Gaming machine

The gaming machine enhances player engagement by using multiple reels and controlled stop operations to create special combinations and simulated games, addressing the limitations of conventional machines and increasing gameplay excitement.

JP2026054365APending Publication Date: 2026-03-26KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

Conventional gaming machines lack innovative mechanisms to enhance player engagement and provide multiple opportunities for stop operations during variable reel displays, limiting the excitement and variety in gameplay.

Method used

A gaming machine with multiple reels displaying identification information, stop operation means, and control mechanisms that allow for simulated games and controlled reel stops to create special combinations, including a first stop control for transitioning to favorable game states and a second stop control for displaying specific combinations, enhancing player interaction and game dynamics.

Benefits of technology

The solution provides enhanced gameplay experience by offering multiple stop operation opportunities and simulated games, increasing player engagement and excitement through controlled reel stops and transitions to advantageous game states.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026054365000001_ABST
    Figure 2026054365000001_ABST
Patent Text Reader

Abstract

We will provide a highly entertaining gaming machine unlike anything before. [Solution] In the first game state, if a specific lottery result is determined, a control means capable of executing the main game in which identification information can be stopped and displayed in a specific combination that transitions the game state to a second game state advantageous to the player after executing a simulated game in which no game value can be assigned, and a first stop control means capable of stopping multiple reels that are being displayed in a variable state in the simulated game in a special combination different from the specific combination, and a second stop control means capable of stopping multiple reels that are being displayed in a variable state in the main game in a specific combination, wherein the first stop control means is capable of stopping the second reel among the multiple reels when the first stop operation means among the multiple stop operation means is stopped, and the second stop control means is capable of stopping the first reel different from the second reel when the first stop operation means is stopped.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, as a gaming machine, a slot machine is known in which a plurality of reels are variably displayed based on a start operation by a player to execute a game, and the plurality of reels are stopped based on a stop operation by the player, and a specific gaming state advantageous to the player is generated according to the stop display state of the plurality of reels. Also, in such a slot machine, there is known a gaming machine in which, in one game, by enabling the variable display to be stopped a plurality of times, the player is given a plurality of opportunities to perform a stop operation (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] However, there was room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0005] To solve the above problems, the present invention provides a gaming machine comprising: a plurality of reels each displaying a plurality of identification information; a plurality of stop operation means corresponding to each of the plurality of reels; a determination means capable of determining any of a plurality of lottery results, including a specific lottery result, in a first game state; a control means capable of executing the main game, which, when the specific lottery result is determined in the first game state, executes a simulated game in which no game value can be assigned, and then stops and displays the identification information in a specific combination that transitions the game state to a second game state favorable to the player; and when the plurality of stop operation means are stopped in a predetermined manner during the simulated game, the plurality of reels displaying variable information The game includes a first stop control means capable of stopping the reels so that identification information is displayed in a special combination different from the specified combination, and a second stop control means capable of stopping the multiple reels that are currently displaying information so that identification information is displayed in a specific combination when multiple stop operation means are stopped in a predetermined manner during the game, wherein the first stop control means is capable of stopping a second reel among the multiple reels when the first stop operation means among the multiple stop operation means is stopped, and the second stop control means is capable of stopping a first reel different from the second reel when the first stop operation means is stopped. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This is a diagram showing the arrangement of symbols on each reel. [Figure 6] This chart shows the combinations of symbols for each winning combination and the corresponding payouts. [Figure 7] This is a state transition diagram showing the transitions between game states. [Figure 8] This is a diagram illustrating an example of a stop-spin discrepancy animation. [Modes for carrying out the invention]

[0007] Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens using electronic information, so that players can play without touching the game tokens. Thus, the gaming machine is a gaming machine (referred to as a medalless gaming machine in this embodiment) that uses a pseudo-gaming medium in the said data format to play games. Such gaming machines are also called Smart Pachislo (registered trademark), SmaSlo (registered trademark), etc. Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens." The following describes an example of applying this to a normal type (so-called A-type) slot machine that allows for real bonus gameplay as a medalless gaming machine. However, it is not limited to this; for example, it can also be applied to slot machines that have an AT (ART) state.

[0008] First, let's explain the overall configuration of the medalless gaming machine 1. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 that functions as both a display and notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also have a multi-screen configuration (e.g., a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required.

[0009] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8. Furthermore, a notification lamp 13 is provided to the left of the display window 6. The notification lamp 13 lights up in a predetermined manner when a bonus role is won in the internal lottery process of the medalless gaming machine 1, and an LED installed inside the machine illuminates the light emitted by the LED to display characters or symbols (such as "Win").

[0010] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 has three reels 41a to 41c (variable display means) arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown).

[0011] For example, a 1-2 phase excitation method can be used as a control method to drive a stepping motor. In the 1-2 phase excitation method, the excitation phase to which the pulse signal is input is alternately set to one phase or two phases. Each time a pulse signal for applying an excitation current to the excitation phase is input, the rotating shaft of the stepping motor rotates one step at a time. The rotation steps of the stepping motor are counted for each reel 41. Since the stepping motor can rotate one symbol in 24 steps, the main control unit 10 can rotate each of the reels 41a to 41c once in 504 steps (= 21 symbols × 24 steps). Also, during normal rotation, since a pulse signal is output every 1.49 ms, the time required for one rotation of the reel during normal rotation is 750.96 ms (1.49 ms × 504 steps).

[0012] On the outer peripheral surfaces of the respective reels 41a to 41c, a plurality of symbols (identification information) are represented according to a predetermined arrangement. In the stopped state of the reel 41, for each of the reels 41a to 41c, a predetermined number (for example, three) of consecutive symbols can be visually recognized through the display window 6. For example, as shown in FIG. 5, symbols such as "REPLAY", "BELL", "7", "BAR", etc. are represented. As shown in FIG. 5, since each symbol is arranged, the interval between the symbols "REPLAY" and "BELL" is within the pull-in range (4 frames) in terms of the stop control of the symbol, and it is not necessary to press the button aiming at the symbols "REPLAY" and "BELL". On the other hand, for example, the intervals between the symbols "7", "BAR", and "CHERRY" are larger than the pull-in range in terms of the stop control of the symbol on a predetermined reel 41, so it is necessary to press the button aiming at the symbol corresponding to the winning line. Note that the symbol numbers shown in FIG. 5 are not physically attached to the outer peripheral surfaces of the reels 41a to 41c, but are virtual numbers for designating specific symbols in a program for controlling the stop of each symbol. Also, the form of the reel 41 is not limited to this. For example, the number of reels 41 and the number of symbols may be any number.

[0013] In addition, indexes (detection pieces) are provided at predetermined positions on each of the reels 41a to 41c, and sensors for index detection are provided at specific positions. As a result, when the sensor detects an index, the main control unit 10 can detect that the symbol at the predetermined position is present at a predetermined position (for example, the middle line, etc.).

[0014] Inside the housing 1b, a power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided. Inside the housing 1b, a game medal count clear button 14 and a probability setting device 16 are provided, and a dedicated unit 19, which is an inter-stage device, is adjacent to the outside of each medal-less gaming machine 1 corresponding to the gaming machine (not shown).

[0015] As shown in FIG. 3, to the main control unit 10, each part such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a count button 2c, a game medal count display device 7, a game medal count clear button 14, a probability setting device 16, and a power supply device 15 is connected. Note that the broken line part (dedicated unit 19) in FIG. 3 indicates that it is an external device. The main control unit 10 functions as a lottery means (determination means) capable of executing a lottery related to the game. In addition, it detects and controls the operations of each of the above parts, shifts the game state, and outputs a predetermined command (control information) to the sub-control unit 20 at a predetermined timing. For example, it outputs a winning target command indicating the result of an internal lottery process for determining the winning combination (lottery result) of the current game and a winning determination command indicating the result of a winning determination. To the sub-control unit 20, each part such as a navigation lamp 12, a count button lamp 2e, a bet number lamp 2f, an effect button 2g, a display 8, a speaker 9, a lamp 11, and an announcement lamp 13 is connected. The sub-control unit 20 operates as an effect control means and controls the operations of each of the above parts according to a command (control information) from the main control unit 10.

[0016] The operation of the main part will be described. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0017] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0018] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stopping operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stopping operation units (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.

[0019] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated, for example, when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" game tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed on the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a batch output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0020] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the game becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0021] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0022] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0023] Furthermore, other control buttons such as the bet button 2a, MAX bet button 2b, and counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.

[0024] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.

[0025] The probability setting device 16 can be changed to multiple levels (for example, 6 levels), and the degree of advantage for the player can be changed in multiple levels. The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls various winning probabilities based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0026] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0027] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0028] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0029] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called, and can output game information such as game execution information received from the medalless gaming machine 1 to the calling device.

[0030] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.

[0031] Perform the lottery process (S2). When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination (lottery result) for the current game from among multiple winning combinations (lottery results), including losing combinations. Specifically, it performs an internal lottery process based on the sampled random numbers, such as by sampling random numbers from a random number generator (not shown). The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0032] Perform the reel rotation process (S3). Specifically, the main control unit 10 initiates the rotation of reels 41a to 41c. Each reel 41a to 41c gradually increases its rotational speed from a stationary state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0033] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0034] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the operation to stop the third reel, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the active line (winning line) is a predetermined combination. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel. The third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Alternatively, "after the third reel stop operation" may be defined as the moment the stop button 5 is pressed. Similarly, after the first reel stop operation and after the second reel stop operation, this refers to the time after the player releases their finger or other object from the stop button 5 that they used to stop the first or second reel. Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the five valid lines: the upper, middle, and lower lines, the downward-sloping line, and the upward-sloping line. Furthermore, the number of valid lines used to determine winning combinations is not limited to five lines; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0035] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0036] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 to execute the counting process until the number of game tokens displayed becomes "0". Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).

[0037] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0038] (Winning combination and corresponding symbol combination) Next, with reference to Figure 6, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, bonus wins, and losing wins (misses). Furthermore, minor roles include, for example, the bell role, watermelon role, grape role, cherry role, etc. In the following explanation, the cherry symbol will also be referred to as the "rare symbol."

[0039] The bell symbol is a combination of "bell, bell, bell" symbols that stops and displays on an active payline, and is also called the common bell symbol. The watermelon symbol is a symbol that appears when the combination of "watermelon, watermelon, watermelon" symbols stops on an active payline. The "grape" symbol combination is displayed when the symbols "grape, grape, grape" stop on an active payline. The Cherry symbol is a symbol that can be displayed when the combination of "Cherry-ANY-ANY" symbols stops on an active payline. The Replay symbol is a combination of symbols, "Replay, Replay, Replay," that stops and displays on the active payline.

[0040] The bonus features include Big Bonus (BB) and Regular Bonus (RB). The Big Bonus role is a role in which the combination of "7-7-7" symbols can stop and be displayed on the active payline, and when the corresponding combination of symbols stops, the game state is changed to the bonus state (Big Bonus (BB)). The Regular Bonus is a combination of symbols, "7-7-BAR," that can stop on an active payline. Based on the stopping of this combination of symbols, the game state transitions to the Bonus state (Regular Bonus (RB)).

[0041] Bonus wins carry over to subsequent games, as long as the corresponding symbol combination does not stop appearing in the game in which the win occurred. Therefore, the bonus win state is maintained until the symbol combination corresponding to the bonus win stops appearing (the bonus win is achieved) (hereinafter, this state is referred to as the "bonus win state"). On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role stops and is displayed (winning), the game transitions to a "bonus state," and after the end of that bonus state, the right to win a bonus role is not carried over to a non-carryover state (hereinafter referred to as the "non-bonus state").

[0042] In addition, bonus symbols can be won not only on their own, but also in combination with rare symbols at a predetermined rate. Specifically, when a cherry symbol is won, there is a predetermined rate at which a big bonus or regular bonus will be won in combination. If a bonus role is won at the same time as a rare role, the main control unit 10 performs reel control to prioritize stopping and displaying the combination of symbols corresponding to the minor role, and performs reel control for the combination of symbols corresponding to the bonus role with the lowest priority. Therefore, in games where bonus roles are won multiple times, the combination of symbols corresponding to the rare role will be prioritized for stopping, and the bonus winning state will continue in subsequent games. Furthermore, if a random number other than the winning number is drawn for each winning role, the draw result will be set to a losing role (a "losing" result).

[0043] Based on the combinations of symbols described above, it is determined whether a minor win, a replay win, or a bonus win has occurred. If a win is determined, game value is awarded (medals are paid out) as shown in Figure 6. For example, in the case of the bell symbol, if the corresponding combination of symbols stops, 14 medals will be paid out. If the corresponding combination of symbols for the watermelon symbol stops, 10 medals will be paid out. If the corresponding combination of symbols for the grape symbol stops, 8 medals will be paid out. If the corresponding combination of symbols for the cherry symbol stops, 1 medal will be paid out if it stops on the middle line, and 2 medals will be paid out if it stops on any valid line other than the middle line. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role stops, no medals will be paid out.

[0044] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each role may be other than those listed above. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0045] In the internal lottery process, the probability of winning each role is set such that, in both the non-bonus-winning and bonus-winning states, the relationship is, for example, grape role > replay role > cherry role > bell role > watermelon role. Furthermore, the bonus role is set to be won only when the bonus has not been won, and the higher the setting value set by the probability setting device 16, the higher the probability of winning.

[0046] Furthermore, the relationship between the winning probabilities of each role may be different from that described above. Furthermore, the probability of winning includes roles whose winning probability changes according to the set value (for example, the grape role) and roles whose winning probability does not change according to the set value (for example, the replay role). However, it is not limited to this, and only roles whose winning probability does not change according to the set value may be included. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games may also be used.

[0047] As shown in Figure 7, the medalless gaming machine 1 according to this embodiment, which has the above configuration, has a normal gaming state and a bonus state as gaming states. The main control unit 10 operates as a game state control means and can control the transition from one game state to another based on whether predetermined transition conditions are met.

[0048] The normal game state is disadvantageous to the player as it is difficult to increase the number of medals. Therefore, players play hoping to transition to a game state that is advantageous to them (bonus state) as quickly as possible. The normal gameplay state occurs either when a bonus is not won or when a bonus is won. The normal game state (non-bonus winning state) is entered when the system of the coinless gaming machine 1 is reset, the setting values ​​are changed (including when the same setting values ​​are redefined (re-setting the settings)), or the bonus state ends. In normal gameplay, if a bonus role (specific lottery result) is determined by the results of an internal lottery process, the game transitions to a bonus state (BB or RB) based on the fact that the combination of symbols corresponding to the bonus role has stopped (arrow a in Figure 7).

[0049] The bonus state is advantageous for players because only the bell symbol can be won, thus increasing the number of medals that can be won. It is also possible to allow symbols other than the bell symbol to be won during the bonus state. The Big Bonus ends when the number of medals paid out exceeds a predetermined number (for example, 250 medals), and the Regular Bonus ends when the number of medals paid out exceeds a predetermined number (for example, 90 medals). After the bonus ends, the game returns to normal gameplay (arrow b in Figure 7).

[0050] (Slot machine animation) In this embodiment, the medalless gaming machine 1 can perform a reel animation in which the reels (slots) 41a to 41c are rotated in a special manner before the execution of one game by controlling the drive of the stepping motors in the main control unit 10. For example, during normal gameplay, various reel animations are performed to notify the player of the win of a bonus role (in this embodiment, a big bonus role). The following describes the various reel animations performed by the main control unit 10.

[0051] (Stopped reel discrepancy effect) The reel stop discrepancy effect is a type of reel effect in which, in response to the operation of the stop button 5, a different reel 41 than the one that should have been stopped is stopped, thereby suggesting to the player that they have won a bonus (in this embodiment, a big bonus). In other words, the game is designed to suggest a bonus win due to the contradiction of reel 41 stopping, which should not normally stop during normal gameplay (hereinafter referred to as "this game").

[0052] The stop-spin discrepancy effect is executed through a simulated game of one game. Simulated gameplay is a state where no actual game is taking place. The operation and stopping of reel 41 are performed in the same way as in normal gameplay, creating the illusion that the game is progressing. Therefore, in simulated gameplay, no winning combinations occur regardless of how reel 41 stops, and no game value is given to the player (no tokens are paid out). In games where a simulated game is played, the reels 41 are activated and temporarily stopped before the normal game (main game) is played to simulate a game result. After the simulated game result is determined, when a game start operation (betting operation, start lever operation, etc.) is performed, the reels 41 are rotated again and the normal game (main game) is played. In other words, in games where simulated gameplay is performed, the consumption of tokens (betting input) for one normal game will result in the outcome of multiple games. The stop-and-fail spinning discrepancy effect is achieved through the execution of this type of simulated gameplay.

[0053] In the stop-reel discrepancy animation, a simulated game is executed during the game in which a bonus role is won. In this simulated game, the symbol combination "BAR·BAR·BAR (BARs aligned)" which suggests a bonus win, will be simulated to stop depending on the operation of stop button 5. Then, in the actual game that is played after the simulated game ends, the symbol combination corresponding to the winning bonus role can be displayed. Thus, in the normal game state (first game state), when a bonus role (specific lottery result) is determined, the main control unit 10 operates as a control means capable of executing this game, which involves executing a simulated game that cannot be assigned game value, and then stopping and displaying symbols (identification information) with a bonus symbol combination (specific combination) that transitions the game state to a bonus state (second game state) that is advantageous to the player.

[0054] Next, with reference to Figure 8, an example of the stop-reel discrepancy effect will be explained. Note that Figure 8 shows a simplified representation of the configuration of the medalless gaming machine 1 for illustrative purposes. Also, except for Figure 8(a), the reference numerals have been omitted. Furthermore, the downward arrows in the figures indicate that the reels are rotating. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, the type of reel animation to be performed in that game is determined (Figure 8(a)). For example, from among several available slot machine animations, the animation to be performed is determined by lottery based on a predetermined winning probability. The example shown in Figure 8 illustrates a case where a big bonus is won in the internal lottery process, and a spinning discrepancy effect is determined in the spinning effect type lottery.

[0055] In the reel spinning animation type lottery, a stop-spinning discrepancy animation is determined, and a simulated game is initiated in that game. When the simulated game starts, stop button 5 is activated, and all stop buttons 5 become ready to be used to stop the reels. When the player operates a stop button 5, the spinning reels 41 stop in a simulated state, and the BAR symbols align on the middle line. During the simulated game, the pull-in stop control that is used in the actual game is not performed, so regardless of the stopping timing, the target symbols will always stop in a simulated state, ignoring the pull-in range. Furthermore, as shown in Figures 8(b) to 8(e), in the pseudo-stop (temporary stop) state, control is performed to move (oscillate) the reel 41 up and down while keeping it stopped. By oscillating the reel 41 in this way, the player who sees the reel 41 can recognize that the game is a pseudo-game and different from a normal game (the actual game).

[0056] During simulated gameplay, the main control unit 10 performs characteristic reel control as shown below. In the state shown in Figure 8(a), when the player operates the stop button 5, the correspondence between the operated stop button 5 and the reel 41 to stop is controlled to be different from the correspondence in normal gameplay (this game). Specifically, during normal gameplay (this game), when the left stop button 5a is pressed while the reels 41 are spinning, the left reel 41a stops; when the middle stop button 5b is pressed, the middle reel 41b stops; and when the right stop button 5c is pressed, the right reel 41c stops (for example, Figure 8(g)). On the other hand, in simulated gameplay, when the left stop button 5a is operated while the reel 41 is rotating, the right reel 41c stops (Figure 8(b)), when the middle stop button 5b is operated, the middle reel 41b stops (Figure 8(c)), and when the right stop button 5c is operated, the left reel 41a stops (Figure 8(d)).

[0057] Thus, in this game, when the first stop operation means (for example, the left stop button 5a) is pressed, the main control unit 10 stops the first reel (for example, the left reel 41a), whereas in a simulated game, when the first stop operation means (for example, the left stop button 5a) is pressed, the main control unit 10 stops a second reel (for example, the right reel 41c) that is different from the first reel. As a result, for example, if the left stop button 5a or the right stop button 5c is operated when the first reel is stopped, a contradiction will occur in the stopping pattern (stopping order) of the reels 41, which can give the player a sense of unease and suggest that a bonus role has been won.

[0058] Furthermore, the correspondence between the stop button 5 operated during the simulated game and the reel 41 that stops is not limited to that shown above, as long as it differs from the correspondence in the actual game. For example, when the left stop button 5a is operated, the middle reel 41b may be stopped; when the middle stop button 5b is operated, the left reel 41a or the right reel 41c may be stopped; and when the right stop button 5c is operated, the middle reel 41b may be stopped. Furthermore, while the examples shown in Figures 8(b) to 8(d) illustrate the case where the stop button 5 is pressed in a sequential order (left → middle → right), the control described above is not limited to this case; the same control is performed even when the button is pressed in any of the other five sequential order options.

[0059] Furthermore, in the stop-reel discrepancy effect, as shown in Figure 8(d), the combination of symbols "BAR·BAR·BAR (BARs aligned)" (a special combination) appears to stop during the simulated game, suggesting the winning of a bonus role. This prevents players from becoming suspicious that a bonus state has started during a simulated game, by displaying a combination of symbols different from the bonus symbol combination that triggers the start of a bonus state (for example, three 7s) during the simulated game. Thus, in simulated gameplay, the main control unit 10 can operate as a first stop control means capable of stopping the multiple reels that are currently displaying their fluctuating reels so that, when multiple stop operation means (stop buttons 5) are stopped in a predetermined manner, the identification information is displayed for a special combination (BAR alignment) that is different from a specific combination (e.g., 7 alignment) that transitions to a second game state (e.g., big bonus).

[0060] Furthermore, as shown in Figure 5, there are two BAR symbols that can be pseudo-stopped, one on the left reel 41a and one on the middle reel 41b. When the corresponding stop button 5 is operated, the symbol that requires fewer steps to stop (the one that is in a position to stop immediately) will stop. This minimizes the time between the stop operation and the BAR symbol stopping, thus preventing (suppressing) unnatural reel stopping patterns.

[0061] From the state shown in Figure 8(d), the notification lamp 13 lights up after the third reel is stopped or after a predetermined time has elapsed (Figure 8(e)). The timing of the notification lamp 13's illumination is not limited to this; for example, it may be illuminated after the first reel is stopped or after the second reel is stopped.

[0062] Next, when the player performs a game start operation (betting, starting lever operation, etc.) from the state shown in Figure 8(e), the game begins (Figure 8(f)). Here, when starting a game, both the bet button 2a and the MAX bet button 2b can be used to initiate the bet operation. As a result, for example, experienced players may try to minimize the loss of tokens by betting only one token to hit a bonus role, but even such players can cancel the simulated game and start the actual game by operating the bet button 2a. Additionally, the sound effects produced when the bet button 2a and the MAX bet button 2b are operated may be different. Furthermore, the system is not limited to this; it is also possible to configure it so that the simulated game is canceled and the actual game is started simply by operating the start lever 3.

[0063] During gameplay, the game can stop and display the symbol combination corresponding to the winning bonus role (Figure 8(g), (h)). When the symbol combination corresponding to the bonus role is stopped and displayed, the game will transition to bonus mode from the next game. During this game, as described above, unlike during the simulated game, when the left stop button 5a is operated, the left reel 41a stops; when the middle stop button 5b is operated, the middle reel 41b stops; and when the right stop button 5c is operated, the right reel 41c stops. Furthermore, unlike the simulated gameplay, this gameplay requires precise timing to stop the reels on symbols corresponding to the bonus role. If the player fails to stop the reels on the correct combination of symbols due to an incorrect timing, a bonus will be missed, and the bonus winning state will continue into subsequent games. Thus, in this game, when multiple stop operation means (stop buttons 5) are stopped in a predetermined manner, the main control unit 10 can operate as a second stop control means capable of stopping the multiple reels that are currently displaying their variable reels so that the identification information is displayed in a specific combination (for example, a set of 7s) that transitions to the second game state (bonus state).

[0064] Furthermore, the stop-and-fail discrepancy animation can also be controlled as follows. (1) The above explanation describes the case when a big bonus is won, but the same effects are performed when a regular bonus is won. When a regular bonus is won, the corresponding symbol combination (7-7-BAR) can be stopped and displayed in the main game after the simulated game. Furthermore, the presentation may differ depending on whether a big bonus is won or a regular bonus is won. For example, when a regular bonus is won, the reels may stop in a different manner than when a big bonus is won. For example, the symbol combination "BAR-7-BAR" may be used for the pseudo-stop. This allows the type of bonus won to be recognized immediately (when the first reel is stopped) even when playing using the middle reel stop operation. Furthermore, if a regular bonus is won, the reels 41 may be pseudo-stopped in a manner that is consistent with the stopping pattern (stopping order) of the reels 41, similar to the stopping pattern during the game. Furthermore, if a regular bonus is won, the reel stop discrepancy animation may not be selected in the reel animation type lottery. In other words, by positioning the reel stop discrepancy animation as a premium animation, it may be executed only when a big bonus is won. (2) The above explanation describes the case where the simulated game is played for one game, but it is not limited to this, and multiple simulated games may be played. In this case, for example, if a predetermined condition is met during the multiple games (for example, if the timing operation is successful, or if the button press order is correct), the BAR symbols may be simulated to stop. (3) In addition, depending on the setting value set in the probability setting device 16, the stop-reel contradiction effect may be selected in the reel effect type lottery. For example, the setting may be such that the higher the setting, the higher the probability of winning, or it may be such that it is lower. This makes it possible for players to guess the setting value, which can enhance the enjoyment of the game.

[0065] As explained above, the gaming machine according to the present invention is Multiple reels (reel 41) each displaying multiple pieces of identification information, Multiple stop operation means (stop button 5) corresponding to each of the multiple reels, In a first game state (for example, a normal game state), a determination means (main control unit 10) capable of determining one of several lottery results, including a specific lottery result (for example, a big bonus role), In the first game state, if a specific lottery result is determined, the control means (main control unit 10) that can execute this game can execute a simulated game in which no game value can be assigned, and then transition the game state to a second game state (e.g., Big Bonus) that is advantageous to the player, by stopping the display of identification information with a specific combination (e.g., 7s lined up), In a simulated game, when multiple stop operation means are stopped in a predetermined manner, a first stop control means (main control unit 10) is capable of stopping multiple reels that are displaying a variable information so that the identification information is displayed in a special combination different from a specific combination (for example, a BAR alignment), In this game, when multiple stop operation means are stopped in a predetermined manner, a second stop control means (main control unit 10) is capable of stopping multiple reels that are displaying variable information so that identification information is displayed in a specific combination. Equipped with, The first stop control means is: When the first stop operation means (for example, the left stop button 5a) among the multiple stop operation means is stopped, the second reel (for example, the right reel 41c) among the multiple reels can be controlled to stop. The second stop control means is: When the first stop operation means is stopped, the system is configured to be able to control the stopping of a first reel (for example, the left reel 41a) that is different from the second reel.

[0066] In the gaming machine according to the present invention having such a configuration, when a specific lottery result (e.g., a big bonus role) is determined in a first gaming state (e.g., a normal gaming state), it is possible to execute a simulated game and then execute the main game which can stop and display a specific combination (e.g., a set of 7s) that transitions to a second gaming state (e.g., a big bonus). In the main game, when the first stop operation means (e.g., the left stop button 5a) is stopped, the first reel (e.g., the left reel 41a) can be stopped, whereas in the simulated game, when the first stop operation means (e.g., the left stop button 5a) is stopped, a second reel (e.g., the right reel 41c) different from the first reel can be stopped. This creates an inconsistency in the stopping pattern (stopping order) of reel 41 during simulated gameplay, giving the player a sense of unease and suggesting that a bonus win has been achieved. Furthermore, in simulated gameplay, if the stop operation means (stop button 5) is used, the multiple reels that are currently displaying their symbols can be controlled to stop in a special combination (BAR alignment) that is different from a specific combination. This prevents players from becoming suspicious that a bonus state has started during a simulated game, by displaying a combination of symbols different from the bonus symbol combination (specific combination) that triggers the start of the bonus state during the simulated game.

[0067] In contrast to this, Patent Document 1 discloses a conventional gaming machine in which, when a specific role such as a bonus role is won, stopping on a specific combination of symbols corresponding to the specific role starts a specific game state such as a bonus state. Furthermore, this gaming machine allows players to run a simulated game before starting the actual game, enabling players who are not good at timing their button presses to practice stopping on specific outcomes during the simulated game. However, in this gaming machine, although it is possible to stop on the same specific outcome in both the actual game and the simulated game, the specific game state does not start even if the specific outcome stops in the simulated game. Therefore, visually, there are situations where the specific game state starts when the specific outcome stops, and situations where the specific game state does not start. In other words, since the same outcome (the outcome that initiates a specific game state) can be stopped in both the actual game and the simulated game, there was a risk that stopping the specific outcome during the simulated game might raise suspicions among players who are unaware of the existence of the simulated game that a specific game state has been initiated. Thus, the medalless gaming machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.

[0068] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention.

[0069] For example, in the above embodiment, the gaming machine was shown to be a coinless gaming machine, but it is not limited to this, and may also be a gaming machine that uses physical gaming media such as tokens (slot machine). Furthermore, while the example given was a slot machine, the gaming machine is not limited to this. The gaming machine could also be other types of gaming machines, such as pachinko or ball-slot machines.

[0070] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a stepping motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the pattern of the reel or the like changes on the display.

[0071] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may perform some or all of these effects, and the main control unit 10 may also operate as various means.

[0072] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. [Explanation of symbols]

[0073] 1. Coinless gaming machine (gaming machine) 5. Stop button (stop operation means) 10 Main control unit (determination means, control means, first stop control means, second stop control means) 41 Reels

Claims

[Claim 1] Multiple reels, each displaying multiple pieces of identification information, Multiple stop operation means corresponding to each of the aforementioned multiple reels, In the first game state, a determination means capable of determining one of several lottery results, including a specific lottery result, In the first game state, if the specific lottery result is determined, the control means capable of executing this game can execute a simulated game in which no game value can be assigned, and then stop displaying identification information in a specific combination that transitions the game state to a second game state advantageous to the player, In the aforementioned simulated game, when multiple stop operation means are stopped in a predetermined manner, the first stop control means is capable of stopping the multiple reels that are displaying fluctuating information so that identification information is displayed in a special combination different from the specified combination. In the aforementioned game, when multiple stop operation means are stopped in a predetermined manner, a second stop control means is capable of controlling the stopping of the multiple reels that are displaying fluctuating information so that identification information is displayed in the specified combination. Equipped with, The first stop control means is, When the first stop operation means among the multiple stop operation means is stopped, the second reel among the multiple reels can be controlled to stop. The second stop control means is, When the first stop operation means is stopped, the first reel, which is different from the second reel, can be controlled to stop. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Slot machine

    JP2014083374A