gaming machines

The gaming machine offers diverse special gaming states by aligning symbols to initiate special game states, addressing the limitations of conventional machines with simple push order guides.

JP2026043356AActive Publication Date: 2026-03-12ENTERRISE CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-28
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Conventional gaming machines provide limited special gaming states without complex processing, primarily announcing a push order guide upon winning a predetermined symbol.

Method used

A gaming machine with a main control unit controlling normal and special game states, a sub-control unit managing game presentations, spinning reels with symbols, and stop switches, offering various special game states initiated by aligned symbols, and determining the special game state type and stop switch operation mode.

Benefits of technology

Provides a variety of special gaming states without complex processing, enhancing player engagement through diverse gaming experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026043356000001_ABST
    Figure 2026043356000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of providing various special game states without executing complicated processing. [Solution] The gaming machine is equipped with a main control unit, a sub-control unit, multiple rotating reels, and multiple stop switches, and multiple types of special gaming states are prepared for the special gaming state. The main control unit is capable of determining in which of the multiple types of special gaming states the game will proceed, and the determined type of special gaming state can be started when a specific pattern out of multiple patterns is lined up as a stopped pattern on the multiple rotating reels, and the sub-control unit is capable of determining the operation mode of the stop switch to line up the specific pattern corresponding to the determined type of special gaming state.
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Description

[Technical Field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] Conventionally, gaming machines have been known in which the AT is started when a predetermined role (for example, a role corresponding to a red 7 symbol) is achieved during the AT preparation period, which begins after the AT lottery is won (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-130710 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, when a predetermined role is won, only a push order guide for winning the role is announced.

[0005] An object of the present disclosure is to provide a gaming machine that can provide a variety of special gaming states without executing complex processing. [Means for solving the problem]

[0006] The present disclosure provides: a main control unit capable of controlling game states including a normal game state and a special game state that is more advantageous than the normal game state; A sub-control unit capable of controlling game presentations; A plurality of spinning reels, each having a plurality of symbols arranged thereon; a plurality of stop switches corresponding to the plurality of reels, respectively, and capable of receiving an operation for stopping the rotation of the corresponding reel; Equipped with A plurality of types of special game states are prepared for the special game state, The main control unit It is possible to determine in which of a plurality of types of special game states the game will proceed, When specific symbols among the plurality of symbols are aligned as stopped symbols on the plurality of rotating reels, it is possible to start the determined type of special game state; The sub-control unit is capable of determining an operation mode of the stop switch for aligning the specific symbols corresponding to the determined type of special game state. It is an amusement machine. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to provide a gaming machine that can provide a variety of special gaming states without executing complex processing. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] A diagram explaining the state transition of the game area. [Figure 5] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 6] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 7] FIG. 10 is a diagram illustrating the number of monsters assigned to each category. [Figure 8] FIG. 10 is a diagram illustrating the placement numbers assigned to command numbers for each monster. [Figure 9] A diagram explaining the relationship between instruction numbers, monsters, and button press orders. [Figure 10]This is a diagram explaining the range (MY) and the difference in the favorable zone. [Figure 11] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 12] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 13] FIG. 10 is a flow chart showing the flow of the AT start processing. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 13. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0010] The slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals, as shown in Fig. 1. Note that Fig. 1 shows the slot machine 1 as seen from the front, and in the following, the top, bottom, left, and right of the page of Fig. 1 will be referred to as the top, bottom, left, and right of the slot machine 1.

[0011] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.

[0012] First, the card unit 7 connected to this slot machine 1 will be described below.

[0013] <Configuration of card unit 7> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0014] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.

[0015] The details of the card unit 7 are the same as those of a card unit connected to a conventional medal-less machine, and therefore detailed explanation will be omitted.

[0016] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."

[0017] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0018] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0019] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the cabinet 10 is inserted into the keyhole.

[0020] Furthermore, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish actual medals during play.

[0021] When store staff perform setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.

[0022] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101 (an example of an effect device), and an illumination unit 102 for performing various effects during a game.

[0023] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0024] The speaker 101 outputs predetermined sounds such as background music (BGM), sound effects (SE), operation sounds, and character voices. In this embodiment, the operator can adjust (set) the volume of the BGM, sound effects, and the like from the speaker 101 using a volume adjustment function that can be set on a menu screen, for example.

[0025] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0026] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.

[0027] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0028] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0029] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0030] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by emitting a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state.

[0031] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, and media management unit 620, which will be described later.

[0032] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.

[0033] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0034] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (acquired), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she possesses while playing a game.

[0035] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."

[0036] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0037] In this embodiment, the count button 44 is arranged in a position on the slot machine 1 that is visible to the operator.

[0038] More specifically, as shown in FIGS. 1 and 2, the count button 44 is arranged on the side of the operation unit 4 that is closer to the card unit 7 when the slot machine 1 is viewed from the front.

[0039] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.

[0040] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.

[0041] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.

[0042] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends.

[0043] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.

[0044] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an inoperable state. When the operation of the effect button 46 triggers the output of a winning notification effect for a special role or advantageous game state such as AT, the lamp can also flash rapidly in a color different from its normal illumination, such as red or rainbow colors.

[0045] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0046] The reset button 51 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."

[0047] The setting change button 52 is a button that is operated by a store staff member when one of multiple setting values ​​is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0048] While a game is in progress or while waiting to play, the cabinet 10 and the front door 100 are locked, so that no one other than a person with the right to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52.

[0049] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0050] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0051] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.

[0052] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.

[0053] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0054] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps advanced within 190 ms is 127.

[0055] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0056] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0057] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values ​​that can be used to play one game is automatically bet.

[0058] FIG. 1 shows an example in which an activated line L is formed from the bottom row of the left reel 20a, the middle row of the center reel 20b, and the bottom row of the right reel 20c. The activated line L is a virtual line for determining winning combinations. In this embodiment, one line L is activated when a MAX BET (maximum bet) of 3 is placed. In the slot machine 1 of this embodiment, one game can be executed by betting a game value of 3 and operating the lever 42.

[0059] In the following, "winning" is not only when a symbol that pays out game value, such as a bell or watermelon, lines up on the valid line L, but also when a symbol that corresponds to a specific symbol, such as a replay, chance symbol, or special symbol (bonus), that does not pay out game value, lines up on the valid line L.

[0060] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.

[0061] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0062] All the rotating reels 20a, 20b, 20c stop, and a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has been aligned (winning) on ​​the pay line L. This ends one game.

[0063] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.

[0064] <About game status> During play, the type of play area is set as shown in Figure 4, and one play state is set from among multiple play states as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.

[0065] The gaming state includes a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0066] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0067] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0068] The internal bonus state refers to a state in which a special role has been won by the internal lottery, but the winning of that special role has been carried over. In other words, the internal bonus state refers to a state in which the special role flag has been won by the internal lottery, but the symbols representing that special role have not been aligned on the valid line L, and the special role has not yet been won. Note that if the winning of a Type 1 BB is carried over, no further Type 1 BB lottery will be held.

[0069] The special role implementation state refers to a state in which a special role that has been won by an internal lottery has been won, and no gaming value has been paid out in excess of a predetermined amount.

[0070] During a game of the slot machine 1, the operator continues the game without winning the special role in the carried-over state, with the first game state remaining in the special role carried-over state.

[0071] As shown in FIG. 6, the second game state takes one of the general game state, AT (an example of a special game state), and CZ (Chance Zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.

[0072] The general game state is a state that is not AT or CZ, that is, a state in which an assist function (e.g., operation sequence navigator) does not occur (or occurs less frequently). For example, after RAM clear or after the end of AT (or CZ), until the start of AT draw (or CZ draw), the second game state is set to the general game state.

[0073] <Explanation of AT> AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the winning combination other than the special winning combination determined by internal draw is operating via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc.

[0074] The AT draw is performed according to the winning combination (winning of a rare combination, number of wins of a predetermined combination, etc.) determined by internal draw when the second game state is the general game state or CZ and the game section is an advantageous section. When AT is determined in the AT draw (an AT transition signal is generated), the second game state transitions from the general game state or CZ to AT.

[0075] In this embodiment, AT is not a so-called pseudo game but a process executed in this game. The AT in this embodiment has a game property in which, based on the winning of a predetermined combination, a friendly character attacks a monster during the execution of AT, and if the monster can be defeated within a predetermined number of games, the continuation of AT is guaranteed.

[0076] In this embodiment, as shown in Figure 6, three types of ATs are available: an "AT for monsters with a BAR symbol" that lasts for 25 games, an "AT for monsters with a red 7 symbol" that lasts for 40 or 50 games, and an "AT for monsters with a purple 7 symbol" that lasts for 60 games.

[0077] Here, since each AT has a net increase in gaming value per game of, for example, 3, the expected amount of gaming value gained is in the following order: AT of monster with purple 7 symbol > AT of monster with red 7 symbol > AT of monster with BAR symbol.

[0078] When the AT of this embodiment is executed, the following first to fourth processes are executed. The first to third processes are executed by the main control unit 61, and the fourth process is executed by the sub-control unit 63. Furthermore, when a signal indicating that the third process (or the second process and the third process) has been executed by the main control unit 61 is transmitted from the sub-control unit 63 by the main control unit 61, the fourth process is executed by the sub-control unit 63. In this way, by executing the fourth process by the sub-control unit 63 instead of the main control unit 61, it is possible to achieve a variety of effects and gameplay while reducing the capacity.

[0079] (First process) After the game zone shifts from the normal zone to the advantageous zone (for example, in the game that shifted to the advantageous zone, or in the game following the game that shifted to the advantageous zone), the first process is executed to determine which of the zones 1 to 3 of the first AT will be. When determining which of zones 1 to 3 will be used, it is determined by lottery based on a table corresponding to the internal stay mode or set value.

[0080] Specifically, as shown in Figure 7, category 1 is a category in which the ATs of monsters with a BAR pattern (corresponding to monsters A to D), monsters with a red 7 pattern (corresponding to monsters E to L), and monsters with a purple 7 pattern (corresponding to monsters M and N) can all be selected; category 2 is a category in which the ATs of monsters with a red 7 pattern and monsters with a purple 7 pattern can all be selected; and category 3 is a category in which only the AT of monsters with a purple 7 pattern can be selected.

[0081] That is, in category 1, the next AT may be any of the following monsters: a BAR monster, a red 7 monster, and a purple 7 monster; this is a state with more types of ATs than categories 2 and 3. On the other hand, in category 2, the next AT may be any of the following monsters: a red 7 monster and a purple 7 monster; this is a state with fewer types of ATs than category 1. In addition, in category 3, the next AT may be any of the following monsters: a purple 7 monster; this is a state with the fewest types of ATs than categories 1 and 2.

[0082] In addition, once selected, the AT category may be changed in the following cases: when a specified rare role is won, when a specified role is won multiple times in succession, when a specified point reaches a specified value, when a specified role is won in a specific game progress situation, etc.

[0083] (Second process) Furthermore, after it is determined that the AT will be entered (including when the AT lottery is won, when it is determined that the AT will continue, and when the number of games since the end of the previous AT reaches the so-called ceiling number of games and the entry into the AT is determined; the same applies below), the second process is executed, and a lottery is performed to determine which monster from the category selected in the first process will be used to enter the AT. In other words, the table in Figure 7 is not used in the first process, but the lottery is performed in the second process based on the table in Figure 7. In this way, only the category of the AT is determined in the first process, and the AT that will actually be executed is determined in the second process.

[0084] In addition, when the monster in the first AT is defeated and a monster is selected for the second or subsequent AT, a monster of a different type from the previous monster in the same category is selected. In this case, if a monster of the same type as the previous monster is selected, the monster listed directly below that monster in the list in Figure 7 is selected. For example, if monster C is selected consecutively, monster D directly below it in the list is selected.

[0085] (Third process) Next, a third process is executed. In the third process, a command number representing a group of corresponding symbols to be aligned (specifically, a BAR symbol and a 7 symbol) is determined based on the selected monster. When the third process is executed, either the first command number (a BAR symbol) or the second command number (a 7 symbol) is selected as the command number.

[0086] For example, as shown in FIG. 8, if the selected monster is one of monsters A to D, these monsters correspond to BAR symbol monsters, and therefore a number is assigned only to the first instruction number.

[0087] Also, if the selected monster is one of monsters E to L, these monsters correspond to the red 7 monsters, and therefore the first command number and the second command number are assigned numbers.

[0088] Also, if the selected monster is either monster M or N, these monsters correspond to the purple 7 monsters, so numbers are assigned to the first instruction number and the second instruction number.

[0089] In this way, the third process determines which symbol the player should line up. That is, when the selected monster is monster H and the first command number is selected, the player must first line up the BAR symbol, and when the second command number is selected, the player must line up the 7 symbol (i.e., the red 7 symbol).

[0090] (Fourth Process) Next, the fourth process is executed, and the operation mode for aligning the pattern based on the instruction number is determined on the liquid crystal screen 3 based on the type of monster selected, the instruction number selected, and the winning combination in the game in which specific patterns such as BAR patterns are aligned.

[0091] Note that Figure 9(a) is a diagram explaining the presentation process when the first role (for example, 3-piece role A or replay A; the same applies below) is won in a game in which specific symbols are lined up, and Figure 9(b) is a diagram explaining the presentation process when the second role (for example, 3-piece role B or replay B; the same applies below) is won.

[0092] Specifically, if the category selected in the first process is category 1, the monster selected in the second process is one of monsters A to D, and the first instruction number is selected in the third process, and the first role is won, as shown in Figure 9(a), the LCD screen 3 will display "Aim for the BAR!", along with a reverse push navigation (a navigation indicating that the stop switches 40 should be pressed in the order of the right stop switch 40c, the middle stop switch 40b, and the left stop switch 40a; the same applies below).

[0093] If the category selected in the first process is category 1 and the monster selected in the second process is any of monsters A to D, these monsters are BAR symbol monsters, so the second command number will not be selected in the third process, as shown in Figures 8 and 9(a). Therefore, only "Aim for the BAR!" is displayed on the LCD screen 3, and "Aim for the 7!" is not displayed.

[0094] Furthermore, if the category selected in the first process is category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the first instruction number is selected in the third process, and the first role is won, as shown in Figure 9(a), the LCD screen 3 will display "Aim for the BAR!" and a reverse push navigation.

[0095] In this case, after the BAR symbols are aligned, a change effect process is executed to indicate that the symbols to be aligned were different. Specifically, since monsters E to L are monsters corresponding to the red 7 symbol, after the BAR symbols are aligned, a change effect process is executed to indicate that the image suggesting the stopped symbol is upgraded from the BAR symbol to the red 7 symbol on the liquid crystal screen 3, that is, the AT to be started has been upgraded by one stage from the AT of the monster with the BAR symbol to the AT of the monster with the red 7 symbol. Note that, since the change effect process of this embodiment is performed as a main game, the stopped symbols on the rotating reels 20a, 20b, and 20c are not changed, and an effect is executed on the liquid crystal screen 3.

[0096] In this embodiment, for example, when a red 7 symbol monster is selected, "Aim for the BAR!" is displayed, and when a predetermined condition is met, such as when the BAR symbols are lined up, a change effect process is always generated. However, the present disclosure is not limited to this. In other words, when the predetermined condition is met, whether or not the change effect process is executed may be determined by lottery. In this case, even if the BAR symbols are lined up, the AT of the red 7 symbol monster begins, which can provide a sense of surprise to the player.

[0097] Next, if the category selected in the first process is category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the second instruction number is selected in the third process, and the first role is won, as shown in Figure 9(a), the LCD screen 3 will display "Aim for 7!" and a reverse push navigation.

[0098] In addition, when the division selected in the first process is one of divisions 1 to 3, the monster selected in the second process is one of monsters M or N, and the first instruction number is selected in the third process, and the first role is won, as shown in Figure 9 (a), "Aim for the BAR!" is displayed on the liquid crystal screen 3, and a reverse push navigation is displayed. In this case, as in the case described above, a change effect process is executed in which the image suggesting the stop pattern is upgraded from the BAR pattern to the purple 7 pattern after the BAR pattern is aligned, that is, the AT to be started is upgraded by two stages from the AT of the monster with the BAR pattern to the AT of the monster with the purple 7 pattern.

[0099] Furthermore, if the category selected in the first process is any of categories 1 to 3, the monster selected in the second process is any of monsters M or N, and the second instruction number is selected in the third process, and the first role is won, as shown in Figure 9(a), "Aim for 7!" will be displayed on the liquid crystal screen 3, along with a reverse pinch navigation (a navigation indicating that the stop switches 40 should be pressed in the order of right stop switch 40c, left stop switch 40a, and middle stop switch 40b; the same applies below), or a reverse push navigation. The performance control unit 630, which will be described later, will decide which navigation will be displayed.

[0100] At this time, if the reverse push navigation is displayed and the red 7 symbols are lined up, a change effect process is executed on the LCD screen 3 to upgrade the image suggesting the stopping symbol from the red 7 symbol to the purple 7 symbol, that is, to show that the AT to be started has been upgraded one level from the AT of a monster with a red 7 symbol to the AT of a monster with a purple 7 symbol.

[0101] As mentioned above, if the selected monster is, for example, one of monsters E to L, and the first role is won, the reverse push navigation will be displayed whether it is "Aim for BAR!" or "Aim for 7!"

[0102] Therefore, if the selected monster is one of monsters E to L and the first role is won, if the player aims for the red 7 symbol when "Aim for BAR!" is displayed, the red 7 symbol will line up but the AT will not start, and if the player aims for the BAR symbol when "Aim for 7!" is displayed, the BAR symbol will line up but the AT will not start.

[0103] In this way, in this embodiment, the AT is controlled to start when the symbols corresponding to the instruction number selected in the third process are aligned. In other words, the instruction number can be said to be a condition that indicates which symbols must be aligned to start the AT.

[0104] On the other hand, even if the red 7 symbol is aligned when the purple 7 symbol should be aligned, the AT will start. This is because the red 7 symbol and the purple 7 symbol have the same instruction number (second instruction number).

[0105] Furthermore, if the category selected in the first process is category 1, the monster selected in the second process is one of monsters A to D, and the first instruction number is selected in the third process, and the second role is won, as shown in Figure 9(b), the LCD screen 3 will display "Aim for the BAR!" and a reverse push navigation.

[0106] If the category selected in the first process is category 1 and the monster selected in the second process is any of monsters A to D, these monsters are BAR symbol monsters, so the second command number will not be selected, as shown in Figures 8 and 9(b). Therefore, only "Aim for the BAR!" is displayed on the LCD screen 3, and "Aim for the 7!" is not displayed.

[0107] In addition, if the category selected in the first process is category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the first instruction number is selected in the third process, and the second role is won, as shown in Figure 9(b), "Aim for the BAR!" is displayed on the liquid crystal screen 3, along with a reverse push navigation. In this case, after the BAR symbols are aligned, a change effect process is executed on the liquid crystal screen 3 to upgrade the image suggesting the stop symbol from the BAR symbol to a red 7 symbol.

[0108] Furthermore, if the category selected in the first process is category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the second instruction number is selected in the third process, and the second role is won, then "Aim for 7!" is displayed and a reverse sandwich navigation is displayed, as shown in Figure 9(b).

[0109] In addition, when the category selected in the first process is any one of categories 1 to 3, the monster selected in the second process is any one of monsters M and N, and the first instruction number is selected in the third process, and the second role is won, as shown in Figure 9(b), "Aim for the BAR!" is displayed on the liquid crystal screen 3, and a reverse push navigation is displayed. In this case, after the BAR symbols are aligned, a change effect process is executed on the liquid crystal screen 3 to upgrade the image suggesting the stop symbol from the BAR symbol to the purple 7 symbol.

[0110] In addition, if the category selected in the first process is any one of categories 1 to 3, the monster selected in the second process is any one of monsters M and N, and the second instruction number is selected in the third process, and the second role is won, as shown in Figure 9 (b), "Aim for 7!" is displayed on the LCD screen 3, and a reverse push navigation or reverse sandwich navigation is displayed. At this time, if the red 7 symbols are aligned, a change effect process is executed on the LCD screen 3, which subsequently upgrades the image suggesting the stop symbol from the red 7 symbol to the purple 7 symbol. On the other hand, if the purple 7 symbols are aligned, the AT to be started corresponds to the symbol to be aligned, so the change effect process is not executed.

[0111] In addition, when the monster M or N corresponding to the purple 7 symbol is selected in the first process and the second instruction number is selected in the second process, and the message "Aim for 7!" is announced, if the BAR symbol is aligned, the change effect process will not be executed because the BAR symbol is not the corresponding symbol for the second instruction number.

[0112] As described above, in this embodiment, two types of instruction numbers (groups of symbols) are prepared, but there are three types of candidate combinations of symbols to be matched, meaning that there are more candidate combinations of symbols to be matched than instruction numbers.

[0113] In other words, since the first instruction number contains only the BAR symbol, there is a one-to-one correspondence between the first instruction signal and the BAR symbol, but since the second instruction signal contains both the red 7 symbol and the purple 7 symbol, there is not a one-to-one correspondence between the second instruction number and the symbols that align with it.

[0114] In this embodiment, the specific symbols (symbol combinations) are aligned on an inactive line that is not an active line, but the specific symbols may be aligned on an active line. Also, even if the specific symbols are not aligned on a line, they may stop on any of the top, middle, or bottom rows of the three rotating reels 20a, 20b, and 20c of the reel window 20.

[0115] Also, in the case of the first instruction number, regardless of the type of AT (monster) that starts, and regardless of whether the first or second role is achieved, the push order is always the same in reverse push navigation. This is because the pattern combination that lines up on the invalid line is only one type: "BAR-BAR-BAR".

[0116] On the other hand, in the case of the second instruction number, the first stop is common (right stop switch 40c) depending on whether the first or second role is achieved, but the order of the second stop (middle stop switch 40b or left stop switch 40a) and third stop (left stop switch 40a or middle stop switch 40b) differs.

[0117] That is, in the case of the second instruction number, since there are two types of symbol combinations to be aligned (red 7 symbols, purple 7 symbols), there are also two types of pressing orders. For example, when the first winning combination is formed, there are provided a reverse pressing navigation for aligning the red 7 symbols and a reverse sandwiching navigation for aligning the purple 7 symbols. On the other hand, when the second winning combination is formed, different from when the first winning combination is formed, there are provided a reverse sandwiching navigation for aligning the red 7 symbols and a reverse pressing navigation for aligning the purple 7 symbols.

[0118] <CZ Explanation> CZ is, different from the modes described later, an example of a special game state, a zone where it can stay temporarily when it is neither in the general game state nor in AT, and is a period during which the AT lottery is executed.

[0119] Also, CZ enters when certain conditions are met, such as when winning in the CZ lottery conducted based on the winning combination determined by the internal lottery, when the number of cleared games in the advantageous section reaches the predetermined number of games, or when the accumulated points reach the predetermined value according to the progress of the game. In this CZ, the AT winning probability becomes higher than in the general game state, and the second game state is likely to shift to AT.

[0120] <Regarding the Game Section> The above-mentioned game section is a state (section) for determining whether the processing related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.

[0121] <The processing related to the instruction function is, for example, processing for exerting the instruction function (providing assistance), lottery for a mode (a mode in which the AT winning probability is determined, or a mode in which the AT bonus winning probability is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and the like.

[0122] A mode is a zone in which a player can stay in any of the normal gaming state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal gaming state, CZ, and AT. Furthermore, the player may stay in the same mode during the advantageous zone, not limited to the normal gaming state, CZ, and AT.

[0123] The normal zone is a zone in which processing related to the instruction function cannot be executed, but when the conditions for transition to the advantageous zone are met, the transition processing to the advantageous zone is executed. Note that while the gaming zone is the normal zone, the second gaming state is the general gaming state.

[0124] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone is maintained in this state from the time the gaming zone transitions to the advantageous zone until the specified termination condition is met.

[0125] The possible combination patterns of the game zones and the second game states in the slot machine 1 are summarized as follows: A pattern in which the game zone is a normal zone and the second game state is a normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - A pattern where the game zone is a favorable zone and the second game state is a CZ - A pattern in which the game zone is a favorable zone and the second game state is AT

[0126] <Configuration of control unit 6> The control unit 6 is composed of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the game value control board P2, and a sub-control unit 63 mounted on the sub-control board P3.

[0127] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a microcomputer and a storage unit (ROM, RAM, RWM).

[0128] The connection relationships and communication processes of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 11. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0129] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, allowing two-way serial communication to be performed.

[0130] The information and commands sent from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0131] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0132] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include game value data (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, winning roles, selected instruction number, AT of the selected monster, etc.

[0133] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0134] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0135] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is carried out from the main control board P1 to the operation unit 4 and the like.

[0136] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reels 20, ball output control, transfer request).

[0137] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.

[0138] The main control unit 61 is composed of a microcomputer implemented on the main control board P1, and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a setting value control unit 613, a section control unit 614, a game status control unit 615, an RT status control unit 616, and an error determination unit 617.

[0139] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0140] The game data includes the current number of games and game status (data indicating which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0141] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0142] The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.

[0143] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated.

[0144] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations that do not result in a payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order bell) that result in a payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0145] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and the player can win multiple game values ​​(for example, 10) according to the role. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.

[0146] Note that operation mode roles are also won and established during the general gaming state (for example, other than the AT, CZ, and special role implementation states). However, when an operation mode role is won during the general gaming state, the correct operation mode is not generally notified, so the operation mode role may be missed or the number of game values ​​paid out may be 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple game values ​​(for example, 10) will be paid out.

[0147] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0148] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c.

[0149] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0150] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0151] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0152] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0153] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of a plurality of setting values ​​(for example, 1 to 6) with different degrees of advantage in controlling the progress of the game based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0154] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific minor role such as a push-order-independent bell (also called a common bell), the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).

[0155] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0156] <Section Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0157] When the gaming zone is a normal zone, if the condition for transition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone.

[0158] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or transition to a normal zone (whether to end the favorable zone).

[0159] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (the advantageous zone difference described below) reaches +2400 (not limited to +2400, but may be, for example, +1000, +2000, etc.). Note that the forced termination condition may be, for example, when the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or when the game enters the CZ, which is a withdrawal zone, after the AT ends but the AT cannot be withdrawn in the CZ, resulting in a transition to the general gaming state.

[0160] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (especially the player) can earn a maximum gaming value of 1000 + 2400 = 3400.

[0161] In addition, when the slot machine 1 is powered on, the setting value is changed, or the RAM is cleared, the interval control unit 614 sets the game interval to a normal interval regardless of the previous game interval.

[0162] The section control unit 614 can transmit information about the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 or the like as information about the progress of the game.

[0163] <Game Status Control Unit 615> The gaming state control unit 615 implemented in the main control unit 61 sets the first gaming state and the second gaming state.

[0164] Specifically, the game state control unit 615 sets the first game state to one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to one of a general game state, an AT, and a CZ.

[0165] The gaming state control unit 615 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0166] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.

[0167] When a specific condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0168] In the special role non-carryover state, if a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.

[0169] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 615 shifts the first gaming state from the bonus internal state to the special combination execution state.

[0170] In addition, in the special role implementation state, if a specific condition is met or if the game value is paid out in excess of a predetermined number, the game state control unit 615 transitions the first game state from the special role implementation state to the special role non-carryover state.

[0171] Returning to FIG. 6, if the AT lottery is not won in the normal gaming state or CZ, the gaming state control unit 615 sets the second gaming state to the normal gaming state.

[0172] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to the normal gaming state.

[0173] In this way, the gaming state control unit 615 can transition the second gaming state between the normal gaming state and CZ, between CZ and AT, and between AT and the normal gaming state.

[0174] In addition, when the game state control unit 615 transitions the second game state to the AT, it first starts the AT preparation.

[0175] In addition, the gaming status control unit 615 executes a first process, a second process, and a third process.

[0176] In other words, the game status control unit 615 executes the first process after the game zone transitions from the normal zone to the advantageous zone (for example, the game that transitioned to the advantageous zone, or the game following the game that transitioned to the advantageous zone) to determine the category (category 1 to category 3) of the AT to be executed for the first time.

[0177] In addition, the game status control unit 615 executes the second process after the transition to the AT is confirmed (for example, during AT preparation) to determine which monster's AT will be executed. After executing the second process, the game status control unit 615 transmits the AT of the monster selected in the second process to the presentation control unit 630.

[0178] Furthermore, the game status control unit 615 executes a third process after the second process is executed to select either the first command number or the second command number. After executing the third process, the game status control unit 615 transmits the command number selected in the third process to the performance control unit 630.

[0179] Furthermore, if an AT start role (in this embodiment, any of 3-coin role A, Replay A, 3-coin role B, and Replay B) is won during AT preparation, and the player operates the stop switches 40a, 40b, and 40c in the manner notified by the performance control unit 630 described below, causing the pattern corresponding to the indicated number to stop, the game status control unit 615 will start the AT.

[0180] In other words, the game status control unit 615 starts the AT when a corresponding symbol corresponding to the specified number stops, and does not start the AT when a corresponding symbol not corresponding to the specified number stops.

[0181] Specifically, when a BAR pattern monster is selected, only the first command number is selected, so the game status control unit 615 starts the AT when the BAR pattern corresponding to the first command number is lined up, but does not start the AT when the red 7 pattern, which does not correspond to the first command number, is lined up.

[0182] If a monster with a red 7 symbol is selected, there is a possibility that the first instruction number and the second instruction number will be selected. In this case, the game status control unit 615 starts the AT after the change effect processing is executed if the first instruction number is selected and the BAR symbol is aligned, and starts the AT immediately if the second instruction number is selected and the red 7 symbol is aligned.

[0183] Also, when a monster with a purple 7 symbol is selected, there is a possibility that the first instruction number and the second instruction number are selected. In this case, when a BAR symbol or a red 7 symbol stops, the game status control unit 615 starts the AT after the change effect processing is executed, and when a purple 7 symbol stops, the AT starts immediately without executing the change effect processing.

[0184] Furthermore, when in an advantageous zone, the gaming state control unit 615 selects one of a plurality of modes (for example, a normal mode in which it is difficult to win the AT lottery, or a high-probability mode in which it is easy to win the AT lottery) relating to the progress of the game for the second gaming state. Then, the gaming state control unit 615 executes the AT lottery (or the AT additional lottery) at the AT winning probability (or additional probability) associated with the selected mode.

[0185] The gaming state control unit 615 can transmit information about the first gaming state and information about the second gaming state to the performance control unit 630 and the like as information about the progress of the game.

[0186] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one RT state among a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that a replay flag is established as a winning flag is defined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is won.

[0187] In this embodiment, in each RT state, the specifications of the internal lottery process (for example, an internal lottery table that defines which winning combination flags are established / are likely to be established) executed in response to a game start operation (operation on the lever 42) may be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for internal lottery are variously changed, and as a result, the diversity of the game is realized.

[0188] Note that information regarding the RT state (which RT state among RT0, RT1, etc.) can be used by the game state control unit 615, the effect control unit 630, etc. as information regarding game progress.

[0189] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0190] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0191] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0192] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0193] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.

[0194] The gaming value control unit 62 is configured by a microcomputer mounted on the gaming value control board P2, and functions as a medium management unit 620 and a function operation unit 621.

[0195] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0196] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0197] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0198] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0199] 10, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal gaming state or a special gaming state (CZ, AT). The difference in game value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as described below.

[0200] In addition, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone), as shown in Figure 10.

[0201] In this embodiment, when this advantageous zone difference number becomes +2400 (hereinafter, it is assumed to be +2400, but this is not limited to this and it may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the game transitions to the AT when the difference number becomes -300 after play in the advantageous zone has started, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.

[0202] In addition, the media management unit 620 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified termination condition being met other than when the advantageous zone difference number becomes +2400.

[0203] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.

[0204] 10, the media management unit 620 calculates a range (MY), which is the difference between the maximum and minimum values ​​of the difference number, using the difference number of game values, which is the cumulative value of the number of payouts of game values ​​minus the number of bets of game values ​​since the slot machine 1 was last powered on. Unlike the aforementioned advantageous zone difference number and the difference number of game values, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on.

[0205] This information about the range (MY) is used in the function operation unit 621 for the complete function, which will be described later.

[0206] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0207] The number of bets, the number of credits, the difference, etc. of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0208] <Function Activation Unit 621> The function operation unit 621 uses the information about the range (MY) generated by the medium management unit 620 to execute processing related to advance notification.

[0209] When the range (MY) is equal to or greater than the first range, for example, 18500, the function activation unit 621 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0210] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.

[0211] The gaming operations referred to here mean the operations required to play one game, and include the operation of the bet switch 41 for betting gaming value, in particular, as an operation for starting the spinning reel 20. When the complete function is activated, such gaming operations are not accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, the betting process for gaming value is not performed.

[0212] It should be noted that, for example, information relating to advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. In this way, the performance control unit 630 issues an advance notification.

[0213] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer performed by the performance control unit 630.

[0214] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.

[0215] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0216] The function activation unit 621 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.

[0217] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the audio output from the speaker 101).

[0218] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0219] The sub-control unit 63 is composed of a microcomputer mounted on the sub-control board P3, and functions as a performance control unit 630.

[0220] <Production control unit 630> The performance control unit 630 implemented on the sub-control board 63 executes a performance lottery to determine at least one of the following performance patterns: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0221] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0222] Furthermore, the performance control unit 630 executes a fourth process based on the monster selected in the second process by the main control unit 61, the instruction number selected in the third process, and the winning AT start role, to determine the operation mode of the stop switches 40a, 40b, and 40c. For example, when a monster with a purple 7 symbol and the second instruction number are selected, the performance control unit 630 determines whether to align the purple 7 symbol or the red 7 symbol. That is, the performance control unit 630 refers to the AT and instruction number of the monster scheduled to start determined by the main control unit 61, and uses the type of winning role that will be the AT start role that was won during the AT preparation state to determine what kind of push order navigation (reverse sandwich navigation or reverse push navigation) to display, and determines whether to align the purple 7 symbol or the red 7 symbol.

[0223] Furthermore, the performance control unit 630 notifies the determined operation mode through the liquid crystal screen 3 and the speaker 101. Specifically, as shown in Fig. 9, the performance control unit 630 causes the liquid crystal screen 3 and the speaker 101 to output one of "Aim for the BAR!" and reverse push navigation, "Aim for 7!" and reverse push navigation, or "Aim for 7!" and reverse sandwich navigation.

[0224] Furthermore, the effect control unit 630 executes a change effect process when a predetermined condition is satisfied. The change effect process is an effect in which, for example, when a monster with a red 7 symbol is selected, the first instruction number is selected, and "Aim for the BAR!" is announced, after the player has aligned the BAR symbols, the image suggesting the stopping symbol on the liquid crystal screen 3 is upgraded from the BAR symbol to the red 7 symbol.

[0225] Unlike the present embodiment, the performance control unit 630 may determine by lottery whether or not to execute the change performance process when a predetermined condition is met, rather than necessarily executing the change performance process.

[0226] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.

[0227] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0228] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0229] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43, and accept the operation of the bet switch 41, lever 42, etc. by the operator, provided that game value data has been transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0230] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0231] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).

[0232] The gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).

[0233] Next, the zone control unit 614 determines whether the gaming zone has become an advantageous zone because the conditions for transitioning to an advantageous zone have been met, or whether the gaming zone is an advantageous zone because the advantageous zone state is maintained (step S106).

[0234] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0235] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number begins) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the general gaming state and the CZ or AT).

[0236] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0237] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0238] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 causes the game to proceed in the AT (step S109).

[0239] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or greater.

[0240] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0241] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the advantageous section difference number is +2400 or more (step S111).

[0242] If the advantageous zone difference number is +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 terminates the AT, and the media management unit 620 initializes the advantageous zone difference number to zero (0), after which the processing returns to step S104.

[0243] On the other hand, when the favorable interval difference is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).

[0244] When the AT ends (S112: YES), the process returns to step S105.

[0245] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.

[0246] When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).

[0247] Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0248] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only powered off and then restored, the range (MY) is initialized and the complete function is released, but the favorable interval and the favorable interval difference are carried over.

[0249] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0250] <Flow of AT start process> Next, the AT start process of the present embodiment will be described using FIG. 13.

[0251] First, the flow branches based on whether or not the conditions for transitioning to the advantageous zone are met (step S201).

[0252] If the condition for transition to the advantageous zone is not met (S201: NO), the process repeats step S201.

[0253] On the other hand, if the condition for transition to the advantageous zone is met (S201: YES), the zone control unit 614 transitions the game zone from the normal zone to the advantageous zone (step S202).

[0254] Next, the game status control unit 615 executes the first process after the game zone transitions to the advantageous zone (for example, the game that transitioned to the advantageous zone) and determines the classification of the AT to be executed thereafter (step S203).

[0255] Next, the flow branches based on whether or not the transition to the AT has been confirmed (step S204).

[0256] If the transition to the AT has not been confirmed (S204: NO), the process repeats step S204.

[0257] On the other hand, if the transition to the AT is confirmed (S204: YES), the game status control unit 615 starts the AT preparation from that game onwards (step S205).

[0258] Next, the game status control unit 615 executes the second process to determine the AT of the monster (step S206). Information on the AT of the monster selected in the second process is transmitted from the game status control unit 615 to the performance control unit 630.

[0259] Next, the game status control unit 615 executes a third process to determine a command number (step S207). The command number selected in the third process is transmitted from the game status control unit 615 to the performance control unit 630. Note that, without being limited to the present disclosure, the third process may be executed after step S209 and immediately before step S210, which will be described later.

[0260] Next, the internal drawing unit 610 executes an internal drawing and determines the winning combination (step S208).

[0261] Next, the flow branches based on whether or not the AT start role has been won as a result of the internal lottery (step S209). The result of the winning role is sent from the main control unit 61 to the sub-control unit 63, and the determination of whether or not the AT start role has been won may be executed by each of the main control unit 61 and the sub-control unit 63, or the determination result of whether or not the AT start role has been won may be sent from the main control unit 61 to the sub-control unit 63.

[0262] If the AT starting role is not won (S209: NO), processing proceeds to step S208.

[0263] On the other hand, if the AT starting role (first role or second role) is a winning role (S209: YES), the performance control unit 630 executes the fourth process based on the selected monster, the selected instruction number, and the winning role, and determines and notifies the operation mode for stopping the corresponding pattern (step S210).

[0264] Next, the flow branches based on whether or not the corresponding symbol corresponding to the instruction number has stopped (step S211).

[0265] If the corresponding symbol has not stopped (S211: NO), the process proceeds to step S208.

[0266] On the other hand, if the corresponding symbol stops (S211: YES), the flow branches based on whether or not the state is such that the change effect processing should occur (step S212). For example, if the AT to be executed is the AT of a monster with a red 7 symbol, and the instruction number is the first instruction number, and the player lines up the BAR symbol, the state is such that the change effect processing should occur.

[0267] If the state is not such that the change effect process should occur (S212: NO), the process proceeds to step S214, which will be described later.

[0268] On the other hand, if the state is such that the change effect process should occur (S212: YES), the effect control unit 630 executes the change effect process of upgrading the image suggesting the stop pattern to a different image (step S213).

[0269] Next, the game status control unit 615 starts the selected AT (step S214). After that, the AT start processing of the present disclosure ends. The AT start process is executed according to the above procedure.

[0270] In summary, the slot machine 1 of the present disclosure has the following features: A gaming state control unit 615 (an example of a main control unit) capable of controlling gaming states including a normal gaming state and an AT (an example of a special gaming state) that is more advantageous than the normal gaming state; A performance control unit 630 (an example of a sub-control unit) capable of controlling game performance; a plurality of reels 20a, 20b, and 20c on each of which a plurality of symbols are arranged; a plurality of stop switches 40a, 40b, 40c corresponding to the plurality of spinning reels 20a, 20b, 20c, respectively, and capable of receiving an operation for stopping the spinning of the corresponding spinning reels 20a, 20b, 20c; Equipped with There are multiple types of ATs available (for example, ATs for monsters with BAR symbols, ATs for monsters with red 7 symbols, and ATs for monsters with purple 7 symbols). The game status control unit 615 is It is possible to determine which type of AT to use to play the game among multiple types of ATs, When a specific symbol (for example, a red 7 symbol) among multiple symbols is aligned as a stopped symbol on multiple rotating reels 20a, 20b, and 20c, it is possible to start a determined type of AT. The performance control unit 630 can determine the operation mode of the stop switches 40a, 40b, 40c to align the red 7 symbol corresponding to the determined type of AT.

[0271] <Effects of the invention> Conventionally, gaming machines have been known in which the AT starts when a predetermined role (for example, a role corresponding to a red 7 symbol) is achieved during the AT preparation period, which begins after the AT lottery is won.

[0272] However, in conventional gaming machines, when a predetermined role is won, only a push order guide for winning the role is announced.

[0273] In contrast, the slot machine 1 disclosed herein is provided with multiple types of ATs, and the performance control unit 630 can determine the operation mode of the stop switches 40a, 40b, and 40c to align specific patterns corresponding to the type of AT determined by the game status control unit 615.

[0274] The gaming state control unit 615 can start the selected type of AT when a specific symbol among multiple symbols is aligned as a stopped symbol on the multiple rotating reels 20a, 20b, and 20c. That is, for example, even if the AT of a monster with a red 7 symbol is selected, if the first instruction number is selected, the gaming state control unit 615 can start the AT when the BAR symbol is aligned.

[0275] In this way, according to the slot machine 1 of the present disclosure, various patterns of operation of the stop switches 40a, 40b, 40c for starting the selected AT are presented, and the AT starts when the operation performed by the player matches the selected operation pattern. This allows the player to experience a game that is full of surprises.

[0276] Thus, according to the present disclosure, it is possible to provide a gaming machine that can provide a variety of special gaming states without performing complex processing.

[0277] In the present disclosure, the main control unit 61 only determines the condition (instruction number) that triggers the start of AT with regard to information regarding the operation mode for aligning symbols, and the operation mode for aligning symbols is determined by the sub-control unit 63, not the main control unit 61. In this way, since the main control unit 61 does not determine the operation mode, the capacity of the main control unit 61 can be reduced, and also, the game play and presentation can be made more flexible.

[0278] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0279] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0280] Unlike the above embodiment, when the effect control unit executes the change effect process, the spinning reel control unit may be able to perform reel control to change the stopped symbol on the spinning reel to a different symbol.

[0281] The operation mode notified by the performance control unit may not be the order of pressing, but may be the timing of the operation (i.e., the timing of the key press), or the timing of the operation and the order of pressing.

[0282] Further, although the first instruction number has been described as an example in which there is one corresponding BAR symbol combination, there may be multiple corresponding symbol combinations.

[0283] In addition, in the above embodiment, an example was described in which the corresponding 7-symbol combinations for the second instruction number were two types, namely, a red 7 symbol and a purple 7 symbol, but in addition to these, three or more symbol combinations may be provided, such as a white 7 symbol.

[0284] 9(a) and 9(b) in the second instruction number, when some of the pressing orders are the same (the stop switch to be pressed first is the same) but some are different (the stop switches to be pressed second and third are different), the middle stop switch may be pressed first, or the left stop switch may be pressed first. Also, there may be no common pressing order, and the entire pressing order may be different.

[0285] In the above embodiment, the change effect process is described in which the image suggesting the stop symbol is upgraded from a first symbol (for example, a red 7 symbol) to a second symbol (for example, a purple 7 symbol), but the present disclosure is not limited to this. For example, instead of upgrading, a change effect process may be executed in which the symbol is changed to another symbol of the same rank, or a change effect process in which the symbol is demoted may be executed.

[0286] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, and a device for continuously operating a special feature related to a second-class special feature.

[0287] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0288] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the playing zone from the advantageous zone to the normal zone.

[0289] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may also be used to determine whether or not to activate the complete function.

[0290] Furthermore, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may also be an ART (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0291] Although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine will have components such as a medal insertion slot, a medal payout slot, and a hopper.

[0292] In addition, although the above embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.

[0293] 11 shows an example in which the main control unit and the gaming value control unit are mounted on separate control boards, but the main control unit and the gaming value control unit may be mounted on the same control board. Also, the main control unit and the gaming value control unit may be configured by separate microcomputers, or may be configured by the same microcomputer. [Explanation of symbols]

[0294] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit (main control unit) 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit (Sub-Control Unit)

Claims

1. a main control unit capable of controlling game states including a normal game state and a special game state that is more advantageous than the normal game state; A sub-control unit capable of controlling game presentations; A plurality of spinning reels, each having a plurality of symbols arranged thereon; a plurality of stop switches corresponding to the plurality of reels, respectively, and capable of receiving an operation for stopping the rotation of the corresponding reel; Equipped with A plurality of types of special game states are prepared for the special game state, The main control unit It is possible to determine in which of a plurality of types of special game states the game will proceed, When specific symbols among the plurality of symbols are aligned as stopped symbols on the plurality of rotating reels, it is possible to start the determined type of special game state; The sub-control unit is capable of determining an operation mode of the stop switch for aligning the specific symbols corresponding to the determined type of special game state. Gaming machine.

2. The special game state is an AT or ART in which the correct operation mode of the stop switch is notified when an operation mode role that wins a prize when the operation mode of the stop switch is a correct operation mode is won. The gaming machine according to claim 1.

3. The main control unit is capable of determining an instruction symbol representing a group of the specific symbols corresponding to the determined type of the special game state, The sub-control unit is capable of determining the operation mode corresponding to the specific symbol to be aligned by referring to the type of the special game state and the instruction symbol determined by the main control unit. The gaming machine according to claim 1.

4. Even if the instruction symbols are the same, the specific patterns that are aligned may differ depending on the operation mode. The gaming machine according to claim 3.

5. an internal lottery unit capable of determining a winning combination based on the player's operation; Furthermore, Depending on the type of the winning combination, even if the operation mode is different, the same specific symbols may be aligned. The gaming machine according to claim 1.

Citation Information

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