Slot machine
The slot machine's pseudo-game mechanism, which temporarily stops reels based on a lottery result and evaluates stop operation sequences, addresses the monotony of conventional pseudo-games by offering varied and engaging reel-stopping experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI AMUSEMENT CO LTD
- Filing Date
- 2025-11-06
- Publication Date
- 2026-04-13
AI Technical Summary
Conventional slot machines with pseudo games that do not require precise reel stopping can become monotonous for players, as they involve repetitive and unengaging reel-stopping operations.
The slot machine incorporates a pseudo-game mechanism where reels are temporarily stopped to display winning or losing symbol combinations based on a specific lottery result, with instructions to aim for target symbols, and the sequence of stop operations is evaluated to determine the outcome, allowing for varied entertainment.
This design enhances player engagement by providing varied entertainment through the manner in which reels are stopped, making the pseudo-game more exciting and interactive.
Smart Images

Figure 2026064237000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a slot machine.
Background Art
[0002] In a conventional slot machine, after operating the start lever, the reels are rotated and an internal lottery is performed. Based on the winning combination determined by the internal lottery and the stop operations of each stop button, control is performed to stop the rotating reels. Then, it is determined whether the combination of symbols displayed on the stopped reels is the winning combination determined by the internal lottery. If it is determined to be the winning combination, a privilege corresponding to the winning combination is given to the player. This series of processes is provided to the player as one game (hereinafter referred to as a normal game).
[0003] There is also a slot machine that temporarily interrupts the progress of the normal game, provides a pseudo game (hereinafter referred to as a pseudo game) to the player, and suggests game-related information based on the result of the pseudo game, that is, the stop outcome of the reels in the pseudo game. For example, Patent Document 1 discloses generating a pseudo game at the start or end of a normal game, storing the result of this pseudo game as a history, and giving a privilege to the player based on the history. In addition, the pseudo game is merely an effect using reels, and there are no restrictions related to the operation of the reels in the normal game. Therefore, in the pseudo game, regardless of the stop operation timing of the player, reel control that does not require pressing the button and stops the symbols corresponding to the game-related information to be suggested is becoming the mainstream. (Patent Document 2)
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
[0005] However, a simulated game that doesn't require precise timing of button presses could end up being a monotonous task for the player, forcing them to perform the reel-stopping operation on all of them, which could be annoying for the player.
[0006] Therefore, the object of the present invention is to provide a slot machine that can realize various kinds of fun in a simulated game that does not require precise reel stopping, depending on the manner in which the reels are stopped. [Means for solving the problem]
[0007] The present invention will be described below. For the purpose of facilitating understanding of the invention, reference numerals and other symbols from the attached drawings are indicated in parentheses; however, this does not mean that the present invention is limited to the forms shown.
[0008] The slot machine (1) of the present invention is N (where N is an integer greater than or equal to 2) reels (R1, R2, R3), Each of the N reels is provided with a corresponding stop indicator (left stop button 15L, middle stop button 15C, right stop button 15R), and N stop indicators are operated to stop the corresponding reel. A pseudo-game execution means (S1506, S1507) that, in response to the game start operation, transitions to a frozen state that temporarily suspends the game's progress, and executes a pseudo-game during the frozen state that notifies the player of the result of a specific lottery (S1502), At the start of the aforementioned simulated game, an instruction means is provided to indicate the target symbol (yellow bar symbol) to be aimed at when operating each stop instruction unit in the simulated game, In response to the operation of each stop instruction unit during the simulated game, if the result of the specific lottery (S1502) is a win, the corresponding reel is temporarily stopped to display the winning symbol combination (yellow bar symbols aligned) formed by combining the symbols, while if the result of the specific lottery is a loss, the corresponding reel is temporarily stopped to display a losing symbol combination different from the winning symbol combination. In a slot machine equipped with, The aforementioned reel temporary stopping means is When the stop instruction unit is operated, it is determined whether the sequence of operations matches one or more predetermined specific sequences of operations (S2004, S2013), If a match is determined, the reel corresponding to the operated stop instruction unit is temporarily stopped, and if the result of the specific lottery (S1502) is either a win or a loss, the reels that are still rotating and have not yet received an operation from the stop instruction unit are also temporarily stopped (S2007, S2016), and based on the result of the specific lottery (S1502), either the winning symbol combination (yellow bar symbols aligned) or the losing symbol combination is displayed, A slot machine characterized in that, if it is determined that there is no match, the corresponding reel is temporarily stopped in accordance with the operation of the stop instruction unit up to the (N-1)th stop instruction unit so as to constitute a part of the winning symbol combination, and the corresponding reel is temporarily stopped in accordance with the operation of the Nth stop instruction unit so as to display either the winning symbol combination (yellow bar symbols lined up) or the losing symbol combination based on the result of the specific lottery (S1502). [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a slot machine that can realize various kinds of entertainment depending on the manner in which the reels are stopped in a simulated game that does not require precise timing of reel stopping. [Brief explanation of the drawing]
[0010] [Figure 1]Perspective view of the slot machine 1 according to an embodiment of the present invention. [Figure 2] Enlarged view of the combined display of the slot machine 1. [Figure 3] Block diagram showing the electrical configuration of the slot machine 1. [Figure 4] Diagram showing the symbol arrangements of the left reel, middle reel, and right reel. [Figure 5] Diagram for explaining the symbol stop positions and winning lines. [Figure 6] Flowchart showing the flow of the game process executed by the main control device of the slot machine 1. [Figure 7] Transition diagram of the RT state of the slot machine 1. [Figure 8] Table showing the lottery categories, types, and symbol combinations at the time of winning in the internal lottery process of the slot machine [Figure 9] Table showing the lottery values of each lottery category for each set value in the internal lottery process of the slot machine 1. [Figure 10] Transition diagram showing the game flow of the slot machine 1. [Figure 11] Flowchart showing the flow of the process during the non-favorable section of the slot machine 1. [Figure 12] Flowchart showing the flow of the process during the favorable section of the slot machine 1. [Figure 13] Flowchart showing the flow of the process during the normal state of the slot machine 1. [Figure 14] Diagram showing the lottery values of the AT state transition lottery of the slot machine 1. [Figure 15] Flowchart showing the flow of the process during the AT state of the slot machine 1. [Figure 16] Diagram showing the lottery values of the AT stock number lottery of the slot machine 1. [Figure 17] Diagram showing the lottery values of the pseudo-game occurrence lottery of the slot machine 1. [Figure 18]This is a flowchart showing the processing flow of the simulated game process 1 for slot machine 1. [Figure 19] (a) is a diagram showing the temporary stop table when the AT stock count lottery for slot machine 1 is won, (b) is a diagram showing the temporary stop table when the pseudo-game occurrence lottery is won, and (c) is a diagram showing the temporary stop symbol numbers when automatic temporary stop occurs. [Figure 20] This is a flowchart showing the processing flow of the simulated game processing 2 for slot machine 1. [Modes for carrying out the invention]
[0011] <1. Definitions of Terms>
[0012] The terms used in this specification are explained below.
[0013] "Gaming medium" refers to the tokens or balls used in a gaming machine. "Credits" refers to the information indicating the number of gaming mediums electrically or magnetically stored in the gaming machine, and the number of credits is called the "number of credits."
[0014] "Bet" refers to placing a bet using game currency to start a game. The betted game currency is consumed as soon as the game begins. The number of game currency bet to start the game is called the "number of bets." A "bet button" is a device that a player operates to place a bet.
[0015] "Gameplay" refers to the entire process from operating the start lever, through the rotation and stopping of the reels, to the completion of the processing based on the result of the prize determination. "One gameplay" or "one round of gameplay" refers to one instance of this entire process. In some cases, "game" may be used instead of "gameplay."
[0016] "Winning line" refers to a specific combination of symbol positions that determines whether a winning combination is achieved. Depending on the bet, the winning determination changes from an invalid state to an active state. "On the winning line" refers to the symbol positions related to the winning line.
[0017] "Winning a prize" refers to a combination of symbols corresponding to a winning combination stopping and appearing on the winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0018] <2. External structure of the gaming machine> Figure 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. Slot machine 1 comprises a box-shaped main body 2 with an open front and a front door 3 provided on the front of the main body 2 so as to be openable and closable. Inside the main unit 2, the left reel R1, the middle reel R2, and the right reel R3 are arranged side by side, slightly above the vertical center. Each of the left reel R1, middle reel R2, and right reel R3 has a drum-shaped reel frame around which a reel strip is wrapped, and is rotatable around an axis extending horizontally from the center of the reel frame. Twenty symbols are arranged around each reel strip in a circumferential direction.
[0019] On the front door 3, a display panel unit 5 is positioned opposite the left reel R1, the middle reel R2, and the right reel R3. The display panel unit 5 has reel windows 8 formed in it to allow visibility of a portion of the circumferential surfaces of the left reel R1, the middle reel R2, and the right reel R3. While the left reel R1, middle reel R2, and right reel R3 are spinning, the symbols for the left reel R1, middle reel R2, and right reel R3 appear one after another in the reel window 8 (symbol variation display). When the left reel R1, middle reel R2, and right reel R3 stop, the three symbols for each of the left reel R1, middle reel R2, and right reel R3, a total of nine symbols, are displayed in the reel window 8 (symbol stop display).
[0020] Furthermore, the display panel unit 5 is equipped with various displays for displaying basic information related to the game. These displays include, for example, a multi-purpose display 23a and a payout display 23b. The multi-purpose display 23a and the payout display 23b are arranged side by side below the reel window 8. Each of the multi-purpose display 23a and the payout display 23b consists of two-digit 7-segment displays with dots arranged horizontally.
[0021] Figure 2 is an enlarged view of the multi-purpose display unit 23a of slot machine 1. The multi-purpose display unit 23a consists of a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the multi-purpose display unit 23a is used for both the credit count display unit CR and the indicator monitor NM.
[0022] The instruction monitor NM displays identification information corresponding to the type of command when it transmits a command from the main control device 100a (described later) to the performance sub-control device 100b that instructs the operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R (hereinafter referred to as the stop operation order).
[0023] Returning to Figure 1, the operation unit 6 is located below the display panel unit 5. The operation unit 6 protrudes forward relative to the front of the display panel unit 5 and has a flat top surface and a front surface that curves gently outward. The top surface of the operation unit 6 is provided with a medal slot 10, a MAX bet button 11, and a single bet button 12. The front surface of the operation unit 6 is provided with a start lever 14, a left stop button 15L, a middle stop button 15C, a right stop button 15R, and a payout button 16.
[0024] When a medal is inserted into the medal slot 10, if the bet is less than the maximum of 3 medals, the inserted medal is bet. If the bet is 3 medals and a medal is inserted into the medal slot 1, the inserted medal is credited to slot machine 1, up to a maximum of 50 medals. The current number of credits is displayed on the credit display CR (combined display 23a).
[0025] The MAX bet button 11 is used to set the bet to the maximum of 3 coins by deducting coins from the credit.
[0026] The single-coin bet button 12 is used to withdraw one coin from the credits and add 1 to the bet amount.
[0027] The number of tokens required to complete one game is called the "specified number." After the specified number of tokens have been bet, when the start lever 14 is operated, one game (1 game) begins, and the left reel R1, middle reel R2, and right reel R3 begin to rotate. The left stop button 15L, middle stop button 15C, and right stop button 15R are provided corresponding to the left reel R1, middle reel R2, and right reel R3, respectively. After the left reel R1, middle reel R2, and right reel R3 have started to rotate, when the left stop button 15L, middle stop button 15C, and right stop button 15R are pressed, the rotation of the left reel R1, middle reel R2, and right reel R3 stops, respectively.
[0028] In the following, operating the stop buttons in the order of left stop button 15L → middle stop button 15C → right stop button 15R will be referred to as "left → middle → right". Operating the stop buttons in the order of left stop button 15L → right stop button 15R → middle stop button 15C is called "left → right → middle". Operating the stop buttons in the order of middle stop button 15C → right stop button 15R → left stop button 15L is called "middle → right → left". Operating the stop buttons in the order of middle stop button 15C → left stop button 15L → right stop button 15R is called "middle → left → right". Operating the stop buttons in the order of right stop button 15R → left stop button 15L → middle stop button 15C is called "right → left → middle". Operating the stop buttons in the order of right stop button 15R → middle stop button 15C → left stop button 15L is called "right → middle → left".
[0029] When all reels R1, R2, and R3 have stopped, if a predetermined combination of symbols aligns on the activated winning lines in the reel window 8, a win is awarded for that combination of symbols. Depending on the win, medals will be paid out as a prize. The number of medals paid out for this win is displayed on the payout display. The medals paid out for this win are credited to slot machine 1 up to a maximum of 50, and any medals exceeding 50 are discharged into the medal tray 41 from the medal outlet 40 located at the bottom of the front door 3. This completes one game.
[0030] When the payout button 16 is pressed, the tokens credited to slot machine 1 are dispensed from the token dispenser 40 into the token tray 41.
[0031] An LCD display 30 is provided on the upper side of the display panel unit 5 for displaying visual effects that correspond to the progress of the game. In addition, a pair of speakers 31, 31 are positioned to the left of the multi-purpose display 23a and to the right of the payout display 23b of the display panel unit 5 to output sound effects and other sounds that enhance the atmosphere during gameplay.
[0032] Furthermore, the front door 3 is fitted with a display panel 42 between the control panel 6 and the medal tray 41, which displays the model name of the slot machine 1 and other information.
[0033] <3. Electrical Configuration of Gaming Machines>
[0034] <3-1. Electrical Configuration of Gaming Machines (Main Control Device)> Figure 3 is a block diagram showing the electrical configuration of slot machine 1.
[0035] Slot machine 1 includes a main control device 100a that performs the central control of the game, an effects sub-control device 100b that performs control for effects associated with the game, and an illumination control board 100c that performs control for illumination using light and sound.
[0036] The main control unit 100a is equipped with a CPU 101, ROM 102, RAM 103, input / output ports 104, a random number generation circuit 105, and a signal transmission circuit 106.
[0037] The CPU 101 is electrically connected to the ROM 102, RAM 103, input / output port 104, random number generation circuit 105, and signal transmission circuit 106.
[0038] ROM 102 stores various programs executed by CPU 101. ROM 102 also stores a lottery table 107 and a stop control table 108.
[0039] RAM103 is used as a work area when the CPU101 executes a program.
[0040] The input / output port 104 is connected to control the following: a multi-purpose display 23a, a payout count display 23b, stepping motors 51L, 51C, and 51R for rotating the left reel R1, the middle reel R2, and the right reel R3, respectively; a medal block solenoid 52 for switching the destination of medals inserted from the medal slot 10 to the medal storage unit (not shown) inside the main unit 2 and the medal tray 41; a medal dispensing drive motor 53 for dispensing medals from the medal storage unit to the medal tray 41 through the medal discharge port 40; and an external centralized terminal board 57.
[0041] The external central terminal board 57 outputs signals (external signals) from the CPU 101 to the data lamps according to the game state described later. Specifically, when the game state transitions to the bonus game state, the CPU 101 outputs external signal 1 to the external central terminal board 57 via the input / output port 104. Also, when the game state transitions to the AT state, the CPU 101 outputs external signal 2 to the external central terminal board 57 via the input / output port 104. The external central terminal board 57 outputs external signals 1 and 2, which have been output via the input / output port 104, to the data lamps.
[0042] The stepping motors 51L, 51C, 51R, the medal block solenoid 52, the medal dispensing drive motor 53, and the external centralized terminal board 57 are located inside the main body 2 (see Figure 1).
[0043] Additionally, the input / output port 104 is connected to the following: MAX bet button 11, 1-coin bet button 12, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R, payout button 16, reel position detection sensors 54L, 54C, 54R, coin insertion sensor 55, and coin payout sensor 56.
[0044] When the MAX bet button 11, 1-coin bet button 12, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R, and payout button 16 are pressed, an operation signal is output from a switch (not shown) built into them, and this operation signal is input to the CPU 101 via the input / output port 104.
[0045] Each time the left reel R1, middle reel R2, and right reel R3 rotate once, a detection signal is output from the reel position detection sensors 54L, 54C, and 54R, respectively, and this detection signal is input to the CPU 101 via the input / output port 104.
[0046] When the start lever 14 is operated, the CPU 101 outputs drive pulse signals to the stepping motors 51L, 51C, and 51R, causing the left reel R1, the middle reel R2, and the right reel R3 to start rotating. The CPU 101 constantly monitors the rotational positions of the left reel R1, the middle reel R2, and the right reel R3 based on the step count of the stepping motors 51L, 51C, and 51R and the detection signals from the reel position detection sensors 54L, 54C, and 54R.
[0047] When the left stop button 15L, middle stop button 15C, and right stop button 15R are pressed, the CPU 101 refers to the stop control table 108 and, based on the rotational positions of the left reel R1, middle reel R2, and right reel R3, stops the output of drive pulse signals to the stepping motors 51L, 51C, and 51R, thereby controlling the stopping of the left reel R1, middle reel R2, and right reel R3 (reel stop control).
[0048] In reel stop control, after the left stop button 15L, middle stop button 15C, and right stop button 15R are pressed, the rotation of the left reel R1, middle reel R2, and right reel R3 are stopped within a predetermined maximum number of retracted frames (for example, 4 frames) or less.
[0049] Each time a medal is inserted into the medal slot 10, a detection signal is output from the medal insertion sensor 55, and this detection signal is input to the CPU 101 via the input / output port 104.
[0050] Each time a medal is dispensed into the medal tray 41 by the medal dispensing drive motor 53, a detection signal is output from the medal dispensing sensor 56, and this detection signal is input to the CPU 101 via the input / output port 104.
[0051] The number of credits is stored in RAM 103. CPU 101 controls the credit count indicator CR (combined indicator 23a) to display the number of credits stored in RAM 103 on the credit count indicator CR (combined indicator 23a). CPU 101 controls the medal block solenoid 52 to direct the medals inserted from the medal slot 10 to the medal storage unit until the number of credits reaches 50, at which point the medals are directed to the medal tray 41. Furthermore, if a winning combination (medal payout) is achieved after the number of credits reaches 50, CPU 101 controls the medal payout drive motor 53 to eject the medals into the medal tray 41.
[0052] The random number generation circuit 105 includes an increment counter that counts up in response to the output of a clock pulse from an oscillator (not shown), and generates 16-bit random numbers and 8-bit random numbers. The range of the generated random numbers is 0 to 65535 for the 16-bit numbers and 0 to 255 for the 8-bit numbers.
[0053] When the start lever 14 is operated, the CPU 101 obtains a random number from the random number generation circuit 105 and performs an internal lottery in which multiple winning combinations are included in the draw. In the internal lottery, one lottery table is read from the lottery table 107 in the ROM 102, and the winning combination or losing combination of the internal lottery is determined based on this lottery table and the 16-bit random number obtained from the random number generation circuit 105.
[0054] If no winning combination is achieved through internal lottery, the reel stop control prevents the nine symbols displayed in the reel window 8 (three symbols each on the left reel R1, middle reel R2, and right reel R3) from forming a winning combination, and no winning combination is achieved. When a winning combination is achieved, the CPU 101 controls the payout display to show the number of medals to be paid out as a payout.
[0055] Furthermore, the CPU 101 sends the signals necessary for control as commands to the performance sub-control device 100b and the lighting control board 100c via the signal transmission circuit 106.
[0056] In slot machine 1, you can set the payout rate by selecting a setting of 1 from six levels, ranging from 1 to 6. A higher setting results in a higher payout rate. Although not shown in the diagram, the input / output port 104 is connected to a setting change switch and a setting change button located inside the main unit 2, which are operated when selecting (changing) the setting value. The setting change switch is a key switch that is turned on by inserting a setting key and rotating it clockwise, and the setting change button is a push button.
[0057] To select (change) a setting value, first, with the front door 3 open, insert the setting key into the setting change switch and rotate it clockwise to change the operating mode of the slot machine 1 to setting change mode. When in setting change mode, the current setting value is displayed on the multi-purpose display 23a. Also, in setting change mode, each time the setting change button is pressed, the setting value displayed on the multi-purpose display 23a is incremented by 1 if it is between 1 and 5, and returns to 1 if it is 6. In this way, the desired setting value can be selected by operating the setting change button while checking the setting value displayed on the multi-purpose display 23a. With the desired setting value displayed on the multi-purpose display 23a, the selection (change) of the setting value is completed by operating the start lever 14. Then, rotate the setting key inserted into the setting change switch counterclockwise to return the operating mode to normal (game) mode, and remove the setting key from the setting change switch to complete the setting selection (change) process.
[0058] <3-2. Electrical Configuration of Gaming Machines (Performance Sub-Control Devices, etc.)> The performance sub-control device 100b is equipped with a CPU 200, ROM 201, RAM 202, signal input circuit 203, drive circuit 204, and random number generation circuit 205.
[0059] The CPU200 is electrically connected to the ROM201, RAM202, signal input circuit203, drive circuit204, and random number generation circuit205.
[0060] ROM201 stores various programs that are executed by CPU200.
[0061] RAM202 is used as a work area when the CPU200 executes a program.
[0062] The signal input circuit 203 receives signals from the signal output circuit 106 of the main control device 100a.
[0063] The random number generation circuit 205 includes an increment counter that counts up in response to the output of a clock pulse from an oscillator (not shown), and generates a 16-bit random number. The range of the generated random number is 0 to 65535.
[0064] The CPU 200 executes the program stored in the ROM 201, performs a performance lottery based on the signal input from the signal input circuit 203 and the random number obtained from the random number generation circuit 205, and controls the display of the liquid crystal display 30 via the drive circuit 204 based on the result of the lottery.
[0065] The lighting control board 100c controls the illumination of LEDs 32 built into the left stop button 15L, middle stop button 15C, right stop button 15R, etc., based on commands transmitted from the main control unit 100a. It also controls the output of sound effects from speakers 31, 31.
[0066] <4. Explanation of Reel Arrangement and Stopping Position> Figure 4 shows the arrangement of symbols on the left reel R1, the middle reel R2, and the right reel R3.
[0067] Each of the reel strips on the left reel (R1), middle reel (R2), and right reel (R3) has 20 symbols arranged on it, and each of the 20 symbols on reels R1 to R3 is assigned a symbol number from "1" to "20".
[0068] The reel band on the left reel R1 has the following symbols arranged in this order: "Cherry", "Blue 7", "Replay", "Bell A", "Watermelon A", "Replay", "Cherry", "Replay", "Bell B", "Black Bar", "Watermelon B", "Red 7", "Replay", "Bell B", "Watermelon A", "Replay", "Yellow Bar", "Replay", "Bell A", and "Watermelon A". Each of these symbols is associated with a symbol number from "1" to "20".
[0069] The reel band of the middle reel R2 has the following symbols arranged in this order: "Replay", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Replay", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Replay", "Red 7", "Bell A", "Black Bar", "Cherry", "Replay", "Blue 7", "Bell A", "Watermelon A", and "Cherry". Each of these symbols is associated with a symbol number from "1" to "20".
[0070] The reel band on the right reel R3 has the following symbols arranged in this order: "Replay", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Replay", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Replay", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Replay", "Black Bar", "Cherry", "Watermelon A", and "Bell B". Each of these symbols is associated with a symbol number from "1" to "20".
[0071] Figure 5 is a diagram illustrating the stopping position of the symbols and the winning line NL.
[0072] When the left reel R1 stops, one symbol will stop at each of the symbol stopping positions PL1, PL2, and PL3, which are arranged vertically within the reel window 8. When the middle reel R2 stops, one symbol stops at each of the symbol stopping positions PC1, PC2, and PC3, which are arranged vertically within the reel window 8. When the right reel R3 stops, one symbol will stop at each of the symbol stopping positions PR1, PR2, and PR3, which are arranged vertically within the reel window 8.
[0073] Slot machine 1 is a so-called single-line machine, where the winning line NL is the middle line L1 connecting the symbol stopping positions PL2, PC2, and PR2. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, and PR1 that are aligned horizontally in the upper row of the reel window 8 is called the upper line L2, the line connecting the three symbol stop positions PL3, PC3, and PR3 that are aligned horizontally in the lower row is called the lower line L3, the line connecting the three symbol stop positions PL1, PC2, and PR3 that are aligned on a downward-sloping diagonal line is called the downward-sloping line L4, and the line connecting the three symbol stop positions PL3, PC2, and PR1 that are aligned on an upward-sloping diagonal line is called the upward-sloping line L5.
[0074] <5.1 Explanation of Gameplay> Figure 6 is a flowchart showing the flow of game processing performed by the main control unit of slot machine 1. The details of the internal lottery process (S104), AT-related lottery process (S105), and reel animation process (S106) shown in Figure 6 will be described later, so these (S104-S106) will be omitted from this description and only an overview will be provided.
[0075] <5-1. Processing Flow>
[0076] <5-1-1. Medal Reception Processing>
[0077] When a medal is inserted into the medal slot 10, slot machine 1 either accepts the inserted medal and takes it into the slot machine 1, or does not accept the inserted medal and returns it to the medal tray 41 (S101).
[0078] Specifically, when three tokens are bet on the game and the number of credits is less than 50, if tokens are inserted into the token slot 10, the CPU 101 takes the inserted tokens into the slot machine 1 and adds the number of credits equal to the number of tokens inserted. Also, when three tokens are bet on the game and the number of credits is 50, if tokens are inserted into the token slot 10, the CPU 101 drives the token block solenoid 52 to return the inserted tokens to the token tray 41.
[0079] <5-1-2. Betting> Slot machine 1 sets the bet amount in response to inserting a coin into the coin slot 10, operating the MAX bet button 11, or winning a re-spin prize (S102).
[0080] Specifically, if the number of bets is less than 3 and coins are inserted into the coin slot 10, the CPU 101 adds the number of coins inserted to the number of bets. Also, if the number of bets is less than the specified number and the MAX bet button 11 is pressed, the CPU 101 subtracts the number of credits to bring the number of bets to the specified number and then adds the bets. Furthermore, if a re-spin winning combination is achieved, the CPU 101 performs an automatic betting process that puts the number of bets that were placed in that game back on the bet without subtracting any credits.
[0081] <5-1-3. Lever reception processing> Slot machine 1 starts the game when it receives an operation of the start lever 14 with 3 tokens bet (S103). Specifically, when the start lever 14 is operated with the number of bets set to the specified number, the CPU 101 executes the game processing from the internal lottery process (S104) onward. On the other hand, when the start lever 14 is operated with the number of bets less than the specified number, the CPU 101 does not execute the game processing from the internal lottery process onward.
[0082] <5-1-4. Internal Lottery Process> When the game starts, the slot machine 1 obtains a 16-bit random value from the random number generation circuit 105 and performs an internal lottery process to determine information for deriving the game result based on the random value (S104).
[0083] <5-1-5. AT-related lottery processing> Slot machine 1 obtains an 8-bit random value from the random number generation circuit 105, and based on this random value, executes various lottery processes related to AT, i.e., AT-related lottery processes, based on the game state and the results of the internal lottery process (S105).
[0084] <5-1-6. Slot Machine Animation Processing> After the AT-related lottery process is executed, slot machine 1 performs a spinning animation using each reel R1 to R3 based on the result of the AT-related lottery process (S106). The reel animation initiates a freeze state that temporarily interrupts the game's progress, and during this freeze state, it performs a simulated game process that rotates each reel R1 to R3 and prompts the player to perform a stop operation to stop each reel R1 to R3.
[0085] <5-1-7. Instruction Monitor Display Processing> When the instruction function is activated, slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S107). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the lottery for activation of the instruction function. The operation of the instruction function will be described later.
[0086] <5-1-8. Reel rotation processing> After the instruction monitor display process is executed, the slot machine 1 rotates the left reel R1, the middle reel R2, and the right reel R3 respectively in order to display the symbols placed on each reel R1 to R3 in a changing manner (S108). Specifically, after the instruction monitor display process is executed, the CPU 101 continuously supplies pulses to the stepping motors 51L, 51C, and 51R respectively, thereby rotating the left reel R1, the middle reel R2, and the right reel R3.
[0087] Furthermore, the reel animation and reel rotation process for the left reel R1, middle reel R2, and right reel R3 in the next game will not begin until 4.1 seconds have elapsed since the start of rotation of the left reel R1, middle reel R2, and right reel R3 in the previous game. This ensures that the time taken for one game is maintained at 4.1 seconds or more.
[0088] <5-1-9. Reel Stop Processing> Slot machine 1 stops the rotation of the left reel R1, middle reel R2, and right reel R3 when the stop buttons 15L, 15C, and 15R are operated while the left reel R1, middle reel R2, and right reel R3 are rotating (S109). When the left stop button 15L, middle stop button 15C, or right stop button 15R is operated while the left reel R1, middle reel R2, and right reel R3 are rotating, CPU 101 stops the rotation of the corresponding reels R1 to R3 by supplying predetermined pulses to the stepping motors (stepping motor 51L corresponding to left reel R1, stepping motor 51C corresponding to middle reel R2, and stepping motor 51R corresponding to right reel R3) to which the reels corresponding to the operated stop button are fixed (left reel R1 corresponding to left stop button 15L, middle reel R2 corresponding to middle stop button 15C, and right reel R3 corresponding to right stop button 15R).
[0089] <5-1-10. Pattern Recognition Process> Slot machine 1 determines the combination of symbols that have stopped on the winning line NL after all of the left reel R1, middle reel R2, and right reel R3 have stopped (S110). After all of the left reel R1, middle reel R2, and right reel R3 have stopped, CPU 101 determines whether the combination of symbols that have stopped on the winning line NL is a predetermined combination of symbols. For example, it determines whether the combination of symbols that have stopped on the winning line NL is a combination of symbols that corresponds to a winning combination.
[0090] <5-1-11. Instruction Monitor Light Off Process> When the slot machine 1 has displayed identification information on the instruction monitor NM after executing the symbol determination process, it executes the process of turning off the instruction monitor NM (S111). That is, the instruction monitor NM is a monitor that is displayed during a game in which the instruction function is activated and is turned off at the end of the game.
[0091] <5-1-12. Medal payout process> When the slot machine 1 determines that a symbol combination corresponding to a minor winning combination has stopped and is displayed on the winning line NL, it executes the process of paying out medals (S112).
[0092] <5-1-13. State transition process> When the slot machine 1 determines that the state transition condition for transitioning the game state should be established based on the result of the AT-related lottery process or the result of the symbol determination process, it transitions the game state.
[0093] <5-2. Details of internal lottery process> The details of the internal lottery process in the slot machine 1 will be described. The internal lottery process is a process for determining, by lottery, a winning combination that allows a win from a plurality of predetermined winning combinations.
[0094] In the slot machine 1, the winning combinations subject to the internal lottery include a bonus winning combination, a replay winning combination, and a minor winning combination. The bonus winning combination is a winning combination that, even if the win in the winning game is forfeited, retains the winning state until winning in the subsequent games, and when winning, starts the bonus game state (bonus game state) from the next game. On the other hand, the replay winning combination and the minor winning combination are winning combinations whose winning state is not carried over even if the win in the winning game is forfeited. The replay winning combination is a winning combination that enables the execution of the next game without betting in response to a win, and the minor winning combination is a winning combination for which medals are paid out in response to a win.
[0095] Although slot machine 1 is equipped with multiple types of RT states with different internal lottery processing methods, i.e., different lottery tables 107, slot machine 1 is basically an AT machine that stays in RT state 1 in a pachinko parlor. Therefore, regarding the internal lottery process, we will explain in detail the RT state of this 1 (hereinafter referred to as the normal RT state), but we will simplify the explanation for the other RT states.
[0096] <5-2-1. RT status>
[0097] First, I will explain the normal RT state and other RT states in slot machine 1. Figure 7 is the RT state transition diagram for slot machine 1. As shown in Figure 7, slot machine 1 has three RT states: RT0 state, which is an RT state in which no bonus role has been won; RT1 state, which is an RT state in which a bonus role has been won but no bonus role has been awarded; and RT2 state, which is an RT state in which a bonus game is in progress, initiated by the awarding of a bonus role. Of these, RT1 state is designed as the normal RT state.
[0098] In slot machine 1, if a setting change process is performed in an RT state other than the normal RT state, it will be initialized to the RT0 state, while if a setting change process is performed in the normal RT state, the normal RT state will be maintained.
[0099] During RT0 mode, bonus roles are awarded with a high probability, specifically 1 / 12.4, and the duration of time spent in RT0 mode is designed to be an average of 12.4 games.
[0100] If a bonus role is won during RT0 state, but no bonus role is awarded in that game, the game transitions to the normal RT state. On the other hand, if a bonus role is awarded in the game in which a bonus role is won, or if a bonus role is awarded during the normal RT state, the game transitions to RT2, which is the RT state indicating a bonus game.
[0101] RT2 is a bonus game state that continues until the cumulative number of medals dispensed exceeds a predetermined number. Once the predetermined number is exceeded, the bonus game state ends and the game transitions to RT0. The above describes the transitions in the RT state of slot machine 1.
[0102] Next, we will explain the internal lottery process in the normal RT state.
[0103] <5-2-2. Lottery Categories>
[0104] In the internal lottery process during the normal RT state of slot machine 1, as shown in Figure 8, a total of 10 types of lottery categories are set: replay, push-order bell 1-6, common bell, watermelon, and cherry.
[0105] The Replay lottery is a replay-enhancing lottery. In a game in which the Replay lottery is won, regardless of the order and timing of the stop operations of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, the "Replay" symbol will line up and stop on one of lines L1 to L5, and the replay-enhancing lottery will be awarded. When the replay-enhancing lottery is awarded, the next game can be played without placing a bet.
[0106] The lottery-type button-press order bell roles 1-6 are minor roles. The lottery-type button-press order bell roles 1-6 are so-called button-press order roles in which the winning minor role differs depending on the order in which the left stop button 15L, middle stop button 15C, and right stop button 15R are operated.
[0107] Specifically, in a game where the internal lottery results in winning one of the lottery categories (1-6) for the push-button bell role, if the stop buttons 15L, 15C, and 15R are operated in the correct order, a small win with a payout of 9 coins will be awarded regardless of the timing of the operation. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in an order other than the correct order, a small win with a payout of 1 coin will either land on one of the lines L1-L5, or the win will be missed, depending on the timing of the operation.
[0108] The correct operation order for the 1st Bell Prize in the lottery category is set to "left → middle → right". In a game in which the 1st Bell Prize in the lottery category is won, if the stopping operation is performed in the correct order and a small prize with a payout of 9 coins is won, the bell symbols will line up on the middle line L1. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0109] The correct operation order for the 2nd Bell Prize in the lottery category is set to "left → right → middle". In a game in which the 2nd Bell Prize in the lottery category is won, if the stopping operation is performed in the correct order and a small prize with a payout of 9 coins is won, the bell symbols will line up on the upper line L2. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0110] The correct order of operation for the 3rd type of bell role in the lottery is set to "middle → left → right". In a game in which the 3rd type of bell role in the lottery is won, if the stopping operation is performed in the correct order and a small win with a payout of 9 coins is achieved, the bell symbols will line up on the lower line L3. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0111] The correct operation order for the 4th type of bell role in the lottery is set to "middle → right → left". In a game in which the 4th type of bell role in the lottery is won, if the stopping operation is performed in the correct order and a small win of 9 coins is achieved, the bell symbols will line up on the downward sloping line L4. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0112] The correct operation order for the 5th Bell Role in the lottery is set to "right → left → middle". In a game in which the 5th Bell Role in the lottery is won, if the stopping operation is performed in the correct order and a small win with a payout of 9 coins is achieved, the bell symbols will line up on the upward-sloping line L5. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0113] The correct order of operation for the 6th prize in the lottery category is set to "right → middle → left". In a game in which the 6th prize in the lottery category is won, if the stop operation is performed in the correct order and a small win with a payout of 9 coins is achieved, the bell symbol will stop on one of lines L1 to L3. On the other hand, if the stop operation is performed in an order other than the correct order, the bell symbol will not line up on any of lines L1 to L5.
[0114] In games where the common bell role is won in the lottery category, regardless of the timing and order of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a small win of 9 coins will be awarded, and in this case, the bell symbols will line up on one of lines L1 to L5.
[0115] In games where the lottery category for the watermelon role is won, a small win of 3 coins is awarded depending on the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R. In this case, the watermelon symbol (watermelon A or watermelon B) will line up on one of lines L1 to L5.
[0116] In games where the Cherry role is won in the lottery, a small win with a payout of 1 coin is awarded depending on the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R. In this case, the Cherry symbol will stop at either the upper symbol stop position PL1 or the lower symbol stop position PL3 on the left reel within the reel window 8.
[0117] <5-2-3. Lottery values in normal RT state> Figure 9 is a table showing the winning probabilities for multiple types of lottery categories in the internal lottery during normal RT (Replay Time) mode, for each set value.
[0118] Regardless of the setting, the lottery value for the replay role is set to 8978, meaning the winning probability is set to 1 / 7.30. For each of the lottery categories, the order of the bell symbols (1-6) has a lottery value of 8084, regardless of the setting value, meaning the winning probability is set to 1 / 8.11. For the common bell role in the lottery categories, the lottery value is set to 1200 regardless of the setting value, meaning the winning probability is set to 1 / 54.61.
[0119] For the watermelon prize in the lottery, the setting is as follows: if the setting value is 1, the lottery value is 660 and the winning probability is 1 / 99.30; if the setting value is 2, the lottery value is 690 and the winning probability is 1 / 94.98; if the setting value is 3, the lottery value is 720 and the winning probability is 1 / 91.02; if the setting value is 4, the lottery value is 750 and the winning probability is 1 / 87.38; if the setting value is 5, the lottery value is 780 and the winning probability is 1 / 84.02; and if the setting value is 6, the lottery value is 810 and the winning probability is 1 / 80.91. The cherry symbol in the lottery category has a lottery value of 130 regardless of the setting value, meaning the winning probability is set to 1 / 504.12. Furthermore, for those who do not win in any of the lottery categories, the so-called "losers" are set as follows: if the setting value is 1, the lottery value is 6064 and the probability is 1 / 10.81; if the setting value is 2, the lottery value is 6034 and the probability is 1 / 10.86; if the setting value is 3, the lottery value is 6004 and the probability is 1 / 10.92; if the setting value is 4, the lottery value is 5974 and the probability is 1 / 10.97; if the setting value is 5, the lottery value is 5944 and the probability is 1 / 11.03; and if the setting value is 6, the lottery value is 5914 and the probability is 1 / 11.08. In slot machine 1, if a bonus symbol is won in a game that results in a loss as a result of the internal lottery, the game transitions to RT2 state. Therefore, in a game that results in a loss as a result of the internal lottery, the performance sub-control device 100b controls the display on the liquid crystal display 30 to prompt the player to stop the reels in a way that avoids the symbol combinations that make up the bonus symbol, in order to prevent the player from winning the bonus symbol.
[0120] As explained above, the internal lottery result is determined to fall into one of the 11 lottery categories, including losing outcomes, as shown in Figure 9. Furthermore, in slot machine 1, a special feature is set that transitions to the advantageous section upon winning in the non-advantageous section. As shown in Figure 9, the lottery category replay feature and lottery categories other than misses are set as advantageous section transition features, and in the case of the lottery category replay feature, even if the lottery category is won, it is set as an advantageous section transition non-feasible feature, meaning that the section state cannot be transitioned to the advantageous section. Furthermore, even if a winning combination that prevents transitioning to a favorable period is won during a favorable period, the period state will not be changed to a non-favorable period. Based on the internal lottery results, various lottery processes related to the AT (Automatic Transmission) are performed.
[0121] <6. Detailed explanation of the game> Next, we will explain the details of playing slot machine 1.
[0122] <6-1. Regarding the state of each section (non-favorable section, favorable section)> Figure 10 is a transition diagram showing the game flow of slot machine 1.
[0123] In this slot machine 1, the non-advantageous section is a game section in which the instruction function that informs the player of information that makes it easier to win prizes is not activated. On the other hand, the advantageous section is a game section in which the instruction function is activated. In other words, the non-advantageous section is a game section in which instruction information that makes it easier to win prizes cannot be transmitted (is not transmitted) from the main control device 100a to the performance sub-control device 100b, while the advantageous section is a game section in which instruction information can be transmitted from the main control device 100a to the performance sub-control device 100b. Specifically, in a non-advantageous section, in a game where the internal lottery results in winning one of the lottery categories (1-6) for the push-button bell role, the main control unit 100a does not transmit information that identifies the correct push-button sequence (hereinafter referred to as "correct push-button sequence identification information") to the performance sub-control unit 100b. The correct push-button sequence identification information includes not only so-called instruction information that directly instructs the operation order of stop buttons 15L, 15C, and 15R, but also information related to the winning lottery category. Therefore, in a non-advantageous section, the performance sub-control unit 100b cannot know the correct push-button sequence in a game where the internal lottery results in winning one of the lottery categories (1-6) for the push-button bell role, and thus cannot provide this notification.
[0124] On the other hand, the advantageous period is a game period in which the main control unit 100a can transmit correct button press sequence identification information to the performance sub-control unit 100b. When the main control unit 100a transmits a command to the performance sub-control unit 100b to instruct the correct operation sequence during the advantageous period, it displays identification information corresponding to the type of command on the instruction monitor NM. In this slot machine 1, when the game state is normal, it is configured to allow players to stay in both the non-advantageous and advantageous periods. On the other hand, when the game state is AT (Automatic Trigger) state, it is configured to allow players to stay only in the advantageous period, and it is not possible to stay in the non-advantageous period. Furthermore, in this slot machine 1, even during the advantageous period, the instruction function is set not to activate when the game state is in the normal state.
[0125] <6-1-1. Unfavorable interval> Figure 11 is a flowchart showing the processing flow of slot machine 1 during a non-advantageous period.
[0126] During the non-advantageous period, the internal lottery process (S1101) is first executed. The internal lottery process described below includes the internal lottery process (S104) shown in Figure 6. Returning to Figure 11, the system determines whether or not the advantageous section transition role has been won (S1102) based on the result of the internal lottery process (S1101). If it is determined that the role has not been won (NO in S1102), the system returns to step S1101. If it is determined that the role has been won (YES in S1102), the system performs various initial settings (S1103) associated with the start of the advantageous section, setting the number of games in the advantageous section, the number of coins entered in the advantageous section, the number of coins exited in the advantageous section, and the difference in coins in the advantageous section to 0, setting the section state to the advantageous section, and then starts the advantageous section processing (S1104) and returns.
[0127] <6-1-2. Advantageous Period> Figure 12 is a flowchart showing the processing flow during the advantageous period of slot machine 1.
[0128] During processing in the advantageous period, first, various variable update processes (S1201) are executed in conjunction with the execution of the game. In the variable update process, for each game, the number of games in the advantageous period is incremented by 1, the number of bets at the time of the game is added to the number of coins IN in the advantageous period, the number of coins paid out at the time of the game is added to the number of coins OUT in the advantageous period, and the value obtained by subtracting the number of coins IN in the advantageous period from the current number of coins OUT in the advantageous period is updated as the difference in coins in the advantageous period.
[0129] Next, it is determined whether the current game state is the normal state (S1202). If the determination is that the current game state is the normal state (YES in S1202), the processing related to the normal state (S1203) is executed and the system returns. The processing related to the normal state will be described later.
[0130] If the judgment determines that the current game state is not the normal state (NO in S1202), the process related to the AT state (S1204) is executed and the system returns. The process related to the AT state will be described later.
[0131] Next, we will explain the processing in each game state.
[0132] <6-2. Normal state> Figure 13 is a flowchart showing the processing flow of slot machine 1 during its normal operation.
[0133] During normal gameplay, the first step is to execute the AT state transition lottery process (S1301). The AT state transition lottery process determines whether or not to transition to the AT state based on the lottery category won in the game.
[0134] Figure 14 shows the details of the AT state transition lottery process. As shown in Figure 14, the AT state transition lottery process determines whether or not to transition to the AT state based on the lottery category won in the game. As shown in Figure 14, the lottery categories with a high probability of winning, such as the lottery category replay role and push-order bell roles 1-6, are set to make it difficult to win the AT state transition lottery, while the lottery categories with a low probability of winning, so-called rare roles such as the lottery category common bell role, watermelon role, and cherry role, are set to make it easier to win the high AT state lottery.
[0135] Returning to Figure 13, the AT state transition lottery is executed, and it is determined whether or not the AT state transition lottery was won (S1302). If the result of the determination is that the AT state transition lottery was won (YES in S1302), the game state is set to AT state, the number of AT games indicating the remaining number of games in AT state is set to 50 (S1304), and the system returns.
[0136] If the judgment determines that the AT state transition lottery has not been won (NO in S1302), then it is determined whether the number of advantageous section games is 777 or more (S1303). If the judgment determines that the number of advantageous section games is 777 or more (YES in S1303), the game state is set to AT state, the number of AT games remaining in AT state is set to 50 (S1304), and the game returns. If the judgment determines that the number of games in the advantageous period is not 777 or more (NO in S1303), the process is not performed and the system returns.
[0137] As explained above, during normal gameplay, a lottery is held each game based on the winning lottery category to determine whether the game will transition to the AT state. Even if the game does not win the lottery for transitioning to the AT state, the game is set to transition to the AT state after 777 games have passed in the advantageous section.
[0138] <6-3. AT status> Figure 15 is a flowchart showing the processing flow during the AT state of slot machine 1.
[0139] During processing in AT state, first, the AT game count, which indicates the remaining number of games in AT state, is deducted by 1 (S1501). Next, the AT stock count lottery process is executed (S1502). The AT stock count lottery process is a process that determines whether or not to grant AT stocks, and if so, how many to grant, based on the lottery category won in the game.
[0140] Figure 16 shows the details of the AT stock quantity lottery process. As shown in Figure 16, based on the winning lottery category, a lottery is performed to determine whether or not to grant AT stock quantities, and if so, the number of quantities to grant. Whether or not to grant AT stock, and if so, the lottery value for the number of stocks to grant, is set as follows for the lottery category replay role: 0 stocks (not granted) is 251, 1 stock is 4, and 2 stocks is 1. For the lottery categories, if the button press order bell role is 1-6, 0 (not awarded) is set to 254, 1 is set to 1, and 2 is set to 1. For the common bell role in the lottery categories, 0 (not awarded) is set to 238, 1 to 16, and 2 to 2. In the case of the watermelon role in the lottery, 0 (not awarded) is set to 220, 1 to 32, and 2 to 4. In the case of the cherry role in the lottery, 0 (not awarded) is set to 188, 1 to 64, and 2 to 4. The number of AT stocks awarded through the lottery will be added to the current number of AT stocks.
[0141] Returning to Figure 15, it is determined whether or not the AT stock number lottery process has been won (S1503). If the result of the determination is that the AT stock number lottery has been won (YES in S1503), that is, if the AT stock number lottery process has been won to award 1 or 2 AT stocks, then the pseudo-game process 1 (S1506) is executed. The processing related to pseudo-game processing 1 will be described later.
[0142] If the result of the AT stock count lottery process determines that the AT stock count lottery has not been won (NO in S1503), that is, if the AT stock count lottery process results in 0 AT stocks being awarded, the pseudo-game occurrence lottery process (S1504) is executed. The pseudo-game occurrence lottery process is a process that determines whether or not to execute pseudo-game process 2 (S1507).
[0143] Figure 17 shows the details of the pseudo-game occurrence lottery process. As shown in Figure 17, a lottery is held to determine whether or not to execute the pseudo-game process based on the winning lottery category. The lottery is set so that if the replay role is selected, the probability of winning is 4 / 256, or 1 / 64; if the ordered bell role is selected from 1 to 6, the probability of winning is 1 / 256; if the common bell role is selected, the probability of winning is 16 / 256, or 1 / 16; if the watermelon role is selected, the probability of winning is 32 / 256, or 1 / 8; and if the cherry role is selected, the probability of winning is 64 / 256, or 1 / 4.
[0144] Returning to Figure 15, the pseudo-game occurrence lottery process determines whether or not the pseudo-game occurrence lottery has been won (S1505). If the result of the determination is that the pseudo-game occurrence lottery has been won (YES in S1505), pseudo-game process 2 (S1507) is executed. The processing related to pseudo-game processing 2 will be described later.
[0145] The probability of awarding one or more AT stocks through the AT stock count lottery process and the probability of executing pseudo-game process 2 through the pseudo-game occurrence lottery process are set to be approximately the same. Therefore, when a pseudo-game occurs due to pseudo-game processing 1 and pseudo-game processing 2, pseudo-game processing 1, which has been assigned an AT stock count, will be executed with a probability of approximately 1 / 2.
[0146] If, after the execution of pseudo-game processing 1 (S1506), after the execution of pseudo-game processing 2 (S1507), or as a result of the pseudo-game occurrence lottery processing, it is determined that the pseudo-game occurrence lottery was not won (NO in S1505), it is determined whether the lottery category won in that game was one of the push-order bell roles 1 to 6 (S1508). If, as a result of the determination, it is determined that the lottery category won in that game was one of the push-order bell roles 1 to 6 (YES in S1508), then as processing related to the operation of the instruction function (S1509), the display corresponding to the correct operation order corresponding to the lottery category push-order bell role 1 to 6 won in that game is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct push-order identification information is transmitted from the main control unit 100a to the performance sub-control unit 100b, and the next process (S1510) is executed. If the determination results in a judgment that the winning combination in the game is not one of the lottery-type push-order bell combinations 1 to 6 (NO in S1508), the process related to the operation of the instruction function (S1509) is not performed and the next process (S1510) is executed.
[0147] Next, it is determined whether the number of AT games is 0 or less (S1510). If the result of the determination is that the number of AT games is 0 or less, that is, the number of games spent in the AT state is 50 or more (YES in S1510), it is determined whether the number of AT stocks is 1 or more (S1511). On the other hand, if the judgment determines that the number of AT games is not 0 or less (NO in S1510), it is determined that the number of games spent in AT state is less than 50, and the game returns.
[0148] If the result of the check to see if the number of AT stocks is 1 or more is determined to be 1 or more (YES in S1511), the number of AT stocks is decreased by 1, the number of AT games is set to 50 (S1512), and the program returns. On the other hand, if the judgment determines that the number of AT stocks is not 1 or more (NO in S1511), it is determined that the AT state has ended, and the number of games in the advantageous section is set to 0, the number of coins entered in the advantageous section is set to 0, the number of coins exited in the advantageous section is set to 0, the difference in coins in the advantageous section is set to 0, the section state is changed from the advantageous section to the non-advantageous section, and the game state is changed from the AT state to the normal state (S1513).
[0149] As explained above, during AT mode, the system is designed to increase payouts by acquiring AT stocks during the 50 games granted at the start of AT mode, thereby maintaining the AT mode. If the number of AT games is 0 (after 50 games have elapsed) and there are no AT stocks, the information regarding the advantageous section is cleared, and the system transitions to the non-advantageous section and the normal state.
[0150] <6-3-1. Pseudo-game processing 1> Figure 18 is a flowchart showing the processing flow of the simulated game process 1 of slot machine 1.
[0151] The simulated game of slot machine 1 performs a so-called "aim" sequence, where the player is instructed to aim for the yellow bar symbol on the winning line L1. Pseudo-game processing 1 is executed at the reel animation processing stage (S106) in the flow of one game shown in Figure 6, when the AT-related lottery processing (S105) is successful in the AT stock number lottery processing (S1503). In other words, it is an animation that is executed before the reel rotation processing (S108) is executed.
[0152] In the simulated game process 1, first, a freeze state is initiated to temporarily suspend the game's progress (S1801). Next, each reel R1 to R3 is rotated for the simulated game (S1802). The reel rotation process may be the same as the reel rotation process for the normal game (S108), or a different rotation process may be used. For example, the left reel R1, middle reel R2, and right reel R3 may not be rotated simultaneously, but rather rotated sequentially starting from the left reel R1. Furthermore, the rotation speed of the reel may be different from that of the reel rotation process (S108). For example, it may be a faster or slower rotation speed than the rotation speed during the reel rotation process (S108).
[0153] Furthermore, the main control unit 100a rotates each reel R1 to R3 for the simulated game and simultaneously transmits information to the performance sub-control unit 100b indicating the start of the simulated game. Based on information indicating the start of a simulated game transmitted from the main control unit 100a, the performance sub-control unit 100b displays instructions regarding stopping operations, specifically messages such as "Aim for the yellow bar!!" on the liquid crystal display 30 as a performance indicating the start of a simulated game.
[0154] Next, enable the operation of all stop buttons (S1803). Enabling the operation of all stop buttons (left stop button 15L, middle stop button 15C, right stop button 15R) allows operation of each stop button during the simulated game.
[0155] After enabling the operation of all stop buttons (S1803), it is determined whether or not any of the stop buttons have been operated (S1804). If it is determined that any of the stop buttons have been operated (YES in S1804), the operation of the remaining unoperated stop buttons is disabled (S1805), and the temporary stop control process for the reel corresponding to the operated stop button is executed (S1806). On the other hand, if the judgment determines that none of the stop buttons have been pressed (NO in S1804), the current state will be maintained until one of the stop buttons is pressed.
[0156] The temporary stop control process for the reels corresponding to the operated stop button (S1806) is a reel control process that temporarily stops the predetermined symbols placed on each reel that are fluctuating during the simulated game on the winning line L1, and after the temporary stop, performs a temporary stop process that causes the reels to fluctuate up and down in small increments at a constant period.
[0157] Figure 19(a) shows the temporary stop table when an AT stock lottery is won for slot machine 1. In slot machine 1, during the simulated game that is executed when an AT stock lottery is won, the symbols on each reel that are temporarily stopped on the winning line L1 are predetermined according to the order in which each stop button is operated. For example, if the left stop button 15L is operated during the first stop operation, the yellow bar, which is symbol number 17, is set to temporarily stop, as shown in Figure 19(a), regardless of the timing of the operation of the left stop button 15L. If the middle stop button 15C is operated during the first stop operation, the yellow bar, which is symbol number 2, is set to temporarily stop, as shown in Figure 19(a), regardless of the timing of the operation of the middle stop button 15C. If the right stop button 15R is operated during the first stop operation, the yellow bar, which is symbol number 2, is set to temporarily stop, as shown in Figure 19(a), regardless of the timing of the operation of the right stop button 15R.
[0158] Therefore, for example, if the left stop button 15L is operated at the same time that the replay symbol with symbol number 18 on the left reel R1 is positioned on the winning line L1 (PL2), the left reel R1 will temporarily stop when symbol number 17 is positioned on the winning line L1 (PL2), and after the temporary stop, it will perform a small up-and-down fluctuation at a constant period.
[0159] Returning to Figure 18, the temporary stop control process for the reel corresponding to the operated stop button (S1806) is executed, and after the oscillation fluctuation in the temporary stop state is performed, the operation of the remaining unoperated stop buttons is enabled (S1807). Therefore, until the reel corresponding to the operated stop button comes to a temporary halt, it is not possible to stop other reels. This allows the player to confirm whether or not the yellow bar has temporarily stopped on the winning line L1 of the reel corresponding to the operated stop button before they can operate the remaining stop buttons. This prevents accidental operation of the stop button corresponding to the wrong reel, allowing players to operate the stop button with peace of mind.
[0160] Next, it is determined whether any of the remaining stop buttons have been operated (S1808). If the determination is made and it is found that any of the remaining stop buttons have been operated (YES in S1808), the operation of the last remaining unoperated stop button is disabled (S1809), and the temporary stop control process for the reel corresponding to the operated stop button is executed (S1810). On the other hand, if the determination is made that none of the remaining stop buttons have been operated (NO in S1808), the current state is maintained until one of the stop buttons is operated.
[0161] The reel control by the temporary stop control process (S1810) is the same as the temporary stop control process (S1806), and is a process that temporarily stops the temporary stop symbol number on the winning line L1 during the second stop operation. For example, if the left stop button 15L is operated during the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 17, is set to temporarily stop regardless of the timing of the operation of the left stop button 15L. If the middle stop button 15C is operated during the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 2, is set to temporarily stop regardless of the timing of the operation of the middle stop button 15C. If the right stop button 15R is operated during the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 2, is set to temporarily stop regardless of the timing of the operation of the right stop button 15R.
[0162] Therefore, for example, if the left stop button 15L is operated during the first stop and the middle stop button 15C is operated during the second stop, the yellow bar symbol with symbol number 17 on the left reel R1 will temporarily stop at the PL2 position of the winning line L1, and the yellow bar symbol with symbol number 2 on the middle reel R2 will temporarily stop at the PC2 position of the winning line L1, resulting in a state where the yellow bar symbols are lined up.
[0163] Returning to Figure 18, the temporary stop control process (S1810) is executed, and after the oscillation fluctuations in the temporary stop state are performed, the operation of the last unused stop button is enabled (S1811).
[0164] Next, it is determined whether the last stop button has been pressed (S1812). If the determination is that the last stop button has been pressed (YES in S1812), the temporary stop control process for the reel corresponding to the last stop button is executed (S1813). On the other hand, if the judgment determines that the last stop button has not been pressed (NO in S1812), the current state will be maintained until the last stop button is pressed.
[0165] The reel control by the temporary stop control process (S1813) is the same as the temporary stop control processes (S1806, S1810), and is a process that temporarily stops the temporary stop symbol number on the winning line L1 during the third stop operation. For example, if the left stop button 15L is operated during the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 17, is set to temporarily stop regardless of the timing of the operation of the left stop button 15L. If the middle stop button 15C is operated during the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 2, is set to temporarily stop regardless of the timing of the operation of the middle stop button 15C. If the right stop button 15R is operated during the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol with symbol number 2, is set to temporarily stop regardless of the timing of the operation of the right stop button 15R.
[0166] Therefore, for example, if the left stop button 15L is operated at the first stop, the middle stop button 15C is operated at the second stop, and the right stop button 15R is operated at the third stop, the yellow bar symbol with symbol number 17 on the left reel R1 will temporarily stop at the PL2 position on the winning line L1, the yellow bar symbol with symbol number 2 on the middle reel R2 will temporarily stop at the PC2 position on the winning line L1, and the yellow bar symbol with symbol number 2 on the right reel R3 will temporarily stop at the PR2 position on the winning line L1, resulting in a state where the yellow bar symbols are aligned on the winning line L1.
[0167] As a result, in the simulated game that is played when an AT stock lottery is won, the reel control is such that the yellow bar symbol will always temporarily stop on the winning line L1, regardless of the timing or order of the player's stopping operations. Therefore, even beginners who are not good at timing their stops can play the simulated game with peace of mind.
[0168] Returning to Figure 18, the temporary stop control process (S1813) is executed, and after the shaking fluctuations in the temporary stop state are performed, the pseudo-game termination process (S1814) is executed.
[0169] The pseudo-game termination process involves starting the rotation of each reel irregularly, such as rotating the left reel R1, the middle reel R2, and the right reel R3 in sequence. By starting each reel to rotate irregularly, the game does not affect the outcome of gameplay such as assisting with timing button presses during gameplay after the simulated game ends. In this slot machine 1, the process of ending a simulated game involves starting each reel to spin irregularly, but it would also be acceptable to return the reels to their state before the simulated game started (the position where the symbols stopped before the simulated game started).
[0170] After executing the pseudo-game termination process (S1814), the freeze state that temporarily suspends game progress is released, game progress is resumed (S1815), and the system returns.
[0171] As explained above, the simulated game process 1 controls the simulated game, interrupting the game's progress and allowing the player to execute a simulated game. The symbols are temporarily stopped according to the operation of each stop button during the simulated game, and the simulated game ends when all reels have temporarily stopped.
[0172] <6-3-2. Pseudo-game processing 2> Figure 20 is a flowchart showing the processing flow of the simulated game processing 2 of slot machine 1.
[0173] The pseudo-game process 2 of slot machine 1 is similar to pseudo-game process 1 in that it performs a so-called "aim" animation, prompting the player to aim for the yellow bar symbol on the winning line L1. However, in the end, the animation shows that the yellow bar symbols do not line up on the winning line L1.
[0174] The process in Figure 20 from temporarily pausing the game (S2001) to enabling all stop buttons (S2003) is equivalent to steps S1801 to S1803 in Figure 18, so no explanation is provided.
[0175] In slot machine 1, in the so-called "Aim for it" sequence where the player aims for the yellow bar symbol on the winning line L1, a one-stop operation is implemented that allows the player to determine whether or not the yellow bar symbol will line up at the first stop, and a two-stop operation is implemented that allows the player to determine whether or not the yellow bar symbol will line up at the second stop. The one-stop operation is designed so that the player can determine whether or not the yellow bar symbol will line up in the simulated game by first operating the middle stop button 15C. Therefore, in the simulated game process 2, after enabling the operation of all stop buttons (S2003), it is determined whether the first stop button operated was the middle stop button 15C or not (S2004).
[0176] If it is determined that the first stop button operated was the middle stop button 15C (YES in S2004), the operation of the remaining stop buttons, the left stop button 15L and the right stop button 15R, is disabled (S2005), and reel control (S2006) is performed to temporarily stop the watermelon A symbol with symbol number 4 on the winning line L1 (PC2), as shown in Figure 19(b). The explanation of the reel control for temporary stopping is the same as the temporary stop control process in Figure 18 (S1806, S1810, S1813), so it is omitted.
[0177] If the watermelon A symbol (symbol number 4) is temporarily stopped on the winning line L1 (PC2), the cherry symbol (symbol number 5) will temporarily stop on PC1 and the bell B symbol (symbol number 3) will temporarily stop on PC3, resulting in the yellow bar symbol (symbol number 2) not being temporarily stopped within the reel window 8. Therefore, the player can recognize that the yellow bar symbol will not line up on either the winning line L1 or lines L2-L5. In other words, in the simulated game, if the middle stop button 15C is operated first and the yellow bar symbol temporarily stops within the reel window 8 (above the winning line L1), it is confirmed that the yellow bar symbol will line up. If the yellow bar symbol does not temporarily stop within the reel window 8, it is confirmed that the yellow bar symbol will not line up.
[0178] Slot machine 1 implements an automatic temporary stop process that, if it is determined through a one-hit confirmation operation that the yellow bar symbols will not line up, will temporarily stop the remaining spinning reels without requiring any further operation of the stop buttons.
[0179] The automatic temporary stop process (S2007) for the remaining fluctuating reels, left reel R1 and right reel R3, is performed as follows: after the middle reel R2 temporarily stops on the winning line L1 (PC2) with the watermelon symbol of symbol number 4, it temporarily stops at the temporary stop symbol number shown in Figure 19(c). For example, if the middle reel R2 temporarily stops on the winning line L1 (PC2) with the watermelon symbol (symbol number 4), and the winning line L1 (PL2) of the left reel R1 has the replay symbol (symbol number 6), then the bell B symbol (symbol number 9), which is closest to that symbol number in the forward rotation direction, is designated as the temporary stop symbol. The left reel R1 then temporarily stops when symbol number 9 is positioned on the winning line L1 (PL2), and after the temporary stop, it performs a small up-and-down oscillation at a constant period. Similarly, when the middle reel R2 temporarily stops on the winning line L1 (PC2) with the watermelon symbol number 4, and the winning line L1 (PR2) of the right reel R3 has the watermelon A symbol number 14, the symbol number 16, which is closest to that symbol number in the forward rotation direction, is designated as the temporary stop symbol number. The right reel R3 then temporarily stops when symbol number 16 is positioned on the winning line L1 (PR2), and after the temporary stop, it performs a small up-and-down oscillation at a constant period.
[0180] Returning to Figure 20, if it is determined that the first stop button operated was not the middle stop button 15C (NO in S2004), it is determined whether the first stop button operated was the right stop button 15R (S2008). If the determination is that the first stop button operated was the right stop button 15R (YES in S2008), the operation of the remaining stop buttons, the left stop button 15L and the middle stop button 15C, is disabled (S2009), and reel control (S2010) is performed to temporarily stop the yellow bar symbol of symbol number 2 on the winning line L1 (PR2), as shown in Figure 19(b). The explanation of the reel control for temporary stopping is omitted as it is the same as the temporary stop control process in Figure 18 (S1806, S1810, S1813).
[0181] The temporary stop control process (S2010) is executed, and after the oscillation fluctuations in the temporary stop state are performed, the operation of the left stop button 15L and the middle stop button 15C, which have not been operated, is enabled (S2011).
[0182] In slot machine 1, the system is designed so that in the simulated game, it is possible to determine whether or not the yellow bar symbols will line up by first operating the right stop button 15R and then the left stop button 15L, a so-called reverse scissor operation. Therefore, it is determined whether the second stop button operated is the left stop button 15L (S2012). If the determination is that the second stop button operated is the left stop button 15L (YES in S2012), the operation of the last stop button, the middle stop button 15C, is disabled (S2013), and reel control (S2014) is performed to temporarily stop the reel symbol with symbol number 18 on the winning line L1 (PL2), as shown in Figure 19(b). The explanation of the reel control for temporary stopping is omitted as it is the same as the temporary stop control process in Figure 18 (S1806, S1810, S1813).
[0183] If the replies symbol with symbol number 18 temporarily stops on the winning line L1 (PL2), the yellow bar symbol will temporarily stop on PL3, resulting in a state where there are no yellow bar symbols lined up on the winning line L1. Therefore, the player can recognize that the yellow bar symbol will not line up on either the winning line L1 or lines L2-L5. In other words, in the simulated game, if the so-called reverse scissor operation is performed and the yellow bar symbol is lined up on the winning line L1, it is confirmed that the yellow bar symbol will line up, and if the yellow bar symbol is not lined up on the winning line L1, it is confirmed that the yellow bar symbol will not line up, making it a two-way confirmation operation.
[0184] Slot machine 1 implements an automatic temporary stop process that, if it is determined through a two-confirmation operation that the yellow bar symbols will not line up, will temporarily stop the remaining spinning reels without requiring any further operation of the stop buttons.
[0185] The automatic temporary stop process (S2015) for the middle reel R2, which is the remaining reel in motion, is performed after the left reel R1 has temporarily stopped on the winning line L1 (PL2) with the symbol number 18 (the Replay symbol), and then temporarily stops at the temporary stop symbol number shown in Figure 19(c). For example, when the left reel R1 temporarily stops on the winning line L1 (PL2) with the symbol number 18 (Replay symbol), and the middle reel R2's winning line L1 (PC2) has the symbol number 9 (Black Bar symbol), the symbol number 12 (Red 7 symbol), which is closest to that symbol number in the forward rotation direction, is designated as the temporary stop symbol. The middle reel R2 then temporarily stops when symbol number 12 is positioned on the winning line L1 (PC2), and after the temporary stop, it performs a small up-and-down oscillation at a constant frequency.
[0186] If it is determined that the second stop button operated is not the left stop button 15L (NO S2012), and if it is determined that the first stop button operated is not the right stop button 15R (NO S2008), the subsequent processing is the same as the processing flow in Figure 18. The temporary stop table and stop operation order when the pseudo-game occurrence lottery is won, as shown in Figure 19(b), determine the symbol number to be temporarily stopped, and the temporary stop is performed when the symbol number to be temporarily stopped is located on the winning line L1. Therefore, a detailed explanation is omitted.
[0187] As explained above, the simulated game process 2 controls the simulated game, interrupting the game's progress and allowing the player to execute a simulated game. The same processing as in Pseudo-Game Processing 1 is performed, but if the operations are performed in a predetermined order, an automatic temporary stop process is executed in which the reels that are currently spinning automatically temporarily stop without prompting the player for further stopping operations.
[0188] By implementing a system similar to slot machine 1, the system avoids the unnecessary task of prompting the player to press the stop button after it has been confirmed through the 1st and 2nd confirmation operations that the yellow bar symbols will not line up. Furthermore, it allows the player to recognize when the yellow bar symbols will line up (1st confirmation operation, 2nd confirmation operation, and 3rd stop operation), so even in a monotonous simulated game that does not require precise timing, the player can change the operation method according to their mood, preventing it from becoming a monotonous task and thus not diminishing the player's enjoyment.
[0189] Furthermore, in slot machine 1, in a simulated game where the yellow bar symbols do not line up, an automatic temporary stop process is performed during the 1-confirmation operation and the 2-confirmation operation. However, the opposite may be done, where in a simulated game where the yellow bar symbols do line up, an automatic temporary stop process is performed during the 1-confirmation operation and the 2-confirmation operation to control the machine so that the yellow bar symbols line up. By performing this control, after it is confirmed that the yellow bar symbols will line up through the 1-confirmation operation or 2-confirmation operation, the remaining reels will automatically line up without any stopping operations. Furthermore, in both the simulated game where the yellow bar symbols line up and the simulated game where the yellow bar symbols do not line up, an automatic temporary stop process may be executed during the 1-confirmation operation and the 2-confirmation operation.
[0190] Furthermore, in slot machine 1, an automatic temporary stop process is performed in the simulated game that does not require precise reel stopping. However, by providing multiple temporary stop symbol numbers for each stop operation in Figures 19(a) and (b) as shown in Figure 19(c), and setting the interval between each symbol to be less than or equal to the maximum number of retractable frames, it is also possible to apply this to a slot machine that has a simulated game that requires the player's skill in precise reel stopping, just like in a normal game. For example, if this control is applied to a simulated game that requires skill in timing button presses, the remaining spinning reels may be automatically temporarily stopped when it is determined that the timing of the button press has failed and no winning combination has been achieved. Additionally, if a specific combination (so-called "1-confirm" or "2-confirm" combination) is achieved through precise timing, the remaining reels may be automatically temporarily stopped.
[0191] Furthermore, a predetermined time limit may be set in the simulated game. If there are still reels in motion after the predetermined time has elapsed, the reels may be automatically temporarily stopped in a predetermined order.
[0192] Furthermore, while slot machine 1 is described as a slot machine that uses tokens as a game medium, a so-called token machine, it could also be a slot machine that can be played using only electronic media without using tokens, a so-called smart pachislo.
[0193] Although one embodiment of the present invention has been described above, various design modifications can be made to the present invention within the scope of the matters described in the claims. [Explanation of symbols]
[0194] 1 Slot Machine R1 Left reel R2 Middle Reel R3 Right reel 14. Start lever 15L Left stop button 15C Middle Stop Button 15R Right Stop Button 30 LCD display 100a Main control unit 100b Performance Sub-Control Unit
Claims
[Claim 1] N (where N is an integer greater than or equal to 2) reels, Each of the N reels is provided with a corresponding stop instruction unit, which is operated to stop the corresponding reel. A pseudo-game execution means that, in response to the game start operation, transitions to a frozen state that temporarily suspends the game's progress, and during the frozen state, executes a pseudo-game that notifies the player of the results of a specific lottery; At the start of the aforementioned simulated game, an instruction means is provided to indicate the symbols to be targeted in the simulated game, A reel temporary stop means that temporarily stops the corresponding reel in accordance with the operation of each stop instruction unit during the simulated game, In a slot machine equipped with, The aforementioned reel temporary stopping means is In response to the operation of the stop instruction unit corresponding to a predetermined reel, the predetermined reel is temporarily stopped to display a confirmed result corresponding to a specific lottery result, A slot machine characterized by displaying the confirmed combination on a predetermined reel, and then temporarily stopping any reels that are still spinning but have not yet received an operation from the stop instruction unit.
Citation Information
Patent Citations
Game machine
JP2016168180A
Information processing device and work support system
JP2020194292A