Gaming machine
The gaming machine enhances enjoyment by integrating advanced game state controls and symbol variation mechanisms, improving player engagement through dynamic game states and varied stop operations.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2026-04-27
- Publication Date
- 2026-07-02
AI Technical Summary
Existing gaming machines lack mechanisms to enhance game enjoyment and excitement.
The gaming machine incorporates a game start mechanism, stop operation modes, symbol display, winning combination determination, symbol variation control, game value assignment, state control, mode control, and effect execution to transition between different game states, including a chance state, to increase player engagement.
The implementation improves the enjoyment and excitement of the gaming experience by introducing variable symbol displays, enhanced stop operation modes, and dynamic game states, thereby increasing player interaction and satisfaction.
Smart Images

Figure 2026110791000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of transitioning to a chance state.
Background Art
[0002] Conventionally, gaming machines capable of transitioning to a chance state have been proposed (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the趣味性 of the game.
Means for Solving the Problems
[0005] To solve the above problems, the gaming machine of the present invention includes a game start means for starting a game using game value, a plurality of stop operation means capable of performing a stop operation in a normal mode and an irregular mode, in each game, a symbol display means for variably displaying a plurality of types of symbols and capable of stopping and displaying a symbol combination as a result of the game according to a stop operation, a winning combination determining means for determining any one of the winning combinations, a symbol variation control means for stopping and displaying a symbol combination according to the winning combination and the stop operation mode, a game value赋予 means for赋予 a game value of a value number corresponding to the symbol combination, an instruction means for instructing a stop operation mode, a state control means capable of controlling to any one of each state including a predetermined state, a specific state more advantageous than the predetermined state, and a chance state in which the transition to the specific state is more likely to be determined than the predetermined state, a mode control means capable of controlling to a preferential mode in which the transition from a non-preferential mode to the chance state is preferential, and an effect execution means capable of executing an effect suggesting that the preferential mode is in progress.
Effects of the Invention
[0006] According to the present invention, the enjoyment of the game is improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This diagram shows the symbols arranged on each reel. [Figure 3] This is a diagram to explain the pattern display area. [Figure 4] This is a functional block diagram of a gaming machine. [Figure 5] This is a conceptual diagram of the winning area lottery table. [Figure 6] This is a conceptual diagram of the winning role determination table. [Figure 7] This is a conceptual diagram of a pattern combination table. [Figure 8] This diagram illustrates a concrete example of expected value. [Figure 9] This is a diagram to explain the transitions in the payout state. [Figure 10] This diagram illustrates the transitions in the payout state during the specified period. [Figure 11] This is a flowchart of the process for updating the actual difference and virtual difference. [Figure 12] This is a conceptual diagram of the instruction decision table. [Figure 13] This diagram illustrates the commands transmitted from the main control board. [Figure 14] This is a diagram to explain each piece of displayed information. [Figure 15] This is a conceptual diagram of the instruction and direction decision table. [Figure 16] This is a diagram to illustrate specific examples of directing and staging. [Figure 17] This diagram illustrates specific examples of instructions and presentations during the preparation phase. [Figure 18] This is a diagram to explain the prize draw during the preparation phase. [Figure 19]This is a diagram for explaining the outline of the preferential mode. [Figure 20] This is a diagram for explaining each process related to the preferential mode A. [Figure 21] This is a diagram for explaining each process related to the preferential mode B. [Figure 22] This is a diagram for explaining the ceiling mode lottery. [Figure 23] This is a diagram for explaining the trophy lottery. [Figure 24] This is a diagram for explaining the custom operation. [Figure 25] This is a flowchart of the game control process of the main CPU. [Figure 26] This is a flowchart of the process during the non-favorable section of the main CPU. [Figure 27] This is a flowchart of the favorable section control process of the main CPU. [Figure 28] This is a flowchart of the sub-startup process of the sub CPU. [Figure 29] This is a flowchart of each effect process of the sub CPU.
Modes for Carrying Out the Invention
[0008] Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of the Gaming Machine> Using FIG. 1, the structure of the gaming machine 1 in the first embodiment will be described. FIG. 1 is an example of a front view of the gaming machine 1. A player plays a game on the gaming machine 1 using a game medium (for example, medals or game balls). In the present embodiment, a gaming machine (slot machine) 1 that uses medals as the game medium will be exemplified. Note that a configuration in which points electrically stored are used as the game medium (for example, see Japanese Patent Application Laid-Open No. 2020-116297) may also be used.
[0009] The gaming machine 1 consists of a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.
[0010] As shown in Figure 1, multiple (14 in the example in Figure 1) cabinet lamps 5 are provided on the periphery of the front door 3. Each cabinet lamp 5 consists of a light-emitting element, such as a light-emitting diode, and a light-transmitting lens that covers the light-emitting element. The cabinet lamps 5 emit light in a manner corresponding to each effect in the gaming machine 1.
[0011] As shown in Figure 1, a waist panel 6 is provided on the front door 3. The waist panel 6 displays the name of the gaming machine 1, etc. Below the waist panel 6, a coin tray unit 7 is provided for storing tokens. The coin tray unit 7 is designed so that players can freely take out the stored tokens.
[0012] The front door 3 is provided with a coin slot 8 having an opening for inserting coins, and a coin payout port 9 from which coins are discharged from inside the gaming machine 1. When a predetermined number of coins (3 coins) are inserted into the coin slot 8, the game can be started. The predetermined number of coins is set according to the state of the game. Coins discharged from the coin payout port 9 are stored in the receiving unit 7.
[0013] A panel 10 is provided on the center side of the front of the front door 3. A roughly rectangular display window 11 is formed in the center of the panel 10. Multiple reels 12 (12L, 12C, 12R) inside the cabinet can be viewed through the display window 11.
[0014] Each reel 12 consists of a substantially cylindrical drum section and a strip-shaped sheet member attached to the outer surface of the drum section. The sheet member of the reel 12 is light-transmitting and has multiple types of patterns printed on it. Each reel 12 is rotatably mounted and arranged horizontally so as to be adjacent to one another. Specifically, each reel 12 is arranged so that its axis of rotation lies on the same straight line. A stepping motor 101 (101L, 101C, 101R) is provided on each reel 12 (not shown), and each reel 12 is rotated by each stepping motor 101.
[0015] Figure 2 shows the symbols arranged on each reel 12 of this embodiment. As shown in Figure 2, the outer circumference of each of the multiple reels 12 is divided into 20 sections. As shown in Figure 2, one symbol is drawn on each section. In this embodiment, the Nth section from the bottom of the symbol arrangement shown in Figure 2 (where N is an integer from the numerical value "0" to the numerical value "19") may be referred to as the symbol position "N". As shown in Figure 2, each reel 12 is arranged with the following symbols: replay symbol, bell symbol, red seven A symbol, red seven B symbol, white seven A symbol, white seven B symbol, disc A symbol, disc B symbol, cherry symbol, and BAR symbol.
[0016] Specifically, the replay symbols are arranged at the symbol positions "4", "9", "12", "14", and "19" on the left reel 12L, at the symbol positions "3", "8", "13", and "18" on the middle reel 12C, and at the symbol positions "0", "5", "10", and "15" on the right reel 12R. The bell symbols are arranged at the symbol positions "0", "5", "10", and "15" on the left reel 12L, at the symbol positions "0", "5", "10", and "15" on the middle reel 12C, and at the symbol positions "4", "9", "14", and "19" on the right reel 12R. The red seven A symbol is arranged at the symbol position "1" on the left reel 12L, at the symbol position "2" on the middle reel 12C, and at the symbol position "3" on the right reel 12R. The red Seven B symbol is located at symbol position "3" on the left reel 12L and symbol position "1" on the right reel 12R. The white Seven A symbol is located at symbol position "11" on the left reel 12L and symbol position "6" on the middle reel 12C. The white Seven B symbol is located at symbol positions "7" and "17" on the middle reel 12C and symbol positions "8" and "18" on the right reel 12R. The Disc A symbol is located at symbol positions "2," "8," and "18" on the left reel 12L, symbol positions "4," "9," "14," and "19" on the middle reel 12C, and symbol positions "2," "7," "12," and "17" on the right reel 12R. The Disc B symbol is located at symbol positions "6" and "16" on the left reel 12L, and at symbol position "11" on the right reel 12R. The Cherry symbol is located at symbol positions "7" and "13" on the left reel 12L, at symbol positions "1", "11", and "16" on the middle reel 12C, and at symbol positions "6" and "16" on the right reel 12R. The BAR symbol is located at symbol position "17" on the left reel 12L, at symbol position "12" on the middle reel 12C, and at symbol position "13" on the right reel 12R.
[0017] Note that in Figure 2, each symbol is shown in a different color than the actual colors of each symbol. Furthermore, each symbol on each reel 12 is generally identifiable to the player even while the reel 12 is rotating. Therefore, the player can stop the reel 12 at the timing when a specific symbol passes through the display window 11 (so-called "eye-stopping"). A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.
[0018] In the display window 11 of the front door 3 shown in Figure 1, three symbols are displayed for each reel 12. That is, when all reels 12 are stopped, a total of nine symbols are displayed in the display window 11. In this embodiment, the area in which each symbol is displayed is called the "symbol display area".
[0019] Figure 3 is a diagram illustrating the symbol display area. As shown in Figure 3, the symbol display area consists of each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U consists of each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the middle reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes the upper unit area UL1, the middle unit area UL2, and the lower unit area UL3. Similarly, each unit area UC includes the upper unit area UC1, the middle unit area UC2, and the lower unit area UC3, and each unit area UR includes the upper unit area UR1, the middle unit area UR2, and the lower unit area UR3.
[0020] When a specified number of medals are inserted into the medal insertion section 8, an active line is set. The active line is an area composed of one unit area U of reel 12L, one unit area U of reel 12C, and one unit area U of reel 12R. In this embodiment, the active line is the line connecting the unit area UL2 of reel 12L, the unit area UC2 of reel 12C, and the unit area UR2 of reel 12R.
[0021] The active paylines display combinations of symbols that result from the game. When a predetermined combination of symbols stops on an active payline, the player is awarded a reward according to that combination. For example, if a combination of symbols that results in a win is displayed on an active payline, the player is awarded medals. Also, if a combination of symbols that allows for a replay is displayed on an active payline, the player is granted the right to play again. Specifically, if a combination of symbols that allows for a replay is displayed in the current game, the next game can be started without inserting any more medals. The combinations of symbols that can be displayed on the active paylines are determined for each game according to the results of the internal lottery process described later.
[0022] In this embodiment, the line connecting the upper unit area UL1 of reel 12L, the upper unit area UC1 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upper line." Similarly, the line connecting the middle unit area UL2 of reel 12L, the middle unit area UC2 of reel 12C, and the middle unit area UR2 of reel 12R (the effective line in this embodiment) may be referred to as the "middle line." Furthermore, the line connecting the lower unit area UL3 of reel 12L, the lower unit area UC3 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as the "lower line." Additionally, the line connecting the lower unit area UL3 of reel 12L, the middle unit area UC2 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upward-sloping line." Similarly, the line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R is sometimes called the "downward-sloping line."
[0023] Furthermore, each reel 12 is provided with a backlight that illuminates the sheet material of the reel 12 from the inside (not shown). Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.
[0024] As shown in Figure 1, the panel 10 is equipped with multiple indicators (hereinafter referred to as "indicator ML"), including an insertable indicator lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an indicator 16, a stored coin count indicator 17, a re-play indicator lamp 18, a wait lamp 19, and a stop lamp 20. Each lamp of indicator ML is controlled by the main CPU 301, which will be described later.
[0025] The insertable indicator lamp 13 indicates whether or not the machine is in a state where it can accept medals from the medal insertion unit 8. The BET lamp 14 displays the number of medals to bet. The BET lamp 14 also includes a 1-medal lamp 14a, a 2-medal lamp 14b, and a 3-medal lamp 14c. When one medal is bet, the 1-medal lamp 14a lights up; when two medals are bet, the 1-medal lamp 14a and the 2-medal lamp 14b light up; and when three medals are bet, the 1-medal lamp 14a, the 2-medal lamp 14b, and the 3-medal lamp 14c light up. The start lamp 15 indicates whether or not the machine is in a state where it can accept the start operation of the game (operation of the start lever 24, described later).
[0026] The indicator display 16 is controlled by the main CPU 301 and displays instruction information indicating the operation method (press order) of the stop button 25. As will be described in detail later, the main CPU 301 displays instruction information on the indicator display 16 for each game during the instruction period. The indicator display 16 also displays the number of medals awarded to the player when a winning combination of symbols appears on an active line. For example, if the symbol combination "bell-bell-bell" stops on an active line, 7 medals are awarded to the player, and the indicator display 16 displays the number "7".
[0027] The number of medals awarded to a player can be electrically stored in the gaming machine 1 (main RAM 303, described later). In this embodiment, the number of stored medals is called the "credit count". The credit count is increased when medals are awarded as a result of playing the game. The credit count is also increased when a predetermined number of betting medals have been inserted and more medals are inserted from the medal insertion unit 8. The stored medal count indicator 17 displays the credit count. Specifically, the stored medal count indicator 17 displays a value ranging from "0" to "50", which is the upper limit of the credit count, in a variable manner according to the stored credit count.
[0028] The re-play indicator lamp 18 indicates that a re-play is in progress. Specifically, the re-play indicator lamp 18 stays lit from the time the combination of symbols related to the re-play in the current game stops on the active line until the next game ends. When the re-play indicator lamp 18 lights up, the player is notified that it is possible to start the next game without using any tokens. The wait lamp 19 lights up during the wait period from the start of the game (operation of the start lever 24, described later) until the rotation of each reel 12 begins. The wait period is provided to ensure that the average time required for one game is at least a predetermined value (approximately 4.1 seconds). The stop lamp 20 indicates that the game is in a stop state and cannot be played.
[0029] As shown in Figure 1, the front door 3 is equipped with multiple control buttons, including a 1BET button 21, a MAX-BET button 22, a payout button 23, a start lever 24, multiple stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction selection button 27. Each control button is operated by the player.
[0030] The 1BET button 21 is operated when setting a bet of one medal using stored medals. The MAX-BET button 22 is operated when setting a bet of a specified number of medals using stored medals. The payout button 23 is operated when paying out the medals stored as credits and the bet medals. When the payout button 23 is operated, the total number of medals, including the credits and the bet medals, is dispensed from the medal payout port 9. In this embodiment, the operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.
[0031] The start lever 24 is operated by the player when starting a game. The player can start the game by performing a start operation on the start lever 24 when the game is ready to start. In this embodiment, the start lever 24 can be tilted in any direction of 360 degrees from a position approximately perpendicular to the front door 3. The grip portion of the start lever 24 is made of a translucent resin and incorporates a lever effect lamp 42. The lever effect lamp 42 lights up during predetermined effects.
[0032] The stop button 25 is operated by the player to stop the reel 12. The stop button 25 also includes stop button 25L, stop button 25C, and stop button 25R. Stop button 25L corresponds to reel 12L, stop button 25C corresponds to reel 12C, and stop button 25R corresponds to reel 12R. If the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as "stop operation") while the reel 12 is rotating, the reel 12 will stop (normal stop, pseudo stop).
[0033] In this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation as the third stop operation. In addition, stopping the left stop button 25L first may be described as the "left first stop operation," stopping the middle stop button 25C first as the "middle first stop operation," and stopping the right stop button 25R first as the "right first stop operation."
[0034] Furthermore, the control by the gaming machine 1 (main CPU 301, described later) to stop the reels 12 based on the first stop operation is called the first stop control. Similarly, the control of stopping the reels 12 based on the second stop operation is called the second stop control, and the control of stopping the reels 12 based on the third stop operation is called the third stop control. Also, the position of the symbols on the reels 12 that are located on the middle line of the display window 11 at the time the stop operation is performed is called the stop operation position. The position of the symbols located on the middle line during the rotation of each reel 12 is stored in the symbol counter, and the position of the symbols in the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided, for example, in the main RAM 303.
[0035] When all reels 12 stop, the combination of symbols resulting from the game is displayed on the active payline, and the game ends. When the game starts, each reel 12 accelerates to a certain rotation speed. During the period when each reel 12 is rotating at a constant speed (the period when the reels 12 are rotating steadily), it is possible to stop the reels to display the game result on the active payline. On the other hand, during the acceleration period from when each reel 12 starts rotating until it reaches steady rotation, even if the reels 12 are rotating, the stop operation to display the game result is not accepted.
[0036] The stop button 25 of this embodiment can be controlled to display in multiple ways. Specifically, each stop button 25 is equipped with a light-emitting element (e.g., an LED) capable of emitting red, blue, and green light. During the period when the light-emitting element of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during the period when the light-emitting element of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during the period when the light-emitting element of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") among the setting values described later is set. With the above configuration, it is possible to understand that a specific setting value has been set by the way the stop button 25 is displayed. Note that the way the stop button 25 is displayed is not limited to the above example.
[0037] The effect button 26 is operated by the player to give instructions regarding the effects. For example, the player can instruct the execution of a specific effect by operating the effect button 26. That is, the specific effect is executed as a trigger when the effect button 26 is operated. It is also possible to combine the function of the effect button 26 with the MAX-BET button 22. With the above configuration, the effect button 26 can be omitted, and the number of parts can be reduced.
[0038] Furthermore, if the performance button 26 is pressed during the period between the end of the current game and the insertion of betting tokens to start the next game (hereinafter referred to as the "non-game period"), a menu image will be displayed on the LCD display device 30.
[0039] The operation of the performance button 26 is detected by the performance button switch 26SW. For example, if the performance button 26 is not pressed, the performance button switch 26SW outputs an OFF signal. On the other hand, if the performance button 26 is pressed, the performance button switch 26SW outputs an ON signal. During a non-game period, if the performance button switch 26SW changes from the OFF state to the ON state, a menu image is displayed on the liquid crystal display device 30.
[0040] The directional buttons 27 are operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The directional buttons 27 consist of an up button, a down button, a right button, and a left button. For example, by operating the directional buttons 27, the cursor that selects an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves to the right, and when the left button is operated, the cursor moves to the left.
[0041] During non-game periods, if the direction selection button 27 is operated, the master volume of the gaming machine 1 is changed. Also, during non-game periods, if the direction selection button 27 is operated appropriately, the performance control mode of the gaming machine 1 can be changed. Three types of performance control modes are provided in this embodiment: Enjoy Mode, Normal Mode, and Simple Mode. The frequency of performance execution differs in each of these performance control modes. Specifically, in Enjoy Mode, performances are executed most frequently among the performance control modes. In Simple Mode, performances are executed least frequently among the performance control modes.
[0042] As shown in Figure 1, the panel 10 of the front door 3 is equipped with the aforementioned display unit ML (start lamp 15, etc.), as well as multiple performance lamps 28 (28a to 28e) and multiple stop operation sequence indicator lamps 29 (29L, 29C, 29R). Each lamp of the display unit ML is controlled by the main CPU 301, while each performance lamp 28 and each stop operation sequence indicator lamp 29 are controlled by the sub-CPU 412, which will be described later. Of the multiple performance lamps 28, performance lamps 28a and 28b are located on the left side of the display window 11 when viewed from the front, and performance lamps 28c to 28e are located on the right side of the display window 11 when viewed from the front. Each performance lamp 28 indicates the current state of the game, etc.
[0043] Each stop operation sequence indicator lamp 29 is located in the area of the panel 10 below the display window 11 and indicates the order in which to operate each stop button 25. As shown in Figure 1, a liquid crystal display device 30 that displays various images is provided above the display window 11 of the front door 3. The liquid crystal display device 30 displays moving and still images according to the effects performed by the gaming machine 1. Specifically, the liquid crystal display device 30 provides information related to the results of the internal lottery process described later, information indicating the payout status, and so on.
[0044] Furthermore, each performance execution means, including the liquid crystal display device 30, is controlled to multiple performance modes. Each performance execution means can execute performances according to the performance mode. For example, the liquid crystal display device 30 displays various images (such as background images) according to the performance mode. The speaker 31 plays music according to the performance mode. The sub-CPU 412 decides which performance to execute according to the performance mode.
[0045] As shown in Figure 1, upper lamps 35 (L, R) are provided on the upper end of the front door 3. The upper lamps 35 are composed of, for example, light-emitting diodes capable of emitting light in various colors (blue, yellow, green, red, etc.) and a lens covering the light-emitting diodes. For example, when a winning combination is displayed as stopped on an active line, the upper lamps 35 illuminate in a manner (color) corresponding to that winning combination. In addition, the upper lamps 35 illuminate in a manner corresponding to each performance.
[0046] As shown in Figure 1, the front door 3 is equipped with speakers 31 (31L, 31R) and 32 (32L, 32R). Speaker 31 is located on the lower end of the front door 3 and includes speaker 31L, mounted on the left side as viewed from the player's perspective, and speaker 31R, mounted on the right side. Speaker 32 is located on the upper end of the front door 3 and includes speaker 32L, mounted on the left side as viewed from the player's perspective, and speaker 32R, mounted on the right side. Speakers 31 and 32 output sounds (music, voices, and sound effects) corresponding to the performance. For example, speakers 31 and 32 output sounds related to the performances performed by the liquid crystal display device 30, performance lamps 28, cabinet lamps 5, stop operation sequence indicator lamps 29, or lever performance lamps 42. Speakers 31 and 32 are mounted on the back surface of the front door 3, and multiple sound-emitting holes are formed on the surface of the front door 3 at positions corresponding to speakers 31 and 32, respectively.
[0047] As shown in Figure 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear any jams in the medal flow path inside the gaming machine 1. By operating the return button 33, the medals jammed in the medal flow path are discharged from the medal payout port 9.
[0048] The front door 3 is provided with a locking device 4 having a keyhole. The front door 3 is locked when the locking device 4 on the front door 3 engages with a locking piece (not shown) on the cabinet. As shown in Figure 1, the keyhole of the locking device 4 is located on the front of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating parts (for example, setting change buttons 37) are provided inside the cabinet. Each operating part inside the cabinet is operated by the person in charge of the key to unlocking the front door 3 (for example, an employee of the amusement arcade where the amusement machine 1 is installed).
[0049] A main control board 300 is installed inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components, including the main CPU 301 described later, are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards, including the reel board 100, relay board 200, sub-control board 400, and power supply board 500 described later, via connectors (not shown). Note that the various boards mentioned above may consist of a single board or multiple boards.
[0050] Inside the cabinet are a setting display unit 36 and a setting change button 37. The setting display unit 36 displays the setting value of the gaming machine 1. The setting value is a numerical value related to the payout rate of the gaming machine 1, and various draws are performed in each game with a probability corresponding to the setting value. For example, setting values from "1" to "6" are available, with setting value "6" resulting in the highest payout rate. In this embodiment, when the setting change key is inserted into the setting change keyhole and rotated, the setting display unit 36 displays the setting value.
[0051] The setting change button 37 is operated to change the value displayed on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 increments the value by 1 and displays it. If the start lever 24 is operated during the period in which the setting value is displayed on the setting display unit 36, the value displayed on the setting display unit 36 at that time is stored as the setting value.
[0052] However, in this embodiment, the numbers "1", "2", "3", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on while the setting change key is rotated, the setting value change process is initiated and the system transitions to the setting change mode. In the setting change mode, if the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "1" is set. Also, if the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, if the start lever 24 is operated during the period when the number "3" is displayed on the setting display unit 36, the setting value "3" is set.
[0053] Similarly, if the start lever 24 is operated during the period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set. If the start lever 24 is operated during the period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set. If the start lever 24 is operated during the period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. Once the setting value is set, the setting change mode ends, all information including the game state (game state flag) and payout state (payout state flag) is initialized, and the game becomes playable.
[0054] Note that if the power is turned on without using the setting change key, the setting value change process will not be executed. In the above case, various information, including the game state flag and payout state flag at the time the power was cut off, will be retained even after the power is turned on. Also, if the setting change key is operated while the power is already on, the system will switch to setting confirmation mode. In setting confirmation mode, the setting value set during the setting value change process will be displayed on the setting display unit 36.
[0055] A sub-control board 400 is provided on the back of the front door 3. The sub-control board 400 is composed of various boards, including a performance control board 410, an image control board 420, and a sound board 430.
[0056] A power supply unit 510 is provided inside the cabinet. The power supply unit 510 includes an AC-DC converter and a DC-DC converter (neither of which are shown in the figure), and generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates multiple types of DC voltages from the generated DC voltage. For example, the power supply unit 510 generates a 32V DC voltage used to drive motors and solenoids, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to the electronic circuit board (e.g., the main control board 300).
[0057] The power supply unit 510 is equipped with a power button 511 and a reset button 512. When the power button 511 is operated to the ON position, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF position, the power is cut off. The reset button 512 is operated to reset the payout status, etc. Specifically, when the reset button is operated, a predetermined memory area of the main RAM 303, described later, is reset to its initial value.
[0058] The main control board 300 is equipped with various electronic components. Specifically, various electronic components including the main CPU 301, main ROM 302, main RAM 303, resistors, capacitors, connectors, setting display unit 36, and main display unit 40 are mounted on the main control board 300. Connectors are used to electrically connect the main control board 300 to other control devices.
[0059] <Circuits of a gaming machine> This concludes the explanation of the structure of the gaming machine 1. Below, the functions of each circuit in the gaming machine 1 will be explained using Figure 4. As shown in Figure 4, the gaming machine 1 comprises a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.
[0060] <Main control board> As shown in Figure 4, the main control board 300 is composed of a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, main ROM 302, and main RAM 303 may be provided as separate electronic devices, or they may be provided as a single-chip microcomputer in which all elements are integrated.
[0061] The main ROM 302 non-volatilely stores control programs executed by the main CPU 301 and various data (e.g., the winning area lottery table). The main RAM 303 stores various data used in each process executed by the main CPU 301.
[0062] The main CPU 301 reads the control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, the hopper 520 that dispenses tokens, and the display unit ML.
[0063] The random number generator 304 generates a random value R1 used in the internal lottery process described later. The random number generator 304 in this embodiment comprises a counter circuit, a sampling circuit, and a pulse generation circuit (none of which are shown), and generates hardware random numbers. Specifically, the pulse generation circuit outputs a signal to the counter circuit at a predetermined period. The value in the counter circuit is incremented by "1" each time a signal is input from the pulse generation circuit. When a player initiates a game, the sampling circuit stores the value in the counter circuit as the random value R1. The random value R1 is generated in the range of "0" to "65535". Note that software random numbers may be used as the random value R1.
[0064] In this embodiment, in addition to the random number R1, a random number R2 is generated. The random number R2 is a software random number obtained from a register built into the main CPU 301, and is generated within the range of "0" to "255". As will be described later, the random number R2 is used in the reel animation determination process. In the reel animation determination process described above, the type of reel animation (simulated game) is determined by lottery. In the reel animation, each reel 12 is controlled in a manner different from that of normal gameplay. The main CPU 301 also generates a random number R3. The random number R3 is generated within the range of "0" to "255".
[0065] The I / F circuit 305 inputs signals from various switches (e.g., start switch 24SW) of various operating units (e.g., start lever 24) and signals from each sensor SE (e.g., medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are either high-level or low-level signals. In this embodiment, for explanatory purposes, the first level (high-level or low-level) signal is referred to as an ON signal, and the second level (low-level or high-level) signal is referred to as an OFF signal. Whether the first level, which is the ON signal, is high-level or low-level is set according to the type of switch SW or sensor SE. In addition, the fact that an ON signal (OFF signal) is output from a switch SW may be described as "the switch SW is in the ON state (OFF state)."
[0066] The I / F circuit 305 outputs various signals to drive the display unit ML, the hopper 520, and each reel 12 to the outside of the main control board 300. The I / F circuit 305 also outputs various commands to the sub-control board 400. However, to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.
[0067] The reel board 100 receives signals from the main control board 300. The reel board 100 outputs drive pulses to each reel 12 in response to the signals from the main control board 300. Each stepping motor 101 of each reel 12 is driven in response to the drive pulses from the reel board 100.
[0068] The stepping motor 101 is equipped with multiple (four) coils. The combination of coils that are excited is sequentially switched each time a drive pulse is input from the reel board 100, and each reel 12 rotates as the combination of excited coils is sequentially switched. Specifically, when the combination of coils excited by the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when 24 pulses are applied, the reel 12 rotates by an angle equivalent to one frame (unit area U), and when 504 pulses are applied, the reel 12 completes one rotation. In this configuration, the shorter the time interval between the application of drive pulses, the faster the rotation speed of the reel 12 becomes.
[0069] The main control board 300 receives ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at the reference position. On the other hand, each reel sensor 111 outputs an OFF signal when the rotation angle of each reel 12 is other than the reference position. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signals from each reel sensor 111 and the number of times drive pulses have been output to each stepping motor 101.
[0070] The relay board 200 relays signals from the main control board 300 to the display unit ML. The display unit ML is driven according to the signals output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from various sensors (such as the start switch 24SW described later) that detect the operation of each operation unit (such as the start lever 24). Specifically, as shown in Figure 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, MAX-BET switch 22SW, settlement switch 23SW, start switch 24SW, stop switch 25SW, and medal sensor 34SE. Also, as shown in Figure 4, the power supply board 500 relays ON / OFF signals from various sensors or switches, including the reset switch 512SE and the payout sensor 112SE.
[0071] The 1BET switch 21SW detects the player's operation of the 1BET button 21. The ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the 1BET switch 21SW, it adds one token to the bet tokens.
[0072] The MAX-BET switch 22SW detects the player's operation of the MAX-BET button 22. The ON signal from the MAX-BET switch 22SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the MAX-BET switch 22SW, it sets a predetermined number of tokens as the bet tokens.
[0073] The settlement switch 23SW detects the player's operation of the settlement button 23. The ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.
[0074] When an ON signal is received from the settlement switch 23SW, or when a winning combination of symbols is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input from the main control board 300 to the hopper 520 via the power supply board 500. When the hopper drive signal is received, the hopper 520 dispenses medals.
[0075] The dispensing sensor 112SE outputs a dispensing signal to the main control board 300 each time a medal is dispensed from the hopper 520. Specifically, the dispensing sensor 112SE is installed at a position where medals passing through the discharge slit 521b of the hopper 520 are detected. When the dispensing sensor 112SE detects a medal, it outputs a dispensing signal. The dispensing signal is input to the main control board 300 via the power supply board 500. The main CPU 301 can determine the number of medals dispensed by counting the number of times the dispensing signal has been input.
[0076] The power switch 511SW can be switched ON or OFF by operating the power button 511. When the power switch 511SW is ON, power is supplied to the gaming machine 1 from the power supply unit 510, and when the power switch 511SW is OFF, power is cut off from the power supply unit 510 to the gaming machine 1. When power is supplied, the power supply unit 510 generates a DC voltage. The DC voltage generated by the power supply unit 510 is supplied to various devices, including the hopper 520, via the power supply board 500.
[0077] The reset switch 512SW is provided on the power supply unit 510, and when the reset button 512 is operated, it outputs a reset signal to the main control board 300. The reset signal is input to the main control board 300 via the power supply board 500. When the main CPU 301 receives the reset signal, it initializes a predetermined memory area of the main RAM 303, for example, to clear an error state. Note that a configuration with multiple reset switches 512SW (reset buttons 512) may be provided. For example, in addition to the reset switch 512SW provided on the power supply unit 510, a reset switch may be provided on the locking device 4. In the above configuration, for example, a configuration in which the front door 3 is unlocked when a key is inserted into the keyhole of the locking device 4 and the key is turned to the right, and a reset signal is output from the reset switch when the key is turned to the left is preferably adopted.
[0078] The setting change switch 37SW shown in Figure 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal from the setting change switch 37SW is input, the main CPU 301 updates the display on the setting display unit 36. Also, if the setting change switch 37SW is input during a period when no setting value is displayed on the setting display unit 36, the main CPU 301 displays the instruction-included bonus ratio (described later) on the stored coin count display unit 16. The medal sensor 34SE detects the coins inserted from the coin insertion unit 8.
[0079] The main control board 300 receives ON / OFF signals from multiple stop switches 25SW (25SWL, 25SWC, 25SWR) via the relay board 200. Of the stop switches 25SW, stop switch 25SWL corresponds to stop button 25L, stop switch 25SWC corresponds to stop button 25C, and stop switch 25SWR corresponds to stop button 25R. The main CPU 301 controls the stopping of the reel 12 corresponding to the stop switch 25SW that has received an ON signal. Specifically, if an ON signal is received from stop switch 25SWL, the main CPU 301 controls the stopping of reel 12L. Similarly, if an ON signal is received from stop switch 25SWC, the main CPU 301 controls the stopping of reel 12C, and if an ON signal is received from stop switch 25SWR, the main CPU 301 controls the stopping of reel 12R.
[0080] The start switch 24SW detects the player's operation of the start lever 24. The ON signal from the start switch 24SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the main CPU 301 receives the ON signal from the start switch 24SW, it controls, for example, each stepping motor 101 to rotate each reel 12. In addition, the ON signal from the setting change switch 37SW is input to the main control board 300.
[0081] The start switch 24SW of this embodiment is configured to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the following operations from the player's perspective: pushing up the start lever 24, pushing down the start lever 24, tilting it to the right, or tilting it to the left. For example, the start switch 24SW is composed of multiple sensors, including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when it is pressed down, a start switch 24SWR that outputs an ON signal when it is operated to the right, and a start switch 24SWL that outputs an ON signal when it is operated to the left. With this configuration, for example, the effects performed can be different depending on whether the start lever 24 is pressed down or pushed up.
[0082] The main CPU 301 calculates various game information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instructions, and bonus game ratio) according to the progress of the game, and displays information corresponding to that game information on the main display unit 40. The displayed information includes identification information corresponding to each game information and percentage information indicating the magnitude of that game information.
[0083] The main display unit 40 consists of a first display unit 40X and a second display unit 40Y. The first display unit 40X displays the identification information described above. The second display unit 40Y displays the percentage information described above. The first display unit 40X consists of two 7-segment displays, and the second display unit 40Y consists of two 7-segment displays. When the power to the gaming machine 1 is turned on, the main display unit 40 starts displaying the information and continues to do so until the power is turned off. As will be described in detail later, the main display unit 40 displays multiple display information corresponding to various types of gaming information. Each display information is switched and displayed at predetermined time intervals (approximately 5 seconds).
[0084] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, speakers (31, 32), and various lamps (for example, the effect lamp 28). As shown in Figure 4, the sub-control board 400 is composed of multiple boards, including an effect control board 410, an image control board 420, and a sound board 430. The sub-control board 400 is also electrically connected to various sensors, including an effect button switch 26SW and a direction selection switch 27SW, and various lamps, including the housing lamp 5, the effect lamp 28, the stop operation sequence indicator lamp 29, the lever effect lamp 42, and the upper lamp 35.
[0085] Furthermore, as shown in Figure 4, a volume control switch 44 is electrically connected to the sub-control board 400. The volume control switch 44 is used to adjust the master volume of the gaming machine 1. A DIP switch is preferably used as the volume control switch 44. As described above, the master volume can also be adjusted by operating the direction selection button 27. That is, the master volume is adjusted by operating either the direction selection button 27 or the volume control switch 44.
[0086] In this embodiment, the adjustable master volume differs depending on whether the direction selection button 27 is operated or the volume adjustment switch 44 is operated. Specifically, when the direction selection button 27 is operated, the master volume can be adjusted to any value from "1" to "5" (5 levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any value from "1", "3", or "5" (3 levels). Alternatively, the adjustable master volume may be the same whether the direction selection button 27 is operated or the volume adjustment switch 44 is operated.
[0087] As shown in Figure 4, the performance control board 410 is composed of an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps, including the chassis lamp 5, the performance lamp 28, the stop operation sequence indicator lamp 29, and the lever performance lamp 42, as well as the sound board 430. The performance control board 410 also provides commands to the image control board 420 to display each image on the liquid crystal display device 30.
[0088] Sub-ROM 413 stores control programs executed by sub-CPU 412 and various data. For example, a performance lottery table for determining the type of performance and lamp data indicating the flashing patterns of various lamps are stored in sub-ROM 413.
[0089] Sub-RAM 414 functions as a work area for volatile storage of various data. I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, commands from the sub-control board 400 are configured so that the main control board 300 cannot receive them. Commands received by I / F circuit 411 are supplied to sub-CPU 412. Commands received by I / F circuit 411 are, for example, display winning combination commands that indicate the type of winning combination that has stopped on an active line.
[0090] The sub-CPU 412 executes a control program stored in the sub-ROM 413 and controls various lamps (e.g., the chassis lamp 5) and the sound board 430 based on the data stored in the sub-ROM 413. For example, the sub-CPU 412 reads data indicating the blinking pattern of the chassis lamp 5 from the sub-ROM 413 and blinks the chassis lamp 5. The sub-CPU 412 also generates a random value R4 used in the performance control processing described later. A random number in the range of 0 to 65535 is preferably used as the random value R4. The sub-ROM 413 may be composed of a single electronic component or of multiple electronic components (memory devices).
[0091] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. As shown in Figure 4, the image control board 420 is composed of an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425.
[0092] The image control CPU 421 executes the control program stored in the image control ROM 422 and gives instructions to the VDP 423 in response to commands from the performance control board 410. The CGROM 424 stores compressed encoded image data (e.g., texture data). The VDP 423 consists of an image decoder and a drawing circuit (neither of which are shown in the diagram). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder reads image data from the CGROM 424 in response to the instruction. The image decoder decompresses (decodes) the read image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 according to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be sent to the sound source IC 431.
[0093] The sound board 430 generates an acoustic signal under the control of the image control CPU 421. The acoustic signal generated by the sound board 430 is supplied to speakers 31 and 32 and output as sound waves. As shown in Figure 4, the sound board 430 consists of a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to commands from the sub-CPU 412.
[0094] The sound source ROM 432 stores multiple sound data in a compressed format. Each sound data item represents a specific sound, such as a song for a particular payout state, a sound output each time the player operates the stop button 25, or an error sound output in an error state.
[0095] The sound source IC 431 generates an audio signal from the audio data in the sound source ROM 432. The sound source IC 431 also includes a decoder, a control register, and an A / D converter (none of which are shown in the diagram). The decoder of the sound source IC 431 reads audio data from the sound source ROM 432 in response to instructions from the sub-CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. Multiple audio data are stored in the control register, and each audio data stored in the control register is supplied to the A / D converter in the order in which it was stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to speakers 31 and 32. Note that the CPU that controls the sound source IC 431 may be provided separately from the sub-CPU 412 and the image control CPU 421.
[0096] <Data used by the main CPU> The explanation of each circuit in the gaming machine 1 is as described above. Below, the various data stored in the main ROM 302 will be explained using diagrams.
[0097] Figure 5 is a conceptual diagram of the winning area lottery table. In the internal lottery process described later, the main CPU 301 uses the winning area lottery table and the random value R1 to determine the winning area. As shown in Figure 5, each winning area lottery table consists of multiple winning areas and each lottery value corresponding to each winning area. Figure 5 shows the names of each winning area. The winning area lottery table is stored in the main ROM 302 for each set value.
[0098] Figure 5 shows an example of the winning area lottery table referenced when the setting value is "1". Each winning area in the winning area lottery table specifies each winning role defined in the winning role determination table shown in Figure 6. For example, consider the case where "Replay A" for winning area number "01" is determined by the internal lottery process. As shown in Figure 6, winning area number "01" specifies winning roles "REP1", "REP2", and "REP7". In other words, in a game where winning area "Replay A" is selected, multiple types of winning roles are specified simultaneously. Combinations of winning role symbols specified in the winning area are permitted to stop on the active lines.
[0099] Each lottery value in the winning area lottery table is subtracted from a random value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU 301 subtracts each lottery value corresponding to each winning area from the random value R1 in ascending order of winning areas. In the internal lottery process, winning areas are determined for which the result of subtracting the lottery value from the random value R1 is negative. The probability of getting a negative number when subtracting from the random value R1 increases as the lottery value increases, so winning areas with larger lottery values have a higher probability of winning.
[0100] As shown in Figure 5, the winning area lottery table is composed of each lottery value for each game state. Each game state includes a non-internal state, an internal state, and a bonus activation state. In this embodiment, the prescribed number of coins for each game state is 3 for the non-internal state and the internal state, and 2 for the bonus activation state. The non-internal state is entered when the setting value is set (changed) or after the bonus activation state ends. If the setting value is changed in the internal state, the internal state may be maintained.
[0101] The internal state is a game state in which the RBB (Real Big Bonus) winning state is carried over (hereinafter simply referred to as "the RBB is carried over"). Specifically, in this embodiment, various winning combinations, including the RBB, are determined in each game. Winning combinations other than the RBB are not carried over to the next game, regardless of whether the symbol combination for that winning combination is displayed when stopped. On the other hand, if the symbol combination for the RBB is not displayed when stopped in the current game, the RBB is carried over to subsequent games.
[0102] For example, as shown in Figure 6, in a game where the winning area "Strong Disc C" is determined, in addition to the RBB role, the symbol combinations of the winning roles "NML4", "NML15", and "NML24" to "NML27" can be displayed. If the symbol combination for the RBB role is not displayed in a game where the winning area "Strong Disc C" is determined, the RBB role is carried over to the next game (transitioning to an internal middle state), and the other winning roles are not carried over to the next game. This internal middle state is maintained until the bonus activation state is started. Note that the internal middle state in this embodiment includes games in which the RBB role is won.
[0103] The bonus activation state is entered when a combination of symbols related to the RBB role is displayed on an active line. The bonus activation state ends when more than 23 medals are paid out. When the bonus activation state ends, the main CPU 301 returns to a non-internal state. In each game played while the bonus activation state is in effect, either the "All 1 medal" winning area or the "All roles" winning area will be awarded, as shown in Figure 5.
[0104] In games where the "All Roles" winning area is achieved, the winning role "NML7" will be displayed as the stop. When the bonus is activated with a predetermined payout of 2 coins, the payout for the winning role "NML7" is 2 coins. Also, when the predetermined payout is 2 coins, the payout for roles other than "NML7" will be 1 coin. In games where the "All Coins" winning area is achieved, the winning role with a payout of 1 coin will be displayed as the stop on the active line. Each of the above winning roles will be displayed as the stop on the active line in the bonus activated state, regardless of the order and position of the stop operation.
[0105] In this embodiment, the RBB symbol can only be displayed as a stop symbol when the winning area "RBB" is won (when the RBB symbol is won alone) during a non-internal state. Furthermore, if the RBB symbol is missed, another winning symbol will always be won in the subsequent internal state, so the symbol combination for the RBB symbol cannot be displayed as a stop symbol. In other words, in this embodiment, the game is played in the internal state as a general rule.
[0106] Figure 7 is a conceptual diagram of the symbol combination table. The symbol combination table defines the symbol combinations that are permitted to stop on the active lines in a game in which each winning combination is achieved. For example, in a game in which the winning combination "RBB" is achieved, the symbol combination "Red Seven B - Replay - Replay" is permitted to stop on the active line. Also, for example, in a game in which the winning combination "REP2" is achieved, the symbol combinations "Bell - Disc A - Red Seven B", "Bell - Disc A - Disc B", and "Bell - Disc A - Cherry" are permitted to stop on the active line.
[0107] The symbol combination table, as shown in Figure 7, consists of the permission bit number for each symbol combination and the number of medals paid out when the symbol combination for each winning combination stops on an active line. Figure 7 shows the number of medals paid out when the symbol combination for each winning combination stops on an active line. For example, when the symbol combination "Bell-Bell-Bell" for the winning combination "NML1" stops on an active line, the number of medals paid out is "7". Also, when the symbol combination for the RBB combination stops on an active line, the number of medals paid out is "0".
[0108] As shown in Figure 7, when a combination of symbols related to any of the winning combinations, including "NML1, 2" (7-bell combination), "NML3" (13-bell combination), "NML4~6" (1-bell combination), and "NML7~40" (1-coin combination), is displayed on an active line, the player is awarded a number of medals corresponding to each winning combination. In this embodiment, a winning combination that pays out medals when displayed on an active line is called a "winning combination." In addition, the stopping and display of a winning combination symbol on an active line is sometimes simply referred to as "winning."
[0109] When any of the winning combinations "REP1~15" is displayed on an active line, the next game is set to a replay. In this embodiment, the winning combinations that result in a replay when displayed on an active line are sometimes collectively referred to as "replays." If multiple winning combinations are won simultaneously, replays are given priority over other winning combinations and are displayed on the active line, while RBB combinations have a lower priority than other winning combinations. However, it is also possible to configure the system so that bonus combinations have a higher priority than winning combinations.
[0110] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of the main RAM 303. The display permission bit storage area consists of multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, consider the case where "REP1" is won and the symbol combination "Replay-Replay-Replay" is permitted to stop on an active line. In this case, the display permission bit specified by permission bit number "01" in the display permission bit storage area is set to "1", and the others are set to "0".
[0111] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area consists of multiple displayable bits, each displayable bit corresponding to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" if there is a possibility that the symbol combination related to the winning role corresponding to that displayable bit will stop on an active line, and is set to "0" if there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, there is a possibility that all symbol combinations related to the winning roles will stop on an active line, so all displayable bits are set to "1". In addition, each displayable bit in the display role storage area is updated each time each reel 12 stops, and when all reels 12 have stopped, only the displayable bits corresponding to the symbol combination related to the winning role that actually stopped on an active line will be "1".
[0112] The winning combinations selected through the internal lottery process will stop on the active lines according to the player's operation of each stop button 25. Specifically, each winning combination will stop on the active line according to the combination of the stopping position and stopping order of each stop button 25 (hereinafter sometimes referred to as "stopping operation pattern"). For example, symbols located within a range of 4 frames from the stopping position (5 frames including the stopping position) (hereinafter referred to as the "pull-in range") can stop on the active line, while symbols located outside the pull-in range will not stop on the active line even if they constitute a winning combination (a so-called "missed prize" will occur). However, if a winning combination symbol that can be awarded is located within the pull-in range, that symbol will always be stopped on the active line (if multiple such symbols are located within the pull-in range, one of them will be stopped on the active line).
[0113] Furthermore, as mentioned above, it is possible for multiple types of winning combinations to be won in a single game. In games where multiple types of winning combinations are won, for example, the combination of symbols related to the winning combinations, depending on the order and position of the stopping operations, will stop on the active lines. In this embodiment, the combination of the type of winning combination won in the current game, the order and position of the stopping operations, and the combination of symbols to be displayed are associated one-to-one for each winning area.
[0114] As described above, the type of winning combination that results in a prize changes depending on the order of the stop operations. As will be described in detail later, in this embodiment, it is possible to transition to a game state (non-internal state, internal state) in which a stop operation order that is unilaterally advantageous in terms of the number of medals dispensed is provided. Hereinafter, a stop operation order that is unilaterally advantageous in terms of the number of medals dispensed will be referred to as the "advantageous order," and a stop operation order other than the advantageous order may be referred to as the "disadvantageous order." In addition, when the stop operation position is random, the expected value of the number of medals dispensed when playing with a specific stop operation order may be referred to as the "expected value of acquisition A" for that stop operation order. The above expected value of acquisition A is higher when playing with the advantageous order than when playing with the disadvantageous order. However, as will be described in detail later, depending on the payout state, if the advantageous order is used, a penalty control is executed that reduces the performance of the instruction function of the instruction display 16 described above.
[0115] Figure 8 is a diagram illustrating the symbol combinations that are displayed when the reels stop in each game. Figure 8 shows the symbol combinations that are displayed when the reels stop in the internal state, which is one of the game states (internal state, non-internal state, bonus activated state). As described above, in this embodiment, the game proceeds in the internal state in principle. Figure 8 shows the winning combinations that can be displayed when the reels stop in the active line (the target of reel pull-in) in each game when a winning area is selected, for each stop operation sequence.
[0116] For explanatory purposes, the stopping sequence "Left 1st stop, Middle 2nd stop, Right 3rd stop" may be simply referred to as "Left, Middle, Right." The same applies to other stopping sequences. In this embodiment, each of the six stopping sequences—"Left, Middle, Right, Middle," "Middle, Left, Right," "Middle, Right, Left," "Right, Left, Middle," and "Right, Middle, Left"—may be referred to as "Sequence 1," "Sequence 2," "Sequence 3," "Sequence 4," "Sequence 5," and "Sequence 6." Furthermore, any one of the above stopping sequences may be simply referred to as "Sequence m," where "m" is an integer from "1" to "6." Also, as shown in Figure 8, the expected value A for "Left, Middle, Right" (Sequence 1) may be referred to as "Expected Value A1." Similarly, the expected values A for each stopping sequence from "Left, Middle, Right" (Sequence 2) to "Right, Middle, Left" (Sequence 6) may be referred to as "Expected Value A2" to "Expected Value A6."
[0117] Furthermore, in this embodiment, the stop operation sequence "left-center-right" and "left-right-center" may be described as "left 1st." Similarly, the stop operation sequence "center-left-right" and "center-right-left" may be described as "center 1st," and "right-left-center" and "right-center-left" may be described as "right 1st." In addition, "center 1st" and "right 1st" may be described as "irregular button press sequence."
[0118] In games where Bell A (1-6) is won, either a 1-coin payout or a 7-coin bell payout is awarded depending on the stopping order (press order). For example, in a game where Bell A1 or Bell A2 is won, if the stop operation is performed with the left button pressed first, either of the 7-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A1 or Bell A2 is won, if the stop operation is performed with an irregular press order, a 1-coin payout will be awarded regardless of the stopping position. Note that in Figure 8, a winning payout simply labeled "1-coin payout" refers to a 1-coin payout in which, when that winning payout is awarded, a symbol combination consisting of symbols common to each line (for example, "bell-bell-bell") is not displayed when the symbols stop (a so-called "scattered" combination is displayed when the symbols stop).
[0119] In a game where Bell A3 is won, if the reels are stopped with the left 1st, right 1st, or "middle right left", one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A3 is won, if the reels are stopped with the "middle left left" position, one of the seven-coin bell payouts will be awarded regardless of the stopping position. Similarly, in a game where Bell A4 is won, if the reels are stopped with the left 1st, right 1st, or "middle left left", one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A4 is won, if the reels are stopped with the "middle right left" position, one of the seven-coin bell payouts will be awarded regardless of the stopping position.
[0120] In a game where Bell A5 is won, if the reels are stopped with the left 1st, middle 1st, or "right, middle, left" positions, one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A5 is won, if the reels are stopped with the "right, left, middle" positions, one of the seven-coin bell payouts will be awarded regardless of the stopping position. Similarly, in a game where Bell A6 is won, if the reels are stopped with the left 1st, middle 1st, or "right, left, middle" positions, one of the single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A6 is won, if the reels are stopped with the "right, middle, left" positions, one of the seven-coin bell payouts will be awarded regardless of the stopping position.
[0121] In a game where Bell B1 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B1 is won, if the reels are stopped with the right reel first, one of the single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B1 is won, if the reels are stopped with the order "middle, right, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B1 is won, if the reels are stopped with the order "middle, left, right", one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0122] In a game where Bell B2 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B2 is won, if the reels are stopped with the right reel first, one of the single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B2 is won, if the reels are stopped with the middle reels left and right, one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B2 is won, if the reels are stopped with the middle reels right and left, one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0123] In a game where Bell B3 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B3 is won, if the reels are stopped with the middle reel first, one of the single-coin payouts will be awarded or a miss will occur depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B3 is won, if the reels are stopped with the order "right, middle, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B3 is won, if the reels are stopped with the order "right, left, middle", one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0124] In a game where Bell B4 is won, if the reels are stopped with the left reel as the first stop, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B4 is won, if the reels are stopped with the middle reel as the first stop, one of the single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B4 is won, if the reels are stopped with the order "right, left, middle," one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B4 is won, if the reels are stopped with the order "right, middle, left," one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0125] In a game where Bell B5 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B5 is won, if the reels are stopped with the right reel first, one of the single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B5 is won, if the reels are stopped with the order "middle, right, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B5 is won, if the reels are stopped with the order "middle, left, right", one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0126] In a game where Bell B6 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B6 is won, if the reels are stopped with the right reel first, one of the single-coin payouts will be awarded or a miss will occur depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B6 is won, if the reels are stopped with the middle reels left and right, one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B6 is won, if the reels are stopped with the middle reels right and left, one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0127] In a game where Bell B7 is won, if the reels are stopped with the left reel first, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B7 is won, if the reels are stopped with the middle reel first, one of the single-coin payouts will be awarded or a miss will occur depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B7 is won, if the reels are stopped with the order "right, middle, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B7 is won, if the reels are stopped with the order "right, left, middle", one of the 13-coin bell payouts will be awarded regardless of the stopping position.
[0128] In a game where Bell B8 is won, if the reels are stopped with the left reel as the first stop, one of the single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B8 is won, if the reels are stopped with the middle reel as the first stop, one of the single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a single-coin payout will be awarded. Furthermore, in a game where Bell B8 is won, if the reels are stopped with the order "right, left, middle," one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B8 is won, if the reels are stopped with the order "right, middle, left," one of the 13-coin bell payouts will be awarded regardless of the stopping position. For the purpose of explanation, the stopping sequence that results in 7 bells being awarded in a game where Bell A is won, and the stopping sequence that results in 13 bells being awarded in a game where Bell B is won, may be referred to as the "correct pressing sequence."
[0129] As can be understood from the above explanation, in a game where Bell B (for example, Bell B1) is won, if the correct button press sequence (middle, left, right) is used to stop the reels, 13 bells will be awarded. When 13 bells are awarded, the combination of "bell-bell-bell" symbols will be displayed on the upper right line. Also, in a game where Bell B (for example, Bell B1) is won, if the correct button press sequence is used until the first stop (middle 1st), but the incorrect button press sequence is used from the second stop onwards (e.g., stopping with "middle, right, left"), 1 bell will be awarded. When 1 bell is awarded, the combination of "bell-bell-bell" symbols will be displayed on the upper line or the lower right line.
[0130] As can be understood from the above explanation, in a game in which Bell B is won, if the first stop matches the correct button press order, the "Bell-Bell-Bell" symbol combination will be displayed regardless of whether the subsequent stop operations are performed in the correct order or not. As will be described in detail later, in this embodiment, in a game in which Bell B is won, it is possible to execute an instruction (instruction instruction Y) that instructs the correct button press order up to the first stop. By following the instructions of instruction instruction Y, the "Bell-Bell-Bell" symbol combination will be displayed regardless of whether the second stop operation and subsequent operations are performed in the correct order or not. In a game in which Common Bell A or Common Bell B is won, one of the 7-bell symbols will be awarded regardless of the order and position of the stop operations.
[0131] In games where a Strong Disc C-E is won, stopping the reels with the left or middle 1st position will result in one of the Disc symbols being awarded, and stopping with the right 1st position will result in one of the Bell symbols being awarded. In games where a Strong Cherry is won, stopping with the left 1st position will result in a Cherry Disc symbol being awarded, stopping with the middle 1st position will result in one of the Disc symbols being awarded, and stopping with the right 1st position will result in one of the Bell symbols being awarded. The above Disc symbols include multiple types of single-coin symbols. The same applies to the Cherry Disc symbol. Disc symbols will not be awarded in games where a Strong Disc C-E or Strong Cherry is won. Also, Cherry Disc symbols will not be awarded in games where a Strong Cherry is won.
[0132] In addition, in games where a weak disc (A, B) or a strong disc (A, B) is won, if the reels are stopped with left 1s or right 1st, a disc replay will be displayed. A disc replay is a combination of symbols that can be distinguished from other replays. Furthermore, in games where replays A to D are won, if the reels are stopped with the corresponding irregular button press order, a disc replay will be displayed. For example, in the normal state or pre-announcement state described later, if there is a chance of entering the CZ state (such as high probability), a disc navigation animation will be executed in games where replays A to D are won, indicating the button press order in which a disc replay will be displayed (however, the indicator display 16 described later will not operate).
[0133] In games where a "skill-based reel stopping" is achieved, one of the single-coin payouts will be awarded regardless of the stopping order and position. However, in this implementation, if a skill-based reel stopping is achieved while the payout state is the RUSH state described below, the stopping order and position may be instructed. Specifically, in the RUSH state, a "Target" animation lottery is performed in games where a skill-based reel stopping is achieved. If the "Target" animation lottery is successful, "Target" animation Z is performed, instructing the player to "aim for the symbol position "3" on the left reel with the right reel as the first stop." If the player stops the reels according to the instructions of "Target" animation Z, one of the single-coin payouts, specifically the "Hold" payout, will be awarded and will be controlled during the "Hold" period described below. During the "Hold" period, the countdown of remaining games in the RUSH state is stopped. On the other hand, if the player fails to stop the reels according to the instructions of "Target" animation Z, one of the single-coin payouts other than the "Hold" payout will be awarded and will not be controlled during the "Hold" period. Furthermore, even in games where a winning combination is achieved through precise timing, if the "Aim for it Z" effect is not executed, the game will not be controlled during the hold period, regardless of the stopping operation method.
[0134] In games where BAR Fake A or BAR Fake B is won, stopping the reels with the left 1st or middle 1st will result in one of the single-coin payouts, regardless of the stopping order or position. Also, in games where BAR Fake A or BAR Fake B is won, stopping the reels with the right 1st will result in one of the BAR Fake payouts. The BAR Fake payout includes a single-coin payout where the symbol combination "ANY-BAR-BAR" ("ANY" is anything other than the BAR symbol) is displayed. Specifically, in games where BAR Alignment A or BAR Alignment B is won in the winning area, aiming for the BAR symbol on each reel with an irregular pressing order will result in the symbol combination "BAR-BAR-BAR" (BAR Replay) being displayed. In RUSH mode, a BAR aiming animation may be performed in games where BAR Fake (A, B) or BAR Alignment (A, B) is won. In the BAR targeting sequence described above, you will be instructed to aim for the BAR symbol on each reel with the right reel as the first move. If the BAR targeting sequence is executed in a game where you have won a BAR alignment (A, B), you will be granted the right to return to RUSH state (continuation stock) or the right to return to bonus state (bonus stock).
[0135] In games where a "slip-up" is awarded, regardless of the stopping order, a slip-up occurs if any of the single-coin payouts land in the correct position depending on the stopping operation. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 7000 / 8000 that any of the single-coin payouts will land. In this configuration, the expected value of A1 to A6 will all be less than 3 coins (the specified number).
[0136] Figure 9 is a diagram illustrating the transition of the payout state of the main CPU 301. The main CPU 301 controls the game in either a non-advantageous section or an advantageous section. When the payout state transitions, the game state (non-internal medium state, internal medium state, bonus activated state) is generally maintained. Also, when the game state transitions, the payout state is generally maintained.
[0137] The non-advantageous section is a section in which, with the exception of the advantageous section transition process described later, processing related to the instruction function (processes related to the transition of the payout state (update processing, lottery processing), processing for executing instructions on the instruction display 16, etc.) is not executed in principle. In other words, the non-advantageous section is a section in which instructions on the instruction display 16 are not executed. On the other hand, the advantageous section is a section in which processing related to the instruction function is executed. In other words, the advantageous section is a section in which instructions on the instruction display 16 may be executed.
[0138] In this embodiment, a payout status flag indicating the current payout status and a game status flag indicating the current game state are stored in the main RAM 303. The main CPU 301 sends a payout status command indicating the payout status flag to the sub-CPU 412 for each game. The sub-CPU 412 determines the presentation according to the payout status indicated by the payout status command. The game status flag is referenced when determining the current game state.
[0139] In this embodiment, provided that it is within the advantageous period, it is possible to control the game to the normal state, pre-announcement state, CZ state, preparation state, introductory AT state, main AT state, special AT state, and special AT state (payout states other than the non-advantageous period). In this embodiment, among each payout state, the payout state in which the instructions on the indicator display 16 (hereinafter sometimes referred to as "push order navigation") are executed may be collectively referred to as the "instruction period." In addition, the payout state in which the instructions on the indicator display 16 are not executed may be collectively referred to as the "non-instruction period."
[0140] In this embodiment, during the non-instruction period, except for non-advantageous periods, a penalty is generally applied if the game is stopped with an irregular button press sequence. Specifically, if the game is stopped with an irregular button press sequence during a game in the non-instruction period, the penalty flag is changed to the ON state at the end of that game. This penalty flag remains ON until the game is stopped with the left button pressed first in subsequent games. Therefore, in the next game after an irregular button press sequence is used to stop the game, the penalty flag will be ON. In games where the penalty flag is ON, the processing related to the instruction function, including the bonus lottery described later, is not executed (however, the advantageous period control processing described later is executed).
[0141] Alternatively, a high probability flag may be provided instead of a penalty flag. This high probability flag, like the penalty flag, is updated in each game according to the button press order during that game. For example, in each game, a high probability flag control process may be executed after the stop processing described later, and the high probability flag may be updated during this high probability flag control process. Specifically, when the high probability flag control process begins, the high probability flag is initially changed to the OFF state (value "0") regardless of the button press order in the current game, and the button press order for that game is determined. If the game was stopped with the left button pressed first, the high probability flag is changed to the ON state (value "1"). On the other hand, if the game was stopped with an irregular button press order, the high probability flag remains in the OFF state. However, during games within the specified period, the high probability flag is updated to the ON state regardless of the button press order in that game. In the above configuration, if the game is stopped with an irregular button press sequence during a non-instructed period, the high probability flag will remain OFF until the game is stopped with the left button pressed first in subsequent games. During games where the high probability flag is OFF, processing related to the instruction function, including the bonus lottery, is not executed (however, the advantageous section control processing described later is executed).
[0142] However, as mentioned above, disc navigation may be executed during the non-instruction period. In the disc navigation described above, an irregular button press sequence may be instructed. In this embodiment, the penalty exemption flag is turned ON during gameplay in which disc navigation is executed. In gameplay in which the penalty exemption flag is ON, the penalty flag will not be turned ON even if an irregular button press sequence is used to stop the game during the non-instruction period.
[0143] As will be described in detail later, in this embodiment, each payout state during the instruction period is controlled to one of several instruction modes (a to c). Furthermore, the expected value of the net increase in coins (coins paid out - coins inserted) in each game when stopping according to the button press navigation in each payout state (hereinafter referred to as "increase value") changes according to the instruction mode of that payout state. In this embodiment, the preparation state, introduction AT state, main AT state, special AT state, and special AT state are instruction periods, and the other payout states are non-instruction periods. In addition, among each instruction period, the payout states with a positive increase value (payout states where the payout rate when following the button press navigation exceeds 100 percent) are the introduction AT state, main AT state, special AT state, and special AT state.
[0144] For the purposes of this explanation, each payout state with a positive increase value may be collectively referred to as the "increase period." Each payout state during the non-instruction period (such as the normal state) will have a negative increase value. Also, even during the instruction period, the preparation state will have a negative increase value. The above configuration will be explained in detail using Figure 10(b).
[0145] When the setting value is changed, the game transitions to a non-advantageous section among the various payout states. In this embodiment, if a winning area other than Replay A is won in the non-advantageous section, the game may transition to the normal state within the advantageous section from the next game (arrow (A) in Figure 9). In the normal state, the following CZ lottery, mode CZ lottery, and period CZ lottery (hereinafter sometimes collectively referred to as "CZ lottery") are performed. If the CZ lottery is won, the game transitions to the CZ state via a pre-announcement state (arrow (B) in Figure 9) (arrow (C) in Figure 9).
[0146] The pre-announcement state is a payout state that shares the same performance mode (background image and types of performances that can be executed) as the normal state, and ends after a predetermined number of games. For example, the number of games played in the pre-announcement state is determined by lottery to be 4, 5, 8-13, 16, or 17. In the above pre-announcement state, certain performances are more likely to be executed compared to the normal state. It is also possible to configure the system so that it is possible to transition to a special performance mode in the pre-announcement state. However, it is also possible to configure the system so that a period (fake pre-announcement) is provided in the normal state where certain performances are more likely to be executed, similar to the pre-announcement state. The CZ state is a payout state in which it is more likely to transition to the instruction period than in the normal state, and whether or not it transitions to the instruction period is determined by the AT lottery.
[0147] As shown in Figure 9, when transitioning from a non-instruction period to an increase period, there are two possibilities: transitioning via a preparation state (arrow (D) in Figure 9), or transitioning directly to the increase period without going through a preparation state (arrow (E) in Figure 9). For example, in the CZ state described above, if the AT lottery is won, the player transitions to the increase period (introduction AT state) via a preparation state. Also, in the non-instruction period, if the player does not transition to the instruction period after a predetermined number of plays (for example, 777 times), the player transitions to the increase period via a preparation state. Furthermore, in the normal state, a direct hit lottery may be performed with a probability corresponding to the winning area, and if the direct hit lottery is won, the CZ state may be omitted, and the player may transition to the increase period (introduction AT state) via a preparation state.
[0148] For example, if a direct hit lottery is won, the remaining number of plays until the ceiling is reached may be shortened to 15. As mentioned above, when the number of plays during the non-instructed period reaches the ceiling, the system transitions to a preparation state (instructed period), and then transitions to an increase period (introductory AT state) via the preparation state. The performance mode may be the same for the normal state after winning the CZ state and the normal state after winning the direct hit lottery. With the above configuration, the player can be given the enjoyment of predicting whether they have won the direct hit lottery or the CZ lottery. In addition, if a direct hit lottery is won, the preparation state may be omitted, and the system may transition directly from the non-instructed period (normal state, CZ state) to an increase period (for example, the introductory AT state or RUSH state).
[0149] As shown in Figure 9, once the preparation state is complete, the game transitions to the AT (Automatic Trigger) state during the increase period. This preparation state continues until instruction animation H, described below, is executed. Specifically, instruction animation H is an animation that informs the player that pressing left first is not recommended. In other words, instruction animation H can also be rephrased as an animation that instructs the player to stop the buttons in an irregular order. If the game is stopped in an irregular order after instruction animation H has been executed, the game will transition to the AT state from the next game. On the other hand, if the game is stopped with left first after instruction animation H has been executed, the preparation state continues.
[0150] As shown in Figure 9, when transitioning to the increase period without going through the preparation state, the transition is from the non-instructed period to the special AT state. Specifically, in this embodiment, the special AT lottery can be executed during the non-instructed period before transitioning to the CZ state. If the special AT lottery is won, the transition to the CZ state is made via a premonition state, similar to when the CZ lottery is won. If the AT lottery in the CZ state is won, the transition is made directly to the special AT state instead of the preparation state. Furthermore, the premonition state when the special AT lottery is won has a different presentation mode than the premonition state when the special AT lottery is not won. Therefore, when the player is notified that they have won the AT lottery in the CZ state, they can understand that they will then transition to the special AT state.
[0151] The Special AT state is a payout state that is more advantageous to the player compared to the payout states of other increase periods. However, the Special AT state is a payout state that is more difficult to transition to compared to the payout states of other increase periods. Let's assume a configuration in which the above Special AT state is started via a preparation state. In this configuration, even if the player has acquired the right to transition to the long-awaited Special AT state, they cannot start the Special AT state immediately. Therefore, some players may find the preparation state bothersome. According to this embodiment, the player transitions to the Special AT state without going through the preparation state, thus suppressing the above inconvenience.
[0152] When transitioning from the ready state to the introduced AT state, when the introduced AT state ends, it transitions to the main AT state. Also, it is possible to transition to the special AT state from the winning state during other increasing periods. The transition of the winning state during the increasing period will be described in detail using FIGS. 10(a) and 10(b).
[0153] FIG. 10(a) is a diagram for explaining the details of the transition of the winning state. In FIG. 10(a), specific examples of the transition of each winning state during the indicated period are shown. As shown in FIG. 10(a), among the above-mentioned winning states, the main AT state is composed of the RUSH state, the challenge state, and the bonus state.
[0154] As described above, there are cases of transitioning from the non-indicated period to the ready state and cases of directly transitioning from the non-indicated period to the special AT state. In the above ready state, in the game where bell B wins among each winning area, the indicated effect H is executed. As described above, in the indicated effect H, it is indicated that the stop operation should be performed in an irregular pressing order. When the stop operation is performed according to the indication, it transitions to the introduced AT state from the next game (arrow (1) in FIG. 10(a)).
[0155] The introduced AT state ends when the net increase number in the introduced AT state reaches a predetermined value. Specifically, the introduced AT state ends when the virtual difference Sk reaches a predetermined value (for example, 50 sheets). The virtual difference Sk is the net increase number when it is assumed that the stop operation is performed at the timing when the payout number is maximized at the left 1st in games where the pressing order navigation by the indication display 16 is executed according to the pressing order navigation and in games where the pressing order navigation is not executed.
[0156] For example, consider a game where Bell B is won, and the correct button press sequence for Bell B (the stop operation sequence that results in a 13-coin bell payout) is instructed. In this case, if the stop operation is performed according to the correct button press sequence, the net increase in coins for that game is "+10 coins". On the other hand, if the stop operation is performed according to the incorrect button press sequence, a 1-coin payout will be achieved or a payout will be missed. Therefore, if the stop operation is performed according to the incorrect button press sequence, the net increase in coins for that game is "-3 coins" (the specified number) or "-2 coins". The virtual difference Sk is the net increase assuming the stop operation is performed according to the button press sequence navigation, so if a button press sequence navigation occurs in a game where Bell B is won, it will increase by 10 coins regardless of the actual payout (13 coins, 1 coin, or 0 coins).
[0157] Furthermore, consider a game where a missed payout is awarded. In this case, depending on the timing of the stop operation, a single payout may occur, or a missed payout may occur. The virtual difference Sk is the net increase in coins assuming the stop operation is performed at the timing when the number of payouts is maximized on the left 1st, so it decreases by 2 coins regardless of the actual number of coins paid out (1 coin, 0 coins).
[0158] As will be explained in detail later, during each payout state within the specified period, a continuation stock lottery, a bonus lottery, and a challenge transition lottery may be executed. If you win the continuation stock lottery, a continuation stock will be granted, and by consuming the continuation stock, you will be able to transition to the RUSH state. Similarly, if you win the bonus lottery, a bonus stock will be granted, and by consuming the bonus stock, you will be able to transition to the bonus state. Likewise, if you win the challenge transition lottery, the challenge transition flag will be changed to the ON state, and you will be able to transition to the challenge state. Hereafter, for the sake of explanation, the "continuation stock lottery, bonus lottery, and challenge transition lottery" may be collectively referred to as the "bonus lottery."
[0159] The introduction AT state is a winning state in which a privilege lottery is executed. Specifically, in each game in the introduction AT state, a continuous stock lottery is executed. Instead of a configuration in which the introduction AT state ends when the virtual difference Sk reaches a predetermined value (50 sheets), assume a configuration (hereinafter referred to as "proportionality") in which the introduction AT state ends when the actual net increase number (hereinafter referred to as "actual difference Sj") after shifting to the introduction AT state reaches a predetermined value. In the above proportionality, for example, by ignoring the push order navigator and performing a stop operation in an incorrect push order, the number of games until the actual difference Sj reaches a predetermined value can be extended. Therefore, there is room for an act of improperly increasing the number of times the privilege lottery is executed. In this embodiment, since the introduction AT state ends based on the virtual difference Sk, the number of games in the introduction AT state cannot be extended even when the push order navigator is ignored. In the above-described embodiment, there is an advantage that the above-described improper act is suppressed as compared with, for example, the proportionality in which the introduction AT state ends based on the actual difference Sj.
[0160] As described above, when the introduction AT state ends, it shifts to the RUSH state (arrow (2) in FIG. 10(a)). In addition, in the winning state (such as the introduction AT state) before shifting to the RUSH state, it may be configured to be able to execute a bonus stock lottery. In the above configuration, if a bonus stock is granted before the introduction AT state ends, it may be configured to shift from the introduction AT state to the bonus state. Similarly, it may be configured to be able to execute a challenge transition lottery before shifting to the RUSH state. In the above configuration, if the challenge transition flag is in the ON state before the introduction AT state ends, it may be configured to shift from the introduction AT state to the challenge state.
[0161] The RUSH state ends in a predetermined number of games (for example, 31 times). Also, in each game in the RUSH state, the above-described continuous stock lottery is executed. Although it will be described in detail later, when the RUSH state is started, one of the RUSH types (A to F) is determined. Depending on the above RUSH type, the probability of winning (continuation rate) in the continuous stock lottery in the RUSH state changes. The above RUSH type is determined with a probability corresponding to the AT level described later.
[0162] When the RUSH state ends, if there is one or more continuation stocks remaining, one continuation stock is consumed and a new RUSH state begins (arrow (3) in Figure 10(a)). Also, the challenge transition lottery described above is performed during the RUSH state. Specifically, the challenge transition lottery is performed during the final game of the RUSH state. When the RUSH state ends, if the challenge transition flag is in the ON state, the challenge transition flag is changed to the OFF state and the challenge state begins (arrow (4) in Figure 10(a)).
[0163] Furthermore, if the aforementioned BAR alignment (A, B) is achieved during RUSH mode, a BAR targeting animation will be executed, and either a continuation stock or a bonus stock will be awarded by lottery. If a bonus stock is awarded during RUSH mode, the game will transition to bonus mode after the RUSH mode ends. It is possible that at the end of RUSH mode, there may be one or more remaining bonus stocks and continuation stocks. In this case, when RUSH mode ends, one bonus stock will be consumed and the game will transition to bonus mode. However, the continuation stock will be retained and used when RUSH mode ends later.
[0164] As described above, when a winning combination is achieved during RUSH mode, a "Target" animation lottery is executed. If the "Target" animation lottery is successful, "Target" animation Z is executed. If the stopping operation is performed according to the instructions of "Target" animation Z, a hold combination among the single-coin combinations is awarded, and the game is controlled during the hold period. The number of games played during this hold period is determined by lottery. During the hold period, as in the non-hold period, a continuation stock lottery and a "Target" animation lottery are also performed. If "Target" animation Z is executed during the hold period and a hold combination is awarded, the hold period is extended. During this hold period, the countdown of the remaining games in RUSH mode is stopped. On the other hand, if the stopping operation is not performed according to the instructions of "Target" animation Z, a single-coin combination other than a hold combination is awarded, and the game is not controlled during the hold period. As will be described in detail later, the instruction mode in RUSH mode changes depending on whether or not it is the hold period (see Figure 12(b)).
[0165] The Challenge state makes it easier to transition to the Bonus state compared to other instruction periods (excluding the Special AT state). Specifically, a bonus lottery is held during each game in the Challenge state. If you win the bonus lottery, a bonus stock is awarded. The Challenge state ends after a predetermined number of games (for example, 10 games). If there is one or more bonus stocks remaining when the Challenge state ends, one bonus stock is consumed and the game transitions to the Bonus state (arrow (6) in Figure 10(a)).
[0166] The bonus state is a payout state in which the increase in payouts is greater than that of the RUSH state (excluding the hold period) and the Challenge state described above. The bonus state ends when the virtual difference number Sk in that bonus state reaches a predetermined value (for example, 100 coins). In this embodiment, when the bonus state ends, the player transitions back to the Challenge state (a state in which bonus stocks are awarded with a high probability) (arrow (7) in Figure 10(a)). In this embodiment, it is possible to first transition to the Challenge state while continuing the RUSH state, acquire bonus stocks in the Challenge state, and then acquire many medals by repeatedly alternating between the bonus state and the Challenge state.
[0167] During the bonus state, a lottery is held to determine how many additional games can be played during the subsequent challenge state. Specifically, if you win the lottery, an additional period is added at the beginning of the challenge state. The number of games played during this additional period (3 or 5) is determined by lottery. Furthermore, if you win the lottery for additional games multiple times during a single bonus state, the additional period is extended. For example, if you win a 3-game additional period in the first lottery and a 5-game additional period in the second lottery, an 8-game additional period will be added during the subsequent challenge state. During these additional periods, the remaining number of games played in the challenge state (10) is not reduced.
[0168] Furthermore, if a bonus is won during the bonus period, the configuration may be such that the player has an advantage compared to if the bonus is won during the subsequent challenge state. For example, consider a configuration that includes a normal bonus state and a super bonus state which is more advantageous than the normal bonus state. In the super bonus state, for example, the number of virtual difference points (Sk) that can be obtained (which triggers termination) is greater than in the normal bonus state. In the above configuration, if a bonus is won during the bonus period, it is preferable that the player is more likely to transition to the super bonus state (including cases where the transition is guaranteed) compared to if the bonus is won during the subsequent challenge state.
[0169] The Special AT state is a payout state in which bonus stocks are more likely to be awarded than in other payout states. As mentioned above, the player transitions directly from the non-instructed period to the Special AT state (without going through the preparation state). In this embodiment, one bonus stock is awarded (bonus stock is guaranteed) at the time of transitioning to the Special AT state.
[0170] The special AT state described above ends after a predetermined number of games (for example, 10 times). When the special AT state ends, the bonus stock is consumed and the game transitions to the bonus state. Note that multiple bonus stocks may be awarded during the special AT state and the challenge state. In the above cases, at the time the bonus state ends, there will be one or more bonus stocks remaining. If there are bonus stocks remaining when the bonus state ends, one more bonus stock will be consumed and the game will transition to the bonus state again (a 1-game consecutive win). In other words, the bonus state will repeat until all bonus stocks are depleted.
[0171] The special AT state is entered from each payout state during the specified period. Specifically, the special AT state is entered from the RUSH state, Challenge state, and Bonus state. It is also possible to configure the system to allow entry into the special AT state from the Preparation state, Introduction AT state, and Special AT state. In this embodiment, the special AT state is configured to end when the actual difference Sj after entering the special AT state increases by a predetermined number of coins (approximately 200 coins).
[0172] Figure 10(b) is a diagram illustrating the details of each payout state (preparation state, etc.) included in the instruction period. Figure 10(b) shows the trigger for the end of each payout state, the instruction mode (a-c), the increase value, the type of button press navigation when a bell (A, B) is won, and whether or not there is a special prize lottery (continuation stock lottery, bonus lottery, challenge transition lottery).
[0173] As will be explained in more detail later, in instruction mode a, the correct button press sequence for bell B is indicated only partially. For example, the correct button press sequence when bell B1 is won (the sequence that results in a 13-bell payout) is "middle left left". In instruction mode a, when bell B1 is won, "middle 1st" is indicated, but the button press sequence from the second stop onwards is not indicated. For the purpose of explanation below, indicating only part of the correct button press sequence may be referred to as "partial navigation". On the other hand, indicating the correct button press sequence to the end may be referred to as "complete navigation". For example, in complete navigation during a game where bell B1 is won, "middle left left" is indicated.
[0174] As shown in Figure 10(b), the preparation state is instruction mode c. In instruction mode c, the correct button press sequence for bell A (the sequence in which the 7-bell combination is awarded) is fully guided. On the other hand, in instruction mode c, if bell B is won, an irregular button press sequence is instructed (the instruction sequence H described above is executed). If the game ends with an irregular button press sequence in a game in which bell B is won, the preparation state ends. In the preparation state described above, the increase value is greater compared to the non-instruction period in which button press navigation is not performed in games in which bells are won. However, the increase value in the preparation state is a slightly negative value. Also, as will be described in detail later, in each game in the preparation state, the continuation stock lottery among the bonus lotteries is executed.
[0175] The initial AT state is instruction mode b. In instruction mode b, the correct button press sequence for Bell A is fully guided. Also in instruction mode b, the correct button press sequence for Bell B (the sequence in which the 13-coin bell combination is awarded) is fully guided. The increase in instruction mode b is approximately 4.3 coins. In addition, in each game played in the initial AT state, the continuation stock lottery among the bonus lotteries is executed. As mentioned above, the initial AT state ends when the virtual difference Sk reaches 50 coins.
[0176] In principle, the RUSH state is instruction mode a. Specifically, as mentioned above, there may be a hold period in the RUSH state. The RUSH state is generally instruction mode a, but exceptionally, it becomes instruction mode b during the hold period. In instruction mode a, the correct button press order for Bell B is partially guided. That is, the correct button press order for Bell B is guided up to the first stop, but the correct button press order from the second stop onward is not guided. Therefore, in instruction mode a, even if you follow the button press navigation, you may not be able to win the 13-coin Bell combination. The increase in instruction mode a is approximately 1.3 coins, which is less than the increase in instruction mode b (approximately 4.3 coins). As mentioned above, a bonus lottery is performed in the RUSH state. Specifically, the bonus lottery is performed with a common winning probability regardless of whether it is a hold period or not.
[0177] The bonus state is instruction mode b, similar to the initial AT state. Therefore, in the bonus state, both the correct button press sequence for Bell A and Bell B are fully guided, and the increase value is approximately 4.3 coins. The bonus state also ends when the virtual difference number Sk reaches 100 coins. In the bonus state described above, the continuation stock lottery among the bonus lotteries is executed. In addition, the above-mentioned bonus increase lottery is executed in the bonus state.
[0178] The Challenge state, like the RUSH state, is instruction mode a. Therefore, in the Challenge state, the correct button press order for Bell B is partially guided, while the correct button press order for Bell A is not guided. The increase in the Challenge state is approximately 1.3 coins. The Challenge state ends after 10 games. However, if the player wins the bonus lottery during the Bonus state, an additional bonus period is added to the subsequent Challenge state. In this case, the Challenge state continues for more than 10 games. During the Challenge state, the bonus lottery is performed as part of the special prize lottery.
[0179] The special AT state is instruction mode b. In the special AT state described above, the correct button press sequence for Bell B and Bell A is fully guided, and the increase is approximately 4.3 coins. In addition, a bonus lottery is performed during each game in the special AT state. The special AT state ends after 10 games. The special AT state is instruction mode b, and the correct button press sequence for Bell B and Bell A is fully guided. Therefore, the increase in the special AT state is approximately 4.3 coins. As described above, this embodiment is configured so that the special AT state ends when the actual difference Sj after transitioning to the special AT state increases by a predetermined number of coins (approximately 200 coins).
[0180] Let's assume a configuration in which the special AT state ends when the actual difference number Sj is reached (for example, in this embodiment), and a configuration in which the bonus lottery is executed even in the special AT state (hereinafter referred to as "proportional"). However, the actual difference number Sj decreases when the button press order navigation is not followed. Therefore, by intentionally not following the button press order navigation, it is possible to extend the number of times the special AT state is played compared to when the button press order navigation is followed. For these reasons, in the above-mentioned proportional configuration, there remains room for fraudulent activity, such as intentionally not following the button press order navigation in the special AT state to increase the number of times the bonus lottery is executed. Considering these circumstances, in this embodiment, a configuration in which the bonus lottery is not executed in the special AT state is adopted. In this embodiment, for example, compared to the above-mentioned proportional configuration, the above-mentioned fraudulent activity can be suppressed.
[0181] Figure 11(a-1) is a flowchart of the actual difference update process. The main CPU 301 executes the actual difference update process during the shutdown process described later. When the actual difference update process starts, the main CPU 301 obtains the specified number of tokens (number of tokens used) for the current game (Sa1) and obtains the number of tokens paid out for the game (Sa2). After that, the main CPU 301 executes a calculation process (Sa3). In the above calculation process, the number of tokens used obtained in step Sa1 for the current game is subtracted from the number of tokens paid out obtained in step Sa2.
[0182] The main CPU 301 updates the difference number Sj using the calculation result from the calculation process (Sa4). Specifically, in step Sa4, a predetermined counter is updated. For example, the counter may be one in which the numerical value "0" is set as the initial value and the calculation result of the calculation process (the net increase in the number of coins in that game) is added to it for each game. This counter represents the difference number Sj itself. However, for example, when counting a difference number Sj of up to N coins (N is a natural number), a counter may be used in which the numerical value "N" is set as the initial value and the calculation result of the calculation process is subtracted. When this counter is used, "N - current value of the counter" becomes the difference number Sj.
[0183] Figure 11(a-2) is a flowchart of the virtual difference update process. The virtual difference update process is executed by the main CPU 301 during the stop process, similar to the actual difference update process described above. As described above, the payout states that end based on the virtual difference Sk are the introduction AT state and the bonus state in instruction mode b. The virtual difference update process is executed for each game in the introduction AT state and each game in the bonus state.
[0184] When the virtual difference update process is started, the main CPU 301 obtains the "number of repetitions" for the current game. As will be explained in detail later, the above "number of repetitions" is the same as the net increase in coins (hereinafter referred to as "virtual net increase") assuming that the button press navigation in instruction mode b is followed. For the purpose of explanation below, the winning combination that is displayed when the button press navigation in instruction mode b is followed may be referred to as the "virtual stopping combination". For example, if Bell A is won, the virtual stopping combination is the 7-coin Bell combination.
[0185] Upon obtaining the number of repetitions, the main CPU 301 determines whether a bell (bell A, bell B, or common bell) was won in the current game (Sb4). In this embodiment, in games where something other than a bell is won, the number of payouts is less than the specified number (3 coins). Therefore, in games where something other than a bell is won, the virtual difference number Sk decreases. On the other hand, in games in instruction mode b (introduction AT state, bonus state) where a bell is won, the number of payouts assuming the push-button navigation was followed is greater than the specified number. Therefore, in games where a bell is won, the virtual difference number Sk increases.
[0186] In this game, if the virtual difference number Sk increases (a bell is won) (Sb2:Yes), the main CPU 301 determines whether the number of repetitions obtained in step Sb1 is "0" (Sb3). In the first step Sb3, the number of repetitions is greater than "0" (Sb3:Yes), and the main CPU 301 increases the virtual difference number Sk by 1 (Sb4). After that, the main CPU 301 subtracts "1" from the number of repetitions and repeats steps Sb3 to Sb5 until the number of repetitions reaches "0" (Sb3:No). In the above configuration, in a game where a bell is won in instruction mode b, the virtual difference number Sk increases by the amount of the virtual net increase (positive value).
[0187] On the other hand, if the virtual difference number Sk decreases in this game (a win other than a bell) (Sb2: No), the main CPU 301 determines whether the number of repetitions obtained in step Sb1 is "0" (Sb6). If a replay is won in this game, the first step Sb6 is judged to be "No", and the virtual difference number update process ends. On the other hand, if a win other than a replay is won (Sb6: Yes), the main CPU 301 decreases the virtual difference number Sk by 1 (Sb7) and subtracts the number "1" from the number of repetitions. Steps Sb6 to Sb8 above are repeated until the number of repetitions reaches the number "0". In the above configuration, in a game where a win other than a bell occurs in instruction mode b, the virtual difference number Sk decreases by the amount of the virtual net increase (a negative value).
[0188] Specifically, in steps Sb4 and Sb7 described above, the virtual difference counter is updated. For example, when the introductory AT state starts, the virtual difference counter is set to an initial value of "50". Also, if a bell is won in the introductory AT state, the value "1" is subtracted from the virtual difference counter in step Sb4. On the other hand, if something other than a bell is won in the introductory AT state, the value "1" is added to the virtual difference counter in step Sb7. In the above configuration, when the virtual difference Sk in the introductory AT state reaches 50 coins, the virtual difference counter is subtracted to the value "0", and the introductory AT state ends. Alternatively, the virtual difference counter may be set to an initial value of "0" when the introductory AT state starts. In the above configuration, if a bell is won in the introductory AT state, the value "1" is added to the virtual difference counter in step Sb4. On the other hand, if something other than a bell is won in the introductory AT state, the value "1" is subtracted from the virtual difference counter in step Sb7. Furthermore, the AT (Automatic Transmission) state ends when the virtual difference counter reaches the value "50".
[0189] Similarly, when the bonus state begins, the virtual difference counter is set to an initial value of "100". If a bell is won in the bonus state, the value "1" is deducted from the virtual difference counter in step Sb4. On the other hand, if anything other than a bell is won in the bonus state, the value "1" is added to the virtual difference counter in step Sb7. In this configuration, when the virtual difference Sk in the bonus state reaches 100 coins, the virtual difference counter is deducted to the value "0", and the bonus state ends. Alternatively, the virtual difference counter may be set to an initial value of "0" when the bonus state begins, and the bonus state may end when the virtual difference counter reaches the value "100". In this configuration, if a bell is won in the bonus state, the value "1" is added to the virtual difference counter in step Sb4. On the other hand, if anything other than a bell is won in the bonus state, the value "1" is deducted from the virtual difference counter in step Sb7.
[0190] Figure 11(b) is a conceptual diagram of the repetition count table. As shown in Figure 11(b), the repetition count table defines the number of repetitions for each winning area. The above repetition counts are referenced in the virtual difference update process (Sb1 in Figure 11(a-2)) executed in instruction mode b (introduction AT state, bonus state), as described above. Figure 11(b) shows the virtual stop role and virtual net increase for each winning area in instruction mode b.
[0191] As shown in Figure 11(b), when a replay is won in instruction mode b, the number of repetitions is "0". Therefore, in a game where a replay is won, the virtual difference Sk does not increase or decrease. On the other hand, when bell A is won in instruction mode b, the virtual stop role is the 7-coin bell role, the virtual net increase is +4 coins (= 7 coins - 3 coins (specified number)), and the number of repetitions is "4". Also, when bell B is won in instruction mode b, the virtual stop role is the 13-coin bell role, the virtual net increase is +10 coins (= 13 coins - 3 coins (specified number)), and the number of repetitions is "10". Similarly, when a common bell is won in instruction mode b, the virtual stop role is the 7-coin bell role, the virtual net increase is +4 coins (= 7 coins - 3 coins (specified number)), and the number of repetitions is "4".
[0192] As shown in Figure 11(b), if any of the following are won: strong disc (C~E), strong cherry, timing combination, or BAR fake (A, B), the number of repetitions is 2, the virtual stop combination is a 1-coin combination, and the virtual net increase is minus 2 coins. Furthermore, if any of the above winning areas are won, the button press navigation is not executed, and regardless of the order in which the buttons are pressed to stop the reels, a 1-coin combination will be awarded regardless of the timing of the stop operation. In other words, the winning combination that is actually awarded is the same as the virtual stop combination (1-coin combination), and the virtual net increase matches the actual net increase.
[0193] As shown in Figure 11(b), if a spilled ball is won, the number of repetitions is 2, the virtual stopping ball is a 1-coin ball, and the virtual net increase is minus 2 coins. When the above spilled ball is won, the button press navigation is not executed, and depending on the timing of the stop operation, either a 1-coin ball will be awarded or a miss will occur. However, in a game in which a spilled ball is won, assuming that a 1-coin ball was awarded, the virtual number of coins Sk decreases by 2. Alternatively, in a game in which a spilled ball is won, the virtual difference number Sk may decrease by 2 if a 1-coin ball is awarded, while it may decrease by 3 if a miss occurs. Alternatively, in a game in which a spilled ball is won, the virtual difference number Sk may decrease by 3 regardless of whether a 1-coin ball is awarded or a miss occurs.
[0194] Note that the configuration for updating the virtual difference number Sk is not limited to the above example. For example, instead of the repetition count table described above, a virtual net increase table may be used. The virtual net increase table stores the corresponding virtual net increase for each winning area. For example, "+4 coins" is stored for Bell A. Similarly, "+10 coins" is stored for Bell B, "+4 coins" for Common Bell, and "-2 coins" is stored for each 1-coin combination (such as Strong Disc C). In each game played in the AT state or bonus state, the main CPU 301 uses the virtual net increase table to identify the virtual net increase corresponding to the winning area won in that game, and updates the virtual difference number Sk (virtual difference counter) with the identified virtual net increase number.
[0195] Figures 12(a), 12(b-1) to 12(b-3) are conceptual diagrams of each instruction determination table (X, Ya, Yb, Yc). In each game, the main CPU 301 determines an instruction number using the instruction determination table and displays instruction information ("1", "3" to "10") corresponding to that instruction number on the instruction display 16. The main CPU 301 also sends a command (the second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU 412).
[0196] Each instruction determination table includes instruction determination table X (Figure 12(a)) and instruction determination table Y (Figures 12(b-1) to 12(b-3)). Instruction determination table X is used to determine the instruction number for each game during the non-instruction period. Instruction determination table Y (Ya, Yb, Yc) is used to determine the instruction number for each game during the instruction period. As shown in Figure 12, each instruction determination table is composed of each instruction number for each winning area.
[0197] The instruction decision table Y includes instruction decision tables Ya, Yb, and Yc. Instruction decision table Ya is used during instruction mode a (RUSH state (non-hold period), challenge state) within the instruction period. Instruction decision table Yb is used during instruction mode b (introduction AT state, RUSH state (hold period), bonus state, special AT state, special AT state) within the instruction period, and instruction decision table Yc is used during instruction mode c (preparation state).
[0198] As shown in Figure 12(a), during the non-indication period, regardless of which winning area is selected, the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which instruction information is displayed. With this configuration, during the non-indication period, the instruction display 16 does not indicate the stop operation method (stop operation position, stop operation sequence).
[0199] Figure 12(b-1) is a conceptual diagram of the instruction decision table Ya. As mentioned above, the instruction decision table Ya is used in instruction mode a. That is, the instruction decision table Ya is used in the RUSH state (non-hold period) and the challenge state.
[0200] As shown in Figure 12(b-1), in each game in instruction mode a, if Bell B1 or Bell B5 is won among Bell B, the main CPU 301 determines instruction number "07". When instruction number "07" is determined, the main CPU 301 displays the number "7" (hereinafter referred to as "instruction information "7") as instruction information on the instruction display 16. As described above, the correct button press order when Bell B1 or Bell B5 is won is "middle left left". In the above configuration, in a game where instruction information "7" is displayed, stopping the buttons in the middle 1st position is more advantageous than stopping them in any other order. Therefore, when instruction information "7" is displayed on the instruction display 16, the player should stop the buttons in the middle 1st position. The above configuration can also be rephrased as the player being instructed to stop the buttons in the middle 1st position by displaying instruction information "7". In each game in instruction mode a, if bell B2 or bell B6 is won (the correct button press order is "middle, right, left"), instruction number "07" is determined, and instruction information "7" is displayed on the instruction display 16, just as when bell B1 or bell B5 is won.
[0201] As shown in Figure 12(b-1), in each game in instruction mode a, if Bell B3 or Bell B7 is won among Bell B, the main CPU 301 determines instruction number "08". When instruction number "08" is determined, the main CPU 301 displays the number "8" (hereinafter referred to as "instruction information "8") as instruction information on the instruction display 16. As mentioned above, the correct button press order when Bell B3 or Bell B7 is won is "right, left, middle". In the above configuration, in a game where instruction information "8" is displayed, stopping with right 1st is more advantageous than stopping in any other order. Therefore, when instruction information "8" is displayed on the instruction display 16, the player should stop with right 1st. In each game in instruction mode a, if bell B4 or bell B8 is won (correct button press order is "right, middle, left"), instruction number "08" is determined and instruction information "8" is displayed on the instruction display 16, similar to when bell B3 or bell B7 is won.
[0202] As shown in Figure 12(b-1), in each game in instruction mode a, when a winning combination is achieved, the main CPU 301 may decide on instruction number "09" or instruction number "99" (no instruction). Specifically, in RUSH mode, when a winning combination is achieved in a game, the "Aim for it" performance determination process is executed. If the "Aim for it" performance determination process is successful, instruction number "09" is determined, and instruction information "9" is displayed on the instruction display 16. As described above, if the "Aim for it" performance determination process is successful, the player will win a hold combination and be granted a hold period by "aiming for symbol position "3" on the left reel with the right reel first." Therefore, when instruction information "9" is displayed on the instruction display 16, the player should "aiming for symbol position "3" on the left reel with the right reel first." The above configuration can also be rephrased as indicating that by displaying instruction information "9," the stopping operation "aiming for symbol position "3" on the left reel with the right reel first" is instructed.
[0203] As shown in Figure 12(b-1), if bell A (1-6) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16. Also, in games where an area other than the above-mentioned winning areas (bells (A, B) and the timing-based winning combination) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.
[0204] By the way, in this embodiment, except for games in which Bell B is won, the expected value A is the same regardless of the order in which the buttons are pressed to stop the game. Specifically, in games in which Bell A is won, the probability of getting the correct button press order for the 7-bell combination is the same for each button press order (approximately 1 / 6). Considering these circumstances, in instruction mode a, even if the buttons are stopped with an irregular order in games in which no button press navigation is performed (games in which something other than Bell B is won), the aforementioned penalty flag will not be turned ON. Also, in instruction modes b and c, similar to instruction mode a, the penalty flag will not be turned ON even if the buttons are stopped with an irregular order.
[0205] Figure 12(b-2) is a conceptual diagram of the instruction decision table Yb. As mentioned above, the instruction decision table Yb is used in instruction mode b. In other words, the instruction decision table Yb is used in the introductory AT state, RUSH state (hold period), bonus state, special AT state, and special AT state.
[0206] As shown in Figure 12(b-2), in each game in instruction mode b, if Bell A1 or Bell A2 is selected from Bell A, the main CPU 301 determines instruction number "01". When instruction number "01" is determined, the main CPU 301 displays the number "1" (hereinafter referred to as "instruction information "1") as instruction information on the instruction display 16. As described above, the correct button press order when Bell A1 or Bell A2 is selected is left 1st. In the above configuration, in a game where instruction information "1" is displayed, stopping with left 1st is more advantageous than stopping in any other order. Therefore, when instruction information "1" is displayed on the instruction display 16, the player should stop with left 1st. The above configuration can also be rephrased as the player being instructed to stop with left 1st by displaying instruction information "1".
[0207] In each game in instruction mode b, if Bell A3 is selected from Bell A, the main CPU 301 determines instruction number "03". When instruction number "03" is determined, the main CPU 301 displays the number "3" (hereinafter referred to as "instruction information "3") as instruction information on the instruction display 16. As mentioned above, the correct button press order when Bell A3 is selected is "middle left left". In the above configuration, in a game where instruction information "3" is displayed, stopping the buttons in the order "middle left left" is more advantageous than stopping them in any other order. Therefore, when instruction information "3" is displayed on the instruction display 16, the player should stop the buttons in the order "middle left left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle left left" by displaying instruction information "3".
[0208] In each game in instruction mode b, if Bell A4 is selected from Bell A, the main CPU 301 determines instruction number "04". When instruction number "04" is determined, the main CPU 301 displays the number "4" (hereinafter referred to as "instruction information "4") as instruction information on the instruction display 16. As mentioned above, the correct button press order when Bell A4 is selected is "middle, right, left". In the above configuration, in a game where instruction information "4" is displayed, stopping the buttons in the order "middle, right, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "4" is displayed on the instruction display 16, the player should stop the buttons in the order "middle, right, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle, right, left" by displaying instruction information "4".
[0209] In each game in instruction mode b, if Bell A5 is selected from Bell A, the main CPU 301 determines instruction number "05". When instruction number "05" is determined, the main CPU 301 displays the number "5" (hereinafter referred to as "instruction information "5") as instruction information on the instruction display 16. As mentioned above, the correct button press order when Bell A5 is selected is "right, left, middle". In the above configuration, in a game where instruction information "5" is displayed, stopping the buttons in the order "right, left, middle" is more advantageous than stopping them in any other order. Therefore, when instruction information "5" is displayed on the instruction display 16, the player should stop the buttons in the order "right, left, middle". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "right, left, middle" by displaying instruction information "5".
[0210] In each game in instruction mode b, if Bell A6 is selected from Bell A, the main CPU 301 determines instruction number "06". When instruction number "06" is determined, the main CPU 301 displays the number "6" (hereinafter referred to as "instruction information "6"") as instruction information on the instruction display 16. As mentioned above, the correct button press order when Bell A6 is selected is "right, middle, left". In the above configuration, in a game where instruction information "6" is displayed, stopping the buttons in the order "right, middle, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "6" is displayed on the instruction display 16, the player should stop the buttons in the order "right, middle, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "right, middle, left" by displaying instruction information "6".
[0211] In each game in instruction mode b, if Bell B1 or Bell B5 is selected from Bell B, the main CPU 301 determines instruction number "03" and displays instruction number "3" (center left left) on the instruction display 16. Also, in each game in instruction mode b, if Bell B2 or Bell B6 is selected from Bell B, the main CPU 301 determines instruction number "04" and displays instruction number "4" (center right left) on the instruction display 16. In each game in instruction mode b, if Bell B3 or Bell B7 is selected from Bell B, the main CPU 301 determines instruction number "05" and displays instruction number "5" (right left center) on the instruction display 16. In each game in instruction mode b, if Bell B4 or Bell B8 is selected from Bell B, the main CPU 301 determines instruction number "06" and displays instruction number "6" (right center left) on the instruction display 16. In the above configuration, when Bell B is won in instruction mode b, the correct button press order for the 13-bell combination is instructed.
[0212] As mentioned above, a hold period may be provided during the RUSH state. The hold period in the RUSH state is instruction mode b, and instruction determination table Yb is referenced. Also, during the hold period in the RUSH state, the "Aim" performance determination process is executed, just as during the non-hold period. In a game where a target reel combination is won during the hold period (instruction mode b), if the "Aim" performance Z is won, instruction number "09" is determined. On the other hand, if the "Aim" performance Z is not won during the "Aim" performance determination process, instruction number "99" is determined. In a game where a bell (A, B) or something other than a target reel combination is won in instruction mode b, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.
[0213] Figure 12(b-3) is a conceptual diagram of the instruction decision table Yc. As mentioned above, the instruction decision table Yc is used in instruction mode c. That is, the instruction decision table Yc is used in the preparation state. As shown in Figure 12(b-3), when bell A (1-6) is won in each game of instruction mode c, instruction information "1", "2" to "6" is displayed, just as when bell A (1-6) is won in each game of instruction mode b, and the correct button press order for the 7-bell combination is indicated.
[0214] As shown in Figure 12(b-3), when Bell B (1-8) is won in instruction mode c, instruction number "10" is determined, and the number "10" (hereinafter referred to as "instruction number "10") is displayed on the instruction display 16. In a game in which Bell B (1-8) is won, a 1-coin payout is possible when the reels are stopped with the left 1st button, and a 13-coin bell payout is possible when the reels are stopped with an irregular button press order. In other words, in a game in which Bell B (1-8) is won, the expected value of winnings (expected payout) is greater when the reels are stopped with an irregular button press order than when the reels are stopped with the left 1st button. In addition, the preparation state of instruction mode c can be transitioned to the introduction AT state by stopping the reels with an irregular button press order in a game in which Bell B is won.
[0215] In the above configuration, when instruction information "10" is displayed on the instruction display 16, the player performs a stop operation in an irregular button press sequence. The above configuration can also be rephrased as the player being instructed to perform a stop operation in an irregular button press sequence by displaying instruction information "10". In a game where anything other than a bell (A, B) is won in instruction mode c, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.
[0216] Figure 13 is a diagram illustrating the commands (first command, second command) sent from the main CPU 301 to the sub-CPU 412. As shown in Figure 13, the main CPU 301 sends the first command ("A00", etc.) to the sub-CPU 412 depending on the winning area. For example, if the winning area for this game is a loss, the main CPU 301 sends the command "A00" to the sub-CPU 412. Also, if replay A is won, the main CPU 301 sends the command "A01".
[0217] As can be seen from Figure 13, each winning area is, in principle, provided with one first command corresponding to that winning area. In other words, there is a one-to-one correspondence between the winning area and the first command. Therefore, when the first command is received by the sub-CPU 412, the winning area can be identified from the first command. Thus, the sub-CPU 412 can determine the animation corresponding to the winning area that corresponds to the first command.
[0218] However, as shown in Figure 13, in games where a bell (A, B) or a timing-based win is achieved, the first command "A13" is sent in common (the first command is grouped). Therefore, it is not possible to determine from the first command "A13" whether a bell (A, B) or a timing-based win was achieved. With the above configuration, it is not possible to determine a favorable stopping sequence (for example, the correct button press order) from the first command.
[0219] In addition to the first command, the main CPU 301 sends a second command (such as "B01") to the sub-CPU 412 that corresponds to the instruction number (instruction information) for the current game. Specifically, if instruction number "99" (no instruction) is determined for the current game, the main CPU 301 sends the command "B99" to the sub-CPU 412, as shown in Figure 13. As mentioned above, instruction number "99" is determined for each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is sent regardless of the winning area.
[0220] As shown in Figure 13, in instruction mode a during the instruction period, the main CPU 301 determines instruction number "0" and sends the second command "B99" when Bell A (1-6) is won in a game. In instruction mode a as described above, when Bell A is won in a game, the correct button press order for the 7-bell combination is not instructed.
[0221] On the other hand, in instruction mode a, if bells B1 and B2 (correct button press order is "middle left left") or bells B5 and B6 (correct button press order is "middle right left") are won, the second command "B07" corresponding to instruction number "7" (middle 1st) is sent. In instruction mode a, if bells B3 and B4 (correct button press order is "right left middle") or bells B7 and B8 (correct button press order is "right middle left") are won, the second command "B08" corresponding to instruction number "8" (right 1st) is sent. Also, in instruction mode a, if a target-pressing role is won and the "Aim" performance determination process is won, instruction number "9" is determined and the second command "B09" is sent. On the other hand, if the "Aim" performance determination process is a miss, instruction number "0" is determined and the second command "B99" is sent.
[0222] As shown in Figure 13, in instruction mode b or instruction mode c, when bells A1 and A2 (correct button press order is "left 1st") are won, the second command "B01" corresponding to instruction information "1" (left 1st) is transmitted. Also, in instruction mode b or instruction mode c, when bells A3, B1, or B5 (correct button press order is "middle left right") are won, the second command "B03" corresponding to instruction information "3" (middle left left) is transmitted. In instruction mode b or instruction mode c, when bells A4, B2, or B6 (correct button press order is "middle right left") are won, the second command "B04" corresponding to instruction information "4" (middle right left) is transmitted. In instruction mode b or instruction mode c, when bells A5, B3, or B7 (correct button press order is "right left middle") are won, the second command "B05" corresponding to instruction information "5" (right left middle) is transmitted. In instruction mode b or instruction mode c, if bell A6, bell B4, or bell B8 (correct button press order is "right, middle, left") is selected, the second command "B06" corresponding to instruction information "6" (right, middle, left) is transmitted.
[0223] During the hold period of the RUSH state (instruction mode b), if a target stop is won in a game and the target performance determination process is also won, instruction number "9" is determined and the second command "B09" is sent. On the other hand, if the target performance determination process is a miss, instruction number "0" is determined and the second command "B99" is sent. As shown in Figure 13, in instruction mode c, if bell B (1-8) is won, instruction number "10" is determined and the second command "B10" is sent. As mentioned above, an irregular button press order is instructed by instruction number "10". If bell B is won in the preparation state of instruction mode c, and the stop operation is performed with an irregular button press order, the preparation state ends and the game transitions to the introduction AT state.
[0224] The main CPU 301 calculates various game information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instructions, bonus game ratio) according to the progress of the game, and displays information corresponding to this game information on the main display unit 40. In order to calculate the above game information, the main CPU 301 counts the number of games played during the period from when the power is first turned on to the game machine 1 until the number of games played reaches 175,000 (hereinafter referred to as the "total game counting period").
[0225] Figure 14 is a diagram illustrating the various memory areas (G1-G3, g1, g2) of the main RAM 303. Each of these memory areas is provided to store the aforementioned game information (such as the winning combination ratio), and includes memory areas G1, G2, G3, G4, g1, and g2. For example, each memory area can store 1 byte of information.
[0226] For explanatory purposes, the period during which the so-called "Type 1 Special Feature Continuous Operation Device" is in operation may be simply referred to as "During the 1st Feature Consecutive Play." Similarly, the period during which the so-called "Type 2 Special Feature Continuous Operation Device" is in operation may be simply referred to as "During the 2nd Feature Consecutive Play." Both the 1st and 2nd Feature Consecutive Play periods end after a predetermined number of medals are dispensed. In addition, the period during which the so-called "Type 1 Special Feature" is in operation may be simply referred to as "During the 1st Feature," and the period during which the so-called "Type 2 Special Feature" is in operation may be simply referred to as "During the 2nd Feature." The 1st Feature Consecutive Play period ends after 8 games, and the 2nd Feature Consecutive Play period ends after 1 game. In addition, the period during which the so-called "Normal Feature" is in operation may be referred to as "During the Normal Feature." The Normal Feature Consecutive Play period ends after 1 game.
[0227] In this embodiment, the bonus activation state is the first bonus combination, and all games are in the first bonus combination state. A "general first bonus combination" state may also be included within the first bonus combination state. In the general first bonus combination state, the winning combination that activates the first type special bonus (RB combination) is more likely to be won compared to other game states. Furthermore, if a second bonus combination state is included, a "general second bonus combination" state may also be included within the second bonus combination state. In the general second bonus combination state, the winning combination that activates the second type special bonus (CB combination) is more likely to be won compared to other game states.
[0228] The winning combination ratio is the proportion of the total number of medals acquired from the initial power-on to the present (hereinafter referred to as the "total game period") (hereinafter referred to as "total medals A") that were acquired during the first bonus round (including the first bonus round within the first bonus round) (hereinafter referred to as "winning combination medals B"). (Winning combination ratio = B / A). In this embodiment, winning combination medals B is the number of medals acquired during the bonus activation state (during the first bonus round within the first bonus round). As shown in Figure 14, the winning combination ratio is stored in memory area G1.
[0229] The main CPU 301 calculates the winning combination ratio every 400 games and stores the result in memory area G1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the winning combination ratio in memory area G1.
[0230] The bonus payout ratio is the proportion of the total number of medals A that are obtained by the sum of the medals obtained during the first bonus payout, the second bonus payout, and the regular bonus payout (hereinafter referred to as "bonus medal payout C") (bonus payout ratio = C / A). As shown in Figure 14, the bonus payout ratio is stored in memory area G2. In this embodiment, the bonus medal payout C is the number of medals obtained during the first bonus payout (bonus activated state), as there are no bonus payouts during the second bonus payout and the regular bonus payout.
[0231] The main CPU 301 calculates the prize ratio every 400 games and stores the calculation result in memory area G2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the prize ratio in memory area G2. The prize ratio including instructions is the ratio of the total number of medals (C+D) which is the sum of the total number of medals obtained in the game instructed by the instruction display 16 (hereinafter referred to as "instructed game medal count D") and the prize medal count C, to the total number of medals A (instructed prize ratio including instructions = (C+D) / A). In this embodiment, even if the player makes a mistake in pressing the buttons in a game instructed by the instruction display 16, a 1-coin prize may still be displayed. In this case, the value "1" is added to the instructed game medal count D.
[0232] The main CPU 301 calculates the ratio of the bonus item with instructions every 400 games and stores the calculation result in memory area G3. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the ratio of the bonus item with instructions in memory area G3.
[0233] The recent winning streak ratio is the ratio of the number of medals obtained during the first bonus round (including the first bonus round within the first bonus round) to the total number of medals obtained in the most recent 6000 games (hereinafter referred to as "recent total medals a") (recent winning streak ratio = b / a). In this embodiment, the recent winning streak medals b is the number of medals obtained during the bonus activation state (during the first bonus round within the first bonus round) in the most recent 6000 games. As shown in Figure 14, the recent winning streak ratio is stored in memory area g1. Note that if the number of games played during the total game period is 6000 or less, the winning streak ratio and the recent winning streak ratio are the same (B / A = b / a).
[0234] The main CPU 301 calculates the ratio of consecutive wins every 400 games and stores the calculation result in memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the ratio of consecutive wins in memory area g1.
[0235] The most recent bonus payout ratio is the proportion of the total number of medals a obtained recently that is accounted for by the sum of the number of medals obtained during the first bonus payout, the second bonus payout, and the regular bonus payout (hereinafter referred to as "bonus medal count c") (bonus payout ratio = c / a). In this embodiment, since there are no bonus payouts during the second bonus payout and the regular bonus payout, the bonus medal count c is the number of medals obtained during the first bonus payout (bonus activated state) in the most recent 6000 games. As shown in Figure 14, the most recent bonus payout ratio is stored in memory area g2. Note that if the number of games played during the total game period is 6000 or less, the bonus payout ratio and the most recent bonus payout ratio will be the same (C / A = c / a).
[0236] The main CPU 301 calculates the most recent winning combination ratio every 400 games and stores the calculation result in memory area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent winning combination ratio in memory area g2.
[0237] The bonus game ratio is the proportion of the total number of games E during the total game period that is accounted for by the number of bonus games F, which is the sum of the number of games played during the first bonus round (including the first bonus feature), the second bonus round (including the second bonus feature), the first bonus feature (excluding the first bonus round), the second bonus feature (excluding the second bonus round), and the normal bonus feature (bonus game ratio = F / E). In this embodiment, the number of bonus games F is the total number of games played when the bonus is activated.
[0238] As shown in Figure 14, the bonus game ratio is stored in memory area G4. The main CPU 301 calculates the bonus game ratio for each game and stores the calculation result in memory area G4. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the bonus game ratio in memory area G4.
[0239] The total number of medals A, the number of medals for consecutive wins B, the number of medals for special events C, the number of medals for instructed games D, the total number of games played E, the number of bonus games played F, the most recent total number of medals a, the most recent number of medals for consecutive wins b, and the number of medals for special events c are all stored separately in dedicated counters provided in the main RAM 303 and added at each of the aforementioned triggers. For example, when medals are awarded for each game in which an instruction is executed, the number of medals for instructed games D is added. Also, when medals are awarded while a bonus is active, the number of medals for special events C is added. Furthermore, when game media are awarded for each game, the total number of medals A is added regardless of whether or not there is an instruction for the order of stopping operations.
[0240] In this embodiment, when the total number of games played E reaches 175,000, the updates of the consecutive win ratio, the bonus game ratio, the bonus game ratio including instructions, and the bonus game ratio are stopped. On the other hand, the most recent consecutive win ratio and the most recent bonus game ratio are updated even after the total number of games played E reaches 175,000.
[0241] Figure 14 is a schematic diagram of the main display unit 40 that displays the display information HA. When the display information HA is displayed, the string "6A" corresponding to the linked role ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G1 (the magnitude of the linked role ratio) is displayed in the second display unit 40Y.
[0242] Furthermore, when displaying information HA, if the percentage information in the second display unit 40Y is 60 or greater (G1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HA, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.
[0243] Figure 14 is a schematic diagram of the main display unit 40 that displays the display information HB. When the display information HB is displayed, the string "7A" corresponding to the prize ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G2 is displayed in the second display unit 40Y.
[0244] Furthermore, when displaying information HB, if the percentage information in the second display unit 40Y is 70 or greater (G2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HB, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.
[0245] Figure 14 is a schematic diagram of the main display unit 40 that displays display information HC. When display information HC is displayed, the string "7P" corresponding to the instruction-included bonus ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area G3 is displayed in the second display unit 40Y.
[0246] Furthermore, when displaying information HC, if the percentage information of the second display unit 40Y is 70 or greater (G3≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HC, if the number of games played during the total game period is less than 175,000 (E<175,000), the first display unit 40X will flash to display the identification information.
[0247] Figure 14 is a schematic diagram of the main display unit 40 that displays display information HD. When display information HD is displayed, the string "6Y" corresponding to the most recent linked ratio is displayed on the first display unit 40X of the main display unit 40, and the current value of the memory area g1 is displayed on the second display unit 40Y.
[0248] Furthermore, when displaying the display information HD, if the percentage information of the second display unit 40Y is 60 or greater (g1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying the display information HD, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.
[0249] Figure 14 is a schematic diagram of the main display unit 40 that displays display information HE. When display information HE is displayed, the string "7Y" corresponding to the most recent prize ratio is displayed in the first display unit 40X of the main display unit 40, and the current value of the memory area g2 is displayed in the second display unit 40Y.
[0250] When displaying display information HE, if the percentage information in the second display unit 40Y is 70 or greater (g2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying display information HE, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.
[0251] Figure 14 is a schematic diagram of the main display unit 40 that displays the display information HF. When the display information HF is displayed, the string "5F" corresponding to the bonus game ratio is displayed on the first display unit 40X of the main display unit 40, and the current value of the memory area G4 is displayed on the second display unit 40Y.
[0252] When displaying information HF, if the percentage information in the second display unit 40Y is 50 or greater (G4≧50), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HF, if the total number of games played during the game period is less than 175,000, the first display unit 40X will flash to display the identification information.
[0253] As described above, each of the above display information is displayed in a predetermined time interval (approximately 5 seconds). Specifically, when the power is turned on, the main display unit 40 displays a test pattern for approximately 5 seconds. In this test pattern, all segments of the main display unit 40 are displayed blinking. After that, the main display unit 40 displays each of the display information in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF, for approximately 5 seconds each. After displaying display information HF, the display information is repeated from the beginning (starting with display information HC).
[0254] Furthermore, the main display unit 40 may be configured to display a test pattern not only during the period immediately after power-on, but also during other periods. For example, the main display unit 40 may be configured to display a test pattern during the period when the setting value can be changed. Alternatively, the main display unit 40 may be configured to display a test pattern during the period when the setting value can be confirmed. Furthermore, the test pattern may differ between the period immediately after power-on and other periods.
[0255] <Data used by the sub-CPU> The following diagrams illustrate the various types of data stored in the sub-ROM 413. The sub-ROM 413 stores various types of data, including the instruction and performance decision table.
[0256] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the instruction effects using the instruction effect determination table. If an instruction effect is determined, the sub-CPU 412 sends an effect control command indicating that instruction effect to the image control board (image control CPU 421) 420.
[0257] When the image control CPU 421 receives a performance control command indicating an instruction performance, it displays each image of the instruction performance on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command that specifies a stop operation sequence advantageous to the player (when the main CPU 301 sends the second command), the sub-CPU 412 is always responsible for notifying the stop operation pattern (stop operation sequence) corresponding to the second command.
[0258] Figures 15(a) to (c) are conceptual diagrams of the instruction and performance determination table. The sub-CPU 412 determines one of the instruction and performances using the instruction and performance determination table based on commands (first command, second command) from the main CPU 301. The instruction and performance is a performance designed to allow the player to play the game in a favorable stop operation sequence. In this embodiment, in addition to (and in parallel with) the instruction and performance, notification performances such as those for notifying the winning area won in the current game may be executed.
[0259] As shown in Figures 15(a) to (c), an instruction and performance decision table is provided for each instruction mode (a to c). Figure 15(a) is a conceptual diagram of the instruction and performance decision table in instruction mode a. Figure 15(b) is a conceptual diagram of the instruction and performance decision table in instruction mode b. Figure 15(c) is a conceptual diagram of the instruction and performance decision table in instruction mode c.
[0260] As shown in Figure 15(a), in instruction mode a, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second command "B99", "B07", "B08", or "B09", instruction animation Y(1, 2) which instructs the stop operation sequence corresponding to the second command may be executed. For example, in a game where bell A is won among bells (A, B), the combination of the first command "A13" and the second command "B99" is received. In the above game, the instruction animation is not executed.
[0261] On the other hand, in a game where Bell B is won, for example, there are two cases: when the combination of the first command "A13" and the second command "B07" is received (when Bells B1, 2, 5, or 6 are won), and when the combination of the first command "A13" and the second command "B08" is received (when Bells B3, 4, 7, or 8 are won). In a game where the second command "B07" is received, instruction animation Y1, which instructs "Middle 1st," is executed. In a game where the second command "B08" is received, instruction animation Y2, which instructs "Right 1st," is executed.
[0262] If the combination of the first command "A13" and the second command "B09" is received (i.e., if the player wins the "Aim" performance determination process in a game where the player is aiming for the target), the "Aim" performance Z is executed. In the "Aim" performance Z described above, the player is instructed to press the right button first and aim for the symbol position "3" on the left reel. On the other hand, if the "Aim" performance determination process is unsuccessful, the combination of the first command "A13" and the second command "B99" is received, and the instruction performance is not executed.
[0263] As shown in Figure 15(b), in instruction mode b, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06", an instruction sequence X(1-6) is executed which instructs the stop operation sequence corresponding to the second command.
[0264] For example, when the combination of the first command "A13" and the second command "B01" (left 1st) is received by the sub-CPU 412, instruction animation X1, which instructs "left 1st", is executed. Similarly, when the combination of the first command "A13" and the second command "B03" (center left right) is received by the sub-CPU 412, instruction animation X3, which instructs "center left left", is executed. Likewise, when the combination of the first command "A13" and the second command "B04" (center right left) is received by the sub-CPU 412, instruction animation X4, which instructs "center right left", is executed. When the combination of the first command "A13" and the second command "B05" (right left center) is received by the sub-CPU 412, instruction animation X5, which instructs "right left center", is executed. When the combination of the first command "A13" and the second command "B06" (right center left) is received by the sub-CPU 412, instruction animation X6, which instructs "right center left", is executed. In the above configuration, when Bell A is won, the correct button press order for the 7-bell combination is indicated by instruction animation X (1, 3-6). Also, when Bell B is won, the correct button press order for the 13-bell combination is indicated by instruction animation X (3-6).
[0265] As shown in Figure 15(a), in instruction mode c, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06" and "B10", an instruction sequence (X1 to X6, H) is executed that instructs the stop operation sequence corresponding to the second command.
[0266] For example, in instruction mode c, when Bell A is won in a game, the combination of the first command "A13" and the second commands "B01" to "B06" is received. In instruction mode c, as with instruction mode b described above, when Bell A is won in a game, instruction animation X (1, 3~6) is executed to indicate the correct button press order for the 7-bell combination. Also, when the combination of the first command "A13" and the second command "B10" (irregular button press order) is received by sub-CPU 412, instruction animation H which indicates the irregular button press order is executed.
[0267] Figure 16(a) is a diagram illustrating a specific example of instruction effect X in instruction mode b or instruction mode c. The specific example in Figure 16(a) assumes that instruction effect X3 is executed in the introduction AT state. In the introduction AT state, the introduction effect is executed in parallel with instruction effect X. The introduction effect includes, for example, the display of an image that notifies or suggests the winning area.
[0268] In the initial AT state, the remaining virtual difference number Sk that can be obtained in that initial AT state is displayed. In the bonus state, similar to the initial AT state, the remaining virtual difference number Sk that can be obtained in that bonus state is displayed. In the special AT state, the remaining actual difference number Sj that can be obtained in that special AT state is displayed. In addition, during the indicated period, the number of medals obtained during that indicated period (net increase) is displayed in the total display image Gg. For example, the total number of medals obtained in the preparation state, initial AT state, RUSH state, etc. is displayed. The actual difference number Sj (special AT state) or the remaining number of plays (special AT state) is displayed.
[0269] As described above, the introduced AT state is the instruction mode b, and the instruction effects X(1, 3 - 6) are executed in the game where bells (A, B) are elected. In the instruction effect X, an instruction image Gsx is displayed. The instruction image Gsx is an image for instructing the correct pressing order of 13 bell symbols. Fig. 16(a) assumes the case where the instruction effect X3 among the instruction effects X is executed.
[0270] As shown in Fig. 16(a), in the instruction effect X3, an instruction image Gsx for instructing the stop operation order of "center, left, right" is displayed. Also, in the instruction effect X4, an instruction image Gsx for instructing the stop operation order of "center, right, left" is displayed. Similarly, in the instruction effect X5, an instruction image Gsx for instructing the stop operation order of "right, left, center" is displayed, and in the instruction effect X6, an instruction image Gsx for instructing the stop operation order of "right, center, left" is displayed. In the instruction effect X1, an instruction image Gsx for instructing the left 1st (for example, an image displaying "1, -, -") is displayed.
[0271] The above instruction image Gsx starts to be displayed immediately after the start operation of the game. Also, the instruction image Gx is displayed in front of other effect images. As the above effect images, images for notifying the winning area, images for notifying whether an additional game count is given, etc. are assumed. Also, when the instruction effect X is executed, instruction information corresponding to the stop operation order indicated by the instruction effect X is displayed on the instruction display 16. For example, in the specific example of Fig. 16(a), the instruction information "4" corresponding to "center, left, right" is displayed on the instruction display 16.
[0272] Fig. 16(b) is a diagram for explaining a specific example of the instruction effect Y(1, 2) in the instruction mode a. In the instruction mode a, the instruction effect Y(1, 2) is executed in the game where bell B is elected. The specific example of Fig. 16(b) assumes the case where the instruction effect Y1 is executed in the RUSH state. In the RUSH state, the remaining game count of the RUSH state is displayed. Note that in the CHALLENGE state, similar to the RUSH state, the remaining game count of the CHALLENGE state is displayed.
[0273] As shown in FIG. 16(b), in the instruction effect Y, an instruction image Gsy is displayed. The instruction image Gsy is an image for instructing (partial navigation) the correct pressing order of the 13-bell combination up to the middle (up to the first stop operation). In the specific example of FIG. 16(b), assume a case where the instruction effect Y1 for instructing "center 1st" among the instruction effects Y(1, 2) is executed. In the above case, the instruction information "7" corresponding to "center 1st" is displayed on the instruction display 16.
[0274] By the way, even if the game is played according to the partial navigation, depending on the pressing order after the second stop operation, the 13-bell combination may not win. Assume a configuration where the so-called scatter symbols are stopped and displayed even though the stop operation is performed according to the partial navigation. In the above configuration, some players may feel distrust in the pressing order navigation, which is inconvenient.
[0275] In consideration of the above circumstances, in the present embodiment, when the stop operation is performed according to the partial navigation, even if the correct pressing order of the 13-bell combination cannot be used for the stop operation, a configuration is adopted in which the 1-bell combination wins. As described above, when the 1-bell combination wins, the symbol combination of "bell - bell - bell" is stopped and displayed on any line, similar to the case when the 13-bell combination wins. Therefore, there is an advantage that the above inconvenience can be suppressed.
[0276] The specific example of FIG. 16(b) assumes the non-hold period in the RUSH state. In the hold period of the RUSH state, the character string "HOLD" is displayed in the display area of the remaining number of games in the RUSH state, and the subtraction display of the remaining number of games is stopped. As described above, the hold period becomes the instruction mode b, and instead of the instruction effect Y, the above instruction effect X is executed. However, in the hold period of the RUSH state, similar to the non-hold period, the aiming effect determination process is executed. Also, the aiming effect Z can be executed even in the hold period of the RUSH state, and when the stop operation is performed according to the instruction, the number of games in the hold period is extended.
[0277] Figure 16(c) is a diagram illustrating a specific example of the winning animation of this embodiment. The winning animation is performed when a bell symbol is won according to the button press navigation (instruction animation X, instruction animation Y). Specifically, the winning animation displays an image Gk showing the number of coins won. The image Gk shows the number of coins paid out for the bell symbol that was won. For example, in the specific example in Figure 16(c), we assume that a 13-coin bell symbol is won. In this specific example, the image Gk shows the number "13" (the number of coins paid out for a 13-coin bell symbol).
[0278] However, even if the stop operation is performed according to the button press navigation, in the preparation state where instruction performance H is executed in instruction mode c, the acquisition performance will not be executed regardless of the winning combination. Furthermore, in instruction mode c, even if the 7-bell combination is won according to instruction performance X, the acquisition performance may be configured so that it is not executed, similar to when instruction performance H is executed.
[0279] Furthermore, it is preferable that the winning animation is not performed if only one bell symbol is won. Specifically, the winning animation may be performed when 13 bell symbols are won, but not when one bell symbol or seven bell symbols are won. In the above configuration, the winning animation may be performed when seven bell symbols are won. Also, when 13 bell symbols are won, the winning animation may be performed in both the game in which instruction animation X is performed and the game in which instruction animation Y is performed, or the winning animation may not be performed in the game in which instruction animation Y is performed.
[0280] Figure 16(d) is a diagram illustrating specific examples of each image displayed before and after the execution of instruction animation X. Figure 16(d) assumes that instruction animation X is executed in instruction mode b (for example, the introductory AT state). Specifically, Figure 16(d) assumes that instruction animation X3 (middle left, right) is executed in a game in which bell B is won (similar to Figure 16(a) above). In this case, immediately after the start operation of the game (operation of the start lever 24) is performed tx1, the instruction image Gsx indicating "middle left, right" (see Figure 16(a) above) is displayed.
[0281] Furthermore, from time tx2 after the start operation is performed, instruction information "4" is displayed on the indicator display 16. Specifically, in this embodiment, the instruction image Gsx is displayed approximately simultaneously with the start operation, and the instruction information is displayed after the wait period described later has ended. If the wait period is approximately 0 seconds, the instruction image Gsx and the instruction information are displayed approximately simultaneously. On the other hand, if the wait period is longer than 0 seconds, the instruction image Gsx is displayed before the instruction information. Alternatively, the instruction image Gsx may be displayed approximately simultaneously with the start operation, and the instruction information may be displayed when each reel begins to rotate steadily.
[0282] In the specific example shown in Figure 16(d), we assume that the stop operation is performed according to the button press navigation, and that a 13-bell combination is won at time tx3. When a 13-bell combination is won, the acquired image Gk is displayed (see Figure 16(c) above). This acquired image Gk is displayed for a predetermined time (for example, about 2 seconds), and then disappears.
[0283] Furthermore, in a game where the instruction image Gsx is displayed, the configuration of the instruction image Gsx may be such that the appearance of the instruction image Gsx changes with each stop operation. Specifically, the instruction image Gsx is composed of an image representing the number "1" displayed in the area corresponding to the stop button 25 to be stopped first, an image representing the number "2" displayed in the area corresponding to the stop button 25 to be stopped second, and an image representing the number "3" displayed in the area corresponding to the stop button 25 to be stopped third (see Figure 16(a) above). In the above configuration, the image representing the number "1" may be hidden in response to the first stop operation, the image representing the number "2" may be hidden in response to the second stop operation, and the image representing the number "3" may be hidden in response to the third stop operation.
[0284] However, in the above configuration, it is preferable that the displayed instruction information does not change even if the appearance of the instruction image Gsx changes in response to the stop operation. Also, if the stop operation is not performed according to the button press order navigation (if the button press order is incorrect), the entire instruction image Gs may be hidden at that point. For example, in a game where "middle left left" is instructed by the button press order navigation, if the stop operation is performed with left 1st, the entire instruction image Gsx may be hidden immediately after the first stop operation.
[0285] Figure 17(a) is a diagram illustrating a specific example of instruction animation H in instruction mode c. As mentioned above, the preparation state among the various payout states is instruction mode c. In instruction mode c, instruction animation H is executed in games where bell B is won. As shown in Figure 17(a), in the preparation state, for example, the string "Preparing" is displayed. Also, in the preparation state, the animation image described above is displayed. However, the animation mode differs depending on the payout state. When the animation mode differs, the displayed animation image may change.
[0286] As shown in Figure 17(a), instruction image Gsh is displayed during instruction animation H. Instruction image Gsh is an image used to instruct an irregular button press sequence (notifying the player that left 1st is not recommended). Specifically, instruction image Gsh consists of an image representing "×" displayed in the area corresponding to the left stop button 25L, and two images representing "?" displayed in the areas corresponding to the middle stop button 25C and the right stop button 25R. Note that instruction image Gsh is displayed in a wider area than other instruction images Gs(x, y). Also, during a game in which instruction animation H is performed, instruction information "10" is displayed on the instruction display 16. In this embodiment, if the player stops with left 1st during a game in which instruction animation H is performed, various animations are performed to prompt the player to stop with an irregular button press sequence. For example, if the player stops with left 1st during a game in which instruction animation H is performed, part or all of the screen of the liquid crystal display device 30 will be darkened, and a predetermined warning sound will be output.
[0287] Figures 17(b-1) and 17(b-2) illustrate specific examples of each image displayed before and after the execution of the instruction sequence H. Figures 17(b-1) and 17(b-2) show the period during which each image (Gsh, Gk) is displayed, as well as the instruction information displayed on the instruction indicator 16 during each period.
[0288] Figure 17(b-1) shows the case where instruction animation H is executed in instruction mode c (preparation state). As mentioned above, among the various payout states, the preparation state is instruction mode c. In the preparation state, instruction animation H is executed in games in which bell B is won. Figure 17(b-1) shows the case where bell B is won in the preparation state. In this case, immediately after the start operation of the game is executed at time ty1, instruction image Gsh (see Figure 17(a) above) instructing an irregular button press order is displayed. Also, at time ty2 after the start operation is executed, instruction information "10" (irregular button press order) is displayed on the instruction display 16.
[0289] In a game where instruction animation H is executed, the instruction image Gsh is hidden when the first stop operation is performed. For example, in the specific example in Figure 17(b-1), it is assumed that the middle stop button 25C is stopped at time ty3. In this case, the instruction image Gsh is hidden immediately after time ty3. However, as shown in Figure 17(b-1), the instruction display 16 continues to display instruction information "10" even after the instruction image Gsh has been hidden. As will be described in detail later, in a game where instruction animation H is executed, a special control is performed when the left button is stopped first. This special control is not performed when the stop operation is performed in an irregular button press order.
[0290] In a game where instruction sequence H is executed, if the stopping operation is performed in an irregular order, there are three possible outcomes: a 13-bell win, a 1-bell win, or a 1-coin win. In the specific example in Figure 17(b-1), we assume that in a game where instruction sequence H is executed, a 13-bell win occurs at time ty4. As explained using Figure 16(d) above, if a 13-bell win occurs according to instruction sequence X in instruction mode b, the acquired image Gk is displayed. On the other hand, even if a 13-bell win occurs in a game where instruction sequence H in instruction mode c is executed, the acquired image Gk is not displayed. Specifically, in a game where instruction sequence H is executed, no special animation is performed to announce the number of coins paid out, regardless of the type of winning combination.
[0291] Let's assume that in a game where instruction animation H is executed, the acquired image Gk is displayed when the 13-bell combination is won, similar to a game where instruction animation X is executed, but the acquired image Gk is not displayed when anything other than the 13-bell combination (1-bell combination, 1-coin combination) is won (hereinafter referred to as "proportionality"). With this proportionality, in a game where instruction animation H is executed, the player will be more likely to be aware that they have missed the 13-bell combination. However, in the next game after instruction animation H is executed, the game will transition to the introductory AT state.
[0292] In the proportional system described above, the player may become aware of missing the 13-bell combination just before the AT state is initiated, which can easily lead to a decrease in the player's motivation to continue playing. According to this embodiment, compared to the proportional system described above, the player is less likely to become aware of missing the 13-bell combination in a game in which instruction performance H is executed, thus having the advantage of suppressing the above-mentioned inconvenience. It is also possible to configure the system so that the acquired image Gk is displayed when the 13-bell combination is won in a game in which instruction performance H is executed. However, in the above configuration, it is preferable that the acquired image Gk displayed in a game in which instruction performance H is executed is displayed smaller than the acquired image Gk displayed when the 13-bell combination is won according to instruction performance X.
[0293] FIG. 17(b-2) is a diagram for explaining another specific example when the instruction effect H is executed in the instruction mode c. In the specific example of FIG. 17(b-2), in the game in which the instruction effect H is executed, it is assumed that the stop operation is performed at the left 1st. That is, it is assumed that the order of pressing does not follow the pressing order navigation of the instruction effect H (irregular pressing order). In the above case, the ball output state is maintained in the preparation state (does not shift to the introduction AT state). Also, as described above, when the order of pressing of the instruction effect H is not followed, special control is executed. FIG. 17(b-2) shows a specific example of the period during which the special control is executed.
[0294] In the specific example of FIG. 17(b-2), it is assumed that the start operation is executed at time point tz1, the instruction image Gsh starts to be displayed, and the instruction information "10" is displayed at time point tz2. Also, it is assumed that at the subsequent time point tz3, the left stop button 12L is first stopped. In the game in which the instruction effect H is executed, when the left stop button 12L is first stopped, the instruction image Gsh becomes non-displayed, similar to the case when the middle stop button 12C or the right stop button 12R is first stopped.
[0295] As shown in FIG. 17(b-2), in the game in which the instruction effect H is executed, special control is executed immediately after the time point tz3 when the left stop button 12L is first stopped. The above special control is executed to prompt the player to stop the operation in an irregular pressing order in the game in which the instruction effect H is executed. For example, when the special control is executed, a part or all of the screen of the liquid crystal display device 30 is darkened and displayed. Also, when the special control is executed, a predetermined warning sound is output. However, the special control is not limited to the above examples. The above special control is executed until the time point tz4 when the third stop operation is executed, and then ends.
[0296] As shown in Figure 17(b-2), in a game in which instruction animation H is executed, instruction information "10" is displayed until the third stop operation is performed, regardless of the order of stop operations in that game (regardless of whether or not special control is present). With the above configuration, it becomes possible to understand that instruction animation H was executed in the game in the period from when the instruction image Gsh is hidden by the first stop operation until the third stop operation is performed.
[0297] Figures 18(a-1), 18(a-2), 18(b-1), and 18(b-2) are diagrams illustrating specific examples of the prize draw (continuation stock draw) in the preparation state.
[0298] As described above, a continuation stock lottery is performed during each game in the preparation state. However, the preparation state ends if the buttons are stopped in an irregular order during a game in which instruction sequence H is performed, but it does not end if the buttons are stopped with left 1st during that game. With the above configuration, there remains room for the act of intentionally extending the preparation state and fraudulently performing the continuation stock lottery by going against the button press navigation in instruction sequence H. Considering the above circumstances, this embodiment adopts a configuration that can suppress the above fraudulent act. The above configuration will be described in detail below.
[0299] Figures 18(a-1) and 18(a-2) are conceptual diagrams of specific examples of the continuation stock lottery table T(a, b). The main CPU 301 performs a continuation stock lottery using the continuation stock lottery table Ts in each game during the preparation state. The continuation stock lottery table Ts(a, b) in this embodiment consists of the continuation stock lottery table Tsa shown in Figure 18(a-1) and the continuation stock lottery table Tsb shown in Figure 18(a-2).
[0300] The continuation stock lottery table Tsa is used in the preparation state until the first instruction animation H is executed. Specifically, when transitioning to the preparation state, the preparation flag Fj is updated to the value "2". This preparation flag Fj is stored, for example, in the main RAM 303 and is maintained at the value "2" until the first instruction animation H is executed in the preparation state. The main CPU 301 performs a continuation stock lottery using the continuation stock lottery table Tsa during the period when the preparation flag Fj is the value "2".
[0301] On the other hand, the continuation stock lottery table Tsb is used in the preparation state after the left 1st stop operation in a game in which instruction performance H is executed. The above-mentioned preparation flag Fj becomes the value "1" in the preparation state after the left 1st stop operation in a game in which instruction performance H is executed. The main CPU 301 executes a continuation stock lottery using the continuation stock lottery table Tsb during the period when the preparation flag Fj is the value "1". As mentioned above, if the button press navigation (irregular button press order) of instruction performance H is followed, the game will transition to the introduction AT state from the next game. Therefore, when the preparation flag is the value "1", the game is usually not executed. The preparation state when the preparation flag Fj is the value "1" is the preparation state after the button press navigation of instruction performance H is not followed. In the preparation state, instruction performance X and instruction performance H are executed regardless of the current value of the preparation flag Fj.
[0302] The continuous stock lottery table Ts(a, b) defines the combination of "non-winning" lottery values and "winning" lottery values for each winning area. In Figures 18(a-1) and 18(a-2), "Cherry" refers to "Weak Cherry" in each winning area. Similarly, "Chance Eye" refers to "Weak Disc A" and "Weak Disc B" in each winning area. Likewise, "Strong Chance" refers to "Strong Disc A-E" and "Strong Cherry" in each winning area. In Figures 18(a-1) and 18(a-2), "Other" refers to winning areas other than those listed above.
[0303] For example, consider the case where "Cherry" is won during the preparation state (Fj=2) before the instruction sequence H is executed. In this case, a continuation stock lottery is performed by the continuation stock table Tsa, and a continuation stock is won with a probability of approximately 32 / 256. Also, if a "Chance Eye" is won, a continuation stock is won with a probability of approximately 128 / 256, and if a "Strong Chance" is won, a continuation stock is won with a probability of approximately 256 / 256. In other words, if a "Strong Chance" is won, a continuation stock is granted in principle.
[0304] On the other hand, in a game where instruction sequence H is executed, during the preparation state (Fj=1) after stopping the reels with the left 1st position, the probability of winning a continuation stock even if a "cherry" is won is approximately 0. Similarly, the probability of winning a continuation stock even if a "chance symbol" is won is approximately 0. On the other hand, in a game where instruction sequence H is executed, if a "strong chance" is won during the preparation state after stopping the reels with the left 1st position, a continuation stock is won, just as if a "strong chance" was won during the preparation state before the first instruction sequence H was executed.
[0305] Figures 18(b-1) and 18(b-2) show specific examples of configurations for updating the preparation flag Fj. Figures 18(b-1) and 18(b-2) show the preparation flag Fj at each point in time. Also, Figures 18(b-1) and 18(b-2) show the payout status at each point in time. As described above, when the system transitions to the preparation state, the preparation flag Fj is set to its initial value of "2".
[0306] Figure 18(b-1) shows a specific example of the preparation flag Fj when following the button press navigation of the first instruction sequence H in the preparation state. In the specific example of Figure 18(b-1), it is assumed that the first instruction sequence H is executed in a game that started at time ta1. In this case, immediately after time ta1, the preparation flag Fj is updated from the value "2" to the value "1". Also, in the specific example of Figure 18(b-1), it is assumed that at time ta2 of the game in which the first instruction sequence H was executed, the middle stop button 25C or the right stop button 25R is pressed as the first stop operation.
[0307] In the above case, during the stop processing executed at ta3 when all reels 12 have stopped, the preparation flag Fj is initialized to the value "0". If the preparation flag Fj is initialized, the game will transition to the AT state from the next game.
[0308] Figure 18(b-2) shows a specific example of the preparation flag Fj when the button press navigation of the first instruction sequence H in the preparation state is not followed. In the specific example of Figure 18(b-2), it is assumed that the first instruction sequence H is executed in a game that started at time tb1. In this case, immediately after time tb1, the preparation flag Fj is updated from the value "2" to the value "1". Also, in the specific example of Figure 18(b-2), it is assumed that the left stop button 25L is pressed as the first stop operation at time tb2 of the game in which the first instruction sequence H was executed.
[0309] In the above case, the preparation flag Fj is not initialized to the value "0" during the stop processing executed at tb3 when all reels 12 have stopped. Therefore, in the preparation state after the instruction performance H is executed, the preparation flag Fj becomes the value "1". Note that if the machine is stopped with the left 1st button during the first instruction performance H, the preparation flag Fj will remain at the value "1" until the machine is stopped with an irregular button press order in subsequent games where the instruction performance H is executed again.
[0310] Figure 19(a) is a diagram illustrating the preferential mode. In this embodiment, the system may switch to the preferential mode at predetermined triggers. For explanatory purposes below, periods when the system is not in the preferential mode may be referred to as "non-preferential mode". As shown in Figure 19(a), the above preferential modes include Preferential Mode A, Preferential Mode B, and MIX Mode.
[0311] As shown in Figure 19(b), Preferential Mode A has a favorable transition rate to CZ Mode (Short, Medium, Long). As mentioned above, in the normal state, if you win the CZ lottery, you can transition to the CZ state. In the normal state of CZ Mode, it is easier to win the CZ lottery compared to the normal state that is not CZ Mode (hereinafter referred to as "non-CZ Mode"). In Preferential Mode A, it is easier to transition to CZ Mode compared to the non-preferential state (see Figure 20(b-3) below for details). Preferential Mode A can also be described as a mode in which the transition rate to the CZ state is favorable.
[0312] As shown in Figure 19(b), the AT level is favored in Preferential Mode B. Specifically, as described above, this embodiment is provided with multiple types of RUSH states (A to F). The probability of winning a continuation stock in the above RUSH states changes depending on the RUSH type of the RUSH state. The above RUSH types are determined based on the AT level. The AT level is determined when transitioning to the instruction period, and the higher the AT level, the more likely it is that a RUSH type with a high probability of winning a continuation stock will be determined (see Figure 21(b) described later). In Preferential Mode B, a higher AT level is more likely to be determined compared to when not in Preferential Mode. Preferential Mode B can also be described as a mode in which the probability of winning a continuation stock in the RUSH state is favored.
[0313] Furthermore, as mentioned above, in Challenge mode, a bonus lottery is conducted with a probability corresponding to the Challenge level. In this embodiment, the higher the AT level, the more likely it is that a favorable Challenge level will be determined (see Figure 21(c-1) below). Therefore, Favorable Mode B can also be described as a mode in which the winning rate of the bonus state in Challenge mode is favored.
[0314] As shown in Figure 19(b), MIX mode is a mode in which the transition rate to CZ mode is favored, similar to favorable mode A, and the AT level is also favored, similar to favorable mode B. These favorable modes may be entered, for example, when transitioning from a non-favorable period to a favorable period. Furthermore, once a player enters a favorable mode, the favorable mode is maintained during non-instructed periods (such as the normal state).
[0315] In this embodiment, suggestion animation A, which indicates that the player is in preferential mode A, and suggestion animation B, which indicates that the player is in preferential mode B, are executed. Specifically, in preferential mode A, the execution frequency of suggestion animation A is higher compared to periods when the player is not in preferential mode A (non-preferential mode, preferential mode B). Also, in preferential mode B, the execution frequency of suggestion animation B is higher compared to periods when the player is not in preferential mode B (non-preferential mode, preferential mode A). In MIX mode, the execution frequency of suggestion animation A is higher, similar to preferential mode A, and the execution frequency of suggestion animation B is higher, similar to preferential mode B.
[0316] Furthermore, multiple types of suggestive animation A may be provided. In addition, each suggestive animation A may include a suggestive animation A that confirms either the preferential mode A or the MIX mode at the time of execution. Similarly, multiple types of suggestive animation B may be provided. In addition, each suggestive animation B may include a suggestive animation B that confirms either the preferential mode B or the MIX mode at the time of execution. Furthermore, a suggestive animation C that indicates that the player is in MIX mode may be provided separately from suggestive animations A and B. In the above configuration, multiple types of suggestive animation C may be provided, and each of these suggestive animations C may include a suggestive animation C that confirms the player is in MIX mode.
[0317] Figure 19(c) is a diagram illustrating a specific example of what triggers a transition to a preferential mode. As mentioned above, a transition to a preferential mode may occur when moving from a non-advantageous period to an advantageous period (such as the normal state). Specifically, as shown in Figure 19(c), when moving from a non-advantageous period to an advantageous period, an initial preferential mode A lottery and an initial preferential mode B lottery are performed.
[0318] Figure 19(d-1) is a conceptual diagram of the initial preferential mode A lottery table. The main CPU 301 uses the initial preferential mode A lottery table to perform the initial preferential mode A lottery described above. As shown in Figure 19(d-1), the initial preferential mode A lottery table defines the combination of "non-winning" lottery values and "winning" lottery values for each setting value. As can be understood from Figure 19(d-1), when the setting value is "1 to 3", there is a probability of winning the initial preferential mode A lottery of approximately 2 / 256. Also, when the setting value is "4 or 5", there is a probability of winning the initial preferential mode A lottery of approximately 8 / 256, and when the setting value is "6", there is a probability of winning the initial preferential mode A lottery of approximately 12 / 256. If the initial preferential mode A is won, the subsequent advantageous period will be preferential mode A.
[0319] Figure 19(d-2) is a conceptual diagram of the initial preferential mode B lottery table. The main CPU 301 uses the initial preferential mode B lottery table to perform the initial preferential mode B lottery described above. As shown in Figure 19(d-1), the initial preferential mode B lottery table defines the combination of "non-winning" lottery values and "winning" lottery values for each setting value. As can be understood from Figure 19(d-2), when the setting value is "1 to 3", there is a probability of winning the initial preferential mode B lottery at approximately 8 / 256. Also, when the setting value is "4 to 5", there is a probability of winning the initial preferential mode B lottery at approximately 13 / 256. If the initial preferential mode B is won, the subsequent advantageous period will be preferential mode B. Also, if both the initial preferential mode A lottery and the initial preferential mode B lottery are won, the subsequent advantageous period will be MIX mode.
[0320] Let's return to the explanation in Figure 19(c). As mentioned above, once a preferential mode is entered, that preferential mode is maintained until the instruction period ends. As shown in Figure 19(c), when the instruction period ends, the preferential mode A / B lottery and the preferential mode A lottery are executed. Specifically, when the RUSH state ends, if there are 0 continuation stocks (rights to enter the RUSH state), 0 bonus stocks (rights to enter the bonus state), and the challenge transition flag is OFF (no right to enter the RUSH state), then the system transitions to the non-instruction period (normal state). The main CPU 301 executes the preferential mode A / B lottery and the preferential mode A lottery when transitioning from the RUSH state to the normal state.
[0321] Figure 19(e-1) is a conceptual diagram of the preferential mode A / B lottery table. The main CPU 301 uses the preferential mode A / B lottery table to perform the preferential mode A / B lottery described above. As shown in Figure 19(e-1), the preferential mode A / B lottery table defines combinations of "non-winning" lottery values and "winning" lottery values for each current preferential mode. For example, if the current mode is preferential mode A, in the preferential mode A / B lottery, there is a probability of approximately 128 / 256 that the preferential mode will end (transition to non-preferential mode), and a probability of approximately 128 / 256 that preferential mode A will continue. Also, if the current mode is preferential mode B, in the preferential mode A / B lottery, there is a probability of approximately 128 / 256 that the preferential mode will end, and a probability of approximately 128 / 256 that preferential mode B will continue.
[0322] As shown in Figure 19(e-1), if the current state is MIX mode, in the preferential mode A / B lottery, there is a probability of approximately 64 / 256 that the preferential mode will end, a probability of approximately 64 / 256 that the player will transition to (fall from) preferential mode A, a probability of approximately 64 / 256 that the player will transition to (fall from) preferential mode B, and a probability of approximately 64 / 256 that the MIX mode will continue. Also, if the current state is not preferential, the preferential mode will not be selected in the preferential mode A / B lottery. With the above configuration, if the player transitions to a non-advantageous section and then to a non-preferential section, the game will generally continue in a non-preferential state until the player transitions back from the non-advantageous section to the advantageous section (until the initial preferential mode A lottery and the initial preferential mode B lottery are executed). However, even if the player transitions to a non-preferential state, if the player wins the preferential mode A lottery mentioned above, it is possible to transition to preferential mode A among the preferential modes.
[0323] Figure 19(e-2) is a conceptual diagram of the preferential mode A lottery table. The main CPU 301 uses the preferential mode A lottery table to perform the preferential mode A lottery described above. As shown in Figure 19(e-2), the preferential mode A lottery table defines combinations of "non-winning" and "winning" lottery values for each current value of the CZ bypass counter. The CZ bypass counter is incremented by "1" each time the CZ state ends without winning the AT lottery.
[0324] For example, if the current CZ bypass counter is "0" (meaning the CZ state has not been bypassed since the end of the previous instruction period), there is a probability of winning the preferential mode A lottery at approximately 39 / 256. Similarly, if the current CZ bypass counter is "1", there is a probability of winning the preferential mode A lottery at approximately 13 / 256. Likewise, if the current CZ bypass counter is "2", there is a probability of winning the preferential mode A lottery at approximately 8 / 256, and if the current CZ bypass counter is "3", there is a probability of winning the preferential mode A lottery at approximately 19 / 256.
[0325] In this embodiment, the maximum value of the CZ bypass counter is set to the number "3," but the configuration may be such that the CZ bypass counter increases to a value of "4" or higher. Also, if the CZ bypass counter is "4" or higher, the configuration may be such that the higher the value of the CZ bypass counter, the easier it is to win into Favorable Mode A. When the Favorable Mode A lottery is executed, the CZ bypass counter is reset. Also, if the Favorable Mode A lottery is won, the subsequent normal state becomes Favorable Mode A (and is maintained in Favorable Mode A until the instruction period ends again).
[0326] Figure 20(a) is a diagram illustrating the details of each lottery in preferential mode A. As mentioned above, in preferential mode A, the transition rate to CZ mode is more favorable than in non-preferential mode.
[0327] As described above, in the normal state, a CZ lottery is performed. This CZ lottery includes a role CZ lottery and a mode CZ lottery. If you win the role CZ lottery or the mode CZ lottery, you can then transition to the CZ state. As shown in Figure 20(a), in the role CZ lottery, it is easier to win the CZ state in CZ mode than in non-CZ mode (see Figure 20(b-1) below). Also, in the mode CZ lottery, it is easier to win the CZ state in CZ mode than in non-CZ mode (see Figure 20(b-2) below). As described above, preferential mode A is a mode in which it is easier to transition to CZ mode compared to non-preferential mode (see also Figure 20(b-3) below). Therefore, in preferential mode A, it is easier to win the CZ state in the role CZ lottery and the mode CZ lottery.
[0328] As shown in Figure 20(a), in the normal state, in addition to the above-mentioned CZ lottery, a mode downgrade lottery, a state transition lottery, and a periodic CZ lottery are performed. The mode downgrade lottery is a lottery to determine whether or not to drop out of a CZ mode while in a non-CZ mode. The above-mentioned mode downgrade lottery is performed, for example, in a game in which a replay is won. Specifically, the CZ modes in this embodiment include "short CZ mode," "middle CZ mode," and "long CZ mode."
[0329] For example, if a replay is won while in a non-CZ mode, the CZ mode will not be entered. On the other hand, if a replay is won in a short CZ mode, there is a probability of approximately 128 / 256 that the player will revert to a non-CZ mode. Similarly, if a replay is won in a medium CZ mode, there is a probability of approximately 48 / 256 that the player will revert to a non-CZ mode. Likewise, if a replay is won in a long CZ mode, there is a probability of approximately 26 / 256 that the player will revert to a non-CZ mode. It is also possible to have a configuration where, immediately after transitioning to CZ mode (immediately after the CZ state ends), the CZ mode will not be reverted for a predetermined number of games (a guarantee period is provided).
[0330] The state transition lottery determines the state (low probability, high probability) in the normal state. Specifically, the normal state will be either "low probability" or "high probability". In the "high probability" normal state, even when not in CZ mode, it becomes easier to win the CZ state in the role CZ lottery, just as when in CZ mode. Furthermore, the above configuration can be rephrased as saying that when in CZ mode, it is easier to win the CZ state even in the "low probability" normal state, just as easy as in the "high probability" normal state. The main CPU 301 performs a state transition lottery for each game in the normal state. Specifically, in the state transition lottery, "low probability" or "high probability" is determined based on the current state (low probability, high probability), the winning area in this game, and a probability according to the setting value.
[0331] In the above configuration, the probability of winning "high probability" in the state transition lottery, and the probability of falling to "low probability," do not depend on whether or not the game is in preferential mode A. However, as mentioned above, once the game transitions to a non-preferential state, it cannot transition to preferential mode A as long as the current non-instruction period continues. Therefore, if the game is configured in a way that makes it difficult to transition to the normal "high probability" state unless it is in preferential mode A, then when the game transitions to a non-preferential state, the player is more likely to stop playing, which is an undesirable consequence. According to this embodiment, the game transitions to the normal "high probability" state with a common probability, regardless of whether or not the game is in preferential mode A or a non-preferential state, thus mitigating the above-mentioned undesirable consequences.
[0332] The periodic CZ lottery is performed periodically after a predetermined number of games, determining whether or not the game transitions to the CZ state. Specifically, the periodic CZ lottery is performed in the normal state, for example, every 100 games. As will be described in detail later, the normal state ends when the number of games reaches the ceiling number, and the game transitions to the preparation state (instructed period). In addition, in this embodiment, multiple ceiling modes (A to C, Heaven) are provided (see Figures 22(a) and 22(b) described later), and the number of games until the ceiling is reached changes depending on the ceiling mode.
[0333] For example, if the ceiling mode is "Heaven," the number of times the ceiling can be reached is 111. In this case, even if 100 games have been played in the normal state, the periodic CZ lottery will not be performed. Also, if the ceiling mode is "A," the number of times the ceiling can be reached is 777. In this case, the periodic CZ lottery will be performed on the 100th, 200th, 300th, 400th, 500th, and 600th games in the normal state, but not on the 700th game. Also, if the ceiling mode is "B," the number of times the ceiling can be reached is 555. In this case, the periodic CZ lottery will be performed on the 100th, 200th, 300th, and 400th games in the normal state, but not on the 500th game. Similarly, if the ceiling mode is "C," the number of times the ceiling can be reached is 444. In the above cases, the periodic CZ lottery will be executed on the 100th, 200th, and 300th games played under normal conditions, but the periodic CZ lottery will not be executed on the 400th game played.
[0334] As can be understood from the above explanation, the periodic CZ lottery is not performed during the game played immediately before reaching the maximum number of games played. With this configuration, the inconvenience of winning the CZ state just before reaching the maximum number of games played and being unable to transition to the instructed period (and thus not receiving the benefits of reaching the maximum) is suppressed.
[0335] Figure 20(b-1) is a conceptual diagram of the role CZ lottery table. The main CPU 301 performs the role CZ lottery described above using the role CZ lottery table in each game in the normal state. As shown in Figure 20(b-1), the role CZ lottery table defines the combination of "non-winning" lottery values and "winning" lottery values for each winning area. Specifically, each lottery value in the role CZ lottery table changes depending on whether it is in the "low probability" normal state or in the "high probability" normal state or CZ mode (regardless of whether it is low probability or high probability), even if the winning area is the same.
[0336] For example, in the "low probability" normal state, if a replay is won, there is a probability of approximately 2 / 256 of winning the CZ state. On the other hand, in the "high probability" normal state, if a replay is won, there is a probability of approximately 8 / 256 of winning the CZ state. Similarly, regardless of whether it is the "low probability" or "high probability" state, if a replay is won during CZ mode, there is a probability of approximately 8 / 256 of winning the CZ state. As can be seen from Figure 20(b-1), the probability of winning the CZ state through the role CZ lottery is higher in the "high probability" normal state or during CZ mode compared to the "low probability" normal state.
[0337] In Figure 20(b-1), "Replay" refers to Replay A to E among the winning areas. Also, "Cherry," "Chance Eye," and "Strong Chance" in Figure 20(b-1) refer to the same winning areas as "Cherry," "Chance Eye," and "Strong Chance" in Figure 18(a-1). In games where a winning area other than those mentioned above (such as Bell A) is won, the player will not win the CZ state in the role CZ state. In addition, in a configuration where the above direct hit lottery is performed in the normal state, it is also possible to have a configuration where the player can win the direct hit lottery in games where Strong Chance is won among the winning areas, but will not win the direct hit lottery in games where other winning areas are won.
[0338] Figure 20(b-2) is a conceptual diagram of the mode CZ lottery table. The main CPU 301 performs the mode CZ lottery described above using the mode CZ lottery table during each game in the normal state. As shown in Figure 20(b-2), the mode CZ lottery table defines the combination of "non-winning" lottery values and "winning" lottery values for each current mode (non-CZ mode, CZ mode).
[0339] As shown in Figure 20(b-2), in the Mode CZ lottery, regardless of the winning area, if you are in CZ mode, you will win the CZ state with a probability of approximately 13 / 256. On the other hand, when not in CZ mode, you will not win the CZ state in the Mode CZ lottery. As mentioned above, if a predetermined winning area (such as a cherry) is not won, you will not win the CZ state in the Role CZ lottery. With the above configuration, if you win the CZ state during a period when no winning area that could lead to a CZ state has been won in the Role CZ lottery, it can be inferred that you won in the Mode CZ lottery. In other words, it can be inferred that you are in CZ mode.
[0340] Let's return to the explanation in Figure 20(a). As shown in Figure 20(a), if the AT lottery is not won in the CZ state and the game transitions to the normal state, a CZ mode upgrade lottery is performed. In the CZ mode upgrade lottery, it is determined by a lottery whether or not the game transitions to (upgrades to) the CZ mode. Specifically, in the CZ mode upgrade lottery, if the game is in preferential mode A, it is easier to transition to the CZ mode compared to when the game is not in preferential mode. With the above configuration, in preferential mode A, it is easier to transition to the CZ mode compared to when the game is not in preferential mode, and as a result, it is easier to win the CZ state.
[0341] Figure 20(b-3) is a conceptual diagram of the CZ mode upgrade lottery table. When the CZ state ends, the main CPU 301 uses the CZ mode upgrade lottery table to perform a CZ mode upgrade lottery. As shown in Figure 20(b-3), the CZ mode upgrade lottery table defines combinations of "non-winning" lottery values and "winning" lottery values for each current CZ mode (non-CZ mode, short CZ mode, middle CZ mode, long CZ mode). Specifically, each lottery value in the CZ mode upgrade lottery table changes depending on whether the current CZ mode is not in preferential mode A (non-preferential mode, preferential mode B) or in preferential mode A or MIX mode, even if the current CZ mode is the same.
[0342] Specifically, in the CZ mode upgrade lottery when not in Preferential Mode A, if in a non-CZ mode, there is a probability of transitioning (upgrading) to Short CZ mode of approximately 9 / 256. Also, if not in Preferential Mode A, and in a non-CZ mode, there is a probability of upgrading to Middle CZ mode of approximately 3 / 256 and to Long CZ mode of approximately 1 / 256. On the other hand, if in Preferential Mode A or MIX mode, and in a non-CZ mode, there is a probability of upgrading to Short CZ mode of approximately 51 / 256, to Middle CZ mode of approximately 16 / 256 and to Long CZ mode of approximately 8 / 256. As described above, in this embodiment, it is easier to transition to CZ mode when in Preferential Mode A or MIX mode compared to when not in Preferential Mode A.
[0343] In this embodiment, if the player is already in CZ mode (short, middle, or long), the CZ mode is maintained during the CZ mode upgrade lottery. However, even if the player is already in CZ mode, the CZ mode upgrade lottery may be configured to allow for an upgrade to a more advantageous CZ mode. For example, in the CZ mode upgrade lottery in short CZ mode, the player may be upgraded to middle CZ mode or long CZ mode. Furthermore, in the above configuration, if the player is in preferential mode A or MIX mode, the CZ mode may be configured to be more likely to be upgraded to a more advantageous CZ mode compared to when the player is not in preferential mode.
[0344] Figures 21(a-1), 21(a-2), 21(b), 21(c-1), and 21(c-2) are diagrams illustrating the processes related to the aforementioned preferential mode B. As described above, in preferential mode B (including MIX mode), the AT level is given preferential treatment.
[0345] Figures 21(a-1) and 21(a-2) are conceptual diagrams of the AT level lottery table. When the instruction period begins, the main CPU 301 performs an AT level lottery using the AT level lottery table. The AT level is determined in the above AT level lottery. Specifically, the AT level lottery table includes an AT level lottery table (during non-preferential treatment) used during non-preferential treatment or preferential treatment mode A, and an AT level lottery table (during preferential treatment B) used during preferential treatment mode B or MIX mode.
[0346] Figure 21(a-1) is a conceptual diagram of the AT level lottery table (non-preferential), and Figure 21(a-2) is a conceptual diagram of the AT level lottery table (preferential B). Each of the above AT level lottery tables defines a combination of the lottery value for AT level "1" and the lottery value for AT level "2" for each set value. As will be explained in detail later, it is more advantageous for the player when AT level "2" is determined than when AT level "1" is determined.
[0347] As shown in Figures 21(a-1) and 21(a-2), the higher the setting value, the easier it is to determine AT level "2". Furthermore, even when the setting value is the same, AT level "2" is more likely to be determined in Favorable Mode B or MIX Mode compared to Non-Favorable Mode or Favorable Mode A. For example, when the setting value is "1", AT level "2" is determined with a probability of approximately 26 / 256 in Non-Favorable Mode, while AT level "2" is determined with a probability of approximately 68 / 256 in Favorable Mode B.
[0348] Figure 21(b) is a conceptual diagram of the RUSH type lottery table. When the main CPU 301 transitions to the RUSH state, it uses the RUSH type lottery table to perform a RUSH type lottery. As shown in Figure 21(b), the RUSH type lottery table defines lottery values corresponding to the RUSH type for each AT level (1, 2). As mentioned above, the RUSH type in the RUSH state is determined to be one of RUSH type A to RUSH type F. The probability of being granted a continuation stock (RUSH state continuation rate) increases in the order from RUSH type A to RUSH type F.
[0349] For example, at AT level "1", RUSH type A, which has the lowest continuation rate, is determined with a probability of approximately 45 / 256. On the other hand, at AT level "2", RUSH type A is determined with a probability of approximately 33 / 256. In other words, the probability of RUSH type A being determined is higher at AT level "1" than at AT level "2". Also, at AT level "1", RUSH type F, which has the highest continuation rate, is determined with a probability of approximately 13 / 256. On the other hand, at AT level "2", RUSH type F is determined with a probability of approximately 18 / 256. In other words, the probability of RUSH type F being determined is higher at AT level "2" than at AT level "1". With the above configuration, the continuation rate of the RUSH state increases with the AT level. Furthermore, as mentioned above, in preferential mode B (including MIX mode), the AT level is favored, so the continuation rate of the RUSH state tends to be more favorable.
[0350] Figures 21(c-1) to 21(c-3) are conceptual diagrams of the challenge level lottery table. When the main CPU 301 transitions to the challenge state, it uses the challenge level lottery table to perform a challenge level lottery. As mentioned above, a bonus lottery is performed in the challenge state. The probability of winning the bonus lottery changes depending on the challenge level of the challenge state. Specifically, in the challenge level lottery, one of the challenge levels "0" to "4" is determined by lottery. Also, the higher the challenge level of the challenge state, the higher the probability of winning the bonus lottery.
[0351] As described above, in this embodiment, many medals can be obtained by repeatedly transitioning between the bonus state and the challenge state. For the purpose of explanation below, the challenge state transitioned from the RUSH state may be referred to as the "initial challenge state." If a bonus lottery is won in the initial challenge state and the player transitions to the first bonus state, the challenge state transitioned from that bonus state may be referred to as the "first consecutive challenge state." Similarly, the challenge state transitioned from the second bonus state may be referred to as the "second consecutive challenge state," the challenge state transitioned from the third bonus state as the "third consecutive challenge state," and so on.
[0352] However, let's assume a configuration where the challenge level in the initial challenge state is also used in subsequent challenges. In this configuration, if the challenge level in the initial challenge state is set to the maximum value "4", the challenge level in subsequent challenges will also be the maximum value "4". Therefore, an undesirable situation may arise where the player is excessively favored. Taking these circumstances into consideration, this embodiment employs a configuration that suppresses the above-mentioned undesirable situation.
[0353] Specifically, the challenge level in this embodiment is determined by lottery each time the system transitions to a challenge state. In other words, the challenge level can change depending on the challenge state. The challenge level lottery table includes challenge level lottery table Ta (Figure 21(c-1)), challenge level lottery table Tb (Figure 21(c-2)), and challenge level lottery table Tc (Figure 21(c-3)).
[0354] As will be explained in detail later, the Challenge Level Lottery Table Ta is used to determine the Challenge Level for the initial Challenge state. Furthermore, the Challenge Level for subsequent Challenge states is determined using either the Challenge Level Lottery Table Tb or the Challenge Level Lottery Table Tc. When using either the Challenge Level Lottery Table Tb or the Challenge Level Lottery Table Tc, a Challenge Level equal to or lower than the previous Challenge Level is determined. This configuration suppresses the aforementioned problems.
[0355] Figure 21(c-1) is a conceptual diagram of the Challenge Level Lottery Table Ta. As mentioned above, the Challenge Level Lottery Table Ta is used to determine the Challenge Level in the initial Challenge state. As shown in Figure 21(c-1), the Challenge Level Lottery Table Ta defines the lottery values for each Challenge Level (0 to 4) for each AT level. As can be understood from Figure 21(c-1), Challenge Level "0" (the lowest value) is not determined in the initial Challenge state. As will be explained in detail later, Challenge Level "0" can be determined from the first consecutive Challenge state onward. Therefore, the lowest Challenge Level in the initial Challenge state is "1".
[0356] For example, at AT level "1", the minimum challenge level "1" in the initial challenge state is determined with a probability of approximately 172 / 256. On the other hand, at AT level "2", the challenge level "1" is determined with a probability of approximately 79 / 256. In other words, the probability of the minimum challenge level "1" being determined in the initial challenge state is higher at AT level "1" than at AT level "2". Also, at AT level "1", the maximum challenge level "4" is determined with a probability of approximately 1 / 256. On the other hand, at AT level "2", the maximum challenge level "4" is determined with a probability of approximately 5 / 256. In other words, the probability of the maximum challenge level "4" being determined is higher at AT level "2" than at AT level "1". In this configuration, the challenge level in the initial challenge state is more favorable the higher the AT level. As mentioned above, in favorable mode B (including MIX mode), the AT level is favored, so the winning rate in the bonus lottery in the challenge state becomes more advantageous.
[0357] Figure 21(c-2) is a conceptual diagram of the Challenge Level Lottery Table Tb. The Challenge Level after the first Challenge State is determined by a probability corresponding to the Challenge Level in the previous Challenge State. Specifically, the Challenge Level Lottery Table Tb defines the lottery value for each Challenge Level based on the previous Challenge Level.
[0358] The Challenge Level Lottery Table Tb described above is used to determine the Challenge Level from the 1st Challenge to the 3rd Challenge. As will be explained in detail later, the Challenge Level from the 4th Challenge to the 7th Challenge is determined by the Challenge Level Lottery Table Tc. However, when determining the Challenge Level from the 8th Challenge onward, the Challenge Level Lottery Table Tb is used again.
[0359] When using the Challenge Level Lottery Table Tb, the Challenge Level for the current Challenge state will be less than or equal to the Challenge Level for the previous Challenge state. For example, if the previous Challenge Level was "0", then Challenge Level "0" will be determined. Also, if the previous Challenge Level was "1", there is a probability of approximately 205 / 256 that Challenge Level "1" will be maintained, and a probability of approximately 51 / 256 that it will be downgraded to Challenge Level "0". However, if the initial Challenge state is Challenge Level "4" (the highest value), then the Challenge Level will be maintained at "4" from the first to the third consecutive Challenge states.
[0360] Figure 21(c-3) is a conceptual diagram of the challenge level lottery table Tc. The challenge level lottery table Tc described above is used to determine the challenge level from the 4th consecutive challenge state to the 7th consecutive challenge state.
[0361] When using the Challenge Level Lottery Table Tc, the Challenge Level in the current Challenge state will be less than or equal to the Challenge Level in the previous Challenge state. Specifically, as can be seen from Figure 21(c-3), the Challenge Level from the 4th consecutive Challenge state to the 7th consecutive Challenge state will be one level lower than the previous Challenge Level, or the lowest Challenge Level, "0", except when the previous Challenge Level was "4". However, if the previous Challenge Level was "4", it will be either one level lower, "3", or maintain Challenge Level "4".
[0362] In this embodiment, if the third consecutive challenge state is at challenge level "3" or lower, the challenge level becomes "0" from the eighth consecutive challenge state onward. Therefore, the disadvantage of excessive benefits for the player is suppressed. On the other hand, if the challenge level is maintained at "4" up to the eighth consecutive challenge state, the subsequent challenge states will also be at challenge level "4". Therefore, compared to a configuration where the challenge level is always "0" from the eighth consecutive challenge state onward, for example, the player's motivation to play can be improved.
[0363] Figures 22(a) and 22(b) are conceptual diagrams of the ceiling mode lottery table. As described above, the normal state ends when the number of games played reaches the ceiling number, and the game transitions to the preparation state (instruction period). In this embodiment, multiple types of ceiling modes (A to C, Heaven) are provided, and the number of games played changes depending on the ceiling mode. Specifically, in the normal state, the ceiling counter is increased by "1" each time a game is played. The ceiling counter is updated not only in the normal state but also in each game played in the CZ state. However, the ceiling counter may be configured to stop updating during the CZ state. When the value of the ceiling counter reaches the ceiling number, the game then transitions to the preparation state.
[0364] When the RUSH state ends and the system returns to the normal state, the main CPU 301 performs a ceiling mode lottery using the ceiling mode lottery table. Specifically, the ceiling mode lottery table includes a ceiling mode lottery table used in the preferential mode (preferential mode A, preferential mode B, or MIX mode) (see Figure 22(a)) and a ceiling mode lottery table used in the non-preferential mode (see Figure 22(b)).
[0365] As mentioned above, when the RUSH state ends, the preferential mode A lottery (see Figure 19(e-2)) may determine whether the player will transition to the preferential mode. In this embodiment, when the RUSH state ends, the preferential mode A lottery is executed before the ceiling mode lottery. If the player is determined to transition to the preferential mode in the preferential mode A lottery, the ceiling mode lottery immediately following will use the ceiling mode lottery table used in the preferential mode (see Figure 22(a)). However, the preferential mode A and B lottery (see Figure 19(e-2)) is also executed before the ceiling mode lottery. If the player is demoted to the non-preferential mode in the preferential mode A and B lottery, the ceiling mode lottery immediately following will use the ceiling mode lottery table used in the non-preferential mode (see Figure 22(b)).
[0366] As shown in Figures 22(a) and 22(b), the ceiling mode lottery table defines the lottery values for each ceiling mode (A-C, Heaven) for each set value (1-6). As can be seen from Figures 22(a) and 22(b), ceiling mode "A", which has the most ceiling counts at 777, is more likely to be determined in non-favorable modes than in favorable modes when the set value is the same. For example, with a set value of "1", the probability is approximately 116 / 256 in favorable modes, while it is approximately 151 / 256 in non-favorable modes. Ceiling mode "B", which has the second most ceiling counts at 555, is more likely to be determined in non-favorable modes than in favorable modes when the set value is the same. On the other hand, ceiling mode "C", which has a relatively small ceiling count of 444, is more likely to be determined in favorable modes than in non-favorable modes when the set value is the same. With the above configuration, in the preferential mode, it becomes easier to determine a more favorable (fewer) number of times to reach the ceiling than in the non-preferential mode.
[0367] By the way, as mentioned above, before playing for the maximum number of spins, it is possible to transition to the designated period via the route (hereinafter referred to as the "normal route") where the player wins the CZ state in the CZ lottery and then wins the AT lottery in the CZ state. In this embodiment, when the ceiling mode "A" to "C" is determined, the probability of transitioning to the designated period via the normal route is designed to be higher than the probability of playing for the maximum number of spins and transitioning to the designated period. On the other hand, when the ceiling mode "Heaven" is determined, the probability of playing for the maximum number of spins (111 spins) and transitioning to the designated period is higher than the probability of transitioning to the designated period via the normal route.
[0368] In the above configuration, it is easy for the player to understand that the ceiling mode "Heaven" has been determined. In the above configuration, let's assume a configuration in which the probability of determining the ceiling mode "Heaven" differs between the non-favorable mode and the favorable mode (hereinafter referred to as "proportional"). In the above proportional configuration, it is easy for the player to understand (infer) whether or not they are in the favorable mode from the frequency in which the ceiling mode is determined. Therefore, it is conceivable that a player who infers that they are not in the favorable mode may stop playing. This embodiment has the advantage of suppressing the above inconvenience. In addition, in this embodiment, there is a possibility of transitioning from the non-favorable section to the normal state. In the above case, ceiling mode B is determined without lottery.
[0369] Figure 23(a) is a schematic diagram of a specific example of the results screen Mr. In this embodiment, for example, the results screen Mr is displayed when the instruction period ends and the player transitions to a non-instruction period. The results screen Mr displays the number of medals (net increase) acquired during the instruction period. In addition, a warning image Gk is displayed on the results screen Mr. The warning image Gk displays a warning message to suppress addiction to the game.
[0370] Additionally, a trophy image (Gt) may be displayed on the results screen (Mr). Figure 23(a) shows a specific example where the trophy image (Gt) is displayed. The trophy image (Gt) is displayed to indicate (notify) the setting value (1-6) determined during the setting value change process.
[0371] Specifically, the results screen Mr will display one of several types of trophy images Gt. For example, the results screen Mr will display one of the trophy images Gt, including bronze trophy image Gt2, silver trophy image Gt3, silver trophy image Gt4, gold trophy image Gt4, zebra trophy image Gt5, and rainbow trophy image Gt6. Of the above trophy images Gt, bronze trophy image Gt2 will be displayed if the setting value is "2" or higher. Similarly, silver trophy image Gt3 will be displayed if the setting value is "3" or higher. Likewise, gold trophy image Gt4 will be displayed if the setting value is "4" or higher, zebra trophy image Gt5 will be displayed if the setting value is "5" or higher, and rainbow trophy image Gt6 will be displayed if the setting value is "6" or higher.
[0372] Figures 23(b-1) and 23(b-2) are conceptual diagrams of specific examples of the trophy lottery table (Tx, Ty). When the sub-CPU 412 displays the result screen Gr, it uses the trophy lottery table to perform a trophy lottery. In this trophy lottery, the trophy image Gt displayed on the result screen Gr is determined by lottery. As will be described in detail later, this embodiment is configured to accept custom operations by the administrator of the gaming machine 1 (see Figure 24(a)). Figures 23(b-1) and 23(b-2) show the default trophy lottery table when the above custom operations have not been performed.
[0373] The default trophy draw tables include the trophy draw table Tx shown in Figure 23(b-1) and the trophy draw table Ty shown in Figure 23(b-2). Each trophy draw table T defines the draw values for each trophy Gt for each set value. Note that if "None" is determined in Figures 23(b-1) and 23(b-2), the trophy image Gt will not be displayed on the results screen Gr. For example, as can be seen from Figures 23(b-1) and 23(b-2), if the set value is "1", "None" will always be determined, and the trophy image Gt will not be displayed.
[0374] Sub-CPU 412 updates the sub-game count counter Cs each time a game is played. The sub-game count counter Cs is incremented by "1" regardless of the payout status. Additionally, when the power is turned on, the sub-game count counter Cs is set to an initial value of "0". As will be explained in detail later, the trophy lottery tables (Tx, Ty) used in the trophy lottery are switched according to the sub-game count counter Cs.
[0375] However, in the bonus activation state described above (a game state that does not transition in principle), the sub-game count counter Cs is not updated. When the bonus activation state ends, the updating of the sub-game count counter Cs resumes. Also, when the power is turned on, after the main board 300 (main CPU 301) starts up, the sub-board 400 (sub-CPU 412) performs power-on processing, and after the power-on processing is completed, the sub-CPU 412 becomes able to perform normal processing. In this embodiment, even if a game is played during the period when the sub-CPU 412 is performing power-on processing, the sub-game count counter Cs is not updated.
[0376] As can be seen from Figures 23(b-1) and 23(b-2), when a trophy draw is performed using the trophy draw table Ty, the trophy image Gt is more likely to be displayed than when a trophy draw is performed using the trophy draw table Tx. Specifically, the probability of each trophy image Gt being displayed is approximately twice as high when a trophy draw is performed using the trophy draw table Ty compared to when a trophy draw is performed using the trophy draw table Tx. For example, when using the trophy draw table Tx, the probability of the bronze trophy image Gt being displayed is approximately 2048 / 65536 for setting value "2", approximately 1024 / 65536 for setting value "3", approximately 1024 / 65536 for setting value "4", approximately 1026 / 65536 for setting value "5", and approximately 1026 / 65536 for setting value "6". On the other hand, when using the trophy lottery table Ty, the probability of displaying the bronze trophy image Gt is approximately 4096 / 65536 for setting value "2", approximately 2048 / 65536 for setting value "3", approximately 2048 / 65536 for setting value "4", approximately 2051 / 65536 for setting value "5", and approximately 2051 / 65536 for setting value "6".
[0377] Figure 23(c) illustrates a configuration in which the trophy draw tables (Tx, Ty) used in the trophy draw are switched according to the sub-game counter Cs. As mentioned above, if a custom operation is performed, trophy draw tables other than trophy draw tables Tx and Ty (see Figures 24(c-1) and 24(c-2) below) may be used. Figure 23(c) shows a specific example when no custom operation is performed.
[0378] For explanatory purposes, the period from when the power is turned on until the 1000th game is played may be referred to as "Setting Period A". Setting Period A can also be described as the period during which the sub-game counter Cs is in the range of "1 to 1000". Furthermore, the period from when the power is turned on until the 2000th game is played (1001 ≤ Cs ≤ 2000) may be referred to as "Setting Period B". Similarly, the period from the 2001st game to the 3000th game (2001 ≤ Cs ≤ 3000) is designated as "Setting Period C," the period from the 3001st game to the 4000th game (3001 ≤ Cs ≤ 4000) is designated as "Setting Period D," the period from the 4001st game to the 5000th game (4001 ≤ Cs ≤ 5000) is designated as "Setting Period E," and the period from the 5001st game to the 6000th game (5001 ≤ Cs ≤ 6000) is designated as "Setting Period C." The period from the 6001st game to the 7000th game (6001≦Cs≦7000) may be referred to as "Setting Period F," the period from the 7001st game to the 8000th game (7001≦Cs≦8000) as "Setting Period H," the period from the 8001st game to the 9000th game (8001≦Cs≦9000) as "Setting Period I," and the period after the 9001st game (9001≦Cs) as "Setting Period J."
[0379] As shown in Figure 23(c), during setting period A, a trophy draw is performed using the trophy draw table Ty. That is, if the result screen Gr is displayed in any game where the sub-game count counter Cs is within the range "1 ≤ Cs ≤ 1000", a trophy draw is performed using the trophy draw table Ty. Therefore, in the period immediately after a player starts playing, the trophy image Gt is relatively likely to be displayed (the setting value is more likely to be suggested). Subsequently, if the result screen Gr is displayed during setting periods B through F after setting period A has ended, a trophy draw is performed using the trophy draw table Tx. Also, if the result screen Gr is displayed during setting period G or later after setting period F has ended, a trophy draw is performed using the trophy draw table Ty. Note that when the gaming machine 1 is installed in a gaming hall, it tends to be evening when the number of games played reaches 6000. Therefore, in this embodiment, the frequency of appearance of the trophy image Gt can be increased from around evening.
[0380] Figure 24(a) is a conceptual diagram of a specific example of the custom settings screen Ms. The custom settings screen Ms is displayed when the aforementioned control unit is operated appropriately in the settings change mode or settings confirmation mode. The administrator of the gaming machine 1 can perform the aforementioned custom operations during the period when the custom settings screen Ms is displayed.
[0381] As shown in Figure 24(a), the custom settings screen Ms consists of an enable button B1, a disable button B2, a back button B3, an initialization button B4, various condition buttons B5, and various custom selection areas R. The administrator can select any of the buttons B (1-5) or any of the custom selection areas R by operating the control panel as appropriate. In the specific example in Figure 24(a), it is assumed that the back button B3 is selected. The administrator can also confirm the selected button B by operating the control panel as appropriate (confirm operation). For example, if the back button B3 is confirmed, the custom settings screen Ms will be hidden, and the screen in setting change mode or setting confirmation mode will be displayed.
[0382] The custom settings screen Ms displays each custom selection area R corresponding to the aforementioned setting periods (A to J). After selecting a custom selection area R, the custom information (no custom, custom 1 to 7) for the setting period corresponding to that custom selection area R can be set by operating the control panel as appropriate. Specifically, any of the custom information from "custom 1" to "custom 7" and "no custom" can be set for each setting period.
[0383] During the setting period when "No Customization" is selected, the trophy draw will be performed using the trophy draw table Tx (see Figure 23(b-1)) or trophy draw table Ty (see Figure 23(b-2)). On the other hand, during the setting period when "Customization 1" to "Customization 7" are selected, the trophy draw may be performed using the trophy draw table corresponding to the customization information, instead of the default trophy draw table Tx or trophy draw table Ty.
[0384] For explanatory purposes, the trophy draw tables Tx and Ty mentioned above may be referred to as "default tables." Additionally, the trophy draw tables (T1, T2, T3, T4…T7) used when "Custom 1" to "Custom 7" are set may be referred to as "custom tables." Custom tables include Custom Table T1 corresponding to Custom 1, Custom Table T2 corresponding to Custom Information 2, and Custom Table T7 corresponding to Custom Information 7. The probability of each trophy image Gt being determined in the trophy draw may vary depending on the type of Custom Table T(1~7).
[0385] Each custom selection area R on the custom settings screen Ms displays the custom information set for the setting period corresponding to that custom selection area R. For example, in the specific example in Figure 24(a), it is assumed that custom 4 is set for setting period A (1 to 1000 games), custom 4 is set for setting period B (1001 to 2000 games), custom 4 is set for setting period C (2001 to 3000 games), custom 4 is set for setting period D (3001 to 4000 games), and custom 3 is set for setting period E (4001 to 5000 games).
[0386] As shown in Figure 24(a), the custom settings screen Ms displays condition buttons B5 corresponding to each setting period (A to J). Condition buttons B5 can be selected during the period in which "Custom 1" to "Custom 7" are set for the setting period corresponding to that condition button B5. Specifically, the administrator selects one of the condition buttons B5 by operating the control panel as appropriate. Each time a selected condition button B5 is selected, the text displayed on that condition button B5 alternates between "Every time" and "First time only".
[0387] For example, if the condition button B5 corresponding to setting period A displays "Every time", then when the result screen Gr is displayed during a period in which the game count counter Cs is within the range "1 ≤ Cs ≤ 1000", a trophy draw will be performed using the custom table regardless of how many times the result screen Gr has been displayed during that period. On the other hand, if the condition button B5 corresponding to setting period A displays "First time only", then when the result screen Gr is displayed for the first time during a period in which the game count counter Cs is within the range "1 ≤ Cs ≤ 1000", a trophy draw will be performed using the custom table, and when the result screen Gr is displayed for the second time or later, a trophy draw will be performed using the default table. Alternatively, if the condition button B5 corresponding to setting period A displays "First time only", then when the result screen Gr is displayed for the first time during a period in which the game count counter Cs is within the range "1 ≤ Cs ≤ 1000", a trophy draw will be performed using the custom table, and when the result screen Gr is displayed for the second time or later, a trophy draw will not be performed, and the trophy image Gt will not be displayed on that result screen Gr. The same applies to other set periods (B to J).
[0388] In the specific example shown in Figure 24(a), during setting period A (1 to 1000 games), the custom time table T4 is used for each trophy draw. On the other hand, in the specific example shown in Figure 24(a), during setting period E (4001 to 5000 games), the custom time table T3 is used for the first trophy draw, and the default time table (Tx) is used for subsequent trophy draws. In this embodiment, for example, if the trophy draw is performed multiple times within a single setting period (if the result screen Gr is displayed multiple times), the custom time table is always used for each trophy draw, which has the advantage of allowing for more detailed setting of the appearance rate of the trophy image Gt.
[0389] The enable button B1 on the custom settings screen Ms is turned ON when the select button is pressed. When the enable button B1 is ON, the disable button B2 is turned OFF. Conversely, when the disable button B2 is pressed and turned ON, the enable button B1 is turned OFF. In the specific example in Figure 24(a), we assume that the enable button B1 is ON and the disable button B2 is OFF.
[0390] When the Enable button B1 is ON, the settings configured for each setting period become active, and the trophy draw is performed using the trophy draw table corresponding to those settings during that period. On the other hand, when the Disable button B2 is OFF, the trophy draw is performed using the default draw table, regardless of the settings configured for each setting period.
[0391] However, even if the disable button B2 is changed to the ON state, the setting information set for each setting period is saved (not reset). For example, in the specific example in Figure 24(a), "Custom 4" set for setting periods A to D, and "Custom 3" set for setting period E are saved even if the disable button B2 is changed to the ON state. Furthermore, by turning the enable button B1 ON after turning the disable button B2 ON, the saved custom information becomes active, and a trophy lottery corresponding to that custom information is executed for each setting period.
[0392] Furthermore, it is preferable to have a configuration that notifies the user that each custom information is saved but is disabled during the period when the disable button B2 is ON. For example, during the period when the disable button B2 is ON, the custom information set for each setting period may be displayed in each custom selection area R, similar to the period when the enable button B1 is ON (for example, the specific example in Figure 24(a)). In addition, in the above configuration, during the period when the disable button B2 is ON, each custom selection area R may be displayed darker (darkened) compared to the period when the enable button B1 is ON.
[0393] When the initialization button B4 on the custom settings screen Ms is selected, each custom setting for each setting period is reset to "None". Also, when the initialization button B4 is selected, the display of the custom selection area R is reset to "None". In this embodiment, the custom information is not reset even if the power is cut off or the setting value is changed. However, the configuration may be such that the custom information is reset when the power is cut off or the setting value is changed.
[0394] Figure 23(b) illustrates the appearance rate of the trophy image Gt when each custom setting is configured. As shown in Figure 23(b), during the setting period when "No Customization" is selected, the trophy draw is performed using the default tables (Tx, Ty) mentioned above. On the other hand, during the setting period when "Customization 1" is selected, if the trophy draw is performed using the customization table T1, the trophy image Gt will not be displayed regardless of the setting value. However, even during the setting period when "Customization 1" is selected, if the condition button B5 is set to "First Time Only", the default table will be used for the trophy draw from the second time onward, and the trophy image Gt may be displayed.
[0395] When "Custom 2" is set and the trophy draw is performed using custom table T2 during the specified period, if the setting value is "2" or higher, the bronze trophy image Gt1 will always be displayed. However, even if "Custom 2" is set during the specified period, if the setting value is "1", the trophy image Gt will not be displayed. When "Custom 3" is set and the trophy draw is performed using custom table T3 during the specified period, the trophy images Gt that can be displayed will be shown with equal probability according to the current setting value. Also, when "Custom 4" is set and the trophy draw is performed using custom table T4 during the specified period, the bronze trophy image Gt1 or higher that can be displayed will be shown with equal probability according to the current setting value.
[0396] When "Custom 5" is set and the trophy draw is performed using Custom Table T5 during the specified period, gold trophy images of Gt3 or higher will be displayed with equal probability according to the current setting. When "Custom 6" is set and the trophy draw is performed using Custom Table T6 during the specified period, zebra trophy images of Gt4 or higher will be displayed with equal probability according to the current setting. When "Custom 7" is set and the trophy draw is performed using Custom Table T7 during the specified period, the highest trophy image Gt that can be displayed according to the current setting will be displayed. For example, if the setting is "6", a rainbow trophy Gt5 will always be displayed.
[0397] Figure 23(c-1) is a conceptual diagram of a specific example of the custom table T3. As mentioned above, in the trophy lottery using the custom table T3, the trophy images Gt that can be displayed are shown with equal probability depending on the current setting value. Specifically, as shown in Figure 23(c-1), when the setting value is "1", none of the trophy images Gt are displayed in the trophy lottery using the custom table T3. On the other hand, when the setting value is "2", in the trophy lottery using the custom table T3, there is a probability of approximately 50 percent that no trophy image Gt will be displayed, and a probability of approximately 50 percent that the bronze trophy image Gt1 will be displayed.
[0398] When the setting is "3", there is approximately a 33 percent chance that the trophy image Gt will not be displayed, approximately a 33 percent chance that the bronze trophy image Gt1 will be displayed, and approximately a 33 percent chance that the silver trophy image Gt2 will be displayed. Similarly, when the setting is "4", there is approximately a 25 percent chance that the trophy image Gt will not be displayed, approximately a 25 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 25 percent chance that the silver trophy image Gt2 will be displayed, and approximately a 25 percent chance that the gold trophy image Gt3 will be displayed. When the setting is "5", there is approximately a 20 percent chance that the trophy image Gt will not be displayed, approximately a 20 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 20 percent chance that the silver trophy image Gt2 will be displayed, approximately a 20 percent chance that the gold trophy image Gt3 will be displayed, and approximately a 20 percent chance that the zebra trophy image Gt4 will be displayed. When the setting is "6", there is approximately a 17 percent chance that the trophy image Gt will not be displayed, approximately a 17 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 17 percent chance that the silver trophy image Gt2 will be displayed, approximately a 17 percent chance that the gold trophy image Gt3 will be displayed, approximately a 17 percent chance that the zebra trophy image Gt4 will be displayed, and approximately a 17 percent chance that the rainbow trophy image Gt5 will be displayed.
[0399] Figure 23(c-2) is a conceptual diagram of a specific example of custom table T3. As mentioned above, in the trophy lottery using custom table T4, bronze trophy images Gt1 or higher that can be displayed are shown with equal probability depending on the current setting value. Specifically, as shown in Figure 23(c-2), when the setting value is "1", no trophy image Gt will be displayed in the trophy lottery using custom table T4. On the other hand, when the setting value is "2", bronze trophy image Gt1 will always be displayed during the setting period in which "Custom 4" is set.
[0400] If the setting is "3", there is approximately a 50 percent chance that the bronze trophy image Gt1 will be displayed, and approximately a 50 percent chance that the silver trophy image Gt2 will be displayed. Similarly, if the setting is "4", there is approximately a 33 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 33 percent chance that the silver trophy image Gt2 will be displayed, and approximately a 33 percent chance that the gold trophy image Gt3 will be displayed. If the setting is "5", there is approximately a 25 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 25 percent chance that the silver trophy image Gt2 will be displayed, approximately a 25 percent chance that the gold trophy image Gt3 will be displayed, and approximately a 25 percent chance that the zebra trophy image Gt4 will be displayed. If the setting is "6", there is approximately a 20 percent chance that the bronze trophy image Gt1 will be displayed, approximately a 20 percent chance that the silver trophy image Gt2 will be displayed, approximately a 20 percent chance that the gold trophy image Gt3 will be displayed, approximately a 20 percent chance that the zebra trophy image Gt4 will be displayed, and approximately a 20 percent chance that the rainbow trophy image Gt5 will be displayed.
[0401] <Each process executed by the main CPU> The main CPU 301 performs various processes using the data described above. When a reset signal is input from the reset circuit, the main CPU 301 performs a startup process. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, when the power switch 511SW is turned ON and the power supply voltage to the main control board 300 begins, the startup process is executed. In the startup process, the main CPU 301 initializes the registers and other components of the main control board 300.
[0402] Furthermore, during the startup process, the main CPU 301 executes various processes, including processes for changing setting values (processes for transitioning to a playable state). The main CPU 301 may also perform a security check process before the startup process to determine the validity of the control program stored in the main ROM 302. After the startup process is completed, the main CPU 301 transitions to the game control process. In this embodiment, when the setting values are changed, the game state transitions to a non-internal state, and the payout state enters a non-advantageous section. Also, various information related to the instruction function is initialized.
[0403] Figure 25 is a flowchart of the game control processing of the main CPU 301. Game control processing is executed each time a player plays a game. As will be described in detail later, the main CPU 301 executes interrupt processing at predetermined time intervals (e.g., 1.49 ms) during the period in which game control processing is executed. In other words, the main CPU 301 executes game control processing and interrupt processing alternately. For example, commands sent to the sub-control board 400 are set in the game control processing and sent to the sub-control board 400 in the interrupt processing. Commands indicating the results of various draws performed by the main CPU 301, or the values of various counters provided in the main RAM 303, are sent to the sub-control board 400 as appropriate. In addition, each timer (e.g., wait timer) set in the game control processing is decremented in the interrupt processing.
[0404] When the main CPU 301 starts game control processing, it executes an initial setup process (S101). The initial setup process is executed after each game is completed. In the initial setup process, the main CPU 301 initializes the memory areas of the main RAM 303 that are initialized for each game. For example, the winning area storage area, which stores the winning area (winning area number) from the previous game, is initialized in the initial setup process.
[0405] After the initial setup process, the main CPU 301 proceeds to the automatic betting process (S102). During the automatic betting process, if the main CPU 301 determined that a combination of symbols related to a replay was matched on an active payline as a result of the previous game, it sets the same number of tokens as the previous game as the tokens to bet for the current game.
[0406] After the automatic coin insertion process, the main CPU 301 proceeds to the pre-game start processing (S103). During the pre-game start processing, the main CPU 301 detects coins from the coin insertion unit 8 and detects the operation of the payout button 23. If the insertion of coins is detected during the pre-game start processing, the main CPU 301 adds the bet coins or credits. Also, if the operation of the payout button 23 is detected during the pre-game start processing, the main CPU 301 refunds the bet coins or credits. Furthermore, during the pre-game start processing, the main CPU 301 detects the operation of the start lever 24 (i.e., the operation to start the game).
[0407] When the main CPU 301 detects the start operation of a game during the pre-game processing, it proceeds to the setting value confirmation process (S104). In the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate. Specifically, in the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate (one of 1 to 6). If it determines that the setting value is not appropriate, the main CPU 301 stores a setting value error command indicating an abnormal setting value in the command storage area and proceeds to the setting value error processing.
[0408] If the main CPU 301 determines that the setting value is appropriate during the setting value verification process, it acquires random values R1, R2, and R3 (S105). Random value R1 is a hardware random number generated by the random number generator 304 and is used in the internal lottery process. Random value R2 is a software random number acquired from a register built into the main CPU 301 and is used in the reel performance determination process, etc. Random value R3 is used in the processing related to the instruction function. The main CPU 301 stores the acquired random value R1 in the random value R1 storage area of the main RAM 303. Similarly, the main CPU 301 stores the acquired random value R2 in the random value R2 storage area of the main RAM 303 and stores the acquired random value R3 in the random value R3 storage area of the main RAM 303.
[0409] The main CPU 301 stores random values R1, R2, and R3 in the main RAM 303, and then proceeds to the startup process (S106). The startup process consists of processes including an internal lottery process to determine the winning area using random value R1, and a reel animation determination process to determine the reel animation using random value R2. The startup process also includes an instruction number determination process to determine the instruction number.
[0410] The main CPU 301 executes the start-up process, and then executes the reel animation process (S107). For example, in the reel animation process, various game operations are accepted, and the reel 12's state (acceleration, variation display, stop, still, vibration) is switched. The main CPU 301 also sets the aforementioned delay time by lottery during the reel animation process. The remaining wait time is also subtracted during the reel animation process.
[0411] The main CPU 301 executes a wait process (S108) after executing the reel animation process. The wait process is a process to make the duration of each game longer than a predetermined length. In the wait process, the main CPU 301 determines whether the wait period has elapsed, and if it determines that the wait period has not elapsed, it does not proceed from the wait process to the pre-stop process described later.
[0412] On the other hand, if the main CPU 301 determines that the wait period has elapsed, it proceeds to pre-stop processing (S109). In pre-stop processing, various data (such as priority order described later) are stored in the main RAM 303 according to the winning area determined by the internal lottery process. In the stop control process described later, each reel 12 is stopped according to the data stored in the pre-stop processing, and the symbol combinations related to the winning role specified in the winning area are stopped and displayed on the active lines.
[0413] After executing the pre-stop processing, the main CPU 301 proceeds to the stop control processing (S110). During the stop control processing, the main CPU 301 stops the reel 12 corresponding to each stop button 25 each time that stop button 25 is operated. Each reel 12 stops at the symbol position corresponding to the data set in the pre-stop processing described above.
[0414] When all reels 12 are stopped in the stop control process, the main CPU 301 proceeds to the display determination process (S111). In the display determination process, the main CPU 301 determines the combination of symbols displayed on the active lines. The main CPU 301 also sets various data according to the type of combination of symbols displayed on the active lines. For example, if it determines that a combination of symbols related to a replay is stopped on an active line, the main CPU 301 sets the replay activation flag to the ON state. Also, if the main CPU 301 determines that a combination of symbols related to a winning combination is stopped on an active line, it adds a number of medals corresponding to the type of winning combination to the credit count.
[0415] After executing the display judgment process, the main CPU 301 executes the stop processing (S112). During the stop processing, the main CPU 301 transitions the payout state and the game state. The above stop processing includes the bonus lottery. In addition, during the stop processing, the main CPU 301 starts or ends the advantageous period in accordance with the transition of the payout state. Specifically, it executes the advantageous period control processing described later. When the stop processing is finished, the main CPU 301 returns to step S101.
[0416] Figure 26 is a flowchart of the processing during the non-advantageous period. The main CPU 301 executes the processing during the non-advantageous period when playing in the non-advantageous period. Specifically, the main CPU 301 executes the processing during the non-advantageous period during the start processing (S106 in Figure 25 above). Note that the processing during the non-advantageous period is executed for all games in the non-advantageous period, regardless of the game state.
[0417] When processing during a non-advantageous period begins, the main CPU 301 determines whether the winning area for the current game is an advantageous period transition winning area (Sx0). In this embodiment, the advantageous period transition winning area is any winning area other than "Miss" and "Replay A". If the winning area for the current game is not an advantageous period transition winning area (Sx0: No), the main CPU 301 terminates the processing during a non-advantageous period. In this case, the advantageous period does not begin, and the non-advantageous period continues into the next game.
[0418] On the other hand, if the winning area for this game is a winning area for transitioning to a favorable section (Sx0:Yes), the main CPU 301 executes the initial setup process (part of the favorable section transition process) (Sx1). In the initial setup process, the initial preferential mode A lottery, initial preferential mode B lottery, and state transition lottery described above are executed. In addition, the difference in tokens counter is set to an initial value of "2401", ceiling mode "B" is determined, and the ceiling counter is set to an initial value of "1".
[0419] When the initial setup process is executed, it is determined whether the game state is in the internal medium state or not (Sx2). If it is determined that the game state is not in the internal medium state (Sx2: No), the main CPU 301 sets the next payout state to the normal state (Sx3). If the next payout state was set to the normal state in the previous game, the game will be in the normal state from the next game onwards. After setting the next payout state to the normal state, the main CPU 301 also executes normal state processing (Sx4). Normal state processing includes various processes that are executed in each game in the normal state. After executing normal state processing, the main CPU 301 terminates the non-advantageous section processing. In this embodiment, as a rule, the game will transition to the normal state from the non-advantageous section immediately after the setting value has been changed.
[0420] If the game determines that the game state is in the internal middle state (Sx2:Yes), the main CPU 301 executes a special AT lottery (Sx5). If the special AT lottery is won (Sx:Yes), the game transitions to a pre-announcement state (advantageous section) from the next game (Sx7), and then transitions to a CZ state via the pre-announcement state. If the AT lottery is won in the CZ state, the game transitions to the special AT state instead of the preparation state. In the special AT lottery, the transition to the advantageous section is determined by a probability corresponding to the winning area and setting value in the current game. Specifically, the higher the setting value, the more likely it is that the game will transition to the advantageous section. If the special AT lottery is not won (Sx:No), the transition to the advantageous section is not determined, and the non-advantageous section processing ends. In this case, the various information set in step Sx1 above is discarded, and the non-advantageous section continues. Note that the triggers for transitioning to the special AT state are not limited to the above examples. For example, if a strong chance is won in the normal state, a long freeze lottery is executed. If the player wins the long freeze lottery, the system may be configured so that after the long freeze reel animation is performed, the player transitions to a special AT state from the next game.
[0421] Figure 27 is a flowchart of the advantageous period control process. The main CPU 301 executes the advantageous period control process during the stop process described above. Note that the advantageous period control process is executed for all games, regardless of the game state. When the advantageous period control process starts, the main CPU 301 determines whether the current game is in an advantageous period (Sx10). If it is determined that the game is not in an advantageous period (Sx10: No), i.e., in a non-advantageous period, the main CPU 301 terminates the advantageous period control process. On the other hand, if it is determined that the game is in an advantageous period (Sx10: Yes), the main CPU 301 determines whether a replay was displayed on an active line during the current game (Sx11).
[0422] If the main CPU 301 determines that the replay is not stopped (Sx11: No), it executes the difference counter update process (Sx12). In the difference counter update process, the difference counter is updated. Specifically, the difference counter is added to the difference counter by subtracting the number of payouts from the number of tokens wagered in the current game (3 tokens). For example, if the number of payouts is 13 tokens, the value "-10" is added to the difference counter (i.e., the value "10" is subtracted from the difference counter). Also, if the number of payouts is 0 tokens, the value "+3" is added to the difference counter.
[0423] In a replay (the next game after the one in which the replay stopped), step Sx12 is executed with the number of automatically inserted tokens as the number of tokens wagered in that game. After performing the token difference counter update process, the main CPU 301 proceeds to step Sx13. If it determines that the replay stopped in the current game (Sx11: Yes), the main CPU 301 skips the token difference counter update process and proceeds to step Sx13.
[0424] In step Sx13, the main CPU 301 determines whether the difference in tokens counter is less than or equal to the value "0". If it determines that the difference in tokens counter is less than or equal to the value "0" (Sx13: Yes), the main CPU 301 initializes all parameters related to the instruction function stored in the main RAM 303 (Sx15) and terminates the advantageous section control process. In step Sx15, for example, each of the above counters is initialized, and the payout state transitions to the non-advantageous section. Note that even if the payout state transitions to the non-advantageous section, the game state does not change.
[0425] If the net payout counter determines that the value is greater than "0" (Sx13: No), the main CPU 301 determines whether the next payout state is set to "non-advantageous section" (Sx14). For example, in the final game of the special AT state, the next payout state is set to "non-advantageous section". The special AT state described above is entered, for example, when the net payout counter falls below the value "201". Even if the net payout counter becomes "201" or greater again after entering the special AT state, the special AT state continues. Also, when the net payout counter is reduced to "0" or less, the special AT state ends, and the next game becomes a non-advantageous section. In the above configuration, when the actual net payout Sj since entering the special AT state reaches approximately 200 coins, the net payout counter is reduced to "0" or less, and the special AT state ends.
[0426] If the next payout state is "non-advantageous section" (Sx14:Yes), the main CPU 301 proceeds to step Sx15, initializes all parameters related to the instruction function stored in the main RAM 303, and terminates the advantageous section control process. On the other hand, if the next payout state is anything other than "non-advantageous section" (Sx14:No), the main CPU 301 omits step Sx15 and terminates the advantageous section control process.
[0427] As described above, in this embodiment, the difference in the number of tokens in the advantageous period (total number of tokens paid out - total number of tokens inserted) is counted by the difference in tokens counter. The difference in tokens counter is provided, for example, in the main RAM 303. The "difference in tokens" is the number obtained by subtracting the number of tokens used for gameplay from the number of tokens acquired in the advantageous period, and can be a negative number. For example, if the number of tokens in the advantageous period starts to increase from the point where the difference in tokens is "-1000 tokens", and then reaches "2400 tokens", the net increase in tokens will be "3400 tokens".
[0428] <Each process executed by the sub-CPU> Figure 28 is a flowchart of the sub-startup process of the sub-CPU 412. The sub-CPU 412 executes the sub-startup process when a reset signal is input from the reset circuit. The reset circuit outputs a reset signal when the power supply voltage supplied to the sub-control board 400 exceeds a predetermined threshold. For example, the sub-startup process is executed when the power supply voltage to the sub-control board 400 is started.
[0429] When the sub-startup process begins, the sub-CPU 412 executes the startup initialization process (S301). During the startup initialization process, the sub-CPU 412 initializes various registers of the sub-control board 400, for example.
[0430] During the startup initialization process, the sub-CPU 412 determines whether there is a backup error in the sub-RAM 414. If there is a backup error, the sub-CPU 412 initializes the backup data. In addition, during the startup initialization process, the sub-CPU 412 determines whether the data stored in the various ROMs, including the CGROM 424, is correct. For example, it reads the data stored at a specific address in each ROM and determines whether the data is correct. If an error is detected in any of the ROMs, the sub-CPU 412 proceeds to a predetermined error handling procedure.
[0431] In the sub-startup process, the sub-CPU 412 starts the lamp control task (S302), the sound control task (S303), the image control board communication task (S304), the main control board communication task (S305), and the performance button input task (S306).
[0432] The sub-CPU 412 controls various lamps, including the enclosure lamp 5 and the effect lamp 28, through the lamp control task. The sub-CPU 412 also controls the speakers (31, 32) through the sound control task. Furthermore, the sub-CPU 412 sends commands to the image control board 420 through the image control board communication task, receives commands from the main control board 300 through the main control board communication task, and accepts operation of the effect button 26 and direction selection button 27 through the effect button input task.
[0433] The sub-CPU 412 receives timer interrupt signals at predetermined time intervals. Upon receiving a timer interrupt signal, the sub-CPU 412 executes one of the tasks. That is, each peripheral device, including the various lamps and speakers (31, 32), is controlled using time-division multiplexing.
[0434] Figures 29(a) to (c) are flowcharts of the performance control processing performed by the sub-CPU 412. The performance control processing is the process for controlling the performance in the performance execution means (such as the liquid crystal display device 30). As shown in Figures 29(a) to (c), the performance control processing includes sub-start processing, sub-first stop processing, and sub-stop processing. Figures 29(a) to (c) show excerpts of the performance control processing.
[0435] Figure 29(a) is a flowchart of the sub-start processing. When the main CPU 301 initiates a game, it sends a command to the sub-CPU 412 (sub-control board 400) indicating that the game has been started. Upon receiving this command from the main CPU 301, the sub-CPU 412 executes the sub-start processing. As shown in Figure 29(a), once the sub-start processing begins, the sub-CPU 412 determines whether or not the player is in a sub-penalty state (Sy11). The sub-CPU 412 is controlled to be in a sub-penalty state during the period when the game progress flag is OFF (the period after the main penalty control has been executed). For example, if the game was stopped with an irregular button press sequence during the previous game in the non-instruction period, the player will be in a sub-penalty state when the sub-start processing is executed in the current game.
[0436] If it is determined that the system is not in a sub-penalty state (Sy11: No), the sub-CPU 412 determines various performances through a performance lottery (Sy12) and terminates the sub-start processing. Once a performance is determined in step Sy12, that performance is started by each performance execution means. On the other hand, if it is determined that the system is in a sub-penalty state (Sy11: Yes), the sub-CPU 412 omits the performance lottery and terminates the sub-start processing. With this configuration, in games started while the system is in a sub-penalty state, no new performances are determined in step Sy12.
[0437] Figure 29(b) is a flowchart of the sub-first stop process. When the first stop operation is performed, the main CPU 301 sends a command to the sub-CPU 412 indicating the stop button 25 (left, center, right) that was stopped in the first stop operation. When the sub-CPU 412 receives this command from the main CPU 301 during the non-instruction period, it executes the sub-first stop process. As shown in Figure 30(b), when the sub-first stop process starts, the sub-CPU 412 determines whether or not the left first stop operation has been performed (Sy21). If it is determined that the left first stop operation has been performed (Sy21: Yes), the sub-CPU 412 terminates the sub-first stop process.
[0438] On the other hand, if it is determined that a stop operation has been performed using a method other than left-first stop (middle-first stop, right-first stop) (Sy21:No), the sub-CPU 412 forcibly terminates the currently running animation (Sy22). For example, if an animation started during the previous sub-start processing is subsequently stopped using the middle-first stop operation or the right-first stop operation, it will be forcibly terminated during the sub-first stop processing.
[0439] Furthermore, instead of a configuration where all effects are uniformly forcibly terminated when a stop operation other than the left first stop is performed, a configuration may be adopted in which some effects can continue to be executed. For example, if a stop operation other than the left first stop is performed, the sub-CPU 412 will determine whether the currently executing effect is a specific effect. If it is determined to be a specific effect, that effect will continue to be executed. On the other hand, if it is determined not to be a specific effect, the currently executing effect will be forcibly terminated. The specific effect is expected to be an effect that notifies the transition of the game state (for example, an effect when the CZ state starts). It is preferable that the above specific effect be started in the game in which it was scheduled to be executed, even if the game is in a sub-penalty state.
[0440] As shown in Figure 29(b), if the sub-CPU 412 determines that a stop operation other than the left first stop has occurred, it transitions to a sub-penalty state (Sy23). Also, if the sub-CPU 412 determines that a stop operation other than the left first stop has occurred, it executes a notification content determination process (Sy24). In the notification content determination process, the notification image and notification sound are determined. Specifically, if the middle first stop operation is performed in this game, a notification image displaying the message "Pressing from the middle" and a notification sound "Pressing from the middle" are determined. Also, if the right first stop operation is performed in this game, a notification image displaying the message "Pressing from the right" and a notification sound "Pressing from the right" are determined. Once the notification image is determined, it is immediately displayed on the liquid crystal display device 30. Also, once the notification sound is determined, it is immediately output from the speaker.
[0441] Figure 29(c) is a flowchart of the sub-stop processing. When the last stop button 25 is operated, the main CPU 301 sends a command to the sub-CPU 412 indicating that the operation has been performed. When the sub-CPU 412 receives this command from the main CPU 301, it executes the sub-stop processing. As shown in Figure 29(c), when the sub-stop processing starts, the sub-CPU 412 determines whether or not the left first stop operation was performed in the current game (Sy31). If it is determined that the left first stop operation was performed (Sy31: Yes), the sub-CPU 412 determines whether or not the sub-penalty state is in progress (S32).
[0442] If it is determined that the sub-penalty state is not active (Sy32: No), the sub-CPU 412 terminates the sub-stop processing. On the other hand, if it is determined that the sub-penalty state is active (Sy32: Yes), the sub-CPU 412 releases the penalty state (Sy33) and terminates the sub-stop processing. With this configuration, the sub-penalty state is released at the end of the game in which the left 1st stop operation is performed. Also, if it is determined in step Sy31 above that the left 1st stop operation was not performed (Sy31: No), the sub-CPU 412 omits step Sy33 and terminates the sub-stop processing. With this configuration, if the game is not played with the left 1st, the sub-penalty state will continue into the next game.
[0443] <Variation> Each of the above forms can be modified in various ways. Specific examples of modifications are given below. Two or more forms can be arbitrarily selected from the following examples and combined as appropriate.
[0444] (1) In each configuration, a setting was adopted in which the custom information is switched each time a predetermined number of games (1000 games) has elapsed. Alternatively, the setting may be changed so that the custom information is switched each time a predetermined amount of time (for example, 1 hour) has elapsed. Furthermore, the setting may be con...
Claims
[Claim 1] A means for initiating a game using game value, Multiple stop operation means capable of stopping in normal and irregular modes, Each game includes a symbol display means that displays multiple types of symbols in a variable manner, and can stop and display the symbol combination resulting from the game according to the stop operation. A means of determining which of the winning roles will be decided, A symbol variation control means for stopping and displaying the symbol combination according to the winning role and the stopping operation method, A means for assigning a game value corresponding to the aforementioned combination of symbols, An instruction means capable of specifying the stopping operation method, A state control means capable of controlling the system to any of the following states, including a predetermined state, a specific state that is more advantageous than the predetermined state, and a chance state in which the transition to the specific state is more likely to occur than in the predetermined state; A mode control means capable of controlling the system to a preferential mode in which the transition to the aforementioned chance state is more favorable than the non-preferential mode, An effect execution means capable of executing a mode suggestion effect that indicates that the person is in the aforementioned preferential mode, and A gaming machine equipped with the following features.