Gaming machine
By using multiple reels and a layered display control system, the gaming machine ensures players can easily understand overlapping effects and recognize important game values, addressing the challenge of complex displays in gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2026-05-21
- Publication Date
- 2026-07-24
AI Technical Summary
Existing gaming machines struggle to provide displays that are easily understandable to players when multiple effects overlap, making it difficult for players to grasp the information effectively.
The gaming machine employs multiple reels with different patterns, an internal lottery system to determine winning combinations, and a display control mechanism that layers and sequences the display of game values, ensuring that key information is highlighted at distinct times to enhance visibility and understanding.
This approach allows for clearer and more understandable displays even when multiple effects occur simultaneously, enabling players to easily recognize significant game values and achievements.
Smart Images

Figure 2026121551000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a slot machine equipped with a plurality of reels having a plurality of symbols arranged on the outer peripheral surface, a start lever, a stop button, etc. is known. In a slot machine, when the rotation of the reels is started based on a game start operation, an internal lottery using a lottery table is performed. When the reels stop, a symbol combination corresponding to the winning combination selected in the internal lottery is displayed. When the winning combination wins, as a process corresponding to the winning combination that has won, for example, a payout process for awarding game value or a replay process for enabling a new game without newly consuming the game value is performed. In addition, there is known a slot machine provided with an AT effect state, which is an effect state in which a batting order navigation effect (instruction effect) for assisting the winning of a specific combination is executable when the specific combination is selected. In such a slot machine, since the batting order navigation effect is performed in the AT effect state, it becomes easy for the player to win the specific combination and increase the medals.
[0003] Some of this type of gaming machines display an OVER display for notifying that the calculated net increase number has reached the set OVER display number (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in gaming machines, there is a requirement to provide displays that are easy for players to understand, even when the effects are repeated.
[0006] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that can achieve a display that is easy for players to see even when the effects are repeated. [Means for solving the problem]
[0007] To achieve the above objective, the gaming machine of the present invention is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (award determination means 44), A game value granting means (payout control means 45) that assigns game value according to the payout of the winning minor role based on the fact that a minor role has been achieved, An instruction function control means (instruction function control means 51) controls the execution of instruction effects as effects related to the aforementioned stop operation, A performance state control means (performance state control means 81) that transitions between performance states, including a specific performance state in which the aforementioned instruction performance is executed, A display means (liquid crystal display 13) that displays a composite image composed of multiple layers superimposed on a display area, The system includes a performance control means (performance control means 100) that controls the display on the aforementioned display means, As a minor win, there is a specific win (minor win 1) that, when achieved, awards a specific number of game values (11 coins) that are greater than the game value bet per game. In the aforementioned specific performance state, a first display (first display S1) indicating the number of game values acquired by the player in the aforementioned specific performance state is displayed. In the aforementioned specific performance state, there are three types of performances that can be executed based on the winning of the aforementioned specific role: the first performance, the second performance, and the third performance. The first effect is an effect that increases the first display based on the specified number, The second performance is a performance that displays a second display (second display S2) indicating the assignment of a specific number of game values, The third performance is a performance that displays a third indicator (third indicator S3) indicating that the number of game values acquired by the player in the specific performance state has reached a predetermined number. The image relating to the third display is placed on a layer with a higher display priority than the layer on which the image relating to the second display is placed. The image relating to the first display is placed on a layer with a higher display priority than the layer on which the image relating to the third display is placed. When the second and third performances are executed based on the winning of the specific role in the aforementioned specific performance state, the timing at which the second and third displays become visible to the player is different.
[0008] Having a difference (a delay) in the timing of when the second and third displays become visible allows for a display that is easier for players to see compared to when both are visible simultaneously (when a large amount of information is displayed at once). Furthermore, it allows for making the earlier displayed display stand out (emphasize) more than the later displayed display. For example, if the third display becomes visible first, players can easily grasp that the number of game values acquired in a specific performance state has reached a predetermined number, allowing them to bask in the joy. Furthermore, even if there is an overlap between the third and second indicators, the third indicator can be made visible closer to the viewer than the second indicator (ensuring the visibility of the third indicator). Also, even if there is an overlap between the first and third indicators, the first indicator can be made visible closer to the viewer than the third indicator (ensuring the visibility of the first indicator). [Effects of the Invention]
[0009] According to the present invention, even when effects overlap, a display that is easy for the player to see can be realized.
Brief Description of the Drawings
[0010] [Figure 1] This shows an example of a gaming machine according to the first embodiment of the present invention, and is a perspective view thereof. [Figure 2] This is a block diagram showing a schematic configuration of the gaming machine. [Figure 3] This is a diagram for explaining an internal lottery table. [Figure 4] This is a diagram for explaining a predetermined winning mode. [Figure 5] This is a diagram for explaining the payout of small winning combinations. [Figure 6] This is a state transition diagram of the gaming state. [Figure 7] This is a state transition diagram of the gaming section and the effect state. [Figure 8] This is a diagram for explaining the reel backlight. [Figure 9] This is a diagram for explaining the liquid crystal display. [Figure 10] This is a diagram for explaining the liquid crystal display, (a) shows the liquid crystal panel, and (b) shows the liquid crystal backlight. [Figure 11] This is a diagram for explaining the layer structure constituting the screen. [Figure 12] This is a diagram for explaining the arrangement of the mask. [Figure 13] This is a diagram for explaining the case where a specific effect and a reel flash effect overlap. <This is a diagram illustrating the notification of a door opening error. [Figure 17] This diagram illustrates what happens when a door is opened while a notification is being sent. [Figure 18] This diagram illustrates what happens when a minor prize is won while the door is open. [Figure 19] This diagram relates to a gaming machine according to a third embodiment of the present invention, and is intended to illustrate the notification of symbols on the active line and the full-screen display. [Figure 20] This diagram illustrates what happens when a door is opened while a notification is being sent. [Figure 21] This diagram illustrates what happens when a minor prize is won while the door is open. [Figure 22] This is a diagram relating to a gaming machine according to a fourth embodiment of the present invention, and is for explaining dialogue display effects and dialogue voice effects. [Figure 23] This is a diagram illustrating the volume adjustment notification and light intensity adjustment notification. [Figure 24] This diagram illustrates what happens when a door is opened while a notification is being sent. [Figure 25] This diagram illustrates what happens when a minor prize is won while the door is open. [Figure 26] This is a perspective view showing an example of a gaming machine according to the fifth embodiment of the present invention. [Figure 27] The same diagram shows the arrangement of symbols on the reels. [Figure 28] This is a front view of the gaming machine and its dedicated unit. [Figure 29] This is a block diagram showing the general configuration of a gaming machine. [Figure 30] This is a diagram illustrating the internal lottery table. [Figure 31] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 32]This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 33] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 34] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 35] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 36] This is a state transition diagram of the game state. [Figure 37] This is a diagram explaining the batting order navigation system. [Figure 38] This is a state transition diagram for the game section and the performance state. [Figure 39] This is a diagram illustrating the layer structure that makes up the screen. [Figure 40] This diagram illustrates the displays that may be shown on the LCD screen during the AT (Automatic Transmission) performance state. [Figure 41] This diagram illustrates the case where multiple displays overlap. [Figure 42] This is a diagram illustrating the timing at which the display becomes visible. [Figure 43] This is a diagram illustrating variations of the display. [Figure 44] This is a diagram relating to a gaming machine according to a sixth embodiment of the present invention, and is for illustrating a light intensity adjustment display and a volume adjustment display. [Figure 45] This diagram illustrates the first display that prompts the user to perform a stop operation in a specific manner. [Figure 46] This diagram illustrates the case where both the first and second displays are shown. [Figure 47] This is a diagram illustrating variations of the display. [Figure 48] This is a diagram illustrating variations of the display. [Modes for carrying out the invention]
[0011] (First Embodiment) Embodiments of the present invention will be described below with reference to the drawings. This embodiment will be described using the case where the present invention is applied to a slot machine, which is one type of gaming machine, as an example. However, the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a medalless gaming machine. For example, it may be a gaming machine in which gaming is played by using game value as electronic information instead of game tokens as a game medium, and by consuming or assigning game value. Unlike a slot machine in which physical tokens are inserted when playing and physical tokens are paid out when a winning combination is achieved, this gaming machine uses game value as electronic information instead of physical tokens, and by playing, game value is consumed or assigned. In the following explanation, "front and back" generally means that when the player is in front of the slot machine, the player's side is "front" and the slot machine side is "back." "Up and down" means that the top surface of the slot machine is "up" and the bottom surface is "down." "Left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right." Within the scope of this invention, any combination of each component, any modification of each component, or omission of each component is possible.
[0012] As shown in Figure 1, the slot machine 10 (gaming machine) comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, second reel 20b, and third reel 20c are unitized, as well as a hopper device for dispensing tokens. The front door 12 is also openable and closable relative to the casing 11. The front door 12 may be divided into an upper door and a lower door.
[0013] The front door 12 is equipped with a liquid crystal display device 200, a speaker 14, a lighting device 15, and other performance devices, as well as a display window 16 (reel window). The liquid crystal display device 200 displays images (moving images, still images) for various performances. The speaker 14 outputs sounds (music, sound effects, voices, etc.) for various performances. In addition to the liquid crystal display device 200, speaker 14, and lighting device 15, other performance devices such as movable parts that can be operated by actuators may also be provided.
[0014] Behind the display window 16, a reel unit comprising reels 20a to 20c is positioned so that a portion of it is visible from outside the display window 16. Multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c, and when each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower symbols), for a total of nine symbols, are displayed (visible) through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols of each reel 20a to 20c, and the active lines are set by the combination of the display positions of each reel 20a to 20c. In this embodiment of the gaming machine, the active lines are formed by the middle section of the first reel 20a, the middle section of the second reel 20b, and the middle section of the third reel 20c. Furthermore, in the gaming machine of this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens is inserted, the active lines are activated.
[0015] In slot machine 10, as soon as the game starts, each reel 20a to 20c begins to spin, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Next, when reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on an active line, this winning combination is awarded, and the process corresponding to the awarded winning combination (winning process) is performed.
[0016] The front door 12 is equipped with a coin slot 22 for inserting coins, a bet button 23 for betting credited coins, a start lever 24 for starting the game, stop buttons 26 (first stop button 26a, second stop button 26b, third stop button 26c) for stopping the rotating reels, a payout slot 27 for dispensing coins via a hopper device, and a coin tray 28 for receiving coins dispensed from the payout slot 27. In addition, a coin sensor 29 (see Figure 2) is provided behind the coin slot 22 to detect the passage of coins inserted into the coin slot 22.
[0017] Although not shown in the diagram, the front door 12 is equipped with a game information display unit and a favorable period indicator. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and error information. The favorable period indicator also has an LED, and the on and off of this LED indicates whether or not the player is in a favorable period.
[0018] In the slot machine 10, the start lever 24 is activated when a medal is inserted into the medal slot 22, or when the bet button 23 is operated and a predetermined number of medals are bet. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the reels 20a to 20c corresponding to the operated stop button 26a to 26c are stopped.
[0019] As shown in Figure 2, the slot machine 10 is equipped with a main control board 31 (main control means) and a sub-control board 32 (sub-control means). The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display device 200 (liquid crystal display), speaker 14, and lighting device 15 based on the calculation results.
[0020] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals), such as information indicating the game state, can be transmitted from the main control board 31 to the sub-control board 32. However, information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.
[0021] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 includes ROM and RAM. The sub-control board 32 includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes ROM and RAM.
[0022] The performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 decides whether or not to perform a batting order navigation performance based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or the decision on whether or not to perform a batting order navigation performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52.
[0023] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment of the game machine, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.
[0024] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation on the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.
[0025] The random number generation means 41 generates random values for the lottery. Random values can be generated, for example, based on the count value of an increment counter (a counter that counts values so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0026] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including small wins, replays, and bonuses, as well as losses (non-wins), with each of several random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. Specifically, the gaming machine of this embodiment has multiple internal lottery tables, including three types of internal lottery tables, from internal lottery table 1 to internal lottery table 3 shown in Figure 3. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved, allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.
[0027] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number is then determined as a win. In addition, some random numbers are associated with one winning combination, while others are associated with multiple winning combinations. Therefore, the internal lottery can result in either a single winning combination being achieved or multiple combinations being achieved simultaneously.
[0028] In the gaming machine of this embodiment, the following minor roles are available: Bell A, Bell B, Bell C, Special minor role A1, Special minor role A2, Special minor role A3, Special minor role A4, Special minor role B, Weak cherry, Strong cherry, and Watermelon. As winning patterns for minor roles that are won by overlapping multiple types of minor roles, there are designated batting order bells (batting order bell 1 to batting order bell 8), JAC1, and JAC2. Hereinafter, the winning areas "Weak cherry," "Strong cherry," and "Watermelon" may be referred to as rare roles.
[0029] The batting order bells will be explained in detail with reference to Figure 4. Batting order bells 1 to 4 indicate that bell A, bell B, one of the special small roles A1 to A4, and special small role B are all won together, as shown in Figure 4(a). Thus, in the gaming machine of this embodiment, batting order bells 1 to 4 result in the simultaneous win of bell A, bell B, and two types of special small roles, and the combinations of the two types of special small roles that are won together with bell A and bell B are different. Furthermore, batting order bells 5 to 8 indicate that bell A, bell C, one of the special small roles A1 to A4, and special small role B are all won together, as shown in Figure 4(a). Thus, in the gaming machine of this embodiment, in the sequence of batting order bells 5 to 8, bell A, bell C, and two types of special small wins are awarded simultaneously, and the combination of bell A and bell C and the two types of special small wins that are awarded simultaneously is different.
[0030] Furthermore, to explain JAC in more detail with reference to Figure 4, JAC1, as shown in Figure 4(a), indicates that a win occurs when Bell A, Bell B, Bell C, Special Small Role B, Watermelon, Weak Cherry, and Strong Cherry are all triggered simultaneously. Similarly, JAC2, as shown in Figure 4(b), indicates that a win occurs when Special Small Roles A1 to A4, Special Small Role B, and Bell A are all triggered simultaneously.
[0031] In the gaming machine of this embodiment, the probability of winning a minor role is the same in internal lottery table 1 and internal lottery table 2. Also, the probability of winning a replay is the same in internal lottery tables 1 to 3. Furthermore, in internal lottery table 3, minor roles are won in a different manner than in internal lottery table 1 and internal lottery table 2. In internal lottery table 1 and internal lottery table 2, bell B and bell C are won without overlapping by batting order bell 1 to batting order bell 8, while in internal lottery table 3, bell B and bell C are won with overlapping by JAC1.
[0032] Furthermore, in the gaming machine of this embodiment, a Big Bonus (BB) is provided as a bonus, and in the internal lottery table 1, the Big Bonus is set as a target for lottery, but in the internal lottery table 2 and internal lottery table 3, the Big Bonus is excluded from the lottery targets. In this embodiment, the gaming machine is assumed to have a continuous activation device for a so-called Type 1 special feature as the bonus, but it may also be a continuous activation device for a Type 1 special feature or a Type 2 special feature, etc. Also, the bonus is not limited to one type, and multiple bonuses may be provided.
[0033] Furthermore, in the gaming machine of this embodiment, replays and bonuses are set to be awarded individually, but cases where they are awarded simultaneously may also be set. For example, cases where a replay and a bonus are awarded simultaneously, or where a small win and a bonus are awarded simultaneously, or where multiple types of replays are awarded simultaneously may be set.
[0034] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.
[0035] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.
[0036] Slot Machine 10 has six settings, from setting 1 to setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting is changed, the internal lottery table group consisting of internal lottery tables 1 to 3 is changed to the internal lottery table group corresponding to each setting, and the internal lottery table group changes so that the probability of winning small prizes, replays, and bonuses differs depending on the setting.
[0037] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0038] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment of the gaming machine, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.
[0039] The initialization means 48 performs initialization processing to initialize at least a portion of the information stored in the RAM of the storage means 60 when the setting value is changed. Specifically, when the setting value is changed, the initialization means 48 performs processing to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the normal state, the game section becomes the non-advantageous section, and the performance state becomes the normal performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization processing, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Note that even if the setting value is changed, the game state, game section, and performance state may not be returned to their initial state.
[0040] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game starts), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.
[0041] The reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c each time one of the stop buttons 26a to 26c is operated, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated.
[0042] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".
[0043] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "Batting Order 6."
[0044] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops the reels 20a to 20c so that the winning combination includes the winning role for which the winning flag is set to the winning state. Specifically, in a state where the winning flag of one winning role is set to the winning state, the stop control of the reels 20a to 20c is performed so that this winning role wins. Also, in a state where the winning flags of multiple winning roles are set to the winning state in an overlapping manner, the reels 20a to 20c are stopped so that a predetermined winning role wins according to the priority order determined for each role. In the gaming machine of the present embodiment, the priority order is determined in the order of "replay > minor role > bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning combination of the role with a higher priority are displayed on the valid lines prior to the symbols constituting the winning combination of the role with a lower priority.
[0045] In addition, regarding the priority order of the candidates for the stop positions when multiple types of minor roles are selected in the internal lottery, there are cases where the priority order is determined according to the number of symbol combinations that can be displayed on the valid lines, and cases where the priority order is determined according to the number of medals paid out based on the payout determined in advance for the minor roles. When determining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the valid lines, the priority order of each candidate for the stop position is determined such that the stop position where the number of symbol combinations indicating the winning combination that can be displayed on the valid lines is larger has a higher priority. When determining the priority order of the candidates for the stop positions according to the number of medals paid out, the priority order of each candidate for the stop position is determined such that the stop position where the number of medals paid out based on the payout of the minor role corresponding to the symbol displayed at the display position on the valid lines is larger (the stop position where a minor role with a large payout can win) has a higher priority. However, when determining the priority order of the candidates for the stop positions according to the number of medals paid out, if minor roles with the same payout are selected in an overlapping manner, the priority order of the candidates for the stop positions where each minor role can win is treated as the same.
[0046] Furthermore, each of the batting order bells 1 to 8 has a correct batting order and a specific batting order set for it, and any order different from either the correct or specific batting order is treated as an incorrect batting order. In particular, in this embodiment, the reel that should be stopped first is the same for the correct batting order and the specific batting order, and the system branches depending on whether the second reel to be stopped is determined to be the correct batting order or the specific batting order. When any batting order bell is won, if the type of stop button pressed first corresponds to the correct batting order or the specific batting order, the priority is determined so that the candidate stop position for the first reel to stop on has the highest priority, which will result in the largest number of medal payouts and the largest number of symbol combinations that can be displayed on the active line. For the second and subsequent reels to stop on, the priority is determined so that the candidate stop position for the largest number of symbol combinations that can be displayed on the active line has the highest priority. Furthermore, if any batting order bell is won and stop buttons 26a to 26c are pressed with an incorrect batting order, the priority is determined so that the candidate stop position that can display the combination of symbols that constitutes the most winning combinations has the highest priority.
[0047] In the gaming machine of this embodiment, when any batting order bell is won, if stop buttons 26a to 26c are pressed in a specific batting order, the priority is determined so that the candidate stop position that can award bell A has the highest priority. If stop buttons 26a to 26c are pressed in the correct batting order, the game order is determined so that the candidate stop position that can award bell B or bell C has the highest priority. If stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can award special small wins A1 to A4 or special small win B has the highest priority.
[0048] Furthermore, if you win JAC1, you can win either Bell B or Bell C regardless of the order in which you play, and if you win JAC2, you can win Bell A regardless of the order in which you play.
[0049] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and what type of winning prize has been won. The main control board 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process if a minor win is achieved, a replay process (re-play process) if a replay is achieved, and a process to transition the game state (game state transition control process) if a bonus is achieved.
[0050] The payout process is the process of dispensing a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be dispensed based on the payout set for each winning combination and dispenses the determined number of medals to the hopper device. If credits are permitted, instead of actually dispensing medals through the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in the credit storage area of the RAM of the storage means 60, thereby virtually dispensing medals.
[0051] In the gaming machine of this embodiment, as shown in Figure 5, when a bell A, special small role A1 to A4, or special small role B is hit, one medal is paid out; when a bell B or bell C is hit, seven medals are paid out; when a watermelon is hit, three medals are paid out; and when a weak cherry or strong cherry is hit, two medals are paid out.
[0052] Furthermore, the replay processing is a process performed by the replay processing means 46 that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed in which the same number of tokens as the number of tokens set to be inserted in the previous game (the game in which the replay was awarded) are automatically inserted without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.
[0053] As shown in Figure 6, the game state control means 49 performs a game state transition control process to transition the game state between the normal state, the bonus-established state, and the bonus state. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.
[0054] The internal lottery means 42 selects an internal lottery table from among the internal lottery tables shown in Figure 3 according to the game state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to internal lottery table 1, in which Big Bonus (BB) is set as the lottery target. In the bonus state, the internal lottery is performed by referring to internal lottery table 2, in which Big Bonus is excluded from the lottery target. In the bonus state, the internal lottery is performed by referring to internal lottery table 3, in which Big Bonus is excluded from the lottery target. The slot machine 10 may be equipped with multiple internal lottery tables with different replay winning probabilities, and the game state control means 49 may be configured to transition the game state between multiple game states (RT states) with different replay winning probabilities at predetermined triggers (for example, based on the winning of a predetermined role).
[0055] The game state is initially in the normal state. Furthermore, it is possible to transition from the normal state to the bonus-winning state. The game state control means 49 transitions the game state to the bonus-winning state when a big bonus is won in the normal state.
[0056] The bonus-established state is a game state that is entered when a big bonus is won in an internal lottery. In the bonus-established state, the lottery flag corresponding to the big bonus is maintained in the winning state until the big bonus is won, and when a combination of symbols indicating the winning form of the big bonus is displayed on an active line, the game state control means 49 transitions the game state from the bonus-established state to the bonus state.
[0057] The bonus state is a game state that is entered when a combination of symbols indicating a big bonus win is displayed on an active payline. In the bonus state, the game state control means 49 determines whether the termination condition has been met based on the total number of medals paid out during the bonus state. If the number of medals paid out exceeds a predetermined number (for example, 100 medals), the game state control means 49 terminates the bonus state and returns the game state to the normal state. In this embodiment, the termination condition for the bonus state is determined by the total number of medals paid out, but the termination condition may also be determined by the number of games played in the bonus state or the number of small wins. Furthermore, the termination condition for the bonus state may be set so that it ends after a single game.
[0058] As shown in Figure 2, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a prize lottery means 82.
[0059] As shown in Figure 7, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus lottery means 82 performs a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. The advantageous section is a game section in which an upper limit (for example, 4000 times) is set on the number of times the game can be played. In addition, when the game section is set to a non-advantageous section, the batting order navigation performance (a navigation performance that instructs the batting order) cannot be executed, and the batting order navigation performance can only be executed when it is set to an advantageous section. When the number of times the game has been played in the advantageous section reaches the upper limit of 4000 times, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.
[0060] The bonus lottery means 82, in the non-advantageous section, conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to the advantageous section based on the winning of a rare role (watermelon, weak cherry, or strong cherry). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from the non-advantageous section to the advantageous section.
[0061] The game section control means 80 performs an increment process in the advantageous section, adding "1" to the advantageous section game counter 65 stored in the RAM of the storage means 60 each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game. The game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, when transitioning from the non-advantageous section to the advantageous section, the stored value of the advantageous section game counter 65 is "0". When the stored value of the advantageous section game counter 65 reaches the threshold (upper limit) of "4000", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit of the number of games played in the advantageous section is set to 4000, and games exceeding 4000 are not played consecutively in the advantageous section.
[0062] Furthermore, in the advantageous section, the game section control means 80 updates the value of the difference counter (not shown) provided in the RAM of the memory means 60 by the difference in the number of medals, and subtracts the value corresponding to the number of medals inserted into the game (for example, if 3 medals were inserted, the value is "3") from the value corresponding to the number of medals paid out (for example, "7" if 7 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result of the difference in the number of medals for that game, and adds this calculation result to the value of the difference counter. Note that the game section control means 80 does not add to the difference counter in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter is "0". Then, when the value of the difference counter exceeds a threshold (for example, 2400), the game section control means 80 considers that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. The value of the net number of tokens counter is controlled so that it does not fall below the initial value of "0". For example, if the net number of tokens counter value is "2" at the start of the game, and as a result of playing the game, no winning combinations are achieved and no tokens are paid out, the calculation result of the net number of tokens for that game will be "-3". Adding this calculation result to the net number of tokens counter value would cause it to fall below the initial value of "0". However, the updated net number of tokens counter value is set to stop counting with the initial value of "0" as the lower limit. An upper limit is set on the number of tokens that can be obtained in the advantageous period. The point at which the number of tokens decreases the most in the advantageous period is set as the baseline of "0", and the advantageous period ends when the increase in tokens from that baseline exceeds 2400. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens for that game had been made, and the difference in tokens may be calculated accordingly. Furthermore, the game section control means 80 may determine that the condition for ending the advantageous section has been met when the value of the MY counter (instead of the difference counter) exceeds a threshold (for example, 2400) during the advantageous section, and may transition the game section from the advantageous section to the non-advantageous section. In other words, an upper limit may be set on the number of medals that can be obtained during the advantageous section, and the advantageous section may end when the increase in medals from the point of transition to the advantageous section (start of the advantageous section) exceeds 2400 medals.
[0063] Furthermore, the advantageous period indicator is designed to turn off during non-advantageous periods and light up during advantageous periods. Note that the advantageous period indicator does not need to light up immediately upon entering an advantageous period; it only needs to light up before the first batting order navigation animation is performed. Also, once the advantageous period indicator is lit, it will remain lit until the advantageous period ends.
[0064] As shown in Figure 7, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, and an AT performance state. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.
[0065] The non-advantageous section performance state is a performance state that corresponds to the initial state among several types of game states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state, as described above, the bonus lottery means 82 performs a lottery for transitioning to the advantageous section, and if a transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the normal performance state.
[0066] In the normal performance state, the bonus lottery means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT performance state. Specifically, in the normal performance state, the bonus lottery means 82 conducts an AT lottery when a rare role (watermelon, weak cherry, or strong cherry) is won.
[0067] When the AT lottery is won, the performance state control means 81 decides to transition the performance state to the AT performance state. When the AT lottery is won and it is decided to transition the performance state to the AT performance state, the performance state control means 81 sets a predetermined value in the stored value of the AT game counter 67 provided in the RAM of the storage means 60, and transitions the performance state to the AT performance state. In this embodiment, the AT game counter 67 is set to "50", for example, a value equivalent to 50 games. In the AT performance state, when a rare role (watermelon, weak cherry, or strong cherry) is won, the bonus lottery means 82 performs a lottery (addition lottery) to decide whether or not to increase the number of games in the AT performance state (to decide whether or not to increase the duration of the AT performance state), and a value equivalent to the number of games determined based on the lottery result is added to the AT game counter 67. The value set in the AT game counter 67 at the start of the AT performance state may be determined by a lottery or the like.
[0068] The performance state control means 81 performs a decrement process each time a game is played in the AT performance state, subtracting a value of "1" equivalent to one game from the stored value of the AT game counter 67. When the stored value of the AT game counter 67 reaches the threshold "0", it determines that the termination condition for the AT performance state has been met, terminates the AT performance state, and transitions the performance state to the non-advantageous section performance state or the normal performance state.
[0069] The AT performance state may be set according to the game state to which it transitions based on the win or entry of a bonus. For example, the game may transition to the AT performance state when the game state is a bonus state, but not to the AT performance state in the normal state or bonus state. In other words, in the normal state or bonus state, for example, even if the AT lottery is won, the game may not transition to the AT performance state, or the AT lottery may not be held at all.
[0070] Furthermore, if a bonus is awarded when the performance state is the AT performance state and the game state is the bonus-established state, the AT performance state (updating the AT game counter 67) may be interrupted from the end of the bonus state transitioned to by this bonus award until the game returns to the bonus-established state via the normal state. In other words, the batting order navigation performance may be stopped when a bonus is awarded, and the navigation performance may be resumed when the game returns to the bonus-established state.
[0071] The instruction function control means 51 performs a navigation information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the batting order navigation performance when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter, the stored value of the AT game count counter 67, etc. Information related to the batting order navigation performance (instruction function) is not carried over across multiple advantageous periods. In addition, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the batting order navigation performance shown here is also initialized.
[0072] When the performance state is in the AT performance state, the performance control means 100 causes the performance devices such as the liquid crystal display device 200 and speaker 14 to execute a batting order navigation performance that notifies the correct batting order and assists in winning bell B or bell C when any of batting order bells 1 to 8 are won. If the stop buttons 26a to 26c are pressed in accordance with the correct batting order notified by the batting order navigation performance, bell B or bell C will always be won, and 7 medals will be obtained. When the batting order navigation performance is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit.
[0073] The performance control means 100 can execute performances such as a reel flash performance (backlight performance) that illuminates the backlight 300 (Figure 8) in a predetermined manner, a winning sound performance that outputs a predetermined winning sound from the speaker 14, and a lamp performance that illuminates a predetermined lighting device (lighting means, lamp) on the front door 12 in a predetermined manner, based on performance data stored in the sub-side storage means 92.
[0074] As shown in Figure 8, the reel unit is equipped with a backlight 300 that illuminates reels 20a to 20c from the back side of the reel tape of each reel (the inner surface side of each reel). The backlight 300 includes a first light group 301 that illuminates reel 20a, a second light group 302 that illuminates reel 20b, and a third light group 303 that illuminates reel 20c. Furthermore, each of the light groups 301, 302, and 303 includes lights 301a, 302a, and 303a that illuminate the upper display positions of each reel, lights 301b, 302b, and 303b that illuminate the middle display positions of each reel, and lights 301c, 302c, and 303c that illuminate the lower display positions of each reel. Furthermore, lights 301a-301c, lights 302a-302c, and lights 303a-303c are each composed of multiple LEDs (light sources). Note that the light source is not limited to LEDs; for example, it may be an incandescent light bulb. Also, lights 301a-301c, lights 302a-302c, and lights 303a-303c may each be composed of a single light source.
[0075] In this embodiment, the multiple LEDs (light sources) that make up lights 301a-301c, lights 302a-302c, and lights 303a-303c are each white (monochromatic) LEDs (chip LEDs) that illuminate the reels 20a-20c with white light. Note that each light is not limited to monochromatic LEDs, but may be composed of full-color LEDs (LEDs capable of emitting multiple colors), and may be capable of emitting various colors such as red, green, blue, or combinations of these colors.
[0076] (Reel flash effect) The performance control means 100 determines the winning area as a result of the internal lottery, and then when all reels 20a to 20c stop (when the winning combination is determined), it illuminates the backlight 300 in a lighting pattern (lighting pattern) corresponding to the stopping pattern of reels 20a to 20c (display result, winning combination) (executes the reel flash effect).
[0077] The backlight 300 basically remains lit at a predetermined brightness when the machine is waiting for a game start operation on the start lever 24, when the reels 20a to 20c are rotating, or when the reels 20a to 20c are stopped and the various lighting modes are not being performed. Hereinafter, this state will be referred to as the normal lighting state.
[0078] On the other hand, when each light emission mode is performed, the backlight 300 flashes (blinks) according to rules determined for each light emission mode. Specifically, the backlight 300 may flash uniformly as a whole, or only a portion corresponding to certain display positions (for example, a portion corresponding to a display position where patterns arranged in a straight line are located) may flash, or the backlight 300 may flash in such a way that the light appears to flow from a predetermined location (a predetermined display position) to another location (another display position). Here, flashing includes not only switching the lighting state of the light source between two states, on and off at a predetermined brightness, but also changing the light emission intensity (brightness) over time. Furthermore, the light emission color of the backlight 300 (or each light source) may be changed in each light emission mode.
[0079] The Backlight 300 has several types of illumination patterns, including weak cherry flash, strong cherry flash, watermelon flash, bell flash, replay flash, and suggestive flash (a flash that suggests the awarding of a bonus). The weak cherry flash is a lighting pattern that corresponds to the possible stopping patterns when a "weak cherry" is won, and it is a lighting pattern that notifies that a "weak cherry" has been won (entered the game). The Strong Cherry Flash is a lighting pattern that corresponds to the possible stopping patterns when a "Strong Cherry" is won, and it is a lighting pattern that notifies that a "Strong Cherry" has been won (entered the game). The Watermelon Flash is a light emission pattern associated with the possible stopping patterns that can occur when a "Watermelon" is won, and it is a light emission pattern that notifies that a "Watermelon" has been won (a prize has been awarded). Bell Flash is a stopping pattern that can be obtained when a winning area for the batting order bell is hit, and is a lighting pattern associated with a stopping pattern that allows for the payout of more than a predetermined number of medals (for example, more than 3 medals (or 3 or more)), and is a lighting pattern that indicates that a winning combination (for example, a 7-coin combination) that allows for the payout of more than a predetermined number of medals has been won. The replay flash is a light emission pattern associated with the possible stop patterns that can occur when a "replay" is won, and it is a light emission pattern that notifies that a replay has been won (a prize has been awarded). The suggestive flash is a light emission pattern that can make the user aware that a bonus has been granted. In this embodiment, the suggestive flash is a light emission pattern that suggests the right to transition to the AT performance state as a bonus has been granted. Note that the backlight 300 does not emit light as a suggestive flash during the AT performance state.
[0080] When a "weak cherry" is won and a stop pattern related to the "weak cherry" is obtained, the performance control means 100 causes the backlight 300 to flash with a weak cherry flash (or suggestive flash). When a "strong cherry" is won and a stop pattern related to the "strong cherry" is obtained, the performance control means 100 causes the backlight 300 to flash with a strong cherry flash (or suggestive flash). When a "watermelon" is selected and a stopping pattern related to the "watermelon" is obtained, the performance control means 100 causes the backlight 300 to flash with a watermelon flash (or suggestive flash). When the winning area for the batting order bell is selected and a stopping pattern related to the bell (a stopping pattern in which the bell symbols are displayed in a predetermined order) is obtained, the performance control means 100 causes the backlight 300 to flash with a bell flash (or suggestive flash). When a "Replay" is selected and a stop pattern related to a "Replay" is obtained, the performance control means 100 causes the backlight 300 to light up with a replay flash (or suggestive flash).
[0081] In this embodiment, each flash has a different blinking pattern. Note that a different blinking pattern is not limited to different blinking patterns; it may also include differences in blinking intensity or different blinking duration (length).
[0082] (Award sound effect) When all reels 20a to 20c have stopped, the performance control means 100 outputs a winning sound (a sound based on the winning of a predetermined role) from the speaker 14 according to the stopping pattern of reels 20a to 20c (display result, winning role) (executes the winning sound performance).
[0083] There are several types of winning sounds, including the weak cherry sound, strong cherry sound, watermelon sound, bell sound, and replay sound. The "weak cherry" sound is a winning sound associated with the possible stopping patterns (the winning combinations that occur when a "weak cherry" is won) that can occur when a "weak cherry" is hit, and it is a sound that notifies that a "weak cherry" has been hit (won). The "Strong Cherry" sound is a winning sound associated with the possible stopping patterns (the winning combinations that occur when a "Strong Cherry" is won) that can occur when a "Strong Cherry" is hit, and it is a sound that notifies that a "Strong Cherry" has been hit (won). The watermelon sound is a winning sound associated with the possible stopping patterns (the winning combinations when a watermelon is won) that can occur when a watermelon is won, and it is a sound that notifies that a watermelon has been won (a prize has been awarded). The bell sound is a winning sound associated with a stopping pattern that can be obtained when the winning area of the batting order bell is hit, and which allows for the payout of more than a predetermined number of medals (for example, more than 3 medals (or 3 or more)) (a winning combination that allows for a payout of more than a predetermined number of medals). The sound is used to notify that a winning combination that allows for a payout of more than a predetermined number of medals (for example, a 7-coin combination) has been won. The replay sound is a winning sound associated with the possible stopping patterns (the winning combinations that occur when a "replay" is won) when a "replay" is achieved, and it serves to notify that a "replay" has been won (a prize has been awarded).
[0084] When the performance control means 100 determines that a "weak cherry" has been won and obtains a stopping pattern related to the "weak cherry," it causes the speaker 14 to output a weak cherry sound. When the performance control means 100 determines that a "strong cherry" has been won and obtains a stop pattern related to the "strong cherry," it causes the speaker 14 to output a strong cherry sound. When the performance control means 100 determines that a "watermelon" has been won and obtains a stopping pattern related to the "watermelon," it causes the speaker 14 to output a watermelon sound. The performance control means 100 outputs a bell sound to the speaker 14 when a winning area for the bell sequence is selected and a stopping pattern related to the bell is obtained (when a 7-coin payout is achieved). When the performance control means 100 determines that a "replay" has been selected and a stop pattern related to the replay has been obtained, it causes the speaker 14 to output a replay sound.
[0085] (Lamp effect) The reel flash and winning sound effects described above are performed based on the determination of the stopping pattern (determination of the winning combination). The reel flash and winning sound effects can also be described as effects that notify the winning combination (winning effects). The effect control means 100 may perform a lamp effect in conjunction with the reel flash and winning sound effects, in which it lights up a predetermined lighting device (winning lamp) on the front door 12 in a manner corresponding to the stopping pattern (winning combination) of the reels 20a to 20c. In other words, it may perform a lamp effect as a winning effect. To put it another way, when the reels 20a to 20c stop, the effect control means 100 may light up the lamp in a color corresponding to the stopping pattern.
[0086] The performance control means 100 may illuminate the lamp in red when a "weak cherry" or "strong cherry" is won and all reels 20a to 20c stop. The performance control means 100 may illuminate a lamp in green when a "watermelon" is won and all reels 20a to 20c stop. The performance control means 100 may illuminate a lamp in yellow when a winning area for the batting order bell is selected and a stopping pattern related to the bell is obtained. The performance control means 100 may illuminate a lamp in blue when a "replay" is selected and all reels 20a to 20c stop.
[0087] (Transmissive liquid crystal) Hereinafter, the gaming machine of this embodiment will be described as being equipped with a liquid crystal display 200 as shown in Figure 9. A plate-shaped liquid crystal protective glass (not shown) is placed on the front side of the liquid crystal display 200. The liquid crystal display 200 is capable of performing effects by displaying display objects (effect images) in its display area 210. The liquid crystal display 200 is capable of displaying display objects related to the effects of the game, display objects related to game information, etc. Examples of display objects include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, and designs. As shown in Figure 9, the display area 201 has a first display area 211 and a second display area 212.
[0088] The first display area 211 is located on the lower half of the display area 201 and consists of three areas formed in front of each of the reels 20a to 20c. Specifically, the first display area 211 consists of area 211a corresponding to reel 20a, area 211b corresponding to reel 20b, and area 211c corresponding to reel 20c. Note that the first display area 211 is not divided into three parts, but may be a single area formed in a horizontally elongated rectangular shape.
[0089] The liquid crystal display 200 is a transmissive liquid crystal display (donut-shaped liquid crystal), which allows the first display area 211 to pass through, making the components behind it (reels 20a to 20c) visible. Behind the first display area 211, the reel unit is positioned so that a part of it is visible through the first display area 211. Multiple types of patterns are arranged on the outer surface of each reel 20a to 20c, and when the reels 20a to 20c stop, three consecutive patterns per reel (upper pattern, middle pattern, and lower pattern) are displayed through the first display area 211. The first display area 211 may also be called a reel window.
[0090] The first display area 211 is provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the active lines are set by the combination of the display positions of each reel 20a to 20c. In the gaming machine of this embodiment, the number of game values required for one game (specified number of tokens) is set to 3, and when the specified number of game values are inserted, the active lines formed by the middle sections of each reel 20a to 20c are activated. Furthermore, as each reel 20a to 20c starts to rotate when the game begins, an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Also, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination won in the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, when reels 20a to 20c stop, the combination of symbols displayed via the first display area 211 indicates whether or not a winning combination has been achieved.
[0091] The first display area 211 has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (the state can be switched). When the first display area 211 is transparent, no display object is displayed in the first display area 211, and only the reels 20a to 20c are visible. When the first display area 211 is in the state in which a display object is displayed, the display object is displayed in front of the reels 20a to 20c. That is, the display object and the reels 20a to 20c are visible overlapping. The first display area 211 can be said to be a region that can display a display object while allowing visibility of the reels 20a to 20c (and their symbols) which are located on the rear side. The visibility of the symbols on the reels 20a to 20c changes when a display object is displayed in the first display area 211.
[0092] The second display area 212 is the portion of the display area 210 excluding the first display area 211. In this embodiment, the second display area 212 is composed of a wide horizontal rectangular area above the first display area 211, a narrow horizontal rectangular area below the first display area 211, narrow vertical rectangular areas to the left and right of the first display area 211, a narrow vertical rectangular area between area 211a and area 211b, and a narrow vertical rectangular area between area 211b and area 211c. The second display area 212 is provided so as to surround the first display area 211. In this embodiment, the area corresponding to the space between reels is assumed to be the second display area 212, but this area may be the first display area 211.
[0093] The second display area 212 is capable of displaying an object. Unlike the first display area 211, the second display area 212 can never be transparent; in other words, the second display area 212 cannot allow components behind it to be seen through it. The second display area 212 may be called the display area (non-transparent area) that does not overlap with the reels 20a to 20c when viewed from the front, and the first display area 211 may be called the display area (transparent area) that overlaps with the reels 20a to 20c when viewed from the front.
[0094] In the gaming machine of this embodiment, a performance can be executed that displays a single, unified display object (performance image) that spans both the second display area 212 and the first display area 211 (details will be described later).
[0095] Figure 10(a) shows the liquid crystal panel 230 in the liquid crystal display 200. Figure 10(b) shows the liquid crystal backlight 240 in the liquid crystal display 200. The liquid crystal backlight 240 illuminates the liquid crystal panel 230 from the rear.
[0096] The liquid crystal panel 230 is formed in a roughly rectangular shape and comprises a first region 231, which is the portion (range) that overlaps with the reels 20a to 20c when viewed from the front, and a second region 232, which is the portion (range) that does not overlap with the reels 20a to 20c when viewed from the front. The liquid crystal panel 230 is formed by comprising a liquid crystal layer, an alignment film, a transparent electrode, a color filter, a glass substrate, and a polarizing filter, and has a multi-layer structure. As a color filter, for example, one in which R (red), G (green), and B (blue) regions are provided for each pixel is used.
[0097] The liquid crystal backlight 240, although not shown in the diagram, includes a rectangular plate-shaped light guide plate and a light source (LED) that directs light onto the light guide plate. The light source is arranged, for example, along the edge of the light guide plate. When light from the light source enters the light guide plate, the light guide plate emits light from its surface. The liquid crystal backlight 240 also has an opening 241 formed to penetrate through the thickness direction in the region corresponding to the first region 231 of the liquid crystal panel 230. In other words, the region of the liquid crystal backlight 240 corresponding to the first region 231 is cut out to be approximately the same shape and size as the first display region 231. Therefore, the liquid crystal backlight 240 is present on the back side of the second region 232 of the liquid crystal panel 230, but not on the back side of the first region 231 of the liquid crystal panel 230.
[0098] Inside the reels 20a to 20c, there is a reel backlight 300 (see Figure 8) that illuminates the upper, middle, and lower symbols of each stopped reel. The reel backlight 300 also illuminates the first region 231 of the liquid crystal panel 230 from behind. The reel backlight 300 also functions as a backlight for the liquid crystal panel 230 (first region 231), illuminating the first region 231 from the rear.
[0099] The display on the liquid crystal display 200 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are placed. Figure 11 is a diagram illustrating the concept of layers on which source images corresponding to each effect are placed. The effect screen displayed on the liquid crystal display 200 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of an effect pattern with a length of one minute, the effect screen consists of a total of 1800 frames, which is 60 seconds × 30 frames. Figure 11 shows the layer structure that constitutes one frame, which is the smallest unit.
[0100] Each frame is essentially a single composite image created by superimposing multiple source images. Within each frame, there are N virtual transparent layers, and various source images are placed on each layer. Each superimposed source image is assigned a priority, with lower-priority source images placed on lower layers and higher-priority source images on higher layers. While it is possible to construct a composite image by placing source images on all N layers, the number of source images that make up each composite image varies depending on the content of the animation, and it is not always the case that source images are placed on all N layers. Furthermore, when the source images that make up the composite image are placed, the layers are not necessarily used in a sequential manner from the lowest number without any gaps. Layers are used considering efficiency in the frame image compositing process, so unused layers may appear in the middle as appropriate.
[0101] When rendering a single frame, the source images are drawn one by one to their respective layers, starting with the lowest priority images. For example, if a frame consists of five source images, the source image with the lowest priority (priority 5) is first placed on the lowest layer and drawn in its designated position. Next, the source image with the second lowest priority (priority 4) is placed on a layer higher than the layer on which the priority 5 source image is drawn and drawn in its designated position. In this way, the source images are drawn one after another according to their priority, and finally, the source image with the highest priority (priority 1) is placed on a layer higher than the layer on which the priority 2 source image is drawn and drawn in its designated position. Once all the source images have been drawn to their respective layers, the composite image of these layers viewed from the top (front) side is displayed on the liquid crystal display 200 as the composite image corresponding to that frame. In other words, when the composite image is viewed on the liquid crystal display 200, the source images placed on lower layers appear covered by the source images placed on higher layers. To put it another way, the higher the layer, the higher its display priority on the LCD display 200.
[0102] The drawing process for each composite image is performed using the frame buffer, which is a region within the VRAM of the sub-side storage means 72. Drawing a new source image to a higher layer means drawing the new source image on top of the image buffered in the frame buffer. The source images that make up a frame are drawn to the frame buffer in order from lowest priority, and once all source images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 200 as the image (display) for that frame. The source images are stored in the source image storage area (ROM) of the sub-side storage means 72. Lower priority source images may be partially or completely obscured when higher priority source images are drawn on top of them.
[0103] Note that one source image may be placed on a single layer, or multiple source images may be placed on a single layer.
[0104] The performance control means 100 (performance sub-control means 70) places a predetermined image (source image) on a predetermined layer and displays the display on the liquid crystal display 200 in conjunction with the execution of a predetermined performance. Here, "placement" can also be described as drawing using the corresponding layer when displaying on the liquid crystal display 200.
[0105] (Control of the display in the first display area 211) In this embodiment, the transparency of the display object shown in the first display area 211 (liquid crystal area within the reel) is controlled using a mask (transparent material). As shown in Figure 12, the mask C has a size corresponding to the first display area 211. The mask C is a white image.
[0106] When the first display area 211 is made transparent, that is, when the transmittance of the displayed object in the first display area 211 is made 100%, the performance control means 100 places the mask C on a predetermined layer (upper layer). At this time, images placed on a lower layer than the layer on which the mask C is placed, and which are covered by the mask C (overlapped with the mask C), become transparent (100% transmittance). The area on which the mask C is placed (i.e., the first display area 211) is controlled so that the RGB values of each pixel are at their maximum brightness (R:255, G:255, B:255). In other words, it is controlled so that the light transmittance of the liquid crystal is at its highest state (maximum transmittance state). As a result, the first display area 211 becomes transparent with a transmittance of 100% for the displayed object, and the reels (only) in the background become visible.
[0107] When displaying an object in the first display area 211 (performing a liquid crystal display within the reels), the performance control means 100 does not place the mask C on the layer. When the mask C is not placed, an object is displayed in the first display area 211, and the reels 20a to 20c (and their symbols) located behind it become visible. At this time, the object displayed in the first display area 211 is a transparent object, and the reels 20a to 20c behind it become visible because the object is transparent.
[0108] In this embodiment, the display object shown in the first display area 211 is transparent, but the first display area 211 may be configured to display an object that is not transparent (transparency 0%). If an object with 0% transparency (opaque object) is displayed in the first display area 211, it will be difficult to see the reel located behind it.
[0109] In this embodiment, the performance control means 100 places the mask C on a predetermined layer and makes the first display area 211 transparent while the reels (at least one reel) are rotating based on the start of the game (from the start of the game until the third stop operation). In other words, no display objects are shown in the first display area 211 while the reels are rotating. If a display object is shown in the first display area 211 while the reels are rotating, the visibility of the reels will be obstructed, which may cause the player to suffer disadvantages, such as stopping the reels by aiming for a symbol other than the one they should be aiming for (missed timing). In this embodiment, no display objects are shown in the first display area 211 while the reels are rotating, so the visibility of the reels is not obstructed, and the player's disadvantages are suppressed.
[0110] (Specific performance) The performance control means 100 can execute a specific performance (first performance) that displays a specific display object X on the entire screen of the liquid crystal display 200 at a predetermined trigger (a predetermined game). In the specific performance, the specific display object X (for example, character X) is displayed spanning the first display area 211 and the second display area 212. The specific display object X is too large to fit within the range of either the first display area 211 or the second display area 212. The specific display object X can also be called a full-screen object.
[0111] A predetermined trigger for the execution of a specific performance may be, for example, when a specific performance lottery is executed based on a predetermined result (e.g., winning a rare role) obtained in an internal lottery, and the player wins that lottery. The specific performance is, for example, a performance that suggests the likelihood of receiving a bonus. Such bonuses may include the right to transition to a favorable performance state (AT performance state) or an increase in the duration of the favorable performance state (AT performance state) (so-called bonus).
[0112] Furthermore, the specific performance may be one in which a specific display appears depending on the expected probability of receiving a bonus. For example, if the performance suggests that the expected probability of receiving a bonus is relatively high (including a 100% probability), character X may appear, and if the performance suggests that the expected probability of receiving a bonus is relatively low (including a 0% probability), a character different from character X may appear. Also, if the performance is configured so that the expected probability of receiving a bonus differs depending on the winning role (result of an internal lottery), the performance control means 100 may decide which character's specific performance to execute depending on the winning role.
[0113] In the gaming machine of this embodiment, a situation may occur in which a specific effect and a reel flash effect overlap (conflict) during a predetermined game. The control in the event of such a situation will be explained using Figure 13.
[0114] The performance control means 100, based on the game start operation (operation of the start lever 24) (based on the decision to execute a specific performance), displays a specific display object X on the liquid crystal display 200 and, based on the start of reel rotation, makes the first display area 211 transparent (places the mask C on a predetermined layer). Note that the specific display object X is not limited to a still image but may also be a moving image.
[0115] In the liquid crystal display 200, the portion of the specific display object X that is displayed in the second display area 212 is displayed, but the portion that is displayed in the first display area 211 is not displayed. The first display area 211 becomes transparent, making the reels visible. Hereafter, this state will be referred to as the "reel-front non-display state". In the reel-front non-display state, no display object is shown in front of the reels, and only the reels are visible through the first display area 211.
[0116] Based on the first stop operation, the rotation of the first reel stops, but the performance control means 100 continues the process of making the first display area 211 transparent (arranging the mask C) based on the fact that the rotation of at least one reel continues. As a result, the state of not displaying anything in front of the reels continues.
[0117] Based on the second stop operation, the rotation of the second reel stops, but the performance control means 100 continues the process of making the first display area 211 transparent (arranging the mask C) based on the fact that the rotation of at least one reel continues. As a result, the state of not displaying anything in front of the reels continues.
[0118] When the third stop operation is performed, based on the fact that all reels 20a to 20c have stopped (based on the stopping patterns of reels 20a to 20c), it is determined whether or not a winning combination has been achieved, and the performance control means 100 receives information indicating the result of the game (information indicating whether or not a predetermined combination has been achieved) from the main control board 31.
[0119] When a predetermined combination is achieved, the performance control means 100 executes a reel flash performance in a lighting pattern corresponding to the achieved combination, based on the release of the third stop operation button. The reel flash performance may be configured to begin after a predetermined time has elapsed since the release of the third stop operation button was detected. This predetermined time is, for example, approximately 4 frames (1 frame is approximately 0.03 seconds).
[0120] Here, using the flowchart shown in Figure 14, we will explain the cases where a predetermined combination is achieved during the execution of a specific performance (when the reel flash performance is executed) and where a predetermined combination is not achieved during the execution of a specific performance (when the reel flash performance is not executed).
[0121] (Step S1) The performance control means 100 determines whether a predetermined combination has been won based on the received game result information. If it is determined that a predetermined combination has been won (Step S1: YES), the process proceeds to Step S2. On the other hand, if it is determined that a predetermined combination has not been won (Step S1: NO), the process proceeds to Step S4.
[0122] (Step S2) The performance control means 100 executes the reel flash performance in a light emission pattern corresponding to the winning combination, and continues the process of making the first display area 211 transparent (arrangement of mask C). This prevents the display of objects in the first display area 211 during the execution of the reel flash performance, which would otherwise hinder the visibility of the reel flash performance. After the processing of step S2, the process proceeds to step S3.
[0123] (Step S3) The performance control means 100 determines whether the currently running reel flash performance has finished. If it is determined that the reel flash performance has finished (step S3: YES), the process proceeds to step S4. On the other hand, if it is determined that the reel flash performance has not finished (step S3: NO), the process of step S3 is repeated.
[0124] (Step S4) The performance control means 100 finishes the process of making the first display area 211 transparent (placement of mask C). In other words, it displays the display object (specific display object X) in the first display area 211. That is, it ends the state of not displaying the area in front of the reels. As shown in Figure 13, the liquid crystal display 200 is in a state where the specific display object X is displayed across the first display area 211 and the second display area 212. Hereinafter, this state will be referred to as the "full display state". The full display state can also be called a full-screen performance. In the full display state, the portion of the specific display object X displayed in the first display area 211 is transparent (semi-transparent). Therefore, it is possible to see the reels (and their symbols) located behind that portion from the front.
[0125] The performance control means 100 maintains the full display state until the game start operation for the next game is performed. Alternatively, the performance control means 100 may end the full display state and return to the reel-in front-view display state after a predetermined time (for example, 10 seconds) has elapsed since the full display state was started. By returning to the reel-in front-view display state, the player can more easily understand how the reels stopped (the result of the game).
[0126] The reel flash effect is a feature that notifies the winning (winning) of a predetermined combination. However, if a feature that displays an object in the first display area 211 is performed along with the reel flash effect, the visibility of the reel flash effect is reduced (obstructed) by the object. In other words, the effect of the reel flash effect is diminished.
[0127] In the gaming machine of this embodiment, when a reel flash effect and a specific effect overlap, the display related to the specific effect is not displayed in the first display area 211 while the reel flash effect is being executed. In other words, the priority of the reel flash effect is set higher than the priority of the specific effect. Therefore, it is possible to suppress the reduction in the effect of the reel flash effect.
[0128] In the gaming machine of this embodiment, when a predetermined combination of symbols is not won during the execution of a specific animation (i.e., the reel flash animation is not performed), the full-screen animation starts earlier than when a predetermined combination of symbols is won (i.e., the reel flash animation is performed). Therefore, when a predetermined combination of symbols is not won, the player can view the full-screen animation earlier (for a longer period of time).
[0129] In Figure 13, the system may be configured so that the full-screen animation begins immediately after the reel flash animation ends. By starting the full-screen animation immediately after the reel flash animation ends, the player can view the full-screen animation sooner (for a longer period of time). Alternatively, the system may be configured so that the full-screen animation begins after a predetermined time has elapsed since the reel flash animation ended. This predetermined time is, for example, 1 to 5 frames (1 frame is approximately 0.03 seconds). This predetermined time is the period during which the reels 20a to 20c (backlights) do not flash and the specific display object X is not displayed in the first display area 211. By providing this predetermined time, screen flickering that may occur when switching immediately from the reel flash animation to the full-screen animation can be prevented. Furthermore, by providing this predetermined time, the player can savor the afterglow of the game (and confirm the stopping pattern of the reels).
[0130] In this embodiment, the reel flash effect (flashing of the reels) can be described as "an effect that emits light to emphasize the reels (symbols)" (second effect). In this embodiment, the effect that emits light to emphasize the reels (symbols) is realized by the backlight 300 inside the reels, but it is not limited to this. For example, a reel lighting board equipped with a plurality of LEDs arranged in the left-right direction may be provided on at least one of the front upper or front lower sides of the reels 20a to 20c, and the reels may be made to emit light (flashing) by the light emitted from the LEDs (light emitted from outside the reels toward the reels), thereby emphasizing the reels (symbols) (i.e., an effect that emits light to emphasize the reels (symbols) may be performed).
[0131] Furthermore, instead of light emitted from the LEDs, displaying a predetermined display object in a predetermined manner in the first display area 211 (for example, by making it blink) may be used as a way to create a light emission that emphasizes the reel (pattern). For example, the placement of a black image or effect at a predetermined position (for example, on a predetermined line) in a layer higher than the layer on which the mask C is placed may be controlled, and the image or the like may be made to blink rapidly to be visible, thereby emphasizing the reel (pattern).
[0132] (modified version) In this embodiment, the timing of the start of the full-screen effect is earlier when the reel flash effect is not performed during the execution of a specific effect than when the reel flash effect is performed. However, the system may be configured to start the full-screen effect at the same timing regardless of whether the reel flash effect is performed or not. That is, the effect control means 100 may start the full-screen effect during the execution of a specific effect based on the elapsed time since the release of the third stop operation button was detected. The specific time is longer than the execution time of the longest reel flash effect. The specific time is, for example, about 50 frames.
[0133] The gaming machine of this embodiment is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, The start lever (start lever 24) and Multiple stop buttons (stop buttons 26a~26c), Display means (liquid crystal display 200), The system includes a performance control means (performance control means 100) that controls the display of the aforementioned display means, The display means comprises a first display area (first display area 211) formed in an area that overlaps with the reel when viewed from the front, and a second display area (second display area 212) formed in an area that does not overlap with the reel when viewed from the front. The aforementioned performance control means is capable of executing a first performance in a predetermined game that displays a specific display object (specific display object X) spanning the first display area and the second display area, The aforementioned performance control means is capable of executing a second performance, which involves emitting light to emphasize the reels, when a predetermined stopping pattern for the plurality of reels is obtained based on the third stop operation of the stop button. When the specific display is shown based on the execution of the first performance, While the second performance is being executed based on the obtained predetermined stopping pattern, the portion of the specific display object that is displayed in the second display area is displayed, but the portion that is displayed in the first display area is not displayed. Based on the completion of the second performance, the specific display object is displayed in the first display area and the second display area.
[0134] While the second performance is being executed, the specific display object is not displayed in the first display area, and the specific display object is displayed in the first display area only after the second performance has finished. Therefore, it is possible to prevent the visibility of the second performance from being obstructed by the display of the specific display object in the first display area during the execution of the second performance. This makes it possible to prevent a decrease in the effectiveness of the performance (the second performance) that is executed based on the reel stopping in a predetermined stopping manner.
[0135] (Second Embodiment) Next, a second embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the first embodiment, the description of similar configurations will be omitted or simplified.
[0136] First, the main loop processing that controls the progress of the game, performed by the main control board 31, will be explained using the flowchart shown in Figure 15.
[0137] A coin insertion acceptance process is performed to accept the insertion of the required number of coins (specified number) to play the game (step S100), and it is determined whether the insertion of the specified number of coins (3 coins) set as the start condition for playing the game has been accepted (step S101). In the coin insertion acceptance process, the inserted coins are set to the inserted state based on the fact that the player has inserted coins into the coin slot 22. Also, the coins credited into the game machine are set to the inserted state based on the pressing of the bet button 23. Furthermore, if a replay was won in the previous game, the same number of coins as those inserted in the previous game (the same number of coins inserted in the previous game) are automatically set to the inserted state.
[0138] In step S101, if it is determined that the prescribed number of medals have been inserted (if it is determined that the prescribed number of medals have been inserted) (step S101: YES), the operation of the start lever 24 is activated (step S102). On the other hand, in step S101, if it is determined that the prescribed number of medals have not been inserted (step S101: NO), the process returns to step S100.
[0139] Next, it is determined whether or not the start lever 24 has been operated (step S103). If it is determined in step S103 that the start lever 24 has been operated (step S103: YES), an internal lottery is performed (step S104), and the rotation of the first reel 20a to the third reel 20c begins (step S105). On the other hand, if it is determined in step S103 that the start lever 24 has not been operated (step S103: NO), the process in step S103 is repeated.
[0140] Next, it is determined whether the rotation speed of each reel is equal to or greater than a predetermined speed (step S106). If it is determined in step S106 that the rotation speed of each reel is equal to or greater than a predetermined speed (step S106: YES), the operation of stop buttons 26a to 26c is activated (step S107). On the other hand, if it is determined in step S106 that the rotation speed of each reel is not equal to or greater than a predetermined speed (step S106: NO), the process in step S106 is repeated.
[0141] Next, it is determined whether a predetermined stop button has been operated (step S108). If it is determined in step S108 that a predetermined stop button has been operated (step S108: YES), the rotation of the reel corresponding to the operated stop button is stopped (step 109), and it is determined whether all reels have stopped (step S110). On the other hand, if it is determined in step S108 that a predetermined stop button has not been operated (step S108: NO), the process in step S108 is repeated.
[0142] If it is determined in step S110 that not all reels have stopped (step S110: NO), the process returns to step S108. On the other hand, if it is determined in step S110 that all reels have stopped (step S110: YES), it is determined whether or not a winning combination has been achieved in the internal lottery based on the stopping state (stopping pattern) of each reel (step S111). If it is determined in step S111 that a winning combination has been achieved in the internal lottery (step S111: YES), the process corresponding to the winning combination (winning process) is executed (step S112), and the series of processes (1 game) ends. On the other hand, if it is determined in step S111 that a winning combination has not been achieved in the internal lottery (or the result of the internal lottery was a loss (failure)) (step S111: NO), the series of processes (1 game) ends when each reel 20a to 20c has stopped.
[0143] Next, we will describe the errors that the main control board 31 and the sub-control board 32 can detect. As shown in Figure 2, the main control board 31 is equipped with a main error control means 91. The main error control means 91 monitors the signal status of various sensors, determines whether the error detection conditions are met, identifies the main error that has occurred based on whether the error detection conditions are met, and can detect the main error.
[0144] The main error control means 91 can detect main errors such as reverse flow errors, empty errors, dispensing jam errors, dispensing abnormal errors, overflow errors, stagnation errors, and loading abnormal errors based on the signal states of various sensors. When the main error control means 91 detects a main error, it sets the corresponding error detection flag in the storage means 60 (main storage means).
[0145] The reverse flow error is the main error caused by the medal flowing backward in the flow path. An empty error is the main error that occurs when the hopper unit (hopper device), which stores and dispenses medals, runs out of medals. The dispensing jam error is a major error caused by a jam in the hopper unit (hopper device) where the medals that should be dispensed are not being ejected. The payout error is the main error that occurs when medals are dispensed in a situation where they should not be dispensed. An over-error is a main error that occurs when the amount of medals in the hopper unit exceeds a predetermined amount, and the amount of surplus medals stored in the cash box, which dispenses medals from the hopper unit, exceeds a predetermined amount. The jamming error is the main error caused by a jam in the medal selector through which medals inserted from the medal slot 22 pass. The input error is the main error caused by a jam of tokens near token slot 22, etc.
[0146] When any error detection flag is set in the storage means 60, the main error control means 91 performs an error wait process to wait for a predetermined release operation to be performed. During this error wait process, the main error detected by the main error control means 91 is notified via the game information display unit, and an error recovery process (error release process) is performed to clear (erase) error-related information such as error detection flags and timer timing information set in the storage means 60 based on the predetermined release operation being performed. Predetermined release operations (error release operations) include, for example, inserting a door key into the door key cylinder and rotating (twisting) the door key counterclockwise, and pressing the setting change button. In this embodiment, an error release operation is set for each type of error.
[0147] In this embodiment, information is transmitted from the main control board 31 to the sub-control board 32 by sending commands via serial communication. The information included in the commands transmitted from the main control board 31 to the sub-control board 32 includes setting values, game status (performance status), number of medals inserted and dispensed, results of internal lottery, signal status of various switches, details of reel stop control, results of prize winning determination, and information regarding any main errors that may have occurred.
[0148] In this embodiment, when a main error occurs, the main control board 31 transmits an error occurrence command corresponding to the error type for which the error detection flag is set, or an error release command indicating that a release operation has been performed, to the sub-control board 32.
[0149] The main control board 31 transmits a command (information) to the sub-control board 32 when the signal state of the door open / close switch 74, which can detect the opening and closing of the front door 12, changes. Specifically, it transmits a door open command to the sub-control board 32 based on the signal state of the door open / close switch 74 being ON (a signal state indicating that the front door 12 is open), and transmits a door close command to the sub-control board 32 based on the signal state being OFF (a signal state indicating that the front door 12 is closed).
[0150] As shown in Figure 2, the sub-control board 32 is equipped with a sub-error control means 92. The sub-error control means 92 determines whether or not the error detection conditions are met based on the command (information) transmitted from the main control board 31, identifies the sub-error that has occurred based on whether the error detection conditions are met, and can detect the sub-error. When the sub-error control means 92 detects a sub-error, it sets the corresponding error detection flag in the sub-storage means 72. Also, when the sub-error control means 92 receives an error occurrence command (an error occurrence command related to a main error) from the main control means 31, it sets the error detection flag corresponding to the main error in the sub-storage means 72. Furthermore, when the sub-error control means 92 has set an error detection flag corresponding to a sub-error in the sub-storage means 72, it displays an error code corresponding to the type of error detection flag on the game information display unit.
[0151] When an error detection flag is set in the sub-storage unit 72, the sub-error control means 92 determines the error to be notified and performs an error notification process that causes the performance device (liquid crystal display 200, speaker 14, lighting device 15) to execute a performance in a performance mode corresponding to the error. Specifically, the sub-error control means 92 causes the performance control means 100 to execute an error notification (error notification performance). In addition, during the error notification process, the sub-error control means 92 notifies the error to be notified and waits to receive a command (error clear command or door close command) from the main control board 31. Furthermore, when the sub-error control means 92 receives a command from the main control board 31 and the error recovery conditions are met, it performs an error recovery process (error clearing process) that clears the error detection flag etc. set in the sub-storage unit 72 and restores the state of the performance device to its original state.
[0152] The sub-error control means 92 can detect a door open error as a sub-error. The door open error is a sub-error caused by the front door 12 being open. The sub-error control means 92 detects a door open error, for example, if the door open / close switch 74 remains in the ON state for a certain period of time (e.g., 47.68 ms) or longer (if a door open command is received for a certain period of time or longer). The door open error is cleared (resolved) when the front door 12 is closed (the door open / close switch 74 is in the OFF state) and the sub-control board 32 receives a door close command from the main control board 31.
[0153] In this embodiment, the door opening error is not treated as a main error, but as a sub-error. In this embodiment, no information is transmitted from the sub-control board 32 to the main control board 31, and the occurrence of a sub-error (door opening error) does not affect the progress of the main loop processing on the main control board 31. In other words, in the gaming machine of this embodiment, if no main error occurs, the main loop processing is executed even if a sub-error, the door opening error, occurs (i.e., the game can proceed).
[0154] The performance control means 100 notifies the occurrence of a door opening error (performs an opening notification) based on the detection of a door opening error. As shown in Figure 16, based on the occurrence of a door opening error, a display related to the door opening error (door opening error display) is shown on the liquid crystal display 200. In addition, a sound related to the door opening error (door opening error sound) is output from the speaker 14. The door opening error sound is, for example, a voice saying "The door is open" that is repeatedly output (looped). Note that the door opening error sound may also include a warning sound in addition to the voice said.
[0155] The performance control means 100 can load sound data (sound material) stored in the sub-storage means 72 (ROM) into a sound buffer provided in the sub-storage means 72, and output sound based on the sound data loaded into the sound buffer from the speaker 14. The performance control means 100 (performance sub-control means 70) also has multiple tracks (layers, channels), and sound data can be played on each track. In this embodiment, each track is assigned an output (notification) priority, and sounds played on tracks with a higher priority (upper layer) are output with higher priority than sounds played on tracks with a lower priority (lower layer).
[0156] For example, if the upper layer starts playing the second sound data while the lower layer is playing the first sound data and outputting the first sound, the second sound related to the second sound data will be output with priority over the first sound related to the first sound data. In other words, while the second sound is being output, the first sound will not be output (notified). Note that when "the first sound will not be output (notified)," the playback of the first sound data in the lower layer may continue, or the playback of the first sound data in the lower layer may end. Furthermore, if the second sound is being output and the playback of the first sound data in the lower layer is continuing, and the playback of the second sound data ends, the first sound will be output again.
[0157] Based on the detection of a door opening error, the performance control means 100 reads sound data related to the door opening error sound, starts playback on a predetermined layer, and outputs the door opening error sound. The layer on which the sound data related to the door opening error sound is played is a high-priority layer (upper layer).
[0158] Similar to the first embodiment, the performance control means 100 can execute a prize winning performance based on the winning of a minor role, and the prize winning performance includes a reel flash performance (first notification) and a prize winning sound performance (second notification). The prize winning performances executed based on the winning of a minor role will be described below, but the prize winning performance may also be executed based on the winning of a replay (the replay flash and replay sound described above). In other words, "when reels 20a to 20c stop in a predetermined stopping pattern" is not limited to when a minor role is won, but may also be when a replay is won.
[0159] As shown in the first embodiment, the reel flash effect is an effect in which the reels (reel backlights) light up in a manner corresponding to the stopping pattern (winning pattern) when the reels 20a to 20c stop in a predetermined stopping pattern (when a winning pattern is achieved). The winning sound effect is an effect in which a winning sound (a sound based on the winning of a predetermined pattern) is output when the reels 20a to 20c stop in a predetermined stopping pattern (when a winning pattern is achieved). The winning sound is, for example, a "pirolin" sound. The reel flash effect (first notification) and the winning sound effect (second notification) are effects whose execution periods may overlap.
[0160] Here, we will explain using Figure 17 the case where the front door 12 is opened while the winning animation is being performed and a door opening error is detected. As described above, the gaming machine of this embodiment can continue the game (can be played) even when a door opening error is detected.
[0161] (Reel flash effect) If the front door 12 is opened during the execution of the reel flash effect and a door opening error is detected, the execution of the reel flash effect is not canceled (not interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of a door opening error, but continues the execution of the reel flash effect.
[0162] (Award sound effect) If the front door 12 is opened while the winning sound effect is being played and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" means that the winning sound effect may be canceled (interrupted), or it may be played (executed) inside the gaming machine but the winning sound is not output (not displayed). The effect control means 100 will set the winning sound effect to a state where it is not announced based on the detection of the door opening error. The dashed line in the figure means that it will not be announced. The effect control means 100 will also output a door opening error sound based on the detection of the door opening error. As mentioned above, the door open error sound is a predetermined voice (for example, the voice "The door is open") that is repeatedly output (looped), but there may be a silent interval (for example, about 1 second) between consecutive voices, and in that case, the winning sound may not be announced even during the silent interval (when there is no sound).
[0163] The layer on which the data related to the door open error sound is played has a higher notification priority than the layer on which the data related to the winning sound is played. In other words, the door open error sound is set to have a higher notification priority than the winning sound. Therefore, when the door open error sound is output, the winning sound will not be announced. Also, the output time (length) of the door open error sound is longer than the output time (length) of the winning sound. Therefore, the playback (1 time) of the data related to the winning sound in the lower layer ends while the door open error sound is being output. The output of the winning sound ends after one playback of the corresponding data (i.e., it is not looped).
[0164] Furthermore, one of the sounds output based on the winning of a minor role is the sound related to the payout of game value (payout sound: a sound output when a payout occurs). In this embodiment, if the front door 12 is opened while the payout sound effect is being executed and a door opening error is detected, the payout sound effect will not be announced. In other words, it will be controlled in the same way as the winning sound. The second announcement may be the payout sound effect.
[0165] Next, we will explain using Figure 18 the case where the front door 12 is open, a door opening error is detected, the game proceeds, and a small win occurs. Based on the detection of the door opening error, the performance control means 100 outputs a door opening error sound.
[0166] (Reel flash effect) If a minor win occurs while a door opening error is detected, a reel flash effect will be executed based on the win of that minor win. In other words, the execution of the reel flash effect is not restricted (prohibited). The effect control means 100 executes a reel flash effect based on the win of a minor win when a minor win occurs while a door opening error is detected.
[0167] (Award sound effect) If a minor win occurs while a door open error is detected, the sound effect for that minor win will not be announced. "The sound effect for the minor win will not be announced" means that the sound effect for the minor win may not be executed, or it may be executed (played) inside the gaming machine but the sound for the minor win is not output (not displayed). The performance control means 100 will not announce the sound effect for the minor win when a minor win occurs while a door open error is detected. The door open error sound has a higher notification priority than the sound for the minor win. For this reason, even if data related to the sound for the minor win is played in a lower layer, the sound for the minor win will not be output, and the door open error sound will be announced.
[0168] Furthermore, if a minor win occurs while a door opening error is detected, the payout sound effect based on that minor win will not be announced. In other words, it will be controlled in the same way as the winning sound.
[0169] The gaming machine of this embodiment is Front door (front door 12), The enclosure (enclosure 11) and Display means (liquid crystal display 200), Sound output means (speaker 14), Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, A start lever (start lever 24) is provided that allows for the start of the game operation, which involves starting the rotation of the aforementioned multiple reels. Multiple stop buttons (stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (award determination means 44), It includes a performance control means (performance control means 100) for controlling the execution of the performance, Even when the front door is open, it is possible to continue playing the game. When the front door is opened, an opening notification indicating that the front door is open is executed. There are two types of notifications, the first and the second, whose execution periods may overlap. If the front door is opened and the opening notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.
[0170] If the front door is opened while both the first and second notifications are being issued, and the opening notification is issued, the first notification will continue, but the second notification will not be issued. Therefore, if the front door is opened while both the first and second notifications are being issued, the opening of the front door can be confirmed based on the opening notification, and the first notification can also be confirmed. Having notifications that continue even when the front door is opened makes it easier to understand the situation and improves the convenience of work.
[0171] (Third embodiment) Next, a third embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machines of the first and second embodiments, the description of similar configurations will be omitted or simplified.
[0172] (Notification of symbols on valid lines) Figure 19(a) shows the case when the third stop operation of the stop button is performed and reels 20a to 20c stop in a predetermined stopping pattern. In this embodiment, the active line is formed by the middle section of reel 20a, the middle section of reel 20b, and the middle section of reel 20c.
[0173] As shown in Figure 19(b), the performance control means 100, based on the third stop operation of the stop button (based on the detection of the release of the third stop operation), displays a symbol notification on the active line at a predetermined position on the liquid crystal display 200 (for example, a position below the reel window). The symbol notification on the active line is a display that shows the symbols (three symbols) that have stopped (aligned) on the active line. Note that the symbol notification on the active line may also be displayed on a liquid crystal display other than the liquid crystal display 200 (mini-LCD, sub-LCD).
[0174] As shown in Figure 19(c), the performance control means 100 may perform a symbol notification on the active line based on the third stop operation of the stop button, and may also perform a full-screen performance. A full-screen performance can be described as a performance in which the display object is displayed on the entire screen of the liquid crystal display 200 (first display area 211 and second display area 212). Figure 19(c) shows the case in which a specific display object X is displayed across the first display area 211 and the second display area 212. When a full-screen performance is performed, the display object is displayed in the first display area 211 (reel window), making it difficult to grasp the stopping pattern (result) of reels 20a to 20c via the first display area 211. However, by performing a symbol notification on the active line, the player can grasp the stopping pattern of reels 20a to 20c. The visibility of the symbol notification on the active line is not reduced even when a full-screen performance is performed. The period in which the symbol notification on the active line is performed may overlap with the period in which the winning performance is performed.
[0175] Here, we will explain using Figure 20 the case where the front door 12 is opened while the winning animation or the notification of symbols on the winning line is being performed, and a door opening error is detected. In this embodiment, the game can continue even when a door opening error is detected (it is playable).
[0176] (Award sound effect) If the front door 12 is opened during the execution of the winning sound effect and a door opening error is detected, the execution of the winning sound effect is not canceled (not interrupted) but continues. In other words, the effect control means 100 does not cancel the winning sound effect based on the detection of a door opening error, but continues the execution of the winning sound effect. In addition, the effect control means 100 outputs a door opening error sound based on the detection of a door opening error. In this embodiment, the data related to the winning sound and the data related to the door opening error sound are played on separate tracks, making it possible to output both sounds.
[0177] (Notification of symbols on the winning line) If the front door 12 is opened while the symbol notification on the active line is being performed and a door opening error is detected, the execution of the symbol notification on the active line is not canceled (not interrupted) but continues (remains visible). In other words, the performance control means 100 does not cancel the symbol notification on the active line based on the detection of a door opening error, but continues the execution of the symbol notification on the active line.
[0178] (Reel flash effect) If the front door 12 is opened while the reel flash effect is running and a door opening error is detected, the reel flash effect will not be executed (notified). The effect control means 100 will set the reel flash effect to a state where it is not notified based on the detection of the door opening error.
[0179] Next, we will explain using Figure 21 the case in which the game proceeds with the front door 12 open and a door opening error detected, and a small win occurs. Based on the detection of the door opening error, the performance control means 100 outputs a door opening error sound.
[0180] (Award sound effect) If a minor win occurs while a door open error is detected, the winning sound effect is executed based on the winning of that minor win. In other words, the execution of the winning sound effect is not restricted (prohibited). The effect control means 100 executes the winning sound effect based on the winning of a minor win when a minor win occurs while a door open error is detected. As described above, in this embodiment, both the door open error sound and the winning sound can be output.
[0181] (Notification of symbols on the winning line) If a third stop operation is performed using the stop button while a door open error is detected, the symbol notification on the active line will be executed based on that third stop operation. In other words, the execution of the symbol notification on the active line is not restricted (prohibited). The performance control means 100 executes the symbol notification on the active line based on the third stop operation when a third stop operation is performed using the stop button while a door open error is detected.
[0182] (Full screen production) If a third stop operation is performed using the stop button while a door open error is detected, the symbol notification on the active line will be executed based on the third stop operation, and a full-screen animation may be performed on the liquid crystal display 200. In other words, the execution of the full-screen animation is not restricted (prohibited). The animation control means 100 can execute the symbol notification on the active line and the full-screen animation based on the third stop operation when a door open error is detected using the stop button.
[0183] (Reel flash effect) If a minor win occurs while a door opening error is detected, the reel flash effect based on that minor win will not be announced. The effect control means 100 does not execute (announce) the reel flash effect based on the minor win when a minor win occurs while a door opening error is detected.
[0184] The sound effects for winning, the notification of symbols on the winning lines, the full-screen effects, and the reel flash effects can be described as effects that are executed after the third stop operation of the stop button.
[0185] The gaming machine of this embodiment is Front door (front door 12), The enclosure (enclosure 11) and Display means (liquid crystal display 200), Sound output means (speaker 14), Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, A start lever (start lever 24) is provided that allows for the start of the game operation, which involves starting the rotation of the aforementioned multiple reels. Multiple stop buttons (stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (award determination means 44), It includes a performance control means (performance control means 100) for controlling the execution of the performance, Even when the front door is open, it is possible to continue playing the game. When the front door is opened, an opening notification indicating that the front door is open is executed. There are two types of notifications, the first and the second, whose execution periods may overlap. If the front door is opened and the opening notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.
[0186] Furthermore, in the gaming machine of this embodiment, The first notification is a notification in which, when the plurality of reels stop in a predetermined stopping manner based on the third stop operation of the stop button, a sound corresponding to the stopping manner is output. The second notification is a notification in which, when the plurality of reels stop in a predetermined stopping manner based on the third stop operation of the stop button, the reels light up in a manner corresponding to the stopping manner.
[0187] When the front door is opened while both the first and second notifications are being made, the opening of the front door can be confirmed based on the opening notification, and the first notification can also be confirmed. In other words, when the front door is opened, it can be audibly confirmed through the first notification that the multiple reels have stopped in a predetermined stopping manner.
[0188] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment has basically the same configuration as the gaming machines of the first, second, and third embodiments, so the description of similar configurations will be omitted or simplified.
[0189] (Dialogue display effects, dialogue audio effects) Figure 22 shows the case when the third stop operation of the stop button is performed and the reels 20a to 20c stop in a predetermined stopping pattern (for example, when a small win occurs). Based on the fact that the reels 20a to 20c have stopped in a predetermined stopping pattern (for example, when a small win occurs), the performance control means 100 can execute (notify) a dialogue display performance in which a predetermined line of dialogue (a line of dialogue corresponding to the stopping pattern, for example, "Heh heh, how about that!") is displayed at a predetermined position on the liquid crystal display 200, and can also execute (notify) a dialogue sound performance in which the voice (dialogue sound) of "Heh heh, how about that!" corresponding to the line of dialogue is output from the speaker 14. The execution period (notification period) of the dialogue display performance and the dialogue sound performance may overlap with the winning performance or the notification of symbols on the active line.
[0190] (Volume adjustment notification, light intensity adjustment notification) Although not shown in Figure 1, the front door 12 is equipped with a pressable effect button. The effect button is operated to advance the effect (change the type of effect), etc. In addition to this effect button, a directional pad, volume control buttons, light intensity control buttons, etc. may also be provided as effect buttons.
[0191] As shown in Figure 23, the performance control means 100 can display (notify) a volume adjustment indicator S or a light intensity adjustment indicator T at a predetermined position on the liquid crystal display 200 based on the operation of a performance button. Furthermore, the performance control means 100 can display the volume adjustment indicator S or the light intensity adjustment indicator T based on the operation of a performance button, even while the reels are rotating (situation). The volume adjustment indicator S and the light intensity adjustment indicator T can be described as screens for making adjustments related to the performance settings.
[0192] The volume adjustment notification and light intensity adjustment notification may overlap in execution period (notification period) with the winning animation (reel flash animation, winning sound animation), the notification of symbols on the active line, the dialogue display animation, or the dialogue voice animation.
[0193] Here, we will explain using Figure 24 the case in which the front door 12 is opened and a door opening error is detected while the winning animation, the notification of symbols on the active line, the dialogue display animation, the dialogue voice animation, and the volume adjustment notification are being performed. In this embodiment, the game can continue even when a door opening error is detected. Hereinafter, volume adjustment notification (volume adjustment display S) may be read as light intensity adjustment notification (light intensity adjustment display T).
[0194] (Reel flash effect) If the front door 12 is opened during the execution of the reel flash effect and a door opening error is detected, the execution of the reel flash effect is not canceled (not interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of a door opening error, but continues the execution of the reel flash effect.
[0195] (Notification of symbols on the winning line) If the front door 12 is opened while the symbol notification on the active line is being performed and a door opening error is detected, the execution of the symbol notification on the active line is not canceled (not interrupted) but continues. In other words, the performance control means 100 does not cancel the symbol notification on the active line based on the detection of a door opening error, but continues the execution of the symbol notification on the active line.
[0196] Furthermore, since the reel flash effect is an effect in which the reels light up according to the stopping pattern of the reels, and the notification of symbols on the active line is an effect that notifies the stopping pattern of the reels, the reel flash effect and the notification of symbols on the active line may be collectively referred to as "notification regarding the stopping patterns of multiple reels obtained based on the third stop operation of the stop button."
[0197] (Dialogue display effect) If the front door 12 is opened and a door opening error is detected while the dialogue display animation is in progress (while the dialogue is being displayed), the dialogue display animation is not canceled (not interrupted) but continues. In other words, the animation control means 100 does not cancel the dialogue display animation based on the detection of a door opening error, but continues the execution of the dialogue display animation.
[0198] (Award sound effect) If the front door 12 is opened while the winning sound effect is being played and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" means that the winning sound effect may be canceled (interrupted), or it may be played (executed) inside the gaming machine but the winning sound is not output (not displayed). The effect control means 100 sets the winning sound effect to a state where it is not announced based on the detection of a door opening error. The effect control means 100 also outputs a door opening error sound based on the detection of a door opening error. In this embodiment, as in the second embodiment, if the door opening error sound is output, the winning sound will not be announced.
[0199] (Dialogue voice acting) If the front door 12 is opened while a dialogue voice effect is being played and a door opening error is detected, the dialogue voice effect will not be announced. "The dialogue voice effect will not be announced" means that the dialogue voice effect may be canceled (interrupted), or it may be played (executed) inside the gaming machine but the dialogue sound is not output (not displayed). The effect control means 100 sets the dialogue voice effect to a state where it is not announced based on the detection of a door opening error. In this embodiment, if a door opening error sound is output, the dialogue voice will not be announced.
[0200] (Volume adjustment notification) If the front door 12 is opened while the volume adjustment indicator S is displayed based on the operation of a performance button (volume adjustment button) while at least one reel is rotating, and a door opening error is detected, the volume adjustment indicator S will not be displayed. The performance control means 100 will disable the volume adjustment notification based on the detection of the door opening error.
[0201] Next, using Figure 25, we will explain the case where the front door 12 is open, a door opening error is detected, the game proceeds, and a small win occurs. Based on the detection of the door opening error, the performance control means 100 outputs a door opening error sound.
[0202] (Reel flash effect) If a minor win occurs while a door opening error is detected, a reel flash effect will be executed based on the win of that minor win. In other words, the execution of the reel flash effect is not restricted (prohibited). The effect control means 100 executes a reel flash effect based on the win of a minor win when a minor win occurs while a door opening error is detected.
[0203] (Notification of symbols on the winning line) If a third stop operation is performed using the stop button while a door open error is detected, the symbol notification on the active line will be executed based on that third stop operation. In other words, the execution of the symbol notification on the active line is not restricted (prohibited). The performance control means 100 executes the symbol notification on the active line based on the third stop operation when a third stop operation is performed using the stop button while a door open error is detected.
[0204] (Dialogue display effect) If a minor role is won while a door opening error is detected, a dialogue display animation will be executed based on the winning of that minor role. In other words, the execution of the dialogue display animation is not restricted (prohibited). The animation control means 100 can execute a dialogue display animation based on the winning of a minor role when a door opening error is detected.
[0205] (Award sound effect) If a minor win occurs while a door open error is detected, the winning sound effect based on that minor win will not be announced. "The winning sound effect will not be announced" means that the winning sound effect may not be executed, or it may be executed (played) inside the gaming machine but the winning sound is not output (not displayed). The effect control means 100 does not announce the winning sound effect based on the winning of a minor win when a minor win occurs while a door open error is detected. In this embodiment, the door open error sound has a higher notification priority than the winning sound. For this reason, even if data related to the winning sound is played in a lower layer, the winning sound is not output and the door open error sound is announced.
[0206] (Dialogue voice acting) If a minor role is won while a door open error is detected, the dialogue voice performance based on the winning minor role will not be announced. "The dialogue voice performance will not be announced" means that the dialogue voice performance may not be executed, or it may be executed (played) inside the gaming machine but the dialogue sound is not output (not displayed). The performance control means 100 will not announce the dialogue voice performance based on the winning minor role when a minor role is won while a door open error is detected. In this embodiment, the door open error sound has a higher notification priority than the dialogue sound. For this reason, even if data related to the dialogue sound is played in a lower layer, the dialogue sound will not be output, and the door open error sound will be announced.
[0207] (Volume adjustment notification) If a door open error is detected and the performance button (volume adjustment button) is operated, the volume adjustment notification (volume adjustment display S) will not be issued. The performance control means 100 will not issue a volume adjustment notification based on the operation of the performance button when a door open error is detected.
[0208] The gaming machine of this embodiment is Front door (front door 12), The enclosure (enclosure 11) and Display means (liquid crystal display 200), Sound output means (speaker 14), Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, A start lever (start lever 24) is provided that allows for the start of the game operation, which involves starting the rotation of the aforementioned multiple reels. Multiple stop buttons (stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A winning determination means (winning determination means 44) for determining winning of a role, And a production control means (production control means 100) for controlling the execution of production, It is possible to advance the game even when the front door is open, When the front door is opened, an opening notification indicating that the front door is open is executed, There are a first notification and a second notification as notifications whose execution periods can overlap, When the front door is opened in a situation where both the first notification and the second notification are being executed, and the opening notification is executed, the first notification continues, but the second notification is not notified.
[0209] Also, in the gaming machine of this embodiment, The first notification is a notification in which a predetermined line is displayed when the plurality of reels stop in a predetermined stop mode based on the third stop operation of the stop button, The second notification is a notification in which a line sound corresponding to the line is output when the plurality of reels stop in a predetermined stop mode based on the third stop operation of the stop button.
[0210] When the front door is opened in a situation where both the first notification and the second notification are being executed, the opening of the front door can be grasped based on the opening notification, and the first notification can be confirmed. That is, when the front door is opened, it is possible to visually grasp that the plurality of reels have stopped in a predetermined stop mode through the first notification.
[0211] Also, in the gaming machine of this embodiment, The first notification is a notification regarding the stop mode of the plurality of reels obtained based on the third stop operation of the stop button, The second notification is a notification in which a screen for adjusting the production settings is displayed.
[0212] If the front door is opened while both the first and second notifications are being issued, the opening of the front door can be confirmed based on the opening notification, and the first notification can also be confirmed. In other words, when the front door is opened, the stopping patterns of the multiple reels can be determined through the first notification.
[0213] (Fifth embodiment) A fifth embodiment of the present invention will be described below with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 that uses game value as electronic information instead of game tokens (medals) as a game medium, and the game is played by consuming or assigning game value. The gaming machine 10 (Figure 26) is a so-called smart pachinko slot (registered trademark). Unlike conventional slot machines in which players insert physical tokens when playing and receive physical tokens when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) that uses game value as electronic information instead of physical tokens, and the game value is consumed or assigned through gameplay. In a medalless gaming machine, the game value corresponds to the tokens that represent the game value in conventional slot machines, and the game value in a medalless gaming machine can be understood as a virtual token (electronic token). Therefore, the game value in this embodiment may also be called a token (game token). Furthermore, in the following, the number of game values may be considered as the number of virtual tokens, and the number of game values may be indicated as "~ tokens" or "~ pieces". It should be noted that the invention according to this embodiment is applicable not only to the gaming machine 10 but also to conventional slot machines (where physical tokens are inserted when playing, and physical tokens are dispensed upon winning a combination).
[0214] In the following explanation, "front and back" basically means that when the player is in front of the gaming machine 10, the player's side is "front" and the gaming machine side is "back." "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down." "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right." It should be noted that within the scope of the present invention, any combination of each component, any modification of each component, or omission of each component is possible.
[0215] Figure 26 is a perspective view of the gaming machine 10 as seen from the front. The gaming machine 10 of this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11. The front door 12 may also be a single integrated structure that is not divided into an upper door 12a and a lower door 12b. Inside the casing 11, there is a power supply unit and the like that has a built-in power supply device (power supply means) for supplying power to each component. The power supply unit is equipped with a power switch, and when the power switch is turned ON (on state), power is supplied from the power supply unit to each component. Some components may be supplied with power even when the power supply unit is OFF (disconnected state). Furthermore, the housing 11 is equipped with a reel unit comprising a rotatable first reel 20a, a second reel 20b, and a third reel 20c, a main control means 31 (described later), a sub-control means 32 (described later), and the like.
[0216] The reel unit has stepping motors 19a to 19c, each corresponding to a reel 20a to 20c, and index sensors 21a to 21c, each corresponding to a reel 20a to 20c (see Figure 29). Each stepping motor 19a to 19c rotates each reel 20a to 20c. The stepping motors 19a to 19c are 4-phase stepping motors. Each stepping motor 19a to 19c comprises a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each stepping motor 19a to 19c is excited by 1-2 phase excitation, which alternates between supplying a 1-phase excitation pulse to turn on one coil and supplying a 2-phase excitation pulse to turn on one coil and the other adjacent coils. This causes a displacement of half a step angle (1 step angle for every 2-step update) with each excitation pulse update, and each reel 20a to 20c is rotated once in 504 steps (a displacement of 252 step angles). The stepping motors 19a to 19c have a step angle of approximately 1.43° and an interrupt time t for updating the excitation pulse by one step of 1.49 ms. In addition, each index sensor 21a to 21c detects the edge of a semicircular index attached to the inside of each reel 20a to 20c. Based on the detection information from these index sensors 21a to 21c, control is performed regarding the rotation and stopping of the reels 20a to 20c.
[0217] As shown in Figure 26, a liquid crystal display 13 (display means) is provided approximately in the center of the upper door 12a as a performance device. The liquid crystal display 13 displays various images (performance images) to assist or enhance the game. A speaker 14 (sound output means) is provided on the lower door 12b as a performance device. The speaker 14 outputs various performance sounds (music, sound effects, voices, etc.) to assist or enhance the game. A lamp 38 (lighting device, lighting means, outer perimeter lamp) is provided on the front door 12 for notification and performance purposes. The front door 12 may also be equipped with a movable mechanism that can be operated by an actuator or the like as a performance device.
[0218] Furthermore, a display window 16 is provided on the upper door 12a. Behind the display window 16 (the first display area 13a, described later), the reel unit is positioned so that a portion of it can be seen through the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is composed of the upper section of the first reel 20a, the middle section of the second reel 20b, and the lower section of the third reel 20c.
[0219] In this embodiment, the number of game values required for one game (specified number, specified number of tokens) is set to 3, and when the specified number of game values is inserted, the active lines are activated. As the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.
[0220] The liquid crystal display 13 is positioned in front of the reel unit, which is equipped with reels 20a to 20c. The liquid crystal display 13 can perform effects by displaying predetermined displays (display objects) on its display surface (display area). Display objects refer to, for example, people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) that are displayed on the liquid crystal display 13. The liquid crystal display 13 has a display area that is outside the reels (second display area 13b), which is a display area that does not overlap with the reels 20a to 20c when viewed from the front, and a display area in front of the reels (first display area 13a), which overlaps with the reels 20a to 20c when viewed from the front. The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is designed to make components behind the first display area 13a (transparent area) visible. The first display area 13a has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (transparent display state). When the first display area 13a is transparent, the patterns on the reels 20a to 20c are visible. When the first display area 13a is in the state in which a display object is displayed, the animation image is displayed in front of the reels 20a to 20c. In the state in which the first display area 13a is in the state in which a display object is displayed, there may be a state in which the patterns on the reels 20a to 20c are visible (easily visible) and a state in which they are not visible (difficult to see). Thus, the first display area 13a is an area in which the patterns on the reels 20a to 20c are visible and an animation image can be displayed. In Figure 26, the first display area 13a is shown to consist of three divided areas (areas separated for each reel), but it is not limited to this and may be a single horizontally elongated rectangular area.
[0221] The second display area 13b is the portion of the liquid crystal display 13's display area excluding the first display area 13a. The second display area 13b can display images for special effects. It is also possible to display a single, cohesive image spanning both the second display area 13b and the first display area 13a. The second display area 13b is not transparent and cannot be used to allow visibility of components behind it. The liquid crystal display 13 does not have to be a transparent liquid crystal display, and the reels 20a to 20c do not necessarily have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be made of a transparent panel (a panel that cannot display any objects), and the reels 20a to 20c may be visible through that display window 16.
[0222] As shown in Figure 27, the following symbols are arranged on the outer surface of each reel 20a to 20c: bell symbol BL, replay symbol "RP", cherry symbol "CH", watermelon symbol "WM", special symbol A "SPA", special symbol B "SPB", blank symbol "BK", white BAR symbol "White BAR", black BAR symbol "Black BAR", and red 7 symbol "Red 7". In addition, each symbol on each reel 20a to 20c is associated with a symbol number from 0 to 19.
[0223] Although not shown in Figure 26, a game information display unit is provided below the display window 16. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of game values paid out in a single game and error information. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include a favorable section display.
[0224] The lower door 12b (operation panel) is equipped with a bet button 23 operated when betting (inserting) game value, a start lever 24 (game start operation means) operated when starting the game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) operated when stopping the rotating reels, and an effect button 25 (effect operation means) operated when advancing the effects, etc. The bet button 23 may also include a MAX bet button (first bet button) operated when betting 3 (predetermined number) game value and a 1 bet button (second bet button) operated when betting 1 game value.
[0225] The performance button 25 (performance operation means) is operated when advancing the performance (changing the manner of the performance), etc. The performance button 25 is formed to be pressable, and when pressed, the manner of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and improve the enjoyment of the game. For example, the performance button 25 becomes operational when a performance is being executed that makes the player expect to transition to a favorable state, and an image instructing the operation (PUSH image) is displayed on the liquid crystal display 13 (PUSH performance). When the performance button 25 is operated, the result of the game (for example, whether or not a favorable state is transitioned) is announced. Note that the performance button 25 is not limited to the shape of a button, but may also be lever-shaped, etc., as long as it is configured to detect the player's operation.
[0226] Furthermore, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Alternatively, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.
[0227] Furthermore, a lower panel 91 is provided on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.
[0228] As shown in Figure 28, a dedicated unit 200 (game value lending device, game token lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a banknote slot 201 for inserting banknotes, a card insertion / discharge slot 202 for inserting / discharging cards (game value management medium), a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0229] In the dedicated unit 200, an operation (press operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the lending button 203 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 201 is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In addition, in the dedicated unit 200, an operation (press operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the replay button 204 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In other words, in this embodiment, an operation on the loan button 203 or the replay button 204, which are loan operation means, is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 200 to the game machine 10.
[0230] As shown in FIG. 26, on the lower door 12b, a game medal number display device 211 (game value number display device, game value number display) and a counting button 212 and a settlement button 218 are provided. The game medal number display device 211 and the counting button 212 are provided on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, in the gaming machine 10, a value corresponding to a predetermined number of game values is set as credit (the stored value in the game value number storage area 66 (credit storage area) in the memory 58 of FIG. 29). The stored value in the game value number storage area 66 can also be referred to as the credit number (reservation number, possession number). The credit number (the number of game medals available for the game) is displayed on the game medal number display device 211. The game medal number display device 211 has a 5-digit (or 6-digit) 7-segment display, and the credit number is displayed by the 7-segment display. Note that in the gaming machine 10, the upper limit of the credit number may be set within the range of values that can be displayed on the game medal number display device 211, for example. In the gaming machine 10, when the bet button 23 is operated in a state where game values are stored as credit, the game values stored as credit are set to the input state up to a specified number.
[0231] The game value number control means 55 (FIG. 29) performs control regarding the number of game values stored in the game value number storage area 66. Note that the game value number storage area 66 may be provided in the storage means 60 of the main control means 31 instead of the storage means (memory 58) of the game value number control means 55. The game value number control means 55 increases the credit number by the predetermined number based on a predetermined combination (small combination) winning and a predetermined number of game values being awarded. Also, when an operation (operation of the bet button 23) to input game values is performed at the start of the game, the game value number control means 55 decreases the credit number by the number of input game values. At this time, on the game medal number display device 211, a value obtained by subtracting the bet number from the possession number (credit number) is displayed.
[0232] Furthermore, the game value control means 55 controls the reception of game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value control means 55 increases the number of credits by the amount of game value being transferred. The game value control means 55 also controls the transfer of game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value control means 55 decreases the number of credits by the amount of game value being transferred. The game value control means 55 also displays the number of game values stored in the credits (number of credits) on the game medal display device 211 and changes the display content of the game medal display device 211 according to the increase or decrease in the number of credits.
[0233] The counting button 212 is operated when sending (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the total number of credits) to the dedicated unit 200. The counting button 212 is equipped with a pressable part (operation part), and the pressable part is formed to be pressable. When a player finishes playing, etc., the credited game value can be transferred from the game machine 10 to the dedicated unit 200 based on an operation (press operation) of the counting button 212 as a counting operation (return operation). After the game value has been transferred to the dedicated unit 200, when an operation (press operation) of the card return button 205 (Figure 28) is performed, a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 200 (card insertion / discharge port 202).
[0234] As described above, based on the lending operation in the dedicated unit 200, a predetermined number of game values (game tokens) are assigned to the game machine 10 (the number of credits is added). Next, when the bet button 23 is operated, the game values are set to the input state up to a predetermined limit, and a value equivalent to the number of game values (game tokens) set to the input state is subtracted from the number of credits. In other words, the number of game values displayed on the game token display device 211 decreases.
[0235] When a predetermined number of game values are set to the input state, the start lever 24 becomes operational, that is, it becomes possible to start playing. Next, when the game start operation is performed on the activated start lever 24, the rotation of each reel 20a to 20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and enters a steady rotation state, the operation of the stop buttons 26a to 26c becomes operational. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game values (add to credits), or a process is performed to make it possible to start playing again without consuming new game values (replay process), and one game (1 play) ends. Also, when the counting button 212 is operated, a predetermined number of credits (game tokens) are sent (returned) to the dedicated unit 200. Then, when the card return operation is performed in the dedicated unit 200, the card with the predetermined information stored on it is ejected from the dedicated unit 200.
[0236] Furthermore, when the game value in the gaming machine 10 is set to the bet state, operating (pressing) the settlement button 218 will return the betted game value to the credits. The settlement button 218 is operated when returning the game value that has been inserted (set to the bet state) by operating the bet button 23 to the credits (game value memory area 66). In other words, based on the operation of the settlement button 218, a process (insertion return process) is executed to return the game value set to the bet state to the credits. The investment return process is a process in which the setting of the game value in the bet state is cleared, and a value equivalent to the number of game values that was set to the bet state is added to the number of credits (stored value in the game value memory area 66). When the settlement button 218 is operated while there is game value set to the bet state, the game value is returned to the credits based on that, and the number of game medals displayed on the game medal display device 211 increases.
[0237] As shown in Figure 28, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball dispensing device connection terminal board 90. The gaming ball dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 includes a main control means 31 (main control board) for controlling the progress of the game, a sub-control means 32 (sub-control board) for controlling the effects according to the progress of the game, a game value number control means 55 (game value number control board) for controlling the number of game values, etc. In this embodiment, the game value number control means 55 is provided separately from the main control means 31, but the game value number control means 55 may be formed integrally with the main control means 31.
[0238] The main control means 31 is equipped with a setting change key cylinder and a setting change button. Note that the setting change key cylinder and setting change button may be provided in other parts, such as the power supply unit. The setting change key cylinder (setting key switch) has two states: OFF and ON. In other words, it is possible to switch between the OFF and ON states. The setting change key cylinder is formed to allow the insertion of a setting key. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from its initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the setting change key cylinder is ON back to its initial position, it switches from the ON state to the OFF state. The setting change button is also pressable.
[0239] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, and stop buttons 26a to 26c, performs various calculations to execute the game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0240] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals), such as information indicating the game state, can be transmitted from the main control means 31 to the sub-control means 32. However, information cannot be transmitted from the sub-control means 32 to the main control means 31. In addition, the functions of each board, such as the main control means 31 and the sub-control means 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.
[0241] The main control means 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45 (game value granting means), a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60 (main memory). The storage means 60 also includes ROM and RAM. The sub-control means 32 includes a performance sub-control means 70 and a sub-side storage means 72 (sub-memory). The sub-side storage means 72 also includes ROM and RAM.
[0242] The performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.
[0243] The input receiving means 40 accepts the input of game value for each game and, based on the input of a predetermined number of game values, performs a process to activate the game start operation on the start lever 24. When the bet button 23 is pressed while game value is credited, the input receiving means 40 sets the credited game value to the input state, up to a predetermined limit. In this embodiment, the first press operation on the activated start lever 24 is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and a lottery such as an internal lottery is performed.
[0244] Furthermore, the input acceptance means 40 controls the system so that, in the next game after a replay has been awarded, the game value owned by the player is not set to the input state. Specifically, when the system is accepting input of game value, it does not accept operation on the bet button 23, so that even if the bet button 23 is pressed, the credited game value is not set to the input state.
[0245] The random number generation means 41 generates random values for the lottery. Random values can be generated, for example, based on the count value of an increment counter (a counter that counts values so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0246] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including small wins, replays, and bonuses, as well as losses (non-wins), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery table storage areas 61 provided in the ROM of the storage means 60 are stored. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values from setting 1 to setting 6 can be set, and the internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, grants a predetermined number of game values corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any additional game values. When a replay is achieved, the start lever 24 is activated without consuming any game values, and the player can start playing by operating the start lever 24.
[0247] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 30, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."
[0248] As shown in Figure 30, in this embodiment, minor roles 1 to 46 are provided. In addition, the winning areas that include minor roles are "minor role ALL1", "minor role ALL2", "batting order bell A1", "batting order bell A2", "batting order bell A3", "batting order bell A4", "batting order bell B1", "batting order bell B2", "batting order bell B3", "batting order bell B4", "batting order bell C1", "batting order bell C2", "batting order bell C3", "batting order bell C4", "batting order bell D1", "batting order bell D2", "batting order bell D3", "batting order bell D4", "batting order bell E1", "batting order bell E2", "batting order bell E3", "batting order bell E4", "batting order bell F1", and "batting order bell F2". The following symbols are available: "Bat Order Bell F3", "Bat Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach Symbol C", "Reach Symbol D", "Chance Symbol C", "Common 1 Coin 1 Down C1", "Common 1 Coin 1 Down L2", "Common 1 Coin 1 Down C2", "Common 1 Coin 1 Down R2", "Common 1 Coin 2 Down LC2", "Common 1 Coin 2 Up CR2", "Common 1 Coin 2 Down CR2", "Common 1 Coin 2 Down LR", "Common 1 Coin 3 Up 2", and "Common 1 Coin 3 Down 2". Small Symbol 1 is an 11-coin symbol that grants 11 coins of game value when it is won. Small Symbols 2 and 3 are 3-coin symbols that grant 3 coins of game value when they are won. Small Symbols 4 to 46 are 1-coin symbols that grant 1 coin of game value when they are won.
[0249] In the following, the winning areas "Batting Order Bell A1", "Batting Order Bell A2", "Batting Order Bell A3", "Batting Order Bell A4", "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", "Batting Order Bell B4", "Batting Order Bell C1", "Batting Order Bell C2", "Batting Order Bell C3", "Batting Order Bell C4", "Batting Order Bell D1", "Batting Order Bell D2", "Batting Order Bell D3", "Batting Order Bell D4", "Batting Order Bell E1", "Batting Order Bell E2", "Batting Order Bell E3", "Batting Order Bell E4", "Batting Order Bell F1", "Batting Order Bell F2", "Batting Order Bell F3", and "Batting Order Bell F4" may be collectively referred to as "Batting Order Bells". Additionally, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are sometimes collectively referred to as Batting Order Bell A, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are sometimes collectively referred to as Batting Order Bell B, the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are sometimes collectively referred to as Batting Order Bell C, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are sometimes collectively referred to as Batting Order Bell D, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are sometimes collectively referred to as Batting Order Bell E, and the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are sometimes collectively referred to as Batting Order Bell F.
[0250] The winning area "Small Role ALL 1" is a winning area where all small roles (Small Role 1 to Small Role 46) are won simultaneously. The winning area "Small Role ALL 2" is a winning area where Small Roles 1 to 28 and Small Roles 30 to 46 are won simultaneously. The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. Furthermore, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning area "Common Bell" is a winning area where minor payout 3 (3-coin payout) can be won alone. Furthermore, the winning area "Spilled Payout" is a winning area where minor payout 2 (3-coin payout) can be won alone. Furthermore, the winning area "Watermelon" is a winning area where multiple types of 1-coin payouts can be won simultaneously. Furthermore, the "Weak Cherry" winning area is a winning area where the small win 35 (1-coin win) is won alone. Furthermore, the "Strong Cherry" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Chance Eye A" winning area is a winning area where the small win 32 (1-coin win) is won alone. Furthermore, the "Chance Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye A" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously.Furthermore, the winning area "Reach Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Reach Eye D" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Chance Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C1" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down L2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down R2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 2 Down LC2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common 1-coin 2-up CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down LR" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-up 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-down 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously.
[0251] In this embodiment, replays 1 through 11 are provided as replays. Additionally, "Symbol Replay A" and "Symbol Replay B" are provided as winning areas that include replays. Winning areas "Symbol Replay A" and "Symbol Replay B" are winning areas where multiple types of replays can be won simultaneously.
[0252] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, and the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are set so that the Big Bonus can be won multiple times. Furthermore, in the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2", if the game state is in the general medium state, a Big Bonus will be won multiple times, but if the game state is in the RBB internal medium state, a Big Bonus will not be won multiple times.
[0253] In this embodiment, a continuous activation device for a so-called Type 1 special bonus is assumed, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the included bonuses may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.
[0254] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.
[0255] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets.
[0256] In Figure 30, the number "○" indicates whether each winning area can be a winning area in each game state. In other words, the winning areas "Small Win ALL 1" and "Small Win ALL 2" are awarded when the game state is in the RBB (Real Big Bonus) activation state, and not when the game state is in the general mode or the RBB internal mode. Also, the winning areas are "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Bell C1" to "Batting Order Bell C4", "Batting Order Bell D1" to "Batting Order Bell D4", "Batting Order Bell E1" to "Batting Order Bell E4", "Batting Order Bell F1" to "Batting Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach "Chime C", "Reach Me D", "Chance Me C", "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are awarded when the game state is in the general medium state or the RBB internal medium state, but not when the RBB is active. Furthermore, the winning area "RBB" is awarded when the game state is in the normal state, but not when the RBB internal state is in the active state or when the RBB is running.
[0257] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.
[0258] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.
[0259] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.
[0260] Furthermore, the gaming machine 10 has six setting values, from setting 1 to setting 6, and the probability of winning a role differs depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, is changed to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small roles, replays, and bonuses differs depending on the setting.
[0261] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the gaming machine 10, and the power to the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from setting 1 to setting 6. In this embodiment, the probability of winning the internal lottery changes in an order from setting 1 to setting 6 so that the expected value of the payout rate increases sequentially. In setting change mode, each time the setting change button provided inside the gaming machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → setting 3 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the selected setting value is displayed on the first main display unit of the game information display unit in setting change mode. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0262] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the gaming machine 10 is started in gaming mode. In this embodiment, gaming can be played in gaming mode, but the setting values cannot be changed, and in setting change mode, the setting values can be changed, but gaming cannot be played. The main control means 31 may also include a setting confirmation means (not shown). In the gaming mode with the power turned on, when the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from gaming mode to setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13 or the gaming information display unit. In setting confirmation mode, an image indicating that it is in setting confirmation mode (for example, the words "Settings being referenced") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the gaming information display unit. In settings confirmation mode, you can view (be notified of) the current settings, but you cannot play the game. Also, in settings confirmation mode, you can view the settings, but you cannot change the settings.
[0263] The initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60 when the setting value is changed. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control means 32 also has an initialization means, and when a signal indicating that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Note that even if the setting value is changed, the game state, game section, and performance state may not be returned to their initial state.
[0264] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control means 31, is operated (i.e., the game starts), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.
[0265] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the gaming machine 10, when stop button 26a is operated, the rotation of the first reel 20a is stopped; when stop button 26b is operated, the rotation of the second reel 20b is stopped; and when stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).
[0266] In the following, the order of stopping operations (the order in which stop buttons 26a to 26c are operated) will be referred to as the "batting order," which is the sequence in which all of the stop buttons 26a to 26c are operated as a single unit. Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be called the "first stopping operation," the second stopping operation the "second stopping operation," and the third stopping operation the "third stopping operation."
[0267] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." In addition, "Batting Order 1" and "Batting Order 2" are sometimes collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are sometimes collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are sometimes collectively called "Right Press." Furthermore, "pressing the middle button" and "pressing the right button" are sometimes collectively referred to as "irregular pressing" (irregular hitting). Also, pressing the left button is sometimes referred to as the first operating mode in which the stop button 26a is pressed first. Also, irregular pressing is sometimes referred to as the second operating mode in which the stop button 26b or stop button 26c is pressed first.
[0268] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.
[0269] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the reel control means 43 stops each reel 20a to 20c so that this winning combination is awarded. Also, when the winning flags of multiple winning combinations are set to the winning state simultaneously, the reels 20a to 20c are stopped according to the priority order determined for each combination so that a predetermined winning combination is awarded. In this embodiment, the priority order is determined to be "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the symbol combinations indicating the winning form of a higher priority combination are displayed on the active line in priority to the symbols constituting the symbol combinations indicating the winning form of a lower priority combination.
[0270] Also, regarding the priority of candidates for the stop position when multiple types of minor roles are selected in the internal lottery, there are a method of determining the priority according to the number of symbol combinations that can be displayed on the effective line (number priority control) and a method of determining the priority according to the number of payouts of game values (number of medals priority control). When executing the number priority control for determining the priority of candidates for the stop position according to the number of symbol combinations that can be displayed on the effective line, the priority of each candidate for the stop position is determined so that the stop position (symbol) where the number of symbol combinations indicating winning forms that can be displayed on the effective line is larger has a higher priority. When executing the number of medals priority control for determining the priority of candidates for the stop position according to the number of payouts of game values, the priority of each candidate for the stop position is determined so that the stop position (the stop position where a minor role with a large payout can be won) where the number of payouts of game values based on the payout of the minor role corresponding to the symbol displayed at the display position on the effective line is larger has a higher priority. In addition, when determining the priority of candidates for the stop position according to the number of payouts of game values, if minor roles with the same payout are selected repeatedly, the priorities of the candidates for the stop position where each minor role can be won are treated as the same.
[0271] FIG. 31 shows the relationship between the mode of the stop operation and the winning role when the batting order bell is selected in the RBB internal middle state. Correct batting orders and incorrect batting orders are set for the batting order bell, respectively.
[0272] Each winning area of "Batting Order Bell A1" to "Batting Order Bell A4" (Batting Order Bell A) has one correct batting order and five incorrect batting orders. In each winning area of "Batting Order Bell A1" to "Batting Order Bell A4", if a win occurs during the RBB internal state, the correct small win (11-coin win) can be awarded if the operation is performed in the correct manner (specific operation manner). If the operation is performed in a manner different from the correct manner (incorrect operation manner, failed operation manner), the correct small win (11-coin win) will not be awarded, and a 1-coin win (failed small win) may be awarded. The correct small win is a small win in which the game value obtained is greater than the game value bet for one game. The 1-coin win is a small win in which the game value obtained is less than the game value bet for one game.
[0273] When one of the winning areas "Bat Order Bell A1" to "Bat Order Bell A4" is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can award an 11-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority. The winning areas "Bat Order Bell A1" to "Bat Order Bell A4" are designed so that an 11-coin payout is awarded when the stop operation is performed in the correct operation mode (correct batting order) (reels 20a to 20c are designed to stop in a way that displays the symbol combination indicating the 11-coin payout on the active line). Additionally, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4," if the machine is stopped in an incorrect manner (incorrect batting order), either a single-coin payout or no payouts will be awarded.
[0274] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" each have different batting orders set as the correct batting order. In addition, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are not set as the correct batting orders. Note that the contents in parentheses in Figure 31 indicate the probability of winning a single-coin prize when the stopping operation is performed with that batting order. For example, the notation "1 coin (1 / 4)" indicates that there is a 1 / 4 probability of winning a single-coin prize and a 3 / 4 probability of missing a single-coin prize (not winning a single-coin prize).
[0275] In the first type of failed operation, where reel 20a is stopped first, a single-coin payout (a small payout that is less than the game value bet for one game) is guaranteed to occur. In the second type of failed operation, where reel 20b or reel 20c is stopped first, depending on the timing of the stop operation, there are cases where a single-coin payout (a small payout that is less than the game value bet for one game) occurs, and cases where no payout occurs.
[0276] To avoid repetitive explanations, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" (Batting Order Bell B), "Batting Order Bell C1" to "Batting Order Bell C4" (Batting Order Bell C), "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), "Batting Order Bell E1" to "Batting Order Bell E4" (Batting Order Bell E), and "Batting Order Bell F1" to "Batting Order Bell F4" (Batting Order Bell F) also have correct and incorrect operation patterns set.
[0277] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table (not shown) stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a prize when stopped display) for each winning combination, and the aforementioned comparison determines whether a prize has been won and the type of winning combination. The correspondence between the combination of symbols displayed on the active line and the winning combination in this embodiment is shown in Figures 32 to 35. As shown in Figure 32, for example, if the watermelon symbol "WM" stops on the upper part of reel 20a, the bell symbol "BL" stops on the middle part of reel 20b, and the replay symbol "RP" stops on the lower part of reel 20c (when the bell symbols "BL" are lined up in a straight line on the middle part), then a small win (minor prize 1) is awarded.
[0278] The main control means 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process (game value assignment process) when a minor combination is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).
[0279] Here, the payout process (game value assignment process) is the process of assigning (paying out) a number of game values determined based on the payout set for each winning combination when a winning combination is achieved, and is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of game values to be assigned based on the payout set for each winning combination and assigns the determined number of game values. Specifically, the payout control means 45 transmits information (payout information) indicating the determined number of game values to be assigned to the game value number control means 55, causing the game value number control means 55 to perform a credit addition process. Based on the received payout information, the game value number control means 55 performs a process (credit addition process) to add the assigned number to the stored value (number of credits) in the game value number storage area 66.
[0280] In this embodiment, when you win small win 1, you are awarded 11 game values; when you win small wins 2 to 3, you are awarded 3 game values; and when you win small wins 4 to 46, you are awarded 1 game value. The 11-coin win has a higher payout than the 3-coin win and the 1-coin win. The 1-coin win has a lower payout than the 11-coin win and the 3-coin win. The 11-coin win can be described as a win in which, when you win, you can acquire more game values than the game values bet for one game (a win in which the number of game values awarded (payouts) when you win is greater than the number of game values that need to be put in to start the game). Also, the 11-coin win and the 3-coin win can be described as wins in which, when you win, you can acquire more game values than the game values bet for one game. Also, the 1-coin win can be described as a win in which, when you win, you can acquire a number of game values that is less than (or less than) the game values bet for one game.
[0281] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the input of game value for the next game. When a replay is awarded, an automatic input process is performed in which the same number of game value as the number set to the input state in the previous game (the game in which the replay was awarded) is automatically input, and the system waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of game value input by the automatic input process set. In addition, once the automatic input process has been performed, it is not possible to input any more game value.
[0282] The game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state), as shown in Figure 36. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.
[0283] Furthermore, as described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus (RBB) is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB active state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.
[0284] The game state is initially in the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Winning," "All Small Wins 1," and "All Small Wins 2" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.
[0285] The RBB internal intermediate state (first game state) is a game state that is entered when a Big Bonus (special role) is won in the internal lottery. In the RBB internal intermediate state, the internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Won", "Small Role ALL 1", "Small Role ALL 2", and "RBB" are set as targets for the lottery. In addition, in the RBB internal intermediate state, the lottery flag corresponding to the Big Bonus is maintained in a winning state until the Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on the active line, the game state control means 49 transitions the game state from the RBB internal intermediate state to the RBB active state.
[0286] The RBB (Regular Big Bonus) activation state (second game state) is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active line. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "Small Win ALL 1" and "Small Win ALL 2" are set as the lottery targets. In the RBB activation state, it is determined whether the termination condition has been met based on the total number of game values awarded in the RBB activation state. If the awarded game value exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state to the general state. In this embodiment, the termination condition for the RBB activation state is determined by the total number of game values awarded, but the termination condition may also be determined by the number of games played or the number of small wins in the RBB activation state. Furthermore, the RBB activation state may be terminated after a single game.
[0287] As shown in Figure 29, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. When a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that assists in winning this role. Specifically, for example, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance that notifies the correct batting order (correct operation pattern) and assists in winning a predetermined role (correct minor role). When the instruction function control means 51 decides to perform an instruction performance, the performance control means 100 causes the performance device, such as the liquid crystal display 13 and speaker 14, to execute the instruction performance. When an instruction performance is performed, the 7-segment display of the game information display unit also displays information corresponding to the operation pattern notified by the instruction performance.
[0288] In the AT performance state (described later), if a batting order bell is won and the execution of an instruction performance is decided, the performance control means 100 can execute an instruction performance (batting order navigation performance) that notifies the correct operation mode (correct batting order). In other words, if a batting order bell is won, the performance control means 100 can execute a batting order navigation performance that assists (prompts) the stopping operation in the correct operation mode (correct batting order).
[0289] The performance control means 100 displays the correct operation pattern (correct batting order) on the liquid crystal display 13. As shown in Figure 37, the performance control means 100 displays the number "1" as a prompt for the first operation at the position corresponding to the stop button 26 related to the first stop operation of the correct batting order, displays the number "2" as a prompt for the second operation at the position corresponding to the stop button 26 related to the second stop operation of the correct batting order, and displays the number "3" as a prompt for the third operation at the position corresponding to the stop button 26 related to the third stop operation of the correct batting order. In Figure 37, the winning area "batting order bell A1" has been won, and it is reported that the stop operation in batting order 3 is the correct operation pattern (correct batting order). If the stop operation is performed as reported in the batting order navigation performance (in the correct operation pattern), an 11-coin payout is guaranteed.
[0290] As shown in Figure 38, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 performs a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. When the game section is set to a non-advantageous section, instruction effects cannot be performed, and instruction effects can only be performed when it is set to an advantageous section. When the conditions for ending the advantageous section are met, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.
[0291] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.
[0292] The game section control means 80 performs an increment operation in the advantageous section, where, each time a game is played in the advantageous section, triggered by a game start operation on the start lever 24, it adds "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, representing the value of one game. The game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Furthermore, at the point of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0".
[0293] The game section control means 80 may determine that the condition for ending the advantageous section has been met when the stored value of the advantageous section game counter 65 reaches a threshold (upper limit) of "4000", and may transition the game section from the advantageous section to the non-advantageous section. In other words, the upper limit of the number of games played in the advantageous section may be set to 4000, and the game may not be played consecutively for more than 4000 games in the advantageous section. In this embodiment, the game machine is designed so that the condition for ending the advantageous section is not met based on the number of games played in the advantageous section reaching a predetermined number (4000 games).
[0294] The game section control means 80 updates the stored value of the difference in tokens counter 64 in the RAM of the memory means 60 in the advantageous section by the difference in tokens of game value. It subtracts a value corresponding to the number of tokens of game value used in the game (for example, "3" if 3 tokens were inserted) from a value corresponding to the number of tokens of game value awarded (for example, "11" if 11 tokens of game value were awarded, and "0" if no winning combinations were achieved and no game value was awarded), obtains the calculation result for the difference in tokens in that game, and adds this calculation result to the stored value of the difference in tokens counter 64. The game section control means 80 does not add to the difference in tokens counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference in tokens counter 64 is "0". Then, the game section control means 80 determines that the condition for ending the advantageous section has been met when the stored value of the difference counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section.
[0295] The stored value of the difference counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no game value is paid out, the calculation result of the difference in tokens for that game will be "-3". Adding (reflecting) the calculation result of the difference in tokens to the stored value of the difference counter 64 would cause it to fall below the initial value "0". However, the stored value of the difference counter 64 after the update is set to stop counting with the initial value "0" as the lower limit. In this embodiment, an upper limit is set for the number of game value that can be obtained in the advantageous section, with "0" as the baseline, and the advantageous section ends (the condition for ending the advantageous section is met) when the increase in game value from the baseline exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of spins for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual spins have been made, it may be treated as if a spin equivalent to the prescribed number of spins for that game had been made, and the difference in tokens may be calculated accordingly.
[0296] The advantageous period indicator is designed to be off during non-advantageous periods and to be on during advantageous periods. It is not necessary for the advantageous period indicator to be on immediately upon entering an advantageous period; it only needs to be on before the first instruction animation is performed. Furthermore, once lit, it will remain on until the advantageous period ends.
[0297] As shown in Figure 38, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, and an AT performance state. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.
[0298] (Non-advantageous period performance state) The non-advantageous section performance state is the initial performance state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 conducts a lottery for transitioning to the advantageous section, and if the lottery for transitioning to the advantageous section is won and the transition to the advantageous section is decided, the performance state control means 81 transitions the performance state to the normal performance state. The non-advantageous section performance state (non-advantageous section) is a section in which the batting order navigation performance is not executed.
[0299] (Normal presentation state) The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. In addition, the normal performance state has a lower frequency of batting order navigation sequences compared to the AT performance state, and batting order navigation sequences are almost never performed or never performed at all (the expected value of acquiring game value is lower). A low frequency of batting order navigation sequences may include cases where batting order navigation sequences are not performed at all.
[0300] In the normal performance state, the bonus granting means 82 grants the right to transition to the AT performance state based on the fulfillment of predetermined conditions (AT granting conditions). The bonus granting means 82 considers the AT granting conditions to have been fulfilled based on the acquisition of a specific result in the internal lottery in the normal performance state, and grants the right to transition to the AT performance state. Here, "based on the acquisition of a specific result in the internal lottery" may mean, for example, that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery, or that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery and a specific role is achieved. Furthermore, "granting the right to transition to the AT performance state when a specific winning area is selected in the internal lottery (or when a specific winning area is selected and a specific role is achieved)" means, for example, that when a specific winning area is selected (or when a specific winning area is selected and a specific role is achieved), a lottery (AT lottery) is held to determine whether or not the transition to the AT performance state is possible, and the right to transition to the AT performance state is granted according to the result of the AT lottery (in other words, when the AT lottery is won), or the right to transition to the AT performance state is granted without holding an AT lottery.
[0301] For example, if an upper limit (so-called ceiling) is set on the number of games played in the normal performance state, the bonus granting means 82 may determine that the AT granting condition has been met when a predetermined number of games (for example, 999 times) have been played in the normal performance state, and grant the right to transition to the AT performance state. When the performance state control means 81 is granted the right to transition to the AT performance state, it transitions the performance state to the AT performance state.
[0302] (AT performance state) In the AT performance state (instruction performance state), the instruction function control means 51 can execute a batting order navigation performance that notifies the correct operation pattern based on the winning of a predetermined winning area (batting order bell). When it is decided to execute the batting order navigation performance, the performance control means 100 executes the batting order navigation performance. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute a batting order navigation performance that notifies the correct operation pattern and assists in winning a predetermined role (correct small role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the batting order navigation performance, the predetermined role (correct small role) is won. In the AT performance state, the frequency of execution of the batting order navigation performance is higher than in the normal performance state. For this reason, the expected value regarding the increase in game value (expected value of payout rate) is higher in the AT performance state than in the normal performance state. The AT performance state is a more advantageous state for the player compared to the normal performance state. Therefore, the AT performance state may also be referred to as the "advantageous state (specific performance state)."
[0303] In this embodiment, the AT performance state consists of a first AT performance state (high expected value performance state) and a second AT performance state (low expected value performance state). The performance state control means 81 transitions to the first AT performance state at the start of the AT performance state. The first AT performance state and the second AT performance state have different levels of advantage. In this embodiment, the second AT performance state has a lower level of advantage than the first AT performance state.
[0304] The first AT performance state and the second AT performance state differ in the expected value of the increase in medals (game value) per game (net increase in medals), with the first AT performance state having a higher net increase in medals than the second AT performance state. In this embodiment, the net increase in medals in the first AT performance state is approximately 4 medals. The net increase in medals is calculated by subtracting the expected number of medals inserted per game from the expected number of medals paid out per game. Replay wins are taken into consideration in this calculation, but replay wins may be calculated as a payout of the same number of medals as the number inserted in that game, or as a result of the number of medals inserted in the next game being "0".
[0305] In the second AT performance state, the probability of the batting order navigation performance being executed when a batting order bell is won is lower compared to the first AT performance state (the frequency of the batting order navigation performance being executed is lower). The lower probability of the batting order navigation performance being executed when a batting order bell is won includes cases where the batting order navigation performance is not performed at all even when a batting order bell is won. In this embodiment, the second AT performance state is a section (period) in which the batting order navigation performance is not executed even when a batting order bell is won. The net increase in tokens is lower in the second AT performance state than in the first AT performance state. In this embodiment, the second AT performance state is a section in which tokens are lost the more you play. The second AT performance state is a section in which left-pressing is recommended (described later).
[0306] In the first AT (Attack Time) state, where the batting order navigation animation may be performed, the player must stop the reels according to the animation. On the other hand, in the second AT state, where the batting order navigation animation is not performed, the player must stop the reels by pressing the left button. When playing according to the prescribed gameplay method, the expected payout rate in the second AT state is lower than the expected payout rate in the first AT state.
[0307] Furthermore, the second AT performance state does not necessarily have to be a left-press recommended section. The second AT performance state may not be a section where medals decrease, but rather a section where medals increase slightly (slight increase section). In the second AT performance state, a batting order navigation performance may be executed when a batting order bell is won, and the probability of the batting order navigation performance being executed when a batting order bell is won in the second AT performance state may be, for example, about half of the probability in the first AT performance state. In addition, the net increase in medals may be the same in the first AT performance state and the second AT performance state (the probability of the batting order navigation performance being executed when a batting order bell is won is the same), and the expected value of the payout rate in the second AT performance state may be lower because the number of games played in the second AT performance state is less than that in the first AT performance state. Also, as will be explained below, while it is not possible to transition (fall) to the normal performance state from the first AT performance state, it is possible to transition (fall) to the normal performance state from the second AT performance state. In this respect as well, the second AT performance state can be said to be less advantageous than the first AT performance state.
[0308] The continuation of the first AT performance state is managed based on the stored value of the first AT termination determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. In other words, the instruction function control means 51 increases the stored value of the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the first AT performance state in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state.
[0309] The instruction function control means 51 decreases the stored value of the first AT termination determination counter 67 in accordance with the progress of the game in the first AT performance state. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition of the first AT performance state has been met, terminates the first AT performance state, and transitions to the second AT performance state. In this embodiment, when the first AT performance state ends, the system transitions to the second AT performance state.
[0310] When transitioning to the first AT performance state, the instruction function control means 51 sets a value (30 in this embodiment) in the first AT termination determination counter 67 that corresponds to the number of games that can be played in the first AT performance state. This value may be determined by lottery. Each time a game is played in the first AT performance state, the instruction function control means 51 subtracts a value (1) corresponding to one game from the stored value of the first AT termination determination counter 67. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition for the first AT performance state has been met and terminates the first AT performance state.
[0311] The performance control means 100 can display a display (remaining number of turns display) corresponding to the stored value of the first AT termination judgment counter 67 on the liquid crystal display 13 (upper left of the screen) during the first AT performance state. The remaining number of turns display starts, for example, from "0 / 30G", and the numerator value increases by 1 each time the game is played (see Figure 40(a)).
[0312] The stored value of the 1st AT termination judgment counter 67 may, for example, represent the number of game values that can be obtained in the 1st AT performance state, the number of sets of the 1st AT performance state that can be executed (1st AT set number), or the number of times the batting order navigation performance can be executed in the 1st AT performance state (navigation count). In other words, when the 1st AT performance state is started, the stored value of the 1st AT termination judgment counter 67 may be set to the number of game values that can be obtained, the number of 1st AT sets, the navigation count, etc., and in the 1st AT performance state, the stored value of the 1st AT termination judgment counter 67 may be updated (decreased) at predetermined triggers such as each time game value is granted, each time one set of the 1st AT performance state is performed, or each time a batting order navigation performance is performed, and the 1st AT performance state may be terminated based on the stored value of the 1st AT termination judgment counter 67 reaching the threshold "0". The "number of game values that can be obtained" is the difference in tokens, but it may also be the number of tokens paid out.
[0313] Furthermore, the bonus granting means 82 may perform a lottery (addition lottery) in the first AT performance state to determine whether or not to increase the stored value of the first AT end determination counter 67 at a predetermined trigger (to determine whether or not to increase the duration of the first AT performance state). The bonus granting means 82 may increase the stored value of the first AT end determination counter 67 based on the result of the addition lottery (based on winning the addition lottery).
[0314] In the second AT performance state, the bonus granting means 82 conducts a lottery (return lottery) to determine whether or not to transition to the first AT performance state based on the results of an internal lottery (for example, based on winning a predetermined role (winning area)). The bonus granting means 82 grants the right to transition to the first AT performance state based on the success of the return lottery, and the performance state control means 81 transitions the performance state to the first AT performance state based on this grant. Furthermore, if the conditions for ending the second AT performance state are met without winning the return lottery, the performance state control means 81 terminates the second AT performance state and transitions to the normal performance state.
[0315] In this embodiment, the continuation of the second AT performance state is managed based on the stored value of the second AT termination determination counter 68 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. In other words, the instruction function control means 51 increases the stored value of the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the second AT performance state in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state.
[0316] The instruction function control means 51 decreases the stored value of the second AT termination determination counter 68 in accordance with the progress of the game in the second AT performance state. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition of the second AT performance state has been met, terminates the second AT performance state, and transitions to the normal performance state.
[0317] When transitioning to the second AT performance state, the instruction function control means 51 sets a value (30 in this embodiment) in the second AT termination determination counter 68 that corresponds to the number of games that can be played in the second AT performance state. This value may be determined by lottery. Each time a game is played in the second AT performance state, the instruction function control means 51 subtracts a value (1) corresponding to one game from the stored value of the second AT termination determination counter 68. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition for the second AT performance state has been met and terminates the second AT performance state.
[0318] The performance control means 100 can display a display (remaining number of spins display) corresponding to the stored value of the second AT termination judgment counter 68 on the liquid crystal display 13 (upper left of the screen) during the second AT performance state. The remaining number of spins display starts, for example, from "30 spins remaining," and the value decreases by 1 each time the game is played.
[0319] The stored value of the 2nd AT termination determination counter 68 may, for example, represent the number of game values that can be obtained in the 2nd AT performance state, the number of sets of the 2nd AT performance state that can be executed (2nd AT set number), or the number of times the batting order navigation performance can be executed in the 2nd AT performance state (navigation count). In other words, when the 2nd AT performance state is started, the stored value of the 2nd AT termination determination counter 68 may be set to the number of game values that can be obtained, the number of 2nd AT sets, the navigation count, etc., and in the 2nd AT performance state, the stored value of the 2nd AT termination determination counter 68 may be updated (decreased) at predetermined triggers such as each time game value is granted, each time one set of the 2nd AT performance state is performed, or each time a batting order navigation performance is performed, and the 2nd AT performance state may be terminated based on the stored value of the 2nd AT termination determination counter 68 reaching the threshold "0". The "number of game values that can be obtained" is the difference in tokens, but it may also be the number of tokens paid out.
[0320] If the conditions for ending the second AT performance state are met without winning the draw-back lottery, the performance state control means 81 ends the second AT performance state and transitions to the normal performance state. In addition, the transition to the non-advantageous section performance state (non-advantageous section) may occur based on the termination of the second AT performance state.
[0321] In this embodiment of the gaming machine, the player does not transition from the first AT performance state to the normal performance state, but the player can transition from the second AT performance state to the normal performance state. The second AT performance state is a section in which it is decided whether to transition to the first AT performance state (to be pulled back) or to the normal performance state (to fall back). In the second AT performance state, the player can play the game hoping to transition back to the first AT performance state.
[0322] In this embodiment, it is possible to directly transition from the non-advantageous section performance state to the AT performance state (first AT performance state). For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to the advantageous section (normal performance state), a lottery may be held to determine whether to transition the performance state to the AT performance state (first AT performance state), to the normal performance state, or to remain in the non-advantageous section performance state without transitioning. In other words, the AT lottery may be performed in the non-advantageous section performance state.
[0323] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the winning or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, the right to transition to the AT performance state may not be granted (no AT lottery may be held), or even if the right to transition to the AT performance state is granted, the game may not transition to the AT performance state (even if the AT lottery is won, the game may not transition to the AT performance state).
[0324] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operating state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the instruction performance (batting order navigation performance) may be stopped when a bonus is won, and the batting order navigation performance may be resumed when the game returns to the RBB internal state.
[0325] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the first AT end determination counter 67, the stored value of the second AT end determination counter 68, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction function (instruction effect) shown here is also initialized.
[0326] As shown in Figure 29, the sub-control means 32 comprises a performance sub-control means 70 and a sub-memory 72 (sub-storage means). The performance sub-control means 70 controls performances using the liquid crystal display 13, performances using the speaker 14, and performances using the lamp 38 based on performance data stored in the sub-memory 72. For example, it controls the execution of performances to enhance or assist the game according to the progress of the game by lighting or flashing the lamp 38, changing the display content of the liquid crystal display 13, or outputting sound from the speaker 14 in response to game events such as inserting game value, operations on the bet button 23, start lever 24, and stop buttons 26a to 26c, or changes in the game state. The sub-control means 32 mainly controls various performances during gameplay and standby.
[0327] The content of the effects performed during gameplay is determined using information (effect lottery table) stored in sub-memory 72, in accordance with commands (information) transmitted from the main control means 31 corresponding to the game state, effect state, and the results of internal lottery. In this embodiment, image data stored in the ROM of sub-memory 72 is read into an image buffer provided in sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of sub-memory 72 is read into a sound buffer provided in sub-memory 72, and sound based on the sound data read into the sound buffer is output from speaker 14.
[0328] The display shown on the liquid crystal display 13 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are arranged. Figure 39 is a diagram illustrating the concept of layers on which source images corresponding to each effect are arranged. The effect screen displayed on the liquid crystal display 13 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of an effect pattern with a length of one minute, the effect screen consists of a total of 1800 frames, which is 60 seconds × 30 frames. Figure 39 shows the layer structure that constitutes one frame, which is the smallest unit.
[0329] Each frame is essentially a single composite image created by superimposing multiple source images. Within each frame, there are N virtual transparent layers, and various source images are placed on each layer. Each superimposed source image is assigned a priority, with lower-priority source images placed on lower layers and higher-priority source images on higher layers. While it is possible to construct a composite image by placing source images on all N layers, the number of source images that make up each composite image varies depending on the content of the animation, and it is not always the case that source images are placed on all N layers. Furthermore, when the source images that make up the composite image are placed, the layers are not necessarily used in a sequential manner from the lowest number without any gaps. Layers are used considering efficiency in the frame image compositing process, so unused layers may appear in the middle as appropriate.
[0330] When rendering a frame, the source images are drawn one by one to their respective layers, starting with those with the lowest priority. For example, if a frame consists of five source images, the source image with the lowest priority (priority 5) is first placed on the lowest layer and drawn in its designated position. Next, the source image with the second lowest priority (priority 4) is placed on a layer higher than the layer on which the priority 5 source image is drawn and drawn in its designated position. In this way, the source images are drawn one after another according to their priority, and finally, the source image with the highest priority (priority 1) is placed on a layer higher than the layer on which the priority 2 source image is drawn and drawn in its designated position. Once all the source images have been drawn to their respective layers, the composite image, viewed from the top (front) side of these layers, is displayed on the liquid crystal display 13 as the composite image corresponding to that frame. In other words, when the composite image is viewed on the liquid crystal display 13, the source images placed on lower layers are covered by the source images placed on higher layers. To put it another way, the higher the layer, the higher the display priority on the liquid crystal display 13.
[0331] The rendering process for each composite image is performed using the frame buffer, which is a region within the VRAM of sub-memory 72. Drawing a new source image to a higher layer means drawing the new source image on top of the image buffered in the frame buffer. The source images that make up a frame are drawn to the frame buffer in order from lowest priority, and once all source images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 13 as the image (display) for that frame. The source images are stored in the source image storage area (ROM) of sub-memory 72. Lower-priority source images may be partially or completely obscured when higher-priority source images are drawn on top of them.
[0332] Note that one source image may be placed on a single layer, or multiple source images may be placed on a single layer.
[0333] The performance control means 100, in conjunction with the execution of a predetermined performance, places a predetermined image (source image) on a predetermined layer and displays the display on the liquid crystal display 13. Here, "placement" can also be described as drawing using the corresponding layer when displaying on the liquid crystal display 13.
[0334] In this embodiment, when the bonus is internally active, the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating a Big Bonus (RBB) winning pattern is displayed on the active line. In other words, in this embodiment, once the game state is set to the bonus internally active state, the game basically continues in the bonus internally active state thereafter (the game is basically played in the bonus internally active state). The following explanation assumes that the game state is basically the RBB internally active state.
[0335] The main control means 31 (payout control means 45) executes a process (payout process) to assign game value based on the winning of a minor role. The main control means 31 also transmits information (payout information) indicating the number of payouts (number of game values to be assigned) to the sub-control means 32 based on the execution of the payout process. The main control means 31 (insertion reception means 40) also transmits information (insertion information) indicating the number of entries (number of bets) based on the fact that game value has been inserted (bet).
[0336] As shown in Figure 29, the sub-memory 72 of the sub-control means 32 is equipped with a coin acquisition counter 79. The performance control means 100 (sub-control means 32) updates the stored value of the coin acquisition counter 79 based on the payout information and insertion information received from the main control means 31, and manages the total game value (coins acquired, cumulative number of coins) acquired by the player during the AT performance state. The coin acquisition counter 79 can be described as a counter that manages the number of game values acquired by the player during the AT performance state. The stored value of the coin acquisition counter 79 is controlled to become "0" at the start of the AT performance state (first AT performance state).
[0337] The performance control means 100 updates the stored value of the acquired coin counter 79 in accordance with the progress of the game during the AT performance state. That is, the performance control means 100 increases or decreases the stored value of the acquired coin counter 79 based on the received payout information and input information. The performance control means 100 adds the value indicated by the received payout information to the stored value and subtracts the value indicated by the received input information from the stored value. Note that if a replay is awarded, an automatic input process is performed, but if the received input information relates to automatic input, the stored value is not subtracted.
[0338] The performance control means 100 can display a first display S1 (a display of acquired coins) corresponding to the acquired coin counter 79 on the liquid crystal display 13 (upper right of the screen) during the AT performance state (at least the first AT performance state). When the value of the acquired coin counter 79 is "995", the performance control means 100 can display the first display S1 as "995 coins" as shown in Figure 40(a).
[0339] In the first AT performance state, the performance control means 100 decreases the value of the acquired coin counter 79 and decreases the first display S1 (decreases the first display by "3") based on the fact that a predetermined number of game values have been put in (the bet button 23 has been pressed) and the game start operation (operation of the start lever 24) has been performed. In addition, if a small win occurs in the game, the performance control means 100 adds the payout for the small win to the acquired coin counter 79 and increases the first display S1. In this embodiment, the performance that increases the first display S1 is called the first performance. In addition, if a batting order bell is won in the game, the performance control means 100 executes a batting order navigation performance (Figure 37).
[0340] (1st performance) The performance control means 100 executes a first performance based on the winning of small win 1 when the stop operation is performed in the correct order during the game and a small win 1 (specific win, 11-coin win) that pays out a specific number (11 coins) of game value is won. The first performance based on the winning of small win 1 can be described as a performance that increases (counts up) the first display S1, which shows the number of game values acquired by the player in the AT performance state, based on the specific number (11 coins). The performance control means 100 adds the specific number "11" to the acquired coin counter 79 and increases the first display S1.
[0341] The increase in the first display S1 is such that the number gradually increases (counts up) from the current value to the current value plus a specific number (11). In this embodiment, the number in the first display S1 increases by 1, but it is not limited to this, and the number may increase by 2 (or 3).
[0342] (2nd performance) The performance control means 100 can execute a second performance if, in an AT performance state (at least the first AT performance state), a small role 1 (specific role, 11-coin role) is won in a game in which a batting order bell is won. The second performance is a performance (coin count performance when small role 1 is won) that displays a second display S2 (specific role win display) indicating that a specific number (11 coins) of game value will be paid out (given). The second display S2 can be said to be a display that notifies the win of a specific role.
[0343] In this embodiment, the second display S2 is a display (effect) that involves a number count-up (action). That is, the number "1" is displayed first, then the number increases by 1 each time, and finally the number "11" is displayed (and stops at "11"). The second display S2 may also include characters (for example, "GET") in addition to numbers.
[0344] Figure 40(b) shows the state where the second display S2 has started, the numbers are increasing, and "5" is displayed. The position where the second display S2 is displayed is to the left of the center in the left-right direction of the LCD display 13 screen. In addition, the second display S2 has a relatively large vertical width. Here, the vertical width (width in the vertical direction) of the number portion of the second display S2 is denoted as vertical width W2. The vertical width W2 is approximately equal to the distance between the top edge of the display window 16 (reel window) and the top edge of the LCD display 13 screen.
[0345] In this embodiment, the second display S2 is shown as a number that counts up, but the second display S2 may not be a number that counts up. In other words, the second display S2 only needs to be able to notify that a specific role (minor role 1) has been won, and for example, it may display the words "Get 11 coins".
[0346] The performance control means 100, in the AT performance state (at least the first AT performance state), adds the payout for a winning combination to the acquired coin counter 79 based on the winning combination, and determines whether the value of the acquired coin counter 79 has reached a threshold. In this embodiment, multiple different thresholds are provided, and each threshold is set in increments of 1000. That is, the first threshold is set to "1000", the second threshold to "2000", and the third threshold to "3000". The same applies to the fourth threshold and beyond, although redundant explanations will be omitted.
[0347] The performance control means 100 determines whether the value of the acquired coin counter 79 has reached the nth threshold (where n is an integer greater than or equal to 1) until the value of the acquired coin counter 79 reaches the nth threshold. If the value of the acquired coin counter 79 has reached the nth threshold, the performance control means 100 then determines whether the value of the acquired coin counter 79 has reached the (n+1)th threshold.
[0348] (3rd performance) The performance control means 100 can execute a third performance if it determines that the value of the acquired coins counter 79 has reached the nth threshold when it adds the payout for a minor role (including minor role 1) to the acquired coins counter 79 based on the winning of the minor role. The third performance is a performance (predetermined coins over performance) that displays a third display (predetermined number reached display) indicating that the number of game value acquired by the player in the AT performance state has reached a predetermined number.
[0349] In this embodiment, the third display S3 includes a predetermined number (threshold) and the word (OVER) indicating that the number of acquired coins has exceeded the predetermined number (threshold). Figure 40(c) shows the state in which the third display S3 (1000OVER) is displayed based on the value of the acquired coin counter 79 reaching the first threshold "1000". The third display S3 based on the value of the acquired coin counter 79 reaching the second threshold "2000" will be "2000OVER".
[0350] When the value of the acquired coin counter 79 is "995" and a small win (11 coins) is achieved, the first animation is executed and the first display S1 counts up to "1006 coins". However, in this embodiment, the third animation is executed and the third display S3 (1000OVER) is displayed based on the confirmation that the value of the acquired coin counter 79 has reached the first threshold "1000". Therefore, as shown in Figure 40(c), it is possible that the third display S3 (1000OVER) is displayed even though the first display S1 has not yet reached "1000 coins". This allows the player to understand more quickly that the number of acquired coins has reached a predetermined number.
[0351] The third display S3 is displayed approximately in the center of the LCD screen 13 in the left-right direction. Here, the vertical width (up-down width) of the numerical part of the third display S3 is denoted as vertical width W3. Vertical width W3 is smaller than vertical width W2. As will be described later, when both the second display S2 and the third display S3 are displayed, a portion of the second display S2 protrudes above and below the third display S3.
[0352] In this embodiment, the first, second, and third effects described above are effects that can be executed based on the winning of a specific role (minor role 1) in the AT effect state. The first, second, and third effects are all effects related to the number of coins (awarding of coins) of game value and can be called celebratory effects. It can also be said that the first, second, and third effects can be executed based on the third stop operation of a predetermined game. "Based on the third stop operation" may be based on the detection of pressing the third stop button, or it may be based on the detection of releasing the third stop button.
[0353] (4th performance) As described above, the performance control means 100 can display a display (remaining number of turns display) corresponding to the stored value of the first AT termination determination counter 67 on the liquid crystal display 13 (upper left of the screen) during the AT performance state (first AT performance state). As shown in Figure 40(a), the remaining number of turns display is referred to as the fourth display S4. Furthermore, the performance that displays the fourth display S4 during the AT performance state is referred to as the fourth performance.
[0354] Figure 41 shows the liquid crystal display 13 when, in the first AT performance state, a small win 1 (11-coin win) is achieved in a game in which a batting order bell is won, and the value of the acquired coin counter 79 reaches the first threshold (1000) based on that win. The liquid crystal display 13 shows the first display S1, the second display S2, the third display S3, and the fourth display S4.
[0355] The second display S2 and the third display S3 may partially overlap. Also, the first display S1 and the third display S3 may partially overlap. Also, the second display S2 and the fourth display S4 may partially overlap. Also, the third display S3 and the fourth display S4 may partially overlap.
[0356] (Display priority) The priority of displaying the third display S3 (indicating that a predetermined number has been reached) is set higher than that of displaying the second display S2 (indicating that a specific winning combination has been achieved). In other words, the image related to the third display S3 is placed on a higher layer than the layer on which the image related to the second display S2 is placed. For this reason, the third display S3 is visible in front of the second display S2. The third display S3 is displayed less frequently than the second display S2. Furthermore, the third display S3 notifies that the number of acquired coins has reached a predetermined number, and is a display that can give the player joy (a sense of accomplishment). Therefore, by ensuring that the visibility of the third display S3 is not obstructed by the second display S2 (by ensuring the visibility of the third display S3), the player can immerse themselves in joy based on the third display S3, and the decline in the enjoyment of the game can be suppressed.
[0357] The display priority of the first display S1 (number of acquired coins display) is set higher than that of the third display S3 (reach of predetermined number display). In other words, the image related to the first display S1 is placed on a higher layer than the layer on which the image related to the third display S3 is placed. For this reason, the first display S1 is visible in front of the third display S3. Even when the number of acquired coins reaches the predetermined number and the third display S3 is displayed, the visibility of the first display S1 is ensured. As a result, the player can see the cumulative number of acquired coins counting up and confirm the total number of coins acquired.
[0358] Furthermore, the display priority of the fourth display S4 (remaining spins display) is set higher than that of the second display S2. On the other hand, the display priority of the fourth display S4 is set lower than that of the third display S3. The fourth display S4 is allowed to have its visibility obstructed by the less frequently displayed third display S3, but its visibility is not obstructed by the more frequently displayed second display S2. Even if a small win occurs during the first AT performance state and the second display S2 is shown, the visibility of the fourth display S4 does not decrease. Therefore, even if the second display S2 is shown, the player can still grasp the remaining spins in the first AT performance state.
[0359] As described above, the second display S2 and the third display S3 may partially overlap, and the third display S3 is visible in front of the second display S2. Also, the vertical width W3 of the number portion of the third display S3 is smaller than the vertical width W2 of the number portion of the second display S2. Therefore, a portion of the second display S2 protrudes above and below the third display S3. In other words, even when the third display S3 is visible in front, a portion of the second display S2 can still be seen. The player can see the second display S2 (count up 11 coins) behind the third display S3 even when it is displayed.
[0360] Furthermore, even if part of the second display S2 (count-up of 11 coins) is covered by the third display S3, the player can recognize that the payout (count-up) is being performed via the first display S1 (count-up of acquired coins).
[0361] In the AT (Attack Time) performance state, when both the second and third performances are executed based on the winning of a specific role (minor role 1) (i.e., they overlap), the second display S2 and the third display S3 are not visible at the same time, but rather become visible to the player at different times. Specifically, the third display S3 becomes visible earlier than the second display S2. In this embodiment, as shown in Figure 42(a), the third display S3 becomes visible first, and then, as shown in Figure 42(b), the second display S2 becomes visible (the second display S2 is visible behind the third display S3).
[0362] The timing difference between when the third display S3 and the second display S2 become visible makes it easier for the player to see compared to when both are visible simultaneously (when a large amount of information is displayed at once). Furthermore, one display (the third display S3) can be emphasized (made more prominent) than the other display (the second display S2). According to this embodiment, since the third display S3 becomes visible first, the player can easily grasp (not overlook) when the total number of acquired coins has reached a predetermined number.
[0363] Furthermore, the timing at which the display of the third display S3 ends may be earlier than the timing at which the display of the second display S2 ends. In other words, the count-up of the second display S2 may become visible after the third display S3 has been hidden.
[0364] (modified version) Another example of the second display S2 and the third display S3 will be described. Figure 43 shows the liquid crystal display 13 when a small win 1 (11-coin win) is achieved in a game in the first AT performance state when a batting order bell is won and the value of the acquired coin counter 79 reaches the second threshold (2000). In this case, both the second and third performances are executed. In this modified example, the second display S2 becomes visible earlier than the third display S3. Figure 43(a) shows the timing when the second display S2 becomes visible. Figure 43(c) shows the timing when the third display S3 becomes visible.
[0365] In this modified example, the second display S2 consists of the characters "11GET", and no numerical count-up is performed. The display position of the second display S2 is approximately in the center of the screen of the liquid crystal display 13 in the left-right direction. As shown in Figure 43(a), the second display S2 starts to be displayed in a small size, gradually enlarges, and stops when it reaches a predetermined size, as shown in Figure 43(b). The vertical width of the second display S2 when it stops enlarging (to the predetermined size) is defined as the vertical width W2.
[0366] The third display S3, when based on reaching the second threshold, consists of the words "Over 2000 copies sold." In this modified example, the vertical width W3 of the numbers in the third display S3 is greater than the vertical width W2 of the second display S2. As shown in Figure 43(c), in this modified example, the display of the third display S3 makes it difficult to see the second display S2 (the second display S2 is hidden). The timing at which the display of the third display S3 begins (becomes visible) may be when the second display S2 is enlarged (the timing between Figure 18(a) and Figure 18(b)).
[0367] The timing difference between when the third display S3 and the second display S2 become visible makes it easier for the player to see compared to when both are visible simultaneously. In this modified example, since the second display S2 is displayed first and then the third display S3 is displayed, the player can first understand that they have acquired a specific number (11 coins) of game value, and then understand that the total number of coins acquired has reached a predetermined number.
[0368] The gaming machine of this embodiment is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (award determination means 44), A game value granting means (payout control means 45) that assigns game value according to the payout of the winning minor role based on the fact that a minor role has been achieved, An instruction function control means (instruction function control means 51) controls the execution of instruction effects as effects related to the aforementioned stop operation, A performance state control means (performance state control means 81) that transitions between performance states, including a specific performance state in which the aforementioned instruction performance is executed, A display means (liquid crystal display 13) that displays a composite image composed of multiple layers superimposed on a display area, The system includes a performance control means (performance control means 100) that controls the display on the aforementioned display means, As a minor win, there is a specific win (minor win 1) that, when achieved, awards a specific number of game values (11 coins) that are greater than the game value bet per game. In the aforementioned specific performance state, a first display (first display S1) indicating the number of game values acquired by the player in the aforementioned specific performance state is displayed. In the aforementioned specific performance state, there are three types of performances that can be executed based on the winning of the aforementioned specific role: the first performance, the second performance, and the third performance. The first effect is an effect that increases the first display based on the specified number, The second performance is a performance that displays a second display (second display S2) indicating the assignment of a specific number of game values, The third performance is a performance that displays a third indicator (third indicator S3) indicating that the number of game values acquired by the player in the specific performance state has reached a predetermined number. The image relating to the third display is placed on a layer with a higher display priority than the layer on which the image relating to the second display is placed. The image relating to the first display is placed on a layer with a higher display priority than the layer on which the image relating to the third display is placed. When the second and third performances are executed based on the winning of the specific role in the aforementioned specific performance state, the timing at which the second and third displays become visible to the player is different.
[0369] Having a difference (a delay) in the timing of when the second and third displays become visible allows for a display that is easier for players to see compared to when both are visible simultaneously (when a large amount of information is displayed at once). Furthermore, it allows for making the earlier displayed display stand out (emphasize) more than the later displayed display. For example, if the third display becomes visible first, players can easily grasp that the number of game values acquired in a specific performance state has reached a predetermined number, allowing them to bask in the joy. Furthermore, even if there is an overlap between the third and second indicators, the third indicator can be made visible closer to the viewer than the second indicator (ensuring the visibility of the third indicator). Also, even if there is an overlap between the first and third indicators, the first indicator can be made visible closer to the viewer than the third indicator (ensuring the visibility of the first indicator).
[0370] (Sixth Embodiment) Next, a sixth embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the fifth embodiment, the description of similar configurations will be omitted or simplified.
[0371] As shown in Figure 28, a cross-shaped key 92 (performance setting operation means) is provided for the stop button 26 on the front door 12. The cross-shaped key 92 includes an up button 92a, a down button 92b, a left button 92c, and a right button 92d, and each button is formed to be pressable. The performance control means 100 can display a second display Y related to performance setting (adjustment) at a specific position on the liquid crystal display 13 based on the pressing of the cross-shaped key 92, whether during gameplay or non-gameplay (period when gameplay is not taking place). In this embodiment, the second display Y is either a light intensity adjustment display YL or a volume adjustment display YS.
[0372] (Light intensity adjustment display YL) As shown in Figure 44(a), the performance control means 100 can display the light intensity adjustment indicator YL at a specific position V on the liquid crystal display 13 based on whether the up button 92a or down button 92b of the directional pad 92 is pressed during gameplay. The light intensity adjustment display YL includes the text section YL1 that reads "Light Intensity Adjustment," the light intensity level display section YL2, and a cross-key image YL3 that mimics a cross-key 92. The light intensity level display section YL2 displays the current light intensity setting (level), and in this embodiment, the light intensity can be set to one of seven levels. In Figure 44(a), the light intensity level is set to 5 (the 5th brightness level). In the light intensity level display section YL2, the leftmost part is level 1 and the rightmost part is level 7. In the cross-key image YL3, the parts related to the up button 92a and the down button 92b are a different color (for example, red) from the other parts. Because the up button 92a and the down button 92b are red, the player can understand that they can adjust (change) the light intensity by operating the up button 92a or the down button 92b. The player can set the light intensity of the gaming machine's device (LCD display 13, etc.) to the desired level (brightness) by displaying the light intensity adjustment indicator YL and pressing the up button 92a or down button 92b on the directional pad 92.
[0373] (Volume adjustment display YS) As shown in Figure 44(b), the performance control means 100 can display the volume adjustment indicator YS at a specific position V on the liquid crystal display 13 based on whether the left button 92c or the right button 92d of the directional pad 92 is pressed during gameplay. The volume adjustment display YS includes the text section YS1 that reads "Volume Adjustment," the volume level display section YS2, and the directional key image YS3 that mimics the directional key 92. The volume level display section YS2 displays the current volume setting (level), and in this embodiment, the volume can be set to one of seven levels. In Figure 44(b), the volume level is set to 5 (the fifth highest level). In the volume level display section YS2, the leftmost part is level 1 and the rightmost part is level 7. In the directional key image YS3, the parts related to the left button 92c and the right button 92d are a different color (for example, red). Because the left button 92c and the right button 92d are red, the player can understand that they can adjust (change) the volume by operating the left button 92c or the right button 92d. The player can set the volume of the gaming machine's device (speaker 14) to the desired level (loudness) by displaying the volume adjustment indicator YS and pressing either the left button 92c or the right button 92d on the directional pad 92.
[0374] (Specific location) The second display Y (light intensity adjustment display YL or volume adjustment display YS) is displayed at the same position (specific position V). In the gaming machine of this embodiment, the light intensity adjustment display YL and the volume adjustment display YS are never displayed simultaneously. The specific position V is approximately in the vertical center of the screen of the liquid crystal display 13, and is on the right side (right edge) of the screen. The specific position V can be said to be near the upper right of the display window 16 (reel 20c).
[0375] (Aim for the scene) In the gaming machine of this embodiment, when a game is won in a specific winning area (for example, "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", or "Common 1-coin 3-down 2"), and a stop operation is performed in a specific manner, the reels 20a to 20c can stop in a specific manner.
[0376] Furthermore, when reels 20a to 20c stop in a specific manner, a bonus is awarded, and the awarding of the bonus is notified. The bonus may include, for example, the right to transition to a favorable state (e.g., an AT performance state) or a predetermined amount of additional payout. The predetermined amount of additional payout may be, for example, an addition of a predetermined value to the memory value of the 1st AT termination judgment counter 67 (which extends the duration of the 1st AT performance state), or it may be an increase in the number of executable 1st AT performance state sets.
[0377] The performance control means 100 can execute the "Aim" performance and display a first display on the liquid crystal display 13 when a specific winning area is hit. The "Aim" performance can be described as a performance that prompts the player to perform a stop operation in a specific manner and aim to display a specific symbol in a predetermined display position (a predetermined display position among the upper, middle, and lower rows, which are visible through the display window 16). The first display can be described as a display that prompts the player to perform a stop operation in a specific manner. In this embodiment, the first display includes a symbol display that shows the symbol to be aimed at and a batting order display that shows the order in which to press the stop button 26.
[0378] Figure 45 shows a state in which a target animation (a predetermined target animation) is executed in a game where a specific winning area has been hit, and the first display X is displayed. The first display X includes the batting order display XQ and the symbol display XP. The first display X is intended to prompt the player to stop the reels in batting order 6, with the aim of displaying specific symbols (special symbol A "SPA" and special symbol B "SPB") in predetermined display positions. The symbols to be targeted in relation to the first display X (special symbol A "SPA" and special symbol B "SPB") are symbols that are arranged consecutively on the reels (double symbols) and are provided on each reel (see Figure 27).
[0379] (Batting order display XQ) The batting order display XQ consists of multiple arrows indicating the batting order, with each arrow pointing in one direction (left). The batting order display XQ consists of multiple left-pointing arrows. The batting order display XQ is a display that instructs pressing the stop buttons 26 in the order of stop button 26c, stop button 26b, and stop button 26a. The batting order display XQ may also include characters indicating the batting order, such as "reverse press". The batting order display XQ is displayed approximately in the vertical center of the LCD display 13 screen, above (directly above) the display window 16. The batting order display XQ scrolls (moves) from one direction (right) to the other (left).
[0380] (Pattern display XP) The pattern display XP can be described as a display that instructs the user to press the stop button 26 at a predetermined timing so that special pattern A "SPA" and special pattern B "SPB" are displayed in predetermined display positions. The pattern display XP comprises a pattern section XP1 (liquid crystal pattern) consisting of images corresponding to special pattern A "SPA" and special pattern B "SPB", and a text section XP2 consisting of text ("Stop it!") instructing the user to aim for a specific pattern. The text section XP2 is displayed in the vicinity (lower right) of the pattern section XP1 and is associated with the pattern section XP1. In this embodiment, the text section XP2 is "Stop it!", but the text section XP2 may be "Aim for it!", etc.
[0381] The symbol display XP (symbol section XP1 and text section XP2) is displayed in the display window 16 at a position above the reel 20c (on the first stop operation side). In addition, a portion of the text section XP2 of the symbol display XP is displayed within a specific position V. The symbol display XP has a higher display priority than the batting order display XQ. In other words, the image related to the symbol display XP is placed on a higher (higher priority) layer than the layer on which the image related to the batting order display XQ is placed. For this reason, the symbol display XP is visible in front of the batting order display XQ.
[0382] In this embodiment, the design section XP1 consists of two consecutive designs (special design A "SPA" and special design B "SPB"), but it is not limited to this; it may also consist of one design (for example, the red 7 design "red 7") or three consecutive designs.
[0383] When the first display X shown in Figure 45 (symbol display XP and batting order display XQ) is displayed, and a stop operation is performed in a specific manner (aiming to display special symbol A "SPA" and special symbol B "SPB" in predetermined display positions, and batting order 6), the following specific stop patterns can be obtained.
[0384] (Specific types of shutdown) In this embodiment, a specific stopping mode in which the reels can be stopped when a stopping operation is performed in a particular manner is a stopping mode in which a specific symbol (special symbol A "SPA" and special symbol B "SPB") is displayed at a predetermined display position (a predetermined display position among the upper, middle, and lower rows as a position visible through the display window 16) on at least one of the reels 20a to 20c.
[0385] Furthermore, a specific stopping pattern may be one in which a specific symbol (for example, the red 7 symbol "red 7") is displayed at a predetermined display position on the three reels 20a to 20c, and the three specific symbols are lined up in a row (displayed in a straight line). In this case, the specific operation pattern involves stopping the reels in a predetermined order with the aim of displaying the red 7 symbol "red 7" at the predetermined display position, and the symbol section related to the first display will be an image corresponding to the red 7 symbol "red 7".
[0386] (If the "Aim!" animation and the light intensity adjustment overlap) As described above, even during gameplay, the player can operate the directional pad 92 to display the second indicator Y (light intensity adjustment indicator YL or volume adjustment indicator YS), and adjust the light intensity or volume. Here, we will explain the case where the "Aim!" animation and light intensity adjustment overlap in a predetermined game (a game in which a specific winning area is won). Note that the case where the "Aim!" animation overlaps with volume adjustment is similar, so the redundant explanation will be omitted.
[0387] Figure 46 shows the case where the "Aim!" animation (first display X) and the light intensity adjustment (second display Y) overlap on the liquid crystal display 13. That is, it shows the case where the first display X related to the "Aim!" animation and the second display Y (light intensity adjustment display YL) related to the light intensity adjustment are displayed. The first display X includes the symbol display XP and the batting order display XQ. The second display Y is set to have a higher display priority than the first display X. Therefore, the second display Y is visible in front of the first display X.
[0388] The light intensity adjustment indicator YL overlaps with the text section XP2 ("Stop it!") but does not overlap with the pattern section XP1. In other words, the visibility of the text section XP2 is impaired by the light intensity adjustment indicator YL, but the visibility of the pattern section XP1 is not impaired by the light intensity adjustment indicator YL (visibility is ensured). If the visibility of...
Claims
1. Multiple reels with multiple types of symbols arranged on them, Multiple stop buttons capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, A means of determining whether a role is awarded, A means for assigning game value based on the occurrence of a minor role, and which assigns game value corresponding to the payout of the minor role that was achieved. Instruction function control means for controlling the execution of instruction effects as effects related to the aforementioned stop operation, A performance state control means for transitioning between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, A display means for displaying a composite image composed of multiple layers in a display area, A performance control means that controls the display on the aforementioned display means, It includes a means for operating the performance settings, As a minor role, there is a specific role that, when achieved, awards a certain number of game values that are greater than the game value bet for one game. In the aforementioned specific performance state, a first display showing the number of game values acquired by the player in the aforementioned specific performance state is shown. In the aforementioned specific performance state, there are three types of performances that can be executed based on the winning of the aforementioned specific role: the first performance, the second performance, and the third performance. The first effect is an effect that increases the first display based on the specified number, The second effect is an effect that displays a second indication showing the granting of a specific number of game values, The third performance is a performance that displays a third indicator indicating that the number of game value acquired by the player in the specific performance state has reached a predetermined number, The image relating to the third display is placed on a layer with a higher display priority than the layer on which the image relating to the second display is placed. When the second and third performances are executed based on the winning of the specific role in the aforementioned specific performance state, the timing at which the second and third displays become visible to the player is different. The aforementioned performance control means can display a first display prompting the player to perform the stop operation in a specific manner in a game in which a specific winning pattern is obtained in the internal lottery. The aforementioned performance control means can display a second display related to the performance settings based on the operation of the performance setting operation means, even while the game is in progress. The first display includes a pattern section consisting of an image corresponding to a specific pattern, and a text section consisting of characters indicating to aim at the specific pattern. A gaming machine in which, when both the first display and the second display are displayed, the second display overlaps the character portion but does not overlap the graphic portion.
2. Front door and The casing and Sound output means, Multiple reels with multiple types of symbols arranged on them, A game start operation means capable of performing a game start operation to start the rotation of the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that rotates the plurality of reels for each game and controls the plurality of reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation, Multiple stop buttons capable of performing the aforementioned stopping operation, A means of determining whether a role is awarded, A means for assigning game value based on the occurrence of a minor role, and which assigns game value corresponding to the payout of the minor role that was achieved. Instruction function control means for controlling the execution of instruction effects as effects related to the aforementioned stop operation, A performance state control means for transitioning between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, A display means for displaying a composite image composed of multiple layers in a display area, The system includes a performance control means for controlling the execution of a performance, which includes control over the display on the aforementioned display means, As a minor role, there is a specific role that, when achieved, awards a certain number of game values that are greater than the game value bet for one game. In the aforementioned specific performance state, a first display showing the number of game values acquired by the player in the aforementioned specific performance state is shown. In the aforementioned specific performance state, there are three types of performances that can be executed based on the winning of the aforementioned specific role: the first performance, the second performance, and the third performance. The first effect is an effect that increases the first display based on the specified number, The second effect is an effect that displays a second indication showing the granting of a specific number of game values, The third performance is a performance that displays a third indicator indicating that the number of game value acquired by the player in the specific performance state has reached a predetermined number, The image relating to the third display is placed on a layer with a higher display priority than the layer on which the image relating to the second display is placed. When the second and third performances are executed based on the winning of the specific role in the aforementioned specific performance state, the timing at which the second and third displays become visible to the player is different. Even when the front door is open, it is possible to continue playing the game. When the front door is opened, an opening notification indicating that the front door is open is executed. There are two types of notifications, the first and the second, whose execution periods may overlap. If the front door is opened and the opening notification is executed while both the first and second notifications are being executed, the first notification will continue, but the second notification will not be issued. The first notification is a notification in which a predetermined line of dialogue is displayed when the plurality of reels stop in a predetermined stopping manner based on the third stop operation of the stop button. The second notification is a gaming machine in which, when the plurality of reels stop in a predetermined stopping pattern based on the third stop operation of the stop button, a sound corresponding to the dialogue is output.