Gaming machine

JP2026085627APending Publication Date: 2026-05-25KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2024-11-13
Publication Date
2026-05-25

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements in reel rotation control to improve game interest and production effects.

Method used

A gaming machine with variable speed rotation control using a control means that switches the excitation phase of a stepping motor to adjust reel rotation speed, allowing for predetermined speed changes based on specific switching intervals.

Benefits of technology

Enhances game interest and production effects by dynamically controlling reel rotation speeds, providing varied and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026085627000001_ABST
    Figure 2026085627000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that reduces the occurrence of spinning out during reel spinning animations. [Solution] The system comprises multiple reels, each displaying multiple pieces of identification information; a drive means for rotating the multiple reels; and a control means capable of controlling the rotation of the reels by sequentially switching the excitation phase of the drive means. The control means includes a variable speed rotation control means that performs variable speed rotation control, changing the rotation speed of the reels according to the switching interval of the excitation phase. The variable speed rotation control means can control the rotation speed of the reels to a predetermined rotation speed based on an excitation pattern that includes switching the excitation phase according to a first switching interval and switching the excitation phase according to a second switching interval that is longer than the first switching interval. When controlling to a second rotation speed while the reels are rotating at a first rotation speed, the system is configured not to control to a second rotation speed until a predetermined number of switching cycles of the excitation phase according to the first switching interval and one switching cycle of the excitation phase according to the second switching interval have been completed.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, there is known a gaming machine that enhances the production effect and improves the interest of the game by executing a reel production that varies the reel in a mode different from the normal state (such as normal rotation at a constant speed) (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention comprises a plurality of reels each displaying a plurality of identification information, a driving means for rotating the plurality of reels, and a control means capable of controlling the rotation of the reels by sequentially switching the excitation phase of the driving means, wherein the control means includes a variable speed rotation control means that performs variable speed rotation control to change the rotation speed of the reels according to the switching interval of the excitation phase, wherein the variable speed rotation control means can control the rotation speed of the reels to a predetermined rotation speed based on an excitation pattern that includes switching the excitation phase according to a first switching interval and switching the excitation phase according to a second switching interval that is longer than the first switching interval, and when controlling to a second rotation speed while the reels are rotating at a first rotation speed, the control to the second rotation speed is not performed until a predetermined number of switchings of the excitation phase according to the first switching interval and one switching of the excitation phase according to the second switching interval have been completed. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This is a diagram showing the arrangement of symbols on each reel. [Figure 6] This chart shows the combinations of symbols for each winning combination and the corresponding payouts. [Figure 7] This is a state transition diagram showing the transitions between game states. [Figure 8] This figure shows an example of an excitation pattern for a stepping motor. [Figure 9] This is a diagram illustrating an example of a stop-spin discrepancy animation. [Figure 10] This is a diagram illustrating an example of the short freeze effect A. [Figure 11]This is a diagram illustrating an example of the short freeze effect B. [Figure 12] This is a diagram illustrating an example of the short freeze effect C. [Figure 13] This is a diagram illustrating an example of the short freeze effect D. [Figure 14] This is a diagram illustrating an example of the Long Freeze effect A. [Figure 15] This is a diagram illustrating an example of the Long Freeze effect B. [Figure 16] This figure shows an example of an excitation pattern for a stepping motor. [Figure 17] This is a diagram illustrating special variable speed control. [Figure 18] This is a diagram showing the deceleration table. [Figure 19] This is a diagram showing the pattern adjustment table. [Modes for carrying out the invention]

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

[0008] First, the overall configuration of the medal-less gaming machine 1 will be described. A display window 6 through which the rear can be visually recognized is formed at the center of the front door 1a, and the symbols shown on the reel 41 can be visually recognized through this display window 6. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, an effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, a stop button 5, etc., and notification means such as a gaming medal number display device 7, a count button lamp 2e, a bet number lamp 2f, etc. are provided. Note that the gaming medal number display device 7 may be provided on the upper surface side or the front surface side of the stepped portion. Above the display window 6, a navigation lamp 12 for guiding the player on the operation order of the stop button 5 is provided. On the upper part of the front door 1a, a display 8 that operates as display means and notification means is provided. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but it is not limited to this, and a configuration of multiple screens (for example, a main screen and a sub screen) may also be used. Note that instead of or in addition to the display 8, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a, and it is not necessarily required to provide the display 8.

[0009] On the side of the display 8, a speaker 9 that operates as notification means and performs sound effects and notifications, and a lamp 11 that performs light effects and notifications corresponding to the winning of each combination or the effects displayed on the display 8 are provided. Also, on the left side of the display window 6, an announcement lamp 13 is provided. The announcement lamp 13 lights up in a predetermined manner when winning a bonus combination in the internal lottery process of the medal-less gaming machine 1, and is configured to transmit light to display characters and symbols (such as "win") by an LED provided inside and the light emitted by this LED.

[0010] Inside the housing 1b, there is a main control unit 10 equipped with a CPU that comprehensively controls the game, and also a sub-control unit 20 equipped with a CPU that controls aspects such as the game effects under the control of the main control unit 10. Also, inside the housing 1b, there is a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged side by side in the horizontal direction, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (driving means) (not shown in the figure).

[0011] (Stepping motor) The stepping motor includes a rotor and a stator. The rotor has a number of gear-shaped poles, and a permanent magnet magnetized in the same direction as the rotation axis is incorporated therein. The stepping motor rotates the rotor in a predetermined direction by sequentially switching each excitation phase (A phase, B phase, C phase, D phase) of the stator. As a result, the reels 41a to 41c attached to the rotation axis of the stepping motor rotate in a predetermined direction. In this embodiment, the stepping motor is controlled by the 1-2 phase excitation method. The 1-2 phase excitation method alternately and repeatedly switches between setting the excitation phase to 1 phase or 2 phases. 4>Specifically, current is supplied (excited) to each phase cyclically in the order of: A phase (1-phase excitation), → A phase · B phase (2-phase excitation), → B phase (1-phase excitation), → B phase · C phase (2-phase excitation), → C phase (1-phase excitation), → C phase · D phase (2-phase excitation), → D phase (1-phase excitation), → D phase · A phase (2-phase excitation), → A phase (1-phase excitation) → ···

[0012] The main control unit 10 performs excitation of each phase by outputting a pulse signal with an on-level to the excitation phase to be excited and at the same time outputting a pulse signal with an off-level to the excitation phases not to be excited. The pulse signal output from the main control unit 10 is output based on an excitation pattern. The excitation pattern is stored in the ROM. For example, as shown in FIG. 8, information indicating the excitation phase to be excited and the excitation period (switching interval) of that excitation phase is stored. For example, based on the excitation pattern, the main control unit 10 outputs an on-level pulse signal to phase A and simultaneously outputs off-level pulse signals to phases B, C, and D, thereby exciting only phase A for a predetermined period (single-phase excitation) and rotating it by one pulse (one step). Thereafter, the reel 41 is rotated by a predetermined number of pulses by sequentially switching the excitation phases in the order described above. Furthermore, since the stepping motor can rotate one symbol in 24 steps, the main control unit 10 can rotate each reel 41a to 41c in 504 steps (504 pulses) (= 21 symbols × 24 steps).

[0013] Based on these specifications, the shorter the pulse signal output period (excitation phase switching interval), the higher the reel's rotation speed, and the longer the pulse signal output period (excitation phase switching interval), the lower the reel's rotation speed. Specifically, if a pulse signal is output every 1.49 ms, that is, if the switching interval of the excitation phase is 1.49 ms, the time required for one rotation of the reel will be 750.96 ms (1.49 ms × 504 steps) (hereinafter referred to as 1x speed). Furthermore, if a pulse signal is output every 0.745 ms, that is, if the excitation phase switching interval is 0.745 ms, the time required for one reel rotation will be 375.48 ms (0.745 ms × 504 steps) (twice the speed). Furthermore, if a pulse signal is output every 2.98ms, that is, if the switching interval of the excitation phase is 2.98ms, the time required for one reel rotation will be 1501.92ms (2.98ms × 504 steps) (0.5x speed).

[0014] The pulse signal output is performed within a timer interrupt process that is periodically executed by the main control unit 10. Timer interrupt processing is a process that interrupts the main process (Figure 4), and in addition to the stepping motor drive process, it performs various other processes such as input / output processing and error monitoring. Timer interrupt processing is performed at predetermined intervals (e.g., 1.49 ms), and the excitation pattern is referenced each time a timer interrupt occurs. Therefore, the switching interval of the excitation phase depends on the activation cycle of the timer interrupt processing. For example, if a pulse signal is output (excitation phase is switched) each time a timer interrupt is processed, the switching interval of the excitation phase will be the same as the timer interrupt processing cycle, which is the number of interrupts (i.e., 1.49 ms).

[0015] Figure 8 shows an example of an excitation pattern for a stepping motor. Figure 8(a) shows the excitation pattern when the rotation speed is 1x, Figure 8(b) shows the excitation pattern when the rotation speed is 2x (high-speed rotation), and Figure 8(c) shows the excitation pattern when the rotation speed is 0.5x (low-speed rotation). When the rotation speed is 1x, the excitation pattern is set as shown in Figure 8(a) to turn on phase A for 1.49ms (1 interrupt), then turn on phases A and B for 1.49ms (1 interrupt), then turn on phase B for 1.49ms (1 interrupt), then turn on phases B and C for 1.49ms (1 interrupt), then turn on phase C for 1.49ms (1 interrupt), then turn on phases C and D for 1.49ms (1 interrupt), then turn on phase D for 1.49ms (1 interrupt), and then turn on phases D and A for 1.49ms (1 interrupt). Thus, when the rotation speed is 1x, the excitation phase switching, which occurs every 1.49ms, is repeated in cycles of 8 times.

[0016] Furthermore, when the rotation speed is doubled, as shown in Figure 8(b), the excitation phase switching, which occurs every 0.745 ms, is repeated in cycles of 8 times. Furthermore, when the rotation speed is 0.5 times the normal speed, the excitation pattern, as shown in Figure 8(c), involves switching the excitation phase every 2.98 ms, with 8 such switching cycles forming one cycle. In this way, based on a pre-stored excitation pattern, the reel 41 can be rotated at a slower speed than the normal speed (1x speed) or at a faster speed. Although not shown in the diagram, if the order of the excitation phases is reversed in the excitation pattern shown in Figure 8, the stepping motor will be driven in reverse rotation. Furthermore, the excitation patterns are not limited to those shown in Figure 8; excitation patterns corresponding to each rotational speed are pre-stored.

[0017] Thus, the main control unit 10 operates as a variable speed rotation control means that performs variable speed rotation control to change the rotation speed of the reel 41 according to the output period of the pulse signal (excitation phase switching interval). To rotate reel 41 at a speed lower than the normal speed (1x speed), this can be controlled by setting the output period of the pulse signal (the interval between switching excitation phases) to a multiple of 1.49 ms. For example, if the excitation phase switching interval is set to 2.98 ms (twice the time of 1.49 ms), it can be controlled to 0.5 times the speed; if it is set to 4.47 ms (three times the time of 1.49 ms), it can be controlled to 0.33 times the speed; and if it is set to 5.96 ms (four times the time of 1.49 ms), it can be controlled to 0.25 times the speed. Furthermore, if the rotation speed of reel 41 is to be faster than the normal speed (1x speed), it can be controlled by setting the output period of the pulse signal (the interval between switching of the excitation phase) to a divisor of 1.49 ms. For example, if the switching interval of the excitation phase is set to 0.745 ms (a divisor of 1.49 ms), it can be controlled to twice the speed. In the following explanation, variable speed control based on an excitation pattern in which the excitation phase switching interval is always the same period, as shown in Figure 8, will be referred to as basic variable speed control, while variable speed control based on an excitation pattern in which the excitation phase switching interval is not always the same period, as shown in Figure 16, will be referred to as special variable speed control.

[0018] Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) are visible through the display window 6 for each reel 41a to 41c. For example, as shown in Figure 5, symbols such as "Replay," "Bell," "7," and "BAR" are displayed. As shown in Figure 5, the arrangement of each symbol means that the spacing between the "Replay" and "Bell" symbols is within the pull-in range (4 frames) for symbol stop control, eliminating the need to aim for the "Replay" and "Bell" symbols. However, the spacing between symbols such as "7," "BAR," and "Cherry" is greater than the pull-in range for symbol stop control on the designated reel 41, requiring players to aim for the corresponding symbol on the effective line (winning line). Note that the symbol numbers shown in Figure 5 are not physically attached to the outer surface of reels 41a to 41c, but are virtual numbers used in the program to control the stopping of each symbol to specify a particular symbol. Furthermore, the form of the reel 41 is not limited to this; for example, the number of reels 41 and the number of symbols may be any number.

[0019] Furthermore, each reel 41a to 41c is equipped with a backlight on its back (inside) that can illuminate the pattern on reel 41 from behind. The backlight, for example, has LEDs and is provided to illuminate each of the patterns located on the upper, middle, and lower lines of the display window 6. Depending on the type of light color and lighting pattern (flashing, steady on, off, etc.) emitted by this LED, it is possible to create light effects through decorative lighting. For example, when a bonus is won, the LED can light up in a predetermined pattern to increase the anticipation of entering the bonus state.

[0020] Furthermore, an index sensor (detection means) capable of detecting the rotation of the reel 41 is provided at a predetermined position on the mounting base of each reel 41a to 41c. The index sensor is a photosensor equipped with a light-emitting section and a light-receiving section, and three of them are provided to correspond to each of the reels 41a to 41c. Each reel 41a to 41c is provided with a light-shielding piece, and is configured to output a detection signal from the index sensor when the light-shielding piece passes between the light-emitting and light-receiving parts of the index sensor. As a result, the main control unit 10 can receive the detection signal from the index sensor, determine that the reel has completed one rotation, and detect that the rotation position is the reference position.

[0021] Furthermore, the medalless gaming machine 1 according to this embodiment includes a detection disable period during which the detection of the index sensor is disabled. In the reel spinning effects described later, the rotation speed of reel 41 is controlled to a low speed. In such cases, if the rotation is performed at an extremely low speed, the wobble of reel 41 may increase, which could cause the index sensor to repeatedly detect on and off in a short period of time. If the index sensor detects multiple on / off states in a short period of time, an error will be reported, indicating that a step loss has occurred. Therefore, in order to solve these problems, the medalless gaming machine 1 according to this embodiment avoids the above-mentioned false detections by providing a predetermined period (for example, 126 × 1.49 ms = 187.74 ms) during which re-detection is disabled after receiving the detection signal from the index sensor.

[0022] Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0023] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means (determination means) capable of executing lotteries related to the game, and also detects and controls the operation of each of the above parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the result of the internal lottery process that determines the winning role (lottery result) for the current game, and a winning determination command that shows the result of the winning determination. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, the lamp 11, and the notification lamp 13. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.

[0024] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0025] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0026] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stopping operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stopping operation units (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.

[0027] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated, for example, when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0028] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0029] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0030] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0031] Furthermore, other control buttons such as the bet button 2a, MAX bet button 2b, and counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.

[0032] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.

[0033] The probability setting device 16 can be changed to multiple levels (for example, 6 levels), and the degree of advantage for the player can be changed in multiple levels. The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls various winning probabilities based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0034] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0035] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0036] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0037] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called, and can output game information such as game execution information received from the medalless gaming machine 1 to the calling device.

[0038] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.

[0039] Perform the lottery process (S2). When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination (lottery result) for the current game from among multiple winning combinations (lottery results), including losing combinations. Specifically, it performs an internal lottery process based on the sampled random numbers, such as by sampling random numbers from a random number generator (not shown). The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0040] Perform the reel rotation process (S3). Specifically, the main control unit 10 initiates the rotation of reels 41a to 41c. Each reel 41a to 41c performs accelerated rotation, gradually increasing its rotational speed from a stationary state. Once it reaches a steady-state (constant-speed) rotation, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0041] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0042] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the operation to stop the third reel, the main control unit 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel. The third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Alternatively, "after the third reel stop operation" may be defined as the moment the stop button 5 is pressed. Similarly, after the first reel stop operation and after the second reel stop operation, this refers to the time after the player releases their finger or other object from the stop button 5 that they used to stop the first or second reel. Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the five valid lines: the upper, middle, and lower lines, the downward-sloping line, and the upward-sloping line. Furthermore, the number of valid lines used to determine winning combinations is not limited to five lines; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0043] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0044] The game termination process is executed (S7). The game termination process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed.

[0045] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0046] (Winning combination and corresponding symbol combination) Next, with reference to Figure 6, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, bonus wins, and losing wins (misses). Furthermore, minor roles include, for example, the bell role, watermelon role, grape role, cherry role, etc. In the following explanation, the cherry symbol will also be referred to as the "rare symbol."

[0047] The bell symbol is a combination of "bell, bell, bell" symbols that stops and displays on an active payline, and is also called the common bell symbol. The watermelon symbol is a symbol that appears when the combination of "watermelon, watermelon, watermelon" symbols stops on an active payline. The "grape" symbol combination is displayed when the symbols "grape, grape, grape" stop on an active payline. The Cherry symbol is a symbol that can be displayed when the combination of "Cherry-ANY-ANY" symbols stops on an active payline. The Replay symbol is a combination of symbols, "Replay, Replay, Replay," that stops and displays on the active payline.

[0048] The bonus features include Big Bonus (BB) and Regular Bonus (RB). The Big Bonus role is a role in which the combination of "7-7-7" symbols can stop and be displayed on the active payline, and when the corresponding combination of symbols stops, the game state is changed to the bonus state (Big Bonus (BB)). The Regular Bonus is a combination of symbols, "7-7-BAR," that can stop on an active payline. Based on the stopping of this combination of symbols, the game state transitions to the Bonus state (Regular Bonus (RB)).

[0049] Bonus wins carry over to subsequent games, as long as the corresponding symbol combination does not stop appearing in the game in which the win occurred. Therefore, the bonus win state is maintained until the symbol combination corresponding to the bonus win stops appearing (the bonus win is achieved) (hereinafter, this state is referred to as the "bonus win state"). On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role stops and is displayed (winning), the game transitions to a "bonus state," and after the end of that bonus state, the right to win a bonus role is not carried over to a non-carryover state (hereinafter referred to as the "non-bonus state").

[0050] In addition, bonus symbols can be won not only on their own, but also in combination with rare symbols at a predetermined rate. Specifically, when a cherry symbol is won, there is a predetermined rate at which a big bonus or regular bonus will be won in combination. If a bonus role is won at the same time as a rare role, the main control unit 10 performs reel control to prioritize stopping and displaying the combination of symbols corresponding to the minor role, and performs reel control for the combination of symbols corresponding to the bonus role with the lowest priority. Therefore, in games where bonus roles are won multiple times, the combination of symbols corresponding to the rare role will be prioritized for stopping, and the bonus winning state will continue in subsequent games. Furthermore, if a random number other than the winning number is drawn for each winning role, the draw result will be set to a losing role (a "losing" result).

[0051] Based on the combinations of symbols described above, it is determined whether a minor win, a replay win, or a bonus win has occurred. If a win is determined, game value is awarded (medals are paid out) as shown in Figure 6. For example, in the case of the bell symbol, if the corresponding combination of symbols stops, 14 medals will be paid out. If the corresponding combination of symbols for the watermelon symbol stops, 10 medals will be paid out. If the corresponding combination of symbols for the grape symbol stops, 8 medals will be paid out. If the corresponding combination of symbols for the cherry symbol stops, 1 medal will be paid out if it stops on the middle line, and 2 medals will be paid out if it stops on any valid line other than the middle line. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role stops, no medals will be paid out.

[0052] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each role may be other than those listed above. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0053] In the internal lottery process, the probability of winning each role is set such that, in both the non-bonus-winning and bonus-winning states, the relationship is, for example, grape role > replay role > cherry role > bell role > watermelon role. Furthermore, the bonus role is set to be won only when the bonus has not been won, and the higher the setting value set by the probability setting device 16, the higher the probability of winning.

[0054] Furthermore, the relationship between the winning probabilities of each role may be different from that described above. Furthermore, the probability of winning includes roles whose winning probability changes according to the set value (for example, the grape role) and roles whose winning probability does not change according to the set value (for example, the replay role). However, it is not limited to these, and it is also acceptable to have only roles whose winning probability does not change according to the set value. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games may also be used.

[0055] As shown in Figure 7, the medalless gaming machine 1 according to this embodiment, which has the above configuration, has a normal gaming state and a bonus state as gaming states. The main control unit 10 operates as a game state control means and can control the transition from one game state to another based on whether predetermined transition conditions are met.

[0056] The normal game state is disadvantageous to the player as it is difficult to increase the number of medals. Therefore, players play hoping to transition to a game state that is advantageous to them (bonus state) as quickly as possible. The normal gameplay state occurs either when a bonus is not won or when a bonus is won. The normal game state (non-bonus winning state) is entered when the system of the coinless gaming machine 1 is reset, the setting values ​​are changed (including when the same setting values ​​are redefined (re-entering the setting values)), or the bonus state ends. In normal gameplay, if a bonus role (specific lottery result) is determined by the results of an internal lottery process, the game transitions to a bonus state (BB or RB) based on the fact that the combination of symbols corresponding to the bonus role has stopped (arrow a in Figure 7).

[0057] The bonus state is advantageous for players because only the bell symbol can be won, thus increasing the number of medals that can be won. It is also possible to allow symbols other than the bell symbol to be won during the bonus state. The Big Bonus ends when the number of medals paid out exceeds a predetermined number (for example, 250 medals), and the Regular Bonus ends when the number of medals paid out exceeds a predetermined number (for example, 90 medals). After the bonus ends, the game returns to normal gameplay (arrow b in Figure 7).

[0058] (Slot machine animation) In this embodiment, the medalless gaming machine 1 can perform a spinning reel animation in which the reels (spinning bodies) 41a to 41c are rotated in a special manner by the main control unit 10 controlling the drive of the stepping motor. For example, during normal gameplay, various reel animations are performed to notify the player of the win of a bonus role (in this embodiment, a big bonus role). The reel animation to be performed is determined by a lottery based on a predetermined winning probability from among several available reel animations. For example, if a big bonus is won in the internal lottery process, the reel animation type lottery determines which animation to perform from among the stop reel discrepancy animation, short freeze animation, long freeze animation, etc. The following describes the various reel animations performed by the main control unit 10.

[0059] (Stopped reel discrepancy effect) First, please refer to Figure 9 to explain the stop-slot discrepancy effect. The reel stop discrepancy effect is a type of reel effect in which, in response to the operation of the stop button 5, a different reel 41 than the one that should have been stopped is stopped, thereby suggesting to the player that they have won a bonus role (a big bonus role in this embodiment). In other words, the contradiction caused by the reel 41 stopping, which should not normally stop during normal gameplay (hereinafter also referred to as "this game"), suggests that a bonus has been won.

[0060] The stop-spin discrepancy effect is executed through a simulated game of one game. Simulated gameplay is a state where no actual game is taking place. The operation and stopping of reel 41 are performed in the same way as in normal gameplay, creating the illusion that the game is progressing. Therefore, in simulated gameplay, no winning combinations occur regardless of how reel 41 stops, and no game value is given to the player (no tokens are paid out). In games where a simulated game is played, the reels 41 are activated and temporarily stopped before the normal game (main game) is played to simulate a game result. After the simulated game result is determined, when a game start operation (betting operation, start lever operation, etc.) is performed, the reels 41 are rotated again and the normal game (main game) is played. In other words, in games where simulated gameplay is performed, the consumption of tokens (betting input) for one normal game will result in the outcome of multiple games. The stop-and-fail spinning discrepancy effect is achieved through the execution of this type of simulated gameplay.

[0061] In the stop-reel discrepancy animation, a simulated game is executed during the game in which a bonus role is won. In this simulated game, depending on the operation of stop button 5, the symbol combination "BAR·BAR·BAR (BARs aligned)" will be simulated to stop, suggesting the winning of a bonus role. Then, in the actual game that is played after the simulated game ends, the symbol combination corresponding to the winning bonus role can be displayed. Thus, in the normal game state (first game state), when a bonus role (specific lottery result) is determined, the main control unit 10 operates as a control means capable of executing this game, which involves executing a simulated game that cannot be assigned game value, and then stopping and displaying symbols (identification information) with a bonus symbol combination (specific combination) that transitions the game state to a bonus state (second game state) that is advantageous to the player.

[0062] Next, with reference to Figure 9, an example of the stop-reel discrepancy effect will be explained. Note that Figure 9 shows a simplified configuration of the medalless gaming machine 1 for illustrative purposes. Also, except for Figure 9(a), the symbols are omitted. Furthermore, downward arrows in the figures indicate that the reels are rotating forward, and upward arrows indicate that the reels are rotating backward. These same rules apply to subsequent figures. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, the type of reel animation to be performed in that game is determined (Figure 9(a)). The example shown in Figure 9 illustrates a case where a big bonus is won in the internal lottery process, and a spinning discrepancy effect is determined in the spinning effect type lottery.

[0063] In the reel spinning animation type lottery, a stop-spinning discrepancy animation is determined, and a simulated game is initiated in that game. When the simulated game starts, stop button 5 is activated, and all stop buttons 5 become ready to be used to stop the reels. When the player operates a stop button 5, the spinning reels 41 stop in a simulated state, and the BAR symbols align on the middle line. During the simulated game, the pull-in stop control that is used in the actual game is not performed, so regardless of the stopping timing, the target symbols will always stop in a simulated state, ignoring the pull-in range. Furthermore, as shown in Figures 9(b) to (e), in the pseudo-stop (temporary stop) state, control is performed to move (oscillate) the reel 41 up and down while keeping it stopped. By oscillating the reel 41 in this way, the player who sees the reel 41 can recognize that the game is a pseudo-game and different from a normal game (the actual game).

[0064] During simulated gameplay, the main control unit 10 performs characteristic reel control as shown below. In the state shown in Figure 9(a), when the player operates the stop button 5, the correspondence between the operated stop button 5 and the reel 41 to stop is controlled to be different from the correspondence in normal gameplay (this game). Specifically, during normal gameplay (this game), when the left stop button 5a is pressed while the reels 41 are spinning, the left reel 41a stops; when the middle stop button 5b is pressed, the middle reel 41b stops; and when the right stop button 5c is pressed, the right reel 41c stops (for example, Figure 9(g)). On the other hand, in simulated gameplay, when the left stop button 5a is operated while the reel 41 is rotating, the right reel 41c stops (Figure 9(b)), when the middle stop button 5b is operated, the middle reel 41b stops (Figure 9(c)), and when the right stop button 5c is operated, the left reel 41a stops (Figure 9(d)).

[0065] Thus, in this game, when the first stop operation means (for example, the left stop button 5a) is pressed, the main control unit 10 stops the first reel (for example, the left reel 41a), whereas in a simulated game, when the first stop operation means (for example, the left stop button 5a) is pressed, the main control unit 10 stops a second reel (for example, the right reel 41c) that is different from the first reel. As a result, for example, if the left stop button 5a or the right stop button 5c is operated when the first reel is stopped, a contradiction will occur in the stopping pattern (stopping order) of the reels 41, which can give the player a sense of unease and suggest that a bonus role has been won.

[0066] Furthermore, the correspondence between the stop button 5 operated during the simulated game and the reel 41 that stops is not limited to that shown above, as long as it differs from the correspondence in the actual game. For example, when the left stop button 5a is operated, the middle reel 41b may be stopped; when the middle stop button 5b is operated, the left reel 41a or the right reel 41c may be stopped; and when the right stop button 5c is operated, the middle reel 41b may be stopped. Furthermore, while the examples shown in Figures 9(b) to (d) illustrate the case where the stop button 5 is pressed in a sequential order (left → middle → right), the control described above is not limited to this order and will be performed similarly even if the button is pressed in one of the other five sequential order options.

[0067] Furthermore, in the stop-reel discrepancy effect, as shown in Figure 9(d), the combination of symbols "BAR·BAR·BAR (BARs aligned)" (a special combination) appears to stop during the simulated game, suggesting the winning of a bonus role. This prevents players from becoming suspicious that a bonus state has started during a simulated game, by displaying a combination of symbols different from the bonus symbol combination that triggers the start of a bonus state (for example, three 7s) during the simulated game. Thus, in simulated gameplay, the main control unit 10 can operate as a first stop control means capable of stopping the multiple reels that are currently displaying their fluctuating reels so that, when multiple stop operation means (stop buttons 5) are stopped in a predetermined manner, the identification information is displayed for a special combination (BAR alignment) that is different from a specific combination (e.g., 7 alignment) that transitions to a second game state (e.g., big bonus).

[0068] Furthermore, as shown in Figure 5, there are two BAR symbols that can be pseudo-stopped, one on the left reel 41a and one on the middle reel 41b. When the corresponding stop button 5 is operated, the symbol that requires fewer steps to stop (the one that is in a position to stop immediately) will stop. This minimizes the time between the stop operation and the BAR symbol stopping, thus preventing (suppressing) unnatural reel stopping patterns.

[0069] From the state shown in Figure 9(d), the notification lamp 13 lights up after the third reel is stopped or after a predetermined time has elapsed (Figure 9(e)). The timing of the notification lamp 13's illumination is not limited to this; for example, it may be illuminated after the first reel is stopped or after the second reel is stopped.

[0070] Next, when the player performs a game start operation (betting, starting lever operation, etc.) from the state shown in Figure 9(e), the game begins (Figure 9(f)). Here, when starting a game, both the bet button 2a and the MAX bet button 2b can be used to initiate the bet operation. As a result, for example, experienced players may try to minimize the loss of tokens by betting only one token to hit a bonus role, but even such players can cancel the simulated game and start the actual game by operating the bet button 2a. Additionally, the sound effects produced when the bet button 2a and the MAX bet button 2b are operated may be different. Furthermore, the system is not limited to this; it is also possible to configure it so that the simulated game is canceled and the actual game is started simply by operating the start lever 3.

[0071] During gameplay, the game can stop and display the symbol combination corresponding to the winning bonus role (Figure 9(g), (h)). When the symbol combination corresponding to the bonus role is stopped and displayed, the game will transition to bonus mode from the next game. During this game, as described above, unlike during the simulated game, when the left stop button 5a is operated, the left reel 41a stops; when the middle stop button 5b is operated, the middle reel 41b stops; and when the right stop button 5c is operated, the right reel 41c stops. Furthermore, unlike the simulated gameplay, this gameplay requires precise timing to stop the reels on symbols corresponding to the bonus role. If the player fails to stop the reels on the correct combination of symbols due to an incorrect timing, a bonus will be missed, and the bonus winning state will continue into subsequent games. Thus, in this game, when multiple stop operation means (stop buttons 5) are stopped in a predetermined manner, the main control unit 10 can operate as a second stop control means capable of stopping the multiple reels that are currently displaying their variable reels so that the identification information is displayed in a specific combination (for example, a set of 7s) that transitions to the second game state (bonus state).

[0072] Furthermore, the stop-and-fail discrepancy animation can also be controlled as follows. (1) The above explanation describes the case when a big bonus is won, but the same effects are performed when a regular bonus is won. When a regular bonus is won, the corresponding symbol combination (7-7-BAR) can be stopped and displayed in the main game after the simulated game. Furthermore, the presentation may differ depending on whether a big bonus is won or a regular bonus is won. For example, when a regular bonus is won, the reels may stop in a different manner than when a big bonus is won. For example, the symbol combination "BAR-7-BAR" may be used for the pseudo-stop. This allows the type of bonus won to be recognized immediately (when the first reel is stopped) even when playing using the middle reel stop operation. Furthermore, if a regular bonus is won, the reels 41 may be pseudo-stopped in a manner that is consistent with the stopping pattern (stopping order) of the reels 41, similar to the stopping pattern during the game. Furthermore, if a regular bonus is won, the reel stop discrepancy animation may not be selected in the reel animation type lottery. In other words, by positioning the reel stop discrepancy animation as a premium animation, it may be executed only when a big bonus is won. (2) The above explanation describes the case where the simulated game is played for one game, but it is not limited to this, and multiple simulated games may be played. In this case, for example, if a predetermined condition is met during the multiple games (for example, if the timing operation is successful, or if the button press order is correct), the BAR symbols may be simulated to stop. (3) In addition, depending on the setting value set in the probability setting device 16, the stop-reel contradiction effect may be selected in the reel effect type lottery. For example, the setting may be such that the higher the setting, the higher the probability of winning, or it may be such that it is lower. This makes it possible for players to guess the setting value, which can enhance the enjoyment of the game.

[0073] (Freeze effect) Next, I will explain the freeze animation. The freeze effect is a type of slot machine effect that is performed during a freeze state in which the player is unable to stop the reels 41, and the game temporarily stops. Specifically, this involves a presentation that suggests to the player that they have won a bonus role (in this embodiment, a big bonus role) while the game is frozen. In this embodiment, the game includes a short freeze effect that temporarily delays the gameplay for a short period of time, and a long freeze effect that delays the gameplay for a longer period of time than the short freeze effect. Furthermore, the short freeze effects include Short Freeze Effects A, Short Freeze Effects B, Short Freeze Effects C, Short Freeze Effects D, etc., while the long freeze effects include Long Freeze Effects A, Long Freeze Effects B, etc.

[0074] (Short freeze effect A) Short freeze effect A is an effect that suggests a bonus win by executing a freeze effect immediately after the start of gameplay. The following describes an example of the short freeze effect A, referring to Figure 10. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, a lottery for the type of reel animation is performed. In the lottery for the type of reel performance, if short freeze performance A is determined, the main control unit 10 controls the system to freeze immediately after the game start operation (Figure 10(a)). For example, it controls the system to be inoperable for a predetermined time (for example, about 7 seconds). Furthermore, the sub-control unit 20 notifies the player of a bonus win by lighting up the notification lamp 13 during the freeze state (Figure 10(b)). The sub-control unit 20 controls the display 8, speaker 9, lamp 11, etc., upon receiving control information related to the freeze state from the main control unit 10. Subsequently, after a predetermined time has elapsed, the main control unit 10 exits the frozen state, and the sub-control unit 20 outputs a voice message (for example, "Please stop the reel") from the speaker 9 (Figure 10(c)). This allows the player to stop and display the symbol combination corresponding to the winning bonus role in the game (Figure 10(d)). In addition, during the short freeze effect A, the notification lamp 13 may be lit after the freeze state has ended, and the audio output may be performed while the freeze state is in progress.

[0075] (Short freeze effect B) Short freeze effect B is an effect that suggests a bonus win by executing a freeze effect after the first reel stops. The following describes an example of the short freeze effect B, referring to Figure 11. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, a lottery for the type of reel performance is executed (Figure 11(a)). In the reel performance type lottery, if short freeze performance B is determined, the main control unit 10 controls the machine to a frozen state after the first reel stops (Figure 11(b)). For example, it controls the machine to be inoperable for a predetermined time (for example, about 7 seconds). Furthermore, the sub-control unit 20 notifies the player of a bonus win by lighting up the notification lamp 13 while the machine is frozen (Figure 11(c)). After a predetermined time has elapsed, the main control unit 10 will exit the freeze state, and the sub-control unit 20 will output a voice message (for example, "Please press the button") from the speaker 9. This allows the player to stop and display the symbol combination corresponding to the winning bonus in subsequent games. In the example shown in the diagram, the symbol combination corresponding to the bonus can be stopped and displayed in the next game and beyond. In addition, during the short freeze effect B, the notification lamp 13 may be lit after the freeze state has ended, and the audio output may be performed while the freeze state is in progress.

[0076] (Short freeze effect C) Short freeze effect C is an effect that suggests a bonus win by executing a freeze effect after the second reel stops. The following describes an example of the short freeze effect C, referring to Figure 12. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, a lottery for the type of reel performance is executed (Figure 12(a)). In the lottery for the type of reel performance, if the short freeze performance C is determined, the main control unit 10 controls the machine to a frozen state after the second reel stops (Figure 12(b)). For example, it controls the machine to be inoperable for a predetermined time (for example, 7 seconds). Furthermore, the sub-control unit 20 notifies the player of the winning of a bonus role by outputting a voice message (for example, "The notification lamp will light up") from the speaker 9 during the freeze state and by lighting up the notification lamp 13 (Figure 12(c)). The main control unit 10 terminates the freeze state after a predetermined period of time has elapsed. This allows the player to stop and display the symbol combination corresponding to the winning bonus. In the example shown in the diagram, the symbol combination corresponding to the bonus can be stopped and displayed in the next game and beyond. In addition, during the short freeze sequence C, the audio output and the illumination of the notification lamp 13 may be performed after the freeze state has ended.

[0077] (Short freeze effect D) Short freeze effect D is an effect that suggests a bonus win by executing a freeze effect after the third reel is stopped. The following describes an example of the short freeze effect D, referring to Figure 13. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, a lottery for the type of reel performance is executed (Figure 13(a)). In the reel performance type lottery, if short freeze performance D is determined, the sub-control unit 20 turns off the backlight after the third reel is stopped. The main control unit 10 also controls the machine to a frozen state (Figure 13(b)). For example, it controls the machine to be inoperable for a predetermined time (for example, about 7 seconds). Furthermore, the sub-control unit 20 causes the reel flash to be executed while the system is frozen. Reel flash is a visual effect in which the backlight is illuminated in a specified pattern. In short freeze effect D, for example, the backlight is illuminated in a way that creates a diagonal flow from the upper right to the lower left of the display window 6 (Figure 13(c)). At the end of the performance, the backlights are turned on in the following order: (1) the backlight illuminating the upper part of reel 41c, (2) the backlight illuminating the middle part of reel 41b, and (3) the backlight illuminating the lower part of reel 41a. After this, the notification lamp 13 is turned on to indicate that a bonus has been won (Figure 13(d)). In other words, after the reel flash is performed in a manner that causes light to flow toward the notification lamp 13, the notification lamp 13 lights up. Furthermore, the reel flash pattern in the short freeze effect D is not limited to the patterns described above; for example, the lights may be lit in a V-shape, Z-shape, spiral, or the like.

[0078] As described above, in the short freeze effect, different reel animations are executed depending on the timing of the player's stop operation, allowing for various variations in the announcement of bonus wins and improving the enjoyment of the game.

[0079] (Long freeze effect A) Long freeze effect A is a feature that suggests the winning of a bonus role by controlling the game to enter a freeze state with a relatively long delay immediately after the start of gameplay. The following describes an example of the Long Freeze effect A, referring to Figure 14. In normal gameplay, when a player initiates gameplay (betting, starting lever operation, etc.) and a bonus role is determined by the results of an internal lottery process, a lottery for the type of reel animation is performed. In the lottery for the type of reel performance, if the long freeze performance A is determined, the main control unit 10 controls the system to freeze immediately after the game start operation (Figure 14(a)). For example, it controls the system to be inoperable for a predetermined time (for example, about 20 seconds).

[0080] The main control unit 10 performs slow rotation control processing during the freeze state (Figure 14(b)). The slow rotation control process is a process that rotates the reel 41 at a low speed (slow rotation) only while a specific symbol (for example, the number 7) is passing through the display window 6. Specifically, the system controls the reels to start slow rotation when the 7 symbol is positioned above the frame of the display window 6 (the position of the symbol one position above the upper line), and to end the slow rotation and return to normal rotation (constant speed rotation) when the 7 symbol is positioned below the frame of the display window 6 (the position of the symbol one position below the lower line). More specifically, when the 7 symbol is positioned within the frame of the display window 6, the rotation speed of the reel 41 is changed sequentially in the following order for a predetermined period of time. (1) 71.52 ms at 0.5x speed, (2) 107.28 ms at 0.33x speed, (3) 288 ms at 0.125x speed, (4) 107.28 ms at 0.33x speed, (5) 71.52 ms at 0.5x speed. The basic variable speed rotation control described above is applied to the slow rotation control process. Due to these changes in rotation speed, the display of the 7 symbol will gradually slow down as it moves from the upper to the middle of the display window 6, and will gradually slow up as it moves from the middle to the lower of the display window. In other words, it is possible to create a presentation where only the number 7 rotates slowly, and it is also possible to give the impression that the number 7 temporarily stops on the middle line, thereby increasing the player's anticipation.

[0081] Furthermore, the symbols subject to slow rotation are the 7 symbols with symbol number "4" as shown in Figure 5, while the 7 symbols with symbol number "14" are excluded. However, this is not limited to the 7 symbols with symbol number "14"; they may also be subject to slow rotation. Furthermore, the slow rotation control process is performed once every two rotations. This prevents consecutive slow rotations on the same reel. However, the process is not limited to this; the slow rotation control process could also be performed every rotation.

[0082] Then, the main control unit 10 terminates the slow rotation control process when each of the reels 41a to 41c has been rotated slowly three times. After the slow rotation control process is completed, the main control unit 10 controls the reels 41c, 41b, and 41a in that order so that the 7 symbol stops in an upward-sloping position. The sub-control unit 20 also notifies the winner of a bonus role by lighting up the notification lamp 13 (Figure 14(c)). Furthermore, when the stop display for a 7-of-a-kind is shown, if the positions of the 7 symbols on each of the rotating reels 41a to 41c are close together, the stopping timing of the target reel 41 is controlled to be different. For example, if the 7 symbols on reel 41c and reel 41b are rotating in close proximity, the machine will first stop the 7 symbol on reel 41c, then rotate reel 41b one extra turn, and then stop the 7 symbol on reel 41b. This makes it possible to avoid the 7 symbol stopping and displaying on multiple reels 41 almost simultaneously, and to create a presentation where the symbols stop sequentially. Furthermore, the predetermined music that was playing at the start of the slow rotation ends at the same time that the 7 symbols line up. This makes it appear as if the reel animation and the music are synchronized.

[0083] Next, after a lapse of a predetermined time, the main control unit 10 ends the freeze state and rotates the reel 41 (FIG. 14(d)). As a result, the player can stop and display the symbol combination corresponding to the winning bonus combination. In the example of the figure, the symbol combination corresponding to the bonus combination can be stopped and displayed after the next game. In the long freeze effect A, the rotation speed and rotation time related to the slow rotation are not limited to the above and can be arbitrarily set.

[0084] (Long Freeze Effect B) The long freeze effect B is an effect that suggests winning a bonus combination by controlling the game to a freeze state with a relatively long delay time immediately after the start of the game. Hereinafter, referring to FIG. 15, an example of the long freeze effect B will be described. In the normal game state, when a game start operation (such as a bet operation or a start lever operation) is performed by the player and a bonus combination is determined based on the lottery result of the internal lottery process, a reel effect type lottery is executed. When the long freeze effect B is determined in the reel effect type lottery, the main control unit 10 controls the game to a freeze state immediately after the game start operation (FIG. 15(a)). For example, it is controlled to be in an inoperable state for a predetermined time (for example, about 20 seconds).

[0085] Next, the main control unit 10 performs decelerated rotation during the freeze state (FIG. 15(b)). Specifically, the main control unit 10 refers to the deceleration table shown in FIG. 18, and changes the rotation speed from the 1x speed state during constant speed rotation in the order of 0.8x speed, 0.75x speed, 0.4x speed, 0.33x speed, 0.2x speed, and 0.125x speed, and gradually decelerates the rotation speed of each reel 41 for a predetermined time. For example, in the case of the reel 41a, it rotates in the order of (1) 0.8x speed for 321.84 ms, (2) 0.75x speed for 143.04 ms, (3) 0.4x speed for 357.6 ms, (4) 0.33x speed for 321.84 ms, (5) 0.2x speed for 715.2 ms, and (6) 0.125x speed for 35.76 ms. The deceleration rotation is started simultaneously on all reels 41, but as shown in Figure 18, the rotation time for which the deceleration rotation is performed differs for each reel 41, so the timing of completion will differ for each reel 41. The start timing may be different for each of the reels 41a to 41c, and the end timing may be made the same for all reels 41.

[0086] When controlling the speed to 0.33x, 0.2x, or 0.125x during deceleration, the basic variable speed control described above is applied. In other words, the rotational speed is controlled based on the excitation pattern related to basic speed control as shown in Figure 8. Specifically, the rotational speed is controlled by switching the excitation phase at switching intervals that are multiples of 1.49 ms (4.47 ms for 0.33x speed, 7.45 ms for 0.2x speed, and 11.92 ms for 0.125x speed). On the other hand, when controlling the rotation speed to 0.8x, 0.75x, or 0.4x during deceleration, special variable speed rotation control is applied. Specifically, the rotational speed is controlled based on an excitation pattern related to special variable speed rotation control, as shown in Figure 16. Details regarding the special gear shift rotation control will be described later.

[0087] Next, the main control unit 10 reverses the rotation of the reels 41a to 41c in order, starting from the reels 41a to 41c whose deceleration rotation has finished (Figure 15(c)). Specifically, each of the reels 41a to 41c is made to start rotating in reverse at a different rotation speed. For example, reel 41a is started to rotate in reverse at 0.2 times the normal speed (hereinafter also referred to as speed A), reel 41b is started to rotate in reverse at 0.142 times the normal speed (hereinafter also referred to as speed B), and reel 41c is started to rotate in reverse at 0.111 times the normal speed (hereinafter also referred to as speed C). When controlling speeds A through C during reverse rotation, basic variable speed rotation control is applied. Specifically, the rotational speed is changed by switching the excitation phase at switching intervals that are multiples of 1.49 ms (7.45 ms for speed A, 10.43 ms for speed B, and 13.41 ms for speed C).

[0088] Next, the main control unit 10 performs a pattern adjustment process after a predetermined time (for example, 2.5 seconds) has elapsed since the start of deceleration rotation (Figure 15(d)). The symbol adjustment process is a process that adjusts the positions of the symbols on each reel 41a to 41c so that a specific combination of symbols (for example, 7-7-7) appears while the reel 41 is rotating. Details regarding the pattern adjustment process will be described later.

[0089] Once the pattern adjustment process is complete, the 7 symbols will be aligned in a horizontal line and rotated. In this state, the main control unit 10 rotates all reels 41 in reverse at speed C for 1367ms, and controls them to normal speed (1x speed) when the 7s line up pass the middle line (Figure 15(e)). In other words, by rotating at an extremely slow speed (speed C), it is possible to create the illusion that the 7s are stopping on the middle line, while increasing the rotation speed of reel 41 allows the rotation to continue. Subsequently, when the rotation at normal speed (1x speed) is performed for a predetermined period (approximately 2 seconds), the main control unit 10 stops and displays a set of 7s on the middle line and lights up the notification lamp 13 to indicate that a bonus has been won (Figure 15(f)). Then, the main control unit 10 terminates the freeze state after a predetermined time (freeze time) has elapsed and rotates the reel 41 (Figure 15(g)). This allows the player to stop and display the symbol combination corresponding to the winning bonus. In the example shown in the diagram, the symbol combination corresponding to the bonus will be displayed in the next game and beyond.

[0090] (Pattern adjustment process) Next, the pattern adjustment process controlled by the main control unit 10 will be described. The main control unit 10 is capable of performing symbol adjustment processing (specific stop control) to stop and display symbols when the multiple rotating reels 41 show a 7-of-a-kind (specific combination). In this embodiment, for example, the symbol adjustment process is performed during the long freeze effect B.

[0091] Traditionally, when performing symbol adjustments during a slot machine's animation to align a specific symbol (for example, the 7 symbol), if the 7 symbols are already close together between the reels at the start of the animation, and the 7s are aligned early in the animation, the reels may continue to move in the same pattern with the adjusted 7s aligned for a long period of time until the end of the animation. With this type of reel animation, there was a risk that the animation would become monotonous and less interesting because there would be no change in the patterns of the reel outcomes during the animation.

[0092] Therefore, in order to solve this problem, the medalless gaming machine 1 according to this embodiment changes the rotation speed of each reel 41 in a specific order when adjusting the symbols, and controls the order to be different for each reel 41, thereby making it possible to avoid situations in which the symbols of the other reels rotate in the same order. Therefore, it is possible to prevent the appearance of a 7-7 combination from occurring after the symbol adjustment has started, that is, early in the performance time. Furthermore, since variations can be added to the outcomes during the reel spinning animation, the reel spinning animation can be made more diverse, preventing it from becoming monotonous. The following provides a detailed explanation.

[0093] (1) Obtaining the position of the pattern (pattern number) After the game start operation, the main control unit 10 stores the symbol information (symbol number) located in the upper part of the display window 6 for each reel 41a to 41c in RAM at the timing when the rotation speed of all reels 41 reaches a constant speed (for example, 1 second after steady rotation). Specifically, the main control unit 10 recognizes the current pattern position (pattern number) based on the pattern counter that manages the patterns located in the upper part of the display window 6. The pattern counter increments by one for every predetermined number of pulses (for example, 24 pulses) output to the stepping motor (advancing by one pattern). Therefore, it is possible to manage which pattern is currently located on the upper line based on the number of pulses since the detection signal from the index sensor was input. Therefore, when the rotation speed becomes constant, the current symbol located in the upper part of display window 6 can be determined by referring to the value of the symbol counter (symbol number).

[0094] The main control unit 10 acquires the symbol positions for each reel 41a to 41c at the start of the symbol adjustment process. That is, it refers to the value of the symbol counter (symbol number). The symbol numbers referenced here are the symbol numbers that were stored at the moment when all reels 41 were rotating at a constant speed, as described above. The reason for referring to the symbol position immediately after constant-speed rotation, rather than the symbol position at the start of the symbol adjustment process, is to ensure accuracy. In other words, since it is not possible to detect the exact symbol position immediately after deceleration rotation or reverse rotation, the symbol position at constant-speed rotation before deceleration rotation or reverse rotation is obtained.

[0095] (2) Determination of rotation time for each rotation speed In the pattern adjustment process, three different speeds are used for the rotation speed of each reel 41: speed A (0.2x speed), speed B (0.142x speed), and speed C (0.111x speed). The rotation time for each of these speeds A to C is determined based on the symbol position (symbol number) obtained in (1) above. Specifically, the main control unit 10 obtains the rotation time for speeds A to C corresponding to the symbol number for each reel 41a to 41c by referring to the symbol adjustment table shown in Figure 19. For example, if the symbol number obtained from reel 41a is "3", then speed A is determined to be "938.7ms", speed B to be "2503.2ms", and speed C to be "11827.62ms". Similarly, for reels 41b and 41c, the rotation time for speeds A to C is determined according to the acquired symbol number. In other words, it determines how much of the animation time for the pattern adjustment process is allocated to each rotation speed. For example, in the above example, of the animation time of 15269.52ms, 938.7ms will be controlled at speed A, 2503.2ms at speed B, and 11827.62ms at speed C. Furthermore, the symbol adjustment table shown in Figure 19 has values ​​set that take into account the symbol positions (symbol numbers) that have moved during deceleration and reverse rotation. In other words, although the symbol positions change due to deceleration and reverse rotation after the symbol positions (symbol numbers) are acquired after the game start operation, these are fixed actions (the range of movement of the symbols is the same each time), so the values ​​can be set taking these symbol positions into account.

[0096] (3) Rotation control based on speed change pattern The main control unit 10 (variable speed rotation control means) adjusts the patterns by changing the rotation speed of each reel 41 in a specific order, based on a speed change pattern that indicates the order in which the rotation speed of the reels 41 changes. The speed change pattern includes, for example, rotational speeds A (first rotational speed), B (second rotational speed), and C (third rotational speed), and the order of rotational speed changes is set for each reel 41, for example, speed A → speed B → speed C. Specifically, the following speed settings are configured in a particular order: for reel 41a, speed A → speed B → speed C; for reel 41b, speed B → speed C → speed A; and for reel 41c, speed C → speed A → speed B. Thus, the speed change pattern is designed so that the rotation speed of each reel 41a to 41c changes in steps. Furthermore, the rotation times for speeds A to C of each reel 41a to 41c are the rotation times determined in (2) above. The rotation speed is switched based on this speed change pattern, and once the animation time for symbol adjustment is over, the symbol adjustment is complete, and the reels start spinning with the result of matching 7s. Although the speed change patterns were explained using three types of rotational speed changes, the explanation is not limited to these; two or fewer types of rotational speed changes, or four or more types, may also be used.

[0097] Thus, when performing specific stop control (symbol adjustment processing) to stop and display multiple rotating reels 41 in a specific combination (sevens in a row), the rotation speed of each reel 41 can be changed in a specific order, and the specific order can be controlled differently for each reel 41. This ensures that the rotation speed and rotation time of each reel 41 are different until the pattern adjustment is complete, preventing situations where the patterns on the reels rotate in sync with those of other reels. Therefore, the symbol adjustment is completed early in the prescribed time (performance time) set for the slot machine's animation, preventing it from operating with the same symbols for a long period of time thereafter. Furthermore, since variations can be added to the outcomes during the reel spinning animation, the reel spinning animation can be made more diverse, preventing it from becoming monotonous.

[0098] Furthermore, the following variations can also be used in the pattern adjustment process. The above explanation uses speed A (0.2x speed), speed B (0.142x speed), and speed C (0.111x speed) as speed change patterns, but it is not limited to these; any stepwise changing rotation speed can be set arbitrarily. Furthermore, in addition to the rotational speeds to which the basic variable speed rotation control is applied, rotational speeds to which the special variable speed rotation control described later is applied may also be used. Furthermore, the order in which the rotational speed changes in the speed change pattern is not limited to the above; it can be set arbitrarily as long as it is in a different order for each reel 41.

[0099] (Special variable speed rotation control) Next, with reference to Figures 16-17, the special variable speed control performed by the main control unit 10 will be described. As described above, in basic variable speed rotation control, by setting the output period of the pulse signal (the interval between switching of the excitation phase) to a multiple of 1.49 ms, the rotation speed of the reel 41 can be controlled to a speed lower than the normal speed (1x speed). On the other hand, since the switching interval of the excitation phase depends on the activation period of the timer interrupt processing (1.49 ms), if the switching interval of the excitation phase is not a multiple of 1.49 ms, the basic variable speed control cannot be applied. Specifically, this applies to cases where the rotation speed is controlled to a value between 1x speed (1x the excitation phase switching interval of 1.49 ms) and 0.5x speed (2x the excitation phase switching interval of 1.49 ms), such as when controlling to 0.8x speed or 0.75x speed. The same applies when controlling the rotation speed to a value between 0.5x speed (twice the excitation phase switching interval of 1.49ms) and 0.33x speed (three times the excitation phase switching interval of 1.49ms), for example, when controlling to 0.4x speed.

[0100] Therefore, in this embodiment, the medalless gaming machine 1 can be controlled to the rotation speed described above by performing special variable speed rotation control. In special variable speed rotation control, the rotational speed of the reel can be controlled to a predetermined rotational speed based on an excitation pattern that includes switching of the excitation phase at a first switching interval and switching of the excitation phase at a second switching interval that is longer than the first switching interval. Specifically, the excitation pattern related to special variable speed rotation control is configured, as shown in Figure 16, to perform excitation phase switching at a predetermined number of first switching intervals, followed by excitation phase switching at a second switching interval of one.

[0101] Next, with reference to Figure 16, the excitation pattern related to special variable speed rotation control will be explained. Figure 16(a) shows the excitation pattern when the rotation speed is 0.8 times, and Figure 16(b) shows the excitation pattern when the rotation speed is 0.75 times. When the rotation speed is 0.8 times, the excitation pattern is set as shown in Figure 16(a) to turn on phase A for 1.49 ms (1 interrupt), then turn on phases A and B for 1.49 ms (1 interrupt), then turn on phase B for 1.49 ms (1 interrupt), then turn on phases B and C for 2.98 ms (2 interrupts), then turn on phase C for 1.49 ms (1 interrupt), then turn on phases C and D for 1.49 ms (1 interrupt), then turn on phase D for 1.49 ms (1 interrupt), and then turn on phases D and A for 2.98 ms (2 interrupts). Thus, for example, when controlling at 0.8x speed, the excitation phase is switched three times with a 1.49ms (first switching interval), followed by one excitation phase switch with a 2.98ms (second switching interval), and this cycle is repeated. In other words, once every five timer interrupt processing activation cycles, the excitation phase is not switched (excitation is maintained). Therefore, the excitation pattern related to special variable speed rotation control will not always have the same period for switching between excitation phases. Furthermore, when controlled at 0.8x speed, the time required for one reel rotation (504 steps) is 938.7ms (1.49ms × 378 steps + 2.98ms × 126 steps) due to the repetition of the above cycle.

[0102] Furthermore, when the rotation speed is 0.75 times, as shown in Figure 16(b), the excitation phase is switched twice at a interval of 1.49 ms (first switching interval), followed by one excitation phase switch at a interval of 2.98 ms (second switching interval), and this cycle is repeated. In other words, once every four timer interrupt processing activation cycles, the excitation phase is not switched (excitation is maintained). Furthermore, when controlled at 0.75x speed, the time required for one reel rotation (504 steps) is 1001.28ms (1.49ms × 336 steps + 2.98ms × 168 steps) due to the repetition of the above cycle.

[0103] Furthermore, when the rotation speed is 0.4 times, although not shown in the diagram, the excitation phase is switched three times with a 2.98ms (first switching interval) interval, followed by one excitation phase switch with a 5.96ms (second switching interval) interval, and this cycle is repeated. In other words, once every five timer interrupt processing activation cycles, the excitation phase is not switched (excitation is maintained). Furthermore, when controlled at 0.4x speed, the time required for one reel rotation (504 steps) is 1877.4ms (2.98ms × 378 steps + 5.96ms × 126 steps) due to the repetition of the above cycle.

[0104] Thus, in the special variable speed rotation control, based on an excitation pattern that includes switching the excitation phase at a first switching interval and switching the excitation phase at a second switching interval that is longer than the first switching interval, the rotation speed of the reel 41 can be changed to a rotation speed different from the normal speed (1x speed) by performing a predetermined number of excitation phase switches at the first switching interval, followed by one excitation phase switch at the second switching interval. Although not shown in the diagram, if the order of the excitation phases to be excited is reversed in the excitation pattern related to special variable speed rotation control, the stepping motor will be driven in reverse rotation.

[0105] Next, we will explain the control of switching rotational speed during special variable speed rotation control. The main control unit 10 (speed change rotation control means) performs the following control when changing the rotation speed during special speed change rotation control. Specifically, when controlling the reel 41 to a second rotational speed while it is rotating at a first rotational speed, the control to the second rotational speed is not performed until the excitation phase switching at a predetermined number of first switching intervals and the excitation phase switching at one second switching interval have been completed. In other words, in the excitation pattern related to the special variable speed rotation control described above (Figure 16), the system is controlled so that it does not switch from the first rotational speed to the second rotational speed until the switching of the excitation phase for one cycle is completed.

[0106] Next, with reference to Figure 17, the rotation speed switching control will be explained in detail. In the following explanation, we will use the example of reel 41 switching from 0.8x speed (first rotation speed) to 0.75x speed (second rotation speed). Furthermore, as shown in Figure 17(a), the condition for switching the rotation speed is assumed to be met at timing t1. For example, this is the timing when the rotation time at 0.8x speed has elapsed during the deceleration rotation in the long freeze effect B. Note that the condition for switching the rotation speed is not limited to this, and may also be based on player actions or other factors.

[0107] When the main control unit 10 recognizes that the rotation speed switching conditions have been met, it determines whether or not it is time for the switching of the excitation phase for one cycle to be completed. That is, it determines whether or not it is time for the switching of the excitation phase according to the second switching interval to be completed. If it is determined that the switching of the excitation phase for one cycle is not yet complete, control will continue at 0.8x speed without switching to 0.75x speed. On the other hand, if it is determined that the switching of the excitation phase for one cycle has finished, the system controls the speed to switch from 0.8x to 0.75x. In other words, in a 0.8x speed excitation pattern where one cycle consists of three excitation phase switches at 1.49ms (first switching interval) followed by one excitation phase switch at 2.98ms (second switching interval), the system is controlled to wait before switching to 0.75x speed until the excitation phase switch at the second switching interval, which is located at the end of the excitation pattern, is completed. Thus, although the speed change is accepted at timing t1, the actual switching of the rotational speed is done only after waiting for the timing to maintain the excitation. As a result, as shown in Figure 17(b), the rotational speed changes from the timing t2, allowing for smooth switching of the rotational speed during special variable speed rotation control.

[0108] In contrast, if the rotation speed is switched from 0.8x speed to 0.75x speed at timing t1 when the rotation speed switching condition is met, an unintended rotation speed (0.833x speed) will intervene between 0.8x speed and 0.75x speed, as shown in Figure 17(c). This occurs because the rotational speed is switched before the switching of the excitation phase in one cycle (the switching of the excitation phase due to the second switching interval) is completed. This disrupts the cycle period (the period until excitation is maintained), resulting in the rotation being controlled at an unintended speed. Specifically, as shown in Figure 17(c), the rotation pattern corresponds to an excitation pattern in which the excitation phase is switched four times with a first switching interval of 1.49 ms, followed by one excitation phase switch with a second switching interval of 2.98 ms, which constitutes one cycle. As a result, the time required for one reel rotation (504 steps) is 901.152 ms (1.49 ms × 403.2 + 2.98 ms × 100.8 steps), which means the rotation speed will be controlled at 0.833 times the normal speed (750.96 ms (1x speed) ÷ 901.152 ms).

[0109] When unintended rotational speeds are mixed in during rotation, it can cause the reel to lose step. Furthermore, if a malfunction occurs during a reel spinning animation, it results in an unattractive animation from the player's perspective, making it difficult to understand as part of the animation, and creating an awkward and unnatural reel spinning animation. Such reel-like animations could make players feel uncomfortable and potentially diminish their enjoyment of the game.

[0110] On the other hand, in the medalless gaming machine 1 according to this embodiment, when controlling the reels 41 to a second rotational speed while they are rotating at a first rotational speed, the machine does not control to the second rotational speed until the excitation phase switching by a predetermined number of first switching intervals and the excitation phase switching by one second switching interval are completed. After the excitation phase switching by the second switching interval is completed, the machine controls from the first rotational speed to the second rotational speed, thus enabling smooth switching of rotational speed during special variable speed rotational control. This prevents unintended rotational speeds from intervening during special gear shift rotation control, thereby reducing the risk of losing synchronism.

[0111] Furthermore, the special variable speed control can also be modified as shown below. The above explanation described the case where the rotation speed of reel 41 is controlled to a low speed as an example of special variable speed rotation control, but it is not limited to this case; the same control method can also be used when controlling to high speed rotation. For example, high-speed rotation can be controlled based on an excitation pattern in which the excitation phase is switched a predetermined number of times with a first switching interval of 0.745 ms, followed by one excitation phase switch with a second switching interval of 1.49 ms, which constitutes one cycle.

[0112] (modified version) The medalless gaming machine 1 according to this embodiment can also be modified as shown below. (1) In each reel animation, special variable speed rotation control may be applied instead of basic variable speed rotation control, and conversely, basic variable speed rotation control may be applied instead of special variable speed rotation control. For example, in the slow rotation control process of the long freeze animation A, the case of applying basic variable speed rotation control was explained, but special variable speed rotation control may also be applied. (2) In the above explanation, the example of a reel animation was given as the case when a big bonus is won, but it is not limited to this, and animations may also be performed when a regular bonus is won. Furthermore, the type of animation may be different when a big bonus is won and when a regular bonus is won. (3) Depending on the setting value set in the probability setting device 16, the selection rate of each freeze effect in the reel effect type lottery may be set differently. For example, the probability of winning the long freeze effect may be set to be higher or lower for higher settings. This makes it possible for players to guess the setting value, thereby increasing the enjoyment of the game. (4) Other effects besides those mentioned above may be provided as reel effects. For example, during a freeze state, effects such as all reels spinning at high speed, all reels spinning in reverse simultaneously, or the display of 7s stopping multiple times may be provided.

[0113] As explained above, the gaming machine according to the present invention is Multiple reels (reel 41) each displaying multiple pieces of identification information, A drive mechanism (stepping motor) for rotating multiple reels, A control means (main control unit 10) capable of controlling the rotation of the reel by sequentially switching the excitation phase of the driving means, Equipped with, The control means is, It is equipped with a variable speed rotation control means that performs variable speed rotation control that changes the rotation speed of the reel according to the switching interval of the excitation phase, The gear shift rotation control means is, The rotational speed of the reel can be controlled to a predetermined rotational speed based on an excitation pattern that includes switching of the excitation phase at a first switching interval (e.g., 1.49 ms) and switching of the excitation phase at a second switching interval longer than the first switching interval (e.g., 2.98 ms). When controlling the reel to a second rotational speed while it is rotating at a first rotational speed, the system is configured not to control the reel to the second rotational speed until the excitation phase switching according to the first switching interval a predetermined number of times and the excitation phase switching according to one of the second switching intervals have been completed.

[0114] In the gaming machine according to the present invention, which has such a configuration, when controlling the reels to a second rotational speed while they are rotating at a first rotational speed, the control to the second rotational speed is not performed until the excitation phase switching at a predetermined number of first switching intervals and the excitation phase switching at one second switching interval are completed, thereby enabling smooth switching of the rotational speed. This prevents unintended rotational speeds from intervening, thus reducing the risk of losing synchronism.

[0115] In contrast to this, Patent Document 1 discloses a conventional gaming machine that enhances the entertainment value of the game by performing a spinning reel effect that changes the reels in a special manner (for example, reverse rotation or temporary pause) that is different from the normal manner (forward rotation at a constant speed, etc.). However, in this gaming machine, the above-mentioned special configuration is different from the normal configuration, and therefore there was a risk that the reel drive mechanism (such as a stepping motor) would be subjected to a load, potentially causing the drive mechanism to lose step. Thus, the medalless gaming machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.

[0116] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention.

[0117] In the embodiments described above, the tables referenced in the various processes are merely examples and are not limited to the tables mentioned above. Furthermore, the numerical values ​​related to the various tables are not limited to the values ​​mentioned above and can be changed as appropriate.

[0118] Furthermore, although the above-described embodiment showed an example of a coinless gaming machine, it is not limited to this, and may also be a gaming machine that uses physical gaming media such as tokens (slot machine). Furthermore, while the example given was a slot machine, the gaming machine is not limited to this. The gaming machine could also be other types of gaming machines, such as pachinko or ball-slot machines.

[0119] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a stepping motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the pattern of the reel or the like changes on the display.

[0120] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.

[0121] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. [Explanation of symbols]

[0122] 1. Coinless gaming machine (gaming machine) 10 Main control unit (control means, variable speed rotation control means) 20 Sub-control Unit 41 Reels

Claims

1. Multiple reels, each displaying multiple pieces of identification information, A driving means for rotating the aforementioned plurality of reels, A control means capable of controlling the rotation of the reel by sequentially switching the excitation phase of the drive means, Equipped with, The control means is The system includes variable speed rotation control means that performs variable speed rotation control to change the rotational speed of the reel according to the switching interval of the excitation phase, The aforementioned speed change rotation control means is The rotational speed of the reel can be controlled to a predetermined rotational speed based on an excitation pattern that includes switching of the excitation phase by a first switching interval and switching of the excitation phase by a second switching interval that is longer than the first switching interval. When the reel is rotating at a first rotational speed, and the rotational speed is to be controlled to a second rotational speed, the rotational speed will not be controlled to the second rotational speed until the excitation phase switching according to the first switching interval and the excitation phase switching according to one switching interval have been completed. A gaming machine characterized by the following features.

2. The switching of the excitation phase by the second switching interval is provided at the end of the excitation pattern. The aforementioned speed change rotation control means is After the switching of the excitation phase according to the second switching interval is completed, the rotational speed can be controlled from the first rotational speed to the second rotational speed. The gaming machine described in feature 1.

3. The excitation pattern is, The system is configured to perform a phase switch according to the first switching interval a predetermined number of times, followed by a phase switch according to the second switching interval once. The gaming machine according to feature 2.

4. The second switching interval is twice the duration of the first switching interval. A gaming machine according to any one of the features 1 to 3.