Gaming machine
By implementing a winning type lottery, reel control, and gaming state control mechanisms, the gaming machine addresses the increasing program capacity issue, achieving efficient data management and reducing the risk of data compression on the main control board.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2026-03-25
AI Technical Summary
The increasing program capacity required for game control processes in slot machines due to diversification of gaming and production states poses a risk of compressing the used area in the ROM of the main control board.
The gaming machine incorporates a winning type lottery, reel control, gaming state control, and payout control mechanisms that determine game states and payouts without counting winning combinations or game times, reducing the program capacity needed on the main control board.
This approach effectively reduces the program capacity on the main control board, enhancing the gaming machine's efficiency and reducing the risk of data compression.
Smart Images

Figure 2026052779000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a slot machine as a gaming machine, there are provided a plurality of types of gaming states and production states that differ in the degree of advantage (gaming profit) for the player, and the gaming state and the production state are shifted according to the progress of the game (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a slot machine, a program related to a game control process for controlling the progress of the game must be stored in the used area (control area + data area) in the ROM of the main control board. However, in recent slot machines, with the diversification of the gaming state and the production state, the program capacity related to the game control process for controlling the progress of the game has a tendency to increase, and there is a risk that the used area in the ROM of the main control board will be compressed.
[0005] In view of such problems, an object of the present invention is to provide a gaming machine capable of reducing the program capacity of the main control board.
Means for Solving the Problems
[0006] To solve the above problems, the gaming machine of the present invention comprises: a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a reel control means for controlling the rotation of a plurality of reels, each having a plurality of symbols arranged thereon, based on the operation of a start switch, and stopping the reels corresponding to the operated stop switches in response to the operation of stop switches corresponding to the rotating reels; a gaming state control means for transitioning to one of a plurality of gaming states, including a non-internal gaming state, a bonus internal gaming state transitioned to based on winning a bonus role in the non-internal gaming state, and a bonus active gaming state transitioned to based on winning a bonus role; and a payout control means for paying out gaming value. The bonus-operating game state terminates when the amount of game value paid out during the bonus-operating game state reaches a predetermined value. The bonus-operating game state includes a specific game state that terminates when the number of times a winning combination is achieved reaches a predetermined number of times, or when a predetermined number of games are played. In the specific game state, it is not possible to win a winning combination that does not include any winning combinations, and a uniform amount of game value is paid out regardless of the winning combination. The game state control means determines whether the termination condition for the specific game state has been met based on the amount of game value paid out during the bonus-operating game state, without counting the number of times the winning combination is achieved or the number of games played. [Effects of the Invention]
[0007] According to the present invention, it is possible to reduce the program capacity of the main control board. [Brief explanation of the drawing]
[0008] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3]This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 8] This is an explanatory diagram to explain the winning roles. [Figure 9] This diagram shows the draw table for the winning categories. [Figure 10] This is an explanatory diagram to illustrate the transitions between game states. [Figure 11] This is an explanatory diagram to show the details of the game state while the RBB (Real-Bonus) is active. [Figure 12] This is a timing chart explaining the progress of the game during the RBB (Regular Bonus) and RB (Regular Bonus) game states. [Figure 13] This is a timing chart explaining the progress of the game during the RBB (Regular Bonus) and RB (Regular Bonus) game states. [Figure 14] This is an explanatory diagram illustrating the progress of a game while the RBB (Real Money Box) is active. [Figure 15] This flowchart shows the overall flow of gameplay during the RBB (Real Big Bonus) activation state. [Figure 16] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 17] This is an explanatory diagram showing the memory map. [Figure 18] This is an explanatory diagram showing the work area for game control processing in the main RAM. [Figure 19] This is a flowchart illustrating the determination process of the performance state control means. [Figure 20] This is an explanatory diagram showing the work area for game control processing in the main RAM. [Figure 21]It is a flowchart for explaining the determination process of the performance state control means. [Figure 22] It is an explanatory diagram for explaining the order of setting values. [Figure 23] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 24] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 25] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 26] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 27] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 28] It is an explanatory diagram for explaining the stop control of the reel control means. [Figure 29] It is an explanatory diagram for explaining the winning probability of minor roles. [Figure 30] It is an explanatory diagram for explaining the winning roles. [Figure 31] It is a diagram showing the winning type lottery table. [Figure 32] It is an explanatory diagram for explaining the stop control of the reel restriction means. s [Figure 33] It is an explanatory diagram for explaining the stop control of the reel restriction means. [Figure 34] It is an explanatory diagram for explaining the stop control of the reel restriction means. [Figure 35] It is an explanatory diagram for explaining the stop control of the reel restriction means. [Figure 36] It is an explanatory diagram for explaining the stop control of the reel restriction means. [Figure 37] It is an explanatory diagram for explaining the stop control of the reel restriction means. [Figure 38] It is an explanatory diagram for explaining the winning probability of minor roles. [Figure 39] It is an explanatory diagram for explaining the stop control when shifting to the AT performance state. [Figure 40]This is an explanatory diagram for illustrating other stop controls that occur when transitioning to the AT (Automatic Transmission) performance state. [Modes for carrying out the invention]
[0009] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.
[0010] (Mechanical configuration of slot machine 100) Slot machines 100, as a form of amusement, can be divided into two types: those that use physical tokens to advance the game, and those that do not. The latter is sometimes called a smart pachislo. Here, we will explain using a smart pachislo as an example of a slot machine 100. In a smart pachislo, instead of physical tokens, electronic tokens are used as electronic game value for the game.
[0011] Figure 1 is an external view illustrating the general mechanical configuration of slot machine 100. Figure 2 is an external view of slot machine 100 with the front door open, illustrating the general mechanical configuration of slot machine 100. Figure 2(a) shows the front door viewed from the rear, and Figure 2(b) shows the casing viewed from the player's side.
[0012] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the housing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110. Furthermore, among the patterns shown in Figure 3(a), patterns that decorate the number "7," which is generally considered a lucky number, patterns that decorate the string "BAR," which originates from the word for chewing gum, and symbols that imitate the representative characters of the slot machine 100 may be formed with a larger vertical and / or horizontal width than other patterns, or they may be represented in a color that is easily distinguishable from others, or they may be configured to allow the backlight of the reels 110 to pass through. When a large winnings are awarded, such patterns that decorate the number "7" may be displayed in a straight line in the pattern display window 108 to notify the winnings.
[0013] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game token count display device 128, a main segment display unit 130, and the like.
[0014] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the total number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game, which is the game value number, is sometimes referred to as the "number of game tokens," and the memory area that holds the number of game tokens is sometimes referred to as the "token holding unit." Betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding unit through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, which will be described in more detail later. The entity that performs betting in this way is sometimes referred to as the inserting means.
[0015] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.
[0016] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.
[0017] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens that were bet to the token holder (adds them to the number of game tokens).
[0018] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.
[0019] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has two operation options: a "short press" with a pressing time of less than 500 msec and a "long press" with a pressing time of 500 msec or more. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after the pressing time is 500 msec. If the number of game tokens is less than 50 while the switch is long pressed, all remaining game tokens will be counted. If the counting switch 126 is operated while gameplay is possible, the counting process will always be executed regardless of the game state at that time. Here, "while play is possible" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play on the slot machine 100, and count the results of the game). If the slot machine 100 is powered ON but the dedicated unit 300 is not powered ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of tokens counted will be lost even if the slot machine 100 accepts operation of the counting switch 126. Therefore, operation of the counting switch 126 is disabled, and that period is not included in "while play is possible". In addition, the periods in which the slot machine 100 does not (cannot) proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states that require recovery processing such as reset, are also not included in "while play is possible".
[0020] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum number of tokens inserted (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If the value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the dispensing process for electronic tokens (described later), and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined holding limit, for example, 16369, an error notification (token overload error notification) is issued, restricting the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are disabled. In addition, the token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.
[0021] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).
[0022] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.
[0023] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the off position to the on position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the player as a whole (higher expected number of coins won). When the setting change switch is pressed while the setting can be changed, the setting value displayed on the main segment display unit 130 (sometimes called the setting value display means) is incremented by 1. For example, once the setting is changed to one of the six setting values, and the start switch 118 is operated, the setting value is confirmed, and the setting change mode ends and the game can be played by returning the setting key to its original position (OFF position). Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.
[0024] In this type of slot machine 100, physical tokens are not required, making it possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. Furthermore, since there is no need to install a mechanism for inserting and dispensing tokens inside the gaming machine, design and manufacturing costs can be reduced. In addition, fraud prevention is possible by centrally managing the lending of electronic tokens to players and the counting of electronic tokens won. Moreover, by centrally managing the data, it is possible to curb the element of gambling and, consequently, strengthen measures against addiction.
[0025] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holder. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0026] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.
[0027] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.
[0028] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0029] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.
[0030] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.
[0031] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.
[0032] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.
[0033] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.
[0034] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one downward sloping line) connecting the positions corresponding to the symbols that stop on the upper row of the left reel 110a, the middle row of the middle reel 110b, and the lower row of the right reel 110c. Invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 dispenses a number of electronic tokens (value) corresponding to the winning combination to the token holder (added to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).
[0035] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.
[0036] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation that is advantageous to them.
[0037] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.
[0038] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.
[0039] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.
[0040] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0041] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.
[0042] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0043] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.
[0044] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.
[0045] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0046] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.
[0047] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the transition process S170 is completed, the game ends.
[0048] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holder is inserted via the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.
[0049] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.
[0050] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.
[0051] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.
[0052] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.
[0053] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.
[0054] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.
[0055] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance pattern for the game to be played by each device, the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138, based on the received commands.
[0056] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.
[0057] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.
[0058] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0059] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.
[0060] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.
[0061] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.
[0062] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.
[0063] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.
[0064] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.
[0065] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.
[0066] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.
[0067] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.
[0068] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.
[0069] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.
[0070] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of the medal RAM 260c is used as a medal holding area. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.
[0071] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.
[0072] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.
[0073] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holder in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.
[0074] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0075] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. The initialization means 270 continuously generates backup data while the power is on and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding unit, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.
[0076] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holder has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.
[0077] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.
[0078] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.
[0079] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.
[0080] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.
[0081] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".
[0082] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.
[0083] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.
[0084] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.
[0085] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.
[0086] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.
[0087] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.
[0088] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.
[0089] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.
[0090] In this embodiment, as shown in the winning combination table in Figure 8, the winning combination "RBB" is provided as a bonus combination. In addition, the winning combinations "Replay 1" to "Replay 5" are provided as replay combinations. In addition, the winning combinations "Small Combination 1" to "Small Combination 36" are provided as small combinations. In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, the winning combinations "Small Combination 1" and "Small Combination 2" may be abbreviated as the winning combination "15-coin combination", the winning combinations "Small Combination 3" to "Small Combination 7" may be abbreviated as the winning combination "3-coin combination", and the winning combinations "Small Combination 8" to "Small Combination 36" may be abbreviated as the winning combination "1-coin combination".
[0091] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.
[0092] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 5", "Small Win 1" to "Small Win 5", and "Small Win 8" to "Small Win 12" are arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Small Win 6", "Small Win 7", and "Small Win 13" to "Small Win 36" are not necessarily arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.
[0093] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each type of game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section. For example, the probability of winning the "weak cherry" type in winning area 24 during the RBB internal game state is higher than the probability of winning in the non-internal game state by the amount of the "RBB" type in winning area 42 (because the winning probabilities are different), so it is a winning type that cannot be drawn during the advantageous section lottery.
[0094] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.
[0095] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.
[0096] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.
[0097] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.
[0098] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".
[0099] For example, if the winning type "Bat Order Bell 3_1_A" in the winning area 10, which is a selected winning type, is won, and the correct operation (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "15-coin role"), which is the correct role with a payout of 15 coins (resulting in the symbols "Bell", "Bell", and "Bell" being aligned in a straight line on invalid line B1), is stopped so that it is preferentially displayed on valid line A through so-called coin-priority control. Also, if the operation is performed with batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on valid line A through so-called number-priority control. However, if the operation is performed in the 1st or 2nd turn, the symbol combination corresponding to the winning "single-coin" combination will be awarded with PB=1, but if the operation is performed in the 4th turn, the symbol combination corresponding to the winning "single-coin" combination will only be awarded with a probability of 1 / 2, and if the operation is performed in the 5th or 6th turn, the symbol combination corresponding to the winning "single-coin" combination will only be awarded with a probability of 1 / 4.
[0100] Furthermore, the probability of winning (number of placements) for the selected winning types in winning areas 10-17 (winning types "Batting Order Bell 3_1_A" to "Batting Order Bell 6_2_A") and the probability of winning for the selected winning types in winning areas 18-25 (winning types "Batting Order Bell 3_1_B" to "Batting Order Bell 6_2_B") are set to be equal. Since players normally cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult for them to win the correct combination. In addition, in the non-AT performance state described later, the operation of the player's stop switch 120 is restricted to batting order 1 and 2 (regular operation patterns (forward pressing, sandwich pressing)), and a penalty is given if the player operates in any other batting order 3-6 (irregular operation patterns), thereby reducing the opportunities for the player to win the correct combination and making it more difficult for the player to increase the number of electronic tokens they possess. Here, a penalty occurs when a player proceeds with the game contrary to the designer's intention (in this case, stopping the stop switch 120a as the first stop), and the resulting game profit is reduced compared to when the game is played according to the designer's intention. Also, as described above, even if the stop switch 120 is operated in a manner that prioritizes the display of incorrect combinations, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the 16 winning types in winning areas 10 to 25 may be simply abbreviated as the winning type "Bat Order Bell".
[0101] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.
[0102] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Several types of game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.
[0103] The non-internal game state is a game state that corresponds to the initial state in multiple types of game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).
[0104] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the following winning types are available: "1-coin ALL payout change 1" is set in winning area 1, "1-coin ALL payout change 2" is set in winning area 2, and "1-coin ALL" is set in winning area 3. When "1-coin ALL payout change 1" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small role 1" to "Small role 7" is displayed on active line A. When "1-coin ALL payout change 2" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small role 3" to "Small role 7" is displayed on active line A. When "1-coin ALL" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small role 1" to "Small role 36" is displayed on active line A. In this case, the expected number of coins won per game during RBB operation is low due to the configuration of the small roles.
[0105] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).
[0106] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).
[0107] In the middle game state inside the RBB, the winning probability of the replay winning combination is set to approximately 1 / 7.3. Also, in the middle game state inside the RBB, it is not possible to win the winning category "LOSE". In other words, if it is not possible to display the symbol combination corresponding to the winning combination "RBB" on the active line A in the winning game of the winning combination "RBB", then afterwards, smaller winning combinations or replay winning combinations will be preferentially stopped and controlled on the active line A over the winning combination "RBB", so it is not possible to display the symbol combination corresponding to the winning combination "RBB" on the active line A. Therefore, once the game state transitions to the middle game state inside the RBB, afterwards, the middle game state inside the RBB will be maintained without the game state transitioning. Here, while maintaining such a middle game state inside the RBB, the AT production state is realized in that middle game state inside the RBB.
[0108] Here, as the game state during RBB operation, the RBB of the first specification is adopted. The RBB of the first specification can be realized by satisfying the following conditions. (1) The specified number in the non-internal game state is fixed at 3, and the specified number in the game state during RBB operation is fixed at 2. (2) The payout rate in the non-internal game state < the payout rate in the game state during RBB operation. (3) The probability of each winning category (condition device) in the non-internal game state < the probability of each winning category in the game state during RBB operation. (4) The total probability of the winning combinations related to winning in the non-internal game state < the total probability of the winning combinations related to winning in the game state during RBB operation. (5) The total probability of the winning combinations related to winning in the game state during RBB operation = 100%. (6) If a smaller winning combination that pays out 2 or more coins in the non-internal game state wins in the game state during RBB operation, 1 coin is paid out. By satisfying such conditions, the RBB of the first specification will not be considered to have a degraded performance as a game device. Note that the change in the payout number (prize) when a smaller winning combination wins may be from 2 or more (non-internal game state) to 1 (game state during RBB operation), or from 3 or more (non-internal game state) to 2 (game state during RBB operation), or a mixture of the change from 2 or more to 1 and the change from 3 or more to 2 may also be possible.
[0109] Thus, in the first specification of RBB, the number of coins paid out can be changed between the non-internal game state and the RBB-operated game state when a minor role is won. In the winning role table shown in Figure 8, for example, in the non-internal game state and the RBB-internal game state, the winning role "minor role 1" is set to pay out 15 coins. Therefore, when the winning role "minor role 1" is won in the RBB-internal game state, the payout control means 220 pays out 15 coins, which is the number of coins that corresponds to the winning role "minor role 1". On the other hand, when the winning role "minor role 1" is won in the RBB-operated game state, the payout control means 220 limits the number of coins that corresponds to the winning role "minor role 1" from 15 to 1 coin and pays it out. In this way, a payout of 1 coin can be achieved in the RBB-operated game state. In this example, the winning combination table shown in Figure 8 is shared between the non-internal game state and the RBB (Replay Big Bonus) activated game state, and in the RBB activated game state, the payout control means 220 limits the payout to one coin. However, the winning combination table may be different for the non-internal game state and the RBB activated game state, not limited to this case. For example, a winning combination table like the one in Figure 8 may be prepared for the non-internal game state, and a winning combination table in which the payout for all small wins is set to one coin may be prepared for the RBB activated game state. In this case, the payout control means 220 can determine the payout amount by referring to different winning combination tables for the non-internal game state and the RBB activated game state, thereby achieving a payout of one coin in the RBB activated game state. Thus, the winning combination table may be shared between the non-internal game state and the RBB activated game state, and the payout amount may be limited (changed) at the time of payout, or different winning combination tables may be provided for each.
[0110] In the first specification of RBB, the total probability of winning combinations related to winning during RBB operation must be 100%, but the payout for all small wins can be set to 1 coin. Therefore, during RBB operation, the player bets 2 electronic tokens and receives a payout of 1 token. This makes it possible to set the payout rate during RBB operation to 50% (1 token / 2 tokens). Thus, it is possible to achieve a specification where the RBB operation state has the function of having a higher probability of winning combinations related to winning combinations than the non-internal game state or the RBB internal game state, while the RBB operation state is inferior to the RBB internal game state in terms of electronic token acquisition performance.
[0111] Furthermore, instead of the first specification of RBB, a second specification of RBB (Accel RBB) may be applied. In the second specification of RBB, during the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, thus increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, during the RBB operation game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for the player to increase their number of electronic medals. Therefore, even with this second specification of RBB, it is possible to achieve a specification where the RBB operation game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, while the RBB operation game state is inferior to the RBB internal game state in terms of electronic medal acquisition performance.
[0112] In the second specification of RBB (Accel RBB), multiple types of correct winning combinations must be prepared. Here, there are only 5 patterns of symbol combinations in which the symbols "bell", "bell", and "bell" line up in a straight line on the active line A or on the invalid line. Therefore, if more than 6 types of correct winning combinations are required, it is necessary to include small winning combinations in which the "bell" symbols do not line up in a straight line, such as symbol combinations that form a so-called small V shape, where the "bell" symbol is located in the upper position of the left reel 110a, the middle position of the middle reel 110b, and the upper position of the right reel 110c, or symbol combinations that form a so-called small mountain shape, where the "bell" symbol is located in the lower position of the left reel 110a, the middle position of the middle reel 110b, and the lower position of the right reel 110c. On the other hand, in the first specification of RBB, it is not necessary to prepare multiple types of correct winning combinations. For example, it is sufficient to prepare a small win combination where the symbols "bell", "bell", and "bell" line up in a straight line on active line A. Therefore, since it is not necessary to prepare multiple correct win combinations, it is possible to reduce the data storage capacity.
[0113] As described above, in the first specification of RBB, a small win that pays out two or more coins when not in an internal game state can be changed to pay out one coin when the RBB is active. However, all small wins whose payout amounts have been changed in this way must be able to be won through stop control when the RBB is active. For example, among the small wins that make up the winning types "1-coin ALL payout change 1", "1-coin ALL payout change 2", and "1-coin ALL" that can be won when the RBB is active, for the winning types whose payout amounts are changed, i.e., winning types "small win 1" to "small win 7", when any of the winning types "1-coin ALL payout change 1", "1-coin ALL payout change 2", or "1-coin ALL" is won, the symbol combination corresponding to that small win must be displayed on active line A by any operation method. Furthermore, for winning combinations "Small Win 8" to "Small Win 36," the payout is 1 coin regardless of whether the game is not in internal game mode or in RBB mode. Since the payout amount does not change, there is no restriction that the symbol combination corresponding to that small win must always be displayed on active line A.
[0114] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.
[0115] (Details of gameplay status while RBB is active) As described above, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB-operated game state. Furthermore, in the RBB-operated game state, when the number of electronic tokens dispensed exceeds a predetermined number, the game state control means 222 transitions the game state to the non-internal game state. The RBB-operated game state may contain multiple game states.
[0116] Figure 11 is an explanatory diagram illustrating the details of the game state during RBB operation. For example, as shown in Figure 11, there are two game states during RBB operation: the RBB operation with RB internal game state and the RBB operation with RB operation game state. Therefore, when the game state is the RBB operation game state, the player is in either the RBB operation with RB internal game state or the RBB operation with RB operation game state.
[0117] In a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB-operating RB internal game state (1). Then, for example, in the next game after the game in which the winning combination "RBB" was won (the game that starts the RBB-operating game state), when the start switch 118 is operated, the game state control means 222 transitions the game state from the RBB-operating RB internal game state to the RBB-operating RB-operating game state (A). In other words, in the slot machine 100, the RBB-operating RB-operating game state starts automatically from the game that starts the RBB-operating game state.
[0118] The above example illustrates a case where the RBB-activated RB-activated game state starts automatically from the start of gameplay in the RBB-activated game state. However, the RBB-activated RB-activated game state is not limited to this example; it may also be configured so that the RBB-activated RB-activated game state starts when a combination of symbols corresponding to a specific role (for example, the winning role "RB") is displayed on active line A during the RBB-activated RB-internal game state. Below, we will describe a slot machine 100 in which the RBB-activated RB-activated game state starts automatically from the start of gameplay in the RBB-activated game state.
[0119] The RBB (Regular Bonus) in operation game state is what is commonly known as RB (Regular Bonus). RB is a set of games that continues until a predetermined termination condition is met, for example, when 8 winning combinations are achieved before the number of games played during RB reaches 12, or until 12 games are played during RB without 8 winning combinations being achieved. When the termination condition for RB is met, the game state control means 222 transitions the game state from the RBB in operation RB in operation game state to the RBB in operation RB internal game state (B). In other words, the termination condition for RB is the termination condition for the RBB in operation RB in operation game state.
[0120] Then, in the next game after a game in which the termination condition for the RBB-operating RB-operating game state has been met and the game state has transitioned to the RBB-operating RB-internal game state, the game state is transitioned from the RBB-operating RB-internal game state to the RBB-operating RB-operating game state (A). In the RBB-operating game state, the RBB-operating RB-operating game state and the RBB-operating RB-internal game state are repeatedly executed alternately until the termination condition for the RBB-operating game state is met, for example, until the number of electronic tokens dispensed exceeds a predetermined number. In other words, in the RBB-operating game state, even if the termination condition for the RBB-operating RB-operating game state is met and the RBB-operating RB-operating game state ends, the RBB-operating RB-operating game state will start again from the next game.
[0121] Incidentally, in slot machines, during RBB (Real Big Bonus) gameplay, it is sometimes possible to win a type of prize that does not include any of the winning roles, for example, a "miss" type prize. Also, during RBB gameplay, it is sometimes possible to win a type of prize that includes all small roles, for example, a "small role ALL" type prize, or a type of prize that includes all small roles with the same payout amount, for example, a "1 coin ALL" type prize, and the payout amount may vary depending on the small role won. Hereafter, slot machines that employ one or both of the following specifications—that it is possible to win a type of prize that does not include any of the winning roles, and that the payout amount may vary depending on the small role won—will be referred to as comparison slot machines.
[0122] In the comparable slot machine, for example, the game state control means 222 includes an RB count counter that counts the number of times the game state transitions to the RBB / RB operating game state, a winning count counter that counts the number of times a winning combination is achieved in the RBB / RB operating game state, an RB game count counter that counts the number of games played in the RBB / RB operating game state, and a payout count counter that counts the number of electronic tokens dispensed (payouts) in the RBB operating game state. For example, both the winning count counter and the RB game count counter are reset when the RBB / RB operating game state ends, and the RB count counter is incremented by 1 each time the RBB / RB operating game state starts in the RBB operating game state. The payout count counter is incremented by the payout amount each time a winning combination is achieved and electronic tokens are dispensed. The game state control means 222 determines whether the termination conditions for the RBB (Regular Bonus) or RB (Regular Bonus) operating game state have been met based on the count values of the winning count counter and the RB game count counter. The game state control means 222 also determines whether the termination conditions for the RBB (Regular Bonus) operating game state have been met based on the count value of the payout counter.
[0123] Figure 12 is a timing chart illustrating the progress of the game during the RBB and RB activation state. Below, we will refer to Figure 12 to explain the progress of the game during the RBB and RB activation state in the comparison slot machine mentioned above. Specifically, Figure 12 shows the flow of the game during the RBB activation state, where the termination condition is when the number of electronic tokens dispensed exceeds 11, i.e., when the number of tokens dispensed exceeds 10. In Figure 12, one set of RBB and RB activation states is shown as a roughly rectangular square, and a unit game is shown as a roughly square square. "1st RB" indicates the first RBB and RB activation state, and "2nd RB" indicates the second RBB and RB activation state. The numbers inside the squares indicating unit games represent the count values of each counter.
[0124] In the comparison slot machine, for example, as shown in Figure 12(a), suppose that on the 10th game of the first RBB / RB active game state, one of the winning combinations is awarded, and the condition for ending the RBB / RB active game state, which is 8 winning combinations, is met. Also, suppose that at the time the condition for ending the RBB / RB active game state is met, the RB count counter is 1, the winning combination counter is 8, the RB game count counter is 10, and the payout counter is 8. The reason why the winning combination counter count and the RB game count counter count are different is that there were 2 games in which a winning combination that did not include any winning combination was awarded, or in which a missed winning combination occurred and no winning combination was awarded. The reason why the winning combination counter count and the payout counter count are equal is that the payout for all the winning combinations was 1 coin.
[0125] At the end of the first RBB / RB active game state, the payout counter has a count of 8, so the termination condition for the RBB active game state has not been met. Therefore, the second RBB / RB active game state will be executed from the game following the game in which the termination condition for the first RBB / RB active game state was met. Then, in the 7th game of the second RBB / RB active game state, for example, when a winning combination with a payout of 1 coin is achieved and the corresponding electronic medal is paid out, the termination condition for the RBB active game state will be met. At this time, let's assume that the RB count counter has a count of 2, the winning count counter has a count of 3, the RB game count counter has a count of 7, and the payout counter has a count of 11. The reason why the count of the winning combinations and the count of the RB game counter differ here is that there were 4 games in which the winning combination was of a type that did not include any winning combinations, or in which a winning combination was missed and no winning combination was awarded. Also, the reason why the payout counter, which was 8 when the second RBB / RB game state started, became 11 in the 7th game of the second RBB / RB game state (winning combination awarded 3 times) is that the payout for all winning combinations awarded in the second RB was 1 coin.
[0126] As described above, the game state control means 222 transitions the game state to a non-internal game state when the termination condition for the RBB-operated game state is met. That is, when the 7th game of the second RB ends, the game state control means 222 transitions the game state to a non-internal game state. Therefore, the second RB ends after the game in which the termination condition for the RBB-operated game state is met, for example, after the 7th game.
[0127] In the above section, using Figure 12(a), we explained the progress of the game in the RBB / RB active game state when the count of the number of wins differs from the count of the RB game counter, due to winning a type of win that does not include any winning combination, or when a missed win occurs and no winning combination is awarded. Below, using Figure 12(b), we will explain the progress of the game in the RBB / RB active game state when no type of win that does not include any winning combination is won, and no missed wins occur.
[0128] As shown in Figure 12(b), for example, suppose that in the 8th game of the first RBB / RB active game state, one of the winning combinations is awarded, and the condition for ending the RBB / RB active game state, which is 8 awards of winning combinations, is met. Also, suppose that at the time the condition for ending the RBB / RB active game state is met, the RB count counter is 1, the award count counter is 8, the RB game count counter is 8, and the payout counter is 9. Here, the reason why the award count counter and the RB game count counter are equal is that there were no awards for winning combinations that do not include any winning combinations, and there were no missed winning combinations. Also, the reason why the payout counter is greater than the award count counter and the RB game count counter is that there was one award that paid out more than 1 coin.
[0129] At the end of the first RBB / RB active game state, the payout counter shows a value of 9, so the termination condition for the RBB active game state has not been met. Therefore, the second RBB / RB active game state will be executed from the game following the game in which the termination condition for the first RBB / RB active game state was met. Then, in the first game of the second RBB / RB active game state, for example, suppose a winning combination with a payout of 3 coins is achieved, and the termination condition for the RBB active game state is met when the corresponding electronic medals are paid out. At this time, suppose the RB count counter is 2, the winning count counter shows a value of 1, the RB game count counter shows a value of 1, and the payout counter shows a value of 12. If the termination condition for the RBB-operated game state is met during the first game of the second RBB-operated RB-operated game state, the game state control means 222 transitions the game state to a non-internal game state. Therefore, the second RBB-operated RB-operated game state ends in the game in which the termination condition for the RBB-operated game state is met, for example, in the first game.
[0130] As described above using Figure 12(a), in the comparison slot machine, there are cases where a winning combination does not include any of the winning combinations, or where no winning combinations are awarded due to missed winning combinations. Therefore, the count of the winning combination counter may be smaller than the count of the RB game counter. Consequently, the number of games may reach 12 before the number of winning combinations reaches 8, and the termination condition for the RBB / RB active game state may be met. Therefore, both the winning combination counter and the RB game counter are necessary to determine whether the termination condition for the RBB / RB active game state, which is that the winning combination is awarded 8 times, or that the number of games reaches 12 without 8 winning combinations, is met. Also, as shown in Figure 12(a), the count of the winning combination counter and the count of the RB game counter may differ, so they need to be set up separately.
[0131] Furthermore, as described above using Figure 12(b), the number of electronic tokens dispensed corresponding to the winning combinations in the comparison slot machines is not uniform. Therefore, the number of times a winning combination is achieved and the number of tokens dispensed may differ, and it is not possible to use the same token counter for determining whether the conditions for ending the RBB (Real Big Bonus) game state have been met and for determining the number of winning combinations. Consequently, it is necessary to provide a separate token counter in addition to the token counter.
[0132] Therefore, in the slot machine being compared, in order to determine whether the termination conditions for the RBB (Real Big Bonus) or RB (Regular Bonus) game state have been met, it is necessary to provide at least a winning count counter and an RB game count counter separately from the payout counter. Furthermore, in the slot machine being compared, based on the counts of the winning count counter and the RB game count counter, it is determined whether or not to transition the game state within the RBB game state, and based on the count of the payout counter, it is determined whether or not to transition the game state from the RBB game state to a non-internal game state, and processing related to the transition of the game state is executed. In other words, the processing related to the transition of the game state executed in the game state control means 222 needs to refer to the counts of multiple counters, which may increase the program capacity. This program needs to be placed in the usage area of the main ROMb of the main control board 200, and an increase in program capacity would put pressure on this usage area.
[0133] Therefore, in the slot machine 100 according to this embodiment, the first specification of the RBB described above is adopted during the RBB operation state, and the machine is configured so that it does not win any winning combinations that do not include any winning combinations (for example, the winning combination "Miss"). Below, the progress of the game during the RBB operation state in the slot machine 100 will be explained with reference to the winning combination lottery table in Figure 9 and Figure 13.
[0134] Figure 13 is a timing chart illustrating the progress of the game during the RBB (Real Big Bonus) and RB (Regular Bonus) activation state. Specifically, Figure 13 shows the flow of the game during the RBB activation state, where the termination condition is when the number of electronic tokens dispensed reaches 11 or more (more than 10). In Figure 13, one set of RBB and RB activation states is represented by a roughly rectangular rectangle, and a unit game is represented by a roughly square rectangle. "1st RB" refers to the first RBB and RB activation state, and "2nd RB" refers to the second RBB and RB activation state.
[0135] In this embodiment, which adopts the first specification of RBB, the following conditions are met: (1) As shown in the winning type lottery table in Figure 9, when playing in the RBB-operated state, the player is guaranteed to win one of the winning types "1-coin ALL payout change 1", "1-coin ALL payout change 2", or "1-coin ALL". (2) When playing in the RBB-operated state, the player is guaranteed to win one of the winning types "1-coin ALL payout change 1", "1-coin ALL payout change 2", or "1-coin ALL", and with PB=1, one of the winning roles "Small role 1" to "Small role 36" is guaranteed to be awarded.
[0136] If the above conditions (1) and (2) are met, in the RBB and RB active game state, one of the winning combinations "Small win 1" to "Small win 36" will be awarded in every game, and one electronic medal will be dispensed. Therefore, the conditions for ending the RBB active game state will be met in the 11th game in the RBB active game state, that is, in the 3rd game of the second RBB and RB active game state.
[0137] Specifically, as shown in Figure 13, the first RBB / RB active game state ends after 8 games when the winning combination is achieved. Also, since the payout for all winning combinations is 1 coin, the total payout at the end of the first RBB / RB active game state is 8 coins. At the end of the first RBB / RB active game state, the termination conditions for the RBB active game state have not been met, so the second RBB / RB active game state is executed from the next game. In the second RBB / RB active game state, the winning combination is achieved 3 times in 3 games, and 3 electronic tokens are paid out, bringing the total number of electronic tokens paid out during the RBB active game state to 11. Therefore, when the third game in the second RBB-activated RB-activated game state is completed (the eleventh game in the RBB-activated game state), the termination condition for the RBB-activated game state is met, and the game state control means 222 transitions the game state to a non-internal game state.
[0138] As described above using Figure 13, in this embodiment, one of the winning combinations "Small Combination 1" to "Small Combination 36" is guaranteed to be won in every game, so the first RBB / RB activated game state ends after 8 games. Also, in this embodiment, one of the winning combinations "Small Combination 1" to "Small Combination 36" is guaranteed to be won in every game, and one electronic medal is dispensed. In other words, the termination condition for the first RBB / RB activated game state is met when the number of dispensed medals reaches 8. Therefore, the game state control means 222 can consider that if the count of the dispensed medal counter is 8, the termination condition for the RBB / RB activated game state, which is 8 wins to a winning combination, has been met. For this reason, in the slot machine 100, the win count counter can be replaced with the dispensed medal counter.
[0139] Furthermore, in this embodiment, since the winning combination is achieved 8 times in the 8th game of the RBB / RB operation state, it is not possible to reach 12 games before achieving the winning combination 8 times. Therefore, the slot machine 100 does not need to have an RB game counter to determine whether or not the termination condition of the RBB / RB operation state has been met.
[0140] Furthermore, in this embodiment, as shown in Figure 13, the first RBB-activated RB-activated game state ends on the 8th game while the RBB is active, and the second RBB-activated RB-activated game state begins on the 9th game while the RBB is active. The second RBB-activated RB-activated game state ends on the 11th game while the RBB is active. In this embodiment, since one electronic medal is dispensed with every game, if the count of the payout counter is 8 or less, it is determined that the first RBB-activated RB-activated game state is in progress, and if the count of the payout counter is 9 or more, it is determined that the second RBB-activated RB-activated game state is in progress. In this way, it is possible to determine which RBB-activated RB-activated game state is in progress from the count of the payout counter, so the slot machine 100 does not need to have a separate RB count counter in addition to the payout counter.
[0141] Therefore, in the slot machine 100 according to this embodiment, there is no RB count counter, no winning count counter, and no RB game count counter, and only a payout counter is provided. This allows the slot machine 100 to have a simpler configuration.
[0142] In a slot machine 100 that does not have an RB count counter, a winning count counter, or an RB game count counter, but only a payout counter, if the payout counter's count is 8, it can be considered that the termination condition for the RBB (Regular Big Bonus) or RB (Regular Bonus) game state has been met. Also, if the payout counter's count is 11, it can be determined that the termination condition for the RBB (Regular Big Bonus) game state has been met. Therefore, the game state control means 222 can transition the game state by referring only to the payout counter's count, which simplifies the processing related to game state transitions and compresses the program size.
[0143] Figure 14 is an explanatory diagram illustrating the progress of a game in the RBB (Replay Big Bonus) activated state in the slot machine 100 according to this embodiment. Specifically, Figure 14 shows the progress of a game in the RBB activated state, where the termination condition is when the number of electronic tokens dispensed becomes 11 or more (more than 10). In the timing chart shown above Figure 14, unit games are indicated by squares, and the numbers inside the squares indicating unit games represent the count of the payout counter. In addition, the schematic diagram shown below Figure 14 shows the display patterns at points a to d in the timing chart above. In the timing chart of Figure 14, the final game in the RBB activated state is the game in which the symbol combination corresponding to the winning combination "RBB" is displayed on active line A. The starting game in the RBB (Real Big Bonus) active state is the game following the game in which the symbol combination corresponding to the winning combination "RBB" is displayed on active line A. The final game in the RBB active state is the game in which the termination conditions for the RBB active state are met. The starting game in the non-internal game state is the game following the game in which the termination conditions for the RBB active state are met.
[0144] For example, at time point a, suppose that in response to the operation of the start switch 118, the winning type "RBB" including the winning role "RBB" is determined by the winning type lottery. Then, as shown in Figure 14(a), the rotation of the reel 110 begins.
[0145] Assume that the player operates the stop switch 120 at the timing when the symbol combination corresponding to the winning combination "RBB" is displayed on active line A. In that case, at the time b when the third stop operation of the stop switch 120 is performed, the symbol combination corresponding to the winning combination "RBB" (symbol "Cherry", symbol "Watermelon B", symbol "BAR") is displayed on active line A, as shown in Figure 14(b). When the symbol combination corresponding to the winning combination "RBB" is displayed on active line A, the game state control means 222 transitions the game state from the RBB internal game state to the RBB active game state.
[0146] At point c, in response to the operation of the start switch 118, the RBB (Regular Big Bonus) is activated and the RBB is activated and the RB (Regular Bonus) is activated from the start of the game. Also at point c, in response to the operation of the start switch 118, the winning type is determined by a lottery, and one of the winning types "1-coin ALL payout change 1", "1-coin ALL payout change 2", or "1-coin ALL" is determined. Then, as shown in Figure 14(c), the reels 110 start to rotate.
[0147] When the player operates the stop switch 120, at the point d where the third stop operation is performed, one of the winning combinations "Small Win 1" to "Small Win 36" is awarded, and one electronic medal is dispensed. For example, as shown in Figure 14(d), the symbol combination corresponding to the winning combination "Small Win 1" (symbol "Watermelon A", "Bell", "Watermelon A") is displayed on the active line A, and one electronic medal is dispensed. When one electronic medal is dispensed, the count value of the payout counter is incremented by 1.
[0148] Furthermore, in the final game of the RBB-operated game state, if one of the winning combinations "Small Win 1" to "Small Win 36" is achieved, one electronic medal is dispensed, and the payout counter reaches a count of 11, the conditions for ending the RBB-operated game state are met. When the conditions for ending the RBB-operated game state are met, the game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state. The non-internal game state then begins from the game following the game in which the conditions for ending the RBB-operated game state were met.
[0149] Figure 15 is a flowchart showing the overall flow of gameplay during RBB operation. The flowchart shown in Figure 15 starts when, in response to the operation of the start switch 118, the winning type "RBB" including the winning role "RBB" has been determined by the winning type lottery (RBB internal gameplay state).
[0150] (Step S400) The determination means 218 determines whether or not a symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. If a symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the determination means 218 proceeds to step S410. If a symbol combination corresponding to the winning combination "RBB" is not displayed on the active line A, step S400 is repeated, meaning that the RBB internal game state is maintained and the RBB activation game state is not started.
[0151] (Step S410) When a combination of symbols corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state. More specifically, the game state control means 222 first transitions the game state to the RBB activation RB internal game state. Then, when the start switch 118 is operated by the player, the game state transitions from the RBB activation RB internal game state to the RBB activation RB activation game state. Once the game state transitions to the RBB activation RB activation game state, the process proceeds to step S420.
[0152] (Step S420) When the game transitions to the RBB (Real Big Bonus) activation state, one game is executed by performing the bet process S110 to the transition process S170 shown in Figure 5.
[0153] (Step S430) 1. When a game ends, the game state control means 222 determines whether the termination conditions for the RBB / RB operating game state have been met. Specifically, the game state control means 222 considers that the termination conditions for the RBB / RB operating game state have been met if the count of the payout counter is 8. If the game state control means 222 determines that the termination conditions for the RBB / RB operating game state have been met (YES in step S430), it proceeds to step S440. If the game state control means 222 does not determine that the termination conditions for the RBB / RB operating game state have been met (NO in step S430), it proceeds to step S450.
[0154] (Step S440) When the termination condition for the RBB / RB operating game state is deemed to be met (YES in step S430), the game state control means 222 executes an RB switching process to terminate the first RBB / RB operating game state and start the second RBB / RB operating game state. Specifically, the game state control means 222 transitions the game state to the RBB operating RB internal game state. Then, the game state control means 222 transitions the game state to the RBB / RB operating game state in response to the operation of the start switch 118 for the next game. Once the second RBB / RB operating game state begins, the process is repeated from step S420.
[0155] (Step S450) The game state control means 222 determines whether the termination conditions for the RBB (Replay Big Bonus) game state have been met. For example, the game state control means 222 determines whether the number of electronic tokens dispensed is 11 or more based on the count of the dispensed token counter. If the count of the dispensed token counter is 11, the game state control means 222 determines that the termination conditions for the RBB game state have been met and proceeds to step S460. If the count of the dispensed token counter is less than 11, the game state control means 222 determines that the termination conditions for the RBB game state have not been met and repeats the process from step S420.
[0156] (Step S460) When it is determined that the termination conditions for the RBB-operated game state have been met, the game state control means 222 transitions the game state from the RBB-operated game state, more specifically, the RBB-operated RB-operated game state, to a non-internal game state, thereby terminating the RBB-operated game state.
[0157] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several types of winning types by a winning type lottery, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of a start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120 corresponding to a rotating reel 110, a game state control means 222 that transitions to one of several game states, including a non-internal game state, a bonus internal game state (for example, an RBB internal game state) that is transitioned to based on winning a bonus role (for example, a winning role "RBB") in the non-internal game state, and a bonus activation game state (for example, an RBB activation game state) that is transitioned to based on winning a bonus role, and a payout control means 220 that pays out game value, and The bonus-operating game state terminates when the amount of game value paid out in that bonus-operating game state reaches a predetermined value (for example, 11 coins). The bonus-operating game state includes a specific game state (for example, RBB-operating RB-operating game state) which terminates when the number of times a winning combination is achieved reaches a predetermined number (for example, 8 times) or when a predetermined number of games are played (for example, 12 games). In the specific game state, it is not possible to win a winning combination that does not include any winning combination (for example, winning combination "miss"), and a uniform amount of game value (for example, 1 coin) is paid out regardless of the winning combination. The game state control means 222 determines whether the termination condition of the specific game state has been met based on the amount of game value paid out in the bonus-operating game state, without counting the number of times a winning combination is achieved or the number of games played.
[0158] With this configuration, the slot machine 100 can transition game states based solely on the count of a payout counter that counts the paid-out game value (number of electronic tokens dispensed), without the need for counters such as an RB count counter, a winning count counter, and an RB game count counter. Since the slot machine 100 does not have counters such as an RB count counter, a winning count counter, and an RB game count counter, its configuration can be simplified. Furthermore, the slot machine 100 can determine whether or not to transition game states within the RBB operation game state, and whether or not to transition game states from the RBB operation game state to a non-internal game state, and can execute the processes related to transitioning game states based on the count of a single counter. This simplifies the processes related to transitioning game states and reduces the program capacity of the main control board.
[0159] For example, in the embodiment described above, the case in which the winning type "Miss" is not won was explained as an example in any of the non-internal game state, RBB internal game state, and RBB active game state (see the winning type lottery table in Figure 9). However, it is not limited to this case, and it may be possible to win the winning type "Miss" in the non-internal game state or RBB internal game state. Furthermore, if the winning type "Miss" is won during the RBB internal game state, the system is configured to execute an auxiliary effect that notifies the player of an operation that avoids winning the winning role "RBB", thereby preventing the winning role "RBB" from being awarded.
[0160] Furthermore, in the above-described embodiment, the first specification of RBB is adopted during the RBB operation state, and the number of coins paid out for each winning combination (for example, winning combinations "Small Combination 1" to "Small Combination 7") is changed to 1, making the number of coins paid out for all winning combinations uniform during the RBB operation state. However, the invention is not limited to this case; it is sufficient that the number of coins paid out for all winning combinations uniform during the RBB operation state, and the number of coins paid out for each winning combination may be changed to any number from 2 to 15. Also, in the above-described embodiment, the termination condition for the RBB operation state was described as the number of electronic coins paid out being 11 or more; however, the invention is not limited to this case; any number of electronic coins can be set as the number of coins paid out.
[0161] Furthermore, in the above-described embodiment, an example was given in which a payout counter is provided but no RB count counter, prize count counter, or RB game count counter is provided. However, the invention is not limited to this case, and a game count counter that counts the total number of games played during the RBB operation state may be provided instead of the payout counter. In that case, the game state control means 222 determines the termination conditions for the RBB operation RB operation state and whether or not the termination conditions for the RBB operation state have been met, based on the count value of the game count counter during the RBB operation state. For example, in the above-described embodiment, if the count value of the game count counter is 8, it is considered that the termination conditions for the RBB operation RB operation state have been met, and if the count value of the game count counter is 11, it is determined that the termination conditions for the RBB operation state have been met.
[0162] (Transition of performance state) Figure 16 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).
[0163] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.
[0164] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of this management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games or when MY exceeds 2400 coins). "MY" indicates the difference in the number of coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated in the advantageous section (all variables that affect the performance related to the instruction function) by transitioning the game section from the advantageous section to the non-advantageous section.
[0165] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.
[0166] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: the normal performance state, the pre-announcement performance state, the AT performance state, and the distribution performance state. Note that the performance states other than the AT performance state—the non-advantageous performance state, the normal performance state, the pre-announcement performance state, and the distribution performance state—are sometimes referred to as the non-AT performance state because auxiliary performances are not executed. Each performance state will be explained individually below.
[0167] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 performs an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the AT performance state, and the performance state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to the AT performance state (1).
[0168] (AT performance state) The AT performance state is a performance state that belongs to the advantageous section and in which auxiliary performances are executed. When the AT performance state is started, the performance state control means 224 first determines the duration of the AT performance state. Here, the duration may be the number of continuous games, which is the number of games in which continuation is guaranteed, or it may be the number of sets, which is the number of continuous games of a predetermined length guaranteed as one set, or both the number of continuous games and the number of sets may be used. For example, the performance state control means 224 determines the duration to be 30 continuous games and 1 set. Here, the number of continuous games is given as the duration, but it is not limited to this case, and the duration may also be determined by the difference in the number of tokens, which is the difference between the number of tokens inserted and the number of tokens paid out, the number of tokens acquired (number of tokens paid out), the number of navigations, which is the number of auxiliary performances, or the number of small wins (number of bells), which is the number of times the correct role is won. The performance state control means 224 continues the auxiliary performance until a predetermined termination condition is met, for example, until the number of games played while in the AT performance state reaches a determined number of continuous games (for example, 30 games). Such auxiliary performances are executed by auxiliary performance execution means (notification means such as the LCD display unit 132, speaker 134, and performance lamp 136) as described above. In addition, in the AT performance state, the performance state control means 224 may conduct a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the AT performance state changes. Note that the number of sets that can be continued is also managed here, so if the lottery for adding games is won, the performance state control means 224 may add the number of sets won (for example, 1 set) to the number of sets held at that time. The performance state control means 224 decrements the set count by one set when a predetermined termination condition is met. The performance state control means 224 determines whether the set count after the decrement is 1 or more, and if the set count is 1 or more, it transitions the performance state to a pre-announcement performance state (2), and if the set count is 0, it transitions the performance state to a normal performance state (3).
[0169] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and performs pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). In addition, even if the performance state control means 224 transitions the performance state to the normal performance state (3), pre-announcement performances will always be performed. The pre-announcement performances performed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances performed in the normal performance state (false pre-announcement performances) are similar in display manner and number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances performed in the pre-announcement performance state differ from the pre-announcement performances performed in the normal performance state in that they ultimately announce that the transition to the AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which the result of the pre-announcement performance is that the transition to the AT performance state has been decided. Then, when the pre-announcement performance state ends, the performance state control means 224 always transitions the performance state to the AT performance state (4). In other words, if a pre-announcement performance is being executed in the pre-announcement performance state, it will always transition to the AT performance state. In this respect, the pre-announcement performance state is more advantageous to the player than the normal performance state. Also, the decision to transition to the pre-announcement performance state is synonymous with the decision to transition to the subsequent AT performance state.
[0170] Thus, in this embodiment, the player expects to transition to the pre-announcement performance state after fulfilling predetermined termination conditions in the AT performance state, and when the pre-announcement performance begins, the player hopes that it is a main pre-announcement, that is, a pre-announcement performance in the pre-announcement performance state. Here, if the transition to the AT performance state is not announced during the pre-announcement performance, the normal performance state continues. On the other hand, if the transition to the AT performance state is announced during the pre-announcement performance, the AT performance state is executed after the pre-announcement performance state ends.
[0171] Furthermore, in order to maintain gameplay such as continuing the AT performance state, the performance state control means 224 may transition to a non-advantageous performance state (5) and reset the advantageous section when the termination conditions for the AT performance state are met. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, the player may not be aware that the performance state has transitioned to a non-advantageous performance state.
[0172] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (6). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).
[0173] (Distribution and presentation state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 8 / 10 and change the performance state to the pre-announcement performance state (7), or decide to transition to the normal performance state with a probability of 2 / 10 and change the performance state to the normal performance state (8). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the AT performance state can continue with a probability of 8 / 10. Note that the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 8:2, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.
[0174] Thus, the performance state control means 224 may reset the advantageous section during the AT performance state, for example, when MY exceeds 2000 coins and the timing of the end of the AT performance state (for example, when the timing of the end of the AT performance state is met), before MY reaches 2400 coins (and is forcibly reset). This is for the following reasons: In the slot machine 100, the advantageous section must be forcibly terminated based on MY exceeding 2400 coins during the advantageous section. However, if the AT performance state is forcibly terminated because MY exceeds 2400 coins, the AT performance state, which should be playable for the guaranteed duration, will end abruptly. As a result, players will be dissatisfied with the loss of game profits. Also, if the AT performance state, which should be playable for the guaranteed duration, ends abruptly, the performance will be abruptly interrupted, and players will feel uncomfortable. Therefore, the performance state control means 224 resets the advantageous section in response to MY exceeding 2000 coins before the advantageous section is forcibly terminated.
[0175] Here, the presentation is made identical whether the AT performance state continues without the advantageous period being reset or whether the AT performance state continues after a reset of the advantageous period, so that the player does not realize that they have transitioned to a non-advantageous performance state. With this configuration, the upper limit of MY can be effectively eliminated, and the player can proceed with the game as if they could continue to earn game profits indefinitely in a series of AT performance states, regardless of the upper limit of MY. In addition, by not letting the player know when the advantageous period has ended and not letting them know when to stop playing, the utilization rate of slot machine 100 can be improved.
[0176] If a pre-announcement state is determined during the distribution state, the state will inevitably transition to the AT state via the pre-announcement state, which continues for a predetermined number of games (through the pre-announcement state). On the other hand, if a pre-announcement state is not determined during the distribution state, the state becomes the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the AT state to the normal state (3), the state control means 224 performs an AT lottery at a low probability (for example, 1 / 500) in the normal state that was transitioned from the AT state (not from a non-advantageous state).
[0177] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (8), the performance state control means 224 performs an AT lottery with a high probability (for example, 1 / 100) in the normal performance state transitioned from the non-advantageous period. Therefore, it becomes easier to win the AT lottery in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period). Here, we have explained two patterns for the AT lottery winning probability: a low probability (for example, 1 / 500) and a high probability (for example, 1 / 100). However, it is also possible to provide three or more patterns for the winning probability and perform the AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 100 or 1 / 500, but is sufficient if the transition to the AT (Attack Time) state is more likely in the normal state transitioned from the non-advantageous state than in the normal state that has not transitioned from the non-advantageous state. For example, if the probability of winning the AT lottery in the normal state transitioned from the non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from the non-advantageous state, then the probability of winning can be set arbitrarily.
[0178] Thus, by passing through a non-advantageous performance state (non-advantageous section), players can obtain the following benefits: There is an 8 / 10 chance of immediately transitioning to a pre-announcement performance state, then transitioning to an AT performance state via the pre-announcement performance state, or there is a 2 / 10 chance of transitioning to a normal performance state where the probability of winning the AT lottery is high, allowing for an early transition to the AT performance state. This high probability of winning the AT lottery is sometimes referred to as "heaven" or "heaven mode." Therefore, players will continue playing in anticipation of transitioning to a non-advantageous performance state (non-advantageous section), that is, transitioning to an AT performance state even if the advantageous section is reset, thus improving the utilization rate of slot machine 100.
[0179] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the AT performance state has ended, the performance state control means 224 transitions the performance state to the AT performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 700 games) without transitioning to the AT performance state, the performance state control means 224 directly transitions to the AT performance state as a so-called ceiling function (9). This ceiling function gives players the reassurance that they can receive relief measures even if they are unlucky and consume a lot of electronic tokens. Also, once the normal performance state has been played for a certain period, the expected number of tokens to be won if the game is continued increases, and the game will be continued until the ceiling (for example, 700 games), thus improving the operating rate of the slot machine 100.
[0180] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 100) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 500) when transitioning directly from an AT performance state to a normal performance state. However, the case is not limited to these examples. For instance, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery may become high from the start of the normal performance state if certain conditions are met, such as winning a lottery.
[0181] (Handling of variables in main CPU 200a) In slot machine 100, as explained using Figure 5, one game is executed through a series of processes including betting S110, drawing S120, reel spinning S130, reel stopping S140, judgment S150, payout S160, and transition S170. Slot machine 100 also incorporates gameplay that allows players to continuously earn game profits by spanning multiple game states, such as AT (Automatic Trigger) performance states. Hereinafter, the former will be referred to as a single game unit, and the latter as a multi-game unit.
[0182] In the main CPU 200a, various information (variables, flags) used in the progress of the game is stored in the main RAM 200c. In a single-game unit, a game result is generated each time a game ends, and that game result is not carried over to the next game. Therefore, in a single-game unit, the main CPU 200a initializes information indicating the game result of one game at the start of one game, for example, in the lottery process S120 in Figure 5. In a multi-game unit, the game results of each single game unit accumulate and are reflected, for example, in the continuation probability, continuation period, and game profit of the AT performance state. Therefore, in a multi-game unit, the main CPU 200a initializes information indicating the game result of the performance state when the performance state ends, for example, in the transition process S170 in Figure 5. The initialization methods for the information indicating the game result of one game in the lottery process S120, and the initialization methods for the information indicating the game result of the performance state in the transition process S170, will be explained in that order below.
[0183] When the previous game ends and preparations for the current game are complete, the operation of the start switch 118 is enabled in the lottery process S120, and the system enters a state of waiting for the start switch 118 to be operated. The main CPU 200a initializes information indicating the result of the game before the player operates the start switch 118. This information indicating the result of the game is stored in a predetermined area of the main RAM 200c.
[0184] Figure 17 is an explanatory diagram showing the memory map. The main ROM 200b is allocated a memory space of 0000h to 3FFFh (12kbytes), the main RAM 200c is allocated a memory space of F000h to F3FFh (1kbyte), and the input / output section, which handles input / output with external elements, is allocated a memory space of FE00h to FFFFh (512 bytes). The program's instruction code is written in assembly language. Here, the program consists of instruction code that can be read by the computer and, in cooperation with data and work areas, can perform predetermined processing.
[0185] The memory space from 0000h to 1DF3h in the main ROM 200b is allocated as a usage area. This usage area is used to store programs and data for executing game control processing that controls the progress of the game. Specifically, the memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes for programs that execute game control processing to control the progress of the game by activating the initialization means 210, betting means 212, winning type lottery means 214, reel control means 216, judgment means 218, payout control means 220, game state control means 222, performance state control means 224, and command transmission / reception means 226. The memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the game control processing program. In addition, the memory space from 1E00h to 1FFFh is allocated as a comment area, and the memory space from 3FC0h to 3FFFh is allocated as a program management area. Furthermore, a separate area (unused area) is allocated in the memory space from 2000h to 3FBFh. As will be described later, this separate area is for storing programs and data that are not designated to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data for programs that perform some or all of the testing and security-related processing for the gaming machine (processing outside of game control) that does not affect the progress of the game. Here, the testing for the gaming machine is the testing for slot machine 100 as described in the Connection Specification for Test Machines for Reel-Type Gaming Machines (Fourth Edition). Security-related processing is the process of identifying abnormal conditions for the purpose of preventing unauthorized use by third parties and detecting defects, and includes, for example, the determination of the backup flag and the execution of checksums as described above. Note that there is no limit to the storage capacity of the separate area, and in the example in Figure 17, it can be freely allocated to any storage area other than the used area, comment area, and program management area.
[0186] Furthermore, the memory space F000h to F1FFh of main RAM 200c is allocated for use. Specifically, the memory space F000h to F13Fh is allocated as the work area for the above-mentioned game control processing and is used for variable management such as timers, counters, and flags. The memory space F1C0h to F1FFh is allocated as the stack area for the above-mentioned game control processing. In addition, a separate area is allocated to the memory space F200h to F3FFh of main RAM 200c. Specifically, the memory space F210h to F22Fh is allocated as the work area for some or all of the above-mentioned security-related processing and is used for variable management such as timers, counters, and flags. The memory space F230h to F246h is allocated as the stack area for some or all of the above-mentioned security-related processing.
[0187] Figure 18 is an explanatory diagram showing the work area for game control processing in the main RAM 200c. As explained using Figure 17, the memory space from F000h to F13Fh is allocated as the work area for game control processing. This work area includes a first memory area 410 that stores information indicating the game result of the performance state, and a second memory area 412 that stores information indicating the game result of one game.
[0188] As can be understood by referring to Figure 18, the second memory area 412 stores information (variables, flags) indicating the game result of one game, such as a 1-byte variable "R_INS_REQ" indicating the number of tokens requested to be inserted, a 1-byte variable "R_HIT_NUM" indicating the stop control number, a 1-byte variable "R_HIT_CMD" indicating the type of win, and a 1-byte variable "R_HIT_FLG" indicating the winning flag. In order to start a game, the win type lottery means 214 initializes the information indicating the game result of the previous game stored in the second memory area 412 during the lottery process S120.
[0189] Furthermore, as can be understood by referring to Figure 18, the second memory area 412 has information indicating the game result of one game arranged consecutively in the memory space. This is because it is easy to perform processes such as transferring all the information indicating the game result of one game to a different address, transferring all the information indicating the game result of one game from a different address, or initializing all the information indicating the game result of one game at once, by simply repeating a predetermined command. For example, the winning type lottery means 214 performs a buffer fill process that clears the 1-byte value of a predetermined address to 00h and increments the address by 1, repeating this process for the number of bytes. In this way, the winning type lottery means 214 can clear all the information in the second memory area 412 to 00h.
[0190] Next, we will explain the initialization of information indicating the game results in the performance state. As explained using Figure 5, the performance state control means 224 decides whether or not to transition to a different performance state. At this time, if MY exceeds 2000 coins and it is the end of the AT performance state set, the performance state control means 224 decides to end the advantageous period.
[0191] When the advantageous period ends, the performance state control means 224 initializes the information indicating the game result of the performance state. The information indicating the game result of the performance state is stored in the first memory area 410 of the main RAM 200c.
[0192] As can be understood by referring to Figure 18, the first memory area 410 stores information (variables, flags) indicating the game results of the performance state, such as a 1-byte variable "R_YRI_KND" indicating the type of advantageous section, a 2-byte variable "R_YRI_MYC" indicating the MY (difference in tokens) counter in the advantageous section, a 1-byte variable "R_AT__MOD" indicating the mode of the AT performance state, a 1-byte variable "R_AT__NXT" indicating the mode of the next AT performance state, and a 1-byte flag "R_BED_FLG" indicating the end of the AT performance state. At the end of the advantageous section, the performance state control means 224 initializes all the information indicating the game results of the performance state stored in the first memory area 410, that is, all the variable and flag information that affects the performance related to the instruction function.
[0193] Furthermore, the first memory area 410, like the second memory area 412, has information indicating the game results of the performance state arranged consecutively in the memory space. This is because it is easy to perform processes such as transferring all the information indicating the game results of the performance state to a different address, transferring all the information indicating the game results of the performance state from a different address, or initializing all the information indicating the game results of the performance state at once, by simply repeating a predetermined command. For example, the performance state control means 224 can clear all the information in the first memory area 410 to 00h by performing a buffer fill process.
[0194] Furthermore, the performance state control means 224 may execute a termination performance (termination wait) when the AT performance state ends. The termination performance is a performance that notifies the results of the game played during the AT performance state. In the termination performance, for example, the game profits obtained during the AT performance state and the number of games played while in the AT performance state are notified. While the termination performance is being executed, operation of each switch (bet switch 116, start switch 118, stop switch 120, settlement switch 122, performance switch 124) is not accepted, so the player cannot start the next game. In this way, the player understands that the AT performance state has ended and the results of the game played during the AT performance state. The processing of the performance state control means 224 will be described in detail below.
[0195] Figure 19 is a flowchart illustrating the determination process of the performance state control means 224.
[0196] (Step S500) The performance state control means 224 determines whether the AT performance state has ended or not. As a result, if the AT performance state has ended (YES in S500), the performance state control means 224 proceeds to step S502, and if the AT performance state has not ended (NO in S500), it proceeds to step S504.
[0197] (Step S502) When it is determined that the AT performance state has ended, the performance state control means 224 sets the AT termination flag "R_BED_FLG", which indicates the end of the AT performance state, to 1 and proceeds to step S504. This AT termination flag "R_BED_FLG" becomes 1 when the AT performance state ends and is reset to 0 when all processing related to the end of the AT performance state is completed.
[0198] (Step SS504) The performance state control means 224 refers to a 2-byte variable "R_YRI_MYC" that indicates the MY counter and determines whether the value of the MY counter exceeds 2000 and whether the AT performance state has been set. As a result, if the value of the MY counter exceeds 2000 and the AT performance state has been set (YES in S504), the performance state control means 224 proceeds to step S506, and if the value of the MY counter is 2000 or less, or if the AT performance state has not been set (NO in S504), the performance state control means 224 proceeds to step S508.
[0199] (Step S506) If the value of the MY counter exceeds 2000 coins and the AT performance state has been set, the performance state control means 224 ends the advantageous period and transitions the game period to a non-advantageous period. At this time, the performance state control means 224 initializes all information indicating the game result of the performance state, that is, all information stored in the first memory area 410.
[0200] (Step S508) The performance state control means 224 refers to the AT termination flag "R_BED_FLG" and determines whether the AT termination flag "R_BED_FLG" is 1 or not. As a result, if the AT termination flag "R_BED_FLG" is 1 (YES in S508), the performance state control means 224 proceeds to step S510, and if the AT termination flag "R_BED_FLG" is not 1 (NO in S508), the determination process ends.
[0201] (Step S510) When the AT termination flag "R_BED_FLG" is determined to be 1, the performance state control means 224 executes the termination performance. In this way, the player becomes aware that the AT performance state has ended and the results of the AT performance state gameplay.
[0202] However, in the judgment process shown in Figure 19, if the AT performance state ends when the MY counter value exceeds 2000 coins, the following problems may occur. As explained in steps S500 and S502 of Figure 19, when the AT performance state ends, the AT termination flag "R_BED_FLG" is set to 1. Subsequently, as explained in steps S504 and S506 of Figure 19, when the MY counter value exceeds 2000 coins and the AT performance state is completed, all information indicating the game result of the performance state stored in the first memory area 410 is initialized. As a result, the AT termination flag "R_BED_FLG" set in step S502 is also initialized, and there is no longer any information indicating that the AT performance state has ended. Therefore, if the AT performance state ends when the MY counter value exceeds 2000 coins, the advantageous section is reset and the termination performance is not executed. This means that there are cases where the termination performance is executed when the AT performance state ends and cases where it is not executed. In this way, players can understand that the advantageous period has ended if the ending animation is not performed.
[0203] As explained using Figure 16, when the advantageous period ends, there is an 80% chance of transitioning to the AT performance state via the pre-announcement performance state. On the other hand, there is a 20% chance of not transitioning to the AT performance state. Also, when the advantageous period ends, all information indicating the game results in the performance state is reset, so the game benefits obtained before the advantageous period ended, such as the right to continue the AT performance state and the preferential treatment in the normal performance state after the AT performance state ends, are also reset. Therefore, if a player notices that the advantageous period has ended, they may only check whether or not they have won the AT performance state and stop playing once the AT performance state ends.
[0204] To prevent the end of such a favorable period from being detected, one might consider not resetting the AT termination flag "R_BED_FLG" upon the end of the favorable period. However, the AT termination flag "R_BED_FLG" is information indicating the game result in the performance state, and therefore requires resetting upon the end of the favorable period. Furthermore, the AT termination flag "R_BED_FLG" is referenced by various functions other than the termination performance, and if this flag is not properly reset, it may affect the progress of the game.
[0205] Alternatively, the order of steps S504 and S506 could be reversed to perform the ending sequence before the AT termination flag "R_BED_FLG" is initialized. However, in such a configuration, the ending sequence would occur at the end of the current game rather than before the start of the next game, which could prevent proper preparation for the next game.
[0206] Therefore, a new flag will be created that has the same function as the AT termination flag "R_BED_FLG" regarding whether or not to execute the ending sequence.
[0207] Figure 20 is an explanatory diagram showing the work area for game control processing in the main RAM 200c. As explained using Figure 18, the AT termination flag "R_BED_FLG" is stored in the first memory area 410 and initialized at the end of the advantageous period. Here, a new 1-byte termination performance flag "R_FRZ_3RD" is set in the second memory area 412. This termination performance flag "R_FRZ_3RD" is set at the end of the AT performance state, similar to the AT termination flag "R_BED_FLG". However, unlike the AT termination flag "R_BED_FLG", the termination performance flag "R_FRZ_3RD" is stored in the second memory area 412. Thus, the termination performance flag "R_FRZ_3RD" is not initialized at the end of the advantageous period.
[0208] Figure 21 is a flowchart illustrating the determination process of the performance state control means 224. Steps S500, S502, S504, S506, and S510 in this flowchart are substantially the same as steps S500, S502, S504, S506, and S510 described in Figure 19, and their processing operations are therefore omitted in detail here.
[0209] (Step S520) When it is determined that the AT performance state has ended, the performance state control means 224 copies the AT end flag "R_BED_FLG", which was set to 1 in step S520, to the end performance flag "R_FRZ_3RD". In this way, the end performance flag "R_FRZ_3RD" is set to 1, just like the AT end flag "R_BED_FLG".
[0210] (Step S522) The performance state control means 224 refers to the ending performance flag "R_FRZ_3RD" instead of the AT ending flag "R_BED_FLG" and determines whether the ending performance flag "R_FRZ_3RD" is 1 or not. As a result, if the ending performance flag "R_FRZ_3RD" is 1 (YES in S522), the performance state control means 224 proceeds to step S510, and if the ending performance flag "R_FRZ_3RD" is not 1 (NO in S522), it terminates the determination process.
[0211] In step S522, the performance state control means 224 refers to the ending performance flag "R_FRZ_3RD" instead of the AT termination flag "R_BED_FLG". The ending performance flag "R_FRZ_3RD" is stored in the second memory area 412 and is not initialized by the end of the advantageous period. Therefore, even if the AT termination flag "R_BED_FLG" is initialized in steps S504 and S506, the performance state control means 224 can appropriately execute the ending performance based on the ending performance flag "R_FRZ_3RD".
[0212] Furthermore, the winning type lottery means 214 initializes the termination performance flag "R_FRZ_3RD" by initializing the information stored in the second memory area 412 during the lottery process S120 at the start of a game.
[0213] This configuration allows for the appropriate execution of the ending sequence when transitioning to a non-advantageous section. Therefore, the ending sequence is always executed when the AT sequence ends, maintaining the regularity of the sequences. In this way, players will not be able to determine that the advantageous section has ended based on whether or not the ending sequence is executed.
[0214] Thus, the slot machine 100 is a gaming machine that includes a main control unit (e.g., main CPU 200a) that controls the progress of the game, and includes a storage means (e.g., main RAM 200c) having a storage area for storing information used by the main control unit for control, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged thereon, in response to the operation of a start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120, and determines either an advantageous section in which auxiliary effects that assist in winning specific combinations are possible, or an unadvantageous section in which auxiliary effects are not possible, and includes a normal performance state and a specific performance state that is more advantageous to the player than the normal performance state. The system includes a performance state control means 224 that determines one of several types of performance states, and the main control unit may execute an ending performance in response to the end of a specific performance state. The storage area includes a first storage area 410 that stores information that is initialized when the advantageous period ends, and a second storage area 412 that stores information that is initialized to start a game. The information regarding the advantageous period includes first information relating to the execution of the advantageous period (for example, the variable "R_YRI_MYC") and second information used to determine whether or not to execute an ending performance when a specific performance state ends (for example, the ending performance flag "R_FRZ_3RD"). The first information is set in the first storage area 410, and the second information is set in the second storage area 412.
[0215] (Setting the values) As mentioned above, slot machine 100 uses setting values that indicate the degree of advantage for the player in the game in stages. The setting values are expressed in six stages, for example, from 1 to 6, and the higher the setting value, the more advantageous the game is overall.
[0216] By the way, there are cases where setting "L" is used as a setting value other than settings "1" to "6". For example, setting "L" has an even lower degree of advantage than setting "1", and tends to result in a lower payout rate in payout tests (simulation tests), for example. Setting "L" is represented by the letter "L" to mean that the degree of advantage is lower (LOW) than setting "1". Because setting "L" has too low a degree of advantage, it is not recommended to use it in normal operation after the slot machine 100 has been installed in the hall.
[0217] Note that the number of setting values is limited to six or fewer. Therefore, it is not possible to simply add setting "L" to the above settings "1" to "6". Here, we will remove one setting value from settings "1" to "6". For example, among the even-numbered settings "2", "4", and "6", which generally tend to result in smoother game outcomes, we will remove setting "4", which is in the middle. Then, the setting values will be settings "1", "2", "3", "5", and "6" in ascending order. Then, we will add setting "L" to settings "1", "2", "3", "5", and "6". In this way, the number of setting values can be kept to six or fewer.
[0218] However, while settings "1," "2," "3," "5," and "6" are numerical values and their relative sizes are easy to understand, setting "L" is an alphabetical letter and its relationship to numerical values is difficult to grasp.
[0219] Figure 22 is an explanatory diagram illustrating the order of the setting values. Here, we focus on the fact that the advantage of setting "L" is lower than that of setting "1". Thus, the relationship of advantage levels is setting "L" < setting "1" < setting "2" < setting "3" < setting "5" < setting "6". Taking these differences in advantage levels into account, it is preferable to manage the setting values in the order of setting "L", "1", "2", "3", "5", and "6", as shown in Figure 22(a), from lowest to highest advantage.
[0220] Thus, in this embodiment, the order of the setting values is set to "L", "1", "2", "3", "5", and "6". By setting the values in this order, the following effect based on human perception can be obtained. That is, when two setting values are arbitrarily selected from the set values "L", "1", "2", "3", "5", and "6" arranged in this way, the setting value located on the "L" side will have a lower degree of advantage than the setting value located on the "6" side. Therefore, it is easier for people to intuitively grasp the degree of advantage. Furthermore, if measurements related to the number of balls dispensed are taken for each of these setting values and the measured values are arranged in correspondence with the order of the setting values, the measured values tend to be in ascending or descending order. In that case, people looking at the measured values will feel less of a sense of incongruity in the order of the measured values. Moreover, even if the measured values are arranged in correspondence with the order of the setting values, if the measured values are not in ascending or descending order, people looking at the measured values will be able to infer that the measurement itself was not performed properly.
[0221] Furthermore, setting value data used in the program can be associated (assigned) to these settings "L", "1", "2", "3", "5", and "6". The setting value data is represented by numbers in ascending order. Here, the numerical values 00H, 01H, 02H, 03H, 04H, and 05H are used as the setting value data. Therefore, as shown in Figure 22(b), the numerical values 00H, 01H, 02H, 03H, 04H, and 05H are associated with the settings "L", "1", "2", "3", "5", and "6", respectively. With this configuration, the degree of advantage is associated with the magnitude of the numerical values of the setting value data in the program, making it easier for the designer of the slot machine 100 to grasp the degree of advantage regarding the setting value data during the design phase.
[0222] The initial value of the setting value data 00H~05H, which is expressed as a numerical value in ascending order, is 00H, which is the minimum value of the setting value data. Here, the setting "L" is associated with the minimum value (initial value) 00H. In slot machine 100, a cold start may be performed, in which the power is cut off and the hardware such as the main control board 200, sub-control board 240, and medal count control board 260 are restarted from an initialized state. At this time, the used area in main RAM 200c is cleared, and all information stored in main RAM 200c becomes 00H. Here, in the case of a cold start, such as when the machine is shipped from the factory, it is initialized to the setting "L" (00H), which has the lowest degree of advantage, thus preventing the machine from starting operations with the setting "6", which has the highest degree of advantage, by mistake. Also, when changing settings, after clearing main RAM 200c, the setting value data is incremented by 1H from the minimum value (initial value) 00H, so it is possible to uniformly switch the setting value in the direction of increasing the degree of advantage.
[0223] Furthermore, in the memory map, data related to settings can be arranged in the order of settings "L", "1", "2", "3", "5", and "6". For example, as shown in Figure 22(c), addresses 00H to 05H can be associated with settings "L", "1", "2", "3", "5", and "6" in that order. Then, data related to setting "L" is stored at address 00H, data related to setting "1" is stored at address 01H, data related to setting "2" is stored at address 02H, data related to setting "3" is stored at address 03H, data related to setting "5" is stored at address 04H, and data related to setting "6" is stored at address 05H. With this configuration, data related to setting values with a low degree of advantage is stored at smaller addresses, and data related to setting values with a high degree of advantage is stored at larger addresses, making it easier for designers to grasp the progression of setting data during the design phase. In addition, when retrieving data related to setting values, the destination address can be obtained by simply adding the setting value data as a relative address to the reference address, thus reducing the design burden and processing load on the designer.
[0224] When the setting can be changed, the setting value is displayed on the 7 segments of the main segment display unit 130 (setting value display means). The setting value setting means changes the setting value displayed on the main segment display unit 130 each time the setting change switch is pressed. Although the setting "L" is an alphabet letter, it is represented using three segments of the 7 segments. For example, as shown in Figure 22(d), each time the setting change switch is pressed, the display on the 7 segments switches from "L" (setting L) → "1" (setting 1) → "2" (setting 2) → "3" (setting 3) → "5" (setting 5) → "6" (setting 6), and when the setting change switch is pressed while the display on the 7 segments is "6", it switches back to the initial value "L". As described above, the setting "L" is unlikely to be used in normal operation after the slot machine 100 is installed in the hall. Therefore, by displaying the alphabet letter "L" instead of a number, it is possible to prevent the hall manager from mistakenly setting the setting to "L".
[0225] Thus, the slot machine 100 includes a setting value setting means for setting values that indicate the degree of advantage of the game in stages, and a setting value display means (for example, a main segment display unit 130) capable of displaying the setting values. The setting values include a first setting value (for example, setting "1", "2", "3", "5", "6") that the setting value display means can display numerically, and a second setting value (for example, setting "L") that the setting value display means can display in a different display manner than numerically (for example, alphabetical characters). The first and second setting values are associated with setting value data expressed as numerical values in ascending order (for example, 00H, 01H, 02H, 03H, 04H, 05H), respectively, and the second setting value is associated with the minimum value of the setting value data (for example, 00H). The setting value setting means switches the setting value data in ascending order, and the setting value display means displays the setting value corresponding to the switched setting value data.
[0226] In the above embodiment, setting "L" is positioned before settings "1", "2", "3", "5", and "6" to distinguish it from settings "1", "2", "3", "5", and "6", making it easier to understand the degree of advantage, so that the order is "L", "1", "2", "3", "5", and "6". However, not limited to this case, setting "L" may also be positioned after settings "1", "2", "3", "5", and "6" to distinguish it from settings "1", "2", "3", "5", and "6", making it more difficult to use as a setting value, so that the order is "1", "2", "3", "5", "6", and "L". In this case, the numerical values 00H, 01H, 02H, 03H, 04H, and 05H are associated with settings "1", "2", "3", "5", "6", and "L", respectively. Therefore, the maximum value of the setting value data, 05H, is associated with setting "L". This configuration makes it possible to set the initial value to "1," a setting commonly used in normal operations, during a cold start.
[0227] In this case, the slot machine 100 includes a setting value setting means for setting values that indicate the degree of advantage of the game in stages, and a setting value display means (for example, a main segment display unit 130) capable of displaying the setting values. The setting values include a first setting value (for example, setting "1", "2", "3", "5", "6") that the setting value display means can display numerically, and a second setting value (for example, setting "L") that the setting value display means can display in a different display manner than numerically (for example, alphabetical characters). The first and second setting values are associated with setting value data expressed as numerical values in ascending order (for example, 00H, 01H, 02H, 03H, 04H, 05H), respectively, and the second setting value is associated with the maximum value of the setting value data (for example, 05H). The setting value setting means switches the setting value data in ascending order, and the setting value display means displays the setting value corresponding to the switched setting value data.
[0228] (Reel stop control 1) As described above, in this embodiment, the first specification of RBB is adopted as the game state during RBB operation. In the first specification of RBB, small wins that would pay out two or more coins in a non-internal game state or during RBB internal game state can be paid out as one coin in the RBB operation game state. However, all small wins whose payout amount has been changed in this way must be able to be won by the stop control in the RBB operation game state.
[0229] For example, in the game state where RBB is active, among the winning combinations that can be won, the winning combinations whose payout amount is changed, in this case, winning combinations "winning combination 1" to "winning combination 7", must be displayed on active line A by any operation when any of the winning types that can be won in the game state where RBB is active are won.
[0230] Here, one might consider assigning one winning type to each winning combination whose payout amount changes during RBB operation. However, such a configuration would result in a large number of winning types, putting a strain on the data capacity of the main ROM 200b.
[0231] Therefore, in this system, multiple small wins are assigned to a single winning type, and when a player wins that type, different small wins are awarded depending on how the player operates the stop switch 120. However, if the small wins awarded are set according to the order in which the player operates the stop switch 120, then, for example, only six small wins can be awarded for operation orders 1 to 6. Therefore, the small wins awarded are further differentiated according to the timing of the operation within the same operation order. This allows for different small wins to be awarded depending on both the operation order and timing, making it possible to award a greater number of small wins.
[0232] Thus, due to the constraints of the first specification RBB, for winning combinations whose payout amount is changed, i.e., winning combinations "Small Win 1" to "Small Win 7", when one of the winning types "1 Coin ALL Payout Change 1", "1 Coin ALL Payout Change 2", or "1 Coin ALL" is won, the symbol combination corresponding to that small win must be displayed on the active line A by any operation method. Here, we will illustrate the stop control when the winning type "1 Coin ALL Payout Change 1" in winning area 1 is won.
[0233] As shown in Figure 9, the winning type "1-coin ALL payout change 1" includes winning combinations "Small combination 1" to "Small combination 7". In this case, when the winning type "1-coin ALL payout change 1" is won, the winning combination awarded will differ depending on the order and timing of the player's operation of the stop switch 120, as shown below.
[0234] Figures 23 to 28 are explanatory diagrams illustrating the stop control of the reel control means 216. Here, Figures 23 to 28 show the stop control when the player operates the stop switch 120 in the order of batting 1 to 6, respectively.
[0235] Figure 23 shows the stop control when the player operates the stop switch 120 in the order of "left," "middle," and "right." When the player performs the first stop operation with the stop switch 120a, the reel control means 216 controls the left reel 110a to stop. At this time, the reel control means 216 prioritizes stopping different symbols depending on the timing of the player's operation of the stop switch 120a.
[0236] Specifically, if the player performs the first stop operation with the stop switch 120a when any of the symbol numbers "0" to "4" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the symbol "cherry" or symbol "watermelon B" corresponding to the winning combinations "minor combination 2" and "minor combination 4" on active line A. At this point, the winning combinations that can be won are limited to winning combinations "minor combination 2" and "minor combination 4". Subsequently, if the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the symbol "replay" corresponding to the middle reel 110b of winning combination "minor combination 4" on active line A. At this point, the winning combination that can be won is limited to winning combination "minor combination 4". Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 4" on the right reel 110c, on the active line A. In this way, the winning combination "minor combination 4" is awarded.
[0237] Furthermore, if the player performs the first stop operation with the stop switch 120a when any of the symbol numbers "5" to "19" on the left reel 110a is positioned on the active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the left reel 110a of the winning combination "minor combination 3" and the winning combination "minor combination 5" on the active line A. At this point, the winning combinations that can be won are limited to the winning combination "minor combination 3" and the winning combination "minor combination 5". Subsequently, if the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the middle reel 110b of the winning combination "minor combination 5" on the active line A. At this point, the winning combination that can be won is limited to the winning combination "minor combination 5". Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 5" on the right reel 110c, on the active line A. In this way, the winning combination "minor combination 5" is awarded.
[0238] In the example in Figure 23, the ratio of the range of timings in which the winning combination "Small Win 4" can be drawn in on the left reel 110a (here, symbol numbers "0" to "4") to the range of timings in which the winning combination "Small Win 5" can be drawn in on the left reel 110a (here, symbol numbers "5" to "19") is set to 1:3. Therefore, when the player operates the stop switch 120 in the first position, the winning combinations "Small Win 4" and "Small Win 5" will be awarded in a ratio of 1:3. Since each reel 110 has 20 symbols, if the timing of operation is expressed on a symbol-by-symbol basis, there are 20 (left reel 110a) × 20 (middle reel 110b) × 20 (right reel 110c) = 8000 possible operation patterns. Therefore, instead of a 1:3 ratio for the winning combination "Small Win 4" and "Small Win 5," the winning probabilities for 8000 different operation patterns are sometimes expressed as 2000:6000.
[0239] Figure 24 shows the stop control when the player operates the stop switch 120 in the second batting order, i.e., in the order of "left", "right", and "middle". When the player performs the first stop operation with the stop switch 120a, the reel control means 216 controls the left reel 110a to stop.
[0240] Specifically, if the player performs the first stop operation with the stop switch 120a when any of the symbol numbers "0" to "4" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the symbol "cherry" or symbol "watermelon B" corresponding to the winning combinations "minor combination 2" and "minor combination 4" on active line A. At this point, the winning combinations that can be won are limited to winning combinations "minor combination 2" and "minor combination 4". Subsequently, if the player performs the second stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the symbol "bell" corresponding to the winning combination "minor combination 4" on active line A. At this point, the winning combination that can be won is limited to winning combination "minor combination 4". Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Replay" corresponding to the winning combination "Small Win 4" on the middle reel 110b on the active line A. In this way, the winning combination "Small Win 4" is awarded.
[0241] Furthermore, if the player performs the first stop operation with the stop switch 120a when any of the symbol numbers "5" to "19" on the left reel 110a is positioned on the active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the left reel 110a of the winning combinations "minor combination 3" and "minor combination 5" on the active line A. At this point, the winning combinations that can be won are limited to the winning combinations "minor combination 3" and "minor combination 5". Subsequently, if the player performs the second stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the right reel 110c of the winning combination "minor combination 5" on the active line A. At this point, the winning combination that can be won is limited to the winning combination "minor combination 5". Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 5" on the middle reel 110b, on the active line A. In this way, the winning combination "minor combination 5" is awarded.
[0242] In the example in Figure 24, similar to Figure 23, the ratio of the operating timing range in which the symbol corresponding to the left reel 110a of the winning combination "Small Combination 4" can be drawn in (here, symbol numbers "0" to "4") to the operating timing range in which the symbol corresponding to the left reel 110a of the winning combination "Small Combination 5" can be drawn in (here, symbol numbers "5" to "19") is set to 1:3. Therefore, when the player operates the stop switch 120 in the second turn of the spinning sequence, the winning combination "Small Combination 4" and the winning combination "Small Combination 5" will be awarded in a ratio of 1:3 (=2000:6000).
[0243] Figure 25 shows the stop control when the player operates the stop switch 120 in the order of batting sequence 3, i.e., "middle", "left", and "right". When the player performs the first stop operation with the stop switch 120b, the reel control means 216 controls the middle reel 110b to stop.
[0244] Specifically, if the player performs the first stop operation of the stop switch 120b when any of the symbol numbers "0" to "4" on the middle reel 110b is positioned on active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 1", "minor combination 2", and "minor combination 5" on the middle reel 110b. At this point, the winning combinations that can be won are limited to "minor combination 1", "minor combination 2", and "minor combination 5". Subsequently, if the player performs the second stop operation of the stop switch 120a when any of the symbol numbers "0" to "14" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the "blue 7" or "watermelon A" symbol corresponding to the winning combination "minor combination 1" on the left reel 110a. At this point, the only winning combination that can be awarded is the winning combination "Small Win 1". Next, if the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the symbol "BAR" or the symbol "Watermelon A" corresponding to the right reel 110c of the winning combination "Small Win 1" to stop on active line A. Thus, the winning combination "Small Win 1" is awarded. On the other hand, if the player performs the second stop operation on the stop switch 120a when any of the symbol numbers "15" to "19" on the left reel 110a is located on active line A, the reel control means 216 controls the symbol "Cherry" or the symbol "Watermelon B" corresponding to the left reel 110a of the winning combination "Small Win 2" to stop on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Win 2". Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stopping of the "cherry" symbol, which corresponds to the winning combination "minor combination 2" on the right reel 110c, on the active line A. In this way, the winning combination "minor combination 2" is awarded.
[0245] Also, when the player performs the first stop operation on the stop switch 120b at the timing when any one of the symbol numbers “5” to “19” of the middle reel 110b is located on the winning line A, the reel control means 216 controls the stop on the winning line A of the symbol “Watermelon A” or the symbol “Watermelon B” corresponding to the middle reel 110b of the winning combination “Small Combination 3” and the winning combination “Small Combination 7”. At this point, the winning combinations that can be won are limited to the winning combination “Small Combination 3” and the winning combination “Small Combination 7”. Subsequently, when the player performs the second stop operation on the stop switch 120a at the timing when any one of the symbol numbers “5” to “14” of the left reel 110a is located on the winning line A, the reel control means 216 controls the stop on the winning line A of the symbol “Bell” corresponding to the left reel 110a of the winning combination “Small Combination 3”. At this point, the winning combinations that can be won are limited to the winning combination “Small Combination 3”. Subsequently, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stop on the winning line A of the symbol “Cherry” corresponding to the right reel 110c of the winning combination “Small Combination 3”. In this way, the winning combination “Small Combination 3” wins. On the other hand, when the player performs the second stop operation on the stop switch 120a at the timing when any one of the symbol numbers “0” to “4”, “15” to “19” of the left reel 110a is located on the winning line A, the reel control means 216 controls the stop on the winning line A of the symbol “BAR”, the symbol “Blank A” or the symbol “Blank B” corresponding to the left reel 110a of the winning combination “Small Combination 7”. At this point, the winning combinations that can be won are limited to the winning combination “Small Combination 7”. Subsequently, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stop on the winning line A of the symbol “Replay” corresponding to the right reel 110c of the winning combination “Small Combination 7”. In this way, the winning combination “Small Combination 7” wins.
[0246] In the example of FIG. 25, the ratio between the range of operation timings (here, symbol numbers “0” to “4”) in which symbols corresponding to winning combination “Minor Combination 1” and winning combination “Minor Combination 2” can be drawn into middle reel 110b, and the range of operation timings (here, symbol numbers “5” to “19”) in which symbols corresponding to winning combination “Minor Combination 3” and winning combination “Minor Combination 7” can be drawn into middle reel 110b is set to 1:3. Also, in a state where the winning possibilities of winning combination “Minor Combination 1” and winning combination “Minor Combination 2” remain, the ratio between the range of operation timings (here, symbol numbers “0” to “14”) in which symbols corresponding to the left reel 110a of winning combination “Minor Combination 1” can be drawn, and the range of operation timings (here, symbol numbers “15” to “19”) in which symbols corresponding to the left reel 110a of winning combination “Minor Combination 2” can be drawn is set to 3:1. Further, in a state where the winning possibilities of winning combination “Minor Combination 3” and winning combination “Minor Combination 7” remain, the ratio between the range of operation timings (here, symbol numbers “5” to “14”) in which symbols corresponding to the left reel 110a of winning combination “Minor Combination 3” can be drawn, and the range of operation timings (here, symbol numbers “0” to “4”, “15” to “19”) in which symbols corresponding to the left reel 110a of winning combination “Minor Combination 7” can be drawn is set to 1:1. Therefore, when the player operates the stop switch 120 in batting order 3, winning combination “Minor Combination 1”, winning combination “Minor Combination 2”, winning combination “Minor Combination 3”, and winning combination “Minor Combination 7” will win at a ratio of 3:1:6:6 (=1500:500:3000:3000).
[0247] FIG. 26 shows stop control when the player operates the stop switch 120 in batting order 4, that is, in the order of “middle”, “right”, “left”. When the player performs the first stop operation on stop switch 120b, the reel control means 216 performs stop control on the middle reel 110b.
[0248] Specifically, if the player performs the first stop operation of the stop switch 120b when any of the symbol numbers "0" to "4" on the middle reel 110b is positioned on active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 1", "minor combination 2", and "minor combination 5" on the middle reel 110b on active line A. At this point, the winning combinations that can be won are limited to "minor combination 1", "minor combination 2", and "minor combination 5". Subsequently, if the player performs the second stop operation of the stop switch 120c when any of the symbol numbers "0" to "4" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the "BAR" symbol or the "watermelon A" symbol corresponding to the winning combination "minor combination 1" on the right reel 110c on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Win 1". Next, if the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Blue 7" or the symbol "Watermelon A" corresponding to the left reel 110a of the winning combination "Small Win 1" to stop on active line A. Thus, the winning combination "Small Win 1" is awarded. On the other hand, if the player performs the second stop operation on the stop switch 120c when any of the symbol numbers "5" to "19" on the right reel 110c is located on active line A, the reel control means 216 controls the symbol "Cherry" corresponding to the right reel 110c of the winning combination "Small Win 2" to stop on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Win 2". Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "cherry" or symbol "watermelon B" corresponding to the winning combination "minor combination 2" on the left reel 110a to stop on the active line A. In this way, the winning combination "minor combination 2" is awarded.
[0249] Furthermore, if the player performs the first stop operation with the stop switch 120b when any of the symbol numbers "5" to "19" on the middle reel 110b is positioned on active line A, the reel control means 216 controls the stopping of the symbol "Watermelon A" or the symbol "Watermelon B" corresponding to the middle reel 110b of the winning combination "Small Combination 3" and the winning combination "Small Combination 7" on active line A. At this point, the winning combinations that can be won are limited to the winning combination "Small Combination 3" and the winning combination "Small Combination 7". Subsequently, if the player performs the second stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the symbol "Cherry" corresponding to the right reel 110c of the winning combination "Small Combination 3" on active line A. At this point, the winning combination that can be won is limited to the winning combination "Small Combination 3". Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 3" on the left reel 110a, on the active line A. In this way, the winning combination "minor combination 3" is awarded.
[0250] In the example in Figure 26, the ratio of the range of timing for pulling in the symbols corresponding to the middle reel 110b for winning combinations "Small Combination 1" and "Small Combination 2" (here, symbol numbers "0" to "4") to the range of timing for pulling in the symbols corresponding to the middle reel 110b for winning combinations "Small Combination 3" and "Small Combination 7" (here, symbol numbers "5" to "19") is set to 1:3. Also, while there is still a possibility of winning combinations "Small Combination 1" and "Small Combination 2", the ratio of the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combination "Small Combination 1" (here, symbol numbers "0" to "4") to the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combination "Small Combination 2" (here, symbol numbers "5" to "19") is set to 1:3. Furthermore, while there is still a possibility of winning the "Small Win 3" and "Small Win 7" combinations, the symbol corresponding to the right reel 110c for the "Small Win 3" combination is drawn in 100% of the time. Therefore, when the player operates the stop switch 120 in the 4th position of the spins, the winning combinations "Small Win 1," "Small Win 2," and "Small Win 3" will be awarded in a ratio of 1:3:12 (=500:1500:6000).
[0251] Figure 27 shows the stop control when the player operates the stop switch 120 in the order of batting sequence 5, i.e., "right", "left", and "middle". When the player performs the first stop operation with the stop switch 120c, the reel control means 216 controls the right reel 110c to stop.
[0252] Specifically, if the player performs the first stop operation with the stop switch 120c when any of the symbol numbers "5" to "14" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 4" and "minor combination 5" on the right reel 110c, on active line A. At this point, the winning combinations that can be awarded are limited to winning combination "minor combination 4" and "minor combination 5". Subsequently, if the player performs the second stop operation with the stop switch 120a, the reel control means 216 controls the stopping of the "cherry" symbol or the "watermelon B" symbol, which corresponds to the winning combination "minor combination 4" on the left reel 110a, on active line A. At this point, the winning combination that can be awarded is limited to winning combination "minor combination 4". Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Replay" corresponding to the winning combination "Small Win 4" on the middle reel 110b on the active line A. In this way, the winning combination "Small Win 4" is awarded.
[0253] Furthermore, if the player performs the first stop operation on the stop switch 120c when any of the symbol numbers "0" to "4" or "15" to "19" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the symbol "Blue 7", symbol "Blank A", or symbol "Blank B", which correspond to the winning combination "Small Combination 6" on the right reel 110c, on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 6". Subsequently, if the player performs the second stop operation on the stop switch 120a, the reel control means 216 controls the stopping of the symbol "Watermelon A" or symbol "Watermelon B", which corresponds to the winning combination "Small Combination 6" on the left reel 110a, on active line A. Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Blue 7" or the symbol "Cherry" corresponding to the winning combination "Small Combination 6" on the middle reel 110b on the active line A. In this way, the winning combination "Small Combination 6" is awarded.
[0254] In the example in Figure 27, the ratio of the operating timing range in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 4" can be drawn in (here, symbol numbers "5" to "14") to the operating timing range in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 6" can be drawn in (here, symbol numbers "0" to "4" and "15" to "19") is set to 1:1. Therefore, when the player operates the stop switch 120 in the 5th position of the spins, the winning combinations "Small Combination 4" and "Small Combination 6" will be awarded in a ratio of 1:1 (=4000:4000).
[0255] Figure 28 shows the stop control when the player operates the stop switch 120 in the order of batting sequence 6, i.e., "right", "middle", and "left". When the player performs the first stop operation with the stop switch 120c, the reel control means 216 controls the right reel 110c to stop.
[0256] Specifically, if the player performs the first stop operation with the stop switch 120c when any of the symbol numbers "5" to "14" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 4" and "minor combination 5" on the right reel 110c on active line A. At this point, the winning combinations that can be won are limited to winning combination "minor combination 4" and "minor combination 5". Subsequently, if the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the "replay" symbol corresponding to the winning combination "minor combination 4" on the middle reel 110b on active line A. At this point, the winning combination that can be won is limited to winning combination "minor combination 4". Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "cherry" or symbol "watermelon B" corresponding to the winning combination "minor combination 4" on the left reel 110a to stop on the active line A. In this way, the winning combination "minor combination 4" is awarded.
[0257] Furthermore, if the player performs the first stop operation with the stop switch 120c when any of the symbol numbers "0" to "4" or "15" to "19" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the symbol "Blue 7", symbol "Blank A", or symbol "Blank B", which correspond to the winning combination "Small Combination 6" on the right reel 110c, on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 6". Subsequently, if the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Blue 7" or symbol "Cherry", which correspond to the winning combination "Small Combination 6" on the middle reel 110b, on active line A. Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Watermelon A" or the symbol "Watermelon B" corresponding to the winning combination "Small Win 6" on the left reel 110a to stop on the active line A. In this way, the winning combination "Small Win 6" is awarded.
[0258] In the example in Figure 28, the ratio of the operating timing range in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 4" can be drawn in (here, symbol numbers "5" to "14") to the operating timing range in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 6" can be drawn in (here, symbol numbers "0" to "4" and "15" to "19") is set to 1:1. Therefore, when the player operates the stop switch 120 in the 6th turn of the spin order, the winning combinations "Small Combination 4" and "Small Combination 6" will be awarded in a ratio of 1:1 (=4000:4000).
[0259] Figures 23 to 28 show that even with the same sequence of operations, different winning combinations are awarded depending on the timing of the operations, thereby adjusting the probability of winning. For example, in the example in Figure 25, in response to the first stop of the stop switch 120b, in order to make the winning probabilities of winning combinations "Small Winning Combination 1" and "Small Winning Combination 2" and "Small Winning Combination 3" and "Small Winning Combination 7" 1:3, the range of operation timings in which the symbols corresponding to the middle reel 110b of each small winning combination can be drawn in is set to 5 symbols:15 symbols. In this way, the ratio of winning combinations can be arbitrarily set by the ratio of the number of symbols. In the example shown in Figure 25, the symbols corresponding to the winning combinations "Small Win 1" and "Small Win 2" on the middle reel 110b (the "Bell" symbol), and the symbols corresponding to the winning combinations "Small Win 3" and "Small Win 7" on the middle reel 110b (the "Watermelon A" or "Watermelon B" symbol) can be displayed on the active line A when PB=1. Therefore, the reel control means 216 can display the symbols corresponding to the small wins on the active line A at any operating timing. Consequently, as long as the number of symbols corresponding to the winning probability is adhered to, the range on the reel 110 in which the symbols corresponding to the small wins can be drawn can be arbitrarily set. Furthermore, as shown in Figures 23 to 28, it is not necessary to have a continuous range in which the symbols corresponding to the small wins can be drawn.
[0260] However, the range on reel 110 in which symbols can be drawn in may be limited to a predetermined range. For example, in the example in Figure 28, in order to make the probability of winning the winning combination "minor combination 4" and the winning combination "minor combination 6" equal in a 1:1 ratio in response to the first stop of stop switch 120c, the range of operation timing in which symbols corresponding to the right reel 110c of each minor combination can be drawn in is set to 10 symbols:10 symbols. However, the symbols corresponding to the winning combination "Small Win 6" on the right reel 110c (symbol "Blue 7", symbol "Blank A", or symbol "Blank B") cannot be displayed on active line A when PB=1 (PB≠1). Therefore, the range for drawing in the symbols corresponding to the winning combination "Small Win 6" on the right reel 110c cannot include symbol numbers "10" to "14", which cannot draw in the symbols "Blue 7", "Blank A", or "Blank B". Consequently, in this case, the range for drawing in the symbols corresponding to the winning combination "Small Win 6" on the right reel 110c is set to include symbol numbers other than "10" to "14", for example, symbol numbers "0" to "4" and "15" to "19", as shown in Figure 28.
[0261] Figure 29 is an explanatory diagram for explaining the probability of winning small roles. In Figure 29(a), the probability of winning a small role when the winning type "1-coin ALL payout change 1" is won during RBB operation is shown as the number of winning patterns for each turn, with the denominator being the 8000 possible operation patterns. Similarly, when the winning type "1-coin ALL payout change 2" is won during RBB operation, the winning roles "small role 3" to "small role 7" will be won according to the order and timing of the operation, as shown in Figure 29(b), just as when "1-coin ALL payout change 1" is won.
[0262] As explained using Figures 23 to 28, in the winning type "1-coin ALL payout change 1" during RBB operation, even with the same operation sequence, different small wins can be awarded depending on the timing of the operation. In this way, all of the winning roles "small win 1" to "small win 7," whose payout amounts change depending on the operation sequence and timing, can be awarded. With this configuration, when winning type 1 is selected, it is possible to award many small wins, and the data capacity of the main ROM 200b can be reduced.
[0263] In this explanation, we have used an example where the range of timing for pulling in symbols corresponding to minor wins on each reel 110 is divided into two consecutive ranges, such as symbol numbers "0" to "4" and symbol numbers "5" to "19". However, it is not limited to this case; it may also be divided into three or more ranges. In this way, it becomes possible to win even more minor wins for a given type of win.
[0264] Here, as a point of comparison with the winning type "1-coin ALL payout change 1", we consider the winning type "Bat order bell 3_1_A" in the RBB internal game state. As mentioned above, when the winning type "Bat order bell 3_1_A" is won in the RBB internal game state and the correct operation is performed with bat order 3, the winning role "Small role 1", which is the correct role with a payout of 15 coins, is awarded with PB=1. Therefore, comparing the winning type "1-coin ALL payout change 1" and the winning type "Bat order bell 3_1_A", even if the stop switch 120 is operated with the same bat order 3, the probability of winning the winning role "Small role 1" in the winning type "1-coin ALL payout change 1" (1500 / 8000) is lower than the probability of winning the winning role "Small role 1" in the winning type "Bat order bell 3_1_A" (8000 / 8000). As can be seen by referring to Figure 29, when the stop switch 120 is operated in turn 3, the probability of winning the "minor role 1" (1500 / 8000) is lower than the probability of winning the "minor role 3" (3000 / 8000). The probability of winning the "minor role 3" is highest in turn 3, not only for the "1-coin ALL payout change 1" type but also for the "1-coin ALL payout change 2" type.
[0265] The reason for this configuration is as follows: As mentioned above, in the first specification of RBB, small wins that would pay out two or more coins in a non-internal game state or in an internal RBB game state pay out only one coin in an RBB game state. Furthermore, the original specification does not anticipate a transition to an RBB game state, and even if a transition to an RBB game state occurs, the effects and other elements are not changed so that the player does not notice the transition. As a result, even if a transition to an RBB game state occurs, the player often does not notice it. However, if the winning combination "small win 1" or "small win 2" is won in an RBB game state, the payout would be 15 coins in an internal RBB game state, but only 1 coin in an RBB game state. As a result, the player will feel dissatisfied and distrustful due to the small number of coins paid out.
[0266] Furthermore, during the RBB (Replay Big Bonus) gameplay state, predetermined benefits may be granted, such as a lottery to transition to the AT (Attack Time) performance state, depending on the winning combination "Small Win 1" or "Small Win 2". On the other hand, in this embodiment, the granting of predetermined benefits, such as a lottery to transition to the AT performance state, is restricted during the RBB operation gameplay state. Therefore, even if the winning combination "Small Win 1" or "Small Win 2" is won during the RBB operation gameplay state, the predetermined benefits will not be granted. As a result, players may feel dissatisfied or distrustful because they are not granted benefits.
[0267] Here, due to the constraints of the first specification's RBB, while it is possible to win the "Small Role 1" even when the RBB is active, the probability of winning the "Small Role 1" in the winning type "1 Coin ALL Payout Change 1" (1500 / 8000) is lower than the probability of winning the "Small Role 1" in the winning type "Bat Order Bell 3_1_A" (8000 / 8000) when the same batting order 3 is used, thereby suppressing the probability of the "Small Role 1" appearing. Consequently, the chances of winning the "Small Role 1" being won decrease when the RBB is active, which can reduce the possibility of players feeling dissatisfied or distrustful.
[0268] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several types of winning types by a winning type lottery, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, in response to the operation of the start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120, and a non-internal game state, and when a bonus role (for example, the winning role "RBB") is won in the non-internal game state. The game includes a game state control means 222 that transitions to one of several types of game states, including a bonus internal game state (for example, RBB internal game state) and a bonus activation game state (for example, RBB activation game state) that is entered based on the winning of a bonus role. The number of predetermined states for the bonus internal game state and the bonus activation game state are different (for example, RBB internal game state = 3, RBB activation game state = 2), and the winning types include winning types that include small roles, and the small roles are the first small role (for example, winning role "small role 1") The first small win includes a second small win (for example, the winning win "small win 3") and a third small win (for example, the winning win "1 coin"), and the first small win has a higher payout value (for example, the number of coins paid out) than the second small win in the internal bonus game state (for example, internal RBB game state = 15 > RBB active game state = 3), and the payout value is equal to that of the second small win in the bonus active game state (for example, internal RBB game state = 1, RBB active game state = 1), and the third small win has a higher payout value in the internal bonus game state and the bonus active game state Equally (for example, RBB internal game state = 1, RBB active game state = 1), the winning type includes a first winning type and a second winning type. The first winning type is won in the bonus internal game state, and when operated in a specific order, the first small win is possible with a first probability (for example, 100%). The second winning type is won in the bonus active game state, and when operated in a specific order, the first small win is possible with a second probability (for example, 18.7%), and the second small win is also possible, with the second probability being lower than the first probability. Note that the payout values of the first and second small wins and the third small win in the bonus active game state are not necessarily equal.For example, during a bonus-activated gaming state, the payout value numbers for the first minor winning combination and the second minor winning combination can be set to two, and the payout value number for the third minor winning combination can be set to one.
[0269] (Reel Stop Control 2) In the above-described embodiments, various gaming specifications have been described based on the winning combination table of FIG. 8 and the winning type lottery table of FIG. 9. However, the winning combination table and the winning type table are not limited to the examples of FIGS. 8 and 9, and there are various patterns. Hereinafter, gaming specifications using a winning combination table different from the winning combination table of FIG. 8 and a winning type lottery table different from that of FIG. 9 will be described.
[0270] FIG. 30 is an explanatory diagram for explaining winning combinations, and FIG. 31 is a diagram showing a winning type lottery table. However, it is assumed that the reel arrangement and the active lines are the same as those in FIG. 3.
[0271] In the winning combination table shown in FIG. 30, as a bonus winning combination, the winning combination "RBB" is provided. Also, as replay winning combinations, the winning combinations "Replay 1" to "Replay 4" are provided. Further, as minor winning combinations, the winning combinations "Minor Winning Combination 1" to "Minor Winning Combination 36" are provided.
[0272] Unlike the winning type lottery table in Figure 9, the winning type lottery table shown in Figure 31 includes winning areas where the player receives a predetermined benefit upon winning. For example, if the player wins one of the winning types "Reach Eye A," "Reach Eye B," or "Middle Cherry" shown in winning areas 10-12 of Figure 31, the performance state control means 224 decides with 100% probability that the performance state will transition to the AT performance state. In other words, by winning one of the winning types "Reach Eye A," "Reach Eye B," or "Middle Cherry," the player is granted the benefit of transitioning the performance state to the AT performance state. Therefore, the player desires to win one of the winning types "Reach Eye A," "Reach Eye B," or "Middle Cherry." Furthermore, the player can be confident that if they win a winning combination that can only be obtained when winning one of the winning types "Reach Eye A," "Reach Eye B," or "Middle Cherry," such as winning combinations "Small Combination 3" to "Small Combination 8," they will transition to the AT performance state at that point. Here, winning types such as "Reach Pattern A," "Reach Pattern B," and "Middle Cherry" are sometimes referred to as "Confirmed Winning Types" (Specific Winning Types), and winning roles such as "Small Role 3" to "Small Role 8" are sometimes referred to as "Confirmed Roles," which are winning roles that guarantee a transition to the AT performance state.
[0273] As described above, this embodiment employs the first specification of RBB. Therefore, in the winning combination table in Figure 30, small wins that pay out two or more coins in a non-internal game state, specifically winning combinations "small win 1" to "small win 13", can be changed to pay out one coin in the RBB-operated game state. However, all small wins whose payout amounts have been changed in this way must be able to be won by the stop control in the RBB-operated game state. Therefore, as shown in the winning type lottery table in Figure 31, when a winning combination of "1 coin 1", "1 coin 2", or "1 coin 3" that can be won in the RBB-operated game state is won, the symbol combination corresponding to the winning combinations "small win 1" to "small win 13" must be displayed on the active line A by any operation method.
[0274] In the following section, we will describe in detail the stop control when the winning type "1 coin 1" is won during RBB operation. As shown in Figure 31, the winning type "1 coin 1" includes winning combinations "Small win 1" to "Small win 8" and "Small win 14".
[0275] Figures 32 to 37 are explanatory diagrams illustrating the stop control of the reel control means 216 when the winning type "1 coin 1" is won. Here, Figures 32 to 37 show the stop control when the player operates the stop switch 120 in the order of 1 to 6, respectively.
[0276] Figure 32 shows the stop control when the player operates the stop switch 120 in the order of "left," "middle," and "right." Specifically, when the player operates the stop switch 120a as the first stop, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the left reel 110a of the winning combination "minor combination 6" and "minor combination 14," on the active line A. At this point, the winning combinations that can be won are limited to "minor combination 6" and "minor combination 14." Subsequently, when the player operates the stop switch 120b as the second stop, the reel control means 216 controls the stopping of the "replay" symbol, which corresponds to the middle reel 110b of the winning combination "minor combination 14," on the active line A. At this point, the winning combination that can be won is limited to "minor combination 14." Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the stopping of the symbol "Watermelon A", symbol "Cherry", symbol "Replay", or symbol "BAR", which corresponds to the winning combination "Small Combination 14" on the right reel 110c, on the active line A. In this way, the winning combination "Small Combination 14" is awarded.
[0277] In the example shown in Figure 32, with the reel control means 216 controlling the left reel 110a to stop the "bell" symbol on active line A, the possibility of winning the "minor role 6" and "minor role 14" remains. In this state, when the stop switch 120b is operated, the reel control means 216 pulls the "replay" symbol, which corresponds to the middle reel 110b of the winning "minor role 14," onto active line A with 100% certainty. Therefore, when the player operates the stop switch 120 in turn 1, the winning "minor role 14" will be awarded with PB=1.
[0278] Figure 33 shows the stop control when the player operates the stop switch 120 in the second order of operation, i.e., "left", "right", and "middle". Specifically, when the player operates the stop switch 120a as the first stop operation, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the left reel 110a of the winning combination "minor combination 6" and "minor combination 14", on active line A. At this point, the winning combinations that can be won are limited to "minor combination 6" and "minor combination 14". Subsequently, when the player operates the stop switch 120c as the second stop operation, the reel control means 216 controls the stopping of the "watermelon A", "cherry", "replay", or "BAR" symbol, which corresponds to the right reel 110c of the winning combination "minor combination 14", on active line A. At this point, the winning combination that can be won is limited to "minor combination 14". Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Replay" corresponding to the winning combination "Small Win 14" on the middle reel 110b on the active line A. In this way, the winning combination "Small Win 14" is awarded.
[0279] In the example shown in Figure 33, with the reel control means 216 controlling the left reel 110a to stop the "bell" symbol on active line A, the possibility of winning the "minor role 6" and "minor role 14" remains. In this state, when the stop switch 120c is operated, the reel control means 216 pulls in the symbol "watermelon A", "cherry", "replay", or "BAR" corresponding to the right reel 110c of the winning "minor role 14" onto active line A with 100% certainty. Therefore, when the player operates the stop switch 120 in turn 2, the winning "minor role 14" will be awarded with PB=1.
[0280] Figure 34 shows the stop control when the player operates the stop switch 120 in the order of "middle," "left," and "right." Specifically, when the player performs the first stop operation with the stop switch 120b at the timing when any of the symbol numbers "0" to "4" on the middle reel 110b is positioned on the active line A, the reel control means 216 controls the stopping of either the "Watermelon A" or "Watermelon B" symbol, which corresponds to the winning combination "Small Combination 3" on the middle reel 110b, on the active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 3." Subsequently, when the player performs the second stop operation with the stop switch 120a, the reel control means 216 controls the stopping of either the "Watermelon A" or "Watermelon B" symbol, which corresponds to the winning combination "Small Combination 3" on the left reel 110a, on the active line A. Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the symbol "Blank A", "Red 7", "Blue 7", or "Blank B", which correspond to the winning combination "Small Combination 3" on the right reel 110c, to stop on active line A. In this way, the winning combination "Small Combination 3" is awarded.
[0281] Furthermore, if the player performs the first stop operation of the stop switch 120b when any of the symbol numbers "5" to "19" on the middle reel 110b is positioned on active line A, the reel control means 216 controls the stopping of the symbol "cherry" or the symbol "blue 7" corresponding to the winning combinations "minor combination 4", "minor combination 5", and "minor combination 6" on the middle reel 110b. At this point, the winning combinations that can be awarded are limited to "minor combination 4", "minor combination 5", and "minor combination 6". Subsequently, if the player performs the second stop operation of the stop switch 120a when any of the symbol numbers "0" to "4" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the symbol "cherry" corresponding to the winning combination "minor combination 5" on the left reel 110a. At this point, the only winning combination that can result in a prize is the winning combination "Small Win 5". Next, when the player performs the third stop operation on the stop switch 120c, the reel control means 216 controls the symbol "Cherry" corresponding to the right reel 110c of the winning combination "Small Win 5" to stop on active line A. In this way, the winning combination "Small Win 5" is awarded.
[0282] Furthermore, if the player performs the second stop operation with the stop switch 120a when any of the symbol numbers "5" to "14" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the symbol "Replay" corresponding to the winning combination "Small Combination 4" on the left reel 110a on active line A. At this point, the only winning combination that can be awarded is "Small Combination 4". Subsequently, if the player performs the third stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the symbol "Replay" corresponding to the winning combination "Small Combination 4" on the right reel 110c on active line A. In this way, the winning combination "Small Combination 4" is awarded.
[0283] Furthermore, if the player performs the second stop operation with the stop switch 120a when any of the symbol numbers "15" to "19" on the left reel 110a is positioned on active line A, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 6" on the left reel 110a on active line A. At this point, the only winning combination that can be awarded is the winning combination "minor combination 6". Subsequently, if the player performs the third stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 6" on the right reel 110c on active line A. In this way, the winning combination "minor combination 6" is awarded.
[0284] In the example in Figure 34, the ratio of the range of timing for pulling in the symbol corresponding to the middle reel 110b for the winning combination "Small Combination 3" (here, symbol numbers "0" to "4") to the range of timing for pulling in the symbols corresponding to the middle reel 110b for the winning combinations "Small Combination 4", "Small Combination 5", and "Small Combination 6" (here, symbol numbers "5" to "19") is set to 1:3. Furthermore, while there is still a possibility of winning "Small Win 4", "Small Win 5", and "Small Win 6", the ratio of the operating timing range in which it is possible to pull in the symbol corresponding to left reel 110a for "Small Win 4" (here, symbol numbers "5" to "14"), the operating timing range in which it is possible to pull in the symbol corresponding to left reel 110a for "Small Win 5" (here, symbol numbers "0" to "4"), and the operating timing range in which it is possible to pull in the symbol corresponding to left reel 110a for "Small Win 6" (here, symbol numbers "15" to "19") is set to 2:1:1. Therefore, when the player operates the stop switch 120 in the third position in the sequence of plays, the winning combinations "minor combination 3", "minor combination 4", "minor combination 5", and "minor combination 6" will be awarded in a ratio of 4:6:3:3 (=2000:3000:1500:1500).
[0285] Figure 35 shows the stop control when the player operates the stop switch 120 in the order of 4, i.e., "middle", "right", and "left". Specifically, when the player performs the first stop operation with the stop switch 120b at the timing when any of the symbol numbers "0" to "4" on the middle reel 110b is positioned on the active line A, the reel control means 216 controls the stopping of the symbol "Watermelon A" or the symbol "Watermelon B" corresponding to the middle reel 110b of the winning combination "Small Combination 3" on the active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 3". Subsequently, when the player performs the second stop operation with the stop switch 120c, the reel control means 216 controls the stopping of the symbol "Blank A", the symbol "Red 7", the symbol "Blue 7", or the symbol "Blank B" corresponding to the right reel 110c of the winning combination "Small Combination 3" on the active line A. Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Watermelon A" or the symbol "Watermelon B" corresponding to the winning combination "Small Combination 3" on the left reel 110a to stop on the active line A. In this way, the winning combination "Small Combination 3" is awarded.
[0286] Furthermore, if the player performs the first stop operation on the stop switch 120b when any of the symbol numbers "5" to "19" on the middle reel 110b is positioned on active line A, the reel control means 216 controls the stopping of the symbol "cherry" or the symbol "blue 7" corresponding to the winning combinations "minor combination 4" and "minor combination 6" on the middle reel 110b. At this point, the winning combinations that can be awarded are limited to "minor combination 4", "minor combination 5", and "minor combination 6". Subsequently, if the player performs the second stop operation on the stop switch 120c when any of the symbol numbers "0" to "4" on the right reel 110c is positioned on active line A, the reel control means 216 controls the stopping of the symbol "replay" corresponding to the winning combination "minor combination 4" on the right reel 110c. At this point, the winning combination that can be awarded is limited to "minor combination 4". Next, if the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Replay" corresponding to the left reel 110a of the winning combination "Small Combination 4" to stop on active line A. In this way, the winning combination "Small Combination 4" is awarded. On the other hand, if the player performs the second stop operation on the stop switch 120c when any of the symbol numbers "5" to "19" on the right reel 110c is located on active line A, the reel control means 216 controls the symbol "Bell" corresponding to the right reel 110c of the winning combination "Small Combination 6" to stop on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 6". Next, if the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Bell" corresponding to the left reel 110a of the winning combination "Small Combination 6" to stop on active line A. Thus, the winning combination "Small role 6" is awarded.
[0287] In the example in Figure 35, the ratio of the range of timings in which the symbol corresponding to the middle reel 110b of the winning combination "Small Combination 3" can be drawn in (here, symbol numbers "0" to "4") to the range of timings in which the symbols corresponding to the middle reel 110b of the winning combination "Small Combination 4", "Small Combination 5", and "Small Combination 6" can be drawn in (here, symbol numbers "5" to "19") is set to 1:3. Also, while there is still a possibility of winning combinations "Small Combination 4", "Small Combination 5", and "Small Combination 6", the ratio of the range of timings in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 4" can be drawn in (here, symbol numbers "0" to "4") to the range of timings in which the symbol corresponding to the right reel 110c of the winning combination "Small Combination 6" can be drawn in (here, symbol numbers "5" to "19") is set to 1:3. Therefore, when the player operates the stop switch 120 in the 4th position of the batting order, the winning combinations "minor combination 3", "minor combination 4", and "minor combination 6" will be awarded in a ratio of 4:3:9 (=2000:1500:4500).
[0288] Figure 36 shows the stop control when the player operates the stop switch 120 in the order of 5, i.e., "right", "left", and "middle". Specifically, when the player performs the first stop operation on the stop switch 120c at the timing when any of the symbol numbers "0" to "4" on the right reel 110c is located on the active line A, the reel control means 216 controls the stopping of the symbol "Watermelon A" or the symbol "BAR" corresponding to the winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14" on the right reel 110c. At this point, the winning combinations that can be awarded are limited to "Small Combination 1", "Small Combination 8", and "Small Combination 14". Next, when the player performs the second stop operation with the stop switch 120a, the reel control means 216 controls the symbol "Watermelon A" or the symbol "Blue 7" corresponding to the left reel 110a of the winning combination "Small Combination 1" to stop on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Combination 1". Subsequently, when the player performs the third stop operation with the stop switch 120b, the reel control means 216 controls the symbol "Bell" corresponding to the middle reel 110b of the winning combination "Small Combination 1" to stop on active line A. In this way, the winning combination "Small Combination 1" is awarded.
[0289] Furthermore, if the player performs the first stop operation on the stop switch 120c when any of the symbol numbers "5" to "19" on the right reel 110c are positioned on active line A, the reel control means 216 controls the stopping of the "cherry" symbol on the right reel 110c corresponding to the winning combinations "minor combination 2", "minor combination 5", and "minor combination 14" on active line A. At this point, the winning combinations that can be awarded are limited to "minor combination 2", "minor combination 5", and "minor combination 14". Subsequently, if the player performs the second stop operation on the stop switch 120a when any of the symbol numbers "0" to "7", "18", or "19" on the left reel 110a are positioned on active line A, the reel control means 216 controls the stopping of the "cherry" symbol on the left reel 110a corresponding to the winning combinations "minor combination 2" and "minor combination 5" on active line A. At this point, the only winning combinations that can be awarded are "Small Win 2" and "Small Win 5". Next, if the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the symbol "Bell" corresponding to the middle reel 110b of the winning combination "Small Win 2" to stop on active line A. Thus, the winning combination "Small Win 2" is awarded. On the other hand, if the player performs the second stop operation on the stop switch 120a when any of the symbol numbers "8" to "17" on the left reel 110c is located on active line A, the reel control means 216 controls the symbol "Watermelon B" corresponding to the left reel 110a of the winning combination "Small Win 2" to stop on active line A. At this point, the only winning combination that can be awarded is the winning combination "Small Win 2". Next, when the player performs the third stop operation on the stop switch 120b, the reel control means 216 controls the stopping of the "bell" symbol, which corresponds to the winning combination "minor combination 2" on the middle reel 110b, on the active line A. In this way, the winning combination "minor combination 2" is awarded.
[0290] In the example in Figure 36, the ratio of the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14" (here, symbol numbers "0" to "4") to the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combinations "Small Combination 2", "Small Combination 5", and "Small Combination 14" (here, symbol numbers "5" to "19") is set to 1:3. Furthermore, when there is still a possibility of winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14", the symbol "Watermelon A" or the symbol "Blue 7" corresponding to the left reel 110a for winning combination "Small Combination 1" is pulled in 100% of the time. Furthermore, when there is still a possibility of winning the winning combinations "Small Win 2", "Small Win 5", and "Small Win 14", the machine will pull in the "Cherry" symbol corresponding to the left reel 110a of "Small Win 2" and "Small Win 5", or the "Watermelon B" symbol corresponding to the left reel 110a of "Small Win 2". When there is still a possibility of winning the winning combinations "Small Win 2" and "Small Win 5", the machine will pull in the "Bell" symbol corresponding to the middle reel 110b of "Small Win 2" with 100% certainty. Therefore, when the player operates the stop switch 120 in turn 5, the winning combinations "Small Win 1" and "Small Win 2" will be awarded in a ratio of 1:3 (2000:6000).
[0291] Figure 37 shows the stop control when the player operates the stop switch 120 in the order of 6, i.e., "right", "middle", and "left". Specifically, when the player performs the first stop operation with the stop switch 120c at the timing when any of the symbol numbers "0" to "4" on the right reel 110c is located on the active line A, the reel control means 216 controls the stopping of the symbol "Watermelon A" or the symbol "BAR" corresponding to the right reel 110c of the winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14" on the active line A. At this point, the winning combinations that can be won are limited to "Small Combination 1", "Small Combination 8", and "Small Combination 14". Subsequently, when the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the symbol "Bell" corresponding to the middle reel 110b of the winning combination "Small Combination 1" on the active line A. At this point, the only winning combination that can result in a prize is the winning combination "Small Win 1". Subsequently, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "Watermelon A" or the symbol "Blue 7" corresponding to the left reel 110a of the winning combination "Small Win 1" to stop on active line A. In this way, the winning combination "Small Win 1" is awarded.
[0292] Furthermore, if the player performs the first stop operation with the stop switch 120c when any of the symbol numbers "5" to "19" on the right reel 110c is positioned on the active line A, the reel control means 216 controls the stopping of the "cherry" symbol corresponding to the winning combinations "minor combination 2", "minor combination 5", and "minor combination 14" on the right reel 110c on the active line A. At this point, the winning combinations that can be won are limited to "minor combination 2", "minor combination 5", and "minor combination 14". Subsequently, if the player performs the second stop operation with the stop switch 120b, the reel control means 216 controls the stopping of the "bell" symbol corresponding to the winning combination "minor combination 2" on the middle reel 110b on the active line A. At this point, the winning combination that can be won is limited to "minor combination 2". Next, when the player performs the third stop operation on the stop switch 120a, the reel control means 216 controls the symbol "cherry" or symbol "watermelon B" corresponding to the winning combination "minor combination 2" on the left reel 110a to stop on the active line A. In this way, the winning combination "minor combination 2" is awarded.
[0293] In the example in Figure 37, the ratio of the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14" (here, symbol numbers "0" to "4") to the range of timing for pulling in the symbols corresponding to the right reel 110c for winning combinations "Small Combination 2", "Small Combination 5", and "Small Combination 14" (here, symbol numbers "5" to "19") is set to 1:3. Furthermore, when there is still a possibility of winning combinations "Small Combination 1", "Small Combination 8", and "Small Combination 14", the "Bell" symbol corresponding to the middle reel 110b for winning combination "Small Combination 1" is pulled in 100% of the time. Furthermore, as long as there is still a possibility of winning combinations "Small Combination 2", "Small Combination 5", and "Small Combination 14", the "Bell" symbol corresponding to the middle reel 110b for "Small Combination 2" is drawn in 100% of the time. Therefore, when the player operates the stop switch 120 in turn 6, the winning combinations "Small Combination 1" and "Small Combination 2" will be awarded in a ratio of 1:3 (2000:6000).
[0294] Figure 38 is an explanatory diagram for explaining the probability of winning a minor role. Figure 38(a) shows the probability of winning a minor role when the winning type "1 coin 1" is won during RBB operation, expressed as the number of winning patterns in each spin, with the denominator being the 8000 possible operation patterns. Figure 38(b) shows the probability of winning a minor role when the winning type "1 coin 2" is won during RBB operation, and Figure 38(c) shows the probability of winning a minor role when the winning type "1 coin 3" is won during RBB operation.
[0295] As shown in Figures 38(a) to 38(c), the winning combinations "Small Win 1" to "Small Win 13" with changed payout amounts are possible for any of the winning types "1 coin 1", "1 coin 2", or "1 coin 3", satisfying the constraints of the first specification of RBB. Furthermore, in the RBB operating state, if the stop switch 120 is operated in turn 1 or 2, the game will not award a confirmed winning combination, but will award the winning combination "Small Win 14" with PB=1. The reason for adopting this specification, where the game will award the winning combination "Small Win 14" with PB=1 when the stop switch 120 is operated in turn 1 or 2 during the RBB operating state, is to avoid the player feeling any discomfort with the change in the number of coins paid out. For example, if the game does not award a confirmed winning combination but awards the winning combination "Small Win 1", 10 coins would be paid out in the RBB internal game state, but only 1 coin would be paid out in the RBB operating state. If this were the case, players would feel something was off about the small number of coins paid out. On the other hand, for the winning combination "Small Win 14," the number of coins paid out when it is won during the RBB internal game state is the same as the number of coins paid out when it is won during the RBB activation game state, thus avoiding players feeling something was off about the small number of coins paid out.
[0296] Furthermore, the reason for adopting the specification that a guaranteed win will not occur if the stop switch 120 is operated in turn 1 or 2 during RBB operation is as follows. In this embodiment, the decision to transition the performance state to the AT performance state is made when a guaranteed winning type is won during the RBB internal game state. Since the player usually cannot know which winning type has been won, they are confident that they will transition to the AT performance state when a guaranteed win occurs. In addition, this embodiment adopts the first specification of RBB, and there is a constraint that the winning types "small win 1" to "small win 13" with changed payout amounts must be possible to win through stop control during the RBB operation game state. In other words, a guaranteed win that makes the player confident of transitioning to the AT performance state during the RBB internal game state can also be won during the RBB operation game state. However, even if a guaranteed win occurs during the RBB operation game state, the game state will not transition to the AT performance state. Players may mistakenly believe that a transition to the AT (Attack Time) mode is guaranteed when they hit a winning combination while playing during RBB (Regular Big Bonus). Players who mistakenly believe that a transition to the AT mode is guaranteed will become dissatisfied and distrustful when they do not transition to the AT mode.
[0297] As mentioned above, in non-AT (Attack Time) state, the player operates the stop switch 120 in turns 1 and 2 to avoid penalties. Therefore, as shown in the winning type lottery table in Figure 31, if a guaranteed winning type is won, it is possible to hit the guaranteed role when the player operates at least in turns 1 and 2. In contrast, in the RBB (Real Big Bonus) state, as shown in Figures 38(a) to 38(c), regardless of whether the winning type is "1 coin 1", "1 coin 2", or "1 coin 3", the player will not hit the guaranteed role when the player operates in turns 1 and 2. Therefore, it is possible to prevent the player from mistakenly believing that the transition to the AT state is guaranteed in the RBB state. As a result, the player will not feel dissatisfied or distrustful about not transitioning to the AT state despite hitting the guaranteed role.
[0298] In this embodiment, the specification is adopted such that a guaranteed win does not occur when the player operates in the 1st or 2nd turn order during the RBB (Real Big Bonus) game state, but this is not limited to this. For example, the specification may be such that the probability of hitting a guaranteed win when operating in the 1st or 2nd turn order during the RBB game state is lower than the probability of hitting a guaranteed win when operating in the 1st or 2nd turn order during the RBB internal game state. For example, the specification may be such that the probability of hitting a guaranteed win when operating in the 1st or 2nd turn order during the RBB game state is 100%, while the probability of hitting a guaranteed win when operating in the 1st or 2nd turn order during the RBB internal game state is 10%. By adopting this specification, the possibility of the player mistakenly believing that the transition to the AT (Attack Time) performance state is confirmed during the RBB game state can be reduced. As a result, the possibility of the player feeling dissatisfied or distrustful when they do not transition to the AT performance state despite hitting a guaranteed win can be reduced.
[0299] In this embodiment, we have given an example of a configuration in which, when the stop switch 120 is operated in the 1st or 2nd turn order during the RBB operation state, the player does not win a winning combination, but the system is not limited to this. For example, when the player operates in the 1st or 2nd turn order during the RBB internal game state, a combination of symbols that suggests the granting of a predetermined bonus is displayed on the active line A, but when the player operates in the 1st or 2nd turn order during the RBB operation state, it is sufficient if the system is configured so that it is not displayed on the active line A. Here, the predetermined bonus is a bonus that is advantageous to the player, such as transitioning from the performance state to the AT performance state, conducting an AT lottery in a game where an AT lottery would not normally be conducted, conducting an AT lottery with a high winning probability, or paying out three or more coins.
[0300] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several types of winning types by a winning type lottery, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of the start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120 corresponding to the rotating reel 110, and a game state control means 22 that transitions to one of several types of game states, including a non-internal game state, an internal game state transitioned to based on winning a bonus role in the non-internal game state (for example, an RBB internal game state), and an active game state transitioned to based on winning a bonus role (for example, an RBB active game state). The device comprises 2 and , and the winning types include specific small wins (for example, winning combinations "small win 3" to "small win 8") that can display a combination of symbols on the active line that suggests the granting of a predetermined benefit, and in the internal mid-game state, a specific small win may be awarded when the stop switch is operated in a first operation mode (for example, turn order 1, 2), and in the active game state, a specific small win may be awarded when the stop switch is operated in a second operation mode different from the first operation mode (for example, turn order 3 to 6), and in the active game state, the probability of a specific small win being awarded when the stop switch 120 is operated in the first operation mode (for example, 0%) is lower than the probability of a specific small win being awarded when the stop switch is operated in the first operation mode (for example, 100%) in the internal mid-game state.
[0301] (Reel animation) As explained using Figure 16, among the multiple performance states, the game often starts in the normal performance state, and the AT lottery is conducted in the normal performance state. If the AT lottery is won, the performance state control means 224 transitions the performance state to the AT performance state (specific performance state).
[0302] The probability of transitioning to an AT (Attack Time) performance state through such an AT lottery varies depending on the type of win. For example, when the performance state control means 224 wins the "batting order bell" type, it decides to transition to an AT performance state with a predetermined probability (for example, 1 / 1000) corresponding to the "batting order bell" type. Note that even if the same type of win is selected, the transition probability may differ depending on the game state and performance state.
[0303] Furthermore, in this embodiment, as described above, when a predetermined winning type is won, the game transitions to the AT performance state with 100% probability. When a player wins one of the guaranteed winning types shown in the winning areas 10 to 12 of Figure 31 (for example, winning types "Reach A", "Reach B", "Middle Cherry"), the performance state control means 224 decides to transition to the AT performance state with 100% probability. Therefore, the player hopes to win one of the guaranteed winning types. Also, the player can be confident that if they win a guaranteed role that can only be won when a guaranteed winning type is won, for example, winning roles "Small Role 3" to "Small Role 8", they will transition to the AT performance state at that point.
[0304] However, in order to allow players to expect to transition to the AT performance state even if they win a winning type other than the guaranteed winning type, the probability of winning a guaranteed winning type is set relatively low, for example, 1 / 15000. Thus, the frequency of winning a guaranteed winning type is very low, positioning it as a rare winning type. Therefore, in this embodiment, the specification is adopted in which the game's reward is greater when transitioning to the AT performance state by winning a guaranteed winning type than when transitioning to the AT performance state by winning a winning type other than the guaranteed winning type. For example, when transitioning to the AT performance state (first specific performance state) by winning a winning type other than the guaranteed winning type, the initial number of sets for the AT performance state is often 1 set, but when transitioning to the AT performance state (second specific performance state) by winning a guaranteed winning type, the initial number of sets for the AT performance state is almost always multiple sets. Therefore, from the perspective of game's reward, players will want to win a guaranteed winning type.
[0305] Here, we cited the case where the number of sets is greater as an example of how the AT performance state (second specific performance state) transitioned to after winning a guaranteed winning type is greater than the AT performance state (first specific performance state) transitioned to after winning a winning type other than a guaranteed winning type. However, it is not limited to this case; various other factors can lead to greater gameplay benefits, such as a larger number of continuous games, a higher probability of increasing the number of continuous games or sets, or a higher probability of winning in the set continuation lottery. The following explains the stop control when a transition to an AT performance state is decided.
[0306] Figure 39 is an explanatory diagram illustrating stop control when transitioning to the AT performance state. For example, suppose that in the normal performance state, the player operates the start switch 118 and wins the winning type "Reach Eye A" in the winning type lottery. Furthermore, suppose that the performance state control means 224 decides to transition to the AT performance state in response to the winning of winning type "Reach Eye A".
[0307] Here, the performance state control means 224, although it has been decided that the game will transition to the AT performance state, does not immediately notify the player that the transition to the AT performance state has been decided. Also, the reel control means 216 executes the basic game without performing a simulated game. Therefore, in response to the player's operation of the stop switch 120 in the normal manner, the reel control means 216 causes the winning combination "small combination 3", which is a guaranteed combination, to be awarded, as shown in the third stop operation (a) in Figure 39. Therefore, the player can clearly see that the guaranteed combination has been awarded. Upon receiving the guaranteed combination, the player becomes confident that the game will transition to the AT performance state and expects the AT performance state to continue for multiple sets. Then, when the third stop operation of the stop switch 120 for the game is released or when the start switch 118 for the next game is operated, the performance state control means 224 notifies the player that the transition to the AT performance state has been decided.
[0308] In the next game, suppose the player operates the start switch 118 and wins the winning type "Replay A" in the winning type lottery. At this point, the reel control means 216 interrupts the basic game of the next game, delays the progress of the basic game, and during that time, performs a simulated game that resembles the basic game. Then, in response to the player's operation of the stop switch 120, the reel control means 216 temporarily stops the reels 110 so that the "Blue 7" symbol aligns in a straight line in the middle of each reel 110, as shown in the third stop operation (b). Note that in the simulated game, the reel control means 216 always temporarily stops the "Blue 7" symbol in the middle of each reel 110, regardless of the timing of the player's operation of the stop switch 120. The player can understand that the AT performance state has started because of the simulated game in which the "Blue 7" symbols align in a straight line.
[0309] The simulated game ends when the start switch 118 is operated again in the next game, or when a predetermined time has elapsed since the temporary stop control. After that, the reel control means 216 resumes controlling the rotation of the reels 110 in the basic game. In the basic game of the next game, the reel control means 216, in response to the player's operation of the stop switch 120, for example, as shown in the third stop operation (c), awards the winning combination "Replay 1".
[0310] Here, in a game in which the AT (Attack Time) performance state is triggered, the player is instructed to perform the basic game, ensuring they clearly see the winning combination, such as a guaranteed win combination. Then, the player is notified of the transition to the AT performance state, and in the next simulated game, the player is instructed to align the "blue 7" symbol in a straight line in the middle of each reel 110, thereby making the player aware that the AT performance state has begun. In this way, the player can be informed that the transition to the AT performance state has occurred based on the winning combination.
[0311] However, as described above, the performance state control means 224 may reset the advantageous section during the AT performance state, for example, when MY exceeds 2000 coins and the timing of the end of the AT performance state (for example, when the termination conditions of the AT performance state are met), before MY reaches 2400 coins. Therefore, even if the game transitions to the AT performance state, if MY exceeds 2000 coins at the time the termination conditions of the AT performance state are met, the performance state control means 224 will reset the advantageous section and transition to the non-advantageous section.
[0312] In this embodiment, the presentation is the same whether the AT performance state continues without the advantageous period being reset or whether the AT performance state continues after the advantageous period is reset. Therefore, even if the advantageous period is reset, the player will not know that they have transitioned to a non-advantageous performance state. Furthermore, even if the advantageous period is reset, there is an 8 / 10 probability that the player will immediately transition to a pre-announcement performance state, and then transition to the AT performance state after the pre-announcement performance state, or there is a 2 / 10 probability that the player will transition to a normal performance state where the probability of winning the AT lottery is high, making it possible to transition to the AT performance state early. Therefore, even if the MY exceeds 2000 coins after completing one set of the AT performance state and the advantageous period is reset, the player can still obtain a certain amount of profit from playing.
[0313] However, as described above, when a player wins a guaranteed winning type and transitions to the AT performance state, the player's profit is greater than when they win a winning type other than a guaranteed winning type and transition to the AT performance state. For example, when a player wins a guaranteed winning type and transitions to the AT performance state, almost multiple sets are assigned as the initial number of sets for the AT performance state. Therefore, as shown in Figure 39, in a game in which the AT performance state is won, if the player operates the stop switch 120 in the normal manner and the player visually confirms the winning combination, the following problems may occur.
[0314] In other words, players are confident that they will transition to the AT (Attack Time) performance state upon landing a winning combination, and they expect to be able to continue the AT performance state for multiple sets. However, even if they transition to the AT performance state upon landing a winning combination, if their MY (My Payout) exceeds 2000 coins after completing one set of the AT performance state, the advantageous period is reset, and there is a 2 / 10 probability that they will transition back to the normal performance state. In this case, players will feel dissatisfied and distrustful that the AT performance state, which they expected to continue for multiple sets, ended after only one set.
[0315] Furthermore, when such events occur, players may realize that their advantageous period has been reset. When the advantageous period is reset, all information indicating the game results in the performance state is initialized, so any game benefits obtained before the end of the advantageous period, such as the right to continue the AT performance state or the preferential treatment in the normal performance state after the AT performance state ends, are also initialized. Therefore, players who realize that their advantageous period has been reset may only check whether or not they have won the AT performance state and stop playing once the AT performance state ends.
[0316] Therefore, in this embodiment, when a guaranteed winning type is won and MY is close to 2000 (specific conditions are met), the game will transition to the AT performance state 100%, but the player will not be made aware that they have won a guaranteed winning type. Here, when MY is close to 2000, this includes, for example, when MY exceeds 2000 after completing one set of the AT performance state, or when MY has already exceeded 2000. Alternatively, a predetermined number between 1900 and 2400 may be arbitrarily determined, and MY being close to 2000 may be defined as being equal to or greater than that predetermined number.
[0317] Figure 40 is an explanatory diagram illustrating other stop controls when transitioning to the AT performance state. For example, suppose that in the normal performance state, the player operates the start switch 118 and, as in Figure 39, wins the winning type "Reach Eye A" in the winning type lottery. Furthermore, suppose that the performance state control means 224 decides to transition to the AT performance state in response to the winning of winning type "Reach Eye A".
[0318] In the example in Figure 39, the game does not immediately notify the player that a transition to the AT performance state has been decided in the game. Instead, the player is made to visually confirm, for example, that a winning combination, "small role 3," which is a guaranteed win, has been achieved during the basic game. However, in the example in Figure 40, the game immediately notifies the player that a transition to the AT performance state has been decided in the game. The reel control means 216 interrupts the basic game of the game, delays its progress, and during that time, performs a simulated game that resembles the basic game. In response to the player's operation of the stop switch 120, the reel control means 216 temporarily stops the reels 110 so that the "blue 7" symbols line up in a straight line in the middle of each reel 110, as shown in the third stop operation (a) in Figure 40. The player recognizes that the AT performance state has started through the simulated game in which the "blue 7" symbols line up in a straight line.
[0319] The simulated game ends when the start switch 118 is operated again during the game, or when a predetermined time has elapsed since the temporary stop control. After that, the reel control means 216 resumes controlling the rotation of the reels 110 in the basic game of the game.
[0320] In this basic game, if the player operates the stop switch 120 in the correct manner, the winning combination "small role 3," which is a guaranteed win, will be awarded. However, since the AT performance state has already started at the beginning of the basic game, the performance state control means 224 can use auxiliary performances to prompt the player to perform irregular operations other than the correct operation manner as the correct operation manner.
[0321] In Figure 31, the winning types "Reach A", "Reach B", and "Middle Cherry" in winning areas 10-12 result in the winning combinations "Small Win 3" to "Small Win 8" being awarded when the stop switch 120 is operated in the regular operation mode (batting order 1, 2). However, when operated in the irregular operation mode (batting order 3 to 6), the winning combination "Small Win 1", where the "Bell" symbol aligns in a straight line in the middle, or the winning combination "Small Win 2", where the "Bell" symbol aligns in a straight line diagonally to the upper right, are awarded. Therefore, in the basic gameplay of this game, the performance state control means 224 can perform an auxiliary performance to have the stop switch 120 operated in any of the batting orders 3 to 6, making it possible to award, for example, the winning combination "Small Win 1", which corresponds to the correct combination for the winning type "Battling Order Bell", as shown in the third stop operation (b). Furthermore, the payout for winning combinations "Small Win 1" and "Small Win 2" (10 coins) is equal to the payout for winning combinations "Small Win 3" through "Small Win 8" (10 coins), so these supplementary effects do not reduce the number of coins the player wins. Consequently, since the player does not see the winning combination, they cannot recognize that they have won one of the winning combinations "Reach Pattern A," "Reach Pattern B," or "Middle Cherry."
[0322] In the example shown in Figure 40, if the stop switch 120 is operated in the normal manner, the winning combinations "Small Combination 3" to "Small Combination 8," which are guaranteed wins, will be awarded. However, an auxiliary effect is performed to instruct the player to operate the stop switch 120 in an irregular manner, thus avoiding the awarding of the guaranteed wins. Normally, if an auxiliary effect is suddenly performed during the normal performance state, the player will feel uncomfortable. However, in this case, since the AT performance state is started during the simulated game of the game in question, the player will not feel uncomfortable even if an auxiliary effect is performed during the subsequent basic game. Furthermore, this auxiliary effect that instructs the player to operate the stop switch 120 in an irregular manner is also performed by an auxiliary effect execution means (notification means such as the LCD display unit 132, speaker 134, and performance lamp 136), just like the normal AT performance state, so the player will not feel uncomfortable with the performance style either. In this case, since the winning combination is either "Small Win 1" or "Small Win 2," the player will assume that they have coincidentally won the AT (Attack Time) performance state based on the winning combination "Bat Order Bell," and will not recognize that they have won one of the winning combinations "Reach Eye A," "Reach Eye B," or "Middle Cherry."
[0323] Here, in a game where the AT (Attack Time) performance state is won, the player is made aware of the start of the AT performance state by aligning the "Blue 7" symbol in a straight line in the middle of each reel 110 through a simulated game. Then, in the basic game of that game, auxiliary effects are performed to prevent the winning combination from being awarded. In this way, the game can transition to the AT performance state according to the winning combination of the guaranteed winning type, while preventing the player from realizing that they have won the guaranteed winning type. Thus, even if the player wins the guaranteed winning type when their MY (My Payout) is close to 2000 coins, the AT performance state can be started immediately without the player realizing this, making it possible to proceed with the game appropriately and improve the gameplay experience.
[0324] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0325] Furthermore, although the above-described embodiment uses an example where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the invention is not limited to this case and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiment are performed in accordance with the start and release of the fourth stop operation.
[0326] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.
[0327] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a game machine, a so-called pachinko machine, which comprises a game board formed in a game area through which game balls flow, a large prize opening provided in the game area into which game balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened.
[0328] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of Symbols]
[0329] 100 slot machines (gaming machines) 110 Reels 116 Bed Switch 118 Start switch 120 Stop switch 200 Main control board 200a Main CPU 214. Method of drawing winners by type 216 Reel control means 222 Game state control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 224 Performance state control means 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 274. Methods for updating medal count 300 Dedicated Unit
Claims
[Claim 1] A method for determining one of several types of winning categories by a winning category lottery, A reel control means that controls the rotation of multiple reels, each having multiple types of patterns arranged on them, based on the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to one of the rotating reels, A game state control means that transitions to one of a plurality of game states, including a non-internal game state, a bonus internal game state transitioned to based on winning a bonus role in the non-internal game state, and a bonus active game state transitioned to based on winning a bonus role, A payout control means for dispensing game value, Equipped with, The aforementioned bonus-operated game state is terminated when the amount of game value paid out during that bonus-operated game state reaches a predetermined value. The aforementioned bonus-operated game state includes a specific game state whose termination condition is reaching a predetermined number of times the winning combination is achieved, or reaching a predetermined number of games. In the aforementioned specific game state, You will not win a prize in a category that does not include any of the winning roles. Regardless of the type of prize won, a uniform game value will be paid out. The aforementioned game state control means is: A gaming machine that determines whether the termination conditions for the specified gaming state have been met, based on the amount of game value paid out during the bonus activation gaming state, without counting the number of times the winning combination has been achieved or the number of games played during that specific gaming state.
Citation Information
Patent Citations
Game machine
JP2011010751A