Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2026-02-09
- Publication Date
- 2026-07-01
AI Technical Summary
Existing game consoles lack sufficient fun in their stop-and-go operation modes, and there is a need to enhance player engagement and entertainment experience.
By introducing various symbol combinations, effect controls, and command controls into the game console, and combining different stop operation methods, players are given different game experiences, including symbol change control, victory zone determination, and game value allocation. Game rewards are adjusted according to the player's operation method, and multiple victory zones and different system states are provided to increase interactivity.
This enhances player engagement and entertainment experience in the stopped-operation mode, increasing the game's appeal and fun.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of instructing a stop operation mode.
Background Art
[0002] Conventionally, a gaming machine for instructing a stop operation mode has been proposed (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the趣味性 of instructing a stop operation mode.
Means for Solving the Problems
[0005] It should be noted that the word "趣味性" in the translation of is a literal translation. It might be more appropriate to use a more specific term related to the fun or interesting aspect in the context of the gaming machine, such as "entertainment value" or "amusement factor", depending on the actual meaning intended in the original text.To solve the above problems, the present invention provides a gaming machine comprising: a gaming control means for controlling the progress of the game; a stop operation means for stopping the game; a symbol display means for displaying multiple types of symbols in each game and stopping and displaying the symbol combination as a result of the game in accordance with the stop operation; an effect control means for controlling the effect in accordance with a command from the gaming control means; and an instruction means for instructing the stop operation mode, wherein the gaming control means comprises: a gaming start means for starting a game using a predetermined number of game values; a winning area determination means for determining one of the winning areas in each game; a symbol variation control means for stopping and displaying the symbol combination according to the winning area and the stop operation mode; and a symbol variation control means corresponding to the symbol combination The system comprises: a means for assigning game value that enables the assignment of game value; an instruction command transmission means for transmitting an instruction command indicating a stop operation manner favorable to the player to a performance control means; a state control means that can control the system to any of the states, including a first state in which no instruction commands are transmitted to the performance control means, and a second state in which instruction commands can be transmitted to the performance control means; each winning area includes multiple types of winning areas belonging to a specific group; in a game in which a specific group is won, if the game is stopped in a favorable stop operation manner, more game value is assigned than if the game is stopped in an unfavorable stop operation manner; and if a specific group is won while the system is controlled to the second state, the instruction means does not instruct the player to perform a stop operation manner favorable to the player. [Effects of the Invention]
[0006] According to the present invention, the appeal of the instructions for stopping operations is improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This diagram shows the symbols arranged on each reel. [Figure 3] This is a diagram to explain the pattern display area. [Figure 4] This is a functional block diagram of a gaming machine. [Figure 5] This is a conceptual diagram of the winning area lottery table. [Figure 6] It is a conceptual diagram of an elected officer determination table. [Figure 7] It is a conceptual diagram of a symbol combination table. [Figure 8] It is a diagram for explaining a specific example of an expected value to be obtained. [Figure 9] It is a diagram for explaining the transition of the winning ball state. [Figure 10] It is a conceptual diagram of an instruction determination table. [Figure 11] It is a diagram for explaining the commands transmitted from the main control board. [Figure 12] It is a diagram for explaining each display information. [Figure 13] It is a conceptual diagram of a specific performance determination table. [Figure 14] It is a diagram for explaining a specific example of an instruction performance. [Figure 15] It is a diagram for explaining a specific example of an opportunity for the instruction mode to transition. [Figure 16] It is a diagram for explaining the average number of game plays in a non-favorable section. [Figure 17] It is a diagram for explaining a specific example of an opportunity for the winning ball state to transition. [Figure 18] It is a diagram for explaining a warning image. [Figure 19] It is a diagram for explaining a specific example of a period during which a warning image is displayed. [Figure 20] It is a flowchart of the game control process of the main CPU. [Figure 21] It is a flowchart of the process during a non-favorable section of the main CPU. [Figure 22] It is a flowchart of the favorable section control process of the main CPU. [Figure 23] It is a flowchart of the sub-startup process of the sub CPU. [Figure 24] It is a diagram for explaining each control mode of the sub CPU. [Figure 25] It is a flowchart of each performance process of the sub CPU. [Figure 26]This is a diagram for explaining the second embodiment. [Figure 27] This is another diagram for explaining the second embodiment. [Figure 28] This is a diagram for explaining the third embodiment.
Modes for Carrying Out the Invention
[0008] <First Embodiment> Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of the Gaming Machine> Using FIG. 1, the structure of the gaming machine 1 in the first embodiment will be described. FIG. 1 is an example of a front view of the gaming machine 1. A player plays a game on the gaming machine 1 using a gaming medium (e.g., medals or game balls). In the present embodiment, a gaming machine 1 (pachislot machine) that uses medals as the gaming medium will be exemplified. Note that, as the gaming medium, a configuration in which points electrically stored are used (see, for example, Japanese Patent Application Laid-Open No. 2020-116297) may also be used.
[0009] The gaming machine 1 includes a box-shaped cabinet having an opening on the front side (player side) and a front door 3. A hinge mechanism is provided on the cabinet. The front door 3 is pivotally supported by the hinge mechanism so as to be able to open and close the opening of the cabinet.
[0010] 7] As shown in FIG. 1, a plurality (14 in the example of FIG. 1) of cabinet lamps 5 are provided on the peripheral side of the front door 3. Each cabinet lamp 5 is composed of, for example, a light-emitting body such as a light-emitting diode (LED) and a light-transmissive lens that covers the light-emitting body. The cabinet lamp 5 emits light in a manner corresponding to each effect in the gaming machine 1.
[0011] As shown in FIG. 1, a waist panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are depicted on the waist panel 6. Further, a tray unit 7 for storing medals is provided below the waist panel 6. The tray unit 7 is provided so that the player can freely take out the stored medals.
[0012] The front door 3 is provided with a coin slot 8 having an opening for inserting coins, and a coin payout port 9 from which coins are discharged from inside the gaming machine 1. When a predetermined number of coins (3 coins) are inserted into the coin slot 8, the game can be started. The predetermined number of coins is set according to the state of the game. Coins discharged from the coin payout port 9 are stored in the receiving unit 7.
[0013] A panel 10 is provided on the center side of the front of the front door 3. A roughly rectangular display window 11 is formed in the center of the panel 10. Multiple reels 12 (12L, 12C, 12R) inside the cabinet can be viewed through the display window 11.
[0014] Each reel 12 consists of a substantially cylindrical drum section and a strip-shaped sheet member attached to the outer surface of the drum section. The sheet member of the reel 12 is light-transmitting and has multiple types of patterns printed on it. Each reel 12 is rotatably mounted and arranged horizontally so as to be adjacent to one another. Specifically, each reel 12 is arranged so that its axis of rotation lies on the same straight line. A stepping motor 101 (101L, 101C, 101R) is provided on each reel 12 (not shown), and each reel 12 is rotated by each stepping motor 101.
[0015] Figure 2 shows the symbols arranged on each reel 12 of this embodiment. As shown in Figure 2, the outer circumference of each of the multiple reels 12 is divided into 20 sections. As shown in Figure 2, one symbol is drawn on each section. In this embodiment, the Nth section from the bottom of the symbol arrangement shown in Figure 2 (where N is an integer from the numerical value "0" to the numerical value "19") may be referred to as the symbol position "N". As shown in Figure 2, each reel 12 is arranged with the following symbols: replay symbol, bell A symbol, bell B symbol, cherry A symbol, cherry B symbol, seven A symbol, seven B symbol, seven C symbol, BAR symbol, and blank symbol.
[0016] Specifically, the replay symbols are arranged at the symbol positions "2", "7", "12", and "17" on the left reel 12L, at the symbol positions "1", "5", "10", and "15" on the middle reel 12C, and at the symbol positions "4", "9", "14", and "19" on the right reel 12R. The bell A symbols are arranged at the symbol positions "4", "9", "14", and "19" on the left reel 12L, at the symbol positions "1", "6", "11", and "16" on the middle reel 12C, and at the symbol positions "2" and "17" on the right reel 12R. The bell B symbols are arranged at the symbol positions "1", "6", and "11" on the left reel 12L, and at the symbol positions "7" and "12" on the right reel 12R. The Cherry A symbol is located at symbol position "12" on the middle reel 12C and at symbol positions "5" and "15" on the right reel 12R. The Cherry B symbol is located at symbol position "10" on the left reel 12L and at symbol position "14" on the middle reel 12C. The Seven A symbol is located at symbol positions "0" and "15" on the left reel 12L, at symbol positions "2" and "7" on the middle reel 12C, and at symbol position "10" on the right reel 12R. The Seven B symbol is located at symbol position "5" on the left reel 12L, at symbol position "17" on the middle reel 12C, and at symbol position "0" on the right reel 12R. The Seven C symbol is located at position "16" on the left reel 12L, position "4" on the middle reel 12C, and position "11" on the right reel 12R. The BAR symbol is located at positions "3", "8", "13", and "18" on the left reel 12L, positions "3", "8", "13", and "18" on the middle reel 12C, and positions "3", "8", "13", and "18" on the right reel 12R. The Blank symbol is located at positions "9" and "19" on the middle reel 12C, and positions "1", "6", and "16" on the right reel 12R.
[0017] Note that in Figure 2, each symbol is shown in a different color than the actual colors of each symbol. Furthermore, each symbol on each reel 12 is generally identifiable to the player even while the reel 12 is rotating. Therefore, the player can stop the reel 12 at the timing when a specific symbol passes through the display window 11 (so-called "eye-stopping"). A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.
[0018] In the display window 11 of the front door 3 shown in Figure 1, three symbols are displayed for each reel 12. That is, when all reels 12 are stopped, a total of nine symbols are displayed in the display window 11. In this embodiment, the area in which each symbol is displayed is called the "symbol display area".
[0019] Figure 3 is a diagram illustrating the symbol display area. As shown in Figure 3, the symbol display area consists of each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U consists of each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the middle reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes the upper unit area UL1, the middle unit area UL2, and the lower unit area UL3. Similarly, each unit area UC includes the upper unit area UC1, the middle unit area UC2, and the lower unit area UC3, and each unit area UR includes the upper unit area UR1, the middle unit area UR2, and the lower unit area UR3.
[0020] When a specified number of medals are inserted into the medal insertion section 8, an active line is set. The active line is an area composed of one unit area U of reel 12L, one unit area U of reel 12C, and one unit area U of reel 12R. In this embodiment, the active line is the line connecting the unit area UL2 of reel 12L, the unit area UC2 of reel 12C, and the unit area UR2 of reel 12R.
[0021] The active paylines display combinations of symbols that result from the game. When a predetermined combination of symbols stops on an active payline, the player is awarded a reward according to that combination. For example, if a combination of symbols that results in a win is displayed on an active payline, the player is awarded medals. Also, if a combination of symbols that allows for a replay is displayed on an active payline, the player is granted the right to play again. Specifically, if a combination of symbols that allows for a replay is displayed in the current game, the next game can be started without inserting any more medals. The combinations of symbols that can be displayed on the active paylines are determined for each game according to the results of the internal lottery process described later.
[0022] In this embodiment, the line connecting the upper unit area UL1 of reel 12L, the upper unit area UC1 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upper line." Similarly, the line connecting the middle unit area UL2 of reel 12L, the middle unit area UC2 of reel 12C, and the middle unit area UR2 of reel 12R (the effective line in this embodiment) may be referred to as the "middle line." Furthermore, the line connecting the lower unit area UL3 of reel 12L, the lower unit area UC3 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as the "lower line." Additionally, the line connecting the lower unit area UL3 of reel 12L, the middle unit area UC2 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upward-sloping line." Similarly, the line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R is sometimes called the "downward-sloping line."
[0023] Furthermore, each reel 12 is provided with a backlight that illuminates the sheet material of the reel 12 from the inside (not shown). Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.
[0024] As shown in Figure 1, the panel 10 is equipped with multiple indicators (hereinafter referred to as "indicator ML"), including an insertable indicator lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an indicator 16, a stored coin count indicator 17, a re-play indicator lamp 18, a wait lamp 19, and a stop lamp 20. Each lamp of indicator ML is controlled by the main CPU 301, which will be described later.
[0025] The insertable indicator lamp 13 indicates whether or not the machine is in a state where it can accept medals from the medal insertion unit 8. The BET lamp 14 displays the number of medals to bet. The BET lamp 14 also includes a 1-medal lamp 14a, a 2-medal lamp 14b, and a 3-medal lamp 14c. When one medal is bet, the 1-medal lamp 14a lights up; when two medals are bet, the 1-medal lamp 14a and the 2-medal lamp 14b light up; and when three medals are bet, the 1-medal lamp 14a, the 2-medal lamp 14b, and the 3-medal lamp 14c light up. The start lamp 15 indicates whether or not the machine is in a state where it can accept the start operation of the game (operation of the start lever 24, described later).
[0026] The indicator display 16 is controlled by the main CPU 301 and displays instruction information indicating the operation method (press order) of the stop button 25. As will be described in detail later, the main CPU 301 displays instruction information on the indicator display 16 for each game during the instruction period. The indicator display 16 also displays the number of medals awarded to the player when a winning combination of symbols appears on an active line. For example, if the symbol combination "bell-bell-bell" stops on an active line, 12 medals will be awarded to the player, and the indicator display 16 will display the number "12".
[0027] The number of medals awarded to a player can be electrically stored in the gaming machine 1 (main RAM 303, described later). In this embodiment, the number of stored medals is called the "credit count". The credit count is increased when medals are awarded as a result of playing the game. The credit count is also increased when a predetermined number of betting medals have been inserted and more medals are inserted from the medal insertion unit 8. The stored medal count indicator 17 displays the credit count. Specifically, the stored medal count indicator 17 displays a value ranging from "0" to "50", which is the upper limit of the credit count, in a variable manner according to the stored credit count.
[0028] The re-play indicator lamp 18 indicates that a re-play is in progress. Specifically, the re-play indicator lamp 18 stays lit from the time the combination of symbols related to the re-play in the current game stops on the active line until the next game ends. When the re-play indicator lamp 18 lights up, the player is notified that it is possible to start the next game without using any tokens. The wait lamp 19 lights up during the wait period from the start of the game (operation of the start lever 24, described later) until the rotation of each reel 12 begins. The wait period is provided to ensure that the average time required for one game is at least a predetermined value (approximately 4.1 seconds). The stop lamp 20 indicates that the game is in a stop state and cannot be played.
[0029] As shown in Figure 1, the front door 3 is equipped with multiple control buttons, including a 1BET button 21, a MAX-BET button 22, a payout button 23, a start lever 24, multiple stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction selection button 27. Each control button is operated by the player.
[0030] The 1BET button 21 is operated when setting a bet of one medal using stored medals. The MAX-BET button 22 is operated when setting a bet of a specified number of medals using stored medals. The payout button 23 is operated when paying out the medals stored as credits and the bet medals. When the payout button 23 is operated, the total number of medals, including the credits and the bet medals, is dispensed from the medal payout port 9. In this embodiment, the operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.
[0031] The start lever 24 is operated by the player when starting a game. The player can start the game by performing a start operation on the start lever 24 when the game is ready to start. In this embodiment, the start lever 24 can be tilted in any direction of 360 degrees from a position approximately perpendicular to the front door 3. The grip portion of the start lever 24 is made of a translucent resin and incorporates a lever effect lamp 42. The lever effect lamp 42 lights up during predetermined effects.
[0032] The stop button 25 is operated by the player to stop the reel 12. The stop button 25 also includes stop button 25L, stop button 25C, and stop button 25R. Stop button 25L corresponds to reel 12L, stop button 25C corresponds to reel 12C, and stop button 25R corresponds to reel 12R. If the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as "stop operation") while the reel 12 is rotating, the reel 12 will stop (normal stop, pseudo stop).
[0033] In this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation as the third stop operation. In addition, stopping the left stop button 25L first may be described as the "left first stop operation," stopping the middle stop button 25C first as the "middle first stop operation," and stopping the right stop button 25R first as the "right first stop operation."
[0034] Furthermore, the control by the gaming machine 1 (main CPU 301, described later) to stop the reels 12 based on the first stop operation is called the first stop control. Similarly, the control of stopping the reels 12 based on the second stop operation is called the second stop control, and the control of stopping the reels 12 based on the third stop operation is called the third stop control. Also, the position of the symbols on the reels 12 that are located on the middle line of the display window 11 at the time the stop operation is performed is called the stop operation position. The position of the symbols located on the middle line during the rotation of each reel 12 is stored in the symbol counter, and the position of the symbols in the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided, for example, in the main RAM 303.
[0035] When all reels 12 stop, the combination of symbols resulting from the game is displayed on the active payline, and the game ends. When the game starts, each reel 12 accelerates to a certain rotation speed. During the period when each reel 12 is rotating at a constant speed (the period when the reels 12 are rotating steadily), it is possible to stop the reels to display the game result on the active payline. On the other hand, during the acceleration period from when each reel 12 starts rotating until it reaches steady rotation, even if the reels 12 are rotating, the stop operation to display the game result is not accepted.
[0036] The stop button 25 of this embodiment can be controlled to display in multiple ways. Specifically, each stop button 25 is equipped with a light-emitting element (e.g., an LED) capable of emitting red, blue, and green light. During the period when the light-emitting element of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during the period when the light-emitting element of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during the period when the light-emitting element of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") among the setting values described later is set. With the above configuration, it is possible to understand that a specific setting value has been set by the way the stop button 25 is displayed. Note that the way the stop button 25 is displayed is not limited to the above example.
[0037] The effect button 26 is operated by the player to give instructions regarding the effects. For example, the player can instruct the execution of a specific effect by operating the effect button 26. That is, the specific effect is executed as a trigger when the effect button 26 is operated. It is also possible to combine the function of the effect button 26 with the MAX-BET button 22. With the above configuration, the effect button 26 can be omitted, and the number of parts can be reduced.
[0038] Furthermore, if the performance button 26 is operated during the period between the end of the current game and the insertion of betting tokens to start the next game (hereinafter referred to as the "non-game period"), a menu image will be displayed on the LCD display device 30.
[0039] The operation of the performance button 26 is detected by the performance button switch 26SW. For example, if the performance button 26 is not pressed, the performance button switch 26SW outputs an OFF signal. On the other hand, if the performance button 26 is pressed, the performance button switch 26SW outputs an ON signal. During a non-game period, if the performance button switch 26SW changes from the OFF state to the ON state, a menu image is displayed on the liquid crystal display device 30.
[0040] The directional buttons 27 are operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The directional buttons 27 consist of an up button, a down button, a right button, and a left button. For example, by operating the directional buttons 27, the cursor that selects an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves to the right, and when the left button is operated, the cursor moves to the left.
[0041] During non-game periods, if the direction selection button 27 is operated, the master volume of the gaming machine 1 is changed. Also, during non-game periods, if the direction selection button 27 is operated appropriately, the performance control mode of the gaming machine 1 can be changed. Three types of performance control modes are provided in this embodiment: Enjoy Mode, Normal Mode, and Simple Mode. The frequency of performance execution differs in each of these performance control modes. Specifically, in Enjoy Mode, performances are executed most frequently among the performance control modes. In Simple Mode, performances are executed least frequently among the performance control modes.
[0042] As shown in Figure 1, the panel 10 of the front door 3 is equipped with the aforementioned display unit ML (start lamp 15, etc.), as well as multiple performance lamps 28 (28a to 28e) and multiple stop operation sequence indicator lamps 29 (29L, 29C, 29R). Each lamp of the display unit ML is controlled by the main CPU 301, while each performance lamp 28 and each stop operation sequence indicator lamp 29 are controlled by the sub-CPU 412, which will be described later. Of the multiple performance lamps 28, performance lamps 28a and 28b are located on the left side of the display window 11 when viewed from the front, and performance lamps 28c to 28e are located on the right side of the display window 11 when viewed from the front. Each performance lamp 28 indicates the current state of the game, etc.
[0043] Each stop operation sequence indicator lamp 29 is located in the area of the panel 10 below the display window 11 and indicates the order in which to operate each stop button 25. As shown in Figure 1, a liquid crystal display device 30 that displays various images is provided above the display window 11 of the front door 3. The liquid crystal display device 30 displays moving and still images according to the effects performed by the gaming machine 1. Specifically, the liquid crystal display device 30 provides information related to the results of the internal lottery process described later, information indicating the payout status, and so on.
[0044] Furthermore, each performance execution means, including the liquid crystal display device 30, is controlled to multiple performance modes. Each performance execution means can execute performances according to the performance mode. For example, the liquid crystal display device 30 displays various images (such as background images) according to the performance mode. The speaker 31 plays music according to the performance mode. The sub-CPU 412 decides which performance to execute according to the performance mode.
[0045] As shown in Figure 1, upper lamps 35 (L, R) are provided on the upper end of the front door 3. The upper lamps 35 are composed of, for example, light-emitting diodes capable of emitting light in various colors (blue, yellow, green, red, etc.) and a lens covering the light-emitting diodes. For example, when a winning combination is displayed as stopped on an active line, the upper lamps 35 illuminate in a manner (color) corresponding to that winning combination. In addition, the upper lamps 35 illuminate in a manner corresponding to each performance.
[0046] As shown in Figure 1, the front door 3 is equipped with speakers 31 (31L, 31R) and 32 (32L, 32R). Speaker 31 is located on the lower end of the front door 3 and includes speaker 31L, mounted on the left side as viewed from the player's perspective, and speaker 31R, mounted on the right side. Speaker 32 is located on the upper end of the front door 3 and includes speaker 32L, mounted on the left side as viewed from the player's perspective, and speaker 32R, mounted on the right side. Speakers 31 and 32 output sounds (music, voices, and sound effects) corresponding to the performance. For example, speakers 31 and 32 output sounds related to the performances executed by the liquid crystal display device 30, performance lamps 28, cabinet lamps 5, stop operation sequence indicator lamps 29, or lever performance lamps 42. Speakers 31 and 32 are mounted on the back surface of the front door 3, and multiple sound-emitting holes are formed on the surface of the front door 3 at positions corresponding to each of the speakers 31 and 32.
[0047] As shown in Figure 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear any jams in the medal flow path inside the gaming machine 1. By operating the return button 33, the medals jammed in the medal flow path are discharged from the medal payout port 9.
[0048] The front door 3 is provided with a locking device 4 having a keyhole. The front door 3 is locked when the locking device 4 on the front door 3 engages with a locking piece (not shown) on the cabinet. As shown in Figure 1, the keyhole of the locking device 4 is located on the front of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating parts (for example, setting change buttons 37) are provided inside the cabinet. Each operating part inside the cabinet is operated by the person in charge of the key to unlocking the front door 3 (for example, an employee of the amusement arcade where the amusement machine 1 is installed).
[0049] A main control board 300 is installed inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components, including the main CPU 301 described later, are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards, including the reel board 100, relay board 200, sub-control board 400, and power supply board 500 described later, via connectors (not shown). Note that the various boards mentioned above may consist of a single board or multiple boards.
[0050] Inside the cabinet are a setting display unit 36 and a setting change button 37. The setting display unit 36 displays the setting value of the gaming machine 1. The setting value is a numerical value related to the payout rate of the gaming machine 1, and various draws are performed in each game with a probability corresponding to the setting value. For example, setting values from "1" to "6" are available, with setting value "6" resulting in the highest payout rate. In this embodiment, when the setting change key is inserted into the setting change keyhole and rotated, the setting display unit 36 displays the setting value.
[0051] The setting change button 37 is operated to change the value displayed on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 increments the value by 1 and displays it. If the start lever 24 is operated during the period in which the setting value is displayed on the setting display unit 36, the value displayed on the setting display unit 36 at that time is stored as the setting value.
[0052] However, in this embodiment, the numbers "0", "1", "2", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on while the setting change key is rotated, the setting value change process is initiated and the system transitions to the setting change mode. In the setting change mode, if the start lever 24 is operated during the period when the number "0" is displayed on the setting display unit 36, the setting value "1" is set. Also, if the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, if the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "3" is set.
[0053] Similarly, if the start lever 24 is operated during the period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set. If the start lever 24 is operated during the period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set. If the start lever 24 is operated during the period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. Once the setting value is set, the setting change mode ends, all information including the game state (game state flag) and payout state (payout state flag) is initialized, and the game becomes playable. Note that if the power is turned on without using the setting key, the setting value change process is not executed. In the above cases, various information, including the game state flag and payout state flag, that was in place when the power was cut off is retained even after the power is turned on.
[0054] A sub-control board 400 is provided on the back of the front door 3. The sub-control board 400 is composed of various boards, including a performance control board 410, an image control board 420, and a sound board 430.
[0055] A power supply unit 510 is provided inside the cabinet. The power supply unit 510 includes an AC-DC converter and a DC-DC converter (neither of which are shown in the figure), and generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates multiple types of DC voltages from the generated DC voltage. For example, the power supply unit 510 generates a 32V DC voltage used to drive motors and solenoids, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to the electronic circuit board (e.g., the main control board 300).
[0056] The power supply unit 510 is equipped with a power button 511 and a reset button 512. When the power button 511 is operated to the ON position, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF position, the power is cut off. The reset button 512 is operated to reset the payout status, etc. Specifically, when the reset button is operated, a predetermined memory area of the main RAM 303, described later, is reset to its initial value.
[0057] The main control board 300 is equipped with various electronic components. Specifically, various electronic components including the main CPU 301, main ROM 302, main RAM 303, resistors, capacitors, connectors, setting display unit 36, and main display unit 40 are mounted on the main control board 300. Connectors are used to electrically connect the main control board 300 to other control devices.
[0058] <Circuits of a gaming machine> This concludes the explanation of the structure of the gaming machine 1. Below, the functions of each circuit in the gaming machine 1 will be explained using Figure 4. As shown in Figure 4, the gaming machine 1 is equipped with a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.
[0059] <Main control board> As shown in Figure 4, the main control board 300 is composed of a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, main ROM 302, and main RAM 303 may be provided as separate electronic devices, or they may be provided as a single-chip microcomputer in which all elements are integrated.
[0060] The main ROM 302 non-volatilely stores control programs executed by the main CPU 301 and various data (e.g., the winning area lottery table). The main RAM 303 stores various data used in each process executed by the main CPU 301.
[0061] The main CPU 301 reads the control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, the hopper 520 that dispenses medals, and the display unit ML.
[0062] The random number generator 304 generates a random value R1 used in the internal lottery process described later. The random number generator 304 in this embodiment comprises a counter circuit, a sampling circuit, and a pulse generation circuit (none of which are shown), and generates hardware random numbers. Specifically, the pulse generation circuit outputs a signal to the counter circuit at a predetermined period. The value in the counter circuit is incremented by "1" each time a signal is input from the pulse generation circuit. When a player initiates a game, the sampling circuit stores the value in the counter circuit as the random value R1. The random value R1 is generated in the range of "0" to "65535". Note that software random numbers may be used as the random value R1.
[0063] In this embodiment, in addition to the random number R1, a random number R2 is generated. The random number R2 is a software random number obtained from a register built into the main CPU 301, and is generated within the range of "0" to "255". As will be described later, the random number R2 is used in the reel animation determination process. In the reel animation determination process described above, the type of reel animation (simulated game) is determined by lottery. In the reel animation, each reel 12 is controlled in a manner different from that of normal gameplay. The main CPU 301 also generates a random number R3. The random number R3 is generated within the range of "0" to "255". The random number R3 is used in the lottery for determining the initial state, which will be described later.
[0064] The I / F circuit 305 inputs signals from various switches (e.g., start switch 24SW) of various operating units (e.g., start lever 24) and signals from each sensor SE (e.g., medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are either high-level or low-level signals. In this embodiment, for explanatory purposes, the first level (high-level or low-level) signal is referred to as an ON signal, and the second level (low-level or high-level) signal is referred to as an OFF signal. Whether the first level, which is the ON signal, is high-level or low-level is set according to the type of switch SW or sensor SE. In addition, the fact that an ON signal (OFF signal) is output from a switch SW may be described as "the switch SW is in the ON state (OFF state)."
[0065] The I / F circuit 305 outputs various signals to drive the display unit ML, the hopper 520, and each reel 12 to the outside of the main control board 300. The I / F circuit 305 also outputs various commands to the sub-control board 400. However, to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.
[0066] The reel board 100 receives signals from the main control board 300. The reel board 100 outputs drive pulses to each reel 12 in response to the signals from the main control board 300. Each stepping motor 101 of each reel 12 is driven in response to the drive pulses from the reel board 100.
[0067] The stepping motor 101 is equipped with multiple (four) coils. The combination of coils that are excited is sequentially switched each time a drive pulse is input from the reel board 100, and each reel 12 rotates as the combination of excited coils is sequentially switched. Specifically, when the combination of coils excited by the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when 24 pulses are applied, the reel 12 rotates by an angle equivalent to one frame (unit area U), and when 504 pulses are applied, the reel 12 completes one rotation. In this configuration, the shorter the time interval between the application of drive pulses, the faster the rotation speed of the reel 12 becomes.
[0068] The main control board 300 receives ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at the reference position. On the other hand, each reel sensor 111 outputs an OFF signal when the rotation angle of each reel 12 is other than the reference position. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signals from each reel sensor 111 and the number of times drive pulses have been output to each stepping motor 101.
[0069] The relay board 200 relays signals from the main control board 300 to the display unit ML. The display unit ML is driven according to the signals output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from various sensors (such as the start switch 24SW described later) that detect the operation of each operation unit (such as the start lever 24). Specifically, as shown in Figure 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, MAX-BET switch 22SW, settlement switch 23SW, start switch 24SW, stop switch 25SW, and medal sensor 34SE. Also, as shown in Figure 4, the power supply board 500 relays ON / OFF signals from various sensors or switches, including the reset switch 512SE and the payout sensor 112SE.
[0070] The 1BET switch 21SW detects the player's operation of the 1BET button 21. The ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the 1BET switch 21SW, it adds one token to the bet tokens.
[0071] The MAX-BET switch 22SW detects the player's operation of the MAX-BET button 22. The ON signal from the MAX-BET switch 22SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the MAX-BET switch 22SW, it sets a predetermined number of tokens as the bet tokens.
[0072] The settlement switch 23SW detects the player's operation of the settlement button 23. The ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.
[0073] When an ON signal is received from the settlement switch 23SW, or when a winning combination of symbols is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input from the main control board 300 to the hopper 520 via the power supply board 500. When the hopper drive signal is received, the hopper 520 dispenses medals.
[0074] The dispensing sensor 112SE outputs a dispensing signal to the main control board 300 each time a medal is dispensed from the hopper 520. Specifically, the dispensing sensor 112SE is installed at a position where medals passing through the discharge slit 521b of the hopper 520 are detected. When the dispensing sensor 112SE detects a medal, it outputs a dispensing signal. The dispensing signal is input to the main control board 300 via the power supply board 500. The main CPU 301 can determine the number of medals dispensed by counting the number of times the dispensing signal has been input.
[0075] The power switch 511SW can be switched ON or OFF by operating the power button 511. When the power switch 511SW is ON, power is supplied to the gaming machine 1 from the power supply unit 510, and when the power switch 511SW is OFF, power is cut off from the power supply unit 510 to the gaming machine 1. When power is supplied, the power supply unit 510 generates a DC voltage. The DC voltage generated by the power supply unit 510 is supplied to various devices, including the hopper 520, via the power supply board 500.
[0076] The reset switch 512SW is provided on the power supply unit 510, and when the reset button 512 is operated, it outputs a reset signal to the main control board 300. The reset signal is input to the main control board 300 via the power supply board 500. When the main CPU 301 receives the reset signal, it initializes a predetermined memory area of the main RAM 303, for example, to clear an error state. Note that a configuration with multiple reset switches 512SW (reset buttons 512) may be provided. For example, in addition to the reset switch 512SW provided on the power supply unit 510, a reset switch may be provided on the locking device 4. In the above configuration, for example, a configuration in which the front door 3 is unlocked when a key is inserted into the keyhole of the locking device 4 and the key is turned to the right, and a reset signal is output from the reset switch when the key is turned to the left is preferably adopted.
[0077] The setting change switch 37SW shown in Figure 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal from the setting change switch 37SW is input, the main CPU 301 updates the display on the setting display unit 36. Also, if the setting change switch 37SW is input during a period when no setting value is displayed on the setting display unit 36, the main CPU 301 displays the instruction-included bonus ratio (described later) on the stored coin count display unit 16. The medal sensor 34SE detects the coins inserted from the coin insertion unit 8.
[0078] The main control board 300 receives ON / OFF signals from multiple stop switches 25SW (25SWL, 25SWC, 25SWR) via the relay board 200. Of the stop switches 25SW, stop switch 25SWL corresponds to stop button 25L, stop switch 25SWC corresponds to stop button 25C, and stop switch 25SWR corresponds to stop button 25R. The main CPU 301 controls the stopping of the reel 12 corresponding to the stop switch 25SW that has received an ON signal. Specifically, if an ON signal is received from stop switch 25SWL, the main CPU 301 controls the stopping of reel 12L. Similarly, if an ON signal is received from stop switch 25SWC, the main CPU 301 controls the stopping of reel 12C, and if an ON signal is received from stop switch 25SWR, the main CPU 301 controls the stopping of reel 12R.
[0079] The start switch 24SW detects the player's operation of the start lever 24. The ON signal from the start switch 24SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the start switch 24SW, it controls, for example, each stepping motor 101 to rotate each reel 12. In addition, the ON signal from the setting change switch 37SW is input to the main control board 300.
[0080] The start switch 24SW of this embodiment is configured to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the following operations from the player's perspective: pushing up the start lever 24, pushing down the start lever 24, tilting it to the right, or tilting it to the left. For example, the start switch 24SW is composed of multiple sensors, including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when it is pressed down, a start switch 24SWR that outputs an ON signal when it is operated to the right, and a start switch 24SWL that outputs an ON signal when it is operated to the left. With this configuration, for example, the effects performed can be different depending on whether the start lever 24 is pressed down or pushed up.
[0081] The main CPU 301 calculates various game information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instructions, and bonus game ratio) according to the progress of the game, and displays information corresponding to that game information on the main display unit 40. The displayed information includes identification information corresponding to each game information and percentage information indicating the magnitude of that game information.
[0082] The main display unit 40 consists of a first display unit 40X and a second display unit 40Y. The first display unit 40X displays the identification information described above. The second display unit 40Y displays the percentage information described above. The first display unit 40X consists of two 7-segment displays, and the second display unit 40Y consists of two 7-segment displays. When the power to the gaming machine 1 is turned on, the main display unit 40 starts displaying the information and continues to do so until the power is turned off. As will be described in detail later, the main display unit 40 displays multiple display information corresponding to various types of gaming information. Each display information is switched and displayed at predetermined time intervals (approximately 5 seconds).
[0083] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, speakers (31, 32), and various lamps (for example, the effect lamp 28). As shown in Figure 4, the sub-control board 400 is composed of multiple boards, including an effect control board 410, an image control board 420, and a sound board 430. The sub-control board 400 is also electrically connected to various sensors, including an effect button switch 26SW and a direction selection switch 27SW, and various lamps, including the housing lamp 5, the effect lamp 28, the stop operation sequence indicator lamp 29, the lever effect lamp 42, and the upper lamp 35.
[0084] Furthermore, as shown in Figure 4, a volume control switch 44 is electrically connected to the sub-control board 400. The volume control switch 44 is used to adjust the master volume of the gaming machine 1. A DIP switch is preferably used as the volume control switch 44. As described above, the master volume can also be adjusted by operating the direction selection button 27. That is, the master volume is adjusted by operating either the direction selection button 27 or the volume control switch 44.
[0085] In this embodiment, the adjustable master volume differs depending on whether the direction selection button 27 is operated or the volume adjustment switch 44 is operated. Specifically, when the direction selection button 27 is operated, the master volume can be adjusted to any value from "1" to "5" (5 levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any value from "1", "3", or "5" (3 levels). Note that the adjustable master volume may be the same whether the direction selection button 27 is operated or the volume adjustment switch 44 is operated.
[0086] As shown in Figure 4, the performance control board 410 is composed of an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps, including the chassis lamp 5, the performance lamp 28, the stop operation sequence indicator lamp 29, and the lever performance lamp 42, as well as the sound board 430. The performance control board 410 also provides commands to the image control board 420 to display each image on the liquid crystal display device 30.
[0087] Sub-ROM 413 stores control programs executed by sub-CPU 412 and various data. For example, a performance lottery table for determining the type of performance and lamp data indicating the flashing patterns of various lamps are stored in sub-ROM 413.
[0088] Sub-RAM 414 functions as a work area for volatile storage of various data. I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, commands from the sub-control board 400 are configured so that the main control board 300 cannot receive them. Commands received by I / F circuit 411 are supplied to sub-CPU 412. Commands received by I / F circuit 411 are, for example, display winning combination commands that indicate the type of winning combination that has stopped on an active line.
[0089] The sub-CPU 412 executes a control program stored in the sub-ROM 413 and controls various lamps (e.g., the chassis lamp 5) and the sound board 430 based on the data stored in the sub-ROM 413. For example, the sub-CPU 412 reads data indicating the blinking pattern of the chassis lamp 5 from the sub-ROM 413 and blinks the chassis lamp 5. The sub-CPU 412 also generates a random value R4 used in the performance control processing described later. A random number in the range of 0 to 65535 is preferably used as the random value R4. The sub-ROM 413 may be composed of a single electronic component or of multiple electronic components (memory devices).
[0090] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. As shown in Figure 4, the image control board 420 is composed of an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425.
[0091] The image control CPU 421 executes the control program stored in the image control ROM 422 and gives instructions to the VDP 423 in response to commands from the performance control board 410. The CGROM 424 stores compressed encoded image data (e.g., texture data). The VDP 423 consists of an image decoder and a drawing circuit (neither of which are shown in the diagram). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder reads image data from the CGROM 424 in response to the instruction. The image decoder decompresses (decodes) the read image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 according to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be sent to the sound source IC 431.
[0092] The sound board 430 generates an acoustic signal under the control of the image control CPU 421. The acoustic signal generated by the sound board 430 is supplied to speakers 31 and 32 and output as sound waves. As shown in Figure 4, the sound board 430 consists of a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to commands from the sub-CPU 412.
[0093] The sound source ROM 432 stores multiple sound data in a compressed format. Each sound data item represents a specific sound, such as a song for a particular payout state, a sound output each time the player operates the stop button 25, or an error sound output in an error state.
[0094] The sound source IC 431 generates an audio signal from the audio data in the sound source ROM 432. The sound source IC 431 also includes a decoder, a control register, and an A / D converter (none of which are shown in the diagram). The decoder of the sound source IC 431 reads audio data from the sound source ROM 432 in response to instructions from the sub-CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. Multiple audio data are stored in the control register, and each audio data stored in the control register is supplied to the A / D converter in the order in which it was stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to speakers 31 and 32. Note that the CPU that controls the sound source IC 431 may be provided separately from the sub-CPU 412 and the image control CPU 421.
[0095] <Data used by the main CPU> The explanation of each circuit in the gaming machine 1 is as described above. Below, the various data stored in the main ROM 302 will be explained using diagrams.
[0096] Figure 5 is a conceptual diagram of the winning area lottery table. In the internal lottery process described later, the main CPU 301 uses the winning area lottery table and the random value R1 to determine the winning area. As shown in Figure 5, each winning area lottery table consists of multiple winning areas and each lottery value corresponding to each winning area. Figure 5 shows the names of each winning area. The winning area lottery table is stored in the main ROM 302 for each set value.
[0097] Figure 5 shows an example of the winning area lottery table referenced when the setting value is "1". As will be explained in detail later, the gameplay when the setting value is "0" differs significantly from the gameplay when other setting values are set. Specifically, when the setting value is "0", the gambling aspect is significantly reduced compared to when other setting values are set. For these reasons, some players may find it less interesting, so the administrator of gaming machine 1 may, in principle, not set the setting value to "0".
[0098] Each winning area in the winning area lottery table specifies one of the winning roles defined in the winning role determination table shown in Figure 6. For example, consider the case where "Replay 1" for winning area number "01" is determined by the internal lottery process. As shown in Figure 6, winning area number "01" specifies winning roles "REP1" and "REP2". In other words, in a game where winning area "Replay 1" is selected, multiple types of winning roles are specified simultaneously. Combinations of winning role symbols specified in a winning area are permitted to stop on the active paylines.
[0099] Each lottery value in the winning area lottery table is subtracted from a random value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU 301 subtracts each lottery value corresponding to each winning area from the random value R1 in ascending order of winning areas. In the internal lottery process, winning areas are determined for which the result of subtracting the lottery value from the random value R1 is negative. The probability of getting a negative number when subtracting from the random value R1 increases as the lottery value increases, so winning areas with larger lottery values have a higher probability of winning.
[0100] As shown in Figure 5, the winning area lottery table is composed of each lottery value for each game state. Each game state includes a non-internal state, an internal state, and a bonus activation state. In this embodiment, the prescribed number of coins for each game state is 3. The non-internal state is entered when the setting value is set (changed) or after the bonus activation state ends. In addition, if the setting value is changed in the internal state, the internal state may be maintained.
[0101] The internal state is a game state in which the RBB (Real Big Bonus) winning state is carried over (hereinafter simply referred to as "the RBB is carried over"). Specifically, in this embodiment, various winning combinations, including the RBB, are determined in each game. Winning combinations other than the RBB are not carried over to the next game, regardless of whether the symbol combination for that winning combination is displayed when stopped. On the other hand, if the symbol combination for the RBB is not displayed when stopped in the current game, the RBB is carried over to subsequent games.
[0102] For example, as shown in Figure 6, in a game where the winning area "upward-sloping bell" is determined, in addition to the RBB role, the symbol combinations of the winning roles "NML1", "NML2", and "NML8" can be displayed. If the symbol combination for the RBB role is not displayed in a game where the winning area "upward-sloping bell" is determined, the RBB role is carried over to the next game (transitioning to an internal middle state), and the other winning roles are not carried over to the next game. This internal middle state is maintained until the bonus activation state is started. Note that the internal middle state in this embodiment includes games in which the RBB role is won.
[0103] The bonus activation state is entered when a combination of symbols related to the RBB role is displayed on an active line. The bonus activation state ends when more than 22 medals are paid out. When the bonus activation state ends, the main CPU 301 returns to a non-internal state. In each game played while the bonus activation state is in effect, one of the following will be won: the "All 1 medal" winning area, the "All 3 medals" winning area, or the "All roles" winning area, as shown in Figure 5.
[0104] In games where the "All Roles" winning area is selected, the winning role with a payout of 12 coins (12-coin bell role) will be displayed as a stop on the active line. In games where the "All 3 Coins" winning area is selected, the winning role with a payout of 3 coins will be displayed as a stop on the active line. In games where the "All 1 Coin" winning area is selected, the winning role with a payout of 1 coin will be displayed as a stop on the active line. Each of the above winning roles will be displayed as a stop on the active line regardless of the order and position of the stopping operation when the bonus is activated.
[0105] In this embodiment, the RBB symbol can only be displayed as a stop symbol when the winning area "Single RBB" is won (when the RBB symbol is won alone) during a non-internal state. Also, once the RBB symbol is missed, another winning symbol is guaranteed to be won in the subsequent internal state, so the symbol combination for the RBB symbol cannot be displayed as a stop symbol. In other words, in this embodiment, the game is played in the internal state as a general rule.
[0106] Figure 7 is a conceptual diagram of the symbol combination table. The symbol combination table defines the symbol combinations that are permitted to stop on the active lines in a game in which each winning combination is achieved. For example, in a game in which the winning combination "RBB" is achieved, the symbol combination "Cherry B-Cherry B-Cherry A" is permitted to stop on the active line. Also, for example, in a game in which the winning combination "REP1" is achieved, the symbol combinations "BAR-Bell A-Seven A", "BAR-Bell A-Seven B", and "BAR-Bell A-Cherry A" are permitted to stop on the active line.
[0107] The symbol combination table, as shown in Figure 7, includes the permission bit number for each symbol combination and the number of medals paid out when the symbol combination for each winning combination stops on an active line. Figure 7 shows the number of medals paid out when the symbol combination for each winning combination stops on an active line. For example, when the symbol combination "Bell A-Bell A-Bell A" for the winning combination "NML1" stops on an active line, the number of medals paid out is "3". Also, when the symbol combination for the RBB combination stops on an active line, the number of medals paid out is "0".
[0108] As shown in Figure 7, when a combination of symbols related to any of the winning combinations, including "NML1,2" (3-bell combination), "NML3~6" (12-bell combination), "NML7" (premium combination), "NML8" (upward-sloping bell combination), and "NML9~43" (1-coin combination), is displayed on an active line, the player is awarded a number of medals corresponding to each winning combination. In this embodiment, a winning combination that pays out medals when displayed on an active line is called a "winning combination." In addition, the stopping and display of a winning combination symbol on an active line is sometimes simply referred to as "winning."
[0109] When any of the winning combinations "REP1" (upper replay), "REP2" (middle replay), "REP3-7" (seven replay), or "REP8-11" (fake replay) are displayed on an active line, the next game is set to a replay. In this embodiment, the winning combinations that result in a replay when displayed on an active line are collectively referred to as "replays." If multiple winning combinations are won simultaneously, replays are given priority over other winning combinations and are displayed on the active line, while RBB combinations have a lower priority than other winning combinations. However, it is also possible to configure the system so that bonus combinations have a higher priority than winning combinations.
[0110] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of the main RAM 303. The display permission bit storage area consists of multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, consider the case where "Replay 1" in winning area number "01" is won, and the upper replay symbol combination is permitted to stop on an active line. In this case, the display permission bit specified by permission bit number "01" in the display permission bit storage area is set to "1", and the others are set to "0".
[0111] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area consists of multiple displayable bits, each displayable bit corresponding to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" if there is a possibility that the symbol combination related to the winning role corresponding to that displayable bit will stop on an active line, and is set to "0" if there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, there is a possibility that all symbol combinations related to the winning roles will stop on an active line, so all displayable bits are set to "1". In addition, each displayable bit in the display role storage area is updated each time each reel 12 stops, and when all reels 12 have stopped, only the displayable bits corresponding to the symbol combination related to the winning role that actually stopped on an active line will be "1".
[0112] The winning combinations selected through the internal lottery process will stop on the active lines according to the player's operation of each stop button 25. Specifically, each winning combination will stop on the active line according to the combination of the stopping position and stopping order of each stop button 25 (hereinafter sometimes referred to as "stopping operation pattern"). For example, symbols located within a range of 4 frames from the stopping position (5 frames including the stopping position) (hereinafter referred to as the "pull-in range") can stop on the active line, while symbols located outside the pull-in range will not stop on the active line even if they constitute a winning combination (a so-called "missed prize" will occur). However, if a winning combination symbol that can be awarded is located within the pull-in range, that symbol will always be stopped on the active line (if multiple such symbols are located within the pull-in range, one of them will be stopped on the active line).
[0113] Furthermore, as mentioned above, it is possible for multiple types of winning combinations to be won in a single game. In games where multiple types of winning combinations are won, for example, the combination of symbols related to the winning combinations, depending on the order and position of the stopping operations, will stop on the active lines. In this embodiment, the combination of the type of winning combination won in the current game, the order and position of the stopping operations, and the combination of symbols to be displayed are associated one-to-one for each winning area.
[0114] As described above, the type of winning combination that results in a prize changes depending on the order of the stop operations. As will be described in detail later, in this embodiment, it is possible to transition to a game state (non-internal state, internal state) in which a stop operation order that is unilaterally advantageous in terms of the number of medals dispensed is provided. Hereinafter, a stop operation order that is unilaterally advantageous in terms of the number of medals dispensed will be referred to as the "advantageous order," and a stop operation order other than the advantageous order may be referred to as the "disadvantageous order." In addition, when the stop operation position is random, the expected value of the number of medals dispensed when playing with a specific stop operation order may be referred to as the "expected value of acquisition A" for that stop operation order. The above expected value of acquisition A is higher when playing with the advantageous order than when playing with the disadvantageous order. However, as will be described in detail later, depending on the payout state, if the advantageous order is used, a penalty control is executed that reduces the performance of the instruction function of the instruction display 16 described above.
[0115] Figure 8 is a diagram illustrating the symbol combinations that are displayed when the reels stop in each game. Figure 8 shows the symbol combinations that are displayed when the reels stop in the internal state, which is one of the game states (internal state, non-internal state, bonus activated state). As described above, in this embodiment, the game proceeds in the internal state in principle. Figure 8 shows the winning combinations that can be displayed when the reels stop in the active line (the target of reel pull-in) in each game when a winning area is selected, for each stop operation sequence.
[0116] For explanatory purposes, the stopping sequence "Left 1st stop, Middle 2nd stop, Right 3rd stop" may be simply referred to as "Left, Middle, Right." The same applies to other stopping sequences. In this embodiment, each of the six stopping sequences—"Left, Middle, Right, Middle," "Middle, Left, Right," "Middle, Right, Left," "Right, Left, Middle," and "Right, Middle, Left"—may be referred to as "Sequence 1," "Sequence 2," "Sequence 3," "Sequence 4," "Sequence 5," and "Sequence 6." Furthermore, any one of the above stopping sequences may be simply referred to as "Sequence m," where "m" is an integer from "1" to "6." Also, as shown in Figure 8, the expected value A for "Left, Middle, Right" (Sequence 1) may be referred to as "Expected Value A1." Similarly, the expected values A for each stopping sequence from "Left, Middle, Right" (Sequence 2) to "Right, Middle, Left" (Sequence 6) may be referred to as "Expected Value A2" to "Expected Value A6."
[0117] In games where Bell A1 to A4 are won, either a single-coin payout or a triple-coin payout will be awarded depending on the order in which the reels are stopped. For example, in a game where Bell A1 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A1 is won, if the reels are stopped in an irregular order, a triple-coin payout will be awarded regardless of the stopping position.
[0118] Specifically, in a game where Bell A1 is won, whether the reels are stopped in the irregular order of middle 1st (middle left, middle right left) or right 1st (right left middle, right middle left), the middle bell of the three bell combination will be awarded. Similarly, in a game where Bell A2 is won, if the reels are stopped in the left 1st position, one of the single-coin combinations will be awarded regardless of the stopping position. Also, in a game where Bell A2 is won, if the reels are stopped in an irregular order, the middle bell of the three bell combination will be awarded.
[0119] As can be understood from the above explanation, Bell A1 and Bell A2 are separate winning areas, but the winning combinations that can be achieved (middle bell, 1-coin combination) and the stopping order for achieving those winning combinations are the same (irregular pressing order, left 1st). However, as will be explained later, the type of stopping order instructed (middle left-right, middle right-left) differs between games in which Bell A1 is won and games in which Bell A2 is won.
[0120] In a game where Bell A3 is won, if the reels are stopped with the left button pressed first, one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A3 is won, if the reels are stopped with an irregular button press order, the lower bell of the three-coin bell payout will be awarded regardless of the stopping position. In a game where Bell A4 is won, if the reels are stopped with the left button pressed first, one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A4 is won, if the reels are stopped with an irregular button press order, the lower bell of the three-coin bell payout will be awarded, similar to a game where Bell A3 is won.
[0121] As can be understood from the above explanation, Bell A3 and Bell A4 are separate winning areas, but the winning combinations that can be achieved (lower bell, 1-coin combination) and the stopping order for achieving those winning combinations are the same (irregular pressing order, left 1st). However, as will be explained later, the type of stopping order instructed (right-left-center, right-center-left) differs between games in which Bell A3 is won and games in which Bell A4 is won. As described above, in games in which Bell A1 to A4 are won, a 1-coin combination is achieved by stopping with left 1st, and a 3-coin bell combination is achieved by stopping with an irregular pressing order. Hereafter, for the purpose of explanation, Bell A1 to A4 may be referred to as "Bell Group A".
[0122] As will be explained in detail later, when Bell Group A is won in certain payout states (Main AT state, Premium AT state), an indicative animation (see Figure 14(a-2)) is executed. In this indicative animation, the stop operation order is not indicated on the indicator 16, but an indicative stop operation order (irregular button press order) that is advantageous to the player is effectively communicated (suggested). On the other hand, when Bell Group A is won in other payout states (Bonus Specialization state, Stock Specialization state, Ending state), an instruction animation (see Figure 14(a-1)) is executed. In this instruction animation, the stop operation order is indicated on the indicator 16, and an indicative stop operation order (irregular button press order) that is advantageous to the player is also indicated (explicitly). The indicative animation Y described above is not executed during non-indicative periods (such as the normal state).
[0123] As shown in Figure 8, in games where Bell B1 to Bell B8 are won, either a single-coin payout or a twelve-coin bell payout is awarded depending on the order in which the reels are stopped. For the purposes of this explanation, the order in which the twelve-coin bell payout is awarded may be referred to as the "correct order." Also, in games where Bell B1 to Bell B8 are won, the order in which the twelve-coin bell payout is not awarded may be referred to as the "incorrect order."
[0124] For example, in a game where Bell B1 is won, if the reels are stopped in the order "middle left left", a 12-coin bell prize will be awarded regardless of the stopping position. In other words, in a game where Bell B1 is won, "middle left left" is the correct order to press the buttons. On the other hand, in a game where Bell B1 is won, if the reels are stopped in the incorrect order of "middle right left" or left 1st, a single-coin prize will be awarded regardless of the stopping position. Also, in a game where Bell B1 is won, if the reels are stopped in the incorrect order of right 1st, a single-coin prize will be awarded or a prize will be missed, depending on the stopping position.
[0125] In a game where Bell B2 is won, if the reels are stopped in the order "middle left left," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, the correct button press order is the same for games where Bell B2 is won and games where Bell B1 is won. On the other hand, in a game where Bell B2 is won, if the reels are stopped in the incorrect order of "middle right left" or left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B2 is won, if the reels are stopped in the incorrect order of right 1st, a single-coin payout will be awarded or a payout will be missed depending on the stopping position. Note that the stopping position for a single-coin payout with right 1st differs between games where Bell B1 is won and games where Bell B2 is won.
[0126] In a game where Bell B3 is won, if the reels are stopped in the order "middle, right, left," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, in a game where Bell B3 is won, "middle, right, left" is the correct button sequence. On the other hand, in a game where Bell B3 is won, if the reels are stopped in the incorrect order of "middle, left, right" or left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B3 is won, if the reels are stopped in the incorrect order of right 1st, a single-coin payout will be awarded or a payout will be missed, depending on the stopping position.
[0127] In a game where Bell B4 is won, if the reels are stopped in the order "middle, right, left," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, the correct button press order is the same for games where Bell B4 is won and games where Bell B3 is won. On the other hand, in a game where Bell B4 is won, if the reels are stopped in the incorrect order of "middle, left, right" or left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B4 is won, if the reels are stopped in the incorrect order of right 1st, a single-coin payout will be awarded or a payout will be missed depending on the stopping position. Note that the stopping position for a single-coin payout with right 1st differs between games where Bell B3 is won and games where Bell B4 is won.
[0128] In a game where Bell B5 is won, if the reels are stopped in the order "Right, Left, Middle," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, in a game where Bell B5 is won, "Right, Left, Middle" is the correct button sequence. On the other hand, in a game where Bell B5 is won, if the reels are stopped in the incorrect order of "Right, Middle, Left" or Left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B5 is won, if the reels are stopped in the incorrect order of Middle 1st, a single-coin payout will be awarded or a payout will be missed, depending on the stopping position.
[0129] In a game where Bell B6 is won, if the reels are stopped in the order "Right, Left, Middle," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, the correct button press order is the same for games where Bell B6 is won and games where Bell B5 is won. On the other hand, in a game where Bell B6 is won, if the reels are stopped in the incorrect order of "Right, Middle, Left" or Left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B6 is won, if the reels are stopped in the incorrect order of Middle 1st, a single-coin payout will be awarded or a payout will be missed depending on the stopping position. Note that the stopping position for a single-coin payout with Middle 1st differs between games where Bell B5 is won and games where Bell B6 is won.
[0130] In a game where Bell B7 is won, if the reels are stopped in the order "right, middle, left," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, in a game where Bell B7 is won, "right, middle, left" is the correct button sequence. On the other hand, in a game where Bell B7 is won, if the reels are stopped in the incorrect order of "right, left, middle" or left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B7 is won, if the reels are stopped in the incorrect order of middle 1st, a single-coin payout will be awarded or a payout will be missed, depending on the stopping position.
[0131] In a game where Bell B8 is won, if the reels are stopped in the order "right, middle, left," a 12-coin bell payout will be awarded regardless of the stopping position. In other words, the correct button press order is the same for games where Bell B8 is won and games where Bell B7 is won. On the other hand, in a game where Bell B8 is won, if the reels are stopped in the incorrect order of "right, left, middle" or left 1st, a single-coin payout will be awarded regardless of the stopping position. Also, in a game where Bell B8 is won, if the reels are stopped in the incorrect order of middle 1st, a single-coin payout will be awarded or a payout will be missed depending on the stopping position. Note that the stopping position for a single-coin payout with middle 1st differs between games where Bell B7 is won and games where Bell B8 is won.
[0132] As described above, in games where Bell B1-B8 is won, stopping the reels with the left reel first will award a single-coin prize, while stopping them in the correct order will award a 12-coin bell prize. For the purpose of explanation below, Bell B1-B8 may be referred to as "Bell Group B". As will be explained in detail later, when Bell Group B is won during the instruction period (bonus-focused state, stock-focused state, ending state, main AT state, premium AT state), the instruction display 16 will indicate the correct order of reels, and an instruction animation indicating that correct order of reels is executed.
[0133] In a game where Replay 1 is won, if the reels are stopped with the left button pressed first, the upper replay symbol will be displayed on the active line regardless of the stopping position. On the other hand, in a game where Replay 1 is won, if the reels are stopped with the middle button pressed first or the right button pressed first (irregular order), the middle replay symbol will be displayed on the active line regardless of the stopping position.
[0134] In games where Replay 2 or Replay 3 is won, the Red Seven Replay symbol will be displayed on an active line depending on the order of the stop operations. When the Red Seven Replay symbol is displayed on an active line, the combination of "Red Seven - Red Seven - Red Seven" will be displayed on one of the five lines.
[0135] For example, in a game where Replay 2 is won, if the reels 12 are stopped in the order of "middle, left, right" within the pull-in range of the red seven symbol, the red seven replay symbol will be displayed on the active line. On the other hand, in a game where Replay 2 is won, if the reels 12 are stopped in the order of "middle, right, left", even if the reels 12 are stopped within the pull-in range of the red seven symbol, the fake replay symbol will be displayed on the active line. When the fake replay symbol stops on an active line, the red seven symbol will be lined up on one of the lines.
[0136] In a game where Replay 3 is won, if the reels 12 are stopped within the pull-in range of the red seven symbol in the order of "middle, right, left," the red seven replay symbol will be displayed on the active line. On the other hand, in a game where Replay 3 is won, if the reels are stopped in the order of "middle, left, right," even if the reels are stopped within the pull-in range of the seven A symbol, the fake replay symbol will be displayed on the active line. In a game where Replay 2 or Replay 3 is won, if the reels are stopped with the left reel first, the upper replay symbol will be displayed on the active line, and if the reels are stopped with the right reel first, the middle replay symbol will be displayed on the active line.
[0137] For the purposes of the following explanation, Replay 2 and Replay 3 may be collectively referred to as "Choice Group C". As will be explained in detail later, in a specific payout state (stock-focused state), when Choice Group C is selected, the indicator display 16 will indicate "Middle 1st", and an instruction animation indicating "Middle 1st" (see Figure 14(b-1)) will be executed. In addition, in a game in which Choice Group C is selected, if the reels are stopped in the order in which the red seven replay symbol is displayed, a predetermined bonus will be awarded. However, as mentioned above, in a game in which Choice Group C is selected, there are two types of stop operation orders in which the red seven replay symbol is displayed: "Middle Left-Right" and "Middle Right-Left". Therefore, even if the reels are stopped according to the instructions of the instruction animation in a game in which Choice Group C is selected, the bonus may not be awarded. Note that in payout states other than the stock-focused state, if the red seven replay is displayed on an active line in a game in which Choice Replay C is selected, the above bonus will not be awarded.
[0138] In games where Replay 4, 5, 6, 9, or 10 is won, the red seven replay symbol will be displayed on the active line depending on the order of the stop operations. Hereafter, Replay 4, 5, 6, 9, and 10 may be collectively referred to as "Recovery Replays." For example, if a Recovery Replay is won in a stock-focused state, the above-mentioned benefits will be granted. Note that, unlike when the above-mentioned Choice Group C is won, if a Recovery Replay is won in a stock-focused state, the above-mentioned benefits will be granted regardless of the order of the stop operations.
[0139] In games where Replay 7 or Replay 8 is won, a fake replay symbol will be displayed on the active payline depending on the order of the stop operations. Hereafter, Replay 7 and Replay 8 may be collectively referred to as "fake replay".
[0140] In this embodiment, if a replay 2-8 is won during an instruction period other than the stock-specialized state, the liquid crystal display device 30 instructs a stop operation sequence in which a red seven replay or fake replay is not displayed. Specifically, if a replay 2-8 is won, the liquid crystal display device 30 instructs left 1st. During instruction periods other than the stock-specialized state, the advantage level does not change according to the stop operation sequence in a game in which a replay 2-8 is won. For these reasons, during instruction periods other than the stock-specialized state, the liquid crystal display device 30 instructs left 1st in a game in which a replay 2-8 is won, but the instruction display device 30 does not display instruction information.
[0141] In games where a single 1-6 is won, one of the single-coin winning combinations will be awarded regardless of the stopping order and position. In games where a single 4 is won, one of the single-coin winning combinations that would not be awarded in games where other winning areas are won will be awarded. In games where a chance combination is won, similar to games where a single 4 is won, one of the single-coin winning combinations that would not be awarded in games where other winning areas are won will be awarded regardless of the stopping method.
[0142] In games where the White Seven is won, if you stop each reel 12 within the pull-in range of the Seven C symbol with the left 1st stop, a single-coin payout will be awarded with the symbol combination "Seven C-Seven C-Seven C". In other stopping operations, one of the other single-coin payouts will be awarded. In games where the winning area "Premium" is won, the Premium payout will be awarded with the left 1st and middle 1st stops, and the 12-coin bell payout will be awarded with the right 1st stop.
[0143] In games where Bell Group B is selected, regardless of which of the irregular button presses is used to stop the reels, there is approximately a 1 / 4 probability of winning the 12-bell combination. On the other hand, in games where Bell Group B is selected, if the reels are stopped with the left button first, the 12-bell combination will not be won. In this configuration, in games where Bell Group B is selected, the expected value of winning is higher when the reels are stopped with an irregular button press sequence than when they are stopped with the left button first. However, the expected value of winning for each stop operation sequence in the irregular button press sequence in games where Bell Group B is selected will be less than the specified number (3).
[0144] Furthermore, in games where Bell Group A is won, the 3-bell combination is awarded regardless of which of the irregular button presses is used to stop the reels. In this embodiment described above, the expected values A1 and A2 obtained with left 1st press are approximately the same, and the expected values A3 to A6 obtained with irregular button presses are approximately the same. On the other hand, the expected value A(3 to 6) obtained with irregular button presses is greater than the expected value A(1, 2) obtained with left 1st press.
[0145] Figure 9(a) is a diagram illustrating the transition of the payout state of the main CPU 301. The main CPU 301 controls the game in either a non-advantageous section or an advantageous section. When the payout state transitions, the game state (non-internal medium state, internal medium state, bonus activated state) is generally maintained. Also, when the game state transitions, the payout state is generally maintained.
[0146] The non-advantageous section is a section in which, with the exception of the advantageous section transition process described later, processing related to the instruction function (processes related to the transition of the payout state (update processing, lottery processing), processing for executing instructions on the instruction display 16, etc.) is not executed in principle. In other words, the non-advantageous section is a section in which instructions on the instruction display 16 are not executed. On the other hand, the advantageous section is a section in which processing related to the instruction function is executed. In other words, the advantageous section is a section in which instructions on the instruction display 16 may be executed.
[0147] In this embodiment, a payout status flag indicating the current payout status and a game status flag indicating the current game state are stored in the main RAM 303. The main CPU 301 sends a payout status command indicating the payout status flag to the sub-CPU 412 for each game. The sub-CPU 412 determines the presentation according to the payout status indicated by the payout status command. The game status flag is referenced when determining the current game state.
[0148] In this embodiment, the difference in the number of tokens (total number of tokens paid out - total number of tokens inserted) during the advantageous period is counted by a token difference counter. This token difference counter is provided, for example, in the main RAM 303. The "number of tokens" is the value obtained by subtracting the number of tokens used for gameplay from the number of tokens acquired during the advantageous period, and can be a negative number. For example, if the number of tokens increases from the point when the token difference in the advantageous period is "-1000 tokens", and then the token difference reaches "2400 tokens", the net increase in tokens will be "3400 tokens".
[0149] In this embodiment, there is no upper limit on the number of games played in a single advantageous period. However, the advantageous period may be configured to end after a predetermined number of games. For example, in addition to the trigger when the net winnings reach 2400 coins, the advantageous period may also be configured to end when the number of games played in that period reaches 4000.
[0150] As shown in Figure 9, in this embodiment, provided that it is within the advantageous period, it is possible to control the game to the normal state, the bonus-focused state, the main AT state, the stock-focused state, the ending state, the standby state (A, B), and the premium AT state (a payout state other than the non-advantageous period). In this embodiment, among each payout state, the payout state in which the instruction on the instruction display 16 is executed may be collectively referred to as the "instruction period".
[0151] As will be described in detail later, during the instruction period of this embodiment, the system is controlled to one of several instruction modes (a to c). Depending on the instruction mode, the probability of the stop operation sequence being instructed changes. The payout state in which the instruction on the instruction display 16 is not executed is sometimes collectively referred to as the "non-instruction period". In this embodiment, the bonus-focused state, main AT state, stock-focused state, ending state, and premium AT state are instruction periods, while other payout states are non-instruction periods.
[0152] As mentioned above, when the setting value is changed, the game transitions to the non-internal medium state among the various game states. Also, when the setting value is changed, the game transitions to the non-advantageous section among the various payout states (arrow (A) in Figure 9(a)). As will be explained in detail later, the payout states that can be transitioned to differ between the non-advantageous section of the internal medium state and the non-advantageous section of the non-internal medium state. For example, the non-advantageous section immediately after the setting value is changed is the non-internal medium state. In the above non-advantageous sections, if a winning area other than "Miss" and "Replay 1" (hereinafter referred to as the "advantageous section transition winning area") is won, the game transitions to the normal state among the various payout states (arrow (B) in Figure 9(a)).
[0153] The normal state is a non-instruction period during which various processes, including the AT initial win lottery, are executed. The normal state includes multiple modes, each with a different probability of winning the AT initial win lottery. Specifically, in the normal state, a mode transition lottery is performed with a probability corresponding to the winning area, and the mode transitions according to the result of this lottery. The normal state described above is a relatively unfavorable payout state because the average number of games required to transition to the instruction period is longer than in other payout states.
[0154] If you win the initial AT lottery in the normal state, you will then transition to the bonus-addition state (arrow (C) in Figure 9(a)). The bonus-addition state is a designated period in which the number of games played in the main AT state is increased (added). However, the initial games played in the bonus-addition state are a non-designated period (see Figure 9(b) below). As mentioned above, you transition to the bonus-addition state from the normal state. In other words, if you transition from the normal state to the designated period, the first payout state of that designated period will be the bonus-addition state. In this case, the bonus-addition state functions as a payout state that determines the initial number of games played in the main AT state.
[0155] In each game of the bonus-focused state, the number of bonus games is determined by lottery. Specifically, the remaining number of games in the main AT state is stored in the AT game counter. In the bonus-focused state, the number of bonus games is determined with a higher probability than in other payout states, and the determined number of bonus games is added to the AT game counter. The bonus-focused state described above ends after, for example, 10 games. However, the number of games in the bonus-focused state can be changed as appropriate. For example, the bonus-focused state may last for more than 10 games.
[0156] Furthermore, in the bonus-focused state, the number of bonus games is determined according to the winning area. Specifically, if Bell Group A is won among the winning areas, a greater number of bonus games is likely to be determined than if Bell Group B is won. As will be described in detail later, in this embodiment, in the bonus-focused state, a common instruction animation X is executed whether Bell Group A or Bell Group B is won. Also, the instruction information that can be displayed is the same whether Bell Group A or Bell Group B is won. With the above configuration, it is not possible to determine whether Bell Group A or Bell Group B has been won from the instruction animation or instruction information.Therefore, there is an advantage in that the player can continue playing expecting to have won Bell Group A until a bell combination (3-coin bell combination, 12-coin bell combination) is actually won.
[0157] As will be explained in more detail later, in the stock-focused state described below, multiple rights to transition to the bonus-focused state may be granted. Specifically, in the stock-focused state, the bonus stock counter may be increased. Even if the remaining number of plays in the bonus-focused state reaches "0", if the bonus stock counter is "1" or higher, "1" will be subtracted from the bonus stock counter, and the player will transition to the bonus-focused state again. As can be understood from the above explanation, if multiple rights to transition to the bonus-focused state are granted, the bonus-focused state will be repeated multiple times.
[0158] As shown in Figure 9, in addition to winning the initial AT lottery in the normal state, the game transitions to the bonus-addition special state when the winning area "White Seven" is selected (arrow (D) in Figure 9(a)). For example, if the winning area "White Seven" is selected in the normal state, the game transitions to the bonus-addition special state from the next game. Similarly, if the winning area "White Seven" is selected in the main AT state, the game transitions to the bonus-addition special state from the next game. The above bonus-addition special state functions as a payout state that adds (extends) the remaining number of games in the main AT state that was already in progress.
[0159] Additionally, if the winning area "White Seven" is selected while in the stock-focused state, the value "1" is added to the bonus stock counter. In this case, after the stock-focused state ends, the value "1" is subtracted from the bonus stock counter, and the game transitions to the bonus-focused state. Similarly, if the winning area "White Seven" is selected while in the premium AT state, the value "1" is added to the bonus stock counter, and after the premium AT state ends, the game transitions to the bonus-focused state.
[0160] If the winning area "White Seven" is selected during a non-advantageous period, the premium stock flag is changed to the ON state, and the game transitions to the bonus-focused state from the next game. In the above case, after the bonus-focused state and the main AT state end, the game can transition to the premium AT state (details below). Similarly, if the winning area "White Seven" is selected during the standby state (A, B), the premium stock flag is changed to the ON state, and the game transitions to the bonus-focused state from the next game.
[0161] If the winning area "White Seven" is selected during the bonus-focused state, a new bonus-focused state will begin after the current bonus-focused state ends. Furthermore, if the winning area "White Seven" is selected during the premium AT state with the premium stock flag ON, the player will be instructed to stop either the middle 1st or right 1st, and no special bonus will be granted. If "White Seven" is selected and the player stops the reels with the middle 1st or right 1st, the "Seven C-Seven C-Seven C" symbol combination will not be displayed, and the single-coin payout that would also be awarded for selecting another winning area will be awarded. With this configuration, the player will not realize that the winning combination "White Seven" has been selected during the premium AT state.
[0162] As shown in Figure 9(a), when the bonus-focused state ends, the game transitions to the main AT state (arrow (E) in Figure 9(a)). The main AT state is the specified period. In each game played during the main AT state, the AT game counter mentioned above is deducted by the value "1". In addition, in each game played during the main AT state, the number of bonus games for that main AT state is determined by a probability corresponding to the winning area.
[0163] The main AT state ends when the AT play count counter is reduced to the value "0". When the main AT state ends, the game transitions to the normal state (arrow (H) in Figure 9(a)). However, if the premium stock flag is ON when the main AT state ends, the game transitions to the non-advantageous section or standby state B (details will be explained later). In addition, multiple AT sets may be awarded in the initial AT win lottery. Even if the AT play count counter reaches the value "0", if the number of AT sets is "1" or more, the value "1" is subtracted from the AT sets, and the game transitions back to the special bonus state.
[0164] When a Replay 10 is won in the Main AT state, a lottery is held to determine whether or not to transition to the Stock Specialization state. If the lottery is won, the stopping operation order (right 1st) in which the red seven Replay symbol is displayed is instructed, and the game will transition to the Stock Specialization state from the next game (arrow (F) in Figure 9(a)). Also, when a Replay 9 (red seven) is won in the Main AT state, the game will transition to the Stock Specialization state from the next game. When a Replay 9 (red seven) is won in the normal state, the game will transition to the Stock Specialization state from the next game, and after the Stock Specialization state ends, the game will transition to the Bonus Specialization state and then to the Main AT state in that order.
[0165] If a Replay 9 (Red Seven) is won during a non-advantageous period, the premium stock flag is changed to the ON state, and the game transitions to a stock-focused state from the next game. In the above cases, after the stock-focused state, the bonus-focused state, and the main AT state have ended, the game can transition to the premium AT state (details will be explained later). Similarly, if a Replay 9 (Red Seven) is won during the standby state (A, B), the premium stock flag is changed to the ON state, and the game transitions to a stock-focused state from the next game.
[0166] If a Replay 9 (Red Seven) is won in the Bonus-Adding Special State, the Bonus-Adding Special State will be interrupted and the game will transition to the Stock-Adding Special State. When the Stock-Adding Special State ends, the interrupted Bonus-Adding Special State will resume. If a Replay 9 (Red Seven) is won in the Premium AT State or Ending State, no special bonus will be granted. Also, if a Replay 9 (Red Seven) is won in the Premium AT State or Ending State, an instruction animation will be performed that indicates a stopping order (middle 1st or right 1st) in which the Red Seven Replay symbol will not be displayed.
[0167] The Stock Specialization state is a designated period during which the stock counter is added with a high probability during each game. In other words, the Stock Specialization state grants a high probability of transitioning to the Stock Specialization state. Specifically, if the aforementioned Choice Group C is selected and the stopping operation is performed in the order in which the red seven replay symbol is displayed, the stock counter is added. Also, if the aforementioned recovery replay is selected, the stock counter is added. When transitioning to the Stock Specialization state, the stock counter is initially set to a value of "1".
[0168] The stock-focused state described above ends after a predetermined number of games (for example, 12 games). However, if the bonus stock counter is increased, the remaining number of games in the stock-focused state is reset to 12 (recovered). If the bonus stock counter is not increased even once during the 12 games, the stock-focused state ends. When the stock-focused state ends, the player transitions to the bonus-focused state (arrow (G) in Figure 9(a)). The bonus-focused state described above is repeated a number of times corresponding to the value of the bonus stock counter that was added during the stock-focused state.
[0169] In the stock-focused state, the game is controlled to either normal mode or special mode. Specifically, the stock-focused state is, in principle, normal mode. However, if a replay 9 (red seven) is won in the stock-focused state, the game transitions from normal mode to special mode. In the special mode, the average value of the stock counter added in each game is higher compared to normal mode. The special mode continues until the stock-focused state ends. However, the special mode may also be configured to end (by lottery) when the remaining number of games in the stock-focused state is reset.
[0170] As shown in Figure 9(a), when the net payout counter (the number of medals remaining until the current advantageous period is forcibly terminated) is reduced to less than 151, the game transitions to the ending state (arrow (I) in Figure 9(a)). Specifically, in the main AT state, bonus-focused state, stock-focused state, or premium AT state, when the net payout counter is reduced to less than 151, the game transitions to the ending state. The ending state is a specified period and continues until the net payout counter is reduced to the value "0". In other words, the ending state continues until the trigger for the forced termination of the advantageous period occurs.
[0171] In the above configuration, when the ending state ends, the game transitions to a non-advantageous section. As mentioned above, in this embodiment, gameplay other than immediately after a setting value has been changed will, in principle, result in an internal medium state. Therefore, the non-advantageous section after the ending state ends is normally an internal medium state (arrow (J) in Figure 9(a)). In the non-advantageous section of the internal medium state, if the advantageous section transition winning area is selected, the initial state determination process (part of the advantageous section transition process) is executed. In the initial state determination process described above, it is determined, with a probability according to the setting value, whether to transition to standby state A (see arrow (M) in Figure 9(a)) or standby state B (see arrow (K) in Figure 9(b)).
[0172] In each game played in standby state B, a premium transition lottery process is executed. If the premium transition lottery is successful, the premium transition flag is changed to the ON state. Also, in each game played in standby state B, the standby remaining count counter is decremented by the value "1". When transitioning to standby state B, the standby remaining count counter is set to the initial value "30". Also, when transitioning to standby state B, the standby ceiling counter is set to the value "3".
[0173] In standby state B, when the remaining standby count counter is reduced to the value "0", it is determined whether the premium transition flag is ON or OFF. If the premium transition flag is ON (if the premium transition lottery was won during the 30 plays), the system then transitions to the premium AT state. On the other hand, if the premium transition flag is not ON, the value "1" is subtracted from the standby ceiling counter, and it is determined whether the result of the subtraction is "0". If the standby ceiling counter is "0", the system then transitions to the premium AT state. On the other hand, if the standby ceiling counter is not "0", the remaining standby count counter is reset to "30". With the above configuration, standby state B continues for a maximum of 90 plays, after which the system transitions to the premium AT state (arrow (L) in Figure 9(a)).
[0174] Standby state A ends after one game. When standby state A ends, the game transitions to a non-advantageous section (arrow (N) in Figure 9(a)). In this configuration, the game repeatedly transitions between the non-advantageous section and standby state A until standby state B is determined during the initial state determination process in the non-advantageous section. As will be explained in more detail later, with a setting of "0", standby state B is less likely to be determined during the initial state determination process compared to other settings. In other words, with a setting of "0", the proportion of games played in the advantageous section to the total number of games played is smaller compared to other settings.
[0175] However, in standby state A, the same premium transition lottery process is executed as in standby state B. If the premium transition lottery is won in standby state A, the premium transition flag is set to ON. In this case, standby state A does not end after one game, but continues thereafter. Specifically, when the premium transition flag is changed to the ON state in standby state A, the number "30" is set in the standby remaining count counter and the number "1" is set in the standby ceiling counter. In this configuration, after the premium transition flag is changed to the ON state, if 30 games are played in standby state A, the standby remaining count counter is reduced to the number "0". Also, when the standby remaining count counter is reduced to the number "0", the standby ceiling counter is reduced to the number "0", and then the system transitions to the premium AT state (arrow (O) in Figure 9(a)).
[0176] As mentioned above, the premium stock flag may be ON when the main AT state ends. In this case, depending on the current value of the difference counter, the advantageous section may continue and transition to the premium AT state, or the advantageous section may end and transition to the premium AT state.
[0177] Specifically, when the premium stock flag is ON, it is determined whether the difference in tokens counter (the number of tokens until the current advantageous period is forcibly ended) is 2400 (initial value) or more. If the difference in tokens counter is less than 2400, the current advantageous period ends and the game transitions to a non-advantageous period (arrow (R) in Figure 9(a)). When the main AT state ends and the game transitions to a non-advantageous period, the game state is usually in the internal middle state. Therefore, when the main AT state ends and the game transitions to a non-advantageous period, the game then transitions to the premium AT state via the standby states (A, B), similar to when the ending state ends and the game transitions to a non-advantageous period as described above.
[0178] On the other hand, if the net payout counter is 2400 or more, the current advantageous period continues and the game transitions to standby state B (arrow (R) in Figure 9(a)). In this case, the standby remaining count counter is set to an initial value of "10", and the standby ceiling counter is set to an initial value of "1". Therefore, if the advantageous period continues, the game transitions to the premium AT state after 10 games have been played since the main AT state ended.
[0179] As explained above, the number of games required to transition from the end of the main AT state to the premium AT state is shorter when there is no non-advantageous period than when there is. Furthermore, the number of games required to transition from the end of the main AT state to the premium AT state is random when there is no non-advantageous period, but is predetermined when there is no non-advantageous period.
[0180] The Premium AT state is a specified period. When the Premium AT state begins, it transitions to the first half of the Premium AT state. The first half of the Premium AT state continues for, for example, 100 games. Also, during the first half of the Premium AT state, a lottery for transitioning to the second half is conducted. This lottery for transitioning to the second half has a success rate of approximately 75%. If the lottery for transitioning to the second half is won, the player transitions to the second half of the Premium AT state after the first half of the Premium AT state ends. The second half of the Premium AT state continues for, for example, 30 games. Also, during the second half of the Premium AT state, a continuation lottery is conducted, and if the player wins the continuation lottery, the second half of the Premium AT state is repeated.
[0181] In this embodiment, when transitioning to the latter half of the Premium AT state, there is approximately a 65% probability that the net payout counter will reach 2400 coins (allowing for the completion of the advantageous period). As mentioned above, when the advantageous period ends, the game transitions to the Premium AT state via a standby state. Therefore, once the game transitions to the Premium AT state, it is possible to repeatedly transition to the Premium AT state by completing the advantageous period in that Premium AT state.
[0182] As shown in Figure 9(a), when you win the "Premium" area (when the BAR symbols line up), you will transition to the Premium AT state (arrow (P) in Figure 9(a)). For example, if you win the "Premium" area in the normal state, the bonus-focused state, or the main AT state, you will transition to the Premium AT state from the next game. In this case, the Premium Stock Flag will not be changed. Also, if you win the "Premium" area in a non-advantageous section, you will transition to the Premium AT state from the next game. In this case, the Premium Stock Flag will be changed to the ON state.
[0183] In the stock-focused state, if you win the "Premium" area, the stock-focused state will end and you will transition to the Premium AT state. If you win the "Premium" area for the second time in the stock-focused state, the Premium stock flag will be changed to the ON state. Also, if you win the "Premium" area in the stock-focused state and the Premium stock flag has already been changed to the ON state, and you win the "Premium" area again in the same stock-focused state, the right 1st, which will award 12 bell symbols, will be indicated and no special bonus will be granted.
[0184] If you win the "Premium" area in the ending state, the right 1st slot will be indicated to award 12 bell symbols, and no special bonus will be granted. If you win the "Premium" area in the standby state (A, B), you will transition to the Premium AT state from the next game. In the above cases, the Premium stock flag will be changed to the ON state.
[0185] As described above, if a stop operation is performed with an irregular button press sequence during a non-instructed period in the advantageous section, the main penalty control is executed. Specifically, the game progress flag is stored in the main RAM 303. As long as the stop operation is performed with the left button being the first during the non-instructed period, the game progress flag will not change from the ON state. On the other hand, in games where a stop operation is performed with an irregular button press sequence during a non-instructed period, the main penalty control is executed after the third stop operation. When the main penalty control is executed, the game progress flag will be turned OFF. Note that the main penalty control is not executed in the non-advantageous section (including games in which the advantageous section transition process is performed).
[0186] In the above configuration, if the game is stopped with an irregular button press sequence during the current game, the game progress flag will be set to OFF at the start of the next game. When the game progress flag is OFF at the start of the game, the processing related to the instruction function will not be executed (however, the advantageous section control processing (update processing of the advantageous section counter and the difference in tokens counter) described later will be executed). Specifically, when the game progress flag is OFF at the start of the game, various counters (such as the counter showing the remaining number of games for the current payout state) will not be deducted, and various lotteries will not be executed. In other words, a penalty is imposed during the period when the game progress flag is OFF, during which the game cannot be played. When the game is stopped with the left button pressed first, the game progress flag will be changed from OFF to ON.
[0187] Figure 9(b) is a diagram illustrating the details of each payout state. Figure 9(b) shows whether each payout state is a non-instruction period or an instruction period. As mentioned above, the non-advantageous section, normal state, and standby state (A, B) are non-instruction periods. The main AT state, stock-focused state, ending state, and premium AT state are instruction periods. In addition, the first to third games in each of the bonus-focused states are non-instruction periods, while the fourth game and subsequent games in the bonus-focused state are instruction periods.
[0188] As shown in Figure 9(b), during the non-instruction period, in the normal and standby states, if the stop operation is performed with an irregular button press sequence, penalty control (main penalty control) will be executed. On the other hand, even during the non-instruction period, in the non-advantageous section and the bonus-focused state (games 1-3), penalty control will not be executed regardless of the winning area. Also, penalty control will not be executed in each payout state during the instruction period.
[0189] When the main penalty control is executed, for example, the initial AT win lottery in the normal state is omitted. Also, when the main penalty control is executed, the premium AT transition lottery described below is omitted in the standby state. However, in games where the winning area includes Replay 9 (Red Seven), White Seven, or Premium (BAR alignment), the main penalty control will not be executed even if the stop operation is performed in an irregular order.
[0190] Figure 9(b) shows the instruction modes (a, b, c) for each payout state during the instruction period. In this embodiment, during the instruction period, the system is controlled to one of the instruction modes, including instruction mode a, instruction mode b, and instruction mode c. Specifically, as shown in Figure 9(b), the main AT state and premium AT state are in instruction mode a. The bonus-focused state (from the 4th game onwards) and the ending state are in instruction mode b, and the stock-focused state is in instruction mode c.
[0191] In each instruction mode, the winning area for which the stopping operation sequence is indicated by the instruction display 16 differs. Specifically, in instruction mode a, if Bell Group B is won among the winning areas, the correct pressing sequence for winning the 12-bell combination is indicated. In instruction mode b, if Bell Group B is won among the winning areas, the correct pressing sequence for winning the 12-bell combination is indicated, and if Bell Group A is won, the stopping operation sequence (any of the irregular pressing sequences) for winning the 3-bell combination is indicated. In instruction mode c, if Bell Group B is won among the winning areas, the correct pressing sequence for winning the 12-bell combination is indicated, and if Bell Group A is won, the stopping operation sequence (any of the irregular pressing sequences) for winning the 3-bell combination is indicated, and if Choice Group C is won, Middle 1st is indicated.
[0192] Figure 9(b) shows the increase values for each instruction mode. In this embodiment, the "increase value" is the expected value of the number of medals increased in one game (predetermined number "3" - number of medals paid out) when the stopping operation is performed in the stopping operation order indicated on the instruction display 16 for games in which the stopping operation order is indicated, and when the stopping operation is performed with left 1st for games in which the stopping operation order is not indicated.
[0193] For example, in instruction modes b and c, the stopping order is instructed for both games in which Bell Group A is won and games in which Bell Group B is won. The increase in instruction modes b and c is approximately "4". On the other hand, in instruction mode a, the stopping order is instructed for games in which Bell Group B is won, but not for games in which Bell Group A is won. Therefore, the increase in instruction mode a is calculated assuming that the stopping operation is performed with the left 1st in games in which Bell Group A is won (a 1-coin payout is achieved and a 3-coin bell payout is not achieved). The increase in instruction mode a is less than the increase of "4" in instruction modes b and c. Specifically, the increase in instruction mode a is approximately "2.77".
[0194] However, in this embodiment, even in instruction mode a, a configuration is adopted that allows for the winning of the 3-bell combination in a game in which Bell Group A is won. Specifically, as will be described later, when Bell Group A is won in instruction mode a, an indication performance is executed that suggests that Bell Group A has been won. In this indication performance, the stop operation sequence for winning the 3-bell combination is not directly instructed.
[0195] As mentioned above, in games where Bell Group A is won, stopping the reels in either of the irregular button presses (middle 1st, right 1st) will result in a 3-bell payout. Therefore, in games where an indicative effect is performed, players can win a 3-bell payout by stopping the reels in an irregular button press order, even though no specific stopping order is instructed. Furthermore, in each game during the instruction period, including instruction mode a, the main penalty control will not be executed even if the reels are stopped in an irregular button press order, regardless of whether or not instructions for the stopping order are given for that game.
[0196] In the above configuration, even in instruction mode a, the game is played in a way that results in a 3-bell combination being awarded when Bell Group A is won. When played in this way, the expected value of the number of medals increased in one game (hereinafter referred to as "actual added value") is a common value of "4" in instruction modes a, b, and c. Figure 9(b) shows the actual added value for each payout state.
[0197] Figures 10(a), 10(b-1) to 10(b-3) are conceptual diagrams of each instruction determination table (X, Ya, Yb, Yc). In each game, the main CPU 301 determines an instruction number using the instruction determination table and displays instruction information ("01" to "05") corresponding to that instruction number on the instruction display 16. The main CPU 301 also sends a command (the second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU 412).
[0198] Each instruction determination table includes instruction determination table X (Figure 10(a)) and instruction determination table Y (Figures 10(b-1) to 10(b-3)). Instruction determination table X is used to determine the instruction number for each game during the non-instruction period. Instruction determination table Y (Ya, Yb, Yc) is used to determine the instruction number for each game during the instruction period. As shown in Figure 10, each instruction determination table is composed of each instruction number for each winning area.
[0199] The instruction decision table Y includes instruction decision tables Ya, Yb, and Yc. Instruction decision table Ya is used during instruction mode a (main AT state, premium AT state) within the instruction period. Instruction decision table Yb is used during instruction mode b within the instruction period, and instruction decision table Yc is used during instruction mode c.
[0200] As shown in Figure 10(a), during the non-indication period, regardless of which winning area is selected, the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which instruction information is displayed. With this configuration, during the non-indication period, the instruction display 16 does not indicate the stopping operation method (stopping operation position, stopping operation sequence).
[0201] Figure 10(b-1) is a conceptual diagram of the instruction decision table Ya. As mentioned above, the instruction decision table Ya is used in instruction mode a. That is, the instruction decision table Ya is used in the main AT state and the premium AT state.
[0202] As shown in Figure 10(b-1), in each game in instruction mode a, if bell B1 or bell B2 is selected from bell group B, the main CPU 301 determines instruction number "01". When instruction number "01" is determined, the main CPU 301 displays the number "1" (hereinafter referred to as "instruction information "1") as instruction information on the instruction display 16. As described above, the correct button press order when bell B1 or bell B2 is selected is "middle left left". In the above configuration, in a game where instruction information "1" is displayed, stopping the buttons in the order "middle left left" is more advantageous than stopping them in any other order. Therefore, when instruction information "1" is displayed on the instruction display 16, the player should stop the buttons in the order "middle left left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle left left" by displaying instruction information "1".
[0203] In each game in instruction mode a, if bell B3 or bell B4 is won, the main CPU 301 determines instruction number "02". When instruction number "02" is determined, the main CPU 301 displays the number "2" (hereinafter referred to as "instruction information "2"") as instruction information on the instruction display 16. As described above, the correct button press order when bell B3 or bell B4 is won is "middle, right, left". In the above configuration, in a game where instruction information "2" is displayed, stopping the buttons in the order "middle, right, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "2" is displayed on the instruction display 16, the player should stop the buttons in the order "middle, right, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle, right, left" by displaying instruction information "2".
[0204] In each game in instruction mode a, if Bell B5 or Bell B6 is won, the main CPU 301 determines instruction number "03". When instruction number "03" is determined, the main CPU 301 displays the number "3" (hereinafter referred to as "instruction information "3") as instruction information on the instruction display 16. As described above, the correct button press order when Bell B5 or Bell B6 is won is "right, left, middle". In the above configuration, in a game where instruction information "3" is displayed, stopping the buttons in the order of "right, left, middle" is more advantageous than stopping them in any other order. Therefore, when instruction information "3" is displayed on the instruction display 16, the player should stop the buttons in the order of "right, left, middle". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order of "right, left, middle" by displaying instruction information "3".
[0205] In each game in instruction mode a, if Bell B7 or Bell B8 is won, the main CPU 301 determines instruction number "04". When instruction number "04" is determined, the main CPU 301 displays the number "4" (hereinafter referred to as "instruction information "4") as instruction information on the instruction display 16. As described above, the correct button press order when Bell B7 or Bell B8 is won is "right, middle, left". In the above configuration, in a game where instruction information "4" is displayed, stopping the buttons in the order "right, middle, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "4" is displayed on the instruction display 16, the player should stop the buttons in the order "right, middle, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "right, middle, left" by displaying instruction information "4".
[0206] As described above, in instruction mode a, if bell group B (bells B1-8) is selected from each winning area, the correct button press order is indicated by the instruction display 16. On the other hand, as shown in Figure 10(b-1), in instruction mode a, even if bell group A (bells A1-4) is selected from each winning area, the stopping operation order is not indicated. That is, if bell group A (bells A1-4) is selected in instruction mode a, the stopping operation order (irregular button press order) that results in a 3-bell combination is not indicated. However, as mentioned above, if bell group A is selected in instruction mode a, the suggestion display indicates that the stopping operation should be performed in the irregular button press order that results in a 3-bell combination. As shown in Figure 10(b-1), in instruction mode a, if a winning area other than bell group B is selected, the instruction by the instruction display 16 is not executed.
[0207] Figure 10(b-2) is a conceptual diagram of the instruction decision table Yb. The instruction decision table Yb is used in instruction mode b. As mentioned above, the ending state and the bonus special state (from the 4th game onwards) are instruction mode b. As shown in Figure 10(b-2), when bell group B is won in instruction mode b, the correct button press sequence for winning 12 bells is indicated by the instruction display 16, similar to instruction mode a.
[0208] In instruction mode b, the stop operation order is instructed by the instruction display 16 not only for games in which Bell Group B is won, but also for games in which Bell Group A (Bell A1-4) is won. Specifically, in instruction mode b, if Bell A1 is won from Bell Group A, the main CPU 301 determines instruction number "01" (middle left left). The main CPU 301 also displays instruction information "1" on the instruction display 16. In other words, if Bell A1 is won in instruction mode b, the stop operation order "middle left left" is instructed, just as when Bell B1 (Bell B2) is won. As described above, in games in which Bell A1 is won, if the stop operation is performed in an irregular order (including middle left left), a 3-bell combination will be awarded. Therefore, in instruction mode b, by following the instructions of the instruction display 16, it is possible to award a 3-bell combination in games in which Bell A1 is won.
[0209] In instruction mode b, when bell A2 is won, the main CPU 301 determines instruction number "02". The main CPU 301 also displays instruction information "2" on the instruction display 16. In other words, when bell A2 is won in instruction mode b, the stopping operation order of "middle, right, left" is instructed, just as when bell B3 (bell B4) is won. As described above, in a game where bell A2 is won, stopping the buttons in an irregular order (including middle, right, left) will result in a 3-bell payout. Therefore, in instruction mode b, by following the instructions on the instruction display 16, it is possible to win a 3-bell payout in a game where bell A2 is won.
[0210] In instruction mode b, when bell A3 is won, the main CPU 301 determines instruction number "03". The main CPU 301 also displays instruction information "3" on the instruction display 16. In other words, when bell A3 is won in instruction mode b, the stopping operation order of "right, left, middle" is instructed, just as when bell B5 (bell B6) is won. As described above, in a game where bell A3 is won, stopping the buttons in an irregular order (including right, left, middle) will result in a 3-bell payout. Therefore, in instruction mode b, by following the instructions on the instruction display 16, it is possible to win a 3-bell payout in a game where bell A3 is won.
[0211] In instruction mode b, when bell A4 is won, the main CPU 301 determines instruction number "04". The main CPU 301 also displays instruction information "4" on the instruction display 16. In other words, when bell A4 is won in instruction mode b, the stopping operation order of "right, middle, left" is instructed, just as when bell B7 (bell B8) is won. As mentioned above, in a game where bell A4 is won, stopping the buttons in an irregular order (including right, middle, left) will result in a 3-bell payout. Therefore, in instruction mode b, by following the instructions on the instruction display 16, it is possible to win a 3-bell payout in a game where bell A4 is won. In instruction mode b, if anything other than bell group A and bell group B is won, instruction number "99" is determined, and no instruction information is displayed on the instruction display 16.
[0212] In addition, in games where Bell Group A is selected, any of the following combinations of irregular button presses will result in a 3-bell win: "middle left-right", "middle right-left", "right left-middle", or "right middle left". Therefore, in instruction mode b, if Bell Group A is selected, the instruction information "A" is displayed on the instruction display 16 regardless of the type of Bell A, and the instruction number "A" is determined (hereinafter referred to as "proportionality"). In the above proportionality, when the instruction number "A" is displayed on the instruction display 16, the player is instructed to stop the reels with any of the irregular button presses (middle left-right, middle right-left, right left-middle, right middle-left), and a 3-bell win can be achieved.
[0213] However, in the proportional system described above, the types of instruction information that can be displayed differ between games in which Bell Group A is won (instruction information = A) and games in which Bell Group B is won (instruction information = 1, 2, 3, 4). Consequently, the number of types of instruction information increases, which can cause inconvenience for players (especially beginners) who may not understand which stop operation sequence each instruction information indicates. Considering these circumstances, in this embodiment, the instruction information that can be displayed is made common between games in which Bell Group A is won and games in which Bell Group B is won. In this embodiment, for example, compared to the proportional system described above, the number of types of instruction information is reduced, which has the advantage of suppressing the aforementioned inconvenience.
[0214] Figure 10(b-3) is a conceptual diagram of the instruction decision table Yc. As mentioned above, the instruction decision table Yc is used in instruction mode c. That is, the instruction decision table Yc is used in the stock-specialized state. As shown in Figure 10(b-3), in instruction mode c, similar to instruction mode a and instruction mode b, the instruction display 16 indicates the correct button press sequence that results in a 12-bell payout when bell group B is selected. Also, in instruction mode c, similar to instruction mode b, the instruction display 16 indicates the stop operation sequence that results in a 3-bell payout when bell group A is selected.
[0215] In instruction mode c, the stop operation order is instructed by the instruction display 16 in addition to games in which Bell Group A or Bell Group B is won, as well as in games in which Choice Group C (Replay 2, 3) and Replay 4 (Recovery Replay) are won. Specifically, in instruction mode c, when Choice Group C or Replay 4 is won, the in-CPU 301 determines instruction number "05". The main CPU 301 also displays instruction information "5" on the instruction display 16.
[0216] As will be explained in more detail later, in instruction mode c (stock-focused state), in a game in which choice group C is selected, the right to transition to the bonus-focused state is granted on the condition that the player stops the reels at the middle 1st position (either middle left-right or middle right-left). Therefore, when instruction information "5" is displayed on the instruction display 16 in instruction mode c, the player should stop the reels at the middle 1st position. In other words, when instruction information "5" is displayed on the instruction display 16, the player is effectively instructed to stop the reels at the middle 1st position.
[0217] In this embodiment, if Replay 4 (Recovery Replay) is selected in instruction mode c, the right to transition to the bonus special state is granted regardless of the stop operation order. Therefore, if Replay 4 is selected in instruction mode c, the instruction number "99" (no instruction) may be determined and the instruction information may not be displayed on the instruction display 16. In instruction mode c, if Bell Group A, Bell Group B, Choice Group C, or anything other than Replay 4 is selected, the instruction number "99" is determined and the instruction information is not displayed on the instruction display 16.
[0218] Figure 11 is a diagram illustrating the commands (first command, second command) sent from the main CPU 301 to the sub-CPU 412. As shown in Figure 11, the main CPU 301 sends the first command ("A00", etc.) to the sub-CPU 412 depending on the winning area. For example, if the winning area for this game is a loss, the main CPU 301 sends the command "A00" to the sub-CPU 412. Also, if replay 1 is won, the main CPU 301 sends the command "A01".
[0219] As can be seen from Figure 11, each winning area is, in principle, provided with one first command corresponding to that winning area. In other words, there is a one-to-one correspondence between the winning area and the first command. Therefore, when the first command is received by the sub-CPU 412, the winning area can be identified from the first command. Thus, the sub-CPU 412 can determine the animation corresponding to the winning area that corresponds to the first command.
[0220] However, as shown in Figure 11, in games where Replay 2 and Replay 3 (Choice Group C) are won, the first command "A02" is sent in common. Therefore, it is not possible to determine from the first command "A02" whether Replay 2 or Replay 3 was won. Also, in games where Bells A1-A4 (Bell Group A) are won, the first command "A10" is sent in common. Therefore, it is not possible to determine from the first command "A10" whether Bells A1-A4 were won. Similarly, in games where Bells B1-B8 (Bell Group B) or 1-coin 1 are won, the first command "A11" is sent in common. Therefore, it is not possible to determine from the first command "A11" whether Bells B1-B8 were won. With the above configuration, it is not possible to determine a favorable stopping operation order (for example, the correct button press order) from the first command.
[0221] In addition to the first command, the main CPU 301 sends a second command (such as "B01") to the sub-CPU 412 that corresponds to the instruction number (instruction information) for the current game. Specifically, if instruction number "99" (no instruction) is determined for the current game, the main CPU 301 sends the command "B99" to the sub-CPU 412, as shown in Figure 11. As mentioned above, instruction number "99" is determined for each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is sent regardless of the winning area.
[0222] As shown in Figure 11, during instruction mode a (main AT state, premium AT state) within the instruction period, if Bell B1 or Bell B2 (correct button press order is "middle left left") is selected from Bell Group B, the main CPU 301 sends the second command "B01" corresponding to instruction number "01" (middle left left). Also, in instruction mode a, if Bell B3 or Bell B4 (correct button press order is "middle right left") is selected from Bell Group B, the main CPU 301 sends the second command "B02" corresponding to instruction number "02" (middle right left). Similarly, in instruction mode a, if Bell B5 or Bell B6 (correct button press order is "right left middle") is selected from Bell Group B, the main CPU 301 sends the second command "B03" corresponding to instruction number "03" (right left middle), and if Bell B7 or Bell B8 (correct button press order is "right middle left") is selected, the main CPU 301 sends the second command "B04" corresponding to instruction number "04" (right middle left).
[0223] As shown in Figure 11, similar to instruction mode a, in instruction mode b (the 4th game of the bonus-focused state, ending state) and instruction mode c (the stock-focused state), when Bell Group B is won in a game, a second command (B01-B04) corresponding to the correct button press order for the Bell B (1-8) won in that game is sent. Upon receiving the above second command, the sub-CPU 412 executes an instruction animation that instructs the stop operation sequence corresponding to the second command. The above instruction animation instructs the correct button press order for the 12-coin bell combination.
[0224] As shown in Figure 11, the main CPU 301 sends the second command "B99" when Bell Group A is won in instruction mode a during the instruction period. The second command "B99" corresponds to instruction number "99" (no instruction). In other words, in a game where Bell Group A is won in instruction mode a, an irregular button press order is advantageous (a 3-bell combination can be won with an irregular button press order), but the second command corresponding to the advantageous stop operation order is not sent. Also, in a game where Bell Group A is won in instruction mode a, no instruction information is displayed on the instruction display 16.
[0225] However, whether or not Bell Group A has been won can be determined by the sub-CPU 412 via the first command "A10". In this embodiment, when the sub-CPU 412 receives the first command "A10" in instruction mode a, it executes a predetermined suggestive animation. In a game in which the above suggestive animation has been executed, stopping the buttons in an irregular order will result in winning the 3-bell combination. In other words, the above suggestive animation effectively suggests a favorable stopping order even in games in which no instruction information is displayed on the instruction display 16.
[0226] As shown in Figure 11, during instruction mode b or instruction mode c within the instruction period, if bell A1 is selected from bell group A, the main CPU 301 sends the second command "B01" corresponding to instruction number "01" (center left left). Also, during instruction mode b or instruction mode c within the instruction period, if bell A2 is selected from bell group A, the main CPU 301 sends the second command "B02" corresponding to instruction number "02" (center right left).
[0227] Similarly, during the instruction period, in instruction mode b or instruction mode c, if bell A3 is selected from bell group A, the main CPU 301 sends the second command "B03" corresponding to instruction number "03" (right, left, center), and if bell A4 is selected, it sends the second command "B04" corresponding to instruction number "04" (right, center, left). Upon receiving the above second commands, the sub-CPU 412 executes an instruction animation that instructs the stop operation sequence corresponding to the said second command. The above instruction animation instructs the stop operation sequence that results in a 3-bell combination.
[0228] As shown in Figure 11, when the main CPU 301 selects either group C or replay 4 during instruction mode c within the instruction period, it sends the second command "B05" corresponding to instruction number "05" (1st in the middle). Upon receiving this second command, the sub-CPU 412 executes an instruction sequence (selection sequence) that indicates the stop operation sequence corresponding to the second command (see Figure 14(b-1) below).
[0229] The main CPU 301 calculates various game information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instructions, bonus game ratio) according to the progress of the game, and displays information corresponding to this game information on the main display unit 40. In order to calculate the above game information, the main CPU 301 counts the number of games played during the period from when the power is first turned on to the game machine 1 until the number of games played reaches 175,000 (hereinafter referred to as the "total game counting period").
[0230] Figure 12 is a diagram illustrating the various memory areas (G1-G3, g1, g2) of the main RAM 303. Each of these memory areas is provided to store the aforementioned game information (such as the winning combination ratio), and includes memory areas G1, G2, G3, G4, g1, and g2. For example, each memory area can store 1 byte of information.
[0231] For explanatory purposes, the period during which the so-called "Type 1 Special Feature Continuous Operation Device" is in operation may be simply referred to as "During the 1st Feature Consecutive Play." Similarly, the period during which the so-called "Type 2 Special Feature Continuous Operation Device" is in operation may be simply referred to as "During the 2nd Feature Consecutive Play." Both the 1st and 2nd Feature Consecutive Play periods end after a predetermined number of medals are dispensed. In addition, the period during which the so-called "Type 1 Special Feature" is in operation may be simply referred to as "During the 1st Feature," and the period during which the so-called "Type 2 Special Feature" is in operation may be simply referred to as "During the 2nd Feature." The 1st Feature Consecutive Play period ends after 8 games, and the 2nd Feature Consecutive Play period ends after 1 game. In addition, the period during which the so-called "Normal Feature" is in operation may be referred to as "During the Normal Feature." The Normal Feature Consecutive Play period ends after 1 game.
[0232] In this embodiment, the bonus activation state is the first bonus combination, and all games are in the first bonus combination state. A "general first bonus combination" state may also be included within the first bonus combination state. In the general first bonus combination state, the winning combination that activates the first type special bonus (RB combination) is more likely to be won compared to other game states. Furthermore, if a second bonus combination state is included, a "general second bonus combination" state may also be included within the second bonus combination state. In the general second bonus combination state, the winning combination that activates the second type special bonus (CB combination) is more likely to be won compared to other game states.
[0233] The winning combination ratio is the proportion of the total number of medals acquired from the initial power-on to the present (hereinafter referred to as the "total game period") that was acquired during the first bonus round (including the first bonus round within the first bonus round) (hereinafter referred to as the "winning combination ratio B / A"). In this embodiment, the winning combination ratio B is the number of medals acquired during the bonus activation state (during the first bonus round within the first bonus round). As shown in Figure 12, the winning combination ratio is stored in memory area G1.
[0234] The main CPU 301 calculates the winning combination ratio every 400 games and stores the result in memory area G1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the winning combination ratio in memory area G1.
[0235] The bonus payout ratio is the proportion of the total number of medals A that are obtained by the sum of the medals obtained during the first bonus payout, the second bonus payout, and the regular bonus payout (hereinafter referred to as "bonus medal payout C") (bonus payout ratio = C / A). As shown in Figure 12, the bonus payout ratio is stored in memory area G2. In this embodiment, the bonus medal payout C is the number of medals obtained during the first bonus payout (bonus activated state), as there are no bonus payouts during the second bonus payout and the regular bonus payout.
[0236] The main CPU 301 calculates the prize ratio every 400 games and stores the calculation result in memory area G2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the prize ratio in memory area G2. The prize ratio including instructions is the ratio of the total number of medals (C+D) which is the sum of the total number of medals obtained in the game instructed by the instruction display 16 (hereinafter referred to as "instructed game medal count D") and the prize medal count C, to the total number of medals A (instructed prize ratio including instructions = (C+D) / A). In this embodiment, even if the player makes a mistake in pressing the buttons in a game instructed by the instruction display 16, a 1-coin prize may still be displayed. In this case, the value "1" is added to the instructed game medal count D.
[0237] The main CPU 301 calculates the ratio of the bonus item with instructions every 400 games and stores the calculation result in memory area G3. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the ratio of the bonus item with instructions in memory area G3.
[0238] The recent winning streak ratio is the proportion of the number of medals obtained during the first bonus round (including the first bonus round within the first bonus round) out of the total number of medals obtained in the most recent 6000 games (hereinafter referred to as "recent total medals a") (recent winning streak ratio = b / a). In this embodiment, the recent winning streak medals b is the number of medals obtained during the bonus activation state (during the first bonus round within the first bonus round) in the most recent 6000 games. As shown in Figure 12, the recent winning streak ratio is stored in memory area g1. Note that if the number of games played during the total game period is 6000 or less, the winning streak ratio and the recent winning streak ratio are the same (B / A = b / a).
[0239] The main CPU 301 calculates the ratio of consecutive wins every 400 games and stores the calculation result in memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the ratio of consecutive wins in memory area g1.
[0240] The most recent bonus payout ratio is the proportion of the total number of medals a obtained recently that is accounted for by the sum of the number of medals obtained during the first bonus payout, the second bonus payout, and the regular bonus payout (hereinafter referred to as "bonus medal count c") (bonus payout ratio = c / a). In this embodiment, since there are no bonus payouts during the second bonus payout and the regular bonus payout, the bonus medal count c is the number of medals obtained during the first bonus payout (bonus activated state) in the most recent 6000 games. As shown in Figure 12, the most recent bonus payout ratio is stored in memory area g2. Note that if the number of games played during the total game period is 6000 or less, the bonus payout ratio and the most recent bonus payout ratio will be the same (C / A = c / a).
[0241] The main CPU 301 calculates the most recent winning combination ratio every 400 games and stores the calculation result in memory area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent winning combination ratio in memory area g2.
[0242] The bonus game ratio is the proportion of the total number of games E during the total game period that is accounted for by the number of bonus games F, which is the sum of the number of games played during the first bonus round (including the first bonus feature), the second bonus round (including the second bonus feature), the first bonus feature (excluding the first bonus round), the second bonus feature (excluding the second bonus round), and the normal bonus feature (bonus game ratio = F / E). In this embodiment, the number of bonus games F is the total number of games played when the bonus is activated.
[0243] As shown in Figure 12, the bonus game ratio is stored in memory area G4. The main CPU 301 calculates the bonus game ratio for each game and stores the calculation result in memory area G4. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the bonus game ratio in memory area G4.
[0244] The total number of medals A, the number of medals for consecutive wins B, the number of medals for special events C, the number of medals for instructed games D, the total number of games played E, the number of bonus games played F, the most recent total number of medals a, the most recent number of medals for consecutive wins b, and the number of medals for special events c are all stored separately in dedicated counters provided in the main RAM 303 and added at each of the aforementioned triggers. For example, when medals are awarded for each game in which an instruction is executed, the number of medals for instructed games D is added. Also, when medals are awarded while a bonus is active, the number of medals for special events C is added. Furthermore, when game media are awarded for each game, the total number of medals A is added regardless of whether or not there is an instruction for the order of stopping operations.
[0245] In this embodiment, when the total number of games played E reaches 175,000, the updates of the consecutive win ratio, the bonus game ratio, the bonus game ratio including instructions, and the bonus game ratio are stopped. On the other hand, the most recent consecutive win ratio and the most recent bonus game ratio are updated even after the total number of games played E reaches 175,000.
[0246] Figure 12 is a schematic diagram of the main display unit 40 that displays the display information HA. When the display information HA is displayed, the string "6A" corresponding to the linked ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G1 (the magnitude of the linked ratio) is displayed in the second display unit 40Y.
[0247] Furthermore, when displaying information HA, if the percentage information in the second display unit 40Y is 60 or greater (G1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HA, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.
[0248] Figure 12 is a schematic diagram of the main display unit 40 that displays the display information HB. When the display information HB is displayed, the string "7A" corresponding to the prize ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G2 is displayed in the second display unit 40Y.
[0249] Furthermore, when displaying information HB, if the percentage information in the second display unit 40Y is 70 or greater (G2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HB, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.
[0250] Figure 12 is a schematic diagram of the main display unit 40 that displays display information HC. When display information HC is displayed, the string "7P" corresponding to the instruction-included bonus ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G3 is displayed in the second display unit 40Y.
[0251] Furthermore, when displaying information HC, if the percentage information of the second display unit 40Y is 70 or greater (G3≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HC, if the number of games played during the total game period is less than 175,000 (E<175,000), the first display unit 40X will flash to display the identification information.
[0252] Figure 12 is a schematic diagram of the main display unit 40 that displays display information HD. When display information HD is displayed, the string "6Y" corresponding to the most recent linked ratio is displayed on the first display unit 40X of the main display unit 40, and the current value of the memory area g1 is displayed on the second display unit 40Y.
[0253] Furthermore, when displaying the display information HD, if the percentage information of the second display unit 40Y is 60 or greater (g1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying the display information HD, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.
[0254] Figure 12 is a schematic diagram of the main display unit 40 that displays display information HE. When display information HE is displayed, the first display unit 40X of the main display unit 40 displays the string "7Y" corresponding to the most recent prize ratio, and the second display unit 40Y displays the current value of the memory area g2.
[0255] When displaying display information HE, if the percentage information in the second display unit 40Y is 70 or greater (g2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying display information HE, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.
[0256] Figure 12 is a schematic diagram of the main display unit 40 that displays the display information HF. When the display information HF is displayed, the string "5F" corresponding to the bonus game ratio is displayed on the first display unit 40X of the main display unit 40, and the current value of the memory area G4 is displayed on the second display unit 40Y.
[0257] When displaying information HF, if the percentage information in the second display unit 40Y is 50 or greater (G4≧50), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HF, if the total number of games played during the game period is less than 175,000, the first display unit 40X will flash to display the identification information.
[0258] As described above, each of the above display information is displayed in rotation at predetermined time intervals (approximately 5 seconds). Specifically, when the power is turned on, the main display unit 40 displays a test pattern for approximately 5 seconds. In this test pattern, all segments of the main display unit 40 are displayed blinking. After that, the main display unit 40 displays each of the display information in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF, for approximately 5 seconds each. After displaying display information HF, the display information is repeated from the beginning (starting with display information HC).
[0259] Furthermore, the main display unit 40 may be configured to display a test pattern not only during the period immediately after power-on, but also during other periods. For example, the main display unit 40 may be configured to display a test pattern during the period when the setting value can be changed. Alternatively, the main display unit 40 may be configured to display a test pattern during the period when the setting value can be confirmed. Furthermore, the test pattern may differ between the period immediately after power-on and other periods.
[0260] <Data used by the sub-CPU> The following diagrams illustrate the various types of data stored in the sub-ROM 413. The sub-ROM 413 stores various types of data, including a specific performance determination table.
[0261] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the instruction effects using a specific effect determination table. If an instruction effect is determined, the sub-CPU 412 transmits an effect control command indicating that instruction effect to the image control board (image control CPU 421) 420.
[0262] When the image control CPU 421 receives a performance control command indicating an instruction performance, it displays each image of the instruction performance on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command that specifies a stop operation sequence advantageous to the player (when the main CPU 301 sends the second command), the sub-CPU 412 is always responsible for notifying the stop operation pattern (stop operation sequence) corresponding to the second command.
[0263] Figures 13(a) to 13(c) are conceptual diagrams of the specific performance determination table. The sub-CPU 412 determines one of the specific performances using the specific performance determination table based on commands (first command, second command) from the main CPU 301. The specific performance is a performance designed to allow the player to play the game in a favorable stopping sequence, and includes the instruction performance and suggestion performance described above. In this embodiment, in addition to (and in parallel with) the specific performance, notification performances such as those for notifying the winning area won in the current game may be executed (see Figure 14(a-1), etc.).
[0264] As shown in Figures 13(a) to (c), a specific performance determination table is provided for each instruction mode (a to c). Figure 13(a) is a conceptual diagram of the specific performance determination table in instruction mode a. Figure 13(b) is a conceptual diagram of the specific performance determination table in instruction mode b. Figure 13(c) is a conceptual diagram of the specific performance determination table in instruction mode c.
[0265] As shown in Figure 13(a), in instruction mode a, when the sub-CPU 412 receives the combination of the first command "A10" (bell group A) and the second command "B99", suggestion animation Y is executed. In a game in instruction mode a where bell group A is won, no instruction information is displayed on the instruction display 16, but suggestion animation Y is executed. In a game where suggestion animation Y is executed, the player can win the 3-bell combination by stopping the buttons in an irregular order.
[0266] In instruction mode a, when a single 4 is won, suggestion animation Y is executed, just as in games where bell group A is won. However, in games where a single 4 is won, a single bell is awarded regardless of the order in which the reels are stopped. In the above configuration, even if the reels are stopped in an irregular order in games where suggestion animation Y is executed, a 3-bell combination is not necessarily awarded. In other words, suggestion animation Y does not indicate that an irregular order of reels is always advantageous. It is also possible to configure the system so that suggestion animation Y is executed in games where bells A1-4 are won, but not in games where other winning areas (including single 4) are won.
[0267] As shown in Figure 13(a), in instruction mode a, when the sub-CPU 412 receives a combination of the first command "A11" (bell group B) and the second commands "B01" to "B04", an instruction sequence X(1-4) is executed that instructs the stop operation sequence corresponding to the second command.
[0268] For example, when the combination of the first command "A11" and the second command "B01" (center left left) is received by the sub-CPU 412, instruction animation X1 indicating "center left left" is executed. Similarly, when the combination of the first command "A11" and the second command "B02" (center right left) is received by the sub-CPU 412, instruction animation X2 indicating "center right left" is executed. Likewise, when the combination of the first command "A11" and the second command "B03" (right left center) is received by the sub-CPU 412, instruction animation X3 indicating "right left center" is executed, and when the combination of the first command "A11" and the second command "B04" (right center left) is received by the sub-CPU 412, instruction animation X4 indicating "right center left" is executed. In this configuration, in a game where Bell Group B is won, the correct button press order for the 12-bell combination is indicated by instruction animation X(1~4).
[0269] Figure 13(a) shows the probability that instruction animation X will be executed in each game in instruction mode a. As shown in Figure 13(a), the probability that instruction animation X1 will be executed in instruction mode a is approximately "1 / 11". Also, the probability that instruction animation X2 will be executed in instruction mode a is approximately "1 / 11". Similarly, the probability that instruction animation X3 will be executed in instruction mode a is approximately "1 / 11", and the probability that instruction animation X4 will be executed in instruction mode a is approximately "1 / 11".
[0270] In the above instruction mode a, the average value of the ratio of each game in which the instruction effect X1 (center - left - right) is executed among each game in which the stop operation order is instructed on the instruction display 16 (hereinafter referred to as "appearance ratio CLRa") is about 1 / 4. Also, in the instruction mode a, the average value of the ratio of each game in which the instruction effect X2 (center - right - left) is executed among each game in which the stop operation order is instructed (hereinafter referred to as "appearance ratio CRLa") is about 1 / 4. Similarly, in the instruction mode a, the average value of the ratio of each game in which the instruction effect X3 (right - left - center) is executed among each game in which the stop operation order is instructed (hereinafter referred to as "appearance ratio RLCa") is about 1 / 4, and the average value of the ratio of each game in which the instruction effect X4 (right - center - left) is executed among each game in which the stop operation order is instructed (hereinafter referred to as "appearance ratio RCLa") is about 1 / 4.
[0271] As shown in FIG. 13(b), in the instruction mode b, in the game in which the first command "A10" (bell group A) is received and the game in which the first command "A11" (bell group B) is received, the instruction effects X(1 - 4) are executed. For example, in the instruction mode b, similar to the above - mentioned instruction mode a, when the combination of the first command "A11" (bell group B) and the second command "B01" (center - left - right) is received, the instruction effect X1 is executed. Also, in the instruction mode b, in addition to the above case, when the combination of the first command "A10" (bell group A) and the second command "B01" (center - left - right) is received, the instruction effect X1 is executed.
[0272] Similarly, in instruction mode b, when a combination of the first command "A10" (Berg group A) and the second command "B02" (center right left) is received, and when a combination of the first command "A11" (Berg group B) and the second command "B02" is received, the instruction effect X2 is executed. Also, in instruction mode b, when a combination of the first command "A10" and the second command "B03" (right left center) is received, and when a combination of the first command "A11" and the second command "B03" is received, the instruction effect X3 is executed. In instruction mode b, when a combination of the first command "A10" and the second command "B04" (right center left) is received, and when a combination of the first command "A11" and the second command "B04" is received, the instruction effect X4 is executed.
[0273] Figure 13(b) shows the probability of the instruction effect X being executed in each game of instruction mode b. As shown in Figure 13(b), the probability of the instruction effect X1 being executed in instruction mode b among each instruction effect is about "1 / 7". Also, the probability of the instruction effect X2 being executed in instruction mode b among each instruction effect is about "1 / 7". Similarly, the probability of the instruction effect X3 being executed in instruction mode b among each instruction effect is about "1 / 7", and the probability of the instruction effect X4 being executed in instruction mode b is about "1 / 7".
[0274] In the above instruction mode b, the average value (hereinafter referred to as "appearance ratio CLRb") of the ratio of each game in which the instruction effect X1 (center right left) is executed in each game where the stop operation order is indicated by the instruction indicator 16 is about 1 / 4. Also, in instruction mode b, the average value (hereinafter referred to as "appearance ratio CRLb") of the ratio of each game in which the instruction effect X2 (center right left) is executed in each game where the stop operation order is indicated is about 1 / 4. Similarly, in instruction mode b, the average value (hereinafter referred to as "appearance ratio RLCb") of the ratio of each game in which the instruction effect X3 (right left center) is executed in each game where the stop operation order is indicated is about 1 / 4, and the average value (hereinafter referred to as "appearance ratio RCLb") of the ratio of each game in which the instruction effect X4 (right center left) is executed is about 1 / 4.
[0275] As can be understood from the above explanation, the proportion of games in which the stop operation sequence is instructed as "middle left right" among the games instructed as the stop operation sequence by the indicator display 16 is approximately the same in instruction mode a and instruction mode b (appearance rate CLRa = appearance rate CLRb = 1 / 4). Also, the proportion of games in which the stop operation sequence is instructed as "middle right left" among the games instructed as the stop operation sequence is approximately the same in instruction mode a and instruction mode b (appearance rate CRLa = appearance rate CRLb = 1 / 4). Similarly, the proportion of games in which the stop operation sequence is instructed as "right left middle" among the games instructed as the stop operation sequence is approximately the same in instruction mode a and instruction mode b (appearance rate RLCa = appearance rate RLCb = 1 / 4), and the proportion of games in which the stop operation sequence is instructed as "right middle left" among the games instructed as the stop operation sequence is approximately the same in instruction mode a and instruction mode b (appearance rate RCLa = appearance rate RCLb = 1 / 4).
[0276] In the above embodiment, the probability of a stop operation sequence being instructed changes between instruction mode a and instruction mode b, but the occurrence ratio of each sequence (CLR, CLR, RLC, RCL) does not change between instruction mode a and instruction mode b. Let's assume a configuration in which the occurrence ratio of a particular stop operation sequence changes between instruction mode a and instruction mode b (hereinafter referred to as "proportionality"). In the above proportionality, some stop operation sequences may become extremely difficult to instruct. In this case, since some stop operation sequences are instructed suddenly (rarely), the inconvenience of the player being unable to follow the instructions may occur. According to this embodiment, since each stop operation sequence is instructed in a balanced manner between instruction mode a and instruction mode b, there is an advantage in that the above inconvenience is suppressed.
[0277] As shown in Figures 13(a) and 13(b), in games where the first command "A02" to "A06" (replay 2 to 7) is received, the second command "99" is received in both instruction mode a and instruction mode b. When the combination of the first command "A02" to "A06" and the second command "99" is received, the left 1st performance W is determined.
[0278] As described above, in games where Replay 2-7 is won, if the reels are stopped with the left button pressed first, the upper replay will be displayed on the active line, and if the button press order is irregular, the red seven replay or fake replay may be displayed. By executing the left button press first performance W described above, the situation in which the red seven replay and fake replay are displayed meaninglessly can be suppressed. However, in instruction mode a and instruction mode b, the stop operation order may not be instructed in games where Replay 2-7 is won.
[0279] As shown in Figure 13(c), in instruction mode c, similar to instruction mode b described above, instruction effects X(1-4) are executed in games where the first command "A10" (bell group A) is received, and in games where the first command "A11" (bell group B) is received. Furthermore, the probability and appearance rate of each instruction effect X1-4 (middle left-right, middle right-left, right-left-middle, right-middle-left) being executed in instruction mode c are approximately the same as in instruction mode b.
[0280] Furthermore, in instruction mode c, instruction animation Z is executed when the first command "A02" (selection group C) or the first command "A03" (replay 4 (part of recovery replay)) is received, and when the first commands "A04" to "A06" (recovery replay, fake replay) are received. Specifically, when the combination of the first command "A02" (selection group C) and the second command "B05" (middle 1st) is received, the sub-CPU 412 executes instruction animation Z. In the above cases, instruction information "5" is displayed on the instruction display 16.
[0281] Furthermore, if the combination of the first command "A03" (recovery replay) and the second command "B05" (1st middle) is received, the sub-CPU 412 executes instruction animation Z. In this case, instruction information "5" is displayed on the instruction display 16. Similarly, if the combination of the first command "A04" to "A06" (recovery replay, fake replay) and the second command "B99" (no instruction) is received, the sub-CPU 412 executes instruction animation Z. In this case, no instruction information is displayed on the instruction display 16.
[0282] As can be understood from the above explanation, in games in which instruction animation Z is performed, the instruction display 16 may or may not display instruction information. Specifically, in games in which choice group C is selected and instruction animation Z is performed, if the stopping operation is anything other than the middle 1st as instructed by the instruction display 16, the bonus (the right to transition to the bonus special state) will not be granted. In other words, in this game, the middle 1st is actually more advantageous than other stopping operation orders.
[0283] On the other hand, in games where a recovery replay or fake replay is won and instruction animation Z is executed, the middle 1st is instructed in instruction animation Z, but the bonus is awarded regardless of the stopping order. Also, in this game, the replay is displayed as stopped on the active line regardless of the stopping order. In other words, in this game, the advantage is the same for each stopping order. Therefore, it is not necessary to display instruction information on the instruction display 16. However, similar to games where replay 4 (recovery replay) is won, the instruction information "5" may be displayed in games where other recovery replays or fake replays are won.
[0284] Figure 14(a-1) is a diagram illustrating a specific example of instruction animation X. The specific example in Figure 14(a-1) assumes that instruction animation X1 is executed in the main AT state. In the main AT state, AT animations are executed in parallel with specific animations, including instruction animation X. Examples of AT animations include the display of animation images that notify or suggest the winning area. In addition, in the main AT state, the remaining number of plays in that main AT state is displayed. Also, in the main AT state, the number of medals acquired during the current instruction period is displayed.
[0285] As described above, the main AT state is instruction mode a, and instruction sequences X (1-4) are executed in games where Bell Group B is won. Instruction sequences X display instruction images Gsx. Instruction images Gsx are images that indicate the correct button press order for the 12-bell combination. As shown in Figure 14(a-1), instruction sequence X1 displays instruction image Gsx indicating the stop operation order of "middle left right". Similarly, instruction sequence X2 displays instruction image Gsx indicating the stop operation order of "middle right left". Likewise, instruction sequence X3 displays instruction image Gsx indicating the stop operation order of "right left middle", and instruction sequence X4 displays instruction image Gsx indicating the stop operation order of "right middle left".
[0286] The instruction image Gsx described above is displayed immediately after the game starts. Also, the instruction image Gx is displayed before other presentation images. Examples of such presentation images include images to notify the winning area and images to notify whether or not additional game rounds will be awarded. In the premium AT state, similar to the main AT state described above, in games where Bell Group B is won, the correct button press order for the 12-bell combination is indicated by the instruction image Gx.
[0287] Figure 14(a-2) is a diagram illustrating a specific example of suggestive animation Y. The specific example in Figure 14(a-2) assumes that suggestive animation Y is executed in the main AT state. As described above, when bell group A or 1-coin 4 is won in the main AT state of instruction mode a, suggestive animation Y is executed. In the main AT state, AT in-game animations are executed in parallel with suggestive animation Y. As shown in Figure 14(a-2), suggestive animation Y displays suggestive image Gsy. Suggestive image Gsy is a roughly frame-shaped image, with the animation image displayed inside. However, suggestive image Gsy is not limited to the specific example in Figure 14(a-2).
[0288] The suggestive image Gsy is displayed immediately after the game is started. In other words, the timing of the start of the suggestive image Gsy and the timing of the start of the instruction image Gsx are approximately simultaneous. However, the timing of the start of the suggestive image Gsy and the timing of the start of the instruction image Gsx may differ. For example, the timing of the start of the suggestive image Gsy may be after the timing of the start of the instruction image Gsx, or it may be before.
[0289] The suggestive image Gsy will be hidden at the timing of the third stop operation if the stop operation is performed with an irregular button press sequence. However, if the stop operation is performed with the left button 1st after the suggestive image Gsy has started to be displayed, the suggestive image Gsy will be hidden at the timing of the first stop operation. Specifically, in a game in which the suggestive effect Y is executed, if the left button 1st stop operation is performed, the suggestive image Gsy will be hidden immediately afterward and the message image Gm described below will be displayed. However, it is also possible to configure the system so that the suggestive image Gsy is hidden at the timing of the first stop operation even if the stop operation is performed with an irregular button press sequence.
[0290] Figure 14(a-3) is a diagram illustrating a specific example of message image Gm. The specific example in Figure 14(a-3) assumes that the suggestion effect Gsy is started at the start of the game, and then the left first stop operation is performed. In this case, message image Gm is displayed immediately after the first stop operation. Message image Gm displays a message indicating that the left first stop operation has been performed. According to the above message image Gm, in a game in which the suggestion effect Y is performed, it is suggested that the stop operation should be performed on a position other than left 1st.
[0291] As shown in FIG. 14(a-3), during the period when the message image Gm is displayed, the effect image is displayed. Specifically, the effect image displayed during the period when the suggestion image Gsy is displayed, as described above, continues to be displayed even during the period when the message image Gm is displayed. For example, assume that a predetermined moving image is displayed as the effect image during the period when the suggestion image Gsy is displayed. In the above case, regardless of whether the message image Gm is displayed (regardless of whether the left first stop operation is performed), the predetermined moving image is continuously displayed. However, it may be configured such that when the message image Gm is displayed, another image (such as an effect image) changes. For example, it may be configured such that when the message image Gm is displayed, a black background image is displayed instead of the effect image.
[0292] The message image Gm becomes non-displayed契机によって第3停止操作を契機に. However, the timing when the message image Gm becomes non-displayed can be changed as appropriate. For example, it may be configured such that the message image Gm becomes non-displayed when a predetermined time has elapsed since the start of display.
[0293] In addition, the display mode of the message image Gm may be changed between the case where the left 1st stop operation is performed in the game selected by the bell group A in the instruction mode a and the case where the left 1st stop operation is performed in the game where one 4 is selected. Also, in the game where one 4 is selected and the left 1st stop operation is performed, the message image Gm may not be displayed. In the present embodiment, the message image Gm is not displayed in a game where the suggestion image Gsy is not displayed (for example, a winning game of one 1), but it may be configured such that the message image Gm can be displayed in the game.
[0294] In the premium AT state, similar to the above main AT state, the suggestion image Gsy is displayed in the game selected by the bell group A. Also, in the premium AT state, similar to the above main AT state, when the left first stop operation is performed in the game selected by the bell group A, the message image Gm is displayed.
[0295] Figure 14(b-1) is a diagram illustrating a specific example of instruction animation Z. As mentioned above, instruction animation Z is executed in games where choice group C, recovery replay, or fake replay is selected in the stock-specialized state. Figure 14(b-1) is a simulated diagram of each image when instruction animation Z is executed in the stock-specialized state. In the stock-specialized state, an image showing the remaining number of games in the stock-specialized state is displayed. In addition, instruction image Gsz is displayed in instruction animation Z. Instruction image Gsz is an image to instruct either middle 1st or right 1st.
[0296] Specifically, in the stock-focused state, if you select group C or replay 4 (recovery replay), an instruction image Gsz indicating "middle 1st" will be displayed. Also, in the stock-focused state, if you select replay 5, replay 6 (recovery replay), or replay 7 (fake replay), an instruction image Gsz indicating "right 1st" will be displayed.
[0297] Furthermore, in the stock-focused state, instruction animation Z displays an image representing the string "CHANCE!" in addition to the instruction image Gsz. In addition, in games in which instruction animation Z is performed, if a recovery replay is won, or if the choice group C is won and the reels are stopped in a specific stop operation order, aiming for the red seven symbol on each reel 12 will cause the red seven play to stop and be displayed on the active line. Therefore, in games in which instruction animation Z is performed, a message indicating that the red seven symbol should be aimed at each reel 12 may be displayed.
[0298] Figure 14(b-2) is a diagram illustrating another specific example of instruction animation X. The specific example in Figure 14(b-2) shows specific examples of each image displayed in the stock-focused state. As mentioned above, the stock-focused state is instruction mode b. In instruction mode b, instruction animation X (1-4) is executed not only in games in which bell group B is won, but also in games in which bell group A is won.
[0299] In this embodiment, in instruction mode b (stock-focused state, bonus-focused state), a common instruction animation Gsx is displayed whether Bell Group A is won or Bell Group B is won. However, the appearance of the instruction image Gsx may differ depending on whether Bell Group A or Bell Group B is won.
[0300] Figures 15(a) and 15(b) illustrate specific examples of instruction modes (a-c) in each game. Figures 15(a) and 15(b) show the payout status and instruction mode at each point in time. In this embodiment, the instruction mode may switch during a series of instruction periods.
[0301] The specific example in Figure 15(a) assumes that the AT initial win lottery is won at time t1. If the AT initial win lottery is won, the game transitions to the bonus-focused state after a predetermined number of pre-bonus games. The specific example in Figure 15(a) assumes that the game transitions to the bonus-focused state at time t2. As mentioned above, the initial games in the bonus-focused state (1st to 3rd games) are a non-instruction period. The later games in the bonus-focused state (4th game onwards) are an instruction period. The instruction mode for the bonus-focused state is instruction mode b.
[0302] In the specific example in Figure 15(b), we assume that the bonus-focused state ends at time t3. As mentioned above, when the bonus-focused state ends, the game transitions to the main AT state. The instruction mode for the main AT state is instruction mode a. Also, in the specific example in Figure 15(b), we assume that a red seven (replay 9) is won at time t4 in the main AT state. In a game in which a red seven is won, if you aim for the red seven symbol on each reel 12 with the left 1st, the symbol combination "red seven-red seven-red seven" will be displayed. Furthermore, if a red seven is won in the main AT state, the stock-focused state will start from the next game.
[0303] The instruction mode for the stock-focused state is instruction mode c. As mentioned above, the increase value for instruction mode a is approximately 2.77, and the increase value for instruction mode c is approximately 4. As can be understood from the above explanation, in this embodiment, when a specific combination of symbols (red seven - red seven - red seven) is displayed during the main AT state, the increase value improves. In this embodiment, the player can be made to recognize that they have entered a favorable state when a specific combination of symbols is displayed.
[0304] However, as mentioned above, the actual increase value is approximately 4, which is the same for both the main AT state (instruction mode a) and the stock-focused state (instruction mode c). Similarly, if a red seven is won in the premium AT state, the instruction mode changes from instruction mode a (premium AT state) to instruction mode c (stock-focused state), so the player can be made aware that the payout state has changed when a specific combination of symbols is displayed as a stop.
[0305] As shown in Figure 15(a), when the stock-focused state ends, the game transitions to the bonus-focused state. In the final game of the stock-focused state, an image representing the value of the bonus stock counter added during that state is displayed. In the specific example in Figure 15(a), we assume that the stock-focused state ends at time t5. The bonus-focused state, which follows the end of the stock-focused state, is repeated a number of times corresponding to the bonus stock counter added during that state.
[0306] As shown in Figure 15(a), even when transitioning from a stock-focused state to a bonus-focused state, the initial stages of gameplay in the bonus-focused state are non-instruction periods. However, the initial stages of gameplay in a bonus-focused state transitioned from a normal state may be non-instruction periods, while a bonus-focused state transitioned from a stock-focused state may be instruction periods (instruction mode b) from the first game. Furthermore, if a white seven is won in the main AT state, the game will transition to a bonus-focused state from the next game. In this embodiment, even when transitioning from a main AT state to a bonus-focused state, the initial stages of gameplay in the bonus-focused state are non-instruction periods. However, a bonus-focused state transitioned from a main AT state may be instruction periods (instruction mode b) from the first game.
[0307] When the bonus-focused state ends, the game returns to the main AT state. In the specific example shown in Figure 15(a), we assume that the bonus-focused state ends at time t6 and the game transitions to the main AT state. In this case, at time t6, the instruction mode changes from instruction mode b to instruction mode a. During the final game in the bonus-focused state, an image is displayed showing the total number of bonus games won during that bonus-focused state.
[0308] Figure 15(b) is a diagram illustrating other specific examples of instruction modes (a-c) in each game. In the specific example in Figure 15(b), it is assumed that at time t7 in the main AT state, the difference in the number of tokens counter is reduced to less than the value "151". In this case, at time t7, the game transitions from the main AT state to the ending state. As mentioned above, if the difference in the number of tokens counter is reduced to less than the value "151", the game transitions to the ending state regardless of the payout state (such as the premium AT state) as long as it is within the instruction period. In the ending state, a special ending sequence exclusive to the ending state is performed.
[0309] By the way, the suggestion animation Y, which merely hints at the stopping sequence, requires more attention to avoid overlooking than the instruction animation X, which directly instructs the stopping sequence. Therefore, in instruction mode a, where suggestion animation Y is executed, players are less likely to concentrate on other animations than in instruction mode b, where suggestion animation Y is not executed. Considering these circumstances, in this embodiment, the ending state is set to instruction mode b. With this configuration, for example, compared to the configuration where the ending state is instruction mode a (a configuration in which suggestion animation Y can be executed in the ending state), there is an advantage in that it is easier to concentrate on the aforementioned ending animation.
[0310] However, the longer the payout state in instruction mode b (or instruction mode c) continues, the more likely it is that the ratio of instruction-inclusive bonus items will become excessively high, which is a disadvantage. However, the net increase in medals in the ending state is a maximum of 151 + α (α < 12). Therefore, setting the ending state to instruction mode b is unlikely to cause the disadvantage of an extremely high ratio of instruction-inclusive bonus items. However, the ending state may also be set to instruction mode a.
[0311] As described above, when the ending state ends, the advantageous period ends and the game transitions to the non-advantageous period. In Figure 15(b), the period of the non-advantageous period is shown in shaded areas. Similarly, in Figures 17(a) to (c) described later, the period of the non-advantageous period is also shown in shaded areas. In this embodiment, the freeze flag is set to the ON state during the final game of the ending state (advantageous period). This freeze flag remains ON even after the final game of the ending state ends and the game transitions to the non-advantageous period.
[0312] Furthermore, if the freeze flag is ON during the first game of the non-advantageous period, a freeze animation will be executed at the start of that game. During the freeze animation, the start of reel 12 is restricted, and the LCD display device 30 notifies that the game will transition to the standby period. The freeze flag is turned ON when transitioning from the ending state or the main AT state to the non-advantageous period, but not ON when transitioning from other payout states (standby state A) to the non-advantageous period. Also, the freeze flag will not be turned ON if the setting value is changed and the game transitions to the non-advantageous period.
[0313] When transitioning to a non-advantageous section, all information used in the instruction function processing is initialized. This information includes information indicating the last payout state in the previous advantageous section. However, in this embodiment, before the advantageous section ends, the freeze flag is changed to the ON state according to the last payout state of that advantageous section. Therefore, even if all information used in the instruction function processing is initialized before transitioning to a non-advantageous section, the presence or absence of the freeze effect in the non-advantageous section can be changed according to the last payout state of the previous advantageous section. Alternatively, the freeze effect may be executed when transitioning from a non-advantageous section to a standby state.
[0314] In the specific example shown in Figure 15(b), we assume that the advantageous section transition process is executed at time t8. As mentioned above, the advantageous section transition process includes an initial state determination process. In this initial state determination process, it is determined, with a probability according to the set value, whether to transition to standby state A or standby state B. In the specific example shown in Figure 15(b), we assume that standby state A is determined in the initial state determination process at time t8. In this case, the advantageous section starts from the next game and the game transitions to standby state A.
[0315] In principle, standby state A ends after one game. However, the premium transition lottery process is also executed in standby state A. In the specific example in Figure 15(b), we assume that the premium transition lottery process executed at time t9 was unsuccessful. In this case, standby state A ends and the game transitions to a non-advantageous section.
[0316] In the specific example in Figure 15(b), we assume that the advantageous section transition process (initial state determination process) is executed at time t10, the second non-advantageous section after the ending state has ended. We also assume that the standby state B is determined during the initial state determination process at time t10. As mentioned above, standby state B continues until the transition to the premium AT state. In the specific example in Figure 15(b), we assume that at time t12, standby state B ends and the transition to the premium AT state occurs.
[0317] Figure 16(a) is a diagram illustrating the probability of determining either standby state A or standby state B during the initial state determination process. As shown in Figure 16(a), the probability of winning standby state B changes depending on the setting value. Specifically, the larger the setting value, the easier it is to win standby state B. As mentioned above, if the game transitions to standby state B, it then transitions to the premium AT state. On the other hand, if the game transitions to standby state A, it then transitions to a non-advantageous section. However, even if the game transitions to standby state A, if the game is won in the premium transition lottery process, standby state A will continue for 30 games, after which the game can transition to the premium AT state.
[0318] Figure 16(b) is a diagram illustrating the probability of winning the premium transition lottery process. As shown in Figure 16(b), the probability of winning the premium transition lottery process in a single game is approximately 2.3%. Therefore, even if the game transitions to standby state A, there is a 2.3% probability that standby state A will continue instead of being a non-advantageous section, and the game will transition to the premium AT state.
[0319] Figure 16(c) is a diagram illustrating the average number of games played in the non-advantageous section from the transition to the non-advantageous section in the internal intermediate state until the transition to the premium AT state (hereinafter referred to as the "average number of games in the non-advantageous section"). In this embodiment, regardless of the setting value, the non-advantageous section generally ends after one game. As shown in Figure 16(a) above, when the setting value is 0, the game does not transition to standby state B, so standby state A and the non-advantageous section are repeated until the premium transition lottery process in standby state A is successful. In this embodiment described above, the average number of games in the non-advantageous section with a setting value of 0 is approximately 43.
[0320] On the other hand, for setting values other than 0, the system repeatedly cycles between standby state A and the non-advantageous period until standby state B is selected in the initial state determination process or until a win is achieved in the premium transition lottery process in standby state A. As mentioned above, in the initial state determination process, the larger the setting value, the easier it is to select standby state B. In this embodiment described above, as shown in Figure 16(c), the larger the setting value, the fewer the average number of non-advantageous periods.
[0321] As described above, in this embodiment, at setting 0, which has the lowest payout rate, the average total number of non-advantageous periods in all games is maximized. On the other hand, at setting 6, which has the highest payout rate, the average total number of non-advantageous periods is minimized. With this configuration, a gameplay feature is achieved in which the setting value can be predicted based on the number of games taken to transition to the premium AT state. Alternatively, the configuration may be such that at setting 0, which has the lowest payout rate, the average total number of non-advantageous periods is minimized, and at setting 6, which has the highest payout rate, the average total number of non-advantageous periods is maximized. Even with this configuration, a gameplay feature is achieved in which the setting value can be predicted based on the number of games taken to transition to the premium AT state.
[0322] Figures 17(a) to (c) illustrate the transitions between each payout state when a premium stock is present (premium stock flag = ON). Figures 17(a) to (c) show the payout state, instruction mode, and net payout counter value at each point in time. As mentioned above, when a premium stock is present, it becomes possible to transition to the premium AT state after the main AT state ends. However, the payout state before transitioning to the premium AT state will differ depending on the net payout counter at the end of the main AT state.
[0323] Figure 17(a) is a diagram illustrating a specific example of the transition from the end of the main AT state to the premium AT state. In the specific example in Figure 17(a), it is assumed that the main AT state ends at time t1a. If the premium stock flag is ON when the main AT state ends, it is determined whether the difference in tokens counter (the number of tokens until the current advantageous period is forcibly ended) is greater than 2400.
[0324] If the net payout counter is 2400 or less, the current advantageous period ends and the game transitions to a non-advantageous period. In the specific example in Figure 17(a), we assume that the net payout counter value is "1000" at time t1a when the main AT state ends (net payout counter < 2400). In this case, when the main AT state ends, the advantageous period ends and the game transitions to a non-advantageous period.
[0325] In the specific example in Figure 17(a), we assume that a transition to standby state B is decided during the first non-advantageous period after the main AT state ends. In this case, the initial payout state of the new advantageous period will be standby state B. In the specific example in Figure 17(a), we assume that a new advantageous period starts from time t2a. In this case, the difference in payout counter at time t2a will be the initial value of "2401".
[0326] Let's assume a configuration where the system transitions from the main AT state to the premium AT state without going through a non-advantageous section, regardless of the value of the net payout counter at the end of the main AT state. In this configuration, if the value of the net payout counter at the end of the main AT state is excessively small, it is anticipated that in the subsequent premium AT state, the net payout counter will be immediately reduced to "0" and the system will transition to a non-advantageous section, which is an undesirable problem. According to this embodiment, if the value of the net payout counter at the end of the main AT state is excessively small, the system transitions to a non-advantageous section and starts a new advantageous section, so the net payout counter is reset to its initial value of "2401" before transitioning to the premium AT state. Therefore, the above-mentioned problem can be suppressed.
[0327] As described above, a premium transition lottery process is executed for each game in standby state B. Furthermore, when the number of games played in standby state B reaches 30, it is determined whether or not the premium transition lottery was won in those 30 games. In the specific example in Figure 17(a), we assume that at time t3a, when the 30th game in standby state B has finished, the premium transition lottery was not won. In this case, standby state B continues even after time t3a.
[0328] Furthermore, in the specific example shown in Figure 17(a), we assume that the player wins the premium transition lottery during the 30 games played in standby state B from time t3a onward. In this case, at time t4a, when the 60th game in standby state B is completed, it is determined that the player won the premium transition lottery. If it is determined that the player won the premium transition lottery, the player will transition to the premium AT state from the next game. As mentioned above, if 90 games are played in standby state B, the player will transition to the premium AT state from the next game even if the player does not win the premium transition lottery.
[0329] Furthermore, if certain conditions are met (for example, if a specific winning area is won), the system may be configured to transition to the premium AT state before 30 games are played in standby state B. When the system transitions to the premium AT state, the instruction mode becomes instruction mode a (the instruction period begins).
[0330] Figure 17(b) is a diagram illustrating another specific example of the transition from the end of the main AT state to the premium AT state. In the specific example in Figure 17(a) above, it was assumed that the net difference counter was less than or equal to the value "2400" at the end of the main AT state. In the specific example in Figure 17(b), it is assumed that the net difference counter was greater than the value "2400" at the end of the main AT state t1b.
[0331] If the net payout counter is greater than 2400 at the end of the main AT state, the game will transition to the premium AT state without going through a non-advantageous period. In other words, the game will transition to the premium AT state without resetting the net payout counter. Specifically, if the net payout counter is greater than 2400 at the end of the main AT state, the game will transition directly from the main AT state to standby state B. In other words, the main AT state and standby state B are a common (series of) advantageous periods.
[0332] If the game transitions directly from the main AT state to standby state B, after 10 games have been played in standby state B, the game will transition to the premium AT state regardless of the result of the premium transition lottery. Figure 17(b) assumes that the premium AT state starts at time t2b. The performance mode is the same for standby state B transitioned from a non-advantageous section (see Figure 17(a)) and standby state B transitioned from the main AT state (see Figure 17(b)). However, the performance mode of standby state B may be different depending on whether the transition is from a non-advantageous section or from the main AT state (without going through a non-advantageous section).
[0333] Let's assume a configuration where, regardless of the net payout counter value at the end of the main AT state, the game uniformly transitions to a non-advantageous section upon the end of the main AT state. In this configuration, even if the net payout counter value at the end of the main AT state is greater than 2400 (for example, 3000), if the net increase in payouts in the subsequent premium AT state reaches approximately 2400, the game will transition to a non-advantageous section. In this configuration, some players may experience a decrease in their motivation to play. According to this embodiment, if the net payout counter value at the end of the main AT state is greater than 2400, the advantageous section is continued and the net payout counter is not reset to its initial value (2401). Therefore, the aforementioned inconvenience can be suppressed.
[0334] Figure 17(c) illustrates another specific example of the transition from the end of the main AT state to the premium AT state. Similar to the specific example in Figure 17(a) above, the specific example in Figure 17(c) assumes that at the end of the main AT state t1c, the difference in the number of tokens counter is less than or equal to the value "2400". In this case, the game transitions from the main AT state to a non-advantageous section.
[0335] The specific example in Figure 17(c) assumes that after the end of the main AT state, standby state A is determined in the first non-advantageous section. It also assumes that the premium AT transition lottery process (time t2c) in standby state A is unsuccessful. In this case, standby state A ends and the game returns to the non-advantageous section. Furthermore, the specific example in Figure 17(c) assumes that after the end of the main AT state, standby state A is determined in the second non-advantageous section, and that the premium AT transition lottery process (time t3c) in the subsequent standby state A is also unsuccessful. In this case, standby state A ends and the game returns to the non-advantageous section.
[0336] The specific example in Figure 17(c) assumes that standby state A is determined even during the third non-advantageous period after the main AT state has ended. It also assumes that the player wins the premium transition lottery process (time t4c) in standby state A. In this case, standby state A does not end after one game, but continues for the next 30 games. After 30 games have been played in standby state A, the player transitions to the premium AT state.
[0337] In this embodiment described above, if the player wins the Premier AT transition lottery in standby state A, even if the original termination trigger for standby state A (execution of one game) is met, standby state A continues and the player transitions to the Premier AT state. In other words, in this embodiment, even if the original termination trigger for the advantageous period is met, if the right to receive a predetermined benefit is granted in that advantageous period, the advantageous period continues and the benefit is granted. Compared to a configuration in which the right to receive a predetermined benefit is invalidated by transitioning to a non-advantageous period despite being granted the right to receive that benefit, this embodiment has the advantage of being able to increase the player's motivation to play.
[0338] Even when repeatedly transitioning between the non-advantageous section and standby state A, the performance mode at each point in time during the period from the end of the main AT state to the transition to the premium AT state will consistently be "standby mode." Let's assume a configuration where the performance mode switches when transitioning to the non-advantageous section or standby state A is triggered. In the above configuration, the performance mode switches frequently, which may be inconvenient for some players. The configuration of this embodiment suppresses the above inconvenience.
[0339] In this embodiment, a warning image Gk may be displayed when transitioning to a non-advantageous section (see Figure 18(a) described later). The above warning image Gk is an image intended to warn the player about game addiction. However, in this embodiment, when transitioning to standby state A, it may repeatedly transition to a non-advantageous section. Therefore, if the system is configured to display the warning image Gk uniformly each time a transition to a non-advantageous section occurs, there is a possibility that the warning image Gk will be displayed repeatedly in a short period of time.
[0340] Considering the above circumstances, this embodiment employs a configuration in which, when transitioning to a non-advantageous section, a warning image Gk is displayed if predetermined display conditions are met, while the warning image Gk is not displayed if those conditions are not met. This configuration will be described in detail below.
[0341] Figure 18(a) is a diagram illustrating a specific example of the warning image Gk. Figure 18(a) is a simulated image of the results screen Mr. The results screen Mr is an image that displays the number of medals acquired during a series of instruction periods (such as the main AT state).
[0342] The warning image Gk is displayed, for example, during the period when the results screen Mr is displayed. As shown in Figure 18(a), the warning image Gk displays the messages "Be careful not to get addicted" and "Pachislot is a game to be enjoyed in moderation." Note that the specific examples of the warning image Gk are not limited to the above examples. Furthermore, the system may be configured to display the warning image Gk outside of the period when the results screen Mr is displayed. For example, the system may be configured to display the warning image Gk during non-game periods. Also, the images displayed on the results screen Mr are not limited to the above examples. For example, the system may be configured to display the number of times the system transitioned to the stock-focused state in the main AT state.
[0343] Figure 18(b) is a diagram illustrating specific examples of when the warning image Gk is displayed. In principle, the warning image Gk is displayed immediately before the payout state changes. For example, when transitioning from the main AT state (source) to the normal state (destination), the warning image Gk is displayed when the main AT state ends. On the other hand, when transitioning from the main AT state to standby state B (when there is a premium stock and the advantageous period is not reset), the warning image Gk is not displayed when the main AT state ends.
[0344] Additionally, when transitioning from the main AT state to a non-advantageous section (when there is a premium stock and the advantageous section is reset), the warning image Gk will not be displayed when the main AT state ends. When transitioning from the ending state to a non-advantageous section, the warning image Gk will be displayed when the ending state ends. Also, when transitioning from standby state A to a non-advantageous section, the warning image Gk will not be displayed when standby state A ends.
[0345] Figures 19(a-1) to 19(a-3) are diagrams illustrating the details of when the warning image Gk is displayed in this embodiment. Figures 19(a-1) to 19(a-3) show the payout status and performance mode at each point in time. Figures 19(a-1) to 19(a-3) also show the display period T during which the warning image Gk is displayed. The same applies to Figures 19(b-1) and 19(b-2) described later.
[0346] Figure 19(a-1) is a diagram illustrating a specific example of when the main AT state ends. The specific example in Figure 19(a-1) assumes that the premium stock flag is OFF when the main AT state ends. It also assumes that the number of remaining AT sets is 0. In these cases, when the main AT state ends, it transitions to the normal state.
[0347] In the specific example shown in Figure 19(a-1), we assume that the last game in the main AT state ended at time t1d (the third stop operation was performed at time t1d). In this case, the warning image Gk is displayed from immediately after time t1d for a display period T. The display period T ends after a predetermined time (for example, about 5 seconds). When transitioning from the main AT state to the normal state, as explained using Figure 18(a) above, the result screen Mr is displayed from time t1d, and the warning image Gk is displayed during the period in which the result screen Mr is displayed.
[0348] In this embodiment, we assume that the first game in the normal state starts at time t2d, which is more than 5 seconds after time t1d. In this case, the warning image Gk is hidden before the transition to the normal state. On the other hand, if the first game in the normal state starts before 5 seconds have passed from time t1d, the warning image Gk is displayed at the start of the game and then hidden afterward.
[0349] However, the duration for which the warning image Gk is displayed can be changed as appropriate. For example, the warning image Gk may be displayed until the next game is started. The results screen Mr is displayed, for example, until the start of the first game in normal mode t2d, and then it is hidden. However, the results screen Mr may be hidden when a medal is inserted to start the first game in normal mode. In the above configuration, the performance mode switches to the normal mode corresponding to the normal state when a medal is inserted to start the first game in normal mode.
[0350] Figure 19(a-2) is a diagram illustrating another specific example of when the main AT state ends. The specific example in Figure 19(a-2) assumes that the number of remaining AT sets is 0, similar to Figure 19(a-1) above. Furthermore, the specific example in Figure 19(a-2) assumes that the premium stock flag is ON when the main AT state ends, and the difference in the number of tokens counter is less than or equal to the value "2400". In these cases, when the main AT state ends, the game transitions to a non-advantageous section.
[0351] In the specific example shown in Figure 19(a-2), we assume that the main AT state ends at time te1 and transitions to a non-advantageous section. As mentioned above, when transitioning from the main AT state to the normal state, the warning image Gk is displayed (see Figure 19(a-1) above). On the other hand, when transitioning from the main AT state to a non-advantageous section, the warning image Gk is not displayed, as shown in Figure 19(a-2).
[0352] In the specific example in Figure 19(a-2), we assume a transition to standby state A from the first non-advantageous period after the main AT state has ended. We also assume a transition from standby state A to a non-advantageous period at time t2e. As shown in Figure 19(a-2), when transitioning from standby state A to a non-advantageous period, the warning image Gk is not displayed. In the specific example in Figure 19(a-2), we assume a decision to transition to standby state B during the second non-advantageous period after the main AT state has ended. In the above cases, the transition to the premium AT state occurs after standby state B has ended.
[0353] As can be understood from the above explanation, when the main AT state ends and the system transitions to the normal state (see Figure 19(a-1)), the warning image Gk is displayed, while when the system transitions to a non-advantageous section (see Figure 19(a-2)), the warning image Gk is not displayed. Although a detailed explanation is omitted, if the premium stock flag is ON when the main AT state ends and the difference counter is greater than the value "2400", the warning image Gk will not be displayed during the period from the main AT state to the premium AT state via standby state B.
[0354] As shown in Figure 19(a-2), the non-advantageous period begins immediately after the third stop operation is performed at time t1e during the final game in the main AT state. Furthermore, in the specific example in Figure 19(a-2), it is assumed that the first game in the non-advantageous period begins at time t11e, and that the transition to the advantageous period is decided during that game. In addition, it is assumed that the first game in standby state A begins at time t12e.
[0355] In the specific example shown in Figure 19(a-2) above, the performance mode from time t1e to time t11e is maintained in the main AT mode corresponding to the main AT state. Alternatively, the result screen Mr may be displayed during the period from time t1e to time t11e. Furthermore, in the above configuration, the display period T of the warning image Gk may begin from time t1e. The performance mode for the period after time t11e, when the first game in the non-advantageous section begins, becomes the standby mode corresponding to the standby state (A, B).
[0356] Figure 19(a-3) is a diagram illustrating a specific example of when the ending state ends. As mentioned above, when the ending state ends, the game transitions to a non-advantageous section. In the specific example in Figure 19(a-3), it is assumed that the third stop operation in the final game of the ending state is performed at time t1f, and then the game transitions to a non-advantageous section. In this case, the display period T of the warning image Gk begins from time t1f.
[0357] Furthermore, in the specific example shown in Figure 19(a-3), we assume that the first game in the non-advantageous section begins at time t2f after the display period T has elapsed. In this case, the warning image Gk is not displayed at time t2f when the first game in the non-advantageous section begins. However, if the first game in the non-advantageous section begins before the display period H ends, the warning image Gk may be displayed at the start of that game.
[0358] In the specific example shown in Figure 19(a-3), during the period from time t1f to time t2f, the performance mode is controlled to the ending mode corresponding to the ending state, and the result screen Mr is displayed. Furthermore, from time t2f, when the first game in the non-advantageous section begins, the performance mode switches to standby mode. However, instead of the above configuration, the result screen Mfr may be hidden and the performance mode may switch to standby mode when a medal is inserted to start the first game in the non-advantageous section. In the specific example shown in Figure 19(a-3), it is assumed that the game transitions to standby state B at time t3f. After standby state B ends, the game transitions to the premium AT state.
[0359] The timing of the display of the above warning image Gk can be changed as appropriate. Figures 19(b-1) and 19(b-2) are diagrams illustrating a modified version of the first embodiment. In the first embodiment, as described above, if the game transitions to a non-advantageous section while in the internal middle state, the transition to the premium AT state is substantially confirmed. On the other hand, in the modified version shown in Figures 19(b-1) and 19(b-2), even if the game transitions to a non-advantageous section while in the internal middle state, the game may not transition to the premium AT state. Specifically, in this modified version, similar to the first embodiment, the game transitions to a normal state from a non-advantageous section in a non-internal middle state. Also, in this modified version, the game transitions to a standby state from a non-advantageous section in the internal middle state. The standby state in the modified version ends, for example, after 30 games.
[0360] In each game during the standby state of the modified version, the Premier AT transition lottery process is executed, similar to the standby states (A and B) of the first embodiment. The above standby state is a period in which the right to transition to the Premier AT state is determined with a high probability. However, in the first embodiment, even if the Premier AT lottery process is unsuccessful and the remaining number of games in the standby state reaches 0, the game will eventually transition to the Premier AT state. On the other hand, in the modified version, if the Premier AT lottery process is unsuccessful and the remaining number of games in the standby state reaches 0, the game will then transition to the normal state.
[0361] The specific example in Figure 19(b-1) assumes a case where the player wins the premium AT lottery during the standby state. Specifically, Figure 19(b-1) assumes a transition from the main AT state to the non-advantageous section at time t1g. It also assumes a transition from the non-advantageous section to the standby state, and a win in the premium AT transition lottery at time t2g in the standby state. In the above cases, when the remaining number of plays in the standby state reaches 0, the player then transitions from the standby state to the premium AT state. As shown in Figure 19(b-1), when transitioning from the standby state to the premium AT state, the warning image Gk is not displayed during the series of periods from the main AT state to the premium AT state.
[0362] The specific example in Figure 19(b-2) assumes a case where the player does not win the lottery process for transitioning to the premium AT in the standby state. In this case, a warning image Gk is displayed when the standby state ends. Specifically, the specific example in Figure 19(b-2) assumes that at time t1h, the last game in the standby state has ended (the third stop operation has been performed). In this modified example, the display period T (5 seconds) of the warning image Gk starts from time t1h. After that, when the next game starts at time t2h, the payout state transitions to the normal state.
[0363] In the above modified version, the results screen Mr is displayed during the period from time t1h to time t2h. The results screen Mr displays the game results according to the number of medals acquired during the instructed period, including the immediately preceding main AT state. Alternatively, the results screen Mr may be hidden and the presentation mode may switch to normal mode when medals are inserted to start the first game in normal mode.
[0364] According to the above modification, the warning image Gk is not displayed when the advantageous period ends, and the warning image Gk can be displayed in the new advantageous period that begins afterward. Let's assume a configuration in which the warning image Gk is uniformly displayed when the advantageous period ends. In this configuration, the warning image Gk is displayed even when transitioning to a relatively advantageous payout state (e.g., standby state) after the advantageous period ends. In other words, the warning image Gk is displayed in the middle of a series of advantageous periods. Therefore, some players may experience a decrease in their motivation to play in the middle of such a series of advantageous periods. According to the above modification, this inconvenience is suppressed.
[0365] <Each process executed by the main CPU> The main CPU 301 performs various processes using the data described above. When a reset signal is input from the reset circuit, the main CPU 301 performs a startup process. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, when the power switch 511SW is turned ON and the power supply voltage to the main control board 300 begins, the startup process is executed. In the startup process, the main CPU 301 initializes the registers and other components of the main control board 300.
[0366] Furthermore, during the startup process, the main CPU 301 executes various processes, including processes for changing setting values (processes for transitioning to a playable state). The main CPU 301 may also perform a security check process before the startup process to determine the validity of the control program stored in the main ROM 302. After the startup process is completed, the main CPU 301 transitions to the game control process. In this embodiment, when the setting values are changed, the game state transitions to a non-internal state, and the payout state enters a non-advantageous section. Also, various information related to the instruction function is initialized.
[0367] Figure 20 is a flowchart of the game control process of the main CPU 301. The game control process is executed each time a player plays a game. As will be described in detail later, the main CPU 301 executes interrupt processing at predetermined time intervals (e.g., 1.49 ms) during the period in which the game control process is executed. In other words, the main CPU 301 executes the game control process and the interrupt processing alternately. For example, commands sent to the sub-control board 400 are set in the game control process and sent to the sub-control board 400 in the interrupt processing. Commands indicating the results of various draws performed by the main CPU 301, or the values of various counters provided in the main RAM 303, are sent to the sub-control board 400 as appropriate. In addition, each timer (e.g., wait timer) set in the game control process is decremented in the interrupt processing.
[0368] When the main CPU 301 starts game control processing, it executes an initial setup process (S101). The initial setup process is executed after each game is completed. In the initial setup process, the main CPU 301 initializes the memory areas of the main RAM 303 that are initialized for each game. For example, the winning area storage area, which stores the winning area (winning area number) from the previous game, is initialized in the initial setup process.
[0369] After the initial setup process, the main CPU 301 proceeds to the automatic betting process (S102). During the automatic betting process, if the main CPU 301 determined that a combination of symbols related to a replay was matched on an active payline as a result of the previous game, it sets the same number of tokens as the previous game as the tokens to bet for the current game.
[0370] After the automatic coin insertion process, the main CPU 301 proceeds to the pre-game start processing (S103). During the pre-game start processing, the main CPU 301 detects coins from the coin insertion unit 8 and detects the operation of the payout button 23. If the insertion of coins is detected during the pre-game start processing, the main CPU 301 adds the bet coins or credits. Also, if the operation of the payout button 23 is detected during the pre-game start processing, the main CPU 301 refunds the bet coins or credits. Furthermore, during the pre-game start processing, the main CPU 301 detects the operation of the start lever 24 (i.e., the operation to start the game).
[0371] When the main CPU 301 detects the start operation of a game during the pre-game processing, it proceeds to the setting value confirmation process (S104). In the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate. Specifically, in the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate (one of 0, 1, 2, 4, 5, or 6). If it determines that the setting value is not appropriate, the main CPU 301 stores a setting value error command indicating an abnormal setting value in the command storage area and proceeds to the setting value error processing.
[0372] If the main CPU 301 determines that the setting value is appropriate during the setting value verification process, it acquires random values R1, R2, and R3 (S105). Random value R1 is a hardware random number generated by the random number generator 304 and is used in the internal lottery process. Random value R2 is a software random number acquired from a register built into the main CPU 301 and is used in the reel performance determination process, etc. Random value R3 is used in the processing related to the instruction function. The main CPU 301 stores the acquired random value R1 in the random value R1 storage area of the main RAM 303. Similarly, the main CPU 301 stores the acquired random value R2 in the random value R2 storage area of the main RAM 303 and stores the acquired random value R3 in the random value R3 storage area of the main RAM 303.
[0373] The main CPU 301 stores random values R1, R2, and R3 in the main RAM 303, and then proceeds to the startup process (S106). The startup process consists of processes including an internal lottery process to determine the winning area using random value R1, and a reel animation determination process to determine the reel animation using random value R2. The startup process also includes an instruction number determination process to determine the instruction number.
[0374] The main CPU 301 executes the start-up process, and then executes the reel animation process (S107). For example, in the reel animation process, various game operations are accepted, and the reel 12's state (acceleration, variation display, stop, still, vibration) is switched. The main CPU 301 also sets the aforementioned delay time by lottery during the reel animation process. The remaining wait time is also subtracted during the reel animation process.
[0375] The main CPU 301 executes a wait process (S108) after executing the reel animation process. The wait process is a process to make the duration of each game longer than a predetermined length. In the wait process, the main CPU 301 determines whether the wait period has elapsed, and if it determines that the wait period has not elapsed, it does not proceed from the wait process to the pre-stop process described later.
[0376] On the other hand, if the main CPU 301 determines that the wait period has elapsed, it proceeds to pre-stop processing (S109). In pre-stop processing, various data (such as priority order described later) are stored in the main RAM 303 according to the winning area determined by the internal lottery process. In the stop control process described later, each reel 12 is stopped according to the data stored in the pre-stop processing, and the symbol combinations related to the winning role specified in the winning area are stopped and displayed on the active lines.
[0377] After executing the pre-stop processing, the main CPU 301 proceeds to the stop control processing (S110). During the stop control processing, the main CPU 301 stops the reel 12 corresponding to each stop button 25 each time that stop button 25 is operated. Each reel 12 stops at the symbol position corresponding to the data set in the pre-stop processing described above.
[0378] When all reels 12 are stopped in the stop control process, the main CPU 301 proceeds to the display determination process (S111). In the display determination process, the main CPU 301 determines the combination of symbols displayed on the active lines. The main CPU 301 also sets various data according to the type of combination of symbols displayed on the active lines. For example, if it determines that a combination of symbols related to a replay is stopped on an active line, the main CPU 301 sets the replay activation flag to the ON state. Also, if the main CPU 301 determines that a combination of symbols related to a winning combination is stopped on an active line, it adds a number of medals corresponding to the type of winning combination to the credit count.
[0379] After executing the display judgment process, the main CPU 301 executes the stop processing (S112). During the stop processing, the main CPU 301 transitions the payout state and the game state. The stop processing includes the judgment condition lottery process and stock lottery process described above. In addition, during the stop processing, the main CPU 301 starts or ends the advantageous period in accordance with the transition of the payout state. Specifically, it executes the advantageous period control processing described later. After the stop processing is completed, the main CPU 301 returns to step S101.
[0380] Figure 21 is a flowchart of the processing during the non-advantageous period. The main CPU 301 executes the processing during the non-advantageous period when playing in the non-advantageous period. Specifically, the main CPU 301 executes the processing during the non-advantageous period during the start processing (S106 in Figure 20 above). Note that the processing during the non-advantageous period is executed in all games during the non-advantageous period, regardless of the game state.
[0381] When processing during a non-advantageous period begins, the main CPU 301 determines whether the winning area for the current game is an area that transitions to an advantageous period (Sx0). If the winning area for the current game is not an area that transitions to an advantageous period (Sx0: No), the main CPU 301 skips the advantageous period transition processing described below and terminates the processing during a non-advantageous period. In this case, an advantageous period does not begin, and the non-advantageous period continues into the next game. On the other hand, if the winning area for the current game is an area that transitions to an advantageous period (Sx0: Yes), the main CPU 301 executes the advantageous period transition processing. The advantageous period transition processing is executed when a new advantageous period begins, and includes steps Sx1 to Sx5 described below.
[0382] As shown in Figure 21, the advantageous section transition process determines whether the game state is in the internal medium state or not (Sx1). If it is determined that the game state is not in the internal medium state (Sx1: No), the main CPU 301 sets the next payout state to the normal state (Sx2). If the next payout state was set to the normal state in the previous game, the game will be in the normal state from the next game onwards. After setting the next payout state to the normal state, the main CPU 301 executes the normal state processing (Sx3). The normal state processing includes various processes that are executed in each game in the normal state. For example, the AT initial win lottery mentioned above is executed in the normal state processing. After executing the normal state processing, the main CPU 301 terminates the non-advantageous section processing.
[0383] In step Sx1, if it is determined that the game state is an internal medium state (Sx1: Yes), the main CPU 301 executes the initial state determination process (Sx4). In the initial state determination process, either standby state A or standby state B is determined as described above. Then, based on the result of the initial state determination process, the main CPU 301 sets the next payout state to either standby state A or standby state B (Sx5). For example, if standby state A was determined in the previous initial state determination process, the next payout state is set to standby state A.
[0384] On the other hand, if standby state B is determined in the preceding initial state determination process, the main CPU 301 sets the next payout state to standby state B. Also, if the main CPU 301 sets the next payout state to standby state B, it sets the standby ceiling counter to an initial value of "3" and the standby remaining counter to an initial value of "30". After setting the next payout state, the main CPU 301 terminates the non-advantageous section processing. Note that if the next payout state is set to standby state during the non-advantageous section processing, the system may be configured to execute various processes that are performed during the standby state. For example, the system may be configured to execute the premium AT transition lottery process during the non-advantageous section processing.
[0385] Figure 22 is a flowchart of the advantageous period control process. The main CPU 301 executes the advantageous period control process during the stop process described above. Note that the advantageous period control process is executed for all games, regardless of the game state. When the advantageous period control process starts, the main CPU 301 determines whether the current game is in an advantageous period (Sx10). If it is determined that the game is not in an advantageous period (Sx10: No), i.e., in a non-advantageous period, the main CPU 301 terminates the advantageous period control process. On the other hand, if it is determined that the game is in an advantageous period (Sx10: Yes), the main CPU 301 determines whether a replay was displayed on an active line during the current game (Sx11).
[0386] If the main CPU 301 determines that the replay is not stopped (Sx11: No), it executes the difference counter update process (Sx12). In the difference counter update process, the difference counter is updated. Specifically, the difference counter is increased by subtracting the number of payouts from the number of tokens wagered in the current game (3 tokens). For example, if the number of payouts is 12 tokens, the value "-9" is added to the difference counter (i.e., the value "9" is subtracted from the difference counter). Also, if the number of payouts is 0 tokens, the value "+3" is added to the difference counter.
[0387] In a replay (the next game after the one in which the replay stopped), step Sx12 is executed with the number of automatically inserted tokens as the number of tokens wagered in that game. After performing the token difference counter update process, the main CPU 301 proceeds to step Sx13. If it determines that the replay stopped in the current game (Sx11: Yes), the main CPU 301 skips the token difference counter update process and proceeds to step Sx13.
[0388] In step Sx13, the main CPU 301 determines whether the difference in tokens counter is less than or equal to the value "0". If it determines that the difference in tokens counter is less than or equal to the value "0" (Sx13: Yes), the main CPU 301 initializes all parameters related to the instruction function stored in the main RAM 303 (Sx15) and terminates the advantageous section control process. In step Sx15, for example, each of the above counters is initialized, and the payout state transitions to the non-advantageous section. Note that even if the payout state transitions to the non-advantageous section, the game state does not change.
[0389] If the difference counter determines that the value is greater than "0" (Sx13: No), the main CPU 301 determines whether the next payout state is set to "non-advantageous section" (Sx14). For example, in the final game of the ending state, the next payout state is set to "non-advantageous section". Also, in the game of standby state A when the premium AT transition lottery process is unsuccessful, the next payout state is set to "non-advantageous section".
[0390] If the next payout state is "non-advantageous section" (Sx14:Yes), the main CPU 301 proceeds to step Sx15, initializes all parameters related to the instruction function stored in the main RAM 303, and terminates the advantageous section control process. On the other hand, if the next payout state is anything other than "non-advantageous section" (Sx14:No), the main CPU 301 omits step Sx15 and terminates the advantageous section control process.
[0391] <Each process executed by the sub-CPU> Figure 23 is a flowchart of the sub-startup process of the sub-CPU 412. The sub-CPU 412 executes the sub-startup process when a reset signal is input from the reset circuit. The reset circuit outputs a reset signal when the power supply voltage supplied to the sub-control board 400 exceeds a predetermined threshold. For example, the sub-startup process is executed when the supply of power voltage to the sub-control board 400 is started.
[0392] When the sub-startup process begins, the sub-CPU 412 executes the startup initialization process (S301). In the startup initialization process, the sub-CPU 412 initializes various registers of the sub-control board 400, for example.
[0393] During the startup initialization process, the sub-CPU 412 determines whether there is a backup error in the sub-RAM 414. If there is a backup error, the sub-CPU 412 initializes the backup data. In addition, during the startup initialization process, the sub-CPU 412 determines whether the data stored in the various ROMs, including the CGROM 424, is correct. For example, it reads the data stored at a specific address in each ROM and determines whether the data is correct. If an error is detected in any of the ROMs, the sub-CPU 412 proceeds to a predetermined error handling procedure.
[0394] In the sub-startup process, the sub-CPU 412 starts the lamp control task (S302), the sound control task (S303), the image control board communication task (S304), the main control board communication task (S305), and the performance button input task (S306).
[0395] The sub-CPU 412 controls various lamps, including the enclosure lamp 5 and the effect lamp 28, through the lamp control task. The sub-CPU 412 also controls the speakers (31, 32) through the sound control task. Furthermore, the sub-CPU 412 sends commands to the image control board 420 through the image control board communication task, receives commands from the main control board 300 through the main control board communication task, and accepts operation of the effect button 26 and the direction selection button 27 through the effect button input task.
[0396] The sub-CPU 412 receives timer interrupt signals at predetermined time intervals. Upon receiving a timer interrupt signal, the sub-CPU 412 executes one of the tasks. That is, each peripheral device, including the various lamps and speakers (31, 32), is controlled using time-division multiplexing.
[0397] By the way, the total number of medals obtained in a predetermined number of games must be within a predetermined range, regardless of the setting value. Specifically, the total number of medals obtained in 400 games must exceed one-third of the total number of medals inserted, and be less than 2.2 times. Furthermore, the total number of medals obtained in 1600 games must exceed two-fifths of the total number of medals inserted, and be less than 1.5 times. Furthermore, the total number of medals obtained in 6000 games must exceed half of the total number of medals inserted, and be less than 1.26 times. In addition, the total number of medals obtained in 17500 games must exceed three-fifths of the total number of medals inserted, and be less than 1.15 times.
[0398] Whether or not the above criteria (hereinafter referred to as "payout criteria") are met is usually confirmed by testing. If the number of medals decreases excessively easily within a predetermined number of games, there is a high probability that the payout criteria will not be met in the test. Also, if the number of medals is obtained excessively easily within a predetermined number of games, there is a high probability that the payout criteria will not be met in the test. In other words, the more gambling-oriented a gaming machine is, the higher the probability that it will be judged as not meeting the payout criteria in the test.
[0399] Considering the above circumstances, the gaming machine 1 of this embodiment employs a configuration in which, at certain setting values, the gambling aspect is significantly lower compared to other setting values. Specifically, when the setting value "0" is set, the configuration is such that the probability of meeting the payout criteria in the test is significantly higher compared to when other setting values are set. For example, in this embodiment, many medals can be obtained by transitioning to the instruction period (BB state). When the setting value "0" is set, the probability of transitioning to the instruction period (initial win probability) is relatively high, but the instruction period tends to end quickly (it is difficult to get consecutive wins). With the above configuration, when the setting value "0" is set, the probability of meeting the payout criteria in the test is high.
[0400] However, when the setting value is set to "0", the gambling aspect is significantly reduced, and many players find the game less interesting. Therefore, if the configuration does not allow players to know whether the setting value is set to "0" before playing, some players may be reluctant to play on game machine 1. Considering these circumstances, this embodiment employs a configuration that allows players to know whether the setting value is set to "0" before playing. The above configuration will be explained in detail below.
[0401] Figure 24(a) is a flowchart of the power-on processing performed by the sub-CPU 412. The sub-CPU 412 performs power-on processing immediately after the power is turned on. Furthermore, this power-on processing is usually completed before the main CPU 301 becomes able to perform game control processing. In other words, the sub-CPU 412 completes the power-on processing before gameplay becomes possible.
[0402] When power-on processing begins, the sub-CPU 412 checks the setting value set on the main CPU 301. Specifically, immediately after power-on, the main CPU 301 sends a command indicating the setting value to the sub-CPU 412. In step Sy1, the sub-CPU 412 checks the setting value indicated by the command. Then, in step Sy1, the sub-CPU 412 determines whether the setting value checked in step Sy1 is "0" or not (Sy2).
[0403] If the sub-CPU 412 determines that the set value is not "0" (Sy2: No), it determines the normal control mode (Sy3) and terminates the power-on processing. On the other hand, if the sub-CPU 412 determines that the set value is "0" (Sy2: Yes), it determines the special control mode (Sy4) and terminates the power-on processing. As will be explained in detail below, the configuration of the performance execution means (stop button 25, speaker, liquid crystal display device 30) differs depending on whether the normal control mode or the special control mode is determined.
[0404] Figure 24(b) is a diagram illustrating the configuration of the performance execution means in each control mode. As shown in Figure 24(b), in the normal control mode, the stop button 25 lights up red during periods when operation of the stop button 25 is invalid (for example, during periods when the corresponding reel is stopped). On the other hand, in the special control mode, the stop button 25 lights up green during periods when operation of the stop button 25 is invalid.
[0405] In the above configuration, the player can determine whether the setting value "0" has been set before playing by checking the color of the stop button 25. However, as shown in Figure 24(b), the color of the stop button 25 during the period in which the stop operation is possible is consistently blue in each control mode. Let's assume a configuration in which the color of the stop button 25 during the period in which the stop operation is possible differs in each control mode. In this configuration, it is conceivable that some players may find it difficult to intuitively determine whether or not the stop operation is valid. This embodiment suppresses the above inconvenience.
[0406] As described above, in this embodiment, the player can adjust the master volume by operating the direction selection button 27. Specifically, as shown in Figure 24(b), when the control mode is the normal control mode, the player can adjust the master volume. On the other hand, when the special control mode is in effect, the master volume cannot be changed. With this configuration, if the master volume cannot be changed, the player can determine that the setting value "0" is set. However, in either control mode, the error sound used to notify of an error is output at maximum volume.
[0407] As described above, in this embodiment, the player can change the performance control mode (Enjoy Mode, Normal Mode, Simple Mode) by operating the direction selection button 27. Specifically, as shown in Figure 24(b), when the control mode is Normal Control Mode, the player can change the performance control mode. On the other hand, when the Special Control Mode is in effect, the performance control mode cannot be changed. With this configuration, if the performance control mode cannot be changed, the player can determine that the setting value "1" is set.
[0408] In this embodiment, as soon as the sub-CPU 412 recovers from a power-off state, the power-on processing is executed, and the stop button 25 is displayed in green. With this configuration, for example, the administrator of the gaming machine 1 who has turned on the power can immediately understand that the setting value "1" is set when the stop button 25 is displayed in green.
[0409] Furthermore, the image displayed on the liquid crystal display device 30 during non-game periods may differ between the normal control mode and the special control mode. In the above configuration, as in this embodiment, it is possible to determine whether or not the setting value "1" is set before playing. However, the time from power-on to recovery is usually shorter for the lamps (including the stop button lamp) than for the liquid crystal display device 30. Therefore, in this embodiment, compared to a configuration in which only the image on the liquid crystal display device 30 changes in each control mode, for example, there is an advantage in that the time from power-on to determining whether or not the setting value "1" is set is shortened.
[0410] Figures 25(a) to (c) are flowcharts of the performance control processing by the sub-CPU 412. The performance control processing is the process for controlling the performance in the performance execution means (such as the liquid crystal display device 30). As shown in Figures 25(a) to (c), the performance control processing includes sub-start processing, sub-first stop processing, and sub-stop processing. Figures 25(a) to (c) show excerpts of the performance control processing.
[0411] Figure 25(a) is a flowchart of the sub-start processing. When the main CPU 301 initiates a game, it sends a command to the sub-CPU 412 (sub-control board 400) indicating that the game has been started. Upon receiving this command from the main CPU 301, the sub-CPU 412 executes the sub-start processing. As shown in Figure 25(a), once the sub-start processing begins, the sub-CPU 412 determines whether or not the player is in a sub-penalty state (Sy11). The sub-CPU 412 is controlled to be in a sub-penalty state during the period when the game progress flag is OFF (the period after the main penalty control has been executed). For example, if the game was stopped with an irregular button press sequence during the previous game in the non-instruction period, the player will be in a sub-penalty state when the sub-start processing is executed in the current game.
[0412] If it is determined that the system is not in a sub-penalty state (Sy11: No), the sub-CPU 412 determines various performances through a performance lottery (Sy12) and terminates the sub-start processing. Once a performance is determined in step Sy12, that performance is started by each performance execution means. On the other hand, if it is determined that the system is in a sub-penalty state (Sy11: Yes), the sub-CPU 412 omits the performance lottery and terminates the sub-start processing. With this configuration, in games started while the system is in a sub-penalty state, no new performances are determined in step Sy12.
[0413] Figure 25(b) is a flowchart of the sub-first stop process. When the first stop operation is performed, the main CPU 301 sends a command to the sub-CPU 412 indicating the stop button 25 (left, center, right) that was stopped in the first stop operation. When the sub-CPU 412 receives this command from the main CPU 301 during the non-instruction period, it executes the sub-first stop process. As shown in Figure 30(b), when the sub-first stop process starts, the sub-CPU 412 determines whether or not the left first stop operation has been performed (Sy21). If it is determined that the left first stop operation has been performed (Sy21: Yes), the sub-CPU 412 terminates the sub-first stop process.
[0414] On the other hand, if it is determined that a stop operation has been performed using a method other than left-first stop (middle-first stop, right-first stop) (Sy21:No), the sub-CPU 412 forcibly terminates the currently running animation (Sy22). For example, if an animation started during the previous sub-start processing is subsequently stopped using the middle-first stop operation or the right-first stop operation, it will be forcibly terminated during the sub-first stop processing.
[0415] Furthermore, instead of a configuration where all effects are uniformly forcibly terminated when a stop operation other than the left first stop is performed, a configuration may be adopted in which some effects can continue to be executed. For example, if a stop operation other than the left first stop is performed, the sub-CPU 412 will determine whether the currently executing effect is a specific effect. If it is determined to be a specific effect, that effect will continue to be executed. On the other hand, if it is determined not to be a specific effect, the currently executing effect will be forcibly terminated. Specific effects are expected to be effects that notify a transition in the game state (for example, an effect when the main AT state begins). It is preferable that the above specific effects be started in the game in which they were scheduled to be executed, even if the game is in a sub-penalty state.
[0416] As shown in Figure 25(b), if the sub-CPU 412 determines that a stop operation other than the left first stop has occurred, it transitions to a sub-penalty state (Sy23). Also, if the sub-CPU 412 determines that a stop operation other than the left first stop has occurred, it executes a notification content determination process (Sy24). In the notification content determination process, the notification image and notification sound are determined. Specifically, if the middle first stop operation is performed in this game, a notification image displaying the message "Pressing from the middle" and a notification sound "Pressing from the middle" are determined. Also, if the right first stop operation is performed in this game, a notification image displaying the message "Pressing from the right" and a notification sound "Pressing from the right" are determined. Once the notification image is determined, it is immediately displayed on the liquid crystal display device 30. Also, once the notification sound is determined, it is immediately output from the speaker.
[0417] Figure 25(c) is a flowchart of the sub-stop processing. When the last stop button 25 is operated, the main CPU 301 sends a command to the sub-CPU 412 indicating that the operation has been performed. When the sub-CPU 412 receives this command from the main CPU 301, it executes the sub-stop processing. As shown in Figure 25(c), when the sub-stop processing starts, the sub-CPU 412 determines whether or not the left first stop operation was performed in the current game (Sy31). If it is determined that the left first stop operation was performed (Sy31: Yes), the sub-CPU 412 determines whether or not the sub-penalty state is active (S32).
[0418] If it is determined that the sub-penalty state is not active (Sy32: No), the sub-CPU 412 terminates the sub-stop processing. On the other hand, if it is determined that the sub-penalty state is active (Sy32: Yes), the sub-CPU 412 releases the penalty state (Sy33) and terminates the sub-stop processing. With this configuration, the sub-penalty state is released at the end of the game in which the left 1st stop operation is performed. Also, if it is determined in step Sy31 above that the left 1st stop operation was not performed (Sy31: No), the sub-CPU 412 omits step Sy33 and terminates the sub-stop processing. With this configuration, if the game is not played with the left 1st, the sub-penalty state will continue into the next game.
[0419] <Second Embodiment> Other embodiments of the present invention are described below. In each of the embodiments described below, elements whose operation and function are equivalent to those of the first embodiment will use the same reference numerals as in the description of the first embodiment, and detailed descriptions of each will be omitted as appropriate.
[0420] Figure 26(a) is a diagram illustrating the transitions in the payout states of the second embodiment. Figure 26(a) shows excerpts of some of the payout states. In the second embodiment, as with the first embodiment described above, the game transitions to the non-advantageous section (internal medium state, non-internal medium state), normal state, bonus specialization state, main AT state, stock specialization state, premium AT state, ending state, and standby state (A, B) (see Figure 9(a)). The triggers for transitioning to each payout state in the second embodiment are, in principle, the same as in the first embodiment described above. In addition, the types of winning areas and the combinations of winning symbols that can be stopped and displayed in the game in which each winning area is won are the same between the second embodiment and the first embodiment.
[0421] As shown in Figure 26(a), in the second embodiment, in addition to the payout states described above, a preparation state is provided. Specifically, in the first embodiment described above, the player transitioned directly from the normal state to the bonus-focused state. On the other hand, in the second embodiment, the player transitions from the normal state to the bonus-focused state via the preparation state. Specifically, when the AT initial win lottery is won in the normal state, an AT win notification is executed after a premonition period, and then the player transitions to the preparation state.
[0422] In the above preparation state, a specific instruction animation (instruction animation H described below) is executed. Furthermore, in a game in which instruction animation H is executed, if the stopping operation is performed in a predetermined sequence (irregular button press order), it becomes possible to transition to the bonus-specialized state (arrow (a) in Figure 26(a)). On the other hand, if the stopping operation is performed in any sequence other than the specified sequence, the transition to the bonus-specialized state does not occur, and the preparation state is maintained (arrow (b) in Figure 26(a)).
[0423] Figure 26(b) is a conceptual diagram of the instruction determination table Yj in the second embodiment. In the second embodiment, as in the first embodiment, the instruction is controlled to one of instruction mode a, instruction mode b, or instruction mode c during the instruction period. Furthermore, in instruction modes a to c in the second embodiment, the instruction number is determined by the respective instruction determination tables Y(a~c) described above using Figures 10(b-1) to 10(b-3). In the second embodiment, in addition to the above instruction modes (a~c), instruction mode j is provided. In instruction mode j, the instruction number is determined using the instruction determination table Yj.
[0424] In the second embodiment, the above-described preparation state is controlled to instruction mode j. In instruction mode j, when bell group B (bells B1 to B8) is selected, the main CPU 301 determines instruction number "06" regardless of the type of bell B and displays instruction information "06" on the instruction display 16. Also, when bell group B is selected in instruction mode j, the main CPU 301 sends a first command "A11" indicating bell group B and a second command "B06" indicating instruction number "06" to the sub-CPU 412.
[0425] As mentioned above, the expected value of winnings in a game where Bell Group B is won is higher with an irregular button press sequence than with a left 1st press. In other words, when it is announced that Bell Group B has been won, the expected value of winnings is higher when stopping with an irregular button press sequence that allows for the 12-bell combination to be won, rather than with a left 1st press which does not result in the 12-bell combination. In the above configuration, when instruction information "06" is displayed in a game, the player will stop the machine with an irregular button press sequence. In other words, when instruction information "06" is displayed, it is effectively an instruction to stop the machine with an irregular button press sequence. In instruction mode j (preparation state), when a game other than Bell Group B is won, instruction number "99" (no instruction) is determined, and no instruction information is displayed.
[0426] FIG. 26(c) is a conceptual diagram of the specific effect determination table in the instruction mode j. In the instruction modes a to c in the second embodiment, the specific effects (instruction effects, suggestive effects) are determined using the specific effect determination tables described above with reference to FIGS. 13(a) to 13(c) in the same manner as in the first embodiment. As shown in FIG. 25(c), when the combination of the first command “A11” (Berg group B) and the second command “B06” (irregular pressing order) is received in the instruction mode j, the sub-CPU 412 determines to execute the instruction effect H. In the above instruction effect H, an irregular pressing order is instructed.
[0427] FIG. 26(d-1) is a diagram for explaining each image displayed in the preparation state. In each game in the preparation state, for example, it is displayed that it is in the process of transitioning to the bonus-specialized state. Also, the specific example of FIG. 26(d-1) assumes a case where the Berg group B wins in the preparation state and the instruction effect H is executed.
[0428] In the instruction effect H, an instruction image Gsh is displayed. The instruction image Gsh is an image for instructing that a stop operation should be performed in an irregular pressing order. For example, the instruction image Gsh includes a left portion corresponding to the left stop button 25L, a central portion corresponding to the middle stop button 25C, and a right portion corresponding to the right stop button 25R. Also, an “×” mark is displayed on the left portion of the instruction image Gsh, and a “?” mark is displayed on each of the central portion and the right portion. According to the above instruction image Gsh, it is instructed that a stop operation should be performed other than the first left stop operation (irregular pressing order).
[0429] Furthermore, the display area of the instruction image Gsh in instruction performance H differs from that of the instruction image Gsx in instruction performance X on the screen of the liquid crystal display device 30. Figure 26(d-2) is a conceptual diagram of each image in instruction performance X. As shown in Figure 26(d-2), the instruction image Gsx in instruction performance X is displayed below the center on the screen of the liquid crystal display device 30. On the other hand, as shown in Figure 26(d-1), the instruction image Gsh in instruction performance H is displayed near the center on the screen of the liquid crystal display device 30. Also, as can be understood from Figures 26(d-1) and 26(d-2), the instruction image Gsh is displayed in a wider area than the instruction image Gsx. However, the instruction image Gsh only needs to be able to instruct an irregular button press sequence and can be changed as appropriate.
[0430] The instruction animation H described above is performed during the period from the start of the game until the first stop operation is performed. In this embodiment, the start animation is performed when the first stop operation is performed after the instruction animation H has started. Figure 26(d-3) is a diagram illustrating the images displayed in the start animation. As shown in Figure 26(d-3), the start animation displays a message (in the example of Figure 26(d-3), "START!") to inform that the bonus-specialized state has started. Alternatively, the start animation may also display an image to explain the bonus-specialized state.
[0431] Figure 27(a) is a diagram illustrating a specific example of the period during which instruction animation H is executed. Specifically, Figure 27(a) is a diagram illustrating a specific example of the period during which instruction image Gsh (see Figure 26(d-1) above) is displayed. Figure 27(a) also shows the payout status and instruction mode at each point in time, the period during which instruction image Gsh is displayed, and the starting image (see Figure 26(d-3) above).
[0432] In the specific example shown in Figure 27(a), we assume a transition from the normal state to the preparation state. In this case, the system is controlled to instruction mode j, and the instruction period begins. Also in the specific example shown in Figure 27(a), we assume a case where bell group B is won in a game that starts at time t1x in the preparation state. In this case, at time t1x, instruction information "06" is displayed on the instruction display 16, instruction effect H is executed on the liquid crystal display device 30, and instruction image Gsh is displayed.
[0433] In the specific example shown in Figure 27(a), we assume a case where, in a game where instruction animation H is executed, the reels are stopped in an irregular order (middle 1st or right 1st). Specifically, we assume that the first stop operation occurs at time t2x. In this case, the transition to the bonus special state is determined, and the game will transition to the bonus special state from the next game. Specifically, in a game where instruction animation H is executed, depending on the stop operation order (middle left, middle right left, right left middle, right middle left), the 12-coin bell combination may or may not be awarded. However, if the reels are stopped in an irregular order in a game where instruction animation H is executed, the game will transition to the bonus special state from the next game, regardless of whether the 12-coin bell combination is awarded or not.
[0434] Incidentally, there is a known technique that allows a player to transition to a more favorable payout state from the next game onward if a specific replay is won during the preparation phase. In this conventional technique, a special instruction animation is performed during the game in which a specific replay is won, and by stopping the reels according to this instruction animation, a specific combination of symbols (seven-seven-seven) is displayed. This configuration has the advantage that the player can easily recognize the transition to a more favorable payout state.
[0435] However, in the conventional technology described above, in games where it is possible to transition to a favorable payout state, a replay is displayed regardless of the stopping operation. In other words, the game value that can be granted in such games (including the right to play again) is uniform. Consequently, some players may find it uninteresting.
[0436] Considering the above circumstances, this embodiment employs a configuration in which, in a game that can transition to a favorable payout state, the game value that can be awarded changes even if the player follows the instructions of the instructional animation. With this configuration, it is easier to recognize that the player is transitioning to a favorable payout state, and there is an advantage in that the enjoyment of the game is improved compared to the conventional technology described above.
[0437] As shown in Figure 27(a), at time t2x, the time of the first stop operation in a game where instruction animation H is performed, the instruction image Gsx becomes invisible. Also, if the first stop operation is performed with an irregular button press order (middle first stop, right first stop) in a game where instruction animation H is performed, the start image is displayed instead of the instruction image Gsh. The start image is then displayed until time t3x, when the first game in the bonus-focused state begins.
[0438] The duration for which the start image is displayed can be changed as appropriate. For example, the start image may be displayed starting from the third stop operation of a game in which instruction animation H is performed, and hidden from the start of the first game in the bonus-focused state. However, with the above configuration, if the next game starts immediately after the game in which instruction animation H is performed has finished, the disadvantage of the start image being displayed for an extremely short period may occur. The configuration of the second embodiment has the advantage of suppressing the above disadvantage.
[0439] Figure 27(b) illustrates another specific example of the period during which instruction animation H is performed. Figure 27(b) shows the payout status at each point in time and the period during which instruction image Gsh is displayed.
[0440] In the specific example shown in Figure 27(b), we assume that during a game in the preparation state that started at time t1y, bell group B is selected. In this case, instruction animation H is executed from the start time t1y of the game and instruction animation Gsh is displayed. Also in the specific example shown in Figure 27(b), we assume that at time t2y of the game, the left first stop operation is performed. In this case, the instruction image Gsh is hidden as a result of the left first stop operation.
[0441] As described above, if the game is stopped in an irregular order according to the instructions of instruction sequence H during the preparation state, the game will transition to the bonus-focused state from the next game onwards. On the other hand, as shown in Figure 27(b), if the game is stopped with left 1st during a game in which instruction sequence H is executed during the preparation state, the preparation state will continue for subsequent games.
[0442] Specifically, the preparation state continues until the stop operation is performed in an irregular order according to the instruction sequence H. For example, in the specific example in Figure 27(b), assume that in a game that started at time t3y, the second instruction sequence H is executed, but the left first stop operation is performed at time t4y of the game. In this case, the preparation state continues for the rest of the game.
[0443] The above preparation state will continue until the bonus-focused state is entered, even if the left reel is stopped first during instruction sequence H. In other words, the right to enter the bonus-focused state is not lost even if the left reel is stopped first during instruction sequence H. However, if the difference in the number of coins counter is reduced to the value "0" during the preparation state, the game will enter a non-advantageous section.
[0444] Furthermore, if a White Seven, Red Seven (Replay 9), or Premium (hereinafter sometimes collectively referred to as "Confirmed Role") is won during the preparation state, the preparation state ends. Specifically, if a White Seven is won during the preparation state, the game will transition to the Bonus Specialization state from the next game. Similarly, if a Red Seven is won during the preparation state, the game will transition to the Stock Specialization state from the next game. Likewise, if a Premium is won during the preparation state, the game will transition to the Premium AT state from the next game. However, even in each of the above cases, except when transitioning to a non-advantageous section via the ending state, the game will transition to the Bonus Specialization state after the main AT state ends (the right to transition to the Bonus Specialization state does not expire).
[0445] Furthermore, the system may be configured so that the preparation state ends when a predetermined number of games (for example, 100 times) are played during the preparation state. Also, even if a winning combination is achieved, the payout state may be maintained in the preparation state. In the above configuration, if a winning combination is achieved during the preparation state, the system may then transition to a payout state (premium AT state) corresponding to the winning combination (for example, premium) when the preparation state ends according to the instructions of instruction performance H.
[0446] In the specific example shown in Figure 27(b), we assume that at time t6y of a game started at time t5y, the game is stopped with the "middle left, right" (irregular button press order). In this case, the game will transition to the bonus-focused state from the next game onward. As mentioned above, once the bonus-focused state ends, the game transitions to the main AT state. In the main AT state, Bell B1 may be selected from Bell Group B, and instruction animation X1 (left, middle, right) may be executed. In this case, even if the game is stopped with the "left, middle, right" order in the game where instruction animation X1 is executed, the payout state will not change from the main AT state (it will not transition to the bonus-focused state).
[0447] As can be understood from the above explanation, in a game in which Bell Group B is won, if the instruction sequence (X, H) is executed, even if the stopping operation sequence is the same, there are cases where the payout state is maintained (main AT state) and cases where it is not maintained (preparation state). With the above configuration, compared to a configuration in which the payout state changes uniformly when a specific winning area is won and the stopping operation is performed in a specific sequence, there is an advantage in that the inconvenience of the payout state changing at an unintended time can be suppressed.
[0448] <Third Embodiment> Figure 28(a) is a diagram illustrating the winning combinations that are awarded in each stop operation sequence in the third embodiment. The transitionable payout states are the same in the first and third embodiments. In addition, the various processes performed in each payout state are, in principle, the same in the first and third embodiments. Furthermore, the instruction modes (a to c) for each payout state are the same in the first and third embodiments.
[0449] In the third embodiment, batting order bells 01 to 04 are provided instead of bells A1 to A4 (bell group A) and bells B1 to B8 (bell group B) in the first embodiment. The winning probabilities for each of the above batting order bells 01 to 04 are the same. Hereinafter, batting order bells 01 to 04 may be referred to as "bell group X". The winning areas other than bell group X are the same in the first and third embodiments.
[0450] As shown in Figure 28(a), in games where Bell Group X is won, the winning combination differs depending on the order in which the reels are stopped. For example, in a game where Bell Order 01 is won within Bell Group X, if the reels are stopped in the order "middle left left", the 8-coin bell combination will be won regardless of the stopping position. The 8-coin bell combination is a winning combination that pays out 8 coins. On the other hand, in a game where Bell Order 01 is won, if the reels are stopped in any order other than "middle left left", one of the 1-coin combinations will be won regardless of the stopping position.
[0451] Similarly, in games where the batting order bell 02 from Bell Group X is won, stopping the reels in the order "middle, right, left" will result in an 8-bell payout regardless of the stopping position, while stopping in any order other than "middle, right, left" will result in a 1-bell payout regardless of the stopping position. In games where the batting order bell 03 is won, stopping the reels in the order "right, left, middle" will result in an 8-bell payout regardless of the stopping position, while stopping in any order other than "right, left, middle" will result in a 1-bell payout regardless of the stopping position. In games where the batting order bell 04 is won, stopping the reels in the order "right, middle, left" will result in an 8-bell payout regardless of the stopping position, while stopping in any order other than "right, middle, left" will result in a 1-bell payout regardless of the stopping position.
[0452] In the third embodiment described above, similar to the first embodiment, the expected value obtained with Left 1st is smaller than the expected value obtained with the irregular button press sequence (Middle 1st, Right 1st). Also, the expected value obtained is the same for each stop operation sequence of Left 1st (Left-Middle-Right, Left-Right-Middle), and the expected value obtained is the same for each stop operation sequence of the irregular button press sequence (Middle-Left-Right, Middle-Right-Left, Right-Left-Middle, Right-Middle-Left).
[0453] In the third embodiment, similar to the first embodiment, if a stop operation is performed with an irregular button press sequence in the normal state and standby state (A, B), the main penalty control is executed. As will be described in detail later, in a game in which Bell Group X is won during the instruction period (instruction mode a), there are cases in which the stop operation sequence is instructed and cases in which it is not. In a game in which the stop operation sequence during the instruction period is not instructed, the main penalty control is not executed even if a stop operation is performed with an irregular button press sequence.
[0454] If Bell Group X is selected, the first command "A0F" is sent from the main CPU 301 to the sub-CPU 412. In the third embodiment, the first command when another selection area is selected is the same as in the first embodiment.
[0455] If Bell Group X is selected during the non-instruction period, the second command "B99" (no instruction) is sent. Also, during the instruction period, in instruction mode b and instruction mode c, in a game in which the batting order bell 01 of Bell Group X is selected, the instruction information "01" (center left left) is displayed on the instruction display 16, and the second command "B01" (center left left) is sent.
[0456] Similarly, in instruction mode b and instruction mode c, when batting order bell 02 is won, instruction information "02" (center, right, left) is displayed on the instruction display 16, and the second command "B02" (center, right, left) is transmitted. Also, in instruction mode b and instruction mode c, when batting order bell 03 is won, instruction information "03" (right, left, center) is displayed on the instruction display 16, and the second command "B03" (right, left, center) is transmitted. When batting order bell 04 is won, instruction information "04" (right, center, left) is displayed on the instruction display 16, and the second command "B04" (right, center, left) is transmitted.
[0457] In the third embodiment, specific effects (instruction effect X, suggestion effect Y, instruction effect Z) similar to those in the first embodiment are executed. Specifically, when the sub-CPU 412 receives the second commands "B01" to "B04", instruction effects X1 to X4 are executed on the liquid crystal display device 30. As can be understood from the above explanation, in a game in instruction mode b or instruction mode c in which the bell group X is won, the instruction display 16 and the liquid crystal display device 30 generally instruct the stop operation sequence that allows for the winning of the 8-bell combination (hereinafter referred to as the "correct press sequence").
[0458] On the other hand, if Bell Group X is selected in instruction mode a, an instruction execution lottery is performed, and if the instruction execution lottery is successful, instruction information corresponding to the correct button press sequence is displayed on the instruction display 16, and an instruction performance indicating the correct button press sequence is performed. On the other hand, if the instruction execution lottery is unsuccessful, the instruction information is not displayed on the instruction display 16, and the instruction performance is not performed. Specifically, if the instruction execution lottery is unsuccessful, suggestion performance Y is performed. The above configuration will be explained in detail using Figure 28(b) below.
[0459] Figure 28(b) is a flowchart of the bell win processing in the third embodiment. The main CPU 301 executes the bell win processing in the start processing of a game in which bell group X is won. After starting the bell win processing described above, the main CPU 301 determines whether the current game is in the instruction period (Sz11). If it is determined that it is not in the instruction period (Sz11: No), the main CPU 301 sets the second command "B99" in the command storage area (Sz17) and terminates the bell win processing.
[0460] On the other hand, if it is determined that it is the instruction period (Sz11: Yes), the main CPU 301 determines whether the instruction mode is instruction mode a or not (Sz12). If the instruction mode is not instruction mode a (Sz12: No), the main CPU 301 executes the instruction display control process (Sz13). That is, if it is instruction mode b or instruction mode c, the instruction display control process is executed. In the instruction display control process, the instruction number corresponding to the correct button press sequence for winning the 8-bell combination in this game is determined, and the instruction information (0~4) corresponding to that instruction number is displayed on the instruction display 16. After that, the main CPU 301 sets the second command (B01~B04) corresponding to the instruction number determined in the previous instruction display control process and terminates the bell win process.
[0461] With the above configuration, in a game where the bell group X is won in instruction mode b or instruction mode c, a second command indicating the correct button press order is generally sent from the main CPU 301 to the sub-CPU 412. The sub-CPU 412 then executes instruction animation X, which indicates the correct button press order indicated by the received second command.
[0462] On the other hand, if it is determined in step Sz12 that instruction mode a is selected (Sz12: Yes), the main CPU 301 performs an instruction execution lottery (Sz15). In this instruction execution lottery, it is determined by lottery whether or not to execute instruction performance X in this game. For example, in the instruction execution lottery, there is a probability of approximately 1 / 2 that instruction performance X will be executed (there is a probability of approximately 1 / 2 that instruction performance X will be selected).
[0463] The main CPU 301 determines whether or not it has won the instruction execution lottery (Sz16). If it has won (Sz16:Yes), it executes the instruction display control process described above, sets the second command (B01~B04) indicating the correct button press order for this game, and terminates the bell win process. In this case, instruction animation X, which indicates the correct button press order, is executed. On the other hand, if it has not won the instruction execution lottery (Sz16:Yes), the main CPU 301 sets the second command "B99" (no instruction) and terminates the bell win process. In this case, suggestion animation Y is executed, as explained in Figure 28(c-1) below.
[0464] Figures 28(c-1) and 28(c-2) are conceptual diagrams of the specific performance determination table in the third embodiment (see Figures 13(a) and 13(b) of the first embodiment). Figures 28(c-1) and 28(c-2) show excerpts of the specific performance determination table, specifically the table for instruction mode a and the table for instruction mode b.
[0465] Figure 28(c-1) is a conceptual diagram of the specific performance determination table in instruction mode a. As described above, in instruction mode a, in a game in which bell group X is won, if the instruction execution lottery is won, a combination of the first command "A0F" and one of the second commands "B01" to "B04" is received by the sub-CPU 412. In this case, as shown in Figure 28(c-1), one of instruction performances X1 to X4 is executed according to the second command. The above instruction performance X instructs the correct button press order to win the 8-bell combination. Also, in instruction mode a, in a game in which bell group X is won, if the instruction execution lottery is not won, a combination of the first command "A0F" and the second command "B99" is received by the sub-CPU 412. In this case, as shown in Figure 28(c-1), suggestion performance Y is executed.
[0466] As described above, in games where Bell Group X is won, the expected value of winning with an irregular button press sequence is greater than the expected value of winning with a left 1st press. Also, in instruction mode a, the main penalty control is not executed even if the player stops with an irregular button press sequence in games where instruction effect X is not executed. With the above configuration, when suggestion effect Y is executed, the player will stop with an irregular button press sequence. In other words, suggestion effect Y in the third embodiment functions as an effect that suggests the player should stop with an irregular button press sequence, similar to suggestion effect Y in the first embodiment. As shown in Figure 28(c-1), in the third embodiment, similar to the first embodiment, when 1 coin 4 is won in instruction mode a, suggestion effect Y is executed.
[0467] Figure 28(c-2) is a conceptual diagram of the specific performance determination table in instruction mode b. As described above, in instruction mode b, in a game in which bell group X is won, the sub-CPU 412 receives, in principle, a combination of the first command "A0F" and one of the second commands "B01" to "B04". In this case, as shown in Figure 28(c-2), one of instruction performances X1 to X4 is executed according to the second command. In instruction mode c, similar to instruction mode b, in a game in which bell group X is won, instruction performances X(1~4) that indicate the correct button press order are generally executed. In addition, in instruction mode c of the third embodiment, instruction performance Z may be executed, similar to instruction mode c of the first embodiment.
[0468] In the third embodiment, during the non-instruction period, the suggestion animation Y is not executed regardless of the winning area (even if Bell Group X is won). Also, if a stop operation is performed with an irregular button press sequence during the non-instruction period, the main penalty control is executed.
[0469] According to the third embodiment described above, similar to the first embodiment described above, it is possible to improve the actual increase value while suppressing the ratio of indicated special features. However, the configuration for improving the actual increase value while suppressing the ratio of indicated special features is not limited to the above example.
[0470] For example, as a modification of the third embodiment, consider a configuration in which, instead of batting order bells 01 to 04, batting order bell C is provided, and batting order bell R is provided, where the correct button press is middle 1st. In the above modification, the first command for batting order bell C and batting order bell R is common. Also, in instruction mode b or instruction mode c, in a game in which batting order bell C is won, middle 1st (correct button press) is indicated by the instruction display 16, and middle 1st is indicated by the instruction effect. Similarly, in instruction mode b or instruction mode c, in a game in which batting order bell R is won, right 1st (correct button press) is indicated by the instruction display 16, and right 1st is indicated by the instruction effect. However, in instruction mode a, in a game in which batting order bell C is won, middle 1st is indicated by the instruction display 16 and the liquid crystal display device 30, while in a game in which batting order bell R is won, suggestion effect Y is executed (no instruction information is displayed).
[0471] In the modified version described above, in a game where the suggestion effect Y is executed, stopping the reels on the right 1st position results in winning the 8-bell combination. Therefore, the suggestion effect Y in the modified version suggests the stop operation sequence that results in winning the 8-bell combination. With the modified version described above, similar to the first and third embodiments, it is possible to improve the actual added value while suppressing the ratio of indicated winning combinations.
[0472] Furthermore, the third embodiment can be adopted in the second embodiment described above. Specifically, in the third embodiment, a preparation state is provided, and if the bell group X is won in this preparation state, the instruction performance H described above is executed. In addition, if the stop operation is performed in an irregular order of button presses during a game in which instruction performance H is executed, the game may be configured to transition to a special bonus state from the next game.
[0473] <Variation> Each of the above forms can be modified in various ways. Specific examples of modifications are given below. Two or more forms can be arbitrarily selected from the following examples and combined as appropriate.
[0474] (1) In the second embodiment described above, the system is configured so that no instruction sequences other than instruction sequence H are executed in the preparation state. However, the system may be configured so that instruction sequences other than instruction sequence H can be executed in the preparation state. For example, the system may be configured so that an instruction sequence X that indicates the correct button press sequence for winning the bell role can be executed in the preparation state.
[0475] Specifically, when the main CPU 301 selects Bell Group B during the preparation state, it executes a command type determination process. In this command type determination process, it is determined by lottery whether to execute command animation X (1-4) or command animation H. For example, there is approximately a 1 / 2 probability that command animation X will be selected, and approximately a 1 / 2 probability that command animation H will be executed.
[0476] In a game where instruction animation X is determined, an instruction number indicating the correct button press sequence for that game is determined, a second command indicating that instruction number is sent to the sub-CPU 412, and instruction animation X (1-4) corresponding to that second command is executed. However, even if the game is stopped with an irregular button press sequence in a game where instruction animation X is determined, the payout state is maintained in the preparation state. On the other hand, if instruction animation H is determined, an instruction number indicating an irregular button press sequence is determined, a second command indicating that instruction number is sent to the sub-CPU 412, and instruction animation H is executed. In a game where instruc...
Claims
[Claim 1] A game control means for controlling the progress of the game, Multiple stop operation means capable of stopping in either the normal order or an irregular order, Each game includes a symbol display means that displays multiple types of symbols in a variable manner, and can stop and display the symbol combination resulting from the game according to the stop operation. An effects control means that controls the effects in response to a command from the aforementioned game control means, A means of executing various effects, An instruction means capable of specifying the stop operation sequence, A gaming machine equipped with, The aforementioned game control means is A means for initiating a game using a predetermined number of game values, In each game, a means for determining one of the winning areas, A symbol variation control means for stopping and displaying the symbol combination according to the winning area and the stop operation sequence, A means for assigning game value that can assign game value corresponding to the aforementioned combination of symbols, The system comprises a state control means capable of controlling the system to any of the states, including a first state and a second state which is more advantageous than the first state, Each of the aforementioned winning areas includes a designated winning area belonging to a designated group, The game value that can be obtained in a game in which the predetermined winning area is selected is set such that the expected value of game value obtained is higher when the game is stopped in the irregular order than when the game is stopped in the normal order. The instruction means is capable of executing a specific instruction that indicates that the normal order is not recommended when the predetermined winning area is selected while controlled to the first state. The state control means is When the specific instruction is being executed by the instruction means, if a stop operation is performed in the irregular order, the state is transitioned to the second state. When the specific instruction is being executed by the instruction means, if a stop operation is performed in the normal order, the state will not transition to the second state. The aforementioned performance execution means is capable of executing an instruction performance that indicates that the normal order is not recommended in a game in which the specific instruction is executed by the instruction means. If the game is being played in the order described above, and the stop operation is performed according to the normal sequence, the instruction sequence will terminate when the first stop operation means is performed. Gaming machine.