Slot machine
The slot machine addresses inoperable state issues by using performance and notification means to inform players of game value grants and disabling states, enhancing player trust and experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- YAMASA NEXT CO LTD
- Filing Date
- 2024-10-18
- Publication Date
- 2026-05-01
AI Technical Summary
Conventional gaming machines transition to an inoperable state when a certain gaming value is obtained, lacking suitable mechanisms for player notification and recognition of the disabling state.
A slot machine with performance control means, first and second notification means, and disabling means to notify players of game value grants and disabling states, ensuring players recognize proper value grants despite entering a disabling state.
Players are informed of game value grants and the disabling state, reducing suspicion and enhancing gameplay experience by clearly distinguishing between granted and disabled states.
Smart Images

Figure 2026072134000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a slot machine capable of playing games.
Background Art
[0002] Conventionally, there is known a gaming machine that transitions to an inoperable state where the progress of the game cannot be made when a certain gaming value is obtained.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine of Patent Document 1, there is room for improvement regarding the inoperable state.
[0005] The present invention provides a slot machine more suitable for the inoperable state.
Means for Solving the Problems
[0006] The present invention relates to a slot machine capable of gameplay, comprising: a performance control means for controlling the performance; a first notification means; a second notification means; and a disabling means capable of disabling the game when a count value, calculated using the difference between the value of game value granted by the game and the value of game value used by the game, reaches a specific value, wherein the performance control means is capable of performing a disabling notification performance to notify that the game is in the disabling state, a first performance by the first notification means to notify that game value has been granted when game value has been granted by the game, a second performance by the second notification means to notify that game value has been granted when game value has been granted by the game, and a disabling notification performance being performed when the count value reaches a specific value in a game, wherein in that game, the first performance cannot be fully confirmed by the player due to the disabling notification performance, while the second performance continues even when the disabling notification performance is performed and can be fully confirmed by the player.
[0007] In this configuration, when the count value reaches a specific value during a game, a disabling notification effect is performed, allowing the player to recognize that the game has entered a disabling state. Furthermore, in order to allow the player to recognize the disabling notification effect, the first effect that notifies that game value has been granted through the game can be made to be hidden from the player until the end by the disabling notification effect. This causes the player to feel something is amiss and makes them more likely to notice the disabling notification effect. However, if all types of effects that notify that game value has been granted through the game are not executed to the end, the player may not know whether game value has been properly granted through the game and may become suspicious. However, the second effect that notifies that game value has been granted through the game continues even when the disabling notification effect is performed, and is configured to be visible to the player until the end. Therefore, even when the disabling notification effect is performed, the player can recognize that game value has been properly granted through the game, along with the fact that the game has entered a disabling state. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a slot machine and card unit, which is an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram of a slot machine's communication system. [Figure 3] This block diagram shows the device configuration of the card unit and the functions of the unit control board. [Figure 4] This is a block diagram showing the electrical configuration of a slot machine. [Figure 5] Figure 2 is a functional block diagram showing the functions of the main control board, sub-control board, and medal count control board. [Figure 6] A perspective view of the slot machine with its front panel open. [Figure 7] This is a diagram showing the arrangement of symbols on the reels. [Figure 8] This is a diagram to explain the transitions in the game state. [Figure 9] This diagram shows the relationship between the winning combination group, the presence or absence of a target for transitioning to a favorable period, and the number of payouts depending on the stopping pattern. [Figure 10] This diagram shows the relationship between the group of lower-numbered winning combinations that triggered the transition to the advantageous period and the lottery mode determination table selected based on the state of the first game. [Figure 11] This diagram shows the winning animations and completion-related animations that the player can see when neither the first nor the second judgment is met. [Figure 12] This diagram shows the winning animations and completion-related animations that can be seen by the player when the second judgment is met but the first judgment is not. [Figure 13] This diagram shows the winning animations and completion-related animations that the player can see when the first condition is met. [Figure 14] This diagram shows the priority order of layers in a liquid crystal display. [Figure 15] This diagram shows an example of the sequence of events that a player can observe in the game immediately preceding the game in which the "Complete" function is activated. [Figure 16]It is a diagram showing an example of the flow of effects that can be confirmed by a player in a game in which the complete function is activated. [Figure 17] It is a diagram showing an example of specific notification that can be confirmed by a player in a game before one game in which the complete function is activated. [Figure 18] It is a diagram showing an example of specific notification that can be confirmed by a player in a game in which the complete function is activated.
Mode for Carrying Out the Invention
[0009] Embodiments of the present invention will be described with reference to FIGS. 1 to 6. In this specification, for ease of description, data corresponding to the game value used in the game instead of the game medal is appropriately described as "pseudo medal".
[0010] (Slot Machine System) First, the slot machine system will be described with reference to FIGS. 1 and 2. FIG. 1 is a front view of the slot machine SM and the card unit CU according to the first embodiment of the present invention, and FIG. 2 is a block diagram showing the slot machine system.
[0011] As shown in FIG. 2, the slot machine system includes a slot machine SM that plays a game based on a game value, a hall computer, a management computer, and a card unit CU that is installed adjacent to the slot machine SM, connected to the slot machine SM, and performs lending and returning of the game value in a data format, and is configured to be able to transmit various information to the hall computer and the management computer. In this embodiment, information such as the number of bonus winning times and the number of games between bonuses that can be specified is transmitted from the card unit CU to the hall computer. Also, information related to the performance of the slot machine SM, such as the accessory ratio, is transmitted from the card unit CU to the management computer. In the slot machine SM, the number of pseudo medals is sent from the card unit CU to the medal number control board 300 in the form of number data, and the game is executed by the medal number data management by the medal number control board 300.
[0012] Also, in the present embodiment, in the slot machine system, balance data regarding the balance of the cash inserted by the player and the number of pieces of virtual medals held by the player that can be lent to the slot machine SM (hereinafter, appropriately referred to as "the number of medals held") (hereinafter, appropriately referred to as "the number of medals held data") are stored in the storage means 502a (see FIG. 3) of the unit control board 500 of the card unit CU. Further, the number of pieces of virtual medals held by the player that can be used in the game on the slot machine SM (hereinafter, appropriately referred to as "the number of game medals") (hereinafter, appropriately referred to as "the number of game medals data") are stored in the storage means 302a (see FIG. 5) of the medal number control board 300 of the slot machine SM. Note that the storage means 502a is formed in the RAM section (volatile memory) of the memory 502, and the storage means 302a is formed in the RAM section (volatile memory) of the memory 302. The storage means 502a and the storage means 302a can hold the stored content only when power supply is being performed, and the stored content is erased when power supply stops.
[0013] Then, by operating the lending switch 503a of the card unit CU, lending of a predetermined number of pieces of virtual medals from the card unit CU to the slot machine SM is performed. In this lending, the balance data or the lendable number data stored in the storage means 502a of the card unit CU are rewritten to the balance data with an amount corresponding to the predetermined number of lent pieces subtracted or the lendable number data with the predetermined number of lent pieces subtracted. Further, the number of game medals data stored in the storage means 302a of the slot machine SM is rewritten to the number of game medals data increased by the predetermined number of lent pieces.
[0014] Also, by operating the bet switch 7 or the maximum bet switch 8 of the slot machine SM, betting (also referred to as inserting or using) of a predetermined number of pieces of virtual medals (the number of inserted pieces) is performed. In this betting, the number of game medals data stored in the storage means 302a of the slot machine SM is rewritten to the number of game medals data with the predetermined number of bet pieces subtracted.
[0015] Furthermore, when a winning combination that dispenses pseudo-medals is achieved, the slot machine SM dispenses (also called granting) a predetermined number of pseudo-medals to the player. In this dispensing, the game medal count data stored in the memory means 302a of the slot machine SM is overwritten with game medal count data increased by the predetermined dispensing amount. In this embodiment, the insertion of pseudo-medals, the dispensing of pseudo-medals, and the rewriting of game medal count data are performed by the exchange of signals between the main control CPU 101 and the medal count control CPU 301, but these will be described in more detail later.
[0016] Furthermore, the medal count control board 300 and the card unit CU exchange information bidirectionally via the I / F boards 90 and 550. In addition, power (voltage) based on the internal power supply (internal power supply of the card unit CU) is supplied from the card unit CU to the slot machine SM via the I / F boards 90 and 550.
[0017] Below, we will first describe in detail the functions of the slot machine SM and the card unit CU, and then describe in detail the power supply and connection relationship between the slot machine SM and the card unit CU.
[0018] (Card Unit) As shown in Figures 1 and 3, the card unit CU includes a unit information display device 505, a cash input device 506, a card insertion and ejection device 504, a lending switch 503a, a unit control board 500, and an I / F board 550. The card unit CU also includes a power supply board (not shown), an auxiliary power supply (not shown), and a return switch (not shown).
[0019] The unit information display device 505 displays the player's cash balance (number of spins) and the number of simulated tokens the player possesses, based on the balance data and the number of tokens held data stored in the storage means 502a of the unit control board 500. The unit information display device 505 may be composed of, for example, multiple 7-segment LEDs or a liquid crystal display.
[0020] The cash insertion device 506 is used to receive cash, such as banknotes, in order to borrow simulated tokens from the card unit CU, and it detects the cash inserted by the player.
[0021] The card insertion / discharge device 504 stores a medal card when it is inserted through the insertion / discharge slot, and when the return switch is operated, it ejects the stored medal card from the insertion / discharge slot.
[0022] As shown in Figure 3, the unit control board 500 is equipped with a unit CPU 501 that controls the entire card unit CU. The unit CPU 501 has a memory 502 and functions as a reception processing means 501a, a lending processing means 501b, a second counting processing means 501c, a return processing means 501d, and a transmission / reception means 501e.
[0023] (1) Storage means 502a The memory 502 includes a RAM section for temporarily storing various data and a ROM section for storing various programs, and a storage means 502a is formed in the RAM section (volatile memory). The storage means 502a holds balance data, the number of tokens held data, the number of game tokens stored in the storage means 302a received from the token control board 300, and ID information written on the token card.
[0024] (2) Reception processing means 501a When a medal card is inserted into the insertion / discharge slot of the card insertion / discharge device 504, the reception processing means 501a overwrites the balance data and the number of medals held stored in the storage means 502a with the balance data increased by the amount of money stored on the medal card (the amount may be "0") or the number of pseudo-medals (the number may be "0"), and sets the amount of money or the number of pseudo-medals stored on the medal card to "0". Furthermore, when cash is inserted into the cash input device 506, the reception processing means 501a overwrites the balance data stored in the storage means 502a with the balance data increased by the amount of money inserted.
[0025] (3) Lending processing means 501b When the lending switch 503a is operated, a signal based on the number of tokens to be lent is transmitted to the slot machine SM by the transmitting / receiving means 501e. Based on the transmission of this signal, the lending processing means 501b rewrites the balance data or the number of tokens held stored in the storage means 502a to the balance data or the number of tokens held, with the amount equivalent to the predetermined number of tokens to be lent subtracted. Alternatively, instead of updating the contents of the storage means 502a when a signal based on the number of tokens to be lent is transmitted to the slot machine SM, the lending processing means 501b may update the contents of the storage means 502a when, for example, a signal based on the number of tokens to be lent is transmitted to the slot machine SM and a response signal is received from the slot machine SM.
[0026] In this embodiment, when lending pseudo-medals based on the number of available tokens data stored in the storage means 502a, a predetermined number of pseudo-medals are lent each time the lending switch 503a is operated. However, for example, when the lending switch 503a is operated, all of the pseudo-medals stored in the storage means 502a may be lent out at once.
[0027] (4) Second counting processing means 501c The second counting processing means 501c works in cooperation with the first counting processing means 301b2 of the medal count control CPU 301 to perform counting processing to transfer some or all of the usable number data stored in the storage means 302a to the storage means 502a of the card unit CU.
[0028] Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on a predetermined number of coin count data is transmitted from the slot machine SM to the card unit CU via the inter-unit transmission / reception means 301e. When the transmission / reception means 501e receives this signal, the second counting processing means 501c rewrites the coin count data stored in the storage means 502a to the coin count data obtained by adding the predetermined number of coin counts. In this embodiment, if the counting switch 31 is pressed for a normal duration of less than the predetermined time, the coin count data for one pseudo-coin is transmitted to the card unit CU. On the other hand, if the counting switch 31 is pressed for a long time of a predetermined duration or longer, the coin count data for 50 pseudo-coins is transmitted to the card unit CU at predetermined intervals (for example, 300ms).
[0029] (5) Return processing means 501d When the return switch is operated, the return processing means 501d stores the balance data and the number of tokens held, which are stored in the storage means 502a, onto the token card stored in the card insertion and ejection device 504, and then returns the token card to the player.
[0030] Specifically, when the return switch is operated while the information regarding the number of game tokens transmitted from the token count control board 300 (the number of pseudo tokens indicated by the number of game tokens data stored in the storage means 302a) and the information regarding the number of pseudo tokens inserted between the main control board 100 and the token count control board 300 both indicate "0", the return processing means 501d stores the balance data and the number of tokens held stored in the storage means 502a onto the token card housed in the card insertion / discharge device 504, and discharges the token card from the insertion / discharge port of the card insertion / discharge device 504. At the same time, it rewrites the balance data and the number of tokens held stored in the storage means 502a to balance data indicating a balance of "0" and number of tokens held data indicating a number of "0". Furthermore, if the return switch is operated when both the information regarding the number of simulated tokens inserted and the information regarding the number of game tokens transmitted from the token count control board 300 are not "0", the LCD display 14 and speakers 15, 16, etc., will provide notification prompting the player to count (count switch 31) or settle (settlement switch 33).
[0031] The transmitting / receiving means 501e receives data related to the number of game tokens (the number of pseudo tokens indicated by the game token count data stored in the storage means 302a) at a predetermined period (for example, 300ms).
[0032] (6) Transmitting and receiving means 501e The transmitting and receiving means 501e receives signals based on various information from the medal count control board 300 and transmits signals based on various information to the medal count control board 300. The information received from the medal count control board 300 includes the number of pseudo-medals returned (count data for the number of counted medals), the number of usable medals (the number of pseudo-medals indicated by the game medal count data stored in the storage means 302a), the total number of pseudo-medals inserted, the total number of medals paid out, various ratios displayed on the payout ratio monitor 47 such as the payout ratio, and error-related information. The information transmitted to the medal count control board 300 includes information regarding the number of pseudo-medals lent out. The game medal count data indicating the number of game medals received from the transmitting and receiving means 501e (game medal count data stored in the storage means 302a) is stored in the storage means 502a, so that it is stored in both the card unit CU and the medal count control board 300, and by using both, it becomes possible to respond to fraudulent activities.
[0033] Furthermore, various game information is transmitted from the card unit CU to the hall computer. This game information includes, for example, the open status of the front panel 2, information regarding the number of simulated tokens inserted, information regarding the number of simulated tokens dispensed, error information, information indicating that settings are being changed, information indicating that settings are being checked, information indicating that a bonus state is in progress, information indicating that a winning combination, a re-spin combination, or a bonus combination has been achieved, and information indicating that each of the spinning reels 6L, 6M, and 6R has stopped.
[0034] (Slot machine) Next, we will explain the general configuration of the slot machine SM with reference to Figures 1 to 6.
[0035] In the slot machine SM of this embodiment, pseudo-coins are inserted to fulfill predetermined conditions for starting a game by operating the bet switch 7 or the maximum bet switch 8. Furthermore, once the predetermined conditions are met by inserting pseudo-coins and setting a predetermined number of bets, the player operates the start switch 9, and multiple rotating reels 6L, 6M, and 6R, each with multiple symbols arranged on them, begin to rotate. Additionally, each of the rotating reels 6L, 6M, and 6R is stopped by operating the respective stop switches 10L, 10M, and 10R. If the stopped symbol display result is a predetermined winning pattern, a predetermined number of pseudo-coins are paid out, ending one game. Here, inserting pseudo-coins means overwriting the game coin count data stored in the storage means 302a of the coin count control board 300 with game coin count data that has been reduced by the number of coins corresponding to the bet for that game. Furthermore, the payout of pseudo-medals refers to the process of overwriting the game medal count data stored in the storage means 302a of the medal count control board 300 with game medal count data to which the number of medals set according to the winning combination has been added, when a prize is won in the game.
[0036] Even if a simulated medal is inserted and the number of game medals is reduced, the set bet amount can be changed until the start switch 9 is operated. The bet amount will be updated accordingly, and when the start switch 9 is operated, the set bet amount will be used for the game. For example, when setting the bet amount in a game state where the default number is set to "3" or "1", operating the maximum bet switch 8 will set the bet amount to "3", and "3" will be deducted from the number of game medals. Subsequently, when changing the bet amount to "1", operating the bet switch 7 will set the bet amount to "1", and "2" will be returned (added) to the number of game medals.
[0037] The slot machine SM is configured as shown in Figure 1, for example. In this slot machine SM, the front of the open-front box-shaped casing KY is closed by a front panel 2, and an operation panel 3 is positioned at approximately the center height of the front panel 2, with a front panel 4 positioned above the operation panel 3. A horizontally elongated rectangular display window 5 is provided on this front panel 4. Inside the display window 5 are left, center, and right rotating reels 6L, 6M, and 6R, which variably display multiple types of symbols in a predetermined order.
[0038] A slot machine SM, an example of a gaming machine according to this embodiment, is configured such that one game is started when a predetermined number of pseudo-medals (for example, 3) are inserted in one of a plurality of pre-set game states and the start switch 9, described later, is operated, as shown in Figure 1.
[0039] The front of the KY enclosure is closed by a front panel 2, which can be opened and closed, and an operation panel 3 is positioned at approximately the center height of this front panel 2. A front panel 4 is positioned above the operation panel 3. The front panel 4 has a horizontally elongated rectangular display window 5. Inside the display window 5 are left, middle, and right rotating reels 6L, 6M, and 6R, which variably display multiple types of symbols in a predetermined order. As shown in Figure 7, the left, middle, and right rotating reels 6L, 6M, and 6R each have a total of 20 symbols (in this embodiment, "R7 (red 7)", "B7 (blue 7)", "BR (bar)", "T1 (tomato 1)", "T2 (tomato 2)", "AP (apple)", "C1 (cherry 1)", "C2 (cherry 2)", "LM (bell)", and "RP (replay)") arranged in a predetermined sequence.
[0040] Furthermore, each symbol is assigned a frame number from 0 to 19 in order. In this case, for example, a reel tape printed with symbols from frame number 0 to 19 is attached to the circumference of each rotating reel 6L, 6M, and 6R. When each reel 6L, 6M, and 6R rotates, multiple symbols are displayed in the display window 5 in a predetermined order, starting with frame numbers 19, 18, ..., then 0, 19, ... When each reel 6L, 6M, and 6R stops rotating, the display window 5 is set to reveal a total of three symbols, one each in the upper, middle, and lower rows. That is, when all three reels 6L, 6M, and 6R stop, a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed in the display window 5. In this embodiment, the winning lines within the display window 5 used for determining winning combinations consist of the upper line of the left reel 6L, the upper line of the middle reel 6M, and the middle line of the right reel 6R.
[0041] The advantageous period is a period in which it is permitted to notify the button press sequence (the correct sequence of presses) that will yield a favorable payout when winning one of the winning combination groups "ATA_CL1" (lower number 04) to "ATB_RC2" (lower number 19) (see Figure 6), as described later. In this embodiment, a corresponding advantageous period lamp is not provided during the advantageous period, but it may be provided.
[0042] Furthermore, to enable independent rotational drive of each of the rotating reels 6L, 6M, and 6R, each of the rotating reels 6L, 6M, and 6R is connected to left, middle, and right reel motors 27L, 27M, and 27R (see Figure 4), which are each composed of stepping motors. In addition, a support frame for each of the rotating reels 6L, 6M, and 6R is fixed to the rear wall inside the housing KY, and each of the rotating reels 6L, 6M, and 6R is supported by the support frame and arranged inside the housing KY.
[0043] Furthermore, the control panel 3 is equipped with a bet switch 7, a maximum bet switch 8, a lever-shaped start switch 9, left, middle, and right stop switches 10L, 10M, and 10R, a counting switch 31, and a payout switch 33. The bet switch 7 is used by the player to instruct the insertion of simulated tokens one at a time from the available token count data stored in the storage means 302a of the token count control board 300, which will be described later. The maximum bet switch 8 is used by the player to instruct the insertion of the maximum number of simulated tokens per game (set to a predetermined number: 3) from the game token count data stored in the storage means 302a of the token count control board 300. Note that the bet switch 7 and the maximum bet switch 8 are set to be activated when the number of tokens indicated by the game token count data stored in the storage means 302a of the token count control board 300 is 1 or more. Furthermore, when the maximum bet switch 8 is operated, if the number of game tokens indicated by the game token count data stored in the storage means 302a of the token count control board 300 is less than a predetermined number (for example, 3 tokens), the system may provide a notification prompting the player to borrow pseudo tokens, or it may allow the player to play with a predetermined number of tokens less than the predetermined number (for example, 3 tokens). Alternatively, in such cases, the system may not accept operation of the maximum bet switch 8 at all.
[0044] The counting switch 31 functions as an instruction button for transmitting the game token count data stored in the storage means 302a to the card unit CU. In this embodiment, a normal press instructs the transmission of data for one token, while a long press instructs the transmission of data for 50 tokens periodically. In the case of a long press, data for 50 tokens is transmitted to the card unit CU at predetermined intervals while the button is pressed. If the game token count data stored in the storage means 302a falls below 50 tokens and a transmission instruction (transmission instruction based on a long press) is issued, all remaining token count data is transmitted to the card unit CU. The settlement switch 33 is used to reset the number of tokens bet to 0 when a bet of pseudo tokens has been set.
[0045] The start switch 9 is used by the player to rotate each of the spinning reels 6L, 6M, and 6R to start the variable display of each symbol. The left, middle, and right stop switches 10L, 10M, and 10R are used by the player to stop the rotation of the left, middle, and right spinning reels 6L, 6M, and 6R respectively to stop the variable display of each symbol. The start switch 9 is set to be activated after the game medal count data stored in the memory means 302a of the medal count control board 300 has been overwritten with game medal count data that has been reduced by a predetermined number (by inserting a predetermined number of pseudo-medals). The left, middle, and right stop switches 10L, 10M, and 10R are set to be activated after each of the spinning reels 6L, 6M, and 6R, which started rotating due to the operation of the start switch 9, has passed a predetermined acceleration period and is rotating at a constant speed.
[0046] In this embodiment, the number of bets required for one game (one round of play) is set to one, two, or three. In addition, each of the rotating reels 6L, 6M, and 6R forms a variable display column that displays multiple types of symbols in a variable manner, and each of the stop switches 10L, 10M, and 10R is provided corresponding to each of the rotating reels 6L, 6M, and 6R.
[0047] Furthermore, a liquid crystal display 14 is provided near the center of the upper part of the front panel 4, which is capable of displaying images for purposes such as showing videos to notify players of wins or prizes, or for providing information on the operation of each stop switch 10L, 10M, and 10R.
[0048] Furthermore, upper speakers 15 for music and sound effects are provided on the left and right sides of the upper part of the front panel 4. Below the control panel 3, a lower panel 18 displaying decorative images is provided, and lower speakers 16 for music and sound effects are provided on the left and right sides of this lower panel 18.
[0049] Furthermore, an upper lamp section 21 is provided on the upper peripheral edge of the front panel 2, lower lamp sections 22 are provided on the left and right sides of the lower panel 18 of the front panel 2, a reel back lamp section 23 is provided on the back of each rotating reel 6L, 6M, and 6R, and a lower panel lamp section 24 is provided on the back of the lower panel 18. Each of the lamp sections 21, 22, 23, and 24 is equipped with a light-emitting element such as a light-emitting diode or organic EL, or a general light bulb, and provides effects such as notifying the player of winning or placing in a prize, or notifying them of the complete function described later. These effects are provided by notification means different from the liquid crystal display 14 which can display images.
[0050] Furthermore, a game token count indicator 26 is provided in the lower right corner of the display window 5 to show the number of simulated tokens owned by the player. This game token count indicator 26 is composed of, for example, five 7-segment LEDs and is capable of displaying a five-digit number of simulated tokens held.
[0051] Furthermore, next to the game token count display 26, there is a bet lamp unit 30 for indicating the number of tokens inserted, and the bet lamp unit 30 consists of three bet lamps.
[0052] Furthermore, a payout indicator 46 is provided in the lower left of the display window 5 to display the number of simulated medals dispensed. This payout indicator 46 is composed of, for example, two 7-segment LEDs and is capable of displaying a two-digit number of simulated medals dispensed.
[0053] Figure 6 is a perspective view of the slot machine SM with the front panel 2 open. The main control unit 105 houses the main control board 100 in a transparent circuit board case, allowing the component mounting surface of the main control board 100 to be visible from the front. As shown in Figure 6, the main control unit 105, with the main control board 100 housed in a transparent circuit board case, is fixed to the rear of the slot machine SM's casing KY using screws and mounting brackets (not shown) so that the component mounting surface of the main control board 100 faces forward. The I / F board 90 is fixed to the side of the slot machine SM's casing KY using screws and mounting brackets (not shown). In the following, the front side in Figure 6 will be referred to as the front of the main control board 100 and main control unit 105, and the back side as the rear of the main control board 100 and main control unit 105. The top and bottom and left and right in Figure 6 will be described as the top and bottom and left and right of the main control board 100 and main control unit 105, respectively.
[0054] (Outline of the electrical configuration of a slot machine) The electrical configuration of the slot machine SM will be explained with reference to Figure 4, as well as Figure 1. Figure 4 is a block diagram showing the electrical configuration of the slot machine.
[0055] The left, middle, and right reel sensors 55L, 55M, and 55R are used to detect the rotational position of the left, middle, and right rotating reels 6L, 6M, and 6R, respectively. For example, they consist of photo interrupters that detect protrusions provided on each of the left, middle, and right rotating reels 6L, 6M, and 6R. As the left, middle, and right rotating reels 6L, 6M, and 6R rotate, they detect the protrusions with each rotation and output the detection signal to the main control board 100. In this slot machine SM, for example, when the left, middle, and right reel sensors 55L, 55M, and 55R detect the above-mentioned protrusions, the system is configured so that the symbol with the symbol number 20 out of the symbol numbers 0 to 20 set for each of the rotating reels 6L, 6M, and 6R is positioned in the middle of the display window 5.
[0056] The setting key switch 56 is located on the main control board 100 and can be switched ON or OFF by inserting the setting change key into the key cylinder located in the setting change key cylinder housing and rotating it. The reset switch 52 is located on the operation switch board 600 and, during setting changes, each press temporarily sets the setting to one level higher. The reset switch 52 is also used to clear errors when they occur.
[0057] Furthermore, this slot machine SM is equipped with a main control board 100 on which a main control CPU 101 that controls the progress of the game is implemented, a sub-control board 200 on which a sub-control CPU 201 that controls the effects in accordance with the progress of the game based on information transmitted from the main control board 100 is implemented, a medal count control board 300 on which a medal count control CPU 301 that controls the management of the number of pseudo-medals held by the player is implemented, an operation switch board 600 on which signals from operation means necessary for the progress of the game (for example, a start switch 9) are input, a display board 700 on which a payout indicator 46 and a game medal count indicator 26 are provided, and an I / F board 90 for communicating with external devices, as shown in Figure 2. Here, various game information is transmitted unidirectionally from the main control board 100 to the sub-control board 200. Also, various information is transmitted bidirectionally between the main control board 100 and the medal count control board 300. Furthermore, predetermined information is transmitted unidirectionally from the medal count control board 300 to the sub-control board 200 via the main control board 100. This predetermined information includes, for example, information related to the number of game medals stored in the storage means 302a, and information that notifies the sub-control board 200 when the counting switch 31 or the dispensing switch 503a is pressed. Based on the information (predetermined information) received from the medal count control board 300 via the main control board 100, the sub-control board 200 performs controls such as displaying the number of simulated medals held by the player on the liquid crystal display 14, and sounding a notification tone from the speakers 15 and 16 when the counting switch 31 or the dispensing switch 503a is pressed.
[0058] Furthermore, the main control board 100 and the medal count control board 300 may be connected via a BtoB (Board to Board) connection. Also, the display board 700 and the operation switch board 600, the operation switch board 600 and the medal count control board 300, and the main control board 100 and the sub-control board 200 are all connected via harnesses.
[0059] Signals from the start switch 9, bet switch 7, maximum bet switch 8, stop switches 10L, 10M, 10R, which are the operating means necessary for the progress of the game, as well as signals from the payout switch 33 and reset switch 52, are first input to the operation switch board 600 and then to the medal count control board 300 via a harness. From there, they are input to the main control board 100 via wiring within the medal count control board 300 and connector connections (B to B connections). Signals from the counting switch 31 are input to the operation switch board 600, then to the medal count control board 300 via a harness, and finally to the medal count control CPU 301. Furthermore, signals from the start switch 9 and stop switches 10L, 10M, and 10R may be directly input to the main control board 100 without going through the medal count control board 300. Additionally, signals from the operating means (start switch 9, bet switch 7, maximum bet switch 8, stop switches 10L, 10M, and 10R), settlement switch 33, reset switch 52, and counting switch 31 may be input to the main control board 100 via a harness, and then input to the medal count control board 300 via wiring within the main control board 100 and connector-to-connector connections (board-to-board connections).
[0060] The control signals (including display data) used for displaying the payout indicator 46 are transmitted from the main control board 100. The transmission path at this time is main control board 100 → medal count control board 300 → operation switch board 600 → display board 700. The control signals (including display data) used for displaying the game medal count indicator 26 are transmitted from the medal count control board 300. The transmission path at this time is medal count control board 300 → operation switch board 600 → display board 700.
[0061] The payout ratio monitor 47 displays various ratios and is provided on the main control board 100. In this embodiment, the payout ratio monitor 47 is composed of four 7-segment LEDs. The various ratios include the bonus payout ratio, the consecutive bonus payout ratio, and the advantageous section ratio. The bonus payout ratio is the ratio of the total number of payouts from bonuses (e.g., Big Bonus (BB), Chance Bonus (CB), Single Bonus (SB), etc.) to the total number of pseudo-medal payouts. The consecutive bonus payout ratio is the ratio of the total number of payouts from consecutive bonuses (e.g., Big Bonus (BB), etc.) to the total number of pseudo-medal payouts. The advantageous section ratio is the ratio of the advantageous section to the total number of games played, when there is an advantageous section in which notification of an advantageous button press order is permitted when a bonus (AT bonus) is won in which the number of pseudo-medal payouts differs depending on the button press order. The payout ratio monitor 47 may also be provided on the medal count control board 300. Alternatively, instead of providing the payout ratio monitor 47, information that can identify various ratios may be transmitted to the card unit CU. The payout ratio monitor 47 may also be configured to display the payout ratio including instructions. The payout ratio including instructions is the ratio of the total payout to the number of payouts obtained by adding the payouts from games in which a favorable button sequence was announced, in addition to the payouts from payouts from payouts from payouts.
[0062] The setting indicator 48 displays the setting value set by the setting value setting means 101b, which will be described later, and is provided on the main control board 100. In this embodiment, the setting indicator 48 is composed of one 7-segment LED.
[0063] As shown in Figure 5, the memory 102 of the main control board 100 includes a RAM 65 for temporarily storing various data and a ROM 67 for storing data and programs necessary for the progress of the game. The RAM 65 of the main control board 100 stores, for example, various flags and the results of the role lottery. The ROM 67 of the main control board 100 stores pre-set data (such as the lottery table 102a in Figure 5) and programs for the game machine (programs for the slot machine SM).
[0064] Furthermore, the main control CPU 101 of the main control board 100 has interrupt functions such as timer interrupts and performs processing related to the progress of the game by executing the game machine program stored in the ROM 67. The main control CPU 101 also transmits various game information in command format to the sub-control board 200 (sub-control CPU 201), such as information regarding the results of the role lottery by the role lottery means 103 (see Figure 5), and information regarding the operation of operating devices operated by the player, such as each stop switch 10L, 10M, 10R and the start switch 9.
[0065] Furthermore, the memory 202 of the sub-control board 200 includes a RAM section for temporarily storing various data and a ROM section for storing various programs for presentation purposes. The sub-control CPU 201 of the sub-control board 200 has interrupt functions such as timer interrupts, and the sub-control CPU 201 determines the content of the presentations related to the game for the player by executing programs stored in the memory 202 based on various game information related to the slot machine SM transmitted from the main control CPU 101. In addition, the sub-control CPU 201 of the sub-control board 200 controls presentation equipment such as the liquid crystal display 14 and speakers 15, 16 via the I / O ports of the sub-control board 200 based on the determined presentation content.
[0066] Furthermore, the memory 302 of the medal count control board 300 includes a RAM section for temporarily storing various data and a ROM section for storing various programs. The medal count control CPU 301 of the medal count control board 300 has interrupt functions such as timer interrupts and performs various controls such as managing the number of pseudo-medals held by the player using game medal count data stored in the storage means 302a formed in the RAM section (volatile memory) of the memory 302, and displaying the number of pseudo-medals corresponding to the game medal count data stored in the storage means 302a on the game medal count display 26.
[0067] The main control board 100, the sub-control board 200, and the medal count control board 300 are each sealed in individual board cases with a crimping mechanism to prevent easy external access. Methods for connecting each board to prevent fraudulent activity include direct board-to-board connection (BtoB connection) using connectors mounted on each board, connection using signal lines covered with wire covers to suppress the effects of electromagnetic noise in addition to physical access, routing signal lines from locations that are difficult for players to see, encrypting communication signals between boards, and exchanging ID information provided on each board periodically or when an error occurs. When connecting the two boards using connectors mounted on each board, it is preferable to connect them side by side rather than in a stacked connection which reduces the visibility of the boards, and to cover the board unit including the connection point to make access difficult. Alternatively, the main control board 100 and the medal count control board 300 may not be housed in individual board cases, but rather housed together in a single board case and sealed.
[0068] (Main control board) The functions of the main control board 100 will be explained with reference to Figure 5.
[0069] (1) Game control means 101a The game control means 101a is for controlling the game played in a coinless slot machine SM.
[0070] In this slot machine SM, when the bet switch 7 or the maximum bet switch 8 is operated to instruct the insertion of simulated tokens, a signal based on information that can identify this is transmitted to the token count control board 300 by the token management transmission / reception means 101n. Upon receiving this signal, the token count control board 300 overwrites the game token count data stored in the storage means 302a with game token count data that has been reduced by the number of simulated tokens inserted. At this time, a signal based on information that can identify this overwrite is transmitted from the token count control board 300 to the main control board 100, and the bet amount is set when this signal is received by the token management transmission / reception means 101n. Furthermore, the bet amount can be changed until the start switch 9 is operated, and the game token count data stored in the storage means 302a is updated accordingly. After a predetermined bet amount is set, when the start switch 9 is operated, first a random number drawing is performed by the role drawing means 103 to determine whether or not a win is achieved, and almost simultaneously, all three spinning reels 6L, 6M, and 6R begin to rotate.
[0071] Subsequently, when one of the three stop switches 10L, 10M, and 10R is operated, the rotation of the left, middle, and right rotating reels 6L, 6M, and 6R corresponding to the operated stop switch 10L, 10M, or 10R stops. When all three stop switches 10L, 10M, and 10R have been operated, the rotation of all three rotating reels 6L, 6M, and 6R stops. At this point, if a predetermined symbol stops in a predetermined position, a prize is awarded, and predetermined benefits are given to the player, such as the payout of a predetermined number of pseudo-medals, or a replay that allows the player to play the next game without deducting the game medal count data stored in the memory means 302a.
[0072] Furthermore, the game control means 101a controls the gameplay of the slot machine SM in one of a plurality of pre-set game states. Specifically, as shown in Figure 8, the game control means 101a consists of an initial state (hereinafter also referred to as RT0), which is a bonus lottery state; a bonus carryover state (hereinafter also referred to as RBBF); and a bonus state (hereinafter also referred to as RBB). In this embodiment, except when initial conditions such as a setting change are met and the state becomes RT0, the system is configured to remain in the RBBF state as a general game state, as will be described later. Note that no new bonus roles are won when the bonus carryover state is active.
[0073] Furthermore, there are AT games (special games) that, when the result of the role lottery by the role lottery means 103 described later results in a specific role (winning role group "ATA_CL1~ATB_RC2", see Figure 9) with a different degree of advantage granted to the player depending on the operation procedure of each stop switch 10L, 10M, 10R, the operation procedure of each advantageous stop switch 10L, 10M, 10R corresponding to that specific role is notified in an identifiable manner.
[0074] Furthermore, as shown in Figure 5, the game control means 101a includes an operation mode determination means 100a and a game state setting means 100b.
[0075] (1-1) Operation mode determination means 100a The operation mode determination means 100a determines the player's operation of the slot machine SM. Specifically, it determines the player's operation of various switches on the slot machine SM, such as the bet switches 7, 8, the start switch 9, and the stop switches 10L, 10M, 10R, as well as the player's operation of inserting and moving tokens, and various other operation modes of the player on the slot machine SM.
[0076] (1-2) Game state setting means 100b The game state setting means 100b sets the game state of the slot machine SM to one of several pre-set game states based on the results of the role lottery process by the role lottery means 103 and the results of the symbol determination means 112's determination of the winning line symbol combinations: the upper part of the left reel 6L, the upper part of the middle reel 6M, and the upper middle part of the right reel 6R.
[0077] Specifically, as shown in Figure 8, this embodiment includes RT0, RBBF, and RBB as game states. Here, RT0 is entered when initial conditions such as a setting change are met. If a bonus is won here but the bonus is not awarded, the bonus is carried over and the state becomes RBBF. In this embodiment, in most cases when a bonus is won in RT0, it is won simultaneously with "BE2" (lower number 21 in Figure 9), and in this case, regardless of the operation of each stop switch 10L, 10M, 10R, the awarding of "BE2" takes priority, and the system transitions to RBBF without awarding a bonus. In RBBF, except for a certain winning role group "ALL1" (lower number 25 in Figure 9) which is won with an extremely low probability, a bonus will not be awarded regardless of the operation of each stop switch 10L, 10M, 10R, so the system will always remain in the RBBF state as a general game state. Alternatively, a winning role group like "ALL1" may not be provided, and the system may be configured so that once the system transitions to RBBF, it cannot transition to RT0 through normal gameplay.
[0078] Furthermore, as shown in Figure 8, a bonus win leads to a transition to RBB. If a predetermined number of payouts are made during RBB, the bonus ends and the game transitions to RT0. As mentioned above, the game does not transition to RBB except in a very few patterns.
[0079] (1-3) Overview of the game Next, we will explain the general outline of the gameplay performed on the slot machine SM.
[0080] The slot machine SM is configured so that one game (play) is performed by inserting three tokens. When three tokens are inserted into the slot machine SM via the bet switch 7 or the maximum bet switch 8, the winning lines in the display window 5 become active. When the start switch 9 is then operated, a random number lottery process is performed, and one of the pre-set winning combination results is selected by the winning combination lottery means 103. Also, once all rotations of reels 6L, 6M, and 6R begin, the identification of the symbols on each reel 6L, 6M, and 6R displayed in the display window 5 begins based on the rotation angle of each reel 6L, 6M, and 6R.
[0081] Subsequently, the left, middle, and right reels 6L, 6M, and 6R accelerate, and all stop switches 10L, 10M, and 10R become active. After all stop switches 10L, 10M, and 10R are active, when the operation of the left stop switch 10L is detected, the left reel 6L stops; when the operation of the middle stop switch 10M is detected, the middle reel 6M stops; and when the operation of the right stop switch 10R is detected, the right reel 6R stops. In this way, the operation of each stop switch 10L, 10M, and 10R stops the rotation of the left, middle, and right reels 6L, 6M, and 6R corresponding to each stop switch 10L, 10M, and 10R.
[0082] When all three left, middle, and right stop switches 10L, 10M, and 10R are operated, the rotation of the left, middle, and right reels 6L, 6M, and 6R stops. At this time, if the reels stop at a predetermined position on the winning line of the display window 5 where a predetermined symbol has become active, that is, if the symbols on each reel 6L, 6M, and 6R are displayed in the display window 5 in a symbol combination that results in a winning combination, a win is achieved, and a number of medals corresponding to the type of win are paid out. In addition, instead of paying out medals, or along with paying out medals, the player may be given a predetermined benefit (perks). Examples of these predetermined benefits include the number of bets that are automatically set so that the next game can be played with the same number of bets as the winning game without inserting new medals, such as when a bonus win leads to a transition to RBB or when a re-play winning combination (described later) is achieved.
[0083] There are two types of winning combinations: bonus combinations and regular combinations (replay combinations and minor combinations). Bonus combinations are combinations that lead to the RBB (Replay Bonus). Replay combinations (sometimes also called replays) allow the player to play the next game with the same number of bets as the winning game without inserting any new tokens. Minor combinations award a predetermined payout. Figure 6 shows a list of combination lottery groups. In the combination lottery groups, the higher-numbered combinations are assigned to the types of bonus combinations, and the lower-numbered combinations are assigned to the types of replay combinations and minor combinations described below.
[0084] • Bonus role As a bonus role, the highest number 01 in the role lottery group is "BNS," and the system is configured so that if any of the predetermined symbol combinations for "BNS" stop on the winning line, the game transitions to RBB.
[0085] ·Replay role As a replayable bonus, the bonus draw group includes multiple types of bonuses with lower numbers 01-03, such as "RP1," "RP2," and "CH." If any of the symbol combinations included in these bonus draw groups land on the winning line, the next game can be played under the same conditions (bet amount) as the game in which the bonus was won.
[0086] • Minor role There are multiple types of minor roles, with lower numbers 04-30 being "ATA_CL1" to "ATB_RC2", "BE1", "BE2", "PZ", "SCH", "SSP", "TMT", "ALL1", "ALL2", and "ALL3". When any of the symbol combinations included in these role lottery groups stop on the winning line, a payout corresponding to the winning symbol combination is obtained. The symbol combinations included in the role lottery groups that become minor roles result in either a payout of 1 coin, a payout of 3 coins, or a payout of 8 coins. Of these, lower numbers 04-19 "ATA_CL1" to "ATB_RC2" are guaranteed to include at least one symbol combination that pays out 1 coin and another that pays out 8 coins in every role lottery group, and are configured as so-called AT roles where, depending on the operation, a symbol combination corresponding to an 8-coin payout or a symbol combination corresponding to a 1-coin payout stops on the winning line.
[0087] The lower numbers 20 and 21, "BE1" and "BE2," are winning combinations that include at least three payout symbols. Regardless of the operation method, the symbol combinations corresponding to the three payout symbols stop on the winning line, and the nine symbols arranged in 3 vertical columns and 3 horizontal rows are displayed in the display window 5, resulting in a stop pattern called a bell combination. Since the stop pattern is the same, players cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern alone. Note that "BE2" always wins with the bonus symbol "BNS" and never wins on its own. In Figure 6, the only time "BE2" is won when the bonus symbol "BNS" has not been won is if the RBBF state is already in place (i.e., the bonus has already been carried over, and as mentioned above, no new bonus symbols can be won). Therefore, in the column for eligible entries for the advantageous period in Figure 6, the winning role groups with upper numbers 00 and lower numbers 21, which indicate that they are not simultaneously won with "BNS", are displayed as "-" because they do not occur in RT0, and the winning role groups with upper numbers 01 and lower numbers 21, which indicate that they are simultaneously won with "BNS", are displayed as "-" because they do not occur in RBBF.
[0088] The lowest number 22, "PZ," is a winning combination that includes at least one payout and eight payouts. The lowest numbers 23-27, "SCH," "SSP," "APL1," "APL2," and "TMT," are winning combinations that include at least three payouts, and regardless of the operation method, a symbol combination corresponding to three payouts will stop on the winning line. The lowest numbers 28-30, "ALL1" and "ALL2," are winning combinations that include at least one payout, and the lowest number 30, "ALL3," is a winning combination that includes at least eight payouts. "SCH," "SSP," "APL1," "APL2," and "TMT" constitute so-called rare roles and chance roles, and when won, a pseudo-bonus lottery or CZ lottery is held. The pseudo-bonus is equivalent to the AT state. In addition, "ALL1" is a role that, when won during RBBF, has the potential to award a bonus depending on the operation method, but the probability of winning is extremely low. Furthermore, "ALL2" and "ALL3" are only awarded when it is an RBB (Reward Big Bonus) and do not qualify for a transition to a favorable period. Note that "HZ" indicates a loss, and both the upper and lower numbers are set to 00.
[0089] (2) Setting control means 101b The setting control means 101b in Figure 4 sets one setting value from a plurality of setting values (settings 1 to 6) with different payout rates. This setting value is used to select the role lottery table 102a, which is selected by the table selection means 101c described later, and one of the setting values is associated with each of the plurality of role lottery tables 102a stored in the ROM 67. The setting control means 101b then determines the ON or OFF state of the change process start switch (not shown) when the power is turned on, and if the power is turned on with the change process start switch ON, it starts a predetermined setting change process. The payout rate can be calculated as total payouts ÷ total number of coins inserted × 100 [%].
[0090] Here, the probability of winning in the lottery for general gameplay is set to multiple levels distinguished by several types of setting values (six types in this case), and each of these setting values is associated with a winning lottery table 102a (lottery table for general gameplay). When the above setting change process is initiated, the manager of the pachinko hall where the slot machine SM is installed can change these setting values.
[0091] (3) Table selection means 101c The table selection means 101c in Figure 5 selects one lottery table from a plurality of winning lottery tables 102a based on the type of game controlled by the game control means 101a (for example, general game state, bonus game state) and the setting value (setting 1 to setting 6) set by the setting control means 101b. For example, in a game in the general game state, the table selection means 101c selects a winning lottery table 102a (general game lottery table) as the lottery table according to the setting value of the winning probability (setting 1 to setting 6).
[0092] (4) First input processing means 101d The first insertion processing means 101d, when the bet switch 7 or the maximum bet switch 8 is operated, works in cooperation with the second insertion processing means 301b3 of the medal count control CPU 301 (described later) to insert a simulated medal, thereby setting the bet amount and fulfilling the predetermined conditions for starting the game. Furthermore, when the settlement switch 33 is operated, the second insertion processing means 301b3 works in cooperation with the second insertion processing means 301b3 of the medal count control CPU 301 to cancel the bet amount that was previously set.
[0093] When the bet switch 7 or the maximum bet switch 8 is operated, the first insertion processing means 101d increments the value of the provisional insertion number storage area in the memory 102 by 1 and transmits an insertion processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the insertion processing request signal, the medal count control board 300 subtracts 1 from the number of game medals stored in the storage means 302a, and then transmits a completion signal to the main control board 100, thereby completing the insertion process for one medal. If the maximum bet switch 8 is operated, this process is repeated three times. Then, if the provisional insertion number reaches the value required for one game (for example, 3 medals) as a result of the insertion process, the first insertion processing means 101d activates the operation of the start switch 9.
[0094] In this embodiment, even if the maximum bet switch 8 instructs, for example, to insert three pseudo-medals, the insertion process is performed one by one between the first insertion processing means 101d and the second insertion processing means 301b3.
[0095] Furthermore, when the settlement switch 33 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. Upon receiving the signal based on this information, the medal count control board 300 rewrites the game medal count data stored in the storage means 302a to game medal count data with the number of medals added according to the number of bets, and transmits a signal based on information that can identify this fact to the main control board 100.
[0096] (4) Role selection method 103 The role lottery means 103 in Figure 4 performs a role lottery at the time the start switch 9 is operated and the game starts, determining whether or not the player has won one of several roles (winning role group: see Figure 10), which includes multiple general roles (minor roles, replay roles) and bonus roles, based on a lottery value generated based on the start of the game. The role lottery means 103 comprises a lottery value generation means 103a and a lottery value determination means 103b.
[0097] (4-1) Lottery value generation means 103a The lottery value generation means 103a generates lottery values used for role selection, etc., by extracting random numbers for selection generated within a predetermined range (for example, 0 to 65535 in decimal) by a random number generation means, which is composed of an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit, at the timing when the start switch 9 is operated. Note that since the random number generation means is composed of a counter circuit, etc., the numbers generated by the random number generation means are not strictly random. However, since the timing of operation of the start switch 9 is considered random, the lottery values generated by the lottery value generation means 103a can be treated as essentially random numbers. The lottery value generation means 103a may generate lottery values using random numbers generated by a random number generator, or it may generate lottery values using software random numbers. Furthermore, the lottery value generation means 103a may generate lottery values by performing predetermined calculations on the extracted random numbers or the generated random numbers.
[0098] (4-2) Lottery value determination means 103b The lottery value determination means 103b determines whether or not the player has won one of the multiple winning combinations (winning combination group) by determining the lottery value generated by the lottery value generation means 103a.
[0099] Specifically, the role lottery table 102a has pre-set correspondences between lottery values and winning role groups for each lottery value within the range generated by the random number generation means, determining which of the multiple winning role groups the player will win or lose. The lottery value determination means 103b refers to the role lottery table 102a selected by the table selection means 102 and determines whether the lottery value generated by the lottery value generation means 103a is set to win or lose in which of the multiple winning role groups the player has won.
[0100] Furthermore, in the role lottery table 102a, some lottery values are set so that multiple roles can be won simultaneously. For roles that consist of multiple roles, if an internal win occurs, it is permitted that all symbol combinations related to the roles constituting that winning role group will line up on the winning line.
[0101] Furthermore, the lottery value determination means 103b stores information that can identify whether or not a bonus role has been won in the first data area of the role lottery result storage area 102c as a result of the role lottery, and stores information that can identify whether or not a general role has been won in the second data area of the role lottery result storage area 102c, including the type of role won. The state in which the first data area stores the state in which a bonus has been won is called the bonus carryover state.
[0102] (5) Reel detection means 104 The reel detection means 104 in Figure 4 detects the rotational position of the left, middle, and right reels 6L, 6M, and 6R based on the detection signals from the left, middle, and right reel sensors 55L, 55M, and 55R, and the number of pulses supplied to each reel motor 27L, 27M, and 27R that drive the left, middle, and right reels 6L, 6M, and 6R. In this case, the reel detection means 104 detects the frame number corresponding to the pattern located at a predetermined reference position (for example, the middle of the display window 5 in this embodiment) while the left, middle, and right reels 6L, 6M, and 6R are rotating and when they have stopped rotating.
[0103] (6) Stop control means 105 The stop control means 105 controls the stopping of each reel 6L, 6M, and 6R using the stop table 102b, based on the player's operation of each stop switch 10L, 10M, and 10R and the result of the role lottery by the role lottery means 103. The stop control means 105 basically controls the stopping of all reels 6L, 6M, and 6R to stop the symbols that will result in a win (see Figure 7) on the winning line within the pull-in range, in order to allow the player to win a role belonging to the winning role group determined by the role lottery means 103. Note that each reel 6L, 6M, and 6R has a set number of allowable sliding frames (pull-in range: normally a maximum of 4 frames), so if the timing of the operation is not correct, it may not be possible to align the symbols that will result in a win on the winning line, in which case a miss (non-win) will occur. The following will explain, with reference to Figure 9, the combinations of symbols that are prioritized for stopping on each reel (6L, 6M, 6R) when a win occurs, along with the composition of the winning combinations in each group.
[0104] For the winning combination groups "RP1", "RP2", and "CH", the stop control means 105 prioritizes stopping the symbols in a way that corresponds to a re-play. In particular, for "CH", the stop pattern displayed in the display window 5 prioritizes the stop pattern in which "C1 (Cherry 1)" and "C2 (Cherry 2)" stop on the left reel 6L. Note that "RP2" is not included in the lottery in RT0, and is only included in the lottery in RBBF.
[0105] For the winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the symbol combination that is preferentially stopped depending on the way the player operates each stop switch 10L, 10M, and 10R, as shown in Figure 9. In Figure 9, the symbol combination that is preferentially stopped changes whether one coin is dispensed or eight coins are dispensed, depending on the order in which each stop switch 10L, 10M, and 10R is operated. Here, L, M, and R, which are listed as operation modes, correspond to stop switches 10L, 10M, and 10R, respectively. Operation mode "MLR" indicates that the first stop was operated with stop switch 10M (middle reel), the second stop with stop switch 10L (left reel), and the final stop (third stop) with stop switch 10R (right reel). In total, there are six symbol combinations that are stopped depending on the order of operation.
[0106] For example, "ATA_CL1" prioritizes stopping symbol combinations that result in a payout of 8 coins when operated in the "MLR" operation mode, and prioritizes stopping symbol combinations that result in a payout of 1 coin in other operation modes. Furthermore, in some operation modes, depending on the timing of the operation, symbol combinations that result in a payout may not be stopped.
[0107] In this embodiment, for the winning combination groups "ATA_CL1" to "ATB_RC2", when the first stop is operated with stop switch 10L (left reel), it is less likely to stop on a combination of symbols that will result in a payout of 8 coins compared to when the first stop is operated with stop switch 10M (middle reel) or stop switch 10R (right reel). (In this embodiment, if the first stop is operated with the stop switch 10L (left reel), the symbol combinations that result in a payout of 8 coins in the winning combination groups "ATA_CL1" to "ATB_RC2" will not stop.) Furthermore, in this embodiment, in a normal game state where the operation method when not in a pseudo-bonus state is not notified, in a game in which at least the winning combination groups "ATA_CL1" to "ATB_RC2" have been won, if the first stop is operated in a way other than with the stop switch 10L (left reel), a penalty configuration is provided in which the pseudo-bonus lottery and the update of the ceiling game count described later will not occur, resulting in an unfavorable outcome. For example, if a player wins "ATA_CL1" when in a pseudo-bonus state, and the operation method "MLR" is notified to the player after the start of the game, the player can perform the operation corresponding to the operation method to be awarded a larger payout.
[0108] While there are no particular limitations on the penalty specifications, one example is that in a game where the winning combination group "ATA_CL1" to "ATB_RC2" that is eligible for the AT role is won in the aforementioned normal game state, the AT lottery state is temporarily shifted to a low probability state which is disadvantageous to the player, regardless of the previous state, before the stop operation. By operating the stop switch 10L (left reel) for the first stop, the low probability state is resolved, resulting in a specific state which is even more disadvantageous to the player than the low probability state. On the other hand, by performing an operation other than the stop switch 10L (left reel) for the first stop, the low probability state is not resolved and continues. In this case, the low probability state will be resolved again when the winning combination group "ATA_CL1" to "ATB_RC2" is won again in the aforementioned normal game state and the first stop is operated by the stop switch 10L (left reel).
[0109] For the winning combination groups "BE1" and "BE2", the stop control means 105 stops the symbols so that they are a combination of three symbols that are dispensed regardless of the operation method, and the total of nine symbols arranged in 3 vertical columns and 3 horizontal rows as described above are displayed in the display window 5 in a stop pattern called a bell combination. As a result, the stop patterns for "BE1" and "BE2" are the same, so the player cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern. As mentioned above, "BE2" is always won together with the bonus combination "BNS" and never won on its own. Therefore, in the section for eligible targets for transition to the advantageous section described later, the winning combination groups with upper numbers 00 and lower numbers 21, which indicate that they are not won simultaneously with "BNS", do not occur in RT0 and are therefore displayed as "-", and the winning combination groups with upper numbers 01 and lower numbers 21, which indicate that they are won simultaneously with "BNS", do not occur in RBBF and are therefore displayed as "-".
[0110] For the winning combination group "PZ", similar to the aforementioned winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the combination of symbols that are preferentially stopped depending on the operation method, and the combination of symbols that is preferentially stopped will result in either a payout of 1 coin or 3 coins.
[0111] For the winning combination groups "SCH" to "TMT", the stop control means 105 prioritizes stopping the symbols that result in a payout of three coins, regardless of the operation method. However, for some winning combination groups, the stopping pattern displayed in the display window 5, where a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed, differs depending mainly on whether or not the first stop was operated with the stop switch 10L (left reel). This is mainly because, in normal gameplay, when the first stop is operated with the stop switch 10L (left reel), the stopping pattern displayed in the display window 5 is such that a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed as a so-called rare combination.
[0112] For the winning combination groups "ALL1" to "ALL3", the stop control means 105 prioritizes the corresponding symbol combination regardless of the operation method. Note that "ALL2" and "ALL3" are not included in the lottery in "RT0" and "RBBF", but are included in the lottery only in "RBB". In this embodiment, in games where "ALL1" is won in RBBF, BNS is awarded depending on certain operation methods.
[0113] (7) Section transition control means 106 The section transition control means 106 controls the transition between a non-advantageous section, which does not allow notification of the correct button press sequence when an AT role (winning role group "ATA_CL1" to "ATB_RC2") is won, and an advantage section, which does allow notification of the correct button press sequence. It comprises an advantage section continuation game count means 106a and an increase in coin count means 106b. The transition from the non-advantageous section to the advantage section is set in RT0 and RBBF.
[0114] Specifically, as shown in Figure 9, the interval transition control means 106 can transition to the advantageous interval when a winning combination is selected that is eligible for transition to the advantageous interval (indicated by a "○" in Figure 9) while RT0 and RBBF are in a non-advantageous interval.
[0115] The winning combinations marked with "○" that are eligible for transition to the advantageous section include some of the re-spin combinations and almost all of the minor combinations. Therefore, even if you enter a non-advantageous section, you can transition to the advantageous section in a relatively short number of games (at most a few games). Among the minor combinations, the winning combinations that are eligible for transition to the advantageous section include (1) "ATA_CL1" to "ATB_RC2" which are targets for AT combinations, (2) "SCH" to "TMT" which are targets for rare combinations, (3) "BE2" which is always won with the bonus combination "BNS" and never won on its own, and (4) "BE1" which has the same stop pattern as "BE2".
[0116] Of the above (1) to (4), all minor roles except (3) will transition to the advantageous section regardless of whether it is the non-advantageous section of RT0 or RBBF. However, (3), "BE2," is eligible for transition to the advantageous section in RT0, where it is always won simultaneously with "BNS," but is not eligible in RBBF. (See Figure 9. In RBBF, as mentioned above, the new bonus role "BNS" is not won, so when "BE2" is won, it is "HZ" with a higher number of 00, and is not eligible for transition to the advantageous section.)
[0117] Furthermore, as shown in Figure 9, "BE2" can only yield a maximum of 3 payouts regardless of the operation method, whereas "ATA_CL1" and other AT roles included in the advantageous section transition target may yield more than 3 payouts, up to 8, depending on the operation method. Therefore, players may not realize they have won a target that allows them to transition to the advantageous section due to the large number of payouts.
[0118] Furthermore, "BE1," which has the same stopping pattern as "BE2," is also eligible for transition to the advantageous period, and since these can also transition to the advantageous period even in RBBF, players cannot immediately determine whether they have transitioned to the advantageous period from the stopping pattern. Therefore, there is no decrease in enjoyment.
[0119] Furthermore, the section transition control means 106 transitions from the advantageous section to the non-advantageous section when the number of medals increased during the advantageous section exceeds a predetermined value (for example, when the difference in the number of medals since transitioning to the advantageous section (number of medals paid out - number of medals inserted) exceeds 2400 medals). Alternatively, the system may be configured to transition to the non-advantageous section if a predetermined number of games (for example, 4000 games) are played after transitioning to the advantageous section without transitioning to the non-advantageous section. In either case, the RBBF, which is the current state of play, is maintained when transitioning to the non-advantageous section. When transitioning to the non-advantageous section, all information related to the AT, including pseudo-bonuses and the lottery mode described later, is reset.
[0120] Furthermore, the game may also transition to a non-advantageous period due to initial conditions such as setting changes. In this case, as mentioned above, the game becomes RT0 due to the initial conditions, and therefore transitions to a non-advantageous period at RT0.
[0121] a) Counting means 106a for the number of games played during the advantageous period The advantageous section continuation game counting means 106a counts the number of games played in the advantageous section, specifically counting the number of games played from when the advantageous section flag is set to ON until it is set to OFF. Specifically, the advantageous section continuation game counting means 106a increments the count value of the advantageous section game counter 102e set in RAM 65 by +1 each time a game is played after the advantageous section flag is set to ON. If the advantageous section flag is set from ON to OFF, the advantageous section continuation game counting means 106a clears the count value of the advantageous section game counter 102e to 0. Note that the advantageous section continuation game counting means 106a is not required.
[0122] b) Increasing number counting means 106b The coin counting mechanism 106b counts the increase in the number of medals held by the player since the transition to the advantageous section. When medals are dispensed, the coin counting mechanism 106b adds that number to the coin counting counter 102f set in RAM 65. Also, when medals are inserted, the coin counting mechanism 106b subtracts that number from the count value of the coin counting counter 102f. Furthermore, if the count value of the coin counting counter 102f exceeds the upper limit (2400 medals) and the advantageous section flag is set from ON to OFF, the coin counting mechanism 106b clears the count value of the coin counting counter 102f to 0.
[0123] (8) CZ transition lottery method 107 In this embodiment, when transitioning from a non-advantageous period to an advantageous period, a pseudo-bonus lottery is conducted in an AT state. The CZ transition lottery means 107 determines by lottery whether or not to transition to a CZ, a state in which this pseudo-bonus lottery is drawn with high probability for a certain period of time upon winning a rare role, etc. If the CZ transition lottery is won, the CZ transition lottery means 107 sets the CZ flag provided in the flag storage area 102d to ON. This flag is set to OFF when the CZ ends.
[0124] (9) Pseudo-bonus lottery method 108 In this embodiment, a pseudo-bonus is provided in which, for a predetermined number of games (for example, 30 games), when an AT role is won, a mode of operation that pays out a large number of coins is notified. The pseudo-bonus lottery means 108 determines by lottery (pseudo-bonus transition lottery) whether or not to transition to a pseudo-bonus in the normal state of the advantageous section. The pseudo-bonus transition lottery has a winning probability set according to the role lottery result, for example. If the pseudo-bonus transition lottery is won, the pseudo-bonus lottery means 108 sets the pseudo-bonus flag provided in the flag storage area 102d to ON. This flag is set to OFF when the pseudo-bonus ends.
[0125] (10) Pseudo-bonus forced transition control means 109 In this embodiment, there are two routes to transition to a pseudo-bonus: a normal transition route, which is triggered by winning a pseudo-bonus transition lottery in the normal state (advantageous period), and a forced transition route (so-called ceiling), which is triggered when the accumulation of a predetermined transition indicator reaches a specified value while the pseudo-bonus transition lottery has not been won in the normal state (advantageous period). The pseudo-bonus forced transition control means 109 controls the transition to a pseudo-bonus via the forced transition route.
[0126] In this embodiment, the number of games played since the end of a pseudo-bonus (hereinafter also referred to as the ceiling game count) is set as a predetermined transition indicator. The lottery mode is determined when transitioning to an advantageous section or when a pseudo-bonus ends, and the number of games played is determined by the lottery mode. There are three lottery modes: Heaven Mode, which has a ceiling game count of 32 games; Pullback Mode, which has a ceiling game count of 200 games; Normal Mode A, which has a ceiling game count of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which has a ceiling game count of 800 games.
[0127] (11) AT lottery means 110 The AT lottery means 110 determines whether a new pseudo-bonus is won during a pseudo-bonus. If a new pseudo-bonus is won during a pseudo-bonus, a so-called one-game consecutive win occurs, where a new pseudo-bonus is immediately triggered after the pseudo-bonus ends. When a new pseudo-bonus is won during a pseudo-bonus, the AT flag in the flag storage area 102d is set to ON.
[0128] (12) Notification mode determination means 111 The notification mode determination means 111 determines the notification mode for the button press sequence to be notified by the payout indicator 46. The payout indicator 46 consists of two side-by-side 7-segment displays, and the operation mode is notified in a way that can be identified by setting the lighting patterns of these segments to unique patterns corresponding to the type of button press sequence.
[0129] (13) Pattern determination means 112 The symbol determination means 112 in Figure 5 determines whether the display pattern of the symbols on each reel 6L, 6M, and 6R, which have been stopped by the stop control means 105 based on their respective rotation positions, is a predetermined display pattern. It also determines whether the combination of symbols on the winning line when the reels 6L, 6M, and 6R stop is a predetermined winning pattern. The symbol determination means 112 makes its determination after the stop operation of the stop switch 10 (hereinafter referred to as the final stop switch) corresponding to the last reel 6 (the reel 6 of the reels 6L, 6M, and 6R that continues to rotate without the corresponding stop switch 10 being stopped) has been performed (the operation determination flag has been turned on), without waiting for the end of the stop operation of the final stop switch (the operation determination flag to be turned off). This allows the winning animation to start at a suitable timing, as will be described later.
[0130] (8) First dispensing processing means 101h The first payout processing means 101h, when the result of the pattern determination means 112 is a winning pattern that results in the payout of pseudo-medals, cooperates with the second payout processing means 301b4 of the medal count control CPU 301 (described later) to pay out pseudo-medals corresponding to the winning pattern, thereby providing a benefit to the player. If the result of the pattern determination means 112 is a display pattern that results in the payout of pseudo-medals, the first payout processing means 101h stores the number of payouts corresponding to the winning pattern in the memory 102's payout remaining number storage area, then subtracts 1 from the value of the payout remaining number, and then transmits a payout processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the payout processing request signal, the medal count control board 300 adds 1 to the number of game medals stored in the storage means 302a, and then transmits a completion signal to the main control board 100, thereby completing the payout processing for one medal. The payout process is repeated until the remaining payout value becomes "0", and the payout process for that game is completed. The first payout processing means 101h is configured to start processing only after the final stop switch has been stopped and the operation of the final stop switch has finished. This prevents processing drops due to excessive processing load by overlapping the processing timing with the timing symbol determination means 112, and allows the game of the slot machine SM to proceed smoothly.
[0131] In this embodiment, even if the number of pseudo-medals dispensed for a winning combination is two or more, the first dispensing processing means 101h and the second dispensing processing means 301b4 will dispense them one by one. However, it is also possible to dispense multiple pseudo-medals in a single dispensing process.
[0132] (9) Error detection means 101i The error detection means 101i detects whether or not an abnormal state, which is different from the normal state, has occurred, in other words, whether or not an error has occurred.
[0133] (10) Dispensing indicator control means 101j The payout indicator control means 101j controls the display of the payout indicator 46. Specifically, when a winning combination is achieved, the payout indicator control means 101j controls the payout indicator 46 so that the number of pseudo-medals set for that winning combination is displayed on the payout indicator 46. In addition, if an error is detected by the error detection means 101i, the payout indicator control means 101j controls the payout indicator 46 so that a predetermined identification number is displayed on the payout indicator 46 for the detected error.
[0134] (11) Command creation means 101k The command creation means 101k creates commands to transmit various information to the sub-control board 200 (sub-control CPU 201), including information regarding the result of the role lottery by the role lottery means 103, information regarding the type of game state such as general game state and bonus game state, the rotation and stop state of each reel 6L, 6M, 6R, the result of winning during the game, the payout state of pseudo-medals by the first payout processing means 101h, the judgment result by the complete judgment means 101r (described later), and the state in which the game cannot proceed by the disabling means 101s. The commands created by the command creation means 101k are then transmitted to the sub-control board 200 by the command transmission means 101m (described later). The sub-control board 200 selects the effects to be executed based on the commands sent from the main control board 100. In other words, the command creation means 101k creates commands that instruct the content of the effects to be executed on the sub-control board 200. The command creation means 101k should create commands at an appropriate timing according to the progress of the game.
[0135] For example, the creation of commands related to the results of winning a prize in a game is based on the result of the symbol determination means 112, which is determined without waiting for the final stop switch operation to be completed, because it is preferable for the winning animation to be performed for the player as soon as possible after the game is played. At this time, by quickly transmitting the command related to the results of winning a prize in a game to the sub-control board 200 using the command transmission means 101m, which will be described later, the slot machine SM can quickly execute the winning animation after the game is played.
[0136] Furthermore, the creation of a command related to the judgment result by the complete judgment means 101r is performed after the final stop switch has been activated and the operation of the final stop switch has been completed. This is because the complete judgment means 101r cannot be activated until the first payout processing means 101h has stored the number of payouts corresponding to the winning combination in the payout remaining memory area. Therefore, the command is created after the final stop switch has been activated and the operation of the final stop switch has been completed. Accordingly, by promptly transmitting a command related to the result of winning a prize through gameplay to the sub-control board 200 using the command transmission means 101m described later, the slot machine SM can promptly execute the winning animation after gameplay. At this point, when the game has become unplayable and cannot proceed, the command related to the judgment result by the complete judgment means 101r, which is transmitted to the sub-control board 200 by the command transmission means 101m described later, is transmitted at a later timing than the command related to the result of winning a prize through gameplay mentioned above.
[0137] (12) Command transmission means 101m The command transmission means 101m transmits commands containing various information created by the command creation means 101k in a one-way manner from the main control board 100 to the sub-control board 200, and is configured to transmit commands created by the command creation means 101k as quickly as possible. It may also be configured to delay command transmission until predetermined transmission conditions are met. Furthermore, information indicating the pressing of the counting switch 31 and the lending switch 503a, received from the medal count control board 300 by the medal management transmission / reception means 101n (described later), is also transmitted to the sub-control board 200 via the command transmission means 101m.
[0138] (13) Medal management transmission / reception means 101n The medal management transmission / reception means 101n transmits signals based on various information to the medal count control board 300 and receives signals based on various information from the medal count control board 300. The information transmitted to the medal count control board 300 includes, for example, information about winning combinations, information about the operation of the bet switch 7 and the maximum bet switch 8, information about inserting pseudo-medals (insertion processing request signal), information about dispensing pseudo-medals (dispensing processing request signal), the ID number of the main control CPU 101, and gaming machine information including various ratios such as the payout ratio. The information received from the medal count control board 300 includes, for example, information about inserting pseudo-medals (insertion processing response signal), information about dispensing pseudo-medals (dispensing processing response signal), information indicating that the counting switch 31 has been pressed, and information indicating that the dispensing switch 503a has been pressed.
[0139] (15) Game history information management means 101q The game history information management means 101q in Figure 5 aggregates game history information according to the progress of the game. For example, game history information includes total number of coins inserted (cumulative number of coins inserted from power-on, excluding replays), total number of coins paid out (cumulative number of coins paid out from power-on, excluding replays), MY (maximum MY calculated from power-on), number of coin payouts (cumulative number of coins paid out from the operation of coins since power-on), number of consecutive coin payouts (cumulative number of coins paid out from the differential of Type 1 special coins since power-on), coin payout ratio (number of coin payouts ÷ total payouts × 100 [%]), consecutive coin payout ratio (number of consecutive coin payouts ÷ total payouts × 100 [%]), advantageous section ratio, coin payout ratio including instructions, coin payout status ratio, etc.
[0140] (16) Complete determination means 101r The complete determination means 101r in Figure 5 is equipped with a function (referred to as the complete function) that, in order to ensure a moderate level of gambling excitement, grants the player a certain amount of game value independently of the advantageous period described above, rendering the game unplayable. The means determines whether or not to activate the complete function. First, it counts the difference between the pseudo-coins granted by gameplay since the power was turned on of the slot machine SM and the pseudo-coins used in the game, and stores this counted value in the cumulative difference counter 102g. The cumulative difference counter 102g stores 0 if the difference is less than 0, and stores the difference if the difference is greater than 0. As part of the process of awarding pseudo-medals through gameplay, the final stop switch is stopped, and after the final stop switch operation is completed, the first payout processing means 101h starts processing. When the number of payouts corresponding to the winning role is stored in the payout remaining number storage area, the cumulative difference counter 102g is updated using the stored payout number, and a first determination is made as to whether the value stored in the cumulative difference counter 102g has reached a specific value (e.g., 19001). That is, the first determination determines whether the value stored in the cumulative difference counter 102g has exceeded 19000. Furthermore, the complete determination means 101r makes a second determination regarding the value stored in the cumulative difference counter 102g to determine whether it has reached a preparation value (e.g., 18501) which is the number remaining until the specific value at which the complete function is activated. That is, the second determination determines whether the value stored in the cumulative difference counter 102g has exceeded 18500.
[0141] If the first determination determines that a specific value has been reached, the complete function is activated, and the game is disabled by the disabling means 101s described later, preventing further gameplay. The command transmission means 101m also transmits information related to the determination to the sub-control board 200, and the LCD display, lamp control means 201c, and voice control means 201d described later are used to perform a performance (complete achievement performance) to notify the player that the complete function has been activated. If the second determination determines that the preparation value has been reached, no restrictions are placed on the progress of the game, but the command transmission means 101m transmits information related to the determination to the sub-control board 200, and the LCD display, lamp control means 201c, and voice control means 201d described later are used to perform a performance (near-completion performance) to notify the player that the complete function is about to be activated. A third determination may be included to check whether the lower limit value (e.g., 18001) is no longer met without reaching the specific value after the second determination. In other words, the third determination checks whether the value stored in the cumulative difference counter 102g has become 18,000 or less. If the third determination check determines that the lower limit is no longer met, the effects (near-completion effects) that were being performed based on the second determination using the LCD display, lamp control means 201c, and sound control means 201d, etc., to inform the player that the completion function is about to be activated may be terminated. Also, if the game that was determined to have reached a specific value in the first determination is in a bonus state, the completion function may not be activated until the end of the bonus, and the completion function may be activated upon the end of the bonus. In that case, an effects (completion achievement effects) to inform the player that the completion function has been activated will be performed after the end of the bonus. Furthermore, both the first and second judgments are judged to have been achieved only after a game in which the awarded game value (number of pseudo-medals awarded) is greater than the game value used (number of pseudo-medals bet). The situation in which it is possible to perform the effects related to the completion function (completion achievement effect, near-completion effect) is only after a game in which game value is awarded upon winning, and it is also a situation in which it is possible to perform the winning effect that notifies the player that game value has been awarded.
[0142] The means related to the execution of winning animations and animations related to the completion function (completion achievement animation, near-completion animation) will be explained later in the sub-control board 200. Figures 11 to 18 below illustrate the flow of animations that players can confirm during gameplay.
[0143] (17) Disabling means 101s The disabling means 101s in Figure 5 is a means of putting the game into a state where it cannot proceed if the first determination of the complete determination means 101r determines that a specific value has been reached. When the game is put into a disabling state by the disabling means 101s, it will not return to a state where the game can be played unless a predetermined setting change process is initiated by the setting control means 101b. In the case of particularly serious errors, if the system is configured so that the game will not return to a state where it can be played unless a predetermined setting change process is initiated by the setting control means 101b, the disabling means 101s may also handle the handling of serious errors. Even if the processing is combined in this way, since the command transmission means 101m transmits information related to the first determination to the sub-control board 200, if the complete function is activated, an effect (complete achievement effect) is executed to notify the player that the complete function has been activated, so that the player can recognize that the game has stopped due to the activation of the complete function.
[0144] (Sub-control board) Next, the functions of the sub-control board 200 will be explained with reference to Figure 5.
[0145] (1) Command receiving means 201a The command receiving means 201a receives commands containing various information transmitted by the command transmitting means 101m of the main control board 100. Upon receiving a command transmitted from the main control board 100, the command receiving means 201a notifies the various functions of the sub-control board 200 according to the type of command.
[0146] (2) Performance content determining means 201b The performance content determination means 201b is for determining the content of the performance in response to commands received by the command receiving means 201a. Specifically, it determines the video to be displayed on the LCD display 14, the music and sounds played from the speakers 15 and 16, and the flashing of the light sources of the upper lamp section 21, lower lamp section 22, reel back lamp section 23, and lower panel lamp section 24, either simultaneously or individually, from pre-set performance patterns corresponding to the progress of the game, the results of the role lottery means 103, and the judgment results of the completion judgment means 101r. Furthermore, it can also determine the start timing of the performance, the duration of the performance, and the timing of switching between performances. For example, although a command regarding the result of winning a prize in the game is received without waiting for the final stop switch operation to be completed, the prize winning performance will not start until a command indicating that the final stop switch operation has been completed is received, and will be executed as soon as the command is received. In addition, regarding the completion achievement performance, as described later, it may be managed by a standby timer or the like so that it starts execution after the player has been able to confirm part of the prize winning performance.
[0147] Furthermore, the performance content determination means 201b determines that if the player wins one of the AT roles "ATA_CL1" to "ATB_RC2" during the pseudo-bonus, the performance content will be such that information that can identify the operation mode displayed on the payout display 46 will be displayed on the liquid crystal display 14. Specifically, if the winning role group won in the pseudo-bonus is "ATA_CL1", for example, "213" will be displayed on the screen of the liquid crystal display 14.
[0148] Furthermore, in the normal game state, the presentation content determination means 201b displays a message such as "Left press recommended" using the LCD display 14 if the first stop reel is either the middle reel 6M or the right reel 6R.
[0149] Furthermore, in the normal game state, the presentation content determination means 201b displays a message such as "Left press recommended" using the LCD display 14 if the first stop reel is either the middle reel 6M or the right reel 6R.
[0150] The performance content determination means 201b then transmits a signal containing data related to the determined performance content to the liquid crystal display, lamp control means 201c, and sound control means 201d.
[0151] (3) Liquid crystal display, lamp control means 201c The liquid crystal display and lamp control means 201c controls the display of a video (image) on the liquid crystal display 14, or the simultaneous or individual flashing of light sources such as the upper lamp section 21, the lower lamp section 22, the reel back lamp section 23, and the lower panel lamp section 24, based on the data contained in the signal transmitted from the performance content determination means 201b. For example, the liquid crystal display and lamp control means 201c flashes the light sources such as the upper lamp section 21, the lower lamp section 22, the reel back lamp section 23, and the lower panel lamp section 24 simultaneously or individually based on the data transmitted from the performance content determination means 201b.
[0152] (4) Voice control means 201d The voice control means 201d controls the speakers 15 and 16, such as playing music or outputting sounds, based on the data contained in the signal transmitted from the performance content determination means 201b. For example, the voice control means 201d may play the sound of a winning combination for a replay from speaker 15 or the sound of inserting a medal from speaker 16, based on the data transmitted from the performance content determination means 201b.
[0153] (Medal count control board) Next, the functions of the medal count control board 300 will be explained with reference to Figure 5.
[0154] (1) Storage means 302a The memory means 302a is formed in the RAM section (volatile memory) of the memory 302 and stores data on the number of usable pseudo-coins held by the player.
[0155] (2) Flag storage means 302b The flag storage means 302b stores an insertion completion flag, which is set to ON when the main board-to-transmit / receive means 301a receives information that can identify that the start switch 9 has been operated and the game has started, and is set to OFF when information indicating the number of tokens inserted for the game has been transmitted to the card unit CU after the start switch 9 has been operated, or when a time has elapsed that is assumed to have been transmitted.
[0156] (3) Main board-to-transmitting means 301a The main board-to-main board transmission / reception means 301a receives signals based on various information transmitted from the main control board 100, such as instructions to insert pseudo-medals and information regarding the number of pseudo-medals dispensed for winning combinations, as well as gaming machine information including the ID number of the main control CPU 101 and various ratios such as the payout ratio. It also transmits response signals to the main control board 100 in response to instructions to insert pseudo-medals and information regarding the number of dispensed. When the main board-to-main board transmission / reception means 301a receives signals based on information transmitted from the main control board 100 or signals based on information transmitted from the card unit CU, it notifies the various functions of the medal count control board 300 according to the type of information. Note that the means for receiving signals from the main control board 100 and the means for receiving signals from the card unit CU may be separate means.
[0157] (4) Game token count management means 301b The game token count management means 301b manages the usable token count data stored in the storage means 302a, and comprises a borrowing processing means 301b1, a first counting processing means 301b2, a second insertion processing means 301b3, and a second payout processing means 301b4.
[0158] a) Borrowing processing means 301b1 The borrowing processing means 301b1 performs the borrowing process of pseudo-medals with the card unit CU. Specifically, when the lending switch 503a of the card unit CU is operated, the card unit CU transmits a signal based on a predetermined number of tokens to the slot machine SM, and this signal is received by the inter-unit transmitting and receiving means 301e, which will be described later. When this signal is received by the inter-unit transmitting and receiving means 301e, the borrowing processing means 301b1 rewrites the game token count data stored in the storage means 302a to game token count data increased by the predetermined number of tokens. Furthermore, when the borrowing processing means 301b1 has rewritten the game token count data to the predetermined number of tokens increased, it transmits a lending receipt result response signal to the card unit CU via the inter-unit transmitting and receiving means 301e.
[0159] b) First counting processing means 301b2 The first counting processing means 301b2 works in cooperation with the second counting processing means 501c of the card unit CU to perform counting processing to transfer some or all of the usable number data stored in the storage means 302a to the card unit CU. Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on a predetermined number of counts of number data is transmitted from the slot machine SM to the card unit CU via the inter-unit transmission / reception means 301e. When this signal is transmitted by the inter-unit transmission / reception means 301e, the first counting processing means 301b2 rewrites the game token number data stored in the storage means 302a to game token number data obtained by subtracting a predetermined number of counts.
[0160] In this embodiment, the predetermined counting amount is the data for the number of pseudo-medals in the case of a normal press where the counting switch 31 is pressed for less than the predetermined time, and the data for the number of pseudo-medals in the case of a long press where the counting switch 31 is pressed for a predetermined time or longer. In the case of a long press, the data for the number of pseudo-medals of 50 is transmitted to the card unit CU at predetermined intervals (for example, 300 ms) while the counting switch 31 is pressed. Accordingly, the first counting processing means 301b2 rewrites the game medal count data stored in the storage means 302a at predetermined intervals (for example, 300 ms) to the game medal count data obtained by subtracting the value of 50 pseudo-medals.
[0161] c) Second input processing means 301b3 The second input processing means 301b3 works in cooperation with the first input processing means 101d of the main control CPU 101 to set the number of bets by inserting a simulated medal, thereby fulfilling predetermined conditions for starting the game.
[0162] When the bet switch 7 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second insertion processing means 301b3 rewrites the number of game medals stored in the storage means 302a with game medal count data obtained by subtracting the number of medals (1 medal) corresponding to the number of bets, and transmits a signal based on information that can identify this fact to the main control board 100 via the main board-to-main board transmission / reception means 301a.
[0163] When the maximum bet switch 8 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second insertion processing means 301b3 rewrites the game medal count data stored in the storage means 302a with game medal count data obtained by subtracting the number of medals (3) corresponding to the bet amount, and transmits a signal based on information that can identify this fact to the main control board 100 via the main board-to-main board transmission / reception means 301a.
[0164] d) Second dispensing processing means 301b4 The second payout processing means 301b4, when the result of the pattern determination means 112 is a winning combination that results in the payout of pseudo-medals, works in cooperation with the first payout processing means 101h of the main control CPU 101 to pay out pseudo-medals corresponding to that combination, thereby providing a benefit to the player.
[0165] If the result of the pattern determination means 112 is a display pattern that results in the payout of pseudo-medals (a winning pattern for a winning combination such as a minor role), the first payout processing means 101h transmits a signal based on the number of pseudo-medals to be paid out to the player to the medal count control board 300 via the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second payout processing means 301b4 rewrites the game medal count data stored in the storage means 302a to game medal count data increased by the number of medals paid out, and transmits a signal based on information that can identify this fact to the main control board 100. However, in this embodiment, even if the number of pseudo-medals paid out for a winning combination is two or more, the first payout processing means 101h and the second payout processing means 301b4 process the payout one by one. On the other hand, the second payout processing means 301b4 does not rewrite the game token count data stored in the storage means 302a even if a re-play bonus is won. Although it has been explained that the payout process is performed one token at a time even if multiple tokens are to be paid out, it is also possible to pay out multiple pseudo-tokens in a single payout process.
[0166] (5) Game token count display control means 301c The game token count display control means 301c controls the game token count display 26 based on the game token count data stored in the storage means 302a, so that the number of pseudo tokens indicated by the game token count data is displayed on the game token count display 26.
[0167] (7) Inter-unit transmission / reception means 301e The inter-unit transmission / reception means 301e transmits various information to the card unit CU, such as information regarding the number of pseudo-medals inserted and dispensed, information regarding errors occurring in the slot machine SM, information regarding various ratios displayed on the role ratio monitor 47, information that can identify the number of coins counted based on the operation of the counting switch 31, and information specific to the slot machine SM. It also receives information that can identify the number of coins to be lent, transmitted from the card unit CU based on the operation of the lending switch 503a.
[0168] (8) VL supply determination means 301f The slot machine SM receives voltage VL from the card unit CU via a connector. If the card unit CU is not powered on, or if the slot machine SM and the card unit CU are not properly connected, the voltage VL supplied from the card unit CU will be interrupted. The VL supply determination means 301f determines whether or not voltage VL is being supplied from the card unit CU by detecting the voltage of the wiring line to which voltage VL is supplied from the card unit CU in the medal count control board 300.
[0169] (9) Transmission item control means 301g The information transmitted to the card unit CU by the inter-unit transmission / reception means 301e includes gaming machine information, counting information, and information related to the loan receipt result response. The transmission item control means 301g controls the content or items to be transmitted in this information.
[0170] Communication between the medal count control CPU 301 of the slot machine SM and the unit CPU 501 of the card unit CU is performed via serial communication, and communication between the main control CPU 101 of the slot machine SM and the medal count control CPU 301 of the slot machine SM is performed via parallel communication. However, communication between the medal count control CPU 301 of the slot machine SM and the unit CPU 501 of the card unit CU is not limited to serial communication, and communication between the main control CPU 101 of the slot machine SM and the medal count control CPU 301 of the slot machine SM is not limited to parallel communication.
[0171] Next, the lottery mode determination table for determining the lottery mode when transitioning to a favorable period in this embodiment will be explained with reference to Figure 10.
[0172] In this embodiment, as described above, the lottery mode is determined when transitioning to the advantageous section or when a pseudo-bonus ends. As described above, there are three lottery modes: Heaven Mode, which has a ceiling of 32 games; Pullback Mode, which has a ceiling of 200 games; Normal Mode A, which has a ceiling of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which also has a ceiling of 800 games.
[0173] When you enter Heaven Mode, the probability of winning a pseudo-bonus increases, and after 32 games, you are guaranteed to win a pseudo-bonus, effectively guaranteeing a win with a small number of games played.
[0174] Furthermore, the game is designed so that after the pseudo-bonus ends, it will transition back to Heaven Mode with a high probability (specifically, somewhere between 50% and 90%). If Heaven Mode loops, pseudo-bonuses will be won consecutively, allowing players to expect to win medals.
[0175] Due to the loop of the aforementioned Heaven Mode, the advantageous period ends when the number of medals increased during the advantageous period reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous period and ending the pseudo-bonus.
[0176] The system is configured to reset the lottery mode when the advantageous period ends and the player transitions to a non-advantageous period. However, when the player transitions back to the advantageous period after the non-advantageous period, the probability of selecting Heaven Mode as the lottery mode is higher than the probability of selecting Heaven Mode after the pseudo-bonus won in Normal Mode A or Comeback Mode ends, allowing players to expect to win even more medals.
[0177] After transitioning to a non-advantageous section, it is possible to transition to an advantageous section by winning one of the lower-numbered winning combination groups shown in Figure 10 (or Figure 9). Furthermore, as shown in Figure 10, the combination of the RT state in the first game of the advantageous section and the lower-numbered winning combination group that triggered the transition to the advantageous section selects a lottery mode determination table to determine the lottery mode. Two patterns are provided for the lottery mode determination table: "reset" and "favorable". In addition, for determining the lottery mode after the pseudo-bonus ends, there are "heaven mode", "pull-back mode", "normal mode A", and "normal mode B" tables depending on the state of the lottery mode when the pseudo-bonus was won.
[0178] The transition to a non-advantageous section occurs not only when the number of medals increased during the advantageous section reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous section and ending the pseudo-bonus, but also, as mentioned above, due to initial conditions such as setting changes. If the rate at which Heaven Mode is selected when transitioning to an advantageous section after entering a non-advantageous section due to initial conditions is set higher than this rate, it would excessively increase the expectation of medal acquisition through setting changes, etc., thus impairing the gameplay.
[0179] Therefore, it is preferable not to excessively increase the expected value of medal acquisition during the non-advantageous period under the initial conditions.
[0180] However, since all information related to the AT is reset regardless of the trigger for transitioning to a non-advantageous period, it is not possible to determine whether the non-advantageous period is due to the conditions for ending the advantageous period or the initial conditions based solely on the non-advantageous period itself.
[0181] In this embodiment, the lower-numbered winning combination group that triggered the transition to the advantageous period, and the state of the first game of the advantageous period (RT0 or RBBF) are used to reliably determine whether the transition was due to initial conditions such as a setting change or due to conditions for ending the advantageous period.
[0182] In other words, as explained above, transitions to RBB occur with an extremely low probability, and in normal gameplay, the player basically stays in RBBF. Therefore, if RT0 is the first game of the advantageous period, it is safe to assume that it is a non-advantageous period because the initial conditions have been met. For this reason, as shown in Figure 7, if RT0 is the first game of the advantageous period, the "reset" option, which is the lottery mode determination table corresponding to the initial conditions, is selected.
[0183] On the other hand, if the state of the first game in the advantageous section is RBBF, as mentioned above, it is assumed that the player entered the non-advantageous section due to normal gameplay, such as the fulfillment of the conditions for ending the advantageous section, the increase in medals during the advantageous section exceeding a specified value, or the completion of a specified number of games without transitioning to the non-advantageous section after entering the advantageous section. However, if a bonus is won in the first game after transitioning to the non-advantageous section under the initial conditions, and the bonus is carried over, the state will become RBBF, making it impossible to distinguish from the state where the player entered the non-advantageous section due to normal gameplay, which could lead to an incorrect judgment.
[0184] Therefore, as mentioned above, the "BE2" group of winning roles with the lowest number 21 is configured to always be won with the bonus role "BNS" and never be won alone. Furthermore, "BE2" is configured to be eligible for transition to the advantageous section when won in RT0, but not when won in RBBF (see Figure 6). As a result, even if the state of the first game in the advantageous section is RBBF, if it is the "BE2" group of winning roles with the lowest number 21, it is judged to be the initial condition, and "reset," which is the lottery mode determination table corresponding to the initial condition, is selected (see Figure 10). In other words, it is possible to reliably determine that it is RBBF when a bonus is won in the first game after transitioning to the non-advantageous section under the initial condition, and the bonus is carried over, and select "reset," which is the lottery mode determination table corresponding to the initial condition.
[0185] If the state of the first game in the advantageous section is RBBF and the winning combination of the lower number is anything other than "BE2", it is determined that the game has transitioned to a non-advantageous section due to the conditions for ending the advantageous section, and "Favorable" is selected, which is the lottery mode determination table corresponding to the conditions for ending the advantageous section.
[0186] Regarding the "reset" and "preferential treatment" options in the lottery mode determination table, the "preferential treatment" option is configured to make it more likely for a lottery mode that is advantageous to the player to be selected.
[0187] For example, in the case of "reset," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 30:30:40:0, while in the case of "preferential treatment," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 0:20:10:70. The "preferential treatment" option has a higher probability of selecting Heaven Mode compared to "reset."
[0188] This allows players to expect a loop of transitioning to Heaven Mode again after the advantageous period ends due to a certain medal acquisition condition, even if the AT information is reset once the advantageous period is re-established, thus enhancing the overall enjoyment of the game.
[0189] As described above, the game state can be appropriately set by utilizing the results of the role lottery used in normal gameplay, without the need to create a new special game state. In other words, the role lottery is designed to easily determine whether an excessively advantageous state is granted during the transition from a non-advantageous section to an advantageous section in a game state where bonus roles that may occur in the initial state due to setting changes, etc., have not been carried over.
[0190] Next, Figures 11 to 18 will be used to explain the flow of the game and what the player can confirm regarding the winning animations and completion-related animations. Figures 11 to 18 will focus on what the player can confirm, and will primarily describe animations that can be seen from the player's perspective.
[0191] As described above, the slot machine SM is equipped with a function (referred to as the "complete function") that, independently of the advantageous period mentioned above, grants the player a certain amount of game value, thereby rendering the game unplayable. The complete function is performed by the complete determination means 101r and the unplayable means 101s mentioned above.
[0192] The SM slot machine features the following effects: an effect that notifies the player that game value is awarded as a result of winning a prize; a completion effect that notifies the player that the first judgment has been met (a specific value has been reached) by the completion judgment means 101r; and a near-completion effect that notifies the player that the first judgment has been met (a preparation value has been reached) by the completion judgment means 101r.
[0193] Figure 11 shows the winning animation and completion-related animations that the player can see when neither the first nor the second judgment is met. In this case, the completion-related animations correspond to the animations related to the completion function described above, namely the completion achievement animation and the near-completion animation. In Figure 11, neither the first nor the second judgment is met, so the completion-related animations are not performed, and the only animation that the player can see is the winning animation.
[0194] Figures 11 to 18 show the liquid crystal display 14, upper lamp unit 21, lower lamp unit 22, reel back lamp unit 23, lower panel lamp unit 24, and speakers 15 and 16 as locations for generating effects. Note that other switches (such as the maximum bet switch 8 or the effect switch controlled by the sub-control CPU 101 (not numbered, but located to the right of the maximum bet switch 8 in Figure 1)) may also be used as locations for generating effects.
[0195] In Figure 11, the player does not need to see any completion-related effects at all corresponding effect locations. This is because there is no need to notify the player about the completion function yet. Next, the winning effect will be explained. As a winning effect, the LCD display 14 will display effect type A for the duration of the A-corresponding period, and after the A-corresponding period, it will notify the player of a form (background effect, etc.) corresponding to the game state. The A-corresponding period only needs to consist of the period from the end of the game until the player operates the start switch 9 to start the next game, for example, until the start switch 9 is operated, until the bet switch 7 or maximum bet switch 8 is operated, or until the effect period set by the effect content determination means 201b. Examples of effect type A include notifications such as "Get XX coins!!", congratulatory effects by characters, and effect notifications associated with the awarding of coins. Furthermore, effect type A also includes congratulatory effects such as "XXX coins OVER" which are performed on the condition that a specific number of coins have been acquired in a series of advantageous states. In addition, effect type B is updated and displayed continuously according to the number of pseudo-medals awarded upon winning. Performance type B is continuously performed during advantageous states where the number of acquired coins is displayed (for example, during a pseudo-bonus or the series of acquired coins up to the number of games until exiting Heaven Mode).
[0196] In the upper lamp section 21, performance type C is performed during the C-corresponding period, and after the C-corresponding period, a mode (lamp lighting mode) corresponding to the game state is indicated. Performance type C includes flashing lamps and changes in lighting color. The C-corresponding period may be the same as the A-corresponding period, or it may be different. The C-corresponding period only needs to consist of the period from the end of a game until the player operates the start switch 9 to start the next game, for example, until the start switch 9 is operated, until the bet switch 7 or maximum bet switch 8 is operated, or until the performance period set by the performance content determination means 201b.
[0197] In the lower lamp section 22, performance type D is performed during the D-corresponding period, and after the D-corresponding period, a mode (lamp lighting mode) corresponding to the game state is indicated. Performance type D includes flashing of the lamps and changes in lighting color. It is preferable to perform flashing of the lamps and changes in lighting color in a different mode than that of the upper lamp section 21. The D-corresponding period may be the same as the A-corresponding period, or it may be different. The D-corresponding period only needs to be within the period from the end of the game until the player operates the start switch 9 to start the next game, for example, until the operation of the start switch 9, until the operation of the bet switch 7 or the maximum bet switch 8, or until the performance period set by the performance content determination means 201b.
[0198] In the reel back lamp section 23, performance type E is performed during the E-corresponding period, and after the E-corresponding period, the lamp remains lit. Performance type E includes so-called backlight flash effects that mainly highlight the lines where symbols align on reels 6L, 6M, and 6R. The E-corresponding period may be the same as the A-corresponding period, or it may be different. Since the backlight flash ensures reliable confirmation of winning, it is preferable for it to last longer than the A-corresponding period. The D-corresponding period should consist of the period from the end of the game until the player operates the start switch 9 to start the next game, for example, until the start switch 9 is operated, until the bet switch 7 or maximum bet switch 8 is operated, or until the performance period set by the performance content determination means 201b.
[0199] In the lower panel lamp section 24, even if a win occurs, the win animation does not play, and the lamp remains lit. The lower panel lamp section 24 is used for other purposes besides wins, such as indicating the expected level of wins during gameplay or when gameplay cannot proceed (errors occur or the completion function is activated).
[0200] Speakers 15 and 16 perform performance type F during the F-corresponding period, and after the F-corresponding period, they change to a mode corresponding to the game state (sound output according to the game state (including no output)). Sound output is provided that is assumed to indicate the awarding of pseudo-medals upon winning performance type F, and the mode of sound output changes depending on the winning combination, and the F-corresponding period may also differ. The F-corresponding period may include the same period as the A-corresponding period (for example, in the case of winning a predetermined combination), or it may not. The F-corresponding period only needs to consist of the period from the end of the game until the player operates the start switch 9 to start the next game, for example, until the operation of the start switch 9, until the operation of the bet switch 7 or the maximum bet switch 8, or until the performance period set by the performance content determination means 201b.
[0201] The above-described award ceremony will be held. Next, Figure 12 will be explained.
[0202] Figure 12 shows the winning animation and completion-related animations that the player can see when the second judgment is met but the first judgment is not met. In Figure 12, in addition to the winning animation, a completion-related animation, a near-completion animation, is displayed on the LCD display 14 as an animation that the player can see.
[0203] Note that completion-related animations are not performed at other animation-compatible locations. This is because, at the point where the second judgment is met, there is no impact on the progress of the game, and it is intended to subtly suggest to the player that the completion function will be activated soon, rendering the game unplayable. Next, we will explain the winning animations. All winning animations are the same as those shown in Figure 11 at all animation-compatible locations, so we will omit the explanation. This is because, as mentioned above, there is no impact on the progress of the game at the point where the second judgment is met.
[0204] As part of the completion-related effects, the LCD display 14 starts displaying effect type G, which is an effect indicating that completion is imminent, and updates it with each game. Effect type G notifies the number of remaining tokens until a specific value is reached that triggers the completion function. For each game after the display starts, it updates the remaining tokens up to the previous game by the difference between the pseudo-tokens used (game value) and the pseudo-tokens awarded. Effect type G is implemented in an area that does not overlap with the display area that notifies the number of tokens in the winning effect effects, effect type A and effect type B, so as not to interfere with the notification content regarding the number of tokens in the winning effect effects. (See Figure 17) Note that the display of effect type G may end when the remaining tokens exceed a certain number. In that case, effect type G will be implemented again when the second judgment is met.
[0205] Next, Figure 13 will be explained.
[0206] Figure 13 shows the winning animation and completion-related animations that the player can see when the first condition is met. In Figure 13, in addition to the winning animation, a completion-related animation is performed as an animation that the player can see.
[0207] In Figure 13, the completion-related animation is performed using the LCD display 14, upper lamp 21, lower lamp 22, reel back lamp section 23, lower panel lamp section 24, and speakers 15 and 16. Next, the relationship between the execution of the completion-related animation and the winning animation will be explained. The completion-related animation occurs after a game reaches a specific value, and the completion-related animation takes precedence over the winning animation for the player, at least on the LCD display 14. When the completion-related animation occurs, the player cannot see the winning animation on the LCD display 14.
[0208] In the liquid crystal display 14, the above-described production types A and B are started as winning presentations. However, after an α predetermined period shorter than the A corresponding period has elapsed, the player cannot confirm them, and production types A and B are not implemented so that the player can confirm them until the end. After the α predetermined period has elapsed, the production type H, which is a complete achievement presentation, is continuously implemented, so that the player can grasp that the complete function has been activated and disabled. Although details will be described later, the image of the liquid crystal display 14 is configured by overlapping a plurality of layers. Here, the layer corresponding to the complete achievement presentation is set to have a higher priority than the layer corresponding to the winning presentation. When the production type H, which is a complete achievement presentation, is implemented, the winning presentation cannot be confirmed by the player. (Refer to FIG. 14.) Note that the production type H is an image using the entire liquid crystal display 14, and since no area is set to be transparent so that the drawing content of the layer with a lower priority can be seen by the player, not only the winning presentation but also all presentations during the game, such as the background image and the preview image (including the presentation near completion), cannot be confirmed by the player. When the production type H is executed, only the production type H can be confirmed by the player, so that it is possible to surely recognize that the complete function has been activated. As the production type H, for example, a string such as "The complete function has been activated. Today's game is over." is displayed. Also, the display area of the liquid crystal display 14 other than the string may be composed of a single color of a specific color (for example, black), and a character may be displayed in the production in addition to the specific color. However, it is preferable not to implement the display of expressions of joy, lines, etc. so that the player does not misrecognize them as a presentation other than the presentation corresponding to the disabled state, for example, some kind of preview presentation or congratulatory presentation.
[0209] The upper lamp unit 21 starts the aforementioned type C animation as a winning animation, but after a predetermined period β which is shorter than the C animation period, it becomes impossible for the player to see, and type C animation is not performed so that the player can see it to the end. After the predetermined period β has elapsed, type I animation, which is a completion achievement animation, is performed continuously, so the player can understand that the completion function has been activated and the game has become disabled. The upper lamp unit 21 is easily visible to the player who is playing the game and focusing on the reels 6L, 6M, 6R and the LCD display 14. Therefore, since the winning animation is not performed to the end for the LCD display 14 and the upper lamp unit 21, and the completion achievement animation is performed, the player can more reliably recognize that the completion function has been activated and the game has become disabled.
[0210] In the lower lamp section 22, the aforementioned type D animation is performed as a prize-winning animation for the duration of the D-corresponding period, and then the lamp turns off after the D-corresponding period. In the lower lamp section 22, the complete achievement animation does not interrupt the execution of type D animation, and the complete achievement animation is performed when type D animation is completed to the end (until the D-corresponding period) and then the lamp turns off. Alternatively, the lamp could be turned on, flashing, or lit in a specific color instead of turning off. Furthermore, compared to the upper lamp section 22, the lower lamp section 22 is less likely to be noticed by players who are focusing on the reels 6L, 6M, 6R or the LCD display 14. Therefore, to ensure that a prize is won when the first judgment is met (the complete function is activated), the prize-winning animation is completed to the end of the D-corresponding period, similar to Figure 11. This allows the complete achievement animation to be performed on the LCD display 14, etc., in games where the complete function is activated, and players who notice this can more reliably recognize that they have been awarded pseudo-medals (game machine value) due to the prize win through the prize-winning animation of the lower lamp section 22.
[0211] Furthermore, while it was explained that the lower lamp section 22, which is difficult for the player to see while playing, is used as an example of how the winning animation is performed to the end even when the complete function is activated, in an AT game (special game) that corresponds to each of the reels 6L, 6M, and 6R and specifically notifies the operation procedure of each stop switch 10L, 10M, and 10R, a target reel notification lamp is provided to notify the target reel being operated during gameplay, and if the target reel notification lamp is used in the winning animation, the target reel notification lamp may be configured to perform the winning animation to the end even when the complete function is activated, similar to the lower lamp section. In order to enhance the enjoyment of the game by making the game more exciting with animations etc. performed on the LCD display 14, the target reel notification lamp is positioned to be less conspicuous than the LCD display 14, but it is positioned in a location that can be seen from the front of the slot machine SM, just like the LCD display 14 and reels 6L, 6M, and 6R, so that players who want to know exactly which reel they are operating can quickly confirm it. Therefore, even when a complete achievement animation is displayed on the LCD display 14 or the upper lamp unit 21 and the player is aware that the complete function has been activated, the player can more reliably recognize that pseudo-medals (gaming machine value) have been awarded due to the win by the winning animation of the target reel notification lamp, which can be seen from the front of the slot machine SM.
[0212] The reel back lamp section 23 starts the above-mentioned type E as a winning animation, but turns off after a predetermined period γ which is shorter than the E corresponding period, so that the player can see the entire animation before it is completed. After the predetermined period γ has elapsed, the lights remain off. The lights turning off is performed as a completion achievement animation. The reel back lamp section 23 is easily visible to players who are playing the game and focusing on the reels 6L, 6M, 6R or the LCD display 14, so, similar to the LCD display 14 and the upper lamp section 21, the winning animation in the reel back lamp section 23 is not completed and the lights turn off, allowing the player to more reliably recognize that the completion function has been activated and is in a disabled state.
[0213] The lower panel lamp section 24 is turned off. This turning off is performed as a completion achievement animation. The turning off of the lower panel lamp section 24 indicates to the player that the game can no longer proceed, thus allowing them to more reliably recognize that the completion function has been activated and the game has become inoperable.
[0214] Speakers 15 and 16 start the aforementioned type F as a prize-winning animation, but after a predetermined period θ, which is shorter than the F-compatible period, it changes to type J, making it impossible for the player to confirm, and thus type F is not performed so that the player can confirm until the end. After the predetermined period θ has elapsed, type J, which is a completion achievement animation, is performed for a certain period, so the player can hear that the completion function has been activated and the game has become inoperable. Note that once the completion function is activated, the game cannot be played any further, so it is preferable to continue some kind of completion achievement animation. However, if the sound is continuously generated, it may be heard by other players as well, potentially affecting their ability to concentrate on the game, so it is preferable that type J is performed only for a certain period, and that the completion achievement animation (type H, type J, etc.) performed on the LCD display 14 or upper lamp section 21 continues to be performed.
[0215] The predetermined periods (α predetermined period, β predetermined period, γ predetermined period, θ predetermined period) explained in Figure 13 may be set to different periods or to the same period. Also, as long as the predetermined period in at least one performance-dependent location is not "0", the others may be "0". Furthermore, each predetermined period may include the processing time that occurs when sending commands related to completion achievement (sending commands to execute the completion achievement performance) to each performance-dependent location. By sending commands to each performance-dependent location to execute the winning performance, and then sending commands related to completion achievement, it is possible to easily enable the player to confirm that the winning performance is performed first, and then the completion achievement performance is performed instead of the winning performance midway through, without increasing the processing load.
[0216] Figure 14 shows the priority order of the layers of the liquid crystal display 14, and also shows the content (image notifications, effects) drawn on the layer corresponding to the priority order. The image of the liquid crystal display 14 is composed of multiple layers superimposed on each other, and the content that the player can see when it is displayed on the liquid crystal display 14 is the content of the higher priority layer. When the timing for using a higher priority layer is met and the lower priority layer is used, if there is an area that has not been processed to be transparent, the content drawn on the lower layer will not be visible to the player.
[0217] Priority 1 is the notification of a critical error, which is displayed in full screen using the entire area of the LCD display 14. The timing of this notification is when the target critical error occurs, and when a critical error occurs, the LCD display 14 displays the critical error in full screen, and other displays are not visible to the player. Examples of critical errors include a fault detection in the main control CPU 101, or other errors that are fatal to the operation of the slot machine SM.
[0218] Priority 2 is a counting warning notification, and is a partial screen display that uses a portion of the area of the liquid crystal display 14. In the case of partial screen display, the content drawn on the lower priority layer in the other areas of the liquid crystal display 14 can be seen by the player. For example, if priority 2, priority 7, and priority 11 are the targets of display, the content of priority 2 and the content of priority 7 (provided that it is set in a position that does not overlap with the area of priority 2) are displayed in the area other than the area where priority 2 is displayed, and the background content of priority 11 can be seen by the player. A counting warning notification is issued when the number of pseudo-medals indicated by the game medal count data stored in the memory means 302a exceeds a predetermined number (for example, 15,000), fulfilling the warning conditions that trigger the notification, prompting the player to press the counting switch 31. The system is configured so that the game cannot proceed if the value in the memory means 302a exceeds a limit value (for example, 16384). When the value approaches the limit value, a counting warning notification is issued, allowing the player to operate the counting switch 31 and send the game token count data stored in the memory means 302a to the card unit CU, thereby decreasing the value in the memory means 302a.
[0219] Priority 3 is a stop prompt notification, which is a partial screen display using a portion of the area of the LCD display 14. It is triggered when the game reels 6L, 6M, and 6R have started rotating and gameplay is in progress, but the stop switches 10L, 10M, and 10R have not been operated for a certain period of time, prompting the user to operate the stop switches 10L, 10M, and 10R.
[0220] Priority 4 is the completion achievement animation, which is a full-screen display using the entire area of the LCD display 14. As mentioned above, it occurs when the first judgment is met after playing the game, and animation type H shown in Figure 13 is performed in full screen on the LCD display 14. Since the completion achievement animation is performed in full screen, when it is performed, the lower priority layer displays will not be visible to the player. The prize winning notification animation has priority 9, and if the completion achievement animation occurs while the prize winning notification animation is being performed in a way that is visible to the player, the player will not be able to see the prize winning notification animation, even if it is being performed on the priority 9 layer.
[0221] Of the items with a higher priority than the completion achievement animation, the stop prompt notification with priority 3 will not occur after the game is finished. The important error notification with priority 1 is set because it is better to notify the administrator first that the game has stopped due to an important error other than the activation of the completion function. The counting warning notification with priority 2 is set because if the completion function is activated, the player has acquired a large amount of game value, and it is highly likely that the number of pseudo-medals indicated by the game medal count data stored in memory means 302a has exceeded a predetermined number. When completion is activated and the game cannot proceed, the counting warning notification is made available to the player even when the completion achievement animation occurs, so that the player does not forget to transfer the usable number data stored in memory means 302a to memory means 502a of card unit CU. When the completion achievement animation occurs, the LCD display 14 will continue to display animation type H in full screen until the game returns to a playable state after a predetermined setting change process by the setting control means 101b.
[0222] Priority 5 is a near-completion animation, which is a partial screen display using a portion of the area of the LCD display 14. As mentioned above, it occurs when the second judgment is met after playing the game, and the animation type G shown in Figure 12 is performed on a portion of the LCD display 14. It is performed continuously, but the player will not be unable to see it due to the background or winning notification animations of lower priority, and since it is displayed in a different area from the stop prompt notification of priority 3, the player can always see it while playing when priority 5 occurs. In addition, to prevent the near-completion animation from obscuring the reel notification of priority 7 and the stop operation notification of priority 8, which will be described later, it is displayed in a different area from the reel notification of priority 7 and the stop operation notification of priority 8.
[0223] Priority 6 is the notification of game history and performance settings, and is a partial screen display using a portion of the area of the LCD display 14. The timing of its occurrence is, for example, when the player operates a performance switch controlled by the sub-control CPU 101 (the switch located to the right of the maximum bet switch 8 in Figure 1, although no figure number is given), after the game has been played. Initially, a menu of each item is displayed, and then the performance settings and game history display are performed on a partial screen according to the item selected by the player. It should be noted that the game history notification should be made available after the completion function is activated, as this allows the player to review the game history leading up to completion, and therefore may be given a higher priority layer than the completion achievement animation. The performance setting notification may also be performed during gameplay. However, if it is performed during gameplay, it is preferable to perform it in an area that does not overlap with the area used for content where it is preferable to clearly notify the player during the progress of the game, such as priorities 7 to 9.
[0224] Priority 7 is the reel notification, which is a partial screen display using a portion of the area of the LCD display 14. It occurs continuously, and the LCD display 14 displays a notification to identify the reels 6L, 6M, and 6R used in the progression of the game. This is done to prevent misidentification, for example, when the LCD display 14 performs a reel-like animation as one of its effects, which could cause the player to mistakenly identify the reels used in the progression of the game. It is preferable for the player to be aware of this at all times during the game, so the notification is performed continuously. The reel notification may be given a higher priority than the priority 4, the complete achievement animation, and even when the complete auto achievement animation is displayed, the reel notification will allow the player to identify the reels 6L, 6M, and 6R used in the progression of the game at any time. The reel notification may also be displayed together with the priority 4, the complete achievement animation.
[0225] Priority 8 is the stop operation notification, which is a partial screen display using a portion of the area of the LCD display 14. The timing of this notification is during the AT gameplay described above, and it provides a specific notification on the LCD display 14 of the operation procedures for the advantageous stop switches 10L, 10M, and 10R corresponding to specific roles.
[0226] Priority 9 is the prize winning notification animation (referred to as the prize winning animation in Figure 11), which is a partial screen display using a portion of the area of the LCD display 14. It occurs when pseudo-medals (game value) are awarded during gameplay, and corresponds to the animation types A and B mentioned above (see also Figure 11). Details of animation types A and B have been described above and are therefore omitted here.
[0227] Priority 10 is a high-priority background and is a partial screen display that uses a portion of the area of the liquid crystal display 14. There are two timings for occurrence: a first high-priority background which is performed when specific conditions for the establishment of a high-priority background are met, and a second high-priority background which occurs at all times. Examples of the first high-priority background include a series of acquired coin counts in a favorable state, a chance zone display, and a band effect that indicates a high probability state for pseudo-bonuses. Examples of the second high-priority background include a game coin count display that shows the number of pseudo-coins indicated by the game coin count data stored in the memory means 302a, and a payout display that shows the game value given to the player as a result of the game. Furthermore, if information including the game coin count display and payout display is provided as an interface display unit, the interface unit corresponds to the second high-priority background.
[0228] Priority 11 is a low-priority background display that uses the entire area of the LCD display 14 for a full-screen display. It occurs at all times and has the lowest priority among all background displays during gameplay. When no completion achievement animation or important error notification is being shown, the player can see the content of a portion of a higher-priority screen that meets the timing requirements for occurrence on the full-screen low-priority background display.
[0229] Figure 15 shows an example of the sequence of events that a player can confirm in the game immediately preceding the game in which the complete function is activated. Figure 16 shows an example of the sequence of events that a player can confirm in the game in which the complete function is activated. Figure 17 shows an example of a specific notification that a player can confirm in the game immediately preceding the game in which the complete function is activated. Figure 18 shows an example of a specific notification that a player can confirm in the game in which the complete function is activated. In the following explanation, the game immediately preceding the game in which the complete function is activated, as shown in Figures 15 and 17, will be referred to as Game X, and the game in which the complete function is activated, as shown in Figures 16 and 18, will be referred to as Game Y. For the sake of clarity, both Game X and Game Y are assumed to be AT games, and the number of pseudo-medals awarded during the game is greater than the number of pseudo-medals used in the game, resulting in an increase in the cumulative difference counter 102g.
[0230] Figure 15 shows the flow of the X game's presentation, with Figure 12 representing the timing chart.
[0231] The cumulative difference counter 102g stored before game X was played was 18990. As a result of game X, 10 pseudo-medals were awarded and 3 pseudo-medals were used in the game. Therefore, the cumulative difference counter 102g stored after game X is 18997. After game X, the count exceeds the preparation value but does not exceed the specific value, and the sequence of events after the game proceeds as shown in Figure 12.
[0232] Next, we will explain the notification (effect) response in X game at each effect-dependent point. Three characteristic timings will be explained using the example of notification (effect) shown in Figure 17: (a) during gameplay (while the reels are spinning), (b) before the response period for the winning effect at the effect-dependent point after gameplay, and (c) after the response period for the winning effect at the effect-dependent point after gameplay.
[0233] (a) During AT gameplay (while the reels are spinning), the LCD display 14 provides stop operation notifications as shown in Figure 15. As an example, as shown in Figure 17(a), the central area of the LCD display 14 displays a partial screen (see Figure 14) showing the operation procedure. The upper right area of the LCD display 14 displays a partial screen (see Figure 14) showing the total number of coins acquired in a series of games before X in the advantageous state, which is the higher background level. The lower area of the LCD display 14 displays a partial screen (see Figure 14) showing the number of coins remaining until completion, which is the near-completion effect. The remaining area of the LCD display 14 displays the background effect corresponding to the game state, which is the lower background level, as a full screen (see Figure 14).
[0234] Furthermore, (a) during gameplay (while the reels are spinning), in certain AT games, as shown in Figure 15, the upper lamp 21 and lower lamp 22 provide status notifications according to the game state. Also, the reel back lamp section 23 and the lower panel lamp section 24 are illuminated. In addition, speakers 15 and 16 output stop operation prompt sounds corresponding to the stop operation notification on the liquid crystal display 14. In Figure 17(a), these are schematically shown with the relevant parts of the slot machine SM indicated by the figure numbers corresponding to the parts that correspond to the effects. The same applies to Figures 17(b) to 18(f) thereafter.
[0235] (i) Before the period for corresponding winning animations in the post-game animation-compatible areas has elapsed, the complete function is not activated after X gameplay, so winning animations are performed except for the lower panel lamp section 24, as shown in Figures 15 and 12. As shown in Figure 17(i), the central area of the LCD display 14 displays "GET 10 coins" as a partial screen (see Figure 14) to indicate the number of coins awarded, and winning effects celebrating the win are displayed around it. This animation corresponds to animation type A. In addition, a partial screen (see Figure 14) in the upper right area of the LCD display 14 that shows a series of acquired coins in the advantageous state, which is the background level, is updated and displayed with a predetermined effect (acquired 2100 coins → acquired 2107 coins). This animation corresponds to the update of animation type B. In the lower area of the LCD display 14, a portion of the screen (see Figure 14) showing the number of remaining tokens until completion, which is a near-completion effect, is updated (10 tokens remaining → 3 tokens remaining) and displayed. In the remaining area of the LCD display 14, the background effect corresponding to the game state, which is the lower part of the background, is displayed as a full screen (see Figure 14).
[0236] Furthermore, (i) before the period for displaying winning animations at the post-game animation-compatible areas has elapsed, the upper lamp 21, lower lamp 22, reel back lamp section 23, and speakers 15 and 16 also perform winning animations, as shown in Figure 15. In Figure 17(i), these are schematically shown by the corresponding figure numbers for the relevant parts of the slot machine SM, corresponding to the animation-compatible areas.
[0237] (c) After the period for the winning animation at the post-game animation-compatible area has elapsed, the complete function will not be activated after X game, so the winning animation will end and the next game will be possible, and as shown in Figure 15, the LCD display 14 will display the information after the winning animation has ended. As an example, as shown in Figure 17(c), the central area of the LCD display 14 displays the background animation corresponding to the game state, which is the lower background, the upper right area of the LCD display 14 displays a partial screen (see Figure 14) showing the total number of coins acquired after X game in the advantageous state, which is the higher background, and the lower area of the LCD display 14 displays a partial screen (see Figure 14) showing the number of coins remaining until completion, which is the near-completion animation.
[0238] Furthermore, (c) after the period for the winning animation at the post-game animation-compatible area has elapsed, as shown in Figure 15, the upper lamp 21, lower lamp 22, and speakers 15 and 16 provide status information according to the game state, and the reel backlight section 23 and lower panel lamp section 24 remain lit. In Figure 17(c), these are schematically shown with the relevant parts of the slot machine SM corresponding to the animation-compatible areas.
[0239] Figure 16 shows the flow of the Y game's presentation, with Figure 13 representing the timing chart.
[0240] The cumulative difference counter 102g stored before playing Y game was 18997. As a result of playing Y game, 10 pseudo-medals were awarded and 3 pseudo-medals were used in the game. Therefore, the cumulative difference counter 102g stored after playing Y game is 19004. After playing Y game, the count exceeds (reaches) a specific value, so the complete function is activated, and the sequence of events after the game is as shown in Figure 13.
[0241] Next, we will explain the notification (effect) response in Y game at each effect-corresponding point. Three characteristic timings will be explained using an example of the notification (effect) pattern shown in Figure 18: (e) during gameplay (while the reels are spinning), (f) immediately after the start of the winning effect at the effect-corresponding point after gameplay (before the predetermined period for each effect-corresponding point in Figure 13 has elapsed), and (g) after the completion achievement effect has been performed.
[0242] (E) During gameplay (while the reels are spinning), the AT gameplay is basically the same as during gameplay (A) in the X game described above. This is evident from the fact that the content of the corresponding effects is the same in (A) in Figure 15 and (E) in Figure 16. Comparing Figure 18(E) and Figure 17(A) on the LCD display 14, the only differences are that the content of the stop operation effect differs depending on the winning combination, the number of coins acquired in a series of advantageous states differs, and the number of coins remaining until completion in the near-completion effect differs.
[0243] (O) Immediately after the start of the winning animation at the animation-corresponding area after gameplay (before the predetermined period for each animation-corresponding area in Figure 13 has elapsed), the conditions for activation of complete are met, but the player can still see the winning animation at at least one animation-corresponding area. As shown in Figure 18(O), the central area of the LCD display 14 displays "GET 10 coins" as part of the screen (see Figure 14) to indicate the number of coins awarded, and the surrounding area displays a winning effect to celebrate the win. In (O), since it is immediately after the start of the winning animation, it is slightly harder to see compared to Figure 17(I) (immediately after the display starts), but it is at a level that the player can see. The predetermined period may be extended until it is visible in the same way as in Figure 17(I). In addition, the partial screen (see Figure 14) in the upper right area of the LCD display 14 that shows the series of acquired coins after X gameplay in the advantageous state also shows an example where the predetermined effect and update display are in an intermediate state compared to Figure 17(I). The lower area of the LCD display 14 shows an example where some screens (see Figure 14) that display the number of remaining items until completion, which is part of the near-completion animation, are immediately updated (3 remaining items → 0 remaining items). Note that the update of some screens that display the number of remaining items until completion, which is part of the near-completion animation, may be performed at the end of the support period. In that case, the animation will change to the completion achievement animation without updating the number of remaining items.
[0244] Furthermore, (o) immediately after the start of the winning animation at the animation-corresponding area after gameplay (before the predetermined period for each animation-corresponding area in Figure 13 has elapsed), the lower lamp 22, reel back lamp section 23, and speakers 15 and 16 perform the winning animation as shown in Figure 16. Also, since the predetermined period for the upper lamp section 21 is 0, the complete achievement animation (animation type I) is performed immediately. In addition, the lower panel lamp section 24 is turned off. In Figure 18(o), these are schematically shown by the corresponding figure numbers for the relevant parts of the slot machine SM, corresponding to the animation-corresponding areas.
[0245] However, as shown in Figure 13, the winning animations for the liquid crystal display 14, reel back lamp unit 23, and speakers 15 and 16 are not performed for the same period as in Figures 11 and 12. For the liquid crystal display 14, the winning animation is performed for a predetermined period α which is shorter than the period corresponding to A; for the reel back lamp unit 23, for a predetermined period γ which is shorter than the period corresponding to E; and for speakers 15 and 16, for a predetermined period δ which is shorter than the period corresponding to F. After these periods, the completion achievement animation is performed. (See (c) After the completion achievement animation is performed below.)
[0246] Unlike other parts that support special effects, the lower lamp section 22 is designed to turn off after the winning animation is performed for the corresponding period (D corresponding period...see Figure 13), just like in other games.
[0247] (k) After the completion achievement animation is performed, the completion function is activated after the game Y is played, and the completion achievement animation is performed to confirm to the player that the game cannot be continued. As shown in Figure 16, the LCD display 14 is performing animation type H, which is the completion achievement animation. As an example, as shown in Figure 18(k), the LCD display 14 displays the text "The completion function has been activated. Today's game is over." in its entirety. Note that the completion achievement animation is of priority 4 as shown in Figure 14, and Figure 18(k) shows an example where priority 1 to 3 have not occurred. The LCD display 14 is displayed so that the player can confirm the completion achievement animation, and other animations and notifications with lower priority cannot be confirmed on the LCD display 14.
[0248] Furthermore, after the completion achievement animation is performed, the upper lamp 21 performs the completion achievement animation (animation type I), as shown in Figure 16. The lower lamp 22 performs the winning animation (animation type D) because the D-corresponding period has not yet elapsed. It will turn off after the D-corresponding period. The reel back lamp section 23 and the lower panel lamp section 24 are turned off. Speakers 15 and 16 perform the completion achievement animation (animation type J). Animation type J ends during the J-corresponding period, after which there is no sound output. In Figure 18(k), these are schematically shown with the relevant parts of the slot machine SM indicated by the figure numbers corresponding to the animation-corresponding parts.
[0249] As described above, in a slot machine SM equipped with a complete function, it is possible to notify the player that the game cannot proceed due to the activation of the complete function by displaying a specific image on the LCD display 14 (for example, Figure 18 (k)). It is also possible to perform a winning animation (for example, Figure 17 (i)). In this case, when the conditions for activating the complete function are met in a game (for example, game Y shown in Figure 16), the winning animation can be seen on the LCD display 14 from the beginning to partway through, but after the specific image is displayed, the winning animation cannot be seen, and it is possible to confirm that the game cannot proceed due to the specific image. (For example, Figures 18 (o), (k), 16, 13, etc.)
[0250] This allows the player to clearly recognize that they cannot proceed with the game by displaying a specific image on the LCD display 14. However, if it becomes completely impossible to tell whether game value has been awarded through gameplay, the player may become suspicious as they cannot determine from the LCD display 14 whether the game value has been properly awarded. However, since the winning animation can be partially confirmed from the start on the LCD display 14, this suspicion can be prevented. Furthermore, by displaying a specific image in the middle of the winning animation and making it impossible to confirm the winning animation thereafter, the player can be quickly drawn to the specific image, and the player can be reliably informed that they are in a state where they cannot proceed with the game.
[0251] Furthermore, in a slot machine SM equipped with a complete function, it is possible to notify the player that the game cannot proceed due to the activation of the complete function (for example, the upper lamp 21 in Figure 18(k)). It is also possible to perform a first and second winning animation (for example, the LCD display 14 and lower lamp 22 in Figure 17(i)). In this case, when the conditions for activating the complete function are met during a game (for example, game Y shown in Figure 16), the winning animation on the LCD display 14 can be partially seen from the start, but a specific image is displayed midway through, preventing the winning animation from being seen to the end. Meanwhile, the winning animation on the lower lamp 22 continues to be displayed so that the player can see it to the end (for example, Figures 18(o), (k), 16, and 13).
[0252] This allows players to clearly recognize that they cannot proceed with the game. Furthermore, by making the winning animation on the LCD display 14, one of the winning animations, unavailable from a certain point, players will feel something is amiss, making them more likely to notice that they cannot proceed with the game. However, if all types of winning animations are not executed to completion, players may not be able to determine whether the game value has been properly assigned, which could lead to distrust. However, the winning animation on the lower lamp section 22 continues to be executed to completion so that players can see it even when the game cannot proceed, allowing them to recognize that the game value has been properly assigned, along with the fact that the game cannot proceed.
[0253] The above describes this embodiment, but it is not limited to this, and for example, the following specifications may also be used.
[0254] When the complete determination means 101r of the main control CPU 101 determines that the complete function should be activated based on the first determination, the corresponding complete command is sent by the command transmission means 101m. The corresponding complete command is then sent to the sub-control board 200 and then to the medal count control board 300. It is preferable that the corresponding complete command is not sent to the sub-control board 200 via the medal count control board 300.
[0255] The main control CPU 101's complete determination means 101r updates the cumulative difference counter 102g after the processing of granting pseudo-medals through gameplay is completed, performs a determination using the complete determination means 101r, turns on a first flag according to the result of the first determination, and activates the complete function by disabling means 101s when the first flag is on, rendering the game unplayable. In addition, the corresponding complete command is sent to the sub-control board 200 by the command transmission means 101m, and then sent to the corresponding complete command medal count control board 300. After that, since the complete function is activated, the game cannot be played at all.
[0256] The first payout processing means 101h of the main control CPU 101 starts the process of assigning game value through gameplay without waiting for the final stop switch operation to finish after the final stop switch operation has been performed, and sends a command related to the assignment process to the sub-control board 200 via the command transmission means 101m. On the other hand, the complete command is sent to the sub-control board 200 via the command transmission means 101m after the final stop switch operation has finished.
[0257] This creates a time lag between the start of the winning animation and the start of the animation when the completion function is activated. This allows the player to see part of the winning animation to enhance the excitement, while preventing the player from being stimulated by seeing the entire winning animation, and at the same time ensuring that they recognize that the completion function has been activated. Furthermore, if the timing of sending the payout command and the complete command is related to the start and end of the stop switch operation, there is a possibility that the winning animation will be shown to the end. To prevent this, the complete command may be sent a predetermined period after the payout command is sent using a timer, or the sub-control CPU 201, upon receiving the payout command, may first execute the winning animation and then switch to the completion achievement animation.
[0258] The sub-control CPU 201 is able to immediately execute the winning animation after the final stop switch operation is completed. (That is, the timing of the switch to the winning animation in Figures 15 and 16 is based on receiving a command from the command transmission means 101m that identifies the completion of the final stop switch operation.) This is because, since the commands related to the awarding process have already been sent to the sub-control board 200, the sub-control CPU 201 can already prepare for the processing of the winning animation. On the other hand, for the complete achievement animation, since the complete command is only sent from the command transmission means 101m after the final stop switch operation is completed, the complete achievement animation can be executed after a period of time until reception and a processing period after reception. Therefore, after a game in which the complete function is activated, it is possible to ensure a predetermined period between executing the winning animation and then the complete achievement animation without requiring any special processing. The predetermined period may also be secured on the sub-control CPU 201 side. Furthermore, in areas where special effects are displayed, in areas with light-emitting means such as the upper lamp section 21, where the processing load is light, the player may not be able to actually confirm the special effect upon winning, resulting in a processing time of 0.
[0259] If the LCD display 14 implements a notification method different from that for important error notifications as a completion achievement effect, the notification method for the completion achievement effect in the light-emitting means such as the upper lamp section 21, the lower lamp section 22, and the lower panel section 24 may be the same as that for important error notifications. This makes it possible for the light-emitting means to easily identify important information that the game cannot proceed, even though the cause cannot be fully identified, while reducing the processing load.
[0260] Although only one liquid crystal display 14 was provided, the slot machine SM may be provided with a sub liquid crystal display 14a having a display area smaller than that of the liquid crystal display 14. The sub liquid crystal display 14a is provided near the upper part of the bet switch 7 in FIG. 1, for example. Similar to the liquid crystal display 14, the sub liquid crystal display 14a can perform effects according to the progress of the game and display a menu screen or a selection screen for game history notification, effect setting notification, etc. For such a sub liquid crystal display 14a, as a complete achievement effect, a similar display with a different scale from the liquid crystal display 14 may be performed. Thereby, since the same display is performed on the two displays, the player can more surely recognize that the game cannot proceed. The scaled similar display can be created by using a process of changing the scale of the same display data as the liquid crystal display 14, thereby reducing the data capacity.
[0261] In addition, in the liquid crystal display 14a, in order to reduce the processing load when the complete function is activated, a process of making the entire screen the same color (for example, black) may be performed.
[0262] Also, in the liquid crystal display 14a, information related to game history notification may be notified so that game history notification can be performed after the complete function is activated. As the notification content, information indicating the game history content itself may be displayed, or content related to an operation for performing game history notification may be displayed. Also, information related to the set value set as game history notification may be notified.
[0263] The slot machine SM may include an AT lamp as a light emitting means for suggesting that it is in a state advantageous to a player who can perform an AT game. When the complete function is activated, the AT lamp can notify the player that the game cannot proceed by emitting light in a light emitting mode not performed in a normal game. Also, it may be notified that the game cannot proceed by using a light emitting mode similar to other light emitting means.
[0264] Based on the above, a suitable slot machine can be provided. [Explanation of Symbols]
[0265] SM...Slot machine, CU...Card unit, 90...I / F board, 100...Main control board, 101...Main control CPU, 200...Sub control board, 201...Sub control CPU, 300...Medal count control board, 301...Medal count control CPU
Claims
[Claim 1] In slot machines where games can be played, A means for controlling the effects, First notification means, The second notification means, A means for disabling the game that can disable the game when a count value, calculated using the difference between the value of game value granted through gameplay and the value of game value used through gameplay, reaches a specific value, Equipped with, The aforementioned performance control means is It is possible to perform a disabling notification effect to indicate that the aforementioned disabling state is occurring. When game value is assigned through gameplay, the first notification means can perform a first effect to notify that the value has been assigned. When game value is assigned through gameplay, it is possible to perform a second effect that notifies the player that game value has been assigned using the second notification means. When the count value reaches a specific value during a game and the disabling notification effect is triggered, the game is configured such that the first effect cannot be fully viewed by the player due to the disabling notification effect, while the second effect continues even after the disabling notification effect is triggered, allowing the player to fully view it. A slot machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2023007364A