout processing means 301b4.
[0198] a) Borrowing processing means 301b1 The borrowing processing means 301b1 performs borrowing processing of pseudo medals between the card unit CU and the card unit CU. Specifically, when the lending switch 503a of the card unit CU is operated, a signal based on number data of a predetermined number of medals to be lent is transmitted from the card unit CU to the slot machine SM, and this signal is received by the inter-unit transmitting / receiving means 301e, which will be described later. When this signal is received by the inter-unit transmitting / receiving means 301e, the borrowing processing means 301b1 rewrites the game medal number data stored in the storage means 302a to game medal number data increased by the predetermined number of medals to be lent. Furthermore, when the borrowing processing means 301b1 rewrites the game medal number data to game medal number data increased by the predetermined number of medals to be lent, it transmits a loan receipt result response signal to the card unit CU via the inter-unit transmitting / receiving means 301e.
[0199] b) First counting processing means 301b2 The first counting processing means 301b2 cooperates with the second counting processing means 501c of the card unit CU to perform counting processing that transfers some or all of the available medal count data stored in the storage means 302a to the card unit CU. Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on the number data of a predetermined number of medals is transmitted from the slot machine SM to the card unit CU via the inter-unit transmitting / receiving means 301e. When this signal is transmitted by the inter-unit transmitting / receiving means 301e, the first counting processing means 301b2 rewrites the gaming medal count data stored in the storage means 302a to gaming medal count data obtained by subtracting the predetermined number of medals.
[0200] In this embodiment, the predetermined count number is data on the number of 1 dummy medal when the count switch 31 is pressed normally, i.e., when the count switch 31 is pressed for less than the predetermined time, and data on the number of 50 dummy medals when the count switch 31 is pressed for a long time, i.e., when the count switch 31 is pressed for a long time. In the case of a long press, data on the number of 50 dummy medals is transmitted to the card unit CU at predetermined intervals (e.g., 300 ms) while the count switch 31 is being pressed. Accordingly, the first count processing means 301b2 rewrites the game medal number data stored in the storage means 302a at predetermined intervals (e.g., 300 ms) to game medal number data obtained by subtracting 50 dummy medals.
[0201] c) Second input processing means 301b3 The second insertion processing means 301b3 cooperates with the first insertion processing means 101d of the main control CPU 101 to set the number of bets by inserting pseudo medals, thereby fulfilling the predetermined conditions for starting the game.
[0202] When the bet switch 7 is operated, a signal based on information that can identify that fact is transmitted by the medal management transmission / reception means 101n to the medal count control board 300. When the main board transmission / reception means 301a receives a signal based on that information, the second insertion processing means 301b3 rewrites the number of game medals stored in the storage means 302a to game medal count data that is obtained by subtracting the number of game medals (1 medal) corresponding to the number of bets, and transmits a signal based on information that can identify that fact to the main control board 100 via the main board transmission / reception means 301a.
[0203] When the maximum bet switch 8 is operated, a signal based on information that can identify that fact is transmitted by the medal management transmission / reception means 101n to the medal count control board 300. When the main board transmission / reception means 301a receives a signal based on that information, the second insertion processing means 301b3 rewrites the game medal count data stored in the storage means 302a to game medal count data obtained by subtracting the number of medals (3 medals) corresponding to the number of bets, and transmits a signal based on information that can identify that fact to the main control board 100 via the main board transmission / reception means 301a.
[0204] d) Second payout processing means 301b4 The second payout processing means 301b4 cooperates with the first payout processing means 101h of the main control CPU 101 to award a profit to the player by paying out pseudo medals corresponding to the winning combination when the determination result of the pattern determination means 112 is one of the winning combinations that results in the payout of pseudo medals.
[0205] If the determination result of the symbol determination means 112 is a display mode related to the payout of pseudo medals (a winning mode of a role with a payout of a small role or the like), a signal based on number data of the number of pseudo medals to be paid out to the player by the first payout processing means 101h is transmitted by the medal management transmission / reception means 101n to the medal number control board 300. When the main board transmission / reception means 301a receives a signal based on this information, the second payout processing means 301b4 rewrites the game medal number data stored in the storage means 302a to game medal number data increased by the number of payout medals, and transmits a signal based on information that can identify this to the main control board 100. However, in this embodiment, even if the number of pseudo medals to be paid out for a winning role is two or more, the payout process is performed one by one between the first payout processing means 101h and the second payout processing means 301b4. On the other hand, the second payout processing means 301b4 does not rewrite the data on the number of game medals stored in the storage means 302a even if a replay combination is won. Although it has been explained that the payout process is performed one by one even when multiple medals are to be paid out, multiple pseudo medals may be paid out in one payout process.
[0206] (5) Game medal number display control means 301c The game medal number display control means 301c controls the game medal number display 26 so that the number of pseudo medals indicated by the game medal number data stored in the memory means 302a is displayed on the game medal number display 26.
[0207] (7) Inter-unit transmission / reception means 301e The unit-to-unit transmission / reception means 301e transmits various information to the card unit CU, such as information regarding the number of pseudo medals inserted and paid out, information regarding errors occurring in the slot machine SM, information regarding various ratios displayed on the role ratio monitor 47, information that can identify the number data for the counted number based on the operation of the counting switch 31, and information unique to the slot machine SM, and receives information that can identify the number data for the loaned number sent from the card unit CU based on the operation of the loan switch 503a.
[0208] (8) VL supply determination means 301f The slot machine SM is supplied with a voltage VL from the card unit CU via a connector. If the card unit CU is not powered on or if the slot machine SM and the card unit CU are not properly connected, the voltage VL supplied from the card unit CU will be cut off. The VL supply determination means 301f determines whether or not the voltage VL is being supplied from the card unit CU by detecting the voltage of the wiring line in the medal count control board 300 through which the voltage VL is supplied from the card unit CU.
[0209] (9) Transmission item control means 301g The information transmitted to the card unit CU by the inter-unit transmitting / receiving means 301e includes gaming machine information, counting information, and information regarding the loan receipt result response. The transmission item control means 301g controls the transmission contents or transmission items of this information.
[0210] The communication between the medal count control CPU301 of the slot machine SM and the unit CPU501 of the card unit CU is implemented by serial communication, and the communication between the main control CPU101 of the slot machine SM and the medal count control CPU301 of the slot machine SM is implemented by parallel communication. Note that the communication between the medal count control CPU301 of the slot machine SM and the unit CPU501 of the card unit CU is not limited to serial communication, and the communication between the main control CPU101 of the slot machine SM and the medal count control CPU301 of the slot machine SM is not limited to parallel communication.
[0211] Therefore, according to the above-described embodiment, when a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)") is won in the normal state (advantageous zone), no matter what push order the stop switches 10L, 10M, and 10R are operated in, the count value update process of the special role win count counter used when transitioning to a pseudo bonus via the forced transition route is the same, so the player can predict the correct push order and operate the stop switches 10L, 10M, and 10R without worrying about penalties. As a result, if the predicted push order matches the correct push order, 10 medals will be paid out, which increases the excitement of playing in the normal state (advantageous zone).
[0212] In addition, if you win a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") during the AT period, the correct push order (the push order that will result in the payout of 10 medals) will be announced regardless of the type, which will increase the frequency of announcements and increase the excitement of playing during the AT period.
[0213] In addition, if you win one of the push order AT roles (winning role groups "Special A" to "Special D") in the normal state (advantageous zone), an alert sound will be emitted, so you can choose to avoid a push order that would be disadvantageous in the update process of the count value of the special role win count counter on the forced transition route, or to predict the correct push order set for the push order AT role (winning role group "Special A" to "Special D") and operate stop switches 10L, 10M, and 10R even if you are disadvantaged in that process, thereby diversifying the gameplay.In addition, if you win one of the push order AT roles (winning role groups "Special A" to "Special D"), a common alert sound will be emitted regardless of the type, so the process of sounding the alert sound can be standardized and data capacity can be reduced.
[0214] Also, if the alarm sound does not sound, you can understand the possibility of winning other push order AT roles (winning role group "ATLC1 ($15)" to "ATRC2 ($20)"), so you can enjoy playing by guessing the correct push order without worrying about the penalty of updating the count value of the special role winning count counter.
[0215] In addition, the combined probability of winning push order AT roles (winning role group "ATLC1 ($15)" to "ATRC2 ($20)"), which do not incur penalties depending on the push order, is higher than the combined probability of winning push order AT roles (winning role group "Special A" to "Special D"), which incur penalties depending on the push order. This means that more players will be able to predict the correct push order without worrying about penalties, which will increase player interest.
[0216] Furthermore, whether it is a push order AT role (winning role group "Special A" to "Special D") in which a penalty occurs depending on the push order in the normal state (advantageous zone), or a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)") in which a penalty does not occur depending on the push order, the notification method for the correct push order is the same during the AT period, so you can play smoothly during the AT period without having to worry about the type of push order AT role.
[0217] Furthermore, if the count value of the special role win counter is updated in a two-coin game, the number of medals required to transition to the pseudo-bonus via the forced transition route may be fewer than in a three-coin game, potentially giving two-coin players an advantage over three-coin players. Furthermore, when a push-order AT role (winning role groups "Special A" to "Special D") is won in the normal state (advantageous zone), operating the stop switches 10L, 10M, and 10R in a push order that results in the first stop reel being the center reel 13M or the right reel 13R increases the probability of a 10-coin payout compared to other push orders, potentially giving players an advantage. However, in these cases, a penalty is imposed by not updating the special role win counter, appropriately preventing advantageous behavior that goes against the game's intended gameplay.
[0218] Furthermore, when one of the winning combination groups "Special A" to "Special D" is won in the normal state (advantageous zone), and the first stopped reel is operated in a push order in which the center reel 6M or the right reel 6R is the center reel 6M, the penalty granting process is performed after the determination result of the symbol determination means 112 is announced. On the other hand, the penalty granting process for a two-coin bet is performed when the two-coin bet is confirmed. Since various processes related to the game progress processing are concentrated at the timing of the determination processing by the symbol determination means 112, if the processes for granting both penalties were performed at this timing, the processing load on the main control CPU 101 would increase. However, by dispersing the timing of the penalty granting processes in this way, the processing load on the main control CPU 101 can be reduced.
[0219] Also, even when playing with two bets, when you win a push order AT role (winning role group "Special A" to "Special D") in the normal state (advantageous zone), if you operate stop switches 10L, 10M, and 10R in a push order where the first stopped reel is the middle reel 6M or the right reel 6R, the penalty (non-updating of the special role winning count counter) is the same, so the data volume required for the penalty granting process can be reduced.
[0220] Furthermore, when a penalty based on the number of bets is given, a penalty based on the pressing order is not given, so that excessive penalties can be prevented from reducing the player's motivation to play.
[0221] In addition, if a penalty occurs due to the order in which buttons are pressed, a warning sound or the like will be sounded to notify the player, but if a penalty occurs due to the number of bets, no notification will be made. In this case, by making an appropriate notification according to the timing of the penalty application process, the game can be played smoothly.
[0222] In addition, in this embodiment, the result of the determination by the notification mode determination means 111 is displayed on the payout display 46, but the display may be performed using a dedicated notification display.
[0223] Furthermore, in the above-described embodiment, a penalty is imposed by not updating the count value of the special role winning count counter, but if the stop switches 10L, 10M, and 10R are operated in a sequence that results in a penalty, the count value of the special role winning count counter is updated, but the transition to the pseudo bonus may be delayed by increasing the threshold value of the count value of the special role winning count counter that is required for the forced transition.
[0224] In addition, in the above embodiment, the count value of the special role win counter was used as a transition indicator to a pseudo bonus via a forced transition route, but it is also possible to count the number of continued games in a state where a transition to a pseudo bonus has not yet occurred in a normal state (advantageous zone) (transition indicator), and forcibly transition to a pseudo bonus when this count value reaches a predetermined value. In this case, when a push order AT role (a push order AT role in which a penalty occurs depending on the push order) is won, if the stop switches 10L, 10M, and 10R are operated in a push order that results in a penalty, the count value of the number of continued games may not be updated, or the predetermined value for the forced transition may be increased.
[0225] Furthermore, in the above-described embodiments and variants, a delay in the transition to the pseudo bonus is set as a penalty, but for example, it may be configured so that when the count value of the special role winning count counter reaches a specified value, the transition to the AT period is forced, and if the button is pressed in a sequence that results in a penalty, a penalty is given that delays the forced transition to the AT period.
[0226] Furthermore, in the above-described embodiment and each of the modified examples, when a two-coin bet game is played, a notification effect may be performed by voice or LCD display 14 to notify the player that a two-coin bet game is being played.
[0227] In the above embodiment, a slot machine SM was used as an example of the gaming machine of the present invention. However, the present invention may also be applied to a gaming machine known as Parrot, which is a combination of a slot machine and a pachinko machine. When applying the present invention to such a gaming machine, gaming balls (pachinko balls) may be used as gaming value. Furthermore, the gaming machine of the present invention may also be applied to a video game in which a computer program is executed. Furthermore, the display means of the present invention may be configured by using an image display device such as a liquid crystal display or a CRT, and by sequentially displaying multiple symbols on this image display device. Furthermore, the number of variable display columns may be two or more, and the optimal number of variable display columns may be configured depending on the type of game.
[0228] The present invention can be widely applied to gaming machines that include a display means having multiple variable display columns that variably display multiple types of patterns, and a stop operation means that stops the variable display of each of the variable display columns, and that award a bonus to a player depending on the pattern combination when all of the variable display columns have stopped.
[0229] Next, the outline of the configuration of the slot machine SM according to the second embodiment will be described with reference to Figures 15 to 17. Note that a description of the same technical matters as in the first embodiment will be omitted, and only technical matters different from the first embodiment will be described.
[0230] In the slot machine SM of this embodiment, the left, center, and right rotating reels 6L, 6M, and 6R are provided with a total of 21 symbols, including multiple types of symbols "Red 7," "White 7," "Bar," "Gordon," "Replay," "Blank," "Bell," "Orange," "Cherry 1," and "Cherry 2," arranged in a predetermined arrangement, as shown in Fig. 15. In addition, reel tapes with symbols numbered 0 to 20 printed thereon are attached to the periphery of each rotating reel 6L, 6M, and 6R. In this embodiment, five winning lines are set within the display window 5 for use in determining whether a win has been won: a so-called upper line consisting of the upper left reel 6L, the upper middle reel 6M, and the upper right reel 6R; a so-called middle line consisting of the middle left reel 6L, the middle middle reel 6M, and the middle right reel 6R; a so-called lower line consisting of the lower left reel 6L, the lower middle reel 6M, and the lower right reel 6R; a so-called downward-sloping line consisting of the upper left reel 6L, the middle middle reel 6M, and the lower right reel 6R; and a so-called upward-sloping line consisting of the lower left reel 6L, the middle middle reel 6M, and the upper right reel 6R. In addition, in the slot machine SM of this embodiment, the specified number of bets can be set to either a three-coin bet or a one-coin bet according to the game status, as will be described later. The winning lines are the same for both a three-coin bet and a one-coin bet.
[0231] The winning combination in the slot machine SM according to the second embodiment will be described with reference to FIG.
[0232] (Role composition) Bonus Role There are two types of bonus combinations: "RBB1" and "RBB2." When the symbol combination (red 7-red 7-red 7) for the bonus combination "RBB1" stops on one of the five winning lines, a win is won and the game state shifts to the bonus game state (RBB1). When the symbol combination (white 7-white 7-white 7) for the bonus combination "RBB2" stops on one of the five winning lines, a win is won and the game state shifts to the bonus game state (RBB2).
[0233] ·Replay role There are two types of replay roles: "Replay 1" and "Replay 2." If the symbol combination for "Replay 1" (Replay-Replay-Replay) or the symbol combination for "Replay 2" (White 7-Replay-Replay) stops on one of the five winning lines, the player can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.
[0234] Minor roles There are several types of minor winning combinations: "Bell," "Orange," "Cherry 1," "Cherry 2," and "Increase." If the "Bell" symbol combination (Bell-Bell-Bell) stops on any of the five winning lines, a payout of 10 coins (for both 3-coin and 1-coin bets) is awarded. Since the "Bell" symbol is located within the reel-reel range on each of the 6L, 6M, and 6R reels, the "Bell" symbol is a combination that will not result in a miss (non-winning). Furthermore, if the "Orange" symbol combination (Orange-Orange-Orange) stops on any of the five winning lines, a payout of 6 coins (for both 3-coin and 1-coin bets) is awarded. Since the "Orange" symbol is located within the reel-reel range on each of the 6L, 6M, and 6R reels, the "Orange" symbol is a combination that will not result in a miss (non-winning). Furthermore, if the symbol combination for "Cherry 1" (Cherry 1-any-any) stops on any of the five winning lines, a payout of two coins (for both three-coin and one-coin bets) is awarded. Here, "any" means that any type of symbol is acceptable, and any symbol is acceptable. Since the "Cherry 1" symbol is only located in one position on the left reel 6L, frame number 7, the minor winning combination "Cherry 1" may result in a missed win (non-winning) depending on the timing of the stop operation. Furthermore, if the symbol combination for "Cherry 2" (Cherry 2-any-any) stops on any of the five winning lines, a payout of two coins (for both three-coin and one-coin bets) is awarded. Since the "Cherry 2" symbol is also only located in one position on the left reel 6L, frame number 19, the minor winning combination "Cherry 2" may result in a missed win (non-winning) depending on the timing of the stop operation. In addition, if the symbol combination (replay-bell-replay) for the "increase role" stops on one of the five winning lines, a payout of 14 coins (1 coin bet) will be obtained. Note that on the left reel 6L and the right reel 6R, the "replay" symbol is positioned within the retractable range, and on the center reel 6M, the "bell" symbol is positioned within the retractable range, so the small role "increase role" is a role that will not result in a miss (non-winning).
[0235] The transition of game states of the slot machine SM according to the second embodiment will be described with reference to FIG. 17. In this embodiment, as shown in FIG. 17, the game states include a normal game state (RT0) (hereinafter, sometimes referred to as RT0 only), a bonus state (RBB1F, RBB2F) (hereinafter, sometimes referred to as RBB1F and RBB2F only), and a bonus game state (RBB1, RBB2) (hereinafter, sometimes referred to as RBB1 and RBB2 only). Here, in RT0, RBB1F, and RBB2F, play is enabled with a three-coin bet or a one-coin bet. However, the player cannot select either of the bet numbers; rather, only one of the bet numbers can be set when the setting is changed or based on the game state from which the transition occurred. In addition, in RBB1 and RBB2, play is enabled with a one-coin bet.
[0236] As shown in FIG. 17, when the setting is changed, the game state is controlled to a normal game (RT0) in which a 3-coin bet can be set (hereinafter, may be referred to as RT0 (3 coins)).
[0237] When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not the symbol combination for the bonus role "RBB1" (non-winning), the game state will be controlled to the bonus game state (RBB1F) where a 3-coin bet can be set (hereinafter sometimes referred to as RBB1F (3 coins)). When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is the symbol combination for the bonus role "RBB1" (winning), or if the symbol combination for the bonus role "RBB1" wins in RBB1F (3 coins), the game state will be controlled to the bonus game state "RBB1".
[0238] In this embodiment, the game in RBB1 is set to end when more than 250 medals are paid out, and when RBB1 ends due to the payment of more than 250 medals, the game is controlled to a game state (hereinafter sometimes referred to as RT0 (1 medal)) in which a 1-coin bet can be set in the normal state (RT0). Note that the condition for ending the game in RBB1 is that more than 250 medals are paid out, but this is not limiting, and the condition may be that a payout greater than the condition for ending the game in RBB2, which will be described later, is made.
[0239] When the bonus role "RBB2" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB2" (non-winning), the game state will be controlled to the bonus game state (RBB2F) where a 3-coin bet can be set (hereinafter sometimes referred to as RBB2F (3 coins)). When the bonus role "RBB2" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB2" (winning), or if a symbol combination for the bonus role "RBB2" is won in RBB2F (3 coins), the game state will be controlled to the bonus game state "RBB2".
[0240] In this embodiment, the game in RBB2 is set to end when more than 150 medals are paid out, and when RBB2 ends due to the payment of more than 150 medals, control is again performed to RT0 (3 medals). Note that the condition for ending the game in RBB2 is the payout of more than 150 medals, but this is not limiting, and the condition may be that the payout is less than the condition for ending the game in RBB1 described above.
[0241] When the bonus role "RBB1" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not the symbol combination for the bonus role "RBB1" (non-winning), the game state will be controlled to a game state in which a 1-coin bet can be set in the bonus game state (RBB1F) (hereinafter sometimes referred to as RBB1F (1 coin)). When the bonus role "RBB1" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is the symbol combination for the bonus role "RBB1" (winning), or if the symbol combination for the bonus role "RBB1" wins in RBB1F (1 coin), the game state will be controlled to the bonus game state "RBB1".
[0242] When the bonus role "RBB2" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB2" (non-winning), the game state will be controlled to a bonus game state (RBB2F) in which a 1-coin bet can be set (hereinafter sometimes referred to as RBB2F (1 coin)). When the bonus role "RBB2" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB2" (winning), or if a symbol combination for the bonus role "RBB2" is won in RBB2F (1 coin), the game state will be controlled to the bonus game state "RBB2".
[0243] Then, if there is a transition from RT0 (1 coin) to the bonus gaming state "RBB1," the state will be controlled back to RT0 (1 coin) after the bonus gaming state "RBB1" ends. Also, if there is a transition from RT0 (1 coin) to the bonus gaming state "RBB2," the state will be controlled to RT0 (3 coins) after the bonus gaming state "RBB2" ends. In other words, regardless of the number of bets in RT0, whether the state will be controlled to RT0 (1 coin) or RT0 (3 coins) is determined by the type of bonus combination won, i.e., the type of bonus gaming state to be controlled.
[0244] In this embodiment, as shown in FIG. 16, the bonus roles "RBB1" and "RBB2" are set to be winnable in RT0 (3 coins) and RT0 (1 coin), and the probability of winning the bonus role "RBB1" in RT0 (1 coin) is set to be higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins). Also, the probability of winning RBB2 in RT0 (3 coins) is set to be higher than the probability of winning RBB2 in RT0 (1 coin). Also, the combined probability of winning the bonus role "RBB1" and the winning probability of RBB2 in RT0 (1 coin) is set to be higher than the combined probability of winning the bonus role "RBB1" and the winning probability of RBB2 in RT0 (3 coins).
[0245] Replay roles and minor roles excluding increased roles are set to be winnable in RT0 (3 coins) and RT0 (1 coin), and the winning probability is set to be the same for RT0 (3 coins) and RT0 (1 coin). In addition, increased roles are set to be winnable only in RBB1 and RBB2.
[0246] As mentioned above, the condition for ending play in RBB1 is that a larger payout is provided than the condition for ending play in RBB2. In other words, playing in RBB1 is more advantageous for the player than playing in RBB2. The probability of winning the bonus role "RBB2" is set higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins), so after play in RBB2 ends, the game will transition to RT0 (3 coins) rather than RT0 (1 coin). The probability of winning the bonus role "RBB1" is set higher than the probability of winning RBB2 in RT0 (1 coin), so after play in RBB1 ends, the game will transition to RT0 (1 coin) rather than RT0 (3 coins). Furthermore, the combined probability of winning the bonus role "RBB1" and the bonus role "RBB2" in RT0 (1 coin) is higher than the combined probability of winning the bonus role "RBB1" and the bonus role "RBB2" in RT0 (3 coins).
[0247] Due to these relationships, the probability of winning the bonus roles "RBB1" and "RBB2" when playing with RT0 (3 coins) is set lower than the probability of winning the bonus roles "RBB1" and "RBB2" when playing with RT0 (1 coin), so the duration of play with RT0 (3 coins) is relatively longer than the duration of play with RT0 (1 coin). In other words, play with RT0 (3 coins) is positioned as the so-called normal state, while play with RT0 (1 coin) can be said to be positioned as the so-called high bonus probability state in which the probability of winning a bonus is relatively high.
[0248] Furthermore, compared to the route from RT0 (3 coins) to RBB2 and back to RT0 (3 coins), the transition from RT0 (1 coin) to RBB1 and back to RT0 (1 coin) is a more advantageous route for the player. In other words, the route from RT0 (3 coins) to RBB2 and back to RT0 (3 coins) is positioned as the normal route, while the route from RT0 (1 coin) to RBB1 and back to RT0 (1 coin) is positioned as the special route.
[0249] And while staying in RT0 (3 coins), whether you can win the bonus role "RBB1" or the bonus role "RBB2" will determine whether you can continue on the normal route or transition to the special route. Also, while staying in RT0 (1 coin), whether you can win the bonus role "RBB1" or the bonus role "RBB2" will determine whether you can fall back to the normal route or continue on the special route.
[0250] In addition to the gameplay described above, this embodiment achieves even more exceptional effects by adopting the following presentation design.
[0251] The continuous effects and anticipation effects that provoke a bonus win when the bonus roles "RBB1" and "RBB2" are won while the player is on a special route may be set to occur less frequently or not at all. Even if they do occur, their duration may be shorter than the effects and anticipation effects that provoke a bonus win when the bonus roles "RBB1" and "RBB2" are won while the player is on a normal route. A low occurrence frequency may, for example, be achieved by designing the probability of each effect to be uniformly low based on a lottery value, or by designing effects with relatively high selection rates to be rarely or never selected and effects with relatively low selection rates (so-called rare effects or premium effects) to be selected more frequently. Specifically, shortening the duration of an effect may involve, for example, a continuous effect duration of about 5G while the player is on a normal route, but 1G while the player is on a special route. Furthermore, for effects within a unit game, for example, a freeze effect duration of about 10 seconds while the player is on a normal route, but about 3 seconds while the player is on a special route, may be achieved. When staying on the special route, the probability of winning the bonus roles "RBB1" and "RBB2" is set higher than when staying on the normal route, so that players can enjoy a good tempo of gameplay without dragging out due to unnecessary exciting effects, while expecting that the next bonus will be won in a relatively short interval after the end of the bonus.
[0252] Furthermore, the rate at which setting suggestion effects appear when playing RBB2 while staying on a special route should be higher than the rate at which setting suggestion effects appear when playing RBB2 while staying on a normal route. Furthermore, setting suggestion effects may be designed so that setting suggestion effects other than setting suggestion effects (so-called defaults) that can appear regardless of the setting value do not appear, or setting suggestion effects other than the defaults may be made more likely to appear. Setting suggestion effects are useful information for players, and winning RBB2 while staying on a special route means falling off the special route. Having a high rate of setting suggestion effects can alleviate the frustration of falling off the special route. In addition, the cumulative number of coins won during the period from transitioning to the special route to returning to the normal route may be counted and displayed to inform the player. The number of times control was exercised in RBB1 (the so-called consecutive win count) may also be counted and displayed to inform the player. In this case, it is preferable not to include the number of times control was exercised in RBB2. However, it is desirable to add the number of coins won during RBB2 play to the cumulative number of coins won during RBB2 play. This allows for accurate notification of the cumulative number of coins won. Note that, after completing play in RBB2 and transitioning from the special route to the normal route, if the bonus role "RBB1" is won within a relatively short number of games, control is exercised in RBB1 play, and the player returns to the special route, the cumulative number of coins won may be continuously counted and displayed. Note that the indicator for determining whether to continue counting and displaying the continuous count may not be limited to the number of games, but may also be the number of medals consumed after transitioning to the normal route.
[0253] Although an example of this embodiment has been described above, the following modified examples can be adopted instead of or in addition to this embodiment.
[0254] Although two types of bonus roles, "RBB1" and "RBB2," have been described, this is not a limitation; a bonus role such as "RBB3" may also be established. "RBB3" can be won in RT0 (3 coins) but cannot be won in RT0 (1 coin), and when it is won and play in RBB3 ends, the game transitions to RT0 (1 coin). Furthermore, the condition for ending play in RBB3 may be that a larger payout is made than the condition for ending play in RBB1. Furthermore, it is desirable for the effects when the bonus role "RBB3" is won and the effects during play in RBB3 to be more uplifting than the effects when the bonus role "RBB1" is won and the effects during play in RBB1 (such as more flashy images, lighting, sound effects, background music, and a longer freeze effect period). This allows the player to feel even more joy when winning the bonus role "RBB3" in RT0 (3 coins) than when winning the bonus role "RBB1", thereby increasing the player's interest.
[0255] While the example of "RBB2" has been given as a bonus role that is disadvantageous to the player compared to winning the bonus role "RBB1," multiple bonus roles, such as "RBB4" and "RBB5," may be provided. Furthermore, RBB4 and RBB5 may be provided as bonus game states controlled by winning the bonus roles "RBB4" and "RBB5." The end condition for RBB4 or RBB5 may be a payout that is different from the end condition for RBB2. For example, the end condition for RBB4 may be a payout of more than 100 coins, and the end condition for RBB5 may be a payout of more than 80 coins. While RBB2, RBB4, and RBB5 are considered bonuses that prevent a transition to a special route or result in a fall from the special route, the increased variety of gameplay can alleviate player disappointment and ultimately provide a game that never gets boring.
[0256] Furthermore, there have been conventional slot machines in which a small role and a bonus role may be simultaneously won in a role lottery. As a result, when a player wins a small role that may be simultaneously won with a bonus role, the player's interest increases as he or she anticipates the possibility of winning the bonus role. By varying the presence or absence of simultaneous wins depending on the game state, the technology of this embodiment is added to conventional technology, further increasing the interest of the game. For example, there are cases where the small role "orange" is won alone and where it is won simultaneously with a bonus role, and the type of bonus role that is simultaneously won varies depending on whether the game is played with RT0 (3 coins) or RT0 (1 coin). Specifically, in a game with RT0 (3 coins), the bonus role "RBB1" and the small role "Orange" may be won simultaneously, and similarly, the bonus role "RBB2" and the small role "Orange" may be won simultaneously. In a game with RT0 (1 coin), the bonus role "RBB1" and the small role "Orange" may be won simultaneously, but the bonus role "RBB2" and the small role "Orange" are not won simultaneously. This allows the player to feel anticipation of winning the bonus role when the small role "Orange" is won in RT0 (3 coins). And in RT0 (1 coin), if the bonus role is won simultaneously when the small role "Orange" is won, the bonus role "RBB1" will always be won, so in addition to the anticipation of winning the bonus role, the player can also feel anticipation of a special route.
[0257] In this embodiment, an example in which one special route is provided has been described. However, the present invention is not limited to providing one special route; multiple special routes may be provided. For example, a bonus gaming state "RBB6" may be provided, which is controlled to RT0 (1 coin) when a termination condition is met. Another special route may be provided, which transitions from RT0 (1 coin), RBB1, and RT0 (1 coin), and another special route may transition from RT0 (1 coin), RBB6, and RT0 (1 coin). Furthermore, the probability of winning the bonus combination that triggers control to each bonus may be different for each of the two special routes, or the termination conditions for each bonus gaming state may be different. Also, the settable bet amount for each special route may be different, and the lower the settable bet amount, the greater the expected number of coins won while staying in the special route. Providing multiple special routes enriches the game and increases interest.
[0258] In this embodiment, by applying the gameplay and presentation design described above, the variety of games can be significantly improved compared to conventional games, and a highly entertaining gaming machine can be provided.
[0259] (Third embodiment) Next, the outline of the configuration of the slot machine SM according to the third embodiment will be described with reference to Figures 18 and 19. Note that a description of the same technical matters as those in the first and second embodiments will be omitted, and only technical matters different from those in the first and second embodiments will be described.
[0260] The winning combination in the slot machine SM according to the third embodiment will be described with reference to FIG.
[0261] (Role composition) Bonus Role There are two types of bonus combinations: "RBB1" and "RBB2." When the symbol combination (red 7-red 7-red 7) for the bonus combination "RBB1" stops on any of the five winning lines, a win is won and the game state transitions to the bonus game state (RBB1). When the symbol combination (orange-orange-orange) for the bonus combination "RBB2" stops on any of the five winning lines, a win is won and the game state transitions to the bonus game state (RBB2). Note that, because the "orange" symbol is positioned within the reel-in range on each of the rotating reels 6L, 6M, and 6R, the bonus combination "RBB2" is a combination that does not result in a miss (non-winning).
[0262] ·Replay role There are two types of replay roles: "Replay 1" and "Replay 2." If the symbol combination for the replay role "Replay 1" (Replay-Replay-Replay) or the symbol combination for the replay role "Replay 2" (White 7-Replay-Replay) stops on one of the five winning lines, you can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.
[0263] Minor roles There are several types of minor winning combinations: "Bell," "Cherry 1," "Cherry 2," and "Increase." If the symbol combination (Bell-Bell-Bell) for the minor winning combination "Bell" stops on any of the five winning lines, a payout of 10 coins (for both 3-coin and 1-coin bets) is awarded. Since the "Bell" symbol is positioned within the reel-reel range of each of the 6L, 6M, and 6R reels, the "Bell" symbol is a combination that will not result in a missed win (non-winning). Furthermore, if the symbol combination (Cherry 1-any-any) for the minor winning combination "Cherry 1" stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is awarded. Here, "any" means that any type of symbol is acceptable; any symbol that stops on the reel is acceptable. The "Cherry 1" symbol is only located in the left reel 6L, at frame number 7, so the "Cherry 1" minor win may result in a missed win (non-winning) depending on the timing of the stop operation. Also, if the symbol combination (Cherry 2-any-any) for the "Cherry 2" minor win stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is obtained. The "Cherry 2" symbol is also only located in the left reel 6L, at frame number 19, so the "Cherry 2" minor win may result in a missed win (non-winning) depending on the timing of the stop operation. Also, if the symbol combination (Replay-Bell-Replay) for the "Increase" minor win stops on any of the five winning lines, a payout of 14 coins (for 1-coin bets) is obtained. Furthermore, on the left reel 6L and the right reel 6R, the "replay" symbol is positioned within the retractable range, and on the middle reel 6M, the "bell" symbol is positioned within the retractable range, so the small win "increase role" is a role that will not result in a miss (non-winning).
[0264] The transition of game states of the slot machine SM according to the third embodiment will be described with reference to FIG. 19. In this embodiment, as shown in FIG. 19, the game states include a normal game state (RT0) (hereinafter, sometimes referred to as RT0 only), a bonus game state (RBB1F, RBB2F) (hereinafter, sometimes referred to as RBB1F and RBB2F only), and a bonus game state (RBB1, RBB2) (hereinafter, sometimes referred to as RBB1 and RBB2 only). Here, RT0 is set to allow play with a three-coin bet or a one-coin bet. However, the player cannot select either of the bet numbers; rather, only one of the bet numbers can be set when the setting is changed or based on the game state from which the transition occurred. RBB1F is set to allow play with a three-coin bet. RBB2F, RBB1, and RBB2 are set to allow play with a one-coin bet.
[0265] As shown in FIG. 19, when the setting is changed, the game state is controlled to a state in which a three-coin bet can be set for the normal game (RT0) (hereinafter, may be referred to as RT0 (3 coins)).
[0266] 18, the bonus role "RBB1" can be won in RT0 (3 coins), but is designed not to be won in the normal state (RT0) gaming state where 1 coin bet can be set (hereinafter, may be referred to as RT0 (1 coin)). Also, the bonus role "RBB2" can be won in RT0 (1 coin), but is designed not to be won in RT0 (3 coins).
[0267] When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not the symbol combination for the bonus role "RBB1" (no win), the game state will be controlled to RBB1F. When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is the symbol combination for the bonus role "RBB1" (win), or if the symbol combination for the bonus role "RBB1" wins in RBB1F, the game state will be controlled to bonus game state "RBB1".
[0268] In this embodiment, the game in RBB1 is set to end when more than 250 medals are paid out, and when RBB1 ends due to the payment of more than 250 medals, it is controlled to RT0 (1 medal). Note that the condition for ending the game in RBB1 is the payout of more than 250 medals, but this is not limiting, and it is sufficient that the condition for ending the game in RBB2, which will be described later, is that more medals are paid out.
[0269] When the bonus role "RBB2" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB2" (no win), the game state will be controlled to RBB2F. When the bonus role "RBB2" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB2" (win), or if a symbol combination for the bonus role "RBB2" is won in RBB2F, the game state will be controlled to bonus game state "RBB2".
[0270] In this embodiment, the game in RBB2 is set to end when more than 150 medals are paid out, and when RBB2 ends due to the payment of more than 150 medals, control is again performed to RT0 (3 medals). Note that the condition for ending the game in RBB2 is the payout of more than 150 medals, but this is not limiting, and the condition may be that the payout is less than the condition for ending the game in RBB1 described above.
[0271] In this embodiment, as shown in Fig. 18, the bonus role "RBB1" can be won in RT0 (3 coins), and the bonus role "RBB2" can be won in RT0 (1 coin). The probability of winning the bonus role "RBB2" in RT0 (1 coin) is set to be significantly higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins). As an example of "significantly higher," the probability of winning the bonus role "RBB1" in RT0 (3 coins) is 1 / 140, and the probability of winning the bonus role "RBB2" in RT0 (1 coin) is 1 / 2.
[0272] The replay role and the small role excluding the increase role are set to be winnable in RT0 (3 coins) and RT0 (1 coin), and the winning probability is set to be the same for RT0 (3 coins) and RT0 (1 coin). In addition, the small role "increase role" is set to be winnable only in RBB1 and RBB2.
[0273] As mentioned above, the probability of winning the bonus role "RBB2" in RT0 (1 coin) is set to be significantly higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins). In other words, RT0 (3 coins) is positioned as the so-called normal state where play basically stays. After the game is controlled sequentially from RT0 (3 coins) to RBB1 and RT0 (1 coin), the stay in RT0 (1 coin) is short, and the bonus role "RBB2" is generally won after several games. Playing in RT0 (1 coin) can also be considered a so-called high bonus probability state, where the probability of winning the bonus role is relatively high. Then, when RBB2 ends, the game is controlled again to RT0 (3 coins). Because of this relationship, the player experiences RBB1 and RBB2 as being controlled almost continuously, and they are positioned as a single bonus block. As a result, by winning the bonus role "RBB1", it is possible to play in effect with RBB1 and RBB2, and to obtain the profits from the two bonuses all at once, which increases the interest compared to games where a single bonus puts the player back into a general normal state, or games where the number of plays between bonuses is relatively long.
[0274] In addition to the gameplay described above, this embodiment achieves even more exceptional effects by adopting the following presentation design.
[0275] The end effect when ending play in RBB1 should be shorter than the end effect when ending play in RBB2. Specifically, the freeze time when ending play in RBB1 should be shorter than the freeze time when ending play in RBB2. Also, the flashiness of the sound effects, lighting effects, and video effects should be reduced when ending play in RBB1 compared to when ending play in RBB2. Also, while the end effect when ending play in RBB2 is executed, the end effect when ending play in RBB1 may not be executed.
[0276] It is advisable to continue to execute the effects (BGM, sound effects, light effects, video effects) that are being executed during play in RBB1 in RT0 (1 coin) and play in RBB2 without ending them at the end of play in RBB1.
[0277] It is preferable to design the suggestive effects and announcement effects that are executed when the bonus role "RBB1" is won in RT0 (3 coins) so that they are not executed when the bonus role "RBB2" is won in RT0 (1 coin). Also, it is preferable to not use the presentation device or presentation area (such as the area of the LCD announcement effect) used for the suggestive effects and announcement effects that are executed when the bonus role "RBB1" is won in RT0 (3 coins) when the bonus role "RBB2" is won in RT0 (1 coin), but to use a different, less noticeable presentation device or presentation area. Also, it is possible to design the suggestive effects and announcement effects themselves not to be executed when the bonus role "RBB2" is won in RT0 (1 coin).
[0278] In addition, the setting suggestion effect may be executed at the end of play in RBB2, but it is preferable not to execute it at the end of play in RBB1.
[0279] In addition, the count of the number of coins won in the game at RBB1 and the display on the LCD screen, etc., should be continued in the game at RT0 (1 coin) and RBB2 without ending in RBB1. The count of the number of coins won and the display on the LCD screen, etc., that have been continued should be reset and hidden when the game at RBB2 ends.
[0280] Furthermore, the count of the number of times control has been applied to a bonus and the display on an LCD screen or the like can be counted and updated for the number of times control has been applied to RBB1, but not for the number of times control has been applied to RBB2. This allows RBB1 and RBB2 to be viewed as a single bonus block. Similarly, with regard to external signals from the gaming machine to the gaming parlor's equipment, it is also advisable to output signals for control of RBB1, but not for control of RBB2. This allows RBB1 and RBB2 to be viewed as a single bonus block, and there is no difference in the count display of the number of bonuses between the gaming machine and the gaming parlor's equipment, preventing player distrust.
[0281] Furthermore, the rate at which setting suggestion effects appear during play in RBB2 should be higher than the rate at which setting suggestion effects appear during play in RBB1. Furthermore, setting suggestion effects may be designed so that setting suggestion effects other than setting suggestion effects (so-called defaults) that can appear regardless of the setting value do not appear, or setting suggestion effects other than the defaults may be made more likely to appear. Setting suggestion effects provide useful information to players and can alleviate the frustration of being restricted to RT0 (3 coins) after playing in RBB2.
[0282] Although an example of this embodiment has been described above, the following modified examples can be adopted instead of or in addition to this embodiment.
[0283] In the above description, the settable number of bets in RBB1 is 1, the settable number of bets in RBB2 is 1, and the settable number of bets in RT0 (1), which is positioned as a high bonus probability state, is 1, but only one bet number needs to be set as the settable number, and 2 may also be set as the settable number of bets. Note that, as in this embodiment, when RBB1, RT0 (1), and RBB2 are presented as a series of bonuses, it is desirable to set the same number of bets for RBB1, RT0 (1), and RBB2 so that it is difficult for a player to realize that the game state has changed just by looking at the number of bets.
[0284] In this embodiment, the symbol combination for the bonus role "RBB2" is (orange-orange-orange) as an example, but this is not limited to this. It is desirable that the symbols be arranged within the retractable range of each rotating reel 6L, 6M, and 6R. Furthermore, rather than a symbol combination consisting of identical symbols such as (orange-orange-orange) or similar symbols such as (cherry 2-cherry 1-cherry 2), it is desirable to use a symbol combination that is difficult to tell at a glance what is lined up (so-called "variable combination"), such as (bell-blank-replay). This eliminates the need for eye-pressing to win the bonus role "RBB2," and makes it difficult to tell when the bonus role "RBB2" has been won. Therefore, the transitions between RBB1, RT0(1), and RBB2 can proceed without the player being aware of them, making it easier to recognize them as a series of bonuses.
[0285] Furthermore, by making the symbol combination for the bonus role "RBB1" consist of the same or similar symbols, and by making the symbol combination for the bonus role "RBB2" consist of so-called spread symbols, and further by making the number of coins obtained by playing with RBB1 greater than the number of coins obtained by playing with RBB2, it is possible to increase the value placed on the bonus role "RBB1", which makes the player clearly aware of the transition to a bonus, compared to the value placed on the bonus role "RBB2", which makes it difficult for the player to be aware of the transition to a bonus. Therefore, even if the player is made aware of the changes in the game state of RBB1, RT0 (1 coin), and RBB2, the value placed on the bonus can be appropriate.
[0286] The net increase in coins (expected number of coins per game) in RBB2 play may be greater than the net increase in coins in RBB1 play. For example, this can be achieved by reducing the number of bets that can be set in RBB2 play compared to the number of bets that can be set in RBB1 play, or by designing the winning combination so that the payout for a winning minor combination in RBB2 play is greater than the payout for a winning minor combination in RBB1 play. Additionally, the end conditions for each bonus may be adjusted as appropriate. This creates the impression that the payout increases accelerating in the latter half of a series of bonuses, increasing interest. Furthermore, even if a player is aware of the change in game state between RBB1, RT0 (1 coin), and RBB2, it is possible to prevent distrust that a bonus that was entered relatively unconsciously will last longer than a bonus that was entered more consciously.
[0287] While the bonus role "RBB2" has been shown as an example of a bonus that can be won in RT0 (1 coin), multiple bonus roles such as "RBB3" and "RBB4" may be provided. The end condition for RBB3 or RBB4, which is a bonus game state controlled by winning the bonus roles "RBB3" or "RBB4," may be a payout that is different from the end condition for RBB2. For example, the end condition for RBB3 may be a payout of more than 100 coins, and the end condition for RBB4 may be a payout of more than 80 coins. This not only increases the number of bonus types, but also increases the variety when viewed as a series of bonuses, thereby enhancing interest.
[0288] As an example of this embodiment, the termination condition for play in RBB2 is set to a payout that is smaller than the termination condition for play in RBB1, but this is not limited to this, and the same payout as the termination condition for play in RBB1 may be set, or a payout that is larger than the termination condition for play in RBB1 may be set.
[0289] In this embodiment, by applying the gameplay and presentation design described above, the variety of games can be significantly improved compared to conventional games, and a highly entertaining gaming machine can be provided.
[0290] (Fourth embodiment) Next, the outline of the configuration of the slot machine SM according to the fourth embodiment will be described with reference to Figures 20 and 21. Note that a description of the same technical matters as those in the first to third embodiments will be omitted, and only technical matters different from those in the first to third embodiments will be described.
[0291] The winning combination in the slot machine SM according to the fourth embodiment will be described with reference to FIG.
[0292] (Role composition) Bonus Role There are three types of bonus combinations: "RBB1," "RBB2," and "RBB3." When the symbol combination (red 7-red 7-red 7) associated with "RBB1" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB1). When the symbol combination (white 7-white 7-white 7) associated with "RBB2" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB2). When the symbol combination (orange-orange-orange) associated with "RBB3" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB3). Since the "orange" symbols are located within the reel-reel range on each of the 6L, 6M, and 6R spinning reels, the bonus combination "RBB3" is a combination that does not result in a miss (non-winning).
[0293] ·Replay role There are two types of replay roles: "Replay 1" and "Replay 2." If the symbol combination for "Replay 1" (Replay-Replay-Replay) or the symbol combination for "Replay 2" (White 7-Replay-Replay) stops on one of the five winning lines, the player can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.
[0294] Minor roles There are several types of minor winning combinations: "Bell," "Cherry 1," "Cherry 2," and "Increase." If the "Bell" symbol combination (Bell-Bell-Bell) stops on any of the five winning lines, a payout of 10 coins (for both 3-coin and 1-coin bets) is awarded. Because the "Bell" symbol is located within the reel-reel range on each of the 6L, 6M, and 6R reels, the "Bell" symbol is a combination that will not result in a miss (non-winning). Furthermore, if the "Cherry 1" symbol combination (Cherry 1-any-any) stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is awarded. Here, "any" means that any type of symbol is acceptable, meaning that any symbol is acceptable. Because the "Cherry 1" symbol is located only once on the left reel (frame number 7), the "Cherry 1" symbol can result in a miss (non-winning) depending on the timing of the stop operation. Furthermore, if the symbol combination (Cherry 2-any-any) for the minor win "Cherry 2" stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is awarded. The "Cherry 2" symbol is also only located in one place, frame number 19, on the left reel 6L, so the minor win "Cherry 2" is a combination that can result in a miss (non-winning) depending on the timing of the stop operation. Furthermore, if the symbol combination (Replay-Bell-Replay) for the "Increase" symbol stops on any of the five winning lines, a payout of 14 coins (for 1-coin bet) is awarded. The "Replay" symbol is located within the retractable range on the left reel 6L and the right reel 6R, and the "Bell" symbol is located within the retractable range on the center reel 6M, so the minor win "Increase" is a combination that will not result in a miss (non-winning).
[0295] The transition of game states of the slot machine SM according to the fourth embodiment will be described with reference to FIG. 21. In this embodiment, as shown in FIG. 21, the game states include a normal game state (RT0) (hereinafter, sometimes referred to as RT0), a bonus game state (RBB1F, RBB2F, RBB3F) (hereinafter, sometimes referred to as RBB1F, RBB2F, and RBB3F, respectively), and a bonus game state (RBB1, RBB2, and RBB3) (hereinafter, sometimes referred to as RBB1, RBB2, and RBB3, respectively). Here, RT0 is set to allow play with a three-coin bet or a one-coin bet. However, the player cannot select either of the bet numbers; rather, only one of the bet numbers can be set when the setting is changed or based on the game state from which the transition occurred. RBB1F is set to allow play with a three-coin bet. RBB2F, RBB3F, RBB1, RBB2, and RBB3 are set to allow play with a one-coin bet.
[0296] As shown in FIG. 21, when the setting is changed, the game state is controlled to a state in which a three-coin bet can be set for the normal game (RT0) (hereinafter, may be referred to as RT0 (3 coins)).
[0297] Here, as shown in Figure 20, the bonus role "RBB1" can be won in RT0 (3 coins), but is designed not to be won in the normal state (RT0) gaming state where 1 coin bet can be set (hereinafter, may be referred to as RT0 (1 coin)). Also, the bonus roles "RBB2" and "RBB3" can be won in RT0 (1 coin), but are designed not to be won in RT0 (3 coins).
[0298] When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not the symbol combination for the bonus role "RBB1" (no win), the game state will be controlled to RBB1F. When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is the symbol combination for the bonus role "RBB1" (win), or if the symbol combination for the bonus role "RBB1" wins in RBB1F, the game state will be controlled to bonus game state "RBB1".
[0299] In this embodiment, the game in RBB1 is set to end when more than 14 medals are paid out, and when RBB1 ends due to the payment of more than 14 medals, it is controlled to RT0 (1 medal).
[0300] When the bonus role "RBB2" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB2" (no win), the game state will be controlled to RBB2F. When the bonus role "RBB2" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB2" (win), or if a symbol combination for the bonus role "RBB2" is won in RBB2F, the game state will be controlled to bonus game state "RBB2".
[0301] In this embodiment, play in RBB2 is set to end when more than 150 medals have been paid out, and when play in RBB1 ends due to the payment of more than 150 medals, it is again controlled to RT0 (1 medal).
[0302] When the bonus role "RBB3" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB3" (no win), the game state will be controlled to RBB3F. When the bonus role "RBB3" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB3" (win), or if a symbol combination for the bonus role "RBB3" is won in RBB3F, the game state will be controlled to bonus game state "RBB3".
[0303] In this embodiment, the game in RBB3 is set to end when more than 14 medals are paid out, and when RBB3 ends due to the payment of more than 14 medals, it is controlled to RT0 (3 medals).
[0304] In this embodiment, as shown in Fig. 20, the bonus role "RBB1" can be won in RT0 (3 coins), and the bonus roles "RBB2" and "RBB3" can be won in RT0 (1 coin). The probability of winning the bonus role "RBB2" and "RBB3" in RT0 (1 coin) is set to be significantly higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins). As an example of "significantly higher," the probability of winning the bonus role "RBB1" in RT0 (3 coins) is 1 / 140, the probability of winning the bonus role "RBB2" in RT0 (1 coin) is 1 / 7, and the probability of winning the bonus role "RBB3" in RT0 (1 coin) is 1 / 15.
[0305] The replay role and the small role excluding the increase role are set to be winnable in RT0 (3 coins) and RT0 (1 coin), and the winning probability is set to be the same for RT0 (3 coins) and RT0 (1 coin). In addition, the small role "increase role" is set to be winnable only in RBB1, RBB2, and RBB3.
[0306] As mentioned above, the probability of winning the bonus role "RBB2" or "RBB3" with RT0 (1 coin) is set to be significantly higher than the probability of winning the bonus role "RBB1" with RT0 (3 coins). In other words, RT0 (3 coins) is positioned as the so-called normal state where play generally remains. After being controlled sequentially from RT0 (3 coins) to RBB1 and then RT0 (1 coin), play with RT0 (1 coin) is short, and the bonus role "RBB2" or "RBB3" is generally won after several games. Play with RT0 (1 coin) can also be considered a so-called high bonus probability state, where the probability of winning a bonus is relatively high. If the bonus role "RBB2" is won with RT0 (1 coin) and play with RBB2 ends, the system will be controlled back to RT0 (1 coin). On the other hand, if the bonus role "RBB3" is won with RT0 (1 coin) and play with RBB3 ends, the system will be controlled back to RT0 (3 coins). In other words, when you are in RT0 (1 coin), whether you win the bonus role "RBB2" or the bonus role "RBB3" determines whether you can continue in the high bonus probability state or fall back into the normal state.
[0307] In addition to the gameplay described above, this embodiment achieves even more exceptional effects by adopting the following presentation design.
[0308] The end effect when ending play in RBB3 should be shorter than the end effect when ending play in RBB2. Specifically, the freeze time when ending play in RBB3 should be shorter than the freeze time when ending play in RBB2. In addition, the flashiness of sound effects, lighting effects, and video effects should be reduced when ending play in RBB3 compared to when ending play in RBB2. Furthermore, while the end effect when ending play in RBB2 is executed, the end effect when ending play in RBB3 may not be executed.
[0309] In addition, the setting suggestion effect may be executed at the end of play in RBB3, but it is preferable not to execute it at the end of play in RBB2.
[0310] Additionally, the rate at which setting suggestion effects appear during play in RBB3 should be higher than the rate at which setting suggestion effects appear during play in RBB2. Furthermore, setting suggestion effects may be designed so that setting suggestion effects other than the setting suggestion effects (so-called defaults) that can appear regardless of the setting value do not appear, or setting suggestion effects other than the defaults may be made more likely to appear. Setting suggestion effects provide useful information to players and can alleviate the frustration of being restricted to RT0 (3 coins) after the end of RBB2.
[0311] Although an example of this embodiment has been described above, the following modified examples can be adopted instead of or in addition to this embodiment.
[0312] It has been explained that the settable number of bets when playing at RBB1 is 1, the settable number of bets when playing at RBB2 is 1, and the settable number of bets when playing at RT0 (1 coin), which is positioned as a high bonus probability state, is 1, but it is sufficient that only one bet number is settable, and the bet number may be set to 2 coins.
[0313] In this embodiment, the symbol combination for the bonus combination "RBB3" is (orange-orange-orange), but this is not limited to this. It is desirable that the symbols be arranged within the retractable range of each of the rotating reels 6L, 6M, and 6R. Furthermore, rather than a symbol combination consisting of identical symbols such as (orange-orange-orange) or similar symbols such as (cherry 1-cherry 2-cherry 1), it is desirable to use a symbol combination that is difficult to tell at a glance what is lined up (a so-called "variable combination"), such as (bell-blank-replay). This eliminates the need for eye-pressing to win the bonus combination "RBB3," and makes it difficult to tell when the bonus combination "RBB3" has been won, making it difficult for the player to recognize that they have fallen from a high bonus probability state. In this configuration, when the player wins the bonus combination "RBB2," which allows the high bonus probability state to continue, a grand presentation is performed to induce joy in the player, and when the player wins the bonus combination "RBB3," which causes the player to fall out of the high bonus probability state, the winning is made difficult to recognize, which can arouse anticipation such as "I wonder if the high bonus probability state is still continuing," or arouse anxiety such as "Maybe the high bonus probability state has already ended," making the player excited. Furthermore, even when adopting a game system that uses a modest presentation in order to make the player aware to some extent of the winning of the bonus combination "RBB3," it is possible to alleviate the player's disappointment at falling out of the high bonus probability state by using a symbol combination that makes it difficult to recognize the winning combination and by using a modest presentation configuration.
[0314] In this embodiment, the symbol combination associated with the bonus role "RBB1" is (Red 7-Red 7-Red 7), but this is not limiting. It may be a symbol combination that makes it difficult for a player to recognize that a bonus role has been played. Specifically, the symbols arranged within the reel-retractable range of each reel 6L, 6M, and 6R may be a symbol combination that is difficult to determine at a glance, such as (Orange-Replay-Blank) (so-called "Barakeme"). When implementing this example, the number of bets that can be set for RBB1 play may be set to three, the same as for RT0 (3 coins). Furthermore, while the game was designed to only allow for the "increase role" to be won during RBB1 play, it may instead be designed to have the same role drawing and payout as for RT0 (3 coins) play, or to allow for the winning of some of the roles that can be won during RT0 (3 coins) play (e.g., the "bell" minor role) and the same payout as for RT0 (3 coins). Furthermore, it is recommended to minimize or completely avoid the use of winning hints or winning announcements when the bonus symbol "RBB1" is won. Furthermore, it is recommended to avoid using dedicated effects during RBB1 play and use effects similar to those used with RT0 (3 coins). This makes it difficult for players to realize that they have won or won the bonus symbol "RBB1" or are playing with RBB1 during RT0 (3 coins), making it difficult for players to realize that they have transitioned to a high-bonus probability state. This gives players surprise and delight, as if a series of RBB2, RT0 (1 coin), RBB2, and RBB2 high-bonus probability states and RBB2s has suddenly begun. Furthermore, if a player transitions to a high-bonus probability state and then wins the bonus symbol "RBB3" without winning the bonus symbol "RBB2," the player is unaware that the state has fallen back to the normal state, preventing disappointment and frustration.
[0315] In addition, an external signal from the gaming machine to the gaming parlor equipment may be output for control to RBB2, but not for control to RBB1 or RBB3.
[0316] In this embodiment, an example has been described in which one type of game state transition route is provided via the high bonus probability state. However, multiple game state transition routes may be provided, rather than providing only one type. For example, a bonus game state "RBB6" may be provided, which is controlled to RT0 (1 coin) when the termination condition is met, and a transition route from RT0 (1 coin), RBB2, to RT0 (1 coin) and another transition route from RT0 (1 coin), RBB6, to RT0 (1 coin) may be provided. Furthermore, the probability of winning the bonus role that triggers control to each bonus may be different for each of the two routes, or the termination conditions for each bonus game state may be different. Furthermore, the settable bet amount for each special route may be different, and the lower the settable bet amount, the greater the expected number of coins won while staying in the special route. Providing multiple game state transition routes as the high bonus probability state enriches the game and increases interest.
[0317] In this embodiment, by applying the gameplay and presentation design described above, the variety of games can be significantly improved compared to conventional games, and a highly entertaining gaming machine can be provided.
[0318] (Fifth embodiment) Next, the outline of the configuration of the slot machine SM according to the fifth embodiment will be described with reference to Figures 22 to 23. Note that a description of the same technical matters as those in the first to fourth embodiments will be omitted, and only technical matters different from those in the first to fourth embodiments will be described.
[0319] The winning combination in the slot machine SM according to the fifth embodiment will be described with reference to FIG.
[0320] (Role composition) Bonus Role There are four types of bonus combinations: "RBB1," "RBB2," "RBB3," and "RBB4." When the symbol combination (red 7-red 7-red 7) associated with "RBB1" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB1). When the symbol combination (red 7-red 7-bar) associated with "RBB2" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB2). When the symbol combination (white 7-white 7-white 7) associated with "RBB3" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB3). When the symbol combination (orange-orange-orange) associated with "RBB4" stops on one of the five winning lines, a win is won, and the game state transitions to the bonus game state (RBB4). In addition, since the "orange" symbol is positioned within the retractable range on each of the rotating reels 6L, 6M, and 6R, the bonus role "RBB4" is a role that will not result in a miss (non-winning).
[0321] ·Replay role There are two types of replay roles: "Replay 1" and "Replay 2." If the symbol combination for "Replay 1" (Replay-Replay-Replay) or the symbol combination for "Replay 2" (White 7-Replay-Replay) stops on one of the five winning lines, the player can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.
[0322] Minor roles There are several types of minor winning combinations: "Bell," "Cherry 1," "Cherry 2," and "Increase." If the "Bell" symbol combination (Bell-Bell-Bell) stops on any of the five winning lines, a payout of 10 coins (for both 3-coin and 1-coin bets) is awarded. Since the "Bell" symbol is positioned within the reel-reel range of each of the 6L, 6M, and 6R reels, the "Bell" symbol is a combination that will not result in a missed win (non-winning). Furthermore, if the "Cherry 1" symbol combination (Cherry 1-any-any) stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is awarded. Here, "any" means that any symbol type is acceptable; any symbol that stops on the reel is acceptable. The "Cherry 1" symbol is only located in the left reel 6L, at frame number 7, so the "Cherry 1" symbol is a combination that can result in a missed win (non-winning) depending on the timing of the stop operation. Also, if the symbol combination (Cherry 2-any-any) for the "Cherry 2" symbol stops on any of the five winning lines, a payout of 2 coins (for both 3-coin and 1-coin bets) is obtained. The "Cherry 2" symbol is also only located in the left reel 6L, at frame number 19, so the "Cherry 2" symbol is a combination that can result in a missed win (non-winning) depending on the timing of the stop operation. Also, if the symbol combination (Replay-Bell-Replay) for the "Increase" symbol stops on any of the five winning lines, a payout of 14 coins (for 1-coin bets) is obtained. Furthermore, on the left reel 6L and the right reel 6R, the "replay" symbol is positioned within the retractable range, and on the middle reel 6M, the "bell" symbol is positioned within the retractable range, so the small win "increase role" is a role that will not result in a miss (non-winning).
[0323] The transition of game states of the slot machine SM according to the fifth embodiment will be described with reference to FIG. 23. In this embodiment, as shown in FIG. 23, the game states include a normal game state (RT0) (hereinafter, sometimes referred to as RT0), a bonus game state (RBB1F, RBB2F, RBB3F, RBB4F) (hereinafter, sometimes referred to as RBB1F, RBB2F, RBB3F, and RBB4F, respectively), and a bonus game state (RBB1, RBB2, RBB3, and RBB4) (hereinafter, sometimes referred to as RBB1, RBB2, RBB3, and RBB4, respectively). Here, RT0 is set to allow play with a three-coin bet or a one-coin bet. However, the player cannot select either of the bet numbers; rather, only one of the bet numbers can be set when the setting is changed or based on the game state from which the transition occurred. RBB1F and RBB2F are set to allow play with a three-coin bet. RBB3F, RBB4F, RBB1, RBB2, RBB3, and RBB4 are set up so that you can play with one bet.
[0324] As shown in FIG. 23, when the setting is changed, the game state is controlled to a normal game (RT0) in which a 3-coin bet can be set (hereinafter, may be referred to as RT0 (3 coins)).
[0325] Here, as shown in Figure 22, the bonus roles "RBB1" and "RBB2" can be won in RT0 (3 coins), but are designed not to be won in the normal state (RT0) gaming state where 1 coin bet can be set (hereinafter sometimes referred to as RT0 (1 coin)). Also, the bonus roles "RBB3" and "RBB4" can be won in RT0 (1 coin), but are designed not to be won in RT0 (3 coins).
[0326] When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not the symbol combination for the bonus role "RBB1" (no win), the game state will be controlled to RBB1F. When the bonus role "RBB1" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is the symbol combination for the bonus role "RBB1" (win), or if the symbol combination for the bonus role "RBB1" wins in RBB1F, the game state will be controlled to bonus game state "RBB1".
[0327] In this embodiment, the game in RBB1 is set to end when more than 200 medals have been paid out, and when RBB1 ends due to the payment of more than 200 medals, it is controlled to RT0 (1 medal).
[0328] When the bonus role "RBB2" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB2" (no win), the game state will be controlled to RBB2F. When the bonus role "RBB2" is won in RT0 (3 coins), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB2" (win), or if a symbol combination for the bonus role "RBB2" wins in RBB2F, the game state will be controlled to bonus game state "RBB2".
[0329] In this embodiment, the game in RBB2 is set to end when more than 200 medals have been paid out, and when RBB2 ends due to the payment of more than 200 medals, the game is controlled to RT0 (1 medal).
[0330] When the bonus role "RBB3" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB3" (no win), the game state will be controlled to RBB3F. When the bonus role "RBB3" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB3" (win), or if a symbol combination for the bonus role "RBB3" is won in RBB3F, the game state will be controlled to bonus game state "RBB3".
[0331] In this embodiment, the game in RBB3 is set to end when more than 200 medals have been paid out, and when RBB3 ends due to more than 200 medals having been paid out, the game is again controlled to RT0 (1 medal).
[0332] When the bonus role "RBB4" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is not a symbol combination for the bonus role "RBB4" (no win), the game state will be controlled to RBB4F. When the bonus role "RBB4" is won in RT0 (1 coin), if the symbol combination when all reels 6L, 6M, and 6R stop is a symbol combination for the bonus role "RBB4" (win), or if a symbol combination for the bonus role "RBB4" is won in RBB4F, the game state will be controlled to bonus "RBB4".
[0333] In this embodiment, the game in RBB4 is set to end when more than 14 medals are paid out, and when RBB4 ends due to the payment of more than 14 medals, it is controlled to RT0 (3 medals).
[0334] In this embodiment, as shown in FIG. 22, the bonus roles "RBB1" and "RBB2" are winnable in RT0 (3 coins), and the bonus roles "RBB3" and "RBB4" are winnable in RT0 (1 coin). The probability of winning the bonus role "RBB2" in RT0 (3 coins) is set to be significantly higher than the probability of winning the bonus role "RBB1" in RT0 (3 coins). The probability of winning the bonus role "RBB3" in RT0 (1 coin) is set to be higher than the probability of winning the bonus role "RBB4" in RT0 (1 coin). The combined probability of winning the bonus role "RBB3" and the bonus role "RBB4" in RT0 (1 coin) is set to be significantly higher than the combined probability of winning the bonus role "RBB1" and the bonus role "RBB2" in RT0 (3 coins). As an example of each winning probability, the probability of winning the bonus role "RBB1" is 1 / 8192, the probability of winning the bonus role "RBB2" is 1 / 200, the probability of winning the bonus role "RBB3" is 1 / 4, and the probability of winning the bonus role "RBB4" is 1 / 15.
[0335] The replay role and the small role excluding the increase role are set to be winnable in RT0 (3 coins) and RT0 (1 coin), and the winning probability is set to be the same for RT0 (3 coins) and RT0 (1 coin). In addition, the small role "increase role" is set to be winnable only in RBB1, RBB2, RBB3, and RBB4.
[0336] As mentioned above, the probability of winning the bonus role "RBB2" in RT0 (3 coins) is set to be significantly higher than the probability of winning the bonus role "RBB1." In other words, the probability of winning the bonus role "RBB1" is significantly lower than the probability of winning the bonus role "RBB2." In other words, the bonus role "RBB1" can be considered a so-called premium bonus. Furthermore, the probability of winning the bonus roles "RBB3" and "RBB4" in RT0 (1 coin) is set to be significantly higher than the probability of winning the bonus roles "RBB1" and "RBB2" in RT0 (3 coins). In other words, RT0 (3 coins) is positioned as the so-called normal state where play basically stays. After being controlled in sequence from RT0 (3 coins) to RBB1 and RT0 (1 coin), play at RT0 (1 coin) is short, and the bonus role "RBB3" or "RBB4" is generally won within several games. Playing at RT0 (1 coin) can be considered a so-called high bonus probability state, where the probability of winning a bonus is relatively high. If the bonus role "RBB3" is won at RT0 (1 coin), the game is controlled to RBB3, and when play at RBB3 ends, the game is controlled back to RT0 (1 coin). On the other hand, if the bonus role "RBB4" is won at RT0 (1 coin), the game is controlled to RBB4, and when play at RBB4 ends, the game is controlled to RT0 (3 coins). In other words, when you are in RT0 (1 coin), whether you win the bonus role "RBB3" or the bonus role "RBB4" determines whether you can continue in the high bonus probability state or fall back to the normal state.
[0337] In addition to the gameplay described above, this embodiment achieves even more exceptional effects by adopting the following presentation design.
[0338] When the bonus role "RBB1" is won or a prize is awarded in RT0 (3 coins), it is advisable to use a large-scale effect. Specifically, when the bonus role "RBB1" is won or when play with RBB1 begins, it is advisable to use a long-term freeze effect. In addition, it is advisable to use more flashy effects such as visual effects, sound effects, light effects, and background music effects. In addition, it is advisable to use a more subdued effect when the bonus role "RBB3" is won or a prize is awarded in RT0 (1 coin) than when the bonus role "RBB1" is won or a prize is awarded.
[0339] Furthermore, the rate at which setting suggestion effects appear during RBB3 play should be higher than the rate at which setting suggestion effects appear during RBB1 play. Winning the bonus role "RBB1" during RT0 (3 coins) is a moment of maximum joy for players, as RBB1 is a premium bonus and also marks the transition from the normal state to a high bonus probability state. Therefore, even if setting suggestion effects are displayed when the bonus role "RBB1" is won, during play with RBB1, or at the end of play with RBB1, players may be so excited that they miss the effects. Furthermore, if they miss the effects, due to the low probability of winning the bonus role "RBB1," it is relatively difficult to win the bonus role "RBB1" again, which may even lead to a sense of despair for the player. On the other hand, there is a high probability of winning the bonus role "RBB3" in RT0 (1 coin), and after it ends, the system is controlled back to RT0 (1 coin), making it easy to win the bonus role "RBB3" again. Therefore, when the bonus role "RBB3" is won, or while playing with RBB3, or at the end of RBB3, there are relatively many opportunities to check the setting suggestion again even if you miss it once, making this a presentation setting that is easy to play, especially for beginner players.
[0340] Although an example of this embodiment has been described above, the following modified examples can be adopted instead of or in addition to this embodiment.
[0341] It has been explained that the number of bets that can be set when playing with RBB1 is 1, the number of bets that can be set when playing with RBB2 is 1, and the number of bets that can be set when playing with RT0 (1 coin), which is positioned as a high bonus probability state, is 1, but it is sufficient that only one bet number can be set, and the number of bets can also be set to 2 coins.
[0342] Furthermore, the net increase in coins (expected number of coins per game) in RBB3 play may be greater than the net increase in coins in other bonuses (RBB1, RBB2, RBB3). For example, this can be achieved by reducing the number of bets that can be set in RBB1 play compared to other bonuses, or by designing the winning combination so that the payout for small winning combinations in RBB1 play is greater than the payout for small winning combinations in other bonuses. Additionally, the end conditions for each bonus may be adjusted as appropriate. This can accelerate the number of coins won in RBB3 play, which has the potential for consecutive wins, allowing for a large number of balls to be won in a short period of time, increasing the fun factor.
[0343] In this embodiment, the symbol combination for the bonus combination "RBB3" is (orange-orange-orange), but this is not limited to this. It is desirable that the symbols be arranged within the retractable range of each of the rotating reels 6L, 6M, and 6R. Furthermore, rather than a symbol combination consisting of identical symbols such as (orange-orange-orange) or similar symbols such as (cherry 1-cherry 2-cherry 1), it is desirable to use a symbol combination that is difficult to tell at a glance what is lined up (a so-called "variable combination"), such as (bell-blank-replay). This eliminates the need for eye-pressing to win the bonus combination "RBB3," and makes it difficult to tell when the bonus combination "RBB3" has been won, making it difficult for the player to recognize that they have fallen from a high bonus probability state. In this configuration, when the player wins the bonus combination "RBB2," which allows the high bonus probability state to continue, a grand presentation is performed to induce joy in the player, and when the player wins the bonus combination "RBB3," which causes the player to fall out of the high bonus probability state, the winning is made difficult to recognize, which can arouse anticipation such as "I wonder if the high bonus probability state is still continuing," or arouse anxiety such as "Maybe the high bonus probability state has already ended," making the player excited. Furthermore, even when adopting a game system that uses a modest presentation in order to make the player aware to some extent of the winning of the bonus combination "RBB3," it is possible to alleviate the player's disappointment at falling out of the high bonus probability state by using a symbol combination that makes it difficult to recognize the winning combination and by using a modest presentation configuration.
[0344] In this embodiment, the symbol combination associated with the bonus role "RBB1" is (Red 7-Red 7-Red 7), but this is not limiting. It may be a symbol combination that makes it difficult for a player to recognize that a bonus role has been played. Specifically, the symbols arranged within the reel-retractable range of each reel 6L, 6M, and 6R may be a symbol combination that is difficult to determine at a glance, such as (Orange-Replay-Blank) (so-called "Barakeme"). When implementing this example, the number of bets that can be set for RBB1 play may be set to three, the same as for RT0 (3 coins). Furthermore, while the game was designed to only allow for the "increase role" to be won during RBB1 play, it may instead be designed to have the same role drawing and payout as for RT0 (3 coins) play, or to allow for the winning of some of the roles that can be won during RT0 (3 coins) play (e.g., the "bell" minor role) and the same payout as for RT0 (3 coins). Furthermore, it is recommended to minimize or completely avoid the use of winning hints or winning announcements when the bonus symbol "RBB1" is won. Furthermore, it is recommended to avoid using dedicated effects during RBB1 play and use effects similar to those used with RT0 (3 coins). This makes it difficult for players to realize that they have won or won the bonus symbol "RBB1" or are playing with RBB1 during RT0 (3 coins), making it difficult for players to realize that they have transitioned to a high-bonus probability state. This gives players surprise and delight, as if a series of RBB2, RT0 (1 coin), RBB2, and RBB2 high-bonus probability states and RBB2s has suddenly begun. Furthermore, if a player transitions to a high-bonus probability state and then wins the bonus symbol "RBB3" without winning the bonus symbol "RBB2," the player is unaware that the state has fallen back to the normal state, preventing disappointment and frustration.
[0345] Furthermore, the external signals from the gaming machine to the gaming parlor equipment may be output for control of RBB1, RBB2, and RBB3, but not for control of RBB4. Furthermore, the external signal for control of RBB3 and the external signal for control of either RBB1 or RBB2 may be configured to output the same signal, and the external signal for control of the remaining bonus may be configured to output a different signal.
[0346] In this embodiment, an example has been described in which one type of game state transition route is provided via the high bonus probability state. However, multiple game state transition routes may be provided, rather than providing only one type. For example, a bonus game state "RBB6" may be provided, which is controlled to RT0 (1 coin) when the termination condition is met, and a route that transitions from RT0 (1 coin), RBB3, and RT0 (1 coin) and another route that transitions from RT0 (1 coin), RBB6, and RT0 (1 coin) may be provided. Furthermore, the probability of winning the bonus role that triggers control to each bonus may be different for each of the two routes, or the termination conditions for each bonus game state may be different. Furthermore, the settable bet amount for each special route may be different, and the lower the settable bet amount, the greater the expected number of coins won while staying in the special route. Providing multiple game state transition routes as the high bonus probability state enriches the game and increases its enjoyment.
[0347] In this embodiment, by applying the gameplay and presentation design described above, the variety of games can be significantly improved compared to conventional games, and a highly entertaining gaming machine can be provided. [Explanation of symbols]
[0348] SM... slot machine, CU... card unit, 90... I / F board, 100... main control board, 101... main control CPU, 200... sub-control board, 201... sub-control CPU, 300... medal count control board, 301... medal count control CPU
Claims
[Claim 1] A gaming machine that is composed of a box-shaped cabinet and a front door that covers the front of the cabinet, in which games are played using gaming value and the gaming value is awarded according to the game results, a main control means for controlling the progress of a game; a transmitting means for transmitting communication information relating to the gaming value to the outside of the gaming machine; Equipped with The communication information output from the transmitting means is output to the outside of the gaming machine via a communication board, The main control board on which the main control means is installed is the main control means is installed on one surface of the main board, which is a main board mounting surface, and no electronic components including the main control means are installed on the other surface of the main board, which is a main board non-mounting surface, which is the opposite surface of the main board to the main board mounting surface; a first signal line is laid, the first signal line being connected to the main control means and for communicating the communication information; The communication board An electronic component is installed on one surface, which is a communication board mounting surface, and no electronic component is installed on the other surface, which is a communication board non-mounting surface, opposite to the communication board mounting surface, a second signal line for communicating the communication information is laid on the non-mounting surface of the communication board; The communication board is installed on the wall of the housing so that the mounting surface faces the inside of the housing. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2019076404A
Game machine
JP2019187772A