Gaming Machines
The gaming machine addresses control issues in slot machines by implementing a system that manages stop button operations during valid and invalid periods, enhancing player engagement and reducing errors.
Patent Information
- Application Number
- JP2023162973
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2024-12-10
- Estimated Expiration
- 2031-09-16
AI Technical Summary
Existing gaming machines, such as slot machines, suffer from issues where the stop buttons cannot be effectively controlled during invalid periods, leading to player frustration and decreased attention levels due to erroneous operations.
The gaming machine includes a system with orbiting bodies, a display unit, start and stop operation means, drive and stop drive control means, and specifying means to manage the operation of stop buttons, ensuring valid control is executed only during valid periods and providing notification for invalid operations.
This system enhances player engagement by reducing erroneous operations and maintaining attention levels by ensuring proper control of reel stops, thereby improving the gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a slot machine. [Background technology]
[0002] An example of a gaming machine that stops a plurality of reels after rotating them is a slot machine. In a slot machine, a plurality of symbols are attached to the outer periphery of each reel, and a part of the symbols attached to each reel can be seen through a display window. Then, when a player inserts a medal and operates a start lever, each reel starts to rotate, and when each reel starts to rotate, each reel stops sequentially by operating a stop button. Inside the slot machine, a lottery is held on the condition that a medal is inserted and the start lever is operated, and on the condition that the result of the lottery is a winning one and the player stops the winning symbol on a pre-set pay line, a predetermined number of medals are paid out, or a special game (special game state) advantageous to the player is generated, or other special benefits are given to the player.
[0003] In this slot machine, even if the stop button is operated between the start of rotation of each reel and the time when the rotation speed reaches a constant speed, or if the stop button corresponding to another reel is operated during the period when one reel is being controlled to stop (see, for example, Patent Document 1), the reel is not generally controlled to stop (see, for example, Patent Document 1). This is because during the period when the reels reach a constant speed rotation or during the period when one reel is being controlled to stop, it is not possible to stably control the stop of each reel or the other reels. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2003-180936 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such a configuration, for example, if a stop button is operated during an invalid period, the corresponding reel does not stop, so the game does not progress, and there is a risk of the player's attention decreasing. Also, for example, if multiple stop buttons are operated over a period in which the stop button operation is invalid and a period in which the operation is valid, the reel operated during the invalid period does not stop, while the reel operated during the valid period stops. In this case, a so-called erroneous operation may occur in which the player is unable to stop the reels in the stop order or at the stop timing intended by the player.
[0006] It should be noted that the above problem is not limited to the slot machines exemplified above, but also applies to other gaming machines that cyclically display multiple types of pictures and then end the cyclical display based on the operation of a stop operation means.
[0007] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that enables at least one of the following: preferably increasing attention during invalid periods, and reducing erroneous operations by the player when stopping the orbiting body. [Means for solving the problem]
[0008] The present invention relates to A plurality of rotating bodies that rotate in a circumferential direction and have a plurality of patterns arranged in the circumferential direction; A display unit that allows some of the patterns of each of the rotating bodies to be viewed; A start operation means that is operated to start rotation of each of the rotating bodies; a lottery means for holding a lottery for awarding a privilege to a player based on an operation of the start operation means; A driving means provided on each of the rotating bodies to rotate each of the rotating bodies; a start drive control means for controlling the drive means to start rotation of each of the rotating bodies based on an operation of the start operation means; A plurality of stop operation means that are operated to individually stop the rotation of each of the rotating bodies; a stop drive control means for controlling the drive means to stop the rotation of the rotating body corresponding to the operated stop operation means based on the operation of each of the stop operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a lottery result by the lottery means is a predetermined result and a predetermined pattern combination corresponding to the predetermined result stops based on the stop drive control at an effective position set at a position visible through the display unit; a determining unit that determines that the stop operation unit corresponding to the rotating body has been operated during a specific period during which the stop drive control based on the operation of the stop operation unit corresponding to the rotating body is not being executed while the rotating body is rotating; a specific control means capable of executing a specific control different from the stop drive control for at least one stop operation means corresponding to the rotating body during rotation when the specific control means identifies that the stop operation means has been operated during the specific period; A means capable of issuing a notification corresponding to the specific control; Equipped with The specific control means is characterized in that it is equipped with a special control means that executes special control to prevent the stop drive control from being executed when the stop operation means identified by the identification means is operated until a predetermined condition is met, including the operation of an operation means other than the stop operation means identified by the identification means. Effect of the Invention
[0009] According to the present invention, it is possible to at least one of preferably increasing the level of attention during the invalid period and suppressing erroneous operations by the player when stopping the revolving body. [Brief description of the drawings]
[0010] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Diagram 2] 1 is an oblique view of the slot machine with the front door closed. [Diagram 3] 1 is an oblique view of the slot machine with the front door open. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 8] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 9] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 10] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 11] 13 is a flowchart showing a timer interrupt process. [Figure 12] 13 is a flowchart showing a normal process. [Figure 13] 13 is a flowchart showing a lottery process. [Figure 14] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 15] 13 is a flowchart showing a reel control process. [Figure 16] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 17] FIG. 11 is an explanatory diagram for explaining reel stop control. [Figure 18] 13 is a flowchart showing RT state processing. [Figure 19] FIG. 13 is a diagram showing an example of a lottery table for the first RT state. [Figure 20] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 21] FIG. 13 is a diagram showing an example of a lottery table for the second RT state. [Figure 22] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 23] A figure showing an example of a lottery table for the third RT state. [Figure 24]13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Diagram 25] A figure showing an example of a lottery table for the 4th RT state. [Figure 26] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 27] A figure showing an example of a lottery table for the 5th RT state. [Figure 28] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 29] FIG. 13 is an explanatory diagram for explaining the transition of a game state. [Diagram 30] 13 is a flowchart showing BB state processing. [Diagram 31] 13 is a flowchart showing a game number management process. [Diagram 32] 13 is a flowchart showing a lottery result handling process. [Diagram 33] 13A and 13B are explanatory diagrams for explaining the presentation in the auxiliary display section. [Diagram 34] 13(a) to (c) are timing charts for explaining the timing of executing the push order notification effect on the auxiliary display section. [Diagram 35] 13 is a flowchart showing a notification lottery process. [Diagram 36] 13 is a flowchart showing a winning result response process. [Figure 37] 13 is a flowchart showing a notification process. [Figure 38] 13 is a flowchart showing a stop command response process. [Figure 39] 11 is an explanatory diagram for explaining the rotation speed of each reel and the valid and invalid periods of the stop button. FIG. [Diagram 40] 13 is a flowchart showing a rotation start process. [Diagram 41] 13 is a flowchart showing an operation response process. [Diagram 42]FIG. 13A is a flowchart showing the extension information command processing executed by the CPU of the display control device, and FIGS. 13B and 13C are explanatory diagrams for explaining the presentation in the auxiliary display section. [Diagram 43] 13(a) to (d) are timing charts showing changes in the valid and invalid periods of the stop button. [Diagram 44] 13 is a flowchart showing a reel control process in the second embodiment. [Diagram 45] 10 is a flowchart showing a rotation start process in the second embodiment. [Diagram 46] 13 is a flowchart showing an operation response process in the second embodiment. [Figure 47] 13(a) to 13(c) are timing charts showing the operation of each reel based on the operation of the stop button in the second embodiment. [Figure 48] 13 is a flowchart showing normal processing in the third embodiment. [Figure 49] 13 is a flowchart showing a special reel control process in the third embodiment. [Figure 50] 13 is a flowchart showing a rotation start order determination process in the third embodiment. [Figure 51] 13 is a flowchart showing a special rotation start process in the third embodiment. [Figure 52] 13 is a flowchart showing a special stop enabling process in the third embodiment. [Diagram 53] 13(a) to 13(c) are explanatory diagrams showing the relationship between the spin of each reel and the valid and invalid periods of the corresponding stop button in the third embodiment. [Figure 54] 13 is a flowchart showing a special rotation start process in the fourth embodiment. [Figure 55] FIG. 13 is an explanatory diagram showing the change in the valid and invalid periods of the stop buttons from the start of rotation of each reel in the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] <First embodiment> Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings, in which the present invention is applied to a reel type gaming machine, which is one type of gaming machine, specifically, a slot machine. Fig. 1 is a front view of a slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 closed, Fig. 3 is a perspective view of the slot machine 10 with the front door 12 open, Fig. 4 is a rear view of the front door 12, and Fig. 5 is a front view of a cabinet 11.
[0012] 1 to 5, the slot machine 10 includes a housing 11 that forms the outer shell of the slot machine 10. The housing 11 is generally formed in a box shape with an open front, and is attached to so-called island equipment by nailing it when it is installed in a game hall.
[0013] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a, 13b are provided on the left side of the housing 11 when viewed from the front, and bearings 14a, 14b are provided on the front door 12 at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearings 14a, 14b, the front door 12 is supported rotatably around an opening and closing axis extending in the vertical direction connecting the support shafts 13a, 13b with respect to the housing 11, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked so as not to be opened by a locking device 20 provided on the back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right end side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.
[0014] A game panel 25 that notifies the player of the game status is provided at the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0015] As shown in FIG. 3, the inside of the housing 11 is divided into two parts, an upper part and a lower part, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0016] Here, the structure of the reel unit 31 will be briefly described.
[0017] Each of the reels 32L, 32M, and 32R is connected to a stepping motor (not shown), and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as excitation pulse) of, for example, 504 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor (not shown) for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0018] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 21 symbols are drawn at equal intervals. Therefore, in order to switch a symbol to the next symbol at a predetermined position, it is necessary to output 24 excitation pulses (=504 pulses÷21 symbols). Furthermore, the main control device 101 can control the recognition of the symbols that are visible from the display windows 26L, 26M, and 26R, and the stopping of a predetermined symbol at a position that is visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0019] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.
[0020] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from 0 to 20 are assigned to the reels 32L, 32M, and 32R, but these numbers are numbers used by the main control device 101 to identify the symbols that are visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.
[0021] There are ten types of symbols: "red bell" symbol (e.g., 20th on the left reel 32L), "replay" symbol (e.g., 19th on the left reel 32L), "watermelon" symbol (e.g., 18th on the left reel 32L), "red 7" symbol (e.g., 17th on the left reel 32L), "cherry" symbol (e.g., 16th on the left reel 32L), "young man" symbol (e.g., 14th on the left reel 32L), "white 7" symbol (e.g., 10th on the left reel 32L), "BAR" symbol (e.g., 8th on the left reel 32L), "white bell" symbol (e.g., 6th on the left reel 32L), and "blue 7" symbol (e.g., 3rd on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0022] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 21 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is in a stopped state, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.
[0023] In the slot machine 10, a total of four combination lines are set so as to connect positions where the symbols on each of the reels 32L, 32M, and 32R are visible. More specifically, as shown in Fig. 7, a first line L1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a second line L2 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a third line L3 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, and a fourth line L4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R are set. When the symbols stop in a predetermined combination on an activated combination line, i.e., an active line, a winning combination is achieved and a bonus is awarded in which a predetermined number of medals, which serve as gaming media, are paid out or the gaming state is changed.
[0024] FIG. 8 shows winning symbol combinations and the benefits that will be awarded in the event of a winning combination.
[0025] The minor winning combinations that result in the payout of medals include the Cherry winning combination, the 1st watermelon winning combination, the 2nd watermelon winning combination, the Bell winning combination, and the 1st special bell winning combination through the 12th special bell winning combination. When the "Cherry" symbol on the center reel 32M stops on an active line, one medal is paid out as the Cherry winning combination. That is, in the case of the Cherry winning combination, the symbols that stop on the active line on the left reel 32L and the right reel 32R may be any symbols. In other words, when the combination of the "Cherry" symbol on the center reel 32M and any symbols on the left reel 32L and the right reel 32R stops on an active line, the Cherry winning combination is established. Here, since the middle section of the middle reel 32M is a position where four effective lines overlap, when the "cherry" symbol stops on the middle section of the middle reel 32M, the cherry winning is established on all four effective lines, and as a result, four (=1×4) medals are paid out. When the "watermelon" symbols on each of the reels 32L, 32M, and 32R stop on an effective line, five medals are paid out as the first watermelon winning. When the "blue 7" symbol on the middle reel 32M and the "watermelon" symbol on the right reel 32R stop on an effective line, one medal is paid out as the second watermelon winning. In other words, in the case of the second watermelon winning, any symbol may stop on the effective line for the left reel 32L. When the "red bell" or "white bell" symbols on each of the reels 32L, 32M, and 32R stop on an active line, nine medals are paid out as a bell win. Also, when the "red bell" or "white bell" symbols on two of the reels 32L, 32M, and 32R stop on an active line and the "replay" symbol on the remaining reel stops on an active line, nine medals are paid out as a special bell win. For example, when the "replay" symbol on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "red bell" symbol on the right reel 32R stop on an active line, nine medals are paid out as a first special bell win.
[0026] State transition winnings, which only result in a transition of the game state, include the 1st BB winning and the 2nd BB winning.
[0027] When the "blue 7" symbols on each reel 32L, 32M, and 32R stop on an active line, the first BB win is won, and when the "blue 7" symbols on the left reel 32L and center reel 32M and the "white 7" symbol on the right reel 32R stop on an active line, the second BB win is won. When these BB wins are made, the game state transitions to the BB state.
[0028] The winnings that give the player a replay privilege to play the next game without inserting a medal are the 1st replay winning to the 12th replay winning. When the "cherry" symbol on the left reel 32L and the "replay" symbol on the center reel 32M and the right reel 32R stop on an active line, or when the "replay" symbol on the left reel 32L, the "youth" symbol on the center reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the first replay winning is achieved. When the "replay" symbol on the left reel 32L and the center reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the second replay winning is achieved. If the "Replay" symbols on the left reel 32L and right reel 32R and the "Youth" symbol on the center reel 32M stop on an active line, the third replay win will be awarded. If the "Cherry" symbol on the left reel 32L, the "Replay" symbol on the center reel 32M, and the "Watermelon" symbol on the right reel 32R stop on an active line, the fourth replay win will be awarded. If the "Cherry" symbol on the left reel 32L, the "Youth" symbol on the center reel 32M, and the "Watermelon" symbol on the right reel 32R stop on an active line, the fifth replay win will be awarded. If the "replay" symbols on each reel 32L, 32M, and 32R stop on an active line, or if the "red 7" symbol on the left reel 32L and the "replay" symbols on the center reel 32M and right reel 32R stop on an active line, the sixth replay win will be awarded. If the "red 7" symbols on the left reel 32L and center reel 32M and the "young man" symbol on the right reel 32R stop on an active line, the seventh replay win will be awarded. If the "red 7" symbols on the left reel 32L and center reel 32M and the "BAR" symbol on the right reel 32R stop on an active line, the eighth replay win will be awarded. If the "red 7" symbols on each reel 32L, 32M, and 32R stop on an active line, the ninth replay win will be awarded. If the "BAR" symbol on the left reel 32L and the "Replay" symbols on the center reel 32M and right reel 32R stop on an active line, the 10th replay win will be awarded. If the "Red Bell" symbol on the left reel 32L, the "Youth" symbol on the center reel 32M, and the "Watermelon" symbol on the right reel 32R stop on an active line, the 11th replay win will be awarded.If the "white bell" symbol on the left reel 32L, the "young man" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the 12th replay win will be awarded.
[0029] In addition, if any of the first re-play winning, tenth re-play winning, eleventh re-play winning, or twelfth re-play winning is achieved, the game state transitions to the normal game state, if the second re-play winning is achieved, the game state transitions to the second RT state, if the third re-play winning is achieved, the game state transitions to the third RT state, if the fourth re-play winning is achieved, the game state transitions to the fourth RT state, and if the fifth re-play winning is achieved, the game state transitions to the fifth RT state. In addition, although not winning, the game state will transition to the first RT state when the "Replay", "Red Bell" and "Watermelon" symbols stop on the active line from the left, when the "Replay", "White Bell" and "Watermelon" symbols stop, when the "Replay", "Youth" and "Red Bell" symbols stop, and when the "Replay", "Youth" and "White Bell" symbols stop. Hereinafter, the symbol combinations that transition the game state to the first RT state are called transition results.
[0030] If any of the 6th to 9th replay winnings are achieved, the game state does not change. However, if any of the 7th to 9th replay winnings are achieved, a notification lottery process will be performed as described later as a specific winning combination.
[0031] In the following, the combination of symbols corresponding to each winning prize is also referred to as the winning symbol combination. For example, the third special bell symbol combination is the combination of symbols that results in the third special bell prize, that is, the combination of the "replay" symbol, the "white bell" symbol, and the "red bell" symbol. In addition, the symbols on the reels 32L, 32M, and 32R that correspond to each winning prize are also referred to as the winning symbols. For example, the third special bell symbol is the "replay" symbol on the left reel 32L, the "white bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R.
[0032] Returning to the explanation of Figs. 1 to 5, a start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a start operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0033] On the right side of the start lever 41, there are provided stop buttons 42-44 in the form of buttons, which are operated to stop the reels 32L, 32M, and 32R individually. The stop buttons 42-44 are disposed directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R to be stopped. That is, when the left stop button 42 is operated, the left reel 32L stops spinning, when the center stop button 43 is operated, the center reel 32M stops spinning, and when the right stop button 44 is operated, the right reel 32R stops spinning. The stop buttons 42-44 constitute a stop operation means operated to stop the variable display of the symbols based on the spinning of the reels 32L, 32M, and 32R. Stop lamps 42b, 43b, and 44b are built into the stop buttons 42-44, respectively. These stop lamps 42b, 43b, 44b are turned on when the stop operation of the corresponding stop button 42, 43, 44 is valid, and are turned off when a valid stop operation is performed.
[0034] A medal insertion port 45 for inserting medals is provided on the lower right side of the display windows 26L, 26M, and 26R. The medal insertion port 45 constitutes an input means for inputting game media. In addition, considering that the medal insertion port 45 involves the action of the player directly inserting medals, it can also be said to constitute a direct input means for directly inputting game media.
[0035] A medal inserted from the medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 as a passage switching means provided on the back surface of the front door 12. More specifically, a medal passage switching solenoid 46a is provided in the selector 46, and when the medal passage switching solenoid 46a is not excited, the medal is guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is guided to the storage passage 47 side. The medal guided to the storage passage 47 is guided to a hopper device 51 stored inside the housing 11. On the other hand, the medal guided to the discharge passage 48 is guided to a medal tray 50 from a medal discharge port 49 provided on the lower front surface of the front door 12, and is returned to the player.
[0036] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to a player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48, and pays out the medals to a medal tray 50 through the discharge passage 48. A spare tank 54 is provided on the right side of the hopper device 51 to prevent medals from being stored in the storage tank 52 by more than a predetermined amount. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.
[0037] A button-shaped return button 55 is provided below the medal insertion slot 45. When the return button 55 is operated in a situation where a medal inserted into the medal insertion slot 45 is jammed in the selector 46, the selector 46 is mechanically linked and operated, and the medal jammed in the selector 46 is returned from the medal discharge port 49.
[0038] A first credit insertion button 56 for inserting three credited virtual medals as game media at a time is provided on the lower left side of the display windows 26L, 26M, and 26R. A second credit insertion button 57 and a third credit insertion button 58 are provided on the left side of the first credit insertion button 56. The second credit insertion button 57 is for inserting two virtual medals at a time, and the third credit insertion button 58 is for inserting one virtual medal. The credit insertion buttons 56 to 58, together with the medal insertion slot 45, constitute an input means for inputting game media. In addition, while the medal insertion slot 45 involves the action of the player directly inserting medals, the credit insertion buttons 56 to 58 only involve the action of inserting virtual medals based on the stored memory. In this respect, they can also be said to constitute an indirect input means for indirectly inputting game media.
[0039] A settlement button 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement button 59 is operated under a condition in which virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement button 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0040] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.
[0041] At the top of the front door 12, there are provided an upper lamp 63 that lights up or flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that gives the player various information. The auxiliary display unit 65 is for executing various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. At the back of the auxiliary display unit 65, there is provided a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65.
[0042] A power supply box 70 is provided to the left of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset button 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset button 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset button 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.
[0043] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .
[0044] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0045] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is a calculation means. In addition to the power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0046] Connected to the input side of the main control device 101 are various sensors, such as reel index sensors 32l, 32m, 32r which individually detect when each of the reels 32L, 32M, 32R has rotated once, a start detection sensor 41a which detects the operation of the start lever 41, stop detection sensors 42a-44a which individually detect the operation of each of the stop buttons 42-44, an inserted medal detection sensor 45a which detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a which detects medals paid out from the hopper device 51, credit insertion detection sensors 56a-58a which individually detect the operation of each of the credit insertion buttons 56-58, a settlement detection sensor 59a which detects the operation of the settlement button 59, a reset detection sensor 72a which detects the operation of the reset button 72, and a setting key detection sensor 73a which detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0047] A power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power failure monitoring circuit 91b, and the like.
[0048] The power failure monitoring circuit 91b monitors the power supply cut-off state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 71. For this reason, the power failure monitoring circuit 91b is configured to monitor the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes a power failure process described later. The power failure signal is also supplied to the display control device 81.
[0049] The power supply unit 91a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in a control system such as the main control device 101, even if the output voltage drops below 10 volts. The time for which this stabilized voltage is output is ensured to be long enough for the main control device 101 to execute power outage processing.
[0050] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, an RWM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and, although not shown, various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter for counting the number of credits, as is well known. The ROM 105 and the RWM 106 form a main memory as a storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0051] The RWM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply of the slot machine 10 is cut off. The RWM 106 is provided with a backup area in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a state information storage area 106c for storing game states such as a BB state.
[0052] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.
[0053] Furthermore, a power failure signal is input from a power failure monitoring circuit 91b to an NMI terminal (non-maskable interrupt terminal) of the CPU 102 when the power is cut off due to a power failure or the like. When the power is cut off, an NMI interrupt process is immediately executed as a power failure flag generation process.
[0054] The output side of the main control device 101 is connected via an input / output port 104 to stop lamps 42b-44b built into the stop buttons 42-44, stepping motors 42c-44c for rotating each of the reels 32L, 32M, 32R, a medal passage switching solenoid 46a provided in the selector 46, a hopper device 51, a credit display unit 60, a remaining payout number display unit 61, a payout number display unit 62, a display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.
[0055] Next, the electrical configuration of the display control device 81 will be described with reference to the block diagram of FIG.
[0056] The display control device 81 is equipped with a microcomputer centered around a CPU 82, which is a calculation means. The CPU 82 incorporates a ROM 83 that stores various control programs and fixed value data executed by the CPU 82, and an RWM 84 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 83.
[0057] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the upper lamp 63, the speaker 64, and the auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, the speaker 64, and the auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the game. In other words, by providing a sub-board for sounds, lamps, and displays related to indirect games, the burden on the main board is reduced. Note that the display control device 81 may be configured to control the various display units 60 to 62.
[0058] In this configuration, a RT state video data group 85 consisting of a push order notification video data group 85a and a special notification video data group 85b is stored in the ROM 83 of the display control device 81. By setting the push order notification or special notification video data group to the auxiliary display unit 65, a push order notification or special notification is performed in the auxiliary display unit 65 during the RT state. Push order notification and special notification will be described later.
[0059] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, i.e., timer interrupt process, and normal process performed in the main process will be described.
[0060] FIG. 11 is a flowchart of a timer interrupt process that is periodically executed by the main control device 101. A timer interrupt is generated by the CPU 102 of the main control device 101, for example, every 1.49 msec.
[0061] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in the normal process described later are saved in the backup area of the RWM 106. In step S102, it is confirmed whether or not the power failure flag is set, and if the power failure flag is set, the process proceeds to step S103, where the power failure process is executed.
[0062] Here, the power outage process will be outlined.
[0063] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes an NMI interrupt process and sets a power outage flag in a power outage flag storage area provided in the RWM 106.
[0064] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process returns to the timer interrupt process, and the transmission of the command is terminated. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is saved in the backup area of the RWM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a judgment value for judging whether the data of the RWM 106 is normal or not when the power failure is resolved is calculated and saved in the backup area, thereby prohibiting subsequent RWM access. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether the power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RWM 106 is permitted, the power failure flag is reset, and the process returns to the timer interrupt process. If the power failure signal is continuously output, the infinite loop is entered as it is. Incidentally, even under the infinite loop, a check is made to see whether the power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.
[0065] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.
[0066] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors 42c to 44c, which are reel drive motors, in order to rotate each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 9) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step S108, a timer calculation process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.
[0067] In step S110, a command output process is performed to send various commands to the display control device 81. In step S111, a segment data setting process is performed to set segment data to be displayed in the credit display unit 60, the remaining number of coins to be paid display unit 61, and the number of coins to be paid display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62 and display corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0068] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0069] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the game waits until the display control device 81 and the like finish initialization. When the initialization of the display control device 81 and the like finishes, a game management process shown in steps S203 to S213 is performed.
[0070] As part of the game management process, in step S203, data such as various game information (for example, random numbers used in the previous game) stored in the RWM 106 is cleared. After that, in step S204, a start waiting process is performed.
[0071] In the start waiting process, it is determined whether any of the first to twelfth replay winnings was established in the previous game. If any of the replay winnings was established, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any of the replay winnings was established in the previous game, the player can play the current game without reducing the number of medals he owns and without inserting medals. If none of the replay winnings was established, a sensor abnormality confirmation process is performed to confirm whether or not an abnormality has occurred in the sensor reading result performed in the sensor monitoring process (step S107) of the timer interrupt process, and if an abnormality has occurred, an abnormality occurrence process is performed to put the slot machine 10 into an error state and notify the occurrence of the error. Such an error state is maintained until the reset button 72 is operated. If the sensor reading result is normal, it is determined whether the settlement button 59 has been operated, and if the settlement button 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals. After the medal return process is completed or if the settlement button 59 has not been operated, it is determined whether medals have been inserted or the credit insertion buttons 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is performed to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion buttons 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.
[0072] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached a specified number (3 in this embodiment), and if the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out. If the number of medals bet has reached the specified number, it is determined in step S206 whether the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out.
[0073] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals have been bet. In such a case, in step S207, an effective line setting process is performed to set all combinations of the first line L1 to the fourth line L4 as effective lines, and in step S208, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit betting. After that, the lottery process in step S209, the reel control process in step S210, the medal payout process in step S211, the RT state process in step S212, and the BB state process in step S213 are executed in this order, and then the process returns to step S203.
[0074] Next, the lottery process in step S209 will be described with reference to the flowchart in FIG.
[0075] In step S301, a random number used to determine whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuitry in the RWM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The hardware circuitry of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0076] After obtaining the random number, in step S302, a lottery table for determining whether or not a winning combination has been achieved is selected. The slot machine 10 has seven types of game states, which are generally classified as a normal game state, a first RT state, a second RT state, a third RT state, a fourth RT state, a fifth RT state, and a BB state. In step S302, the current game state of the slot machine 10 is determined based on the setting flag set in the state information storage area 106c, and a lottery table corresponding to the game state is selected. For example, if the setting flag is not set in the state information storage area 106c, the current game state is determined to be a normal game state, and a lottery table for the normal game state is selected. In addition, in the slot machine 10, six winning probabilities from "Setting 1" to "Setting 6" are prepared in advance, and the internal processing can be set based on which winning probability to be executed by inserting the setting key into the setting key insertion hole and turning it ON and performing a predetermined operation. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.
[0077] The lottery table will be briefly explained. Fig. 14 is a lottery table for the normal game state selected in the normal game state of "Setting 3". In the lottery table, index values IV are set, and each index value IV is uniquely associated with a winning combination and a point value PV is set.
[0078] After the lottery table is selected, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV used when judging the winning or losing of a hand is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (1) is added to this random number value to set a new judgment value DV.
[0079] Thereafter, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the win / loss determination for the combination, it is determined whether or not the judgment value DV exceeds 65535. If it exceeds 65535, the process proceeds to step S306, and a win flag corresponding to the index value IV at that time is set in the win flag storage area 106a of the RWM 106. For example, if the judgment value DV exceeds 65535 when IV=6, in step S306, a win flag indicating that the cherry and the second watermelon have been won is set in the win flag storage area 106a.
[0080] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (hereinafter referred to as the "first BB winning flag") or a winning flag indicating that the second BB has been won (hereinafter referred to as the "second BB winning flag"), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see step S203 of the normal processing). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset under the condition that the corresponding BB winning is established. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games. In addition, in step S306 in a state in which the first BB winning flag or the second BB winning flag is carried over, if the current index value IV is 3 to 20, the winning flag corresponding to the index value IV is set, and if the current index value IV is 1 or 2, the corresponding winning flag is not set. In other words, in a game in which the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, whereas if the 1st BB or the 2nd BB is won, the corresponding winning flag is not set.
[0081] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and in the following step S308, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a target for which a win / loss judgment should be made. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for which a win / loss judgment should be made, the process returns to step S304, and the judgment of the hand is continued. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the hand is judged to be a win / loss based on the judgment value DV. Incidentally, when the lottery table shown in FIG. 14 is used to determine whether a hand is a winner, the probability of winning when IV=1 is about 1 in 16,400, the probability of winning when IV=2 is about 1 in 2,050, the probability of winning when IV=3 is about 1 in 96.4, the probability of winning when IV=4 is about 1 in 262, the probability of winning when IV=5 is about 1 in 256, the probability of winning when IV=6 is about 1 in 16,400, and the probability of winning when IV=7 is about 1 in 65,500. The probability of winning when IV=8 to 11 is about 1 in 91.9, and the probability of winning when IV=12 to 19 is about 1 in 31.2. The probability of winning when IV=20 is about 1 in 7.30. Also, the probability of losing, i.e. not winning any hand, is about 1 in 1.80.
[0082] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined, this means that the determination of the winning or losing combination has been completed. In such a case, a lottery result response process is executed in step S309. This process is a process for causing the display control device 81 to execute a predetermined performance depending on the game result, and this lottery result response process will be described in detail later. In step S310, a stop information setting process is executed to set stop information for reel stop control, and the lottery process is terminated.
[0083] Next, the reel control process in step S210 will be described with reference to the flowchart in FIG.
[0084] In the reel control process, first, in step S401, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0085] In the rotation start process, the stepping motors 42c to 44c are driven under a predetermined condition to start the rotation of the reels 32L, 32M, and 32R. In addition, it is determined whether a predetermined period (predetermined time) has passed since the start of the rotation of the reels 32L, 32M, and 32R, and whether it is possible to perform the process for stopping the reels 32L, 32M, and 32R. If the predetermined period has passed, the stop lamps 42b to 44b built into the stop buttons 42 to 44 are turned on to allow the player to recognize that it is possible to stop the reels 32L, 32M, and 32R, and the process proceeds to step S402 and subsequent steps.
[0086] Here, the above-mentioned predetermined period in the spin start process is set to be longer than the period required for each of the reels 32L, 32M, and 32R to reach a constant speed after the start of spinning. Therefore, the process does not proceed to step S402 during the period until each of the reels 32L, 32M, and 32R reaches a constant speed, i.e., during the acceleration period of each of the reels 32L, 32M, and 32R.
[0087] In addition, in this embodiment, in the spin start process of a predetermined game, if any of the stop buttons 42 to 44 is operated during the period from when the reels 32L, 32M, and 32R start spinning until a predetermined period has elapsed, a special process is performed. Details of this process will be described later, but here, the spin speed of each of the reels 32L, 32M, and 32R becomes constant and a process after a predetermined period has elapsed since the reels started spinning will be described first.
[0088] Following the spin start process, in step S402, it is determined whether any of the stop buttons 42 to 44 has been operated. If none of the stop buttons 42 to 44 has been operated, the process waits until any of the stop buttons 42 to 44 has been operated. If it is determined that any of the stop buttons 42 to 44 has been operated, the process proceeds to step S403, where it is determined whether or not the stop button corresponding to the reel being rotated has been operated, that is, whether or not a stop command has been issued from the corresponding stop detection sensor. If a stop command has not been issued, the process returns to step S402, where it waits until any of the stop buttons 42 to 44 has been operated. If a stop command has been issued, a stop command response process is executed in step S404. In this process, a process corresponding to the case where the center stop button 43 or the right stop button 44 is first operated under a predetermined condition is executed. This stop command response process will be described in detail later. In the following step S405, the corresponding stop lamp is turned off, and in the following steps S406 to S412, a stop control process is executed to stop the reel being rotated.
[0089] In step S406, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing of the operation of the stop button is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor 32l, 32m, 32r is input. In the following step S407, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, 32R when the stop buttons 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step S407, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the rotation of the reel in step S410. After that, in step S411, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S402.
[0090] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RWM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=8 to 19, that is, when a bell and two types of special bells are won (see FIG. 14), the second stop information setting process is performed to change the winning mode established by the operation order of the stop buttons 42 to 44 that generated the stop command.
[0091] FIG. 16 is an explanatory diagram showing the correspondence between the winning flags set when IV=8 to 19, the operation order of the stop buttons 42 to 44, and the winning modes that are achieved. For example, when the winning flag "12" corresponding to IV=12 is set, the stop information is set so that the first special bell winning is achieved when the left stop button 42 is operated first, the stop information is set so that the bell winning is achieved when the middle stop button 43 is operated first, and the stop information is set so that the ninth special bell winning is achieved when the right stop button 44 is operated first. However, even if the stop information is set in this way, the corresponding winning may not be achieved depending on the operation timing of the stop buttons 42 to 44.
[0092] The arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop buttons 42 to 44, and the left reel 32L and the right reel 32R have active lines set on the upper and lower rows, and the center reel 32M has active lines set on the middle row. Therefore, for the left reel 32L and the right reel 32R, if the interval between the same symbols is six symbols or less, the winning symbols can be stopped on the active lines when they become winning symbols regardless of the timing of the operation of the stop buttons 42 and 44, and for the center reel 32M, if the interval between the same symbols is four symbols or less, the winning symbols can be stopped on the active lines when they become winning symbols regardless of the timing of the operation of the stop button 43. The left reel 32L has "replay", "cherry" and "watermelon" symbols arranged so that the interval between the same symbols is 6 symbols or less, the middle reel 32M has "replay" and "young man" symbols arranged so that the interval between the same symbols is 4 symbols or less, and the right reel 32R has "replay" and "watermelon" symbols arranged so that the interval between the same symbols is 6 symbols or less. Therefore, when the above symbols become winning symbols, the winning symbols can be stopped on the winning line regardless of the operation timing of the stop buttons 42 to 44. On the other hand, the other symbols such as "red bell" and "white bell" are arranged so that the interval between them is more than the above interval, so that the player needs to operate the stop buttons 42 to 44 while aiming at the symbols in order to stop them on the winning line.
[0093] A case will be described below as an example in which a win occurs when IV=12 and the left stop button 42, the middle stop button 43, and the right stop button 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to realize the first special bell winning.
[0094] On the left reel 32L, the "replay" symbols, which are the first special bell symbols, are arranged so that the interval between the same symbols is 6 symbols or less. Therefore, when the left stop button 42 is operated first, the "replay" symbols stop on the upper or lower row regardless of the timing of the operation. For example, if the left stop button 42 is operated when the "replay" symbol number 12 on the left reel 32L has reached the lower row, the "replay" symbol number 12 stops on the lower row as shown in FIG. 17(a). As a result, there is still room for the first special bell winning to be established on the third line L3 and the fourth line L4.
[0095] On the center reel 32M, the "red bell" symbols, which are the first special bell symbols, are arranged at the positions 2, 5, 10, and 20. In the section between the numbers 20 and 10, the "red bell" symbols are arranged so that the interval between them is 4 symbols or less, while in the section between the numbers 10 and 20, the interval between them is 9 symbols. Therefore, the "red bell" symbols may or may not stop on the active line depending on the operation timing of the center stop button 43. Specifically, if the center stop button 43 is operated at the timing when any of the "red 7" symbols at the number 16 to the "red bell" symbols at the number 10 has reached the middle row, the "red bell" symbols, which are the first special bell symbols, will stop in the middle row as shown in FIG. 17(b). As a result, there is still room for the first special bell winning to be established on the third line L3 and the fourth line L4. On the other hand, if the middle stop button 43 is operated when any one of the 11th "watermelon" symbol to the 15th "white bell" symbol has reached the middle row, the first special bell symbol, the "red bell" symbol, cannot be stopped in the middle row even if the middle reel 32M is stopped after sliding four symbols. If the middle stop button 43 is operated at such a timing, the 15th "white bell" symbol will stop in the middle row, as shown in FIG. 17(c). By stopping the "white bell" symbol in the middle row when the "red bell" symbol cannot be stopped in the middle row, it is possible to make the player expect the third special bell winning or the fourth special bell winning to be achieved even in a situation where a winning combination has not been announced.
[0096] On the right reel 32R, the "red bell" symbols, which are the first special bell symbols, are arranged at the 9th and 16th positions. In the section from the 9th to the 16th positions, the interval between the "red bell" symbols is 6 symbols, while in the section from the 16th to the 9th positions, the interval between the "red bell" symbols is 13 symbols. Therefore, the "red bell" symbols may or may not stop on the active line depending on the operation timing of the right stop button 44. Specifically, if the right stop button 44 is operated at the timing when any of the "blue 7" symbols at the 3rd position to the "red bell" symbols at the 16th position have reached the bottom, the "red bell" symbols, which are the first special bell symbols, will stop on the top or bottom. As a result, the first special bell winning is established on the third line L3 or the fourth line L4. For example, if the right stop button 44 is operated when the No. 16 "red bell" symbol has reached the bottom row, the first special bell winning is established on the fourth line L4 as shown in FIG. 17(d). On the other hand, if the right stop button 44 is operated when any of the No. 17 "red 7" symbol to the No. 2 "white bell" symbol has reached the bottom row, the first special bell symbol, the "red bell" symbol, cannot be stopped on the top row or the bottom row even if the right reel 32R is stopped after sliding four symbols. If the right stop button 44 is operated at such a timing, the "watermelon" symbol stops on the top row or the bottom row. For example, if the right stop button 44 is operated when the No. 2 "white bell" symbol has reached the bottom row, the "replay", "white bell" and "watermelon" symbols stop on the fourth line L4 from the left as shown in FIG. 17(e). In other words, if the stop buttons 42 to 44 are operated at a timing when the first special bell winning cannot be achieved, the transition result (see FIG. 8) stops on the pay line.
[0097] This is not limited to the case where a win occurs when IV=12, but also applies when a win occurs when IV=12 to 19 and the left stop button 42 is operated first, that is, when the stop information is set so that the first special bell to the fourth special bell win are achieved, if the stop buttons 42 to 44 are operated at a timing when each of the special bells cannot be achieved, the transition result will stop on the active line.
[0098] Next, a case will be described as an example in which a win occurs when IV=8 and the left stop button 42, the middle stop button 43, and the right stop button 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to achieve a bell win.
[0099] On the left reel 32L, the "red bell" symbol is arranged at the 13th and 20th positions, and the "white bell" symbol is arranged at the 6th position. In this case, the interval between the "white bell" symbol at the 6th position and the "red bell" symbol at the 13th position is 6 symbols, the interval between the "red bell" symbol at the 13th position and the "red bell" symbol at the 20th position is 6 symbols, and the interval between the "red bell" symbol at the 20th position and the "white bell" symbol at the 6th position is 6 symbols. In other words, on the left reel 32L, the "red bell" symbol and the "white bell" symbol are arranged so that the interval between the bell symbols is 6 symbols or less. Therefore, when the left stop button 42 is operated first, the "red bell" symbol or the "white bell" symbol stops at the upper or lower row regardless of the timing of the operation.
[0100] On the center reel 32M, the "red bell" symbol is arranged at the 20th, 2nd, 5th, and 10th positions, and the "white bell" symbol is arranged at the 15th position. In this case, the interval between the "red bell" symbols is 4 symbols or less in the section from the 20th to the 10th positions, the interval between the "red bell" symbol at the 10th position and the "white bell" symbol at the 15th position is 4 symbols, and the interval between the "white bell" symbol at the 15th position and the "red bell" symbol at the 20th position is 4 symbols. In other words, on the center reel 32M, the "red bell" symbol and the "white bell" symbol are arranged so that the interval between the bell symbols is 4 symbols or less. Therefore, when the center stop button 43 is operated second, the "red bell" symbol or the "white bell" symbol stops in the middle row regardless of the operation timing.
[0101] On the right reel 32R, the "red bell" symbol is arranged at the 9th and 16th positions, and the "white bell" symbol is arranged at the 2nd position. In this case, the interval between the "white bell" symbol at the 2nd position and the "red bell" symbol at the 9th position is 6 symbols, the interval between the "red bell" symbol at the 9th position and the "red bell" symbol at the 16th position is 6 symbols, and the interval between the "red bell" symbol at the 16th position and the "white bell" symbol at the 2nd position is 6 symbols. In other words, on the right reel 32R, the "red bell" symbol and the "white bell" symbol are arranged so that the interval between the bell symbols is 6 symbols or less. Therefore, when the right stop button 44 is last operated, the "red bell" symbol or the "white bell" symbol stops at the upper or lower row regardless of the timing of the operation. As a result, the "red bell" or "white bell" symbols on each of the reels 32L, 32M, and 32R stop on the winning line, resulting in a bell win.
[0102] When the stop information is set so that the bell winning is achieved, the bell winning is achieved regardless of the operation timing of the stop buttons 42 to 44, even if the winning occurs when IV=8 to 19.
[0103] If a win occurs when IV=8 to 19, the stop information is set so that a bell win is achieved for two of the six operation sequences of the stop buttons 42 to 44, and the stop information is set so that a special bell win is achieved for four of the six operation sequences. As described above, when the stop information is set so that a bell win is achieved, the bell win is achieved regardless of the operation timing of the stop buttons 42 to 44. On the other hand, when the stop information is set so that a special bell win is achieved, the special bell win is achieved or not achieved depending on the operation timing of the stop buttons 42 to 44.
[0104] When IV=8-19, and the stop information is set to realize the 5th special bell to 12th special bell wins, that is, when the center stop button 43 or the right stop button 44 is operated first, if the stop buttons 42-44 are operated at a timing when the corresponding special bell win can be realized, the special bell win is realized, and if the stop buttons 42-44 are operated at a timing when the corresponding special bell win cannot be realized, not only will the special bell win not be realized, but the transition result will not stop on the active line. In this case, no medals will be paid out and the game state will not be changed.
[0105] The transition result is when IV=12-19 and a win occurs, and when the left stop button 42 is operated for the first time and the first to fourth special bells corresponding to the set stop information cannot be established, the ball stops on the active line. In this case, no medals are paid out, and the game state transitions to the first RT state.
[0106] In addition, the operation order of these stop buttons 42 to 44 is set so that the winning combination differs depending on which stop button is operated first, as shown in Fig. 16. In other words, the winning combination differs depending on whether the left stop button 42, the middle stop button 43, or the right stop button 44 is operated first among the stop buttons 42 to 44, and even if the second and third stop buttons are operated in the reverse order, the winning combination does not change.
[0107] Also, when the "replay" symbol stops on the left reel 32L, the player is expected to operate the center stop button 43 and the right stop button 44 to stop the center reel 32M and the right reel 32R aiming for the "red bell" symbol or the "white bell" symbol. In such a case, if a winning combination has not been announced, there is a 1 in 4 probability that a special bell win will be achieved, and a 3 in 4 probability that the transition result will stop on a winning line. Incidentally, if a win occurs when IV=7, a bell win will be achieved regardless of the operation sequence and operation timing.
[0108] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on each active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RWM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. Such an error state is maintained until the reset button 72 is operated. When the payout determination process is completed, in step S414, a winning result response process is performed to execute the progress of the game according to the winning combination in the current game, and the reel control process is terminated. The winning result response process will be described in detail later.
[0109] Next, the medal payout process in step S211 will be outlined.
[0110] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it has been determined in the previous payout determination process that the small winning combination has not been established. In such a case, it is determined whether any of the 1st replay winning to the 12th replay winning has been established based on the winning combination set in the payout determination process. If none of the replay winning combinations has been established, the medal payout process is terminated as it is, and if any of the replay winning combinations has been established, a replay setting process is performed to set the game state to a replay state, and the medal payout process is terminated. In addition, in the start waiting process S204 described above, when it is determined that the current game state is a replay state, an automatic insertion process is performed.
[0111] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the credit counter count value has not reached the upper limit (the number of medals stored is 50), the payout number is added to the credit counter count value, and the value after the addition is displayed on the credit display unit 60. When the credit counter count value has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 according to the payout of medals is also performed. In addition, when the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.
[0112] Next, the RT state processing in step S212 will be described with reference to the flowchart of FIG.
[0113] In step S501, it is determined whether or not the transition result has stopped on the pay line. If the transition result has stopped, the process proceeds to step S502, where it is determined whether or not the current gaming state is a normal gaming state. If the current gaming state is a normal gaming state, the first RT setting flag is set in the state information storage area 106c of the RWM 106 in step S503, and this process is terminated. Also, if it is determined in step S502 that the current gaming state is not a normal gaming state, this means that any one of the first RT setting flag to the fifth RT setting flag is set in the state information storage area 106c. In this case, the RT setting flag set in the state information storage area 106c is cleared in step S504, and the first RT setting flag is set in the state information storage area 106c of the RWM 106 in step S503, and this process is terminated.
[0114] When the first RT setting flag is set in step S503, the game state transitions to the first RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the first RT state based on the fact that the first RT setting flag is set in the state information storage area 106c, and a lottery table for the first RT state is selected.
[0115] FIG. 19 is a lottery table for the first RT state selected in the first RT state of "setting 3". 26 index values IV are set in the lottery table for the first RT state. The same winning combination and point value PV as those in the lottery table for the normal game state (see FIG. 14) are set in IV=1 to 19, and the first replay or multiple replays including the first replay are set as the winning combination and the point value PV is set in IV=20 to 26. When the winning combination is determined using such a lottery table, the probability of winning when IV=1 to 19 is equal to each winning probability in the normal game state, the probability of winning when IV=20 is about 1 in 36.9, and the probability of winning when IV=21 to 26 is about 1 in 54.6. The probability of losing, i.e. not winning any combination, is about 1 in 1.80.
[0116] Here, as shown in Fig. 14, in the normal gaming state, if a win occurs when IV=20, the sixth re-game will be won. The probability of winning IV=20 is approximately 1 in 7.30. In the first RT state, if the winning is made when IV=20, the first replay is won, if the winning is made when IV=21, the first replay and the second replay are won, if the winning is made when IV=22, the first replay, the second replay and the tenth replay are won, if the winning is made when IV=23, the first replay, the second replay and the eleventh replay are won, if the winning is made when IV=24, the first replay, the second replay and the twelfth replay are won, if the winning is made when IV=25, the first replay, the second replay, the tenth replay and the eleventh replay are won, if the winning is made when IV=26, the first replay, the second replay, the tenth replay and the twelfth replay are won. The probability of winning any of IV=20 to 26 is about 1 in 7.30. In other words, when the game state transitions to the first RT state, the small role, replay, and BB roles are won at the same probability as in the normal game state, while the winning mode for granting the replay privilege changes to one different from that in the normal game state. More specifically, in the normal game state, only the sixth replay winning, which does not transition the game state, is established, and in the first RT state, the second replay winning, which transitions to the second RT state, and the first replay winning, the tenth replay winning, the eleventh replay winning, and the twelfth replay winning, which transitions to the normal game state, are established.
[0117] In addition, in the second stop information setting process (step S412) under the first RT state, in addition to the above-mentioned cases where a win occurs when IV=8-19, the stop information is set so as to change the winning pattern that is established depending on the operation order of the stop buttons 42-44 that generated the stop command, even when a win occurs when IV=21-26.
[0118] 20 is an explanatory diagram showing the correspondence between the winning flags that are set when a win occurs when IV=20-26 in the first RT state, the operation sequence of the stop buttons 42-44, and the winning patterns that are established. On the left reel 32L, the "replay" and "cherry" symbols are arranged so that the interval between the same symbols is 6 symbols or less, on the middle reel 32M, the "replay" and "young man" symbols are arranged so that the interval between the same symbols is 4 symbols or less, and on the right reel 32R, the "replay" and "watermelon" symbols are arranged so that the interval between the same symbols is 6 symbols or less. Therefore, when the stop information is set to establish at least the first replay winning, the combination of "cherry", "replay" and "replay" symbols, or the combination of "replay", "young man" and "watermelon" symbols, which will establish the first replay winning, stops on the active line, regardless of the operation timing of the stop buttons 42 to 44. Similarly, when the stop information is set to establish the second replay winning, the combination of "replay", "replay" and "watermelon" symbols, which will establish the second replay winning, stops on the active line, regardless of the operation timing of the stop buttons 42 to 44.
[0119] The 10th re-play winning, 11th re-play winning, and 12th re-play winning are set so that the 10th re-play winning, 11th re-play winning, 12th re-play winning, or 1st re-play winning will be achieved even if the same operation sequence is used. On the left reel 32L, the "BAR" symbol, the "red bell" symbol, and the "white bell" symbol are arranged so that an area is formed that is spaced apart from the above-mentioned interval between each symbol, and the 10th re-play winning, 11th re-play winning, and 12th re-play winning are achieved only when the stop buttons 42 to 44 are operated at a predetermined timing. If the stop buttons 42 to 44 are operated at a timing other than the predetermined timing, the 1st re-play winning will be achieved. More specifically, when it is set that the 1st replay winning or the 10th replay winning is established, the left reel 32L stops the "BAR" symbol on the active line if it is possible to stop the "BAR" symbol on the active line depending on the timing of operation of the left stop button 42, and stops the "cherry" symbol on the active line if the "BAR" symbol cannot be stopped, and further causes the middle reel 32M and right reel 32R to stop the "replay" symbol on the active line regardless of the timing of operation of the middle stop button 43 and the right stop button 44. In addition, when it is set so that the 1st replay winning or the 11th replay winning is established, the left reel 32L stops the "red bell" symbol on the active line if it is possible to stop the "red bell" symbol on the active line depending on the timing of operation of the left stop button 42, and stops the "replay" symbol on the active line if the "red bell" symbol cannot be stopped, and further, regardless of the timing of operation of the middle stop button 43 and the right stop button 44, the middle reel 32M stops the "youth" symbol and the right reel 32R stops the "watermelon" symbol on the active line.In addition, when it is set so that the 1st replay winning or the 12th replay winning is established, depending on the timing of operation of the left stop button 42, the left reel 32L stops the "white bell" symbol on the active line if it is possible to stop the "white bell" symbol on the active line, and stops the "replay" symbol on the active line if the "white bell" symbol cannot be stopped, and further, regardless of the timing of operation of the middle stop button 43 and the right stop button 44, the middle reel 32M stops the "youth" symbol and the right reel 32R stops the "watermelon" symbol on the active line.
[0120] For the winning flags "22" to "27", the second re-play is associated with only one of the six operation sequences, and the other operation sequences are associated with re-plays other than the second re-play. Therefore, in a game in which the operation sequence of the stop buttons 42 to 44 is not notified, if any of the winning flags "22" to "27" is set, there is a 1 in 6 probability that the second re-play will be won, and a 5 in 6 probability that a re-play other than the second re-play will be won.
[0121] Returning to the explanation of the RT state processing, if it is determined in step S501 that the transition result is not stopped on the pay line, the process proceeds to step S505, and based on the winning combination set in the previous payout determination process, it is determined whether or not any of the first re-play winning, the tenth re-play winning, the eleventh re-play winning, and the twelfth re-play winning has been achieved. If any of the re-play winnings has been achieved, the RT setting flag set in the state information storage area 106c in step S506 is cleared, and this process is terminated. As a result, if any of the first re-play winning, the tenth re-play winning, the eleventh re-play winning, and the twelfth re-play winning has been achieved, the game state transitions to the normal game state.
[0122] If none of the first re-play winning, the tenth re-play winning, the eleventh re-play winning, and the twelfth re-play winning are established, the process proceeds to step S507, and it is determined whether or not the second re-play winning is established based on the winning combination set in the previous payout determination process. If the second re-play winning is established, the second RT setting flag is set in the state information storage area 106c of the RWM 106 in step S508, and this process is terminated.
[0123] When the second RT setting flag is set in step S508, the game state transitions to the second RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the second RT state based on the fact that the second RT setting flag is set in the state information storage area 106c, and a lottery table for the second RT state is selected.
[0124] FIG. 21 is a lottery table for the second RT state selected in the second RT state of "setting 3". 25 index values IV are set in the lottery table for the second RT state. The same winning combination and point value PV as those in the lottery table for the normal game state (see FIG. 14) are set for IV=1 to 19, and multiple replays including the first replay and the third replay are set as winning combinations and point values PV are set for IV=20 to 25. When the winning combination is determined using such a lottery table, the probability of winning when IV=1 to 19 is equal to each winning probability in the normal game state, and the probability of winning when IV=20 to 25 is about 1 in 24.0. Also, the probability of losing, that is, not winning any combination, is about 1 in 2.30. In other words, when the game transitions to the second RT state, the probability of losing is lower than that in the normal game state, which is advantageous to the player. In the second RT state, the third re-play winning event which transitions to the third RT state, and the first re-play winning event, the tenth re-play winning event, the eleventh re-play winning event, and the twelfth re-play winning event which transitions to the normal game state are realized.
[0125] In the second stop information setting process (step S412) under the second RT state, in addition to the above-mentioned cases where a win occurs when IV=8-19, the stop information is set so as to change the winning pattern that is established depending on the operation order of the stop buttons 42-44 that generated the stop command, even when a win occurs when IV=20-25.
[0126] FIG. 22 is an explanatory diagram showing the correspondence between the winning flag set when IV=20-25 in the second RT state, the operation sequence of the stop buttons 42-44, and the winning mode that is established. On the left reel 32L and the right reel 32R, the "replay" symbols are arranged so that the interval between the same symbols is 6 symbols or less, and on the center reel 32M, the "youth" symbols are arranged so that the interval between the same symbols is 4 symbols or less. Therefore, when the stop information is set to establish the third replay winning, the combination of the "replay", "youth" and "replay" symbols that establishes the third replay winning stops on the pay line regardless of the operation timing of the stop buttons 42-44. The first replay winning, the tenth replay winning, the eleventh replay winning, and the twelfth replay winning are as described above. For the winning flags "28" to "33", the third re-play is associated with only one of the six operation sequences, and the other operation sequences are associated with re-plays other than the third re-play. Therefore, in a game in which the operation sequence of the stop buttons 42 to 44 is not notified, if any of the winning flags "28" to "33" is set, there is a 1 in 6 probability that the third re-play will be won, and a 5 in 6 probability that a re-play other than the third re-play will be won.
[0127] Returning to the explanation of the RT state process, if the second re-play winning is not established, the process proceeds to step S509, and it is determined whether or not the third re-play winning is established based on the winning combination set in the previous payout determination process. If the third re-play winning is established, the third RT setting flag is set in the state information storage area 106c of the RWM 106 in step S510, and this process is terminated.
[0128] When the third RT setting flag is set in step S510, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the state information storage area 106c, and a lottery table for the third RT state is selected.
[0129] FIG. 23 is a lottery table for the third RT state selected in the third RT state of "setting 3". 25 index values IV are set in the lottery table for the third RT state. The same winning combination and point value PV as those in the lottery table for the normal game state (see FIG. 14) are set for IV=1 to 19, and multiple replays including the first replay and the fourth replay are set as winning combinations and point values PV are set for IV=20 to 25. When the winning combination is determined using the lottery table, the probability of winning when IV=1 to 19 is equal to each winning probability in the normal game state, and the probability of winning when IV=20 to 25 is about 1 in 8.80. Also, the probability of losing, that is, not winning any combination, is about 1 in 423. In other words, when the game transitions to the third RT state, the probability of losing is lower than that in the normal game state, which is advantageous to the player. In the third RT state, the fourth re-play winning event which transitions to the fourth RT state, and the first re-play winning event, the tenth re-play winning event, the eleventh re-play winning event, and the twelfth re-play winning event which transitions to the normal game state are realized.
[0130] In the second stop information setting process (step S412) under the third RT state, in addition to the above-mentioned cases where a win occurs when IV=8-19, the stop information is set so as to change the winning pattern that is established depending on the operation order of the stop buttons 42-44 that generated the stop command, even when a win occurs when IV=20-25.
[0131] FIG. 24 is an explanatory diagram showing the correspondence between the winning flag set when IV=20-25 in the third RT state, the operation sequence of the stop buttons 42-44, and the winning mode that is established. The "cherry" symbol on the left reel 32L and the "watermelon" symbol on the right reel 32R are arranged so that the interval between the same symbols is 6 symbols or less, and the "replay" symbol on the center reel 32M is arranged so that the interval between the same symbols is 4 symbols or less. Therefore, when the stop information is set to establish the fourth replay winning, the combination of the "cherry" symbol, the "replay" symbol, and the "watermelon" symbol that establishes the fourth replay winning stops on the active line regardless of the operation timing of the stop buttons 42-44. The first replay winning, the tenth replay winning, the eleventh replay winning, and the twelfth replay winning are as described above. For the winning flags "34" to "39", the fourth re-play is associated with only one of the six operation sequences, and the other operation sequences are associated with re-plays other than the fourth re-play. Therefore, in a game in which the operation sequence of the stop buttons 42 to 44 is not notified, if any of the winning flags "34" to "39" is set, there is a 1 in 6 probability that the fourth re-play will be won, and a 5 in 6 probability that a re-play other than the fourth re-play will be won.
[0132] Returning to the explanation of the RT state process, if the third re-play winning is not established, the process proceeds to step S511, and it is determined whether or not the fourth re-play winning is established based on the winning combination set in the previous payout determination process. If the fourth re-play winning is established, the fourth RT setting flag is set in the state information storage area 106c of the RWM 106 in step S512, and this process is terminated.
[0133] When the fourth RT setting flag is set in step S512, the game state transitions to the fourth RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the fourth RT state based on the fact that the fourth RT setting flag is set in the state information storage area 106c, and a lottery table for the fourth RT state is selected.
[0134] FIG. 25 is a lottery table for the 4th RT state selected in the 4th RT state of "setting 3". 25 index values IV are set in the lottery table for the 4th RT state. The same winning combination and point value PV as those in the lottery table for the normal game state (see FIG. 14) are set for IV=1 to 19, and multiple replays including the 1st replay and the 5th replay are set as winning combinations and point values PV are set for IV=20 to 25. When the winning combination is determined using the lottery table, the probability of winning when IV=1 to 19 is equal to each winning probability in the normal game state, and the probability of winning when IV=20 to 25 is about 1 in 8.80. Also, the probability of losing, that is, not winning any combination, is about 1 in 423. In other words, when the game transitions to the 4th RT state, the probability of losing is lower than that in the normal game state, which is advantageous to the player. In the fourth RT state, the fifth re-play winning event that transitions to the fifth RT state, and the first, tenth, eleventh, and twelfth re-play winning events that transition to the normal game state are realized.
[0135] In the second stop information setting process (step S412) under the fourth RT state, in addition to the above-mentioned cases where a win occurs when IV=8-19, the stop information is set so as to change the winning pattern that is established depending on the operation order of the stop buttons 42-44 that generated the stop command, even when a win occurs when IV=20-25.
[0136] FIG. 26 is an explanatory diagram showing the correspondence between the winning flags set when a win occurs when IV=20-25 in the fourth RT state and the winning patterns that are established. The "cherry" symbols on the left reel 32L and the "watermelon" symbols on the right reel 32R are arranged so that the interval between the same symbols is 6 symbols or less, and the "youth" symbols on the center reel 32M are arranged so that the interval between the same symbols is 4 symbols or less. Therefore, when the stop information is set to establish the fifth replay winning, the combination of the "cherry" symbols, the "youth" symbols, and the "watermelon" symbols that establish the fifth replay winning stops on the pay line regardless of the operation timing of the stop buttons 42-44. The first replay winning, the tenth replay winning, the eleventh replay winning, and the twelfth replay winning are as described above. For the winning flags "40" to "45", the fifth re-play is associated with only one of the six operation sequences, and the other operation sequences are associated with re-plays other than the fifth re-play. Therefore, in a game in which the operation sequence of the stop buttons 42 to 44 is not notified, if any of the winning flags "40" to "45" is set, there is a 1 in 6 probability that the fifth re-play will be won, and a 5 in 6 probability that a re-play other than the fifth re-play will be won.
[0137] Returning to the explanation of the RT state processing, if the 4th re-play winning is not established, the process proceeds to step S513, and it is determined whether or not the 5th re-play winning is established based on the winning combination set in the previous payout determination process. If the 5th re-play winning is not established, this process is terminated as it is, and if the 5th re-play winning is established, in step S514, the 5th RT setting flag is set in the state information storage area 106c of the RWM 106, and this process is terminated.
[0138] When the 5th RT setting flag is set in step S514, the game state transitions to the 5th RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the 5th RT state based on the fact that the 5th RT setting flag is set in the state information storage area 106c, and a lottery table for the 5th RT state is selected.
[0139] FIG. 27 is a lottery table for the 5th RT state selected in the 5th RT state of "setting 3". 29 index values IV are set in the lottery table for the 5th RT state. The same winning combination and point value PV as those in the lottery table for the normal game state (see FIG. 14) are set in IV=1 to 19, and the 6th replay or multiple replays including the 6th replay are set as the winning combination and the point value PV is set in IV=20 to 29. When the winning combination is determined using such a lottery table, the probability of winning when IV=1 to 19 is equal to each winning probability in the normal game state, and the probability of winning when IV=20 is about 1 in 3.40, the probability of winning when IV=21 is about 1 in 51.8, the probability of winning when IV=22 is about 1 in 655, the probability of winning when IV=23 is about 1 in 6550, and the probability of winning when IV=24 to 29 is about 1 in 16.4. Also, the probability of not winning any of the roles is about 1 in 417. In other words, when the game transitions to the 5th RT state, the probability of a loss is lower than in the normal game state, which is advantageous to the player. In the 5th RT state, the 6th re-play winning, 7th re-play winning, 8th re-play winning, and 9th re-play winning, which do not transition the game state, and the 1st re-play winning, 10th re-play winning, 11th re-play winning, and 12th re-play winning, which transition the game state to the normal game state, are achieved.
[0140] In the second stop information setting process (step S412) under the fifth RT state, in addition to the above-mentioned cases where a win occurs when IV=8 to 19, the stop information is set so as to change the winning pattern that is established depending on the operation order of the stop buttons 42 to 44 that generated the stop command, even when a win occurs when IV=21 to 29.
[0141] FIG. 28 is an explanatory diagram showing the correspondence between the winning flags set when IV=20-29 in the 5th RT state and the winning patterns that are established. On the left reel 32L and the right reel 32R, the "replay" symbols are arranged so that the interval between the same symbols is 6 symbols or less, and on the center reel 32M, the "replay" symbols are arranged so that the interval between the same symbols is 4 symbols or less. Therefore, when the stop information is set to establish at least the 6th replay winning, the combination of "replay", "replay" and "replay" symbols that establishes the 6th replay winning will stop on the pay line regardless of the operation timing of the stop buttons 42-44.
[0142] The 7th replay winning, 8th replay winning, and 9th replay winning are set so that the 7th replay winning, 8th replay winning, 9th replay winning, or 6th replay winning will be achieved even if the same operation sequence is used. The "red 7" symbols are arranged on each of the reels 32L, 32M, and 32R so that an area is formed that is farther away than the above-mentioned intervals between each symbol. Therefore, the combination of the "red 7" symbols, "replay" symbols, and "replay" symbols that results in the 6th replay winning, and the 7th replay winning, 8th replay winning, and 9th replay winning will be achieved only when each of the stop buttons 42 to 44 is operated at a predetermined timing. However, if each of the stop buttons 42 to 44 is operated at a timing when the 7th re-play prize, the 8th re-play prize, and the 9th re-play prize can be achieved, then the 7th re-play prize, the 8th re-play prize, and the 9th re-play prize will be achieved, respectively, rather than the 6th re-play prize, and if each of the stop buttons 42 to 44 is operated at a timing when the 7th re-play prize, the 8th re-play prize, and the 9th re-play prize cannot be achieved, then the 6th re-play prize will be achieved.
[0143] More specifically, when the sixth or seventh replay winning is set, the left reel 32L stops the "red 7" symbol on the pay line when it is possible to stop the "red 7" symbol on the pay line, and stops the "replay" symbol on the pay line when it is not possible to stop the "red 7" symbol, depending on the operation timing of the left stop button 42. When the "red 7" symbol is stopped on the left reel 32L and the middle stop button 43 is operated at a timing when it is possible to stop the "red 7" symbol on the pay line, the middle reel 32M stops the "red 7" symbol on the pay line, and otherwise stops the "replay" symbol on the pay line. When the "red 7" symbol is stopped on the left reel 32L and the middle reel 32M, the right reel 32R stops the "young man" symbol on the pay line regardless of the operation timing of the right stop button 44, and otherwise stops the "replay" symbol on the pay line.
[0144] When the sixth, seventh or ninth replay win is set to be established, the left reel 32L and the middle reel 32M are first set to be established in the same manner as when the sixth or seventh replay win is set to be established. When the right stop button 44 is operated at a timing when the "red 7" symbol is stopped on the middle reel 32M and the "red 7" symbol can be stopped on the active line, the right reel 32R stops the "red 7" symbol on the active line, when the right stop button 44 is operated at a timing when the "red 7" symbol cannot be stopped on the active line even if the "red 7" symbol is stopped on the middle reel 32M, the "young man" symbol is stopped on the active line, and when the "red 7" symbol is not stopped on the middle reel 32M, the "replay" symbol is stopped on the active line regardless of the operation timing of the right stop button 44.
[0145] When the sixth or eighth replay win is set, the left reel 32L stops the "red 7" symbol on the active line if it is possible to stop the "red 7" symbol on the active line depending on the timing of operation of the left stop button 42, and stops the "replay" symbol on the active line if the "red 7" symbol cannot be stopped. When the "red 7" symbol is stopped on the left reel 32L and the right stop button 44 is operated at a timing when it is possible to stop the "BAR" symbol on the upper row of the right reel 32R, the right reel 32R stops the "BAR" symbol on the upper row. In this case, the "replay" symbol is stopped on the lower row of the right reel 32R (see FIG. 6), leaving room for either the sixth or eighth replay win to be achieved. On the other hand, even if the "red 7" symbol is stopped on the left reel 32L, if the right stop button 44 is operated at a timing when the "BAR" symbol cannot be stopped on the upper row of the right reel 32R, the "replay" symbol is stopped on the upper row of the right reel 32R. In this case, the "BAR" symbol does not stop on the active line (see FIG. 6). Also, if the "red 7" symbol is not stopped on the left reel 32L, the "replay" symbol is stopped on the active line regardless of the timing of the operation of the right stop button 44. The center reel 32M stops the "red 7" symbol when the "red 7" symbol is stopped on the left reel 32L and the "BAR" symbol is stopped on the upper row of the right reel 32R and the "red 7" symbol can be stopped on the active line, and stops the "replay" symbol on the active line when the "red 7" symbol cannot be stopped. In addition, when the "replay" symbol is stopped on the left reel 32L, or when the "replay" symbol is stopped on the upper row of the right reel 32R, the "replay" symbol is stopped on the active line regardless of the timing of the operation of the middle stop button 43.
[0146] The first re-play prize, the tenth re-play prize, the eleventh re-play prize, and the twelfth re-play prize are as described above. For the winning flags "50" to "55", the sixth re-play is associated with only one of the six operation sequences, and the other operation sequences are associated with re-plays other than the sixth re-play. Therefore, in a game in which the operation sequence of the stop buttons 42 to 44 is not notified, if any of the winning flags "40" to "45" is set, there is a one in six probability that the sixth re-play prize will be established, and a five in six probability that a re-play prize other than the sixth re-play will be established.
[0147] Here, the transition of the gaming state regarding the normal gaming state and each RT state will be described with reference to FIG.
[0148] When the game state is in the normal game state, the game state transitions to the first RT state when the transition result stops on the winning line. The stop information for the transition result is set to establish one of the first to fourth special bell wins, and the transition result stops on the winning line when the corresponding special bell win cannot be established. In other words, the transition result wins when IV=12 to 19, and stops on the winning line when the left stop button 42 is operated first and the special bell win is not established. The probability of winning when IV=12 to 19 is about 1 in 3.90. In addition, when the player operates the center stop button 43 and the right stop button 44 aiming at either the "red bell" symbol or the "white bell" symbol in a situation where the operation order of the stop buttons 42 to 44 has not been notified, there is a 1 in 4 probability that the first to fourth special bell wins will be established, and there is a 3 in 4 probability that the transition result will stop on the winning line. Therefore, when the game state is the normal game state and the operation sequence of the stop buttons 42 to 44 has not been notified, there is a probability of about 1 in 5.20 that the game will transition to the first RT state. Note that in the normal game state, the winning or losing judgment is not performed for the second replay, the third replay, the fourth replay, and the fifth replay, so that an event of transitioning from the normal game state to the second RT state, the third RT state, the fourth RT state, or the fifth RT state does not occur. Also, in the normal game state, the probability of winning the replay is about 1 in 7.3.
[0149] When the game state is the first RT state, the game state transitions to the second RT state by the establishment of the second re-play winning, and the game state transitions to the normal game state by the establishment of the first re-play winning, the tenth re-play winning, the eleventh re-play winning, and the twelfth re-play winning (hereinafter, these four re-play winnings are collectively referred to as "fall re-play winnings"). As described above, when a winning is made when IV=21 to 26, the stop information is set to establish the second re-play winning in one of the six operation sequences, and the stop information is set to establish the fall re-play winning in the other operation sequences. The probability of winning in any of IV=21 to 26 is about 1 in 9.10. Also, when a winning is made when IV=20, the fall re-play winning is made regardless of the operation sequence of the stop buttons 42 to 44. The probability of winning when IV=20 is about 1 in 36.9. Therefore, when the gaming state is the first RT state and the operation sequence of the stop buttons 42 to 44 is not notified, there is a probability of about 1 in 54.6 to transition to the second RT state, and a probability of about 1 in 8.48 to transition to the normal gaming state. In other words, in the first RT state, the probability of transition to the normal gaming state is higher than the probability of transition to the second RT state. In addition, since the winning or losing judgment is not performed for the third replay, the fourth replay, and the fifth replay in the first RT state, an event of transitioning from the first RT state to the second RT state, the third RT state, the fourth RT state, or the fifth RT state does not occur. In addition, in the first RT state, the probability of winning any of the replays (the first replay, the second replay, the tenth replay, the eleventh replay, and the twelfth replay) is about 1 in 7.3, which is the same probability as in the normal gaming state.
[0150] When the game state is the second RT state, the game state transitions to the third RT state when the third replay win is established, the game state transitions to the first RT state when the transition result stops on the winning line, and the game state transitions to the normal game state when the fall replay win is established. As described above, when a win occurs when IV=20 to 25, the stop information is set to establish the third replay win in one of the six operation sequences, and the stop information is set to establish the fall replay win in the other operation sequences. The probability of winning with any of IV=20 to 25 is about 1 in 4.00. Also, the probability of the transition result stopping on the winning line is about 1 in 5.20. Therefore, when the game state is the second RT state and the operation sequence of the stop buttons 42 to 44 is not notified, the game state transitions to the third RT state with a probability of about 1 in 24.0, the game state transitions to the first RT state with a probability of about 1 in 5.20, and the game state transitions to the normal game state with a probability of about 1 in 4.80. In other words, in the second RT state, the probability of transitioning to the first RT state or the normal game state is higher than the probability of transitioning to the third RT state. In addition, since the winning or losing judgment is not performed for the fourth replay and the fifth replay in the second RT state, an event of transitioning from the second RT state to the fourth RT state or the fifth RT state does not occur. In addition, in the second RT state, the probability of winning any of the replays (first replay, third replay, tenth replay, eleventh replay, twelfth replay) is about 1 in 4.00 as described above, which is a higher probability than the normal game state and the first RT state.
[0151] When the game state is the 3rd RT state, the game state transitions to the 4th RT state by the establishment of the 4th replay winning, the game state transitions to the 1st RT state by the establishment of the transition result on the winning line, and the game state transitions to the normal game state by the establishment of the fall replay winning. As described above, when a win occurs when IV=20 to 25, the stop information is set to establish the 4th replay winning in one of the six operation sequences, and the stop information is set to establish the fall replay winning in the other operation sequences. The probability of winning with any of IV=20 to 25 is about 1 in 1.47. Also, the probability of the transition result stopping on the winning line is about 1 in 5.20. Therefore, when the game state is the 3rd RT state and the operation order of the stop buttons 42 to 44 is not notified, the probability of transition to the 4th RT state is about 1 in 8.82, the probability of transition to the 1st RT state is about 1 in 5.20, and the probability of transition to the normal game state is about 1 in 1.77. In other words, in the 3rd RT state, the probability of transition to the 1st RT state or the normal game state is higher than the probability of transition to the 4th RT state. In addition, since the winning or losing judgment is not performed for the 5th replay in the 3rd RT state, an event of transition from the 3rd RT state to the 5th RT state does not occur. In addition, in the 3rd RT state, the probability of winning any of the replays (1st replay, 4th replay, 10th replay, 11th replay, 12th replay) is about 1 in 1.47 as described above, which is a higher probability than the 2nd RT state.
[0152] When the game state is in the 4th RT state, the game state transitions to the 5th RT state by the establishment of the 5th replay winning, the game state transitions to the 1st RT state by the establishment of the transition result on the winning line, and the game state transitions to the normal game state by the establishment of the fall replay winning. As described above, when a win occurs when IV=20 to 25, the stop information is set to establish the 5th replay winning in one of the six operation sequences, and the stop information is set to establish the fall replay winning in the other operation sequences. The probability of winning with any of IV=20 to 25 is about 1 in 1.47. Also, the probability of the transition result stopping on the winning line is about 1 in 5.20. Therefore, when the gaming state is the 4th RT state and the operation order of the stop buttons 42 to 44 is not notified, there is a probability of about 1 in 8.82 of transitioning to the 5th RT state, a probability of about 1 in 5.20 of transitioning to the 1st RT state, and a probability of about 1 in 1.77 of transitioning to the normal gaming state. In other words, in the 4th RT state, the probability of transitioning to the 1st RT state or the normal gaming state is higher than the probability of transitioning to the 5th RT state. Also, in the 4th RT state, the probability of winning any of the replays (1st replay, 5th replay, 10th replay, 11th replay, 12th replay) is about 1 in 1.47 as described above, which is the same probability as in the 3rd RT state.
[0153] When the game state is the 5th RT state, the game state transitions to the 1st RT state by stopping the transition result on the winning line, and the game state transitions to the normal game state by establishing the fall replay winning. As described above, when a win occurs when IV=24 to 29, the stop information is set to establish the 6th replay winning in one of the six operation sequences, and the stop information is set to establish the fall replay winning in the other operation sequence. The probability of winning in any of IV=24 to 29 is about 1 in 2.73. Also, the probability of the transition result stopping on the winning line is about 1 in 5.20. Therefore, when the game state is the 5th RT state and the operation sequence of the stop buttons 42 to 44 is not notified, the game state transitions to the 1st RT state with a probability of about 1 in 5.20, and transitions to the normal game state with a probability of about 1 in 3.28. In addition, in the 5th RT state, the probability of winning any of the re-plays (1st re-play, 6th re-play, 7th re-play, 8th re-play, 9th re-play, 10th re-play, 11th re-play, 12th re-play) is approximately 1 in 1.47, which is the same probability as in the 3rd RT state and the 4th RT state.
[0154] In this way, in order to transition from the normal gaming state to the fifth RT state, it is necessary to go through four RT states, the first RT state to the fourth RT state. Also, if a fall replay winning is established in the second RT state to the fourth RT state, the game state transitions to the normal gaming state rather than to the previous RT state (i.e., the RT state in the previous state), and if the transition result stops on an active line, the game state transitions to the first RT state rather than to the previous RT state (i.e., the RT state in the previous state). For this reason, if the operation order of the stop buttons 42 to 44 has not been notified, it is difficult to transition to the fifth RT state. Incidentally, the probability of transitioning from the normal gaming state to the fifth RT state in a situation in which the operation order of the stop buttons 42 to 44 has not been notified is about 1 in 50,000.
[0155] On the other hand, when the state is to be transitioned to the 5th RT state (in this embodiment, the operation sequence of the stop buttons 42 to 44 is notified), it is desirable to transition quickly. For example, if the state is to be transitioned directly from the normal game state to the 5th RT state, the probability of winning the role that triggers the transition to the 5th RT state (the 5th replay in this embodiment) is necessarily set low, and the game becomes monotonous until the transition role is won. In addition, if the transition role is established by the operation sequence of the stop buttons 42 to 44 after the winning probability of the transition role is increased in order to eliminate the monotony, the probability of transitioning to the 5th RT state changes depending on whether the operation sequence is notified, and the above monotony is eliminated, but the game becomes protracted until the transition role is won even when the operation sequence is notified. Therefore, in the present slot machine 10, when transitioning from the normal game state to the fifth RT state, the player passes through multiple RT states different from the fifth RT state, and the probability of winning each transition role (in this embodiment, the second replay to the fourth replay) is increased, thereby eliminating the dragging of the game when the situation arises where the operation sequence needs to be announced.
[0156] Next, the BB state processing in step S213 will be described with reference to the flowchart of FIG.
[0157] First, in step S601, it is determined whether the current gaming state is the BB state or not. If it is not the BB state, the BB determination process shown in steps S602 to S605 is performed.
[0158] In the BB determination process, in step S602, it is determined whether the first BB winning flag or the second BB winning flag is set. If either of the BB winning flags is set, the process proceeds to step S603, and it is determined whether the first BB winning or the second BB winning is achieved based on the winning combination set in the previous payout determination process. If either of the BB winnings is achieved, in step S604, a BB setting flag is set in the state information storage area 106c of the RWM 106. At this time, the BB winning flag set in the winning flag storage area 106a of the RWM 106 is cleared. In step S605, a process is performed in which 442 is set to a remaining payout number counter for counting the number of remaining medals that can be paid out during the BB state provided in the state information storage area 106c, and 442 is displayed on the remaining payout number display unit 61. By performing the processes of steps S604 and S605, the game state transitions to the BB state. Then, in step S302 of the lottery process, it is determined that the current gaming state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and the lottery table for the BB state is selected.
[0159] When the game state has shifted to the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S606. In the end determination process, for example, it is determined whether the value of the remaining payout counter has become 0, and when it has become 0, the BB setting flag is cleared and the game state is set to the normal game state.
[0160] If none of the BB winning flags are set (if step S602 is NO), if none of the BB winnings are established (if step S603 is NO), if the remaining payout counter is set to 442 in step S605, or if the end determination process is performed in step S606, the process proceeds to step S607, and game number management process is executed. This process will be described in detail later, but unlike the lottery result of the hand in each game, it is a process related to the progress of each game.
[0161] After executing the process of step S607, in steps S608 to S614, a signal output process is performed to output a jackpot signal indicating that a jackpot has occurred to a hall management device or the like. Specifically, first, in step S608, it is determined whether or not a jackpot signal is being output from the external centralized terminal board 121 to the hall management device or the like. If a jackpot signal has not been output, the process proceeds to step S609 to determine whether or not the current gaming state is a BB state. If it is not a BB state, it is further determined in step S610 whether or not the current gaming state is a 5th RT state. If the current gaming state is neither a BB state nor a 5th RT state, this process is terminated as it is, and if the current gaming state is a BB state or a 5th RT state, in step S611, an output start process is performed to start outputting a jackpot signal from the external centralized terminal board 121, and this process is terminated.
[0162] In this way, the slot machine 10 outputs a jackpot signal when the game state transitions to the BB state and when the game state transitions to the 5th RT state. Therefore, in an amusement facility or the like where the slot machine 10 is connected to a jackpot counter that displays the number of jackpots of the slot machine 10, the jackpot counter can display the number of jackpots when the game state transitions to the 5th RT state in addition to the number of jackpots when the game state transitions to the BB state. The jackpot signal when the game state transitions to the BB state and the jackpot signal when the game state transitions to the 5th RT state may be output from different output parts of the external centralized terminal board 121. In this case, the number of times the game state transitions to the BB state and the number of times the game state transitions to the 5th RT state can be displayed separately on the jackpot counter.
[0163] If it is determined in step S608 that the jackpot signal is being output, the process proceeds to step S612, where it is determined whether the current gaming state is the BB state. If it is not the BB state, it is further determined in step S613 whether the current gaming state is the 5th RT state. If the current gaming state is the BB state or the 5th RT state, this process is terminated as it is. On the other hand, if the current gaming state is neither the BB state nor the RT state, this means that the BB state or the 5th RT state has ended, so in step S614, an output stop process is performed to stop the output of the jackpot signal, and this process is terminated.
[0164] In the present slot machine 10, the display control device 81 may or may not notify the operation order of the stop buttons 42 to 44, thereby making it easier for the game state to transition from the normal game state to the fifth RT state, or harder for the game state to transition from the normal game state to the fifth RT state. In other words, in the present slot machine 10, the transition probability of transitioning from the normal game state to the fifth RT state changes depending on whether or not the operation order of the stop buttons 42 to 44 is notified. Therefore, hereinafter, a process in which the main control device 101 causes the display control device 81 to notify the operation order of the stop buttons 42 to 44 will be described.
[0165] First, the game number management process in step S607 will be described with reference to the flowchart of FIG.
[0166] In step S701, it is determined whether or not the current game is a game in which the BB state has ended. If the current game is a game in which the BB state has ended, the process proceeds to step S702, where a waiting game number lottery process is performed. In the waiting game number lottery process, one of values from 1 to 1280 is obtained from the number of games lottery counter provided in the ROM 105. In step S703, the value obtained in the waiting game number lottery process is set in the waiting game number counter provided in the RWM 106 of the main control device 101. Thereafter, this process is terminated.
[0167] If it is determined in step S701 that the current game is not a game in which the BB state has ended, the process proceeds to step S704, where it is determined whether or not the penalty flag is set. If the penalty flag is set, the process terminates after performing a penalty game number subtraction process shown in steps S705 to S707. If the penalty flag is not set, the process terminates after performing a waiting game number subtraction process shown in steps S708 to S711. The penalty game number subtraction process will be described later, and the waiting game number subtraction process will be described.
[0168] In the waiting game number subtraction process, in step S708, it is determined whether or not the value of the waiting game number counter is 0. If the value of the waiting game number counter is 0, this process is terminated as is, and if the value of the waiting game number counter is not 0, in step S709, the value of the waiting game number counter is decremented by 1. In the following step S710, it is determined whether or not the value of the waiting game number counter after the subtraction is 0. If the value of the waiting game number counter is not 0, this process is terminated as is, and if the value of the waiting game number counter is 0, in step S711, a notification flag for notifying the operation order of the stop buttons 42 to 44 is set, and this process is terminated.
[0169] In this way, when the BB state ends, the number of waiting games is set to any value between 1 and 1280. When the penalty flag is not set, the number of waiting games is decremented by 1 each time a game ends, and when the number of waiting games becomes 0, the notification flag is set.
[0170] Next, the lottery result response process will be described with reference to the flowchart of FIG.
[0171] In step S801, it is determined whether or not any winning combination has been achieved. If no winning combination has been achieved, the process ends. If any winning combination has been achieved, it is determined whether or not a penalty flag has been set in step S802. If the penalty flag has not been set, the process proceeds to step S803, where it is determined whether or not a notification flag has been set.
[0172] If the notification flag is set, in steps S804 and S805, it is determined whether or not a bell (only when simultaneously won with a special bell) or a fall replay has been won. If a bell or a fall replay has been won, the process proceeds to step S806, where it is determined whether or not the current gaming state is a normal gaming state. If the current gaming state is not a normal gaming state, that is, if it is one of the first RT state to the fifth RT state, the process proceeds to step S807, where a notification command is set as a transmission target to the display control device 81. The notification command is composed of multiple bits so that it can be known that it is a notification command and that either a bell or a fall replay has been won. The display control device 81 that has received the notification command sets the push order notification video data group 85a of the RT state video data group 85 in the ROM 83 to the auxiliary display unit 65 in order to notify the operation sequence of the stop buttons 42 to 44 in the current game. At this time, if the bell is won, video data corresponding to the operation sequence that can win the bell is selected from the push sequence notification video data group 85a and notified on the auxiliary display unit 65, and if the fall replay is won, video data corresponding to the operation sequence that can achieve any of the second replay win to the sixth replay win, not the fall replay win, is selected from the push sequence notification video data group 85a and notified on the auxiliary display unit 65. On the other hand, in step S806, if the current gaming state is the normal gaming state, this process is terminated without setting a notification command. This is for the following reason. That is, in order to transition from the normal gaming state to the first RT state, the stop buttons 42 to 44 need to be operated so that the transition result stops on the active line. Since the transition result stops on the active line when the special bell win cannot be achieved, if the operation sequence of the stop buttons 42 to 44 that can achieve the bell win is notified, the normal gaming state cannot be transitioned to the first RT state. In addition, when a bell is formed regardless of the operation sequence of the stop buttons 42 to 44 (when a win occurs when IV=7), the operation sequence of the stop buttons 42 to 44 is not notified.
[0173] Here, in the notification of the operation sequence of the stop buttons 42 to 44 by the display control device 81, when it is determined in step S804 that the bell has been won, the operation sequence of only the stop button to be operated first is notified, whereas when it is determined in step S805 that the fall replay has been won, the operation sequence of all the stop buttons 42 to 44 is notified. As already explained, when the bell has been won, it is set whether the bell or the special bell stops depending on which of the stop buttons 42 to 44 is the stop button to be operated first (see FIG. 16), and when the fall replay has been won, only one of the six operation sequences is set as an operation sequence that can achieve any of the second replay win to the sixth replay win, not the fall replay win (see FIG. 20, FIG. 22, FIG. 24, FIG. 26, FIG. 28). Therefore, the display control device 81 that has received the notification command selects different data from the push order notification video data group 85a depending on whether the bell has been won or whether the fall replay has been won.
[0174] Here, the contents of the notification (push order notification effect) of the operation order of the stop buttons 42 to 44 on the auxiliary display unit 65 will be described with reference to Figs. 33 and 34. Figs. 33(a) and 33(b) are explanatory diagrams for explaining the state of the push order notification effect, Fig. 33(a) shows the state of the push order notification effect when a bell is won, and Figs. 33(b-1) to 33(b-3) show the state of the push order notification effect when a fall replay is won. Note that Fig. 33(a) shows an example in which the bell win is established when the center stop button 43 is operated first, and Fig. 33(b) shows an example in which any of the second replay win to the sixth replay win is established instead of the fall replay win when the center stop button 43 → right stop button 44 → left stop button 42 are operated in that order. Also, Figure 34 is a timing chart for explaining the timing at which the push order notification effect is executed on the auxiliary display unit 65, where Figure 34(a) shows how the start lever 41 is operated, Figure 34(b) shows the rotation speed of each reel 32L, 32M, 32R, and Figure 34(c) shows how the push order notification effect is executed.
[0175] In the push order notification presentation when a bell is won, as shown in Fig. 33(a), the button display corresponding to the stop button to be operated first (the middle button display corresponding to the middle stop button 43 in the figure) among the three button displays arranged in parallel corresponding to the stop buttons 42 to 44 in the auxiliary display unit 65 is marked with the number 1, is displayed larger than the other button displays, and is displayed in yellow (shaded in the figure) corresponding to the bell. This allows the player to recognize that the bell has been won in the current game, and that the middle stop button 43 is the stop button to be operated first.
[0176] In the push order notification performance when the fall replay has been won, as shown in Fig. 33(b-1), on the auxiliary display unit 65, of the three parallel light blue button displays (dots in the figure) corresponding to the replay, the button display corresponding to the stop button to be operated first (the middle button display corresponding to the middle stop button 43 in the figure) is given the number 1 and displayed larger than the other button displays. Also, the button display corresponding to the second stop button to be operated (the right button display corresponding to the right stop button 44 in the figure) is given the number 2, and the button display corresponding to the third stop button to be operated (the left button display corresponding to the left stop button 42 in the figure) is given the number 3, and the button displays corresponding to the second and third stop buttons to be operated are displayed smaller than the button display corresponding to the first stop button to be operated. When the player operates the center stop button 43 and the corresponding center reel 32M comes to a final stop, the button display corresponding to the second stop button to be operated is displayed larger than the other button displays as shown in Fig. 33(b-2), and when the player operates the right stop button 44 and the corresponding right reel 32R comes to a final stop, the button display corresponding to the third stop button to be operated is displayed larger than the other button displays as shown in Fig. 33(b-3). This allows the player to recognize that he or she has won the fall replay in this game and the operation order of the stop buttons 42 to 44.
[0177] The timing of the push order notification effect will be described. When the start lever 41 is operated at the timing of t0 as shown in FIG. 34(a), the rotation of each of the reels 32L, 32M, and 32R starts as shown in FIG. 34(b). The rotation speed of each of the reels 32L, 32M, and 32R reaches a constant speed at the timing of t1 after an acceleration period. As described above, in the reel control process (FIG. 15), the operation of the stop buttons 42 to 44 becomes effective after the rotation of each of the reels 32L, 32M, and 32R starts and the rotation speed reaches a constant speed (after a predetermined period has elapsed). However, the operation of the stop buttons 42 to 44 is invalid before the rotation speed of each of the reels 32L, 32M, and 32R reaches the constant speed at the timing of t1. On the other hand, the push order notification effect is executed on the auxiliary display unit 65 at the same time or approximately at the same time as the start lever 41 is operated at the timing of t0 as shown in FIG. 34(c). That is, the notification command set in step S807 is sent to the display control device 81 in the command output process (step S110) in the timer interrupt process (FIG. 11), and when the display control device 81 receives the notification command, it immediately executes the push order notification effect regardless of the rotation speed of each of the reels 32L, 32M, and 32R. Here, as a configuration for executing the push order notification effect, a configuration for executing the push order notification effect after each of the reels 32L, 32M, and 32R reaches a constant speed rotation, that is, a configuration for executing the push order notification effect after the operation of the stop buttons 42 to 44 becomes effective, is conceivable, but in this case, the player will recognize the operation order after the push order notification effect is executed and will operate the stop buttons 42 to 44, which is not preferable from the viewpoint of smoothly progressing the game. In contrast to this, in the present embodiment, the push order notification effect is executed before the operation of the stop buttons 42 to 44 becomes valid. This makes it possible to recognize the operation order of the stop buttons 42 to 44, and once the operation of the stop buttons 42 to 44 becomes valid, it becomes possible to operate them quickly, thereby making it possible to progress in the game at a good tempo.
[0178] Returning to the explanation of the lottery result response process (FIG. 32), if it is determined in step S803 that the notification flag is not set, or if it is determined in step S805 that the fall replay has not been won, the process proceeds to step S808, where the win flag is checked to determine whether or not a specific combination has been won. Specifically, it is determined whether or not any of the cherry, the first watermelon, the second watermelon, the seventh replay, the eighth replay, and the ninth replay has been won. If the specific combination has not been won, this process is terminated as it is, and if the specific combination has been won, the notification lottery process is performed in step S809.
[0179] As already explained, even if the winning flag is "47" to "49" and either the 7th re-play, the 8th re-play, or the 9th re-play is won, the 6th re-play win may be won without the 7th re-play win, the 8th re-play win, or the 9th re-play win depending on the operation timing of each stop button 42 to 44. Even in such a case, in step S808, it is determined that a specific combination has been won.
[0180] In the notification lottery process, as shown in the flowchart of FIG. 35, in step S901, it is determined whether the current game state is the 5th RT state. If the current game state is not the 5th RT state, the process proceeds to step S902, and a notification lottery is performed based on a random number obtained from the RWM 106. In step S903, it is determined whether the notification lottery has been won, and if not, the process ends. On the other hand, if the notification lottery has been won, the value of the waiting game number counter is set to 0 in step S904, and the notification flag is set in step S905, and the process ends. In the notification lottery in step S902, the probability of winning the notification lottery is set to be different depending on the type of specific combination. Specifically, the probability of winning the notification lottery is highest in the case of the 9th replay at 100 percent, and the probability of winning the notification lottery is lowest in the case of the first watermelon at 10 percent. The probability of winning the notification lottery is set to decrease in the following order: 9th replay, 8th replay, 7th replay, 2nd watermelon, 1st watermelon.
[0181] Also, if it is determined in step S901 that the current game state is the 5th RT state, a predetermined value is added to the value of the accumulation counter provided in the RWM 106 in step S906, and this process is terminated. The predetermined value is set to be different depending on the type of specific combination. Specifically, the maximum value is "5" for the 9th replay, and the minimum value is "1" for the 1st watermelon, and the values added to the accumulation counter are set to be smaller in the order of the 9th replay, the 8th replay, the 7th replay, the 2nd watermelon, and the 1st watermelon.
[0182] The probability of winning the notification lottery and the predetermined value to be added to the accumulation counter are arbitrary.
[0183] Next, the winning result response process will be described with reference to the flowchart of FIG.
[0184] In step S1001, it is determined whether or not the fifth replay win has been achieved. If the fifth replay win has been achieved, it is determined in step S1002 whether or not the notification flag has been set. If the notification flag has not been set, the process proceeds to step S1004 after setting the notification flag in step S1003, and if the notification flag has been set, the process proceeds directly to step S1004. In step S1004, a notification count lottery process is performed to determine the number of notifications for notifying the operation sequence of the stop buttons 42 to 44 based on the random number obtained from the RWM 106. In step S1005, the notification count determined in the notification count lottery process is set in the notification count counter provided in the RWM 106. Then, this process is terminated. Incidentally, in this slot machine 10, the notification count lottery process is performed, and one of the values of 16, 33, 50, and 75 is set in the notification count counter.
[0185] If it is determined in step S1001 that the fifth replay winning has not been achieved, the process proceeds to step S1006, where it is determined whether or not the notification flag is set. If the notification flag is not set, the process ends as it is. If the notification flag is set, it is determined in step S1007 whether or not the fall replay winning has been achieved, and it is determined in step S1008 whether or not the transition result has stopped on an active line. If the fall replay winning has been achieved, or if the transition result has stopped on an active line, it means that the game state has transitioned to the normal game state or the first RT state. In such a case, the notification flag is cleared in step S1009, and the above-mentioned waiting game number lottery process is performed in step S1010. In step S1011, the value acquired in the waiting game number lottery process is set in the waiting game number counter. Then, the process ends.
[0186] On the other hand, if the notification flag is set and the fall re-play winning is not established and the transition result does not stop on an active line, notification processing is performed in step S1012 and then this processing is terminated.
[0187] In the notification process, as shown in the flowchart of FIG. 37, in step S1101, it is determined whether or not the value of the notification count counter is not 0. If the value of the notification count counter is 0, this process is terminated as it is, and if it is not 0, it is determined in step S1102 whether or not a small win has been achieved. If a small win has not been achieved, this process is terminated as it is, and if a small win has been achieved, it is determined in step S1103 whether or not a 9-coin small win in which 9 medals are paid out, that is, any of the bell win or the 1st special bell win to the 12th special bell win, has been achieved. If a 9-coin small win has not been achieved, this process is terminated as it is, and if a 9-coin small win has been achieved, the value of the notification count counter is decremented by 1 in step S1104. Thereafter, in step S1105, it is determined whether or not the value of the notification count counter is 0. If the value of the notification count counter is not 0, this process is terminated as it is, and if it is 0, the notification flag is cleared in step S1106. In the next step S1107, it is determined whether the accumulation counter value is not 0, and if it is 0, this process is terminated. On the other hand, if the accumulation counter value is not 0, the accumulation counter value is decremented by 1 in step S1108, and the notification count lottery process described above is performed in step S1109. Thereafter, in step S1110, the notification count counter is set to a value determined in the notification count lottery process, and in the next step S1111, the notification flag is set again, and this process is terminated.
[0188] Therefore, when the value of the accumulation counter is not 0, even if the value of the notification count counter becomes 0, the operation sequence of the stop buttons 42 to 44 is notified again in a predetermined game. As already explained, the accumulation counter is set in the notification lottery process (FIG. 35) so that the probability of winning the notification lottery and the value to be added to the accumulation counter in the case of a win vary depending on the type of specific combination. Therefore, the player can play the game while predicting whether or not the notification lottery process will be performed depending on the type of specific combination, and the value to be added to the accumulation counter in the case of a win, that is, while predicting how long the notification flag will remain set.
[0189] Next, the stop command response process will be described with reference to the flowchart of FIG.
[0190] In step S1201, it is determined whether or not the notification flag is set. If the notification flag is set, this process ends, and if the notification flag is not set, the penalty determination process shown in steps S1202 to S1206 is performed.
[0191] In the penalty determination process, in step S1202, it is determined whether the current stop command is the first stop command, that is, whether the stop command occurred while all reels 32L, 32M, and 32R were spinning. If it is not the first stop command, the process ends as it is, and if it is the first stop command, it is determined in step S1203 whether the left stop button 42 is operated as the first stop command. If the left stop button 42 is operated to generate the first stop command, the process ends as it is. On the other hand, if the center stop button 43 or the right stop button 44 is operated to generate the first stop command, the process proceeds to step S1204, where it is determined whether the penalty flag is set. If the penalty flag is not set, the penalty flag is set in step S1205. After that, or if the penalty flag has already been set, in step S1206, 2 is added to the value of the penalty game number counter provided in the RWM 106, and the process ends.
[0192] In this way, in this slot machine 10, if the notification flag is not set and the left stop button 42 is not operated initially, the penalty flag is set and the value of the penalty game number counter is incremented by 2.
[0193] If the penalty flag is set, in the game number management process (see FIG. 31), an affirmative decision is made in step S704, and a penalty game number subtraction process shown in steps S705 to S707 is performed instead of a waiting game number subtraction process. In the penalty game number subtraction process, the value of the penalty game number counter is subtracted by 1 in step S705, and it is determined in step S706 whether or not the value of the penalty game number counter is 0. If the value of the penalty game number counter is not 0, this process is terminated as it is, and if it is 0, the penalty flag is cleared in step S707 and then this process is terminated. Then, in the lottery result response process (see FIG. 32), if the penalty flag is set, an affirmative decision is made in step S802, and the lottery result response process is terminated as it is. In other words, if the penalty flag is set, the notification lottery process is not performed even if a specific combination is won.
[0194] In other words, if the center stop button 43 or the right stop button 44 is operated first when the notification flag is not set, the value of the waiting game number counter is not subtracted after the game ends. Also, in the next game, even if a specific combination is won, the notification lottery process is not performed and the value of the waiting game number counter is not subtracted. Therefore, if the center stop button 43 or the right stop button 44 is operated first when the notification flag is not set, a disadvantageous situation occurs for the player.
[0195] Next, the flow of the game of the slot machine 10 will be explained. In the slot machine 10, the probability of winning the first BB is very low, about 1 in 16400, and the probability of winning the second BB is very low, about 1 in 2050, so the game is mainly played without winning the BB. Therefore, to make it easier to understand, the flow of the game after the BB state ends will be explained.
[0196] When the BB state ends, the main control device 101 transitions the gaming state from the BB state to the normal gaming state. At this time, the main control device 101 performs a waiting game number lottery process and sets the waiting game number counter to any value between 1 and 1280. A notification flag for notifying the operation order of the stop buttons 42 to 44 is set when the waiting game number becomes 0. In other words, if the waiting game number is not 0, the operation order of the stop buttons 42 to 44 is not notified.
[0197] When the operation sequence of the stop buttons 42 to 44 is not notified, the probability of transition from one game state to another game state is set low, making it very difficult to transition from the normal game state to the fifth RT state.
[0198] For this reason, the player must play each game so that the number of waiting games becomes 0. The number of waiting games is decremented by 1 when the left stop button 42 is operated first and a game is played in a situation where the penalty flag is not set. Also, when a specific combination is won and the notification lottery is won in a situation where the penalty flag is not set, the number of waiting games is set to 0. The penalty flag is set when the middle stop button 43 or the right stop button 44 is operated first and the notification flag is not set. In other words, in order to set the number of waiting games to 0, the left stop button 42 must be operated first in each game.
[0199] When the number of waiting games becomes 0, a notification flag is set. Then, when the bell or fall re-play is won in the first RT state to the fourth RT state, the display control device 81 notifies the operation sequence of the stop buttons 42 to 44. By operating the stop buttons 42 to 44 in the notified operation sequence, the player can achieve the bell winning or the second re-play winning to the fifth re-play winning (hereinafter also referred to as the "promotion re-play winning") without operating the stop buttons 42 to 44 aiming at the symbol. In addition, by achieving the bell winning or the promotion re-play winning, it is possible to avoid the fall re-play winning or the transition result stopping on the pay line, and it is possible to relatively quickly transition the game state to the fifth RT state.
[0200] When the operation sequence of the stop buttons 42 to 44 is notified, the probability of transition from one game state to another game state is set high, making it easier to transition from the normal game state to the fifth RT state compared to when the operation sequence is not notified.
[0201] When the game state transitions to the fifth RT state, a notification count lottery process is performed, and the notification count counter is set to one of the values 16, 33, 50, and 75. When a bell win or a special bell win is achieved, the value of the notification count counter is decremented by 1, and when the value of the notification count counter becomes 0, the notification flag is cleared. In other words, in the fifth RT state, when the operation sequence of the stop buttons 42 to 44 for achieving a bell win has been notified the number of times, the operation sequence of the stop buttons 42 to 44 is no longer notified.
[0202] The expected value of medal payout per game in the fifth RT state is about 4.80 medals when the stop buttons 42 to 44 are operated in the notified operation sequence. Since three medals need to be bet to play one game, it is expected that about 1.80 medals will be increased per game in the fifth RT state. Incidentally, when the number of times of notification is set to 16, it is expected that about 100 medals will be increased before the notification flag is cleared, when the number of times of notification is set to 33, it is expected that about 200 medals will be increased before the notification flag is cleared, when the number of times of notification is set to 50, it is expected that about 300 medals will be increased before the notification flag is cleared, and when the number of times of notification is set to 75, it is expected that about 450 medals will be increased before the notification flag is cleared.
[0203] When the value of the notification count counter becomes 0 in the fifth RT state, it is determined whether the value of the accumulation counter is 0 or not. If the value of the accumulation counter is not 0, the notification flag is set again, and the notification count lottery process is performed, and the notification count counter is set again to one of the values 16, 33, 50, or 75. When a player wins the notification lottery in the fifth RT state when a specific combination is won, a predetermined number is added to the accumulation counter value depending on the type of specific combination. From this perspective, it can be said that the fifth RT state is more advantageous for the player than the normal game state.
[0204] When the value of the accumulation counter is 0, a waiting game number lottery process is performed, and the waiting game number counter is set to any value from 1 to 1280. As a result, the operation order of the stop buttons 42 to 44 is not notified again until the number of waiting games becomes 0. The expected value of medal payout per game in the 5th RT state is about 3.07 medals when the operation order of the stop buttons 42 to 44 is not notified. Since it is necessary to bet three medals to play one game, it is expected that the medals per game will increase by about 0.07 medals in the 5th RT state. Therefore, even in a situation where the operation order of the stop buttons 42 to 44 is not notified, the 5th RT state is more advantageous to the player than the normal game state. However, in such a situation, there is a probability of about 1 in 5.20 that the transition result stops on the winning line and the state transitions to the 1st RT state, and there is a probability of about 1 in 3.28 that the fall replay winning is established and the state transitions to the normal game state. Therefore, if the transition result stops on a winning line or a fall replay win occurs before the number of waiting games reaches 0, the situation favorable to the player will end.
[0205] As described above, when the operation sequence of the stop buttons 42 to 44 is notified, the player is in an advantageous situation, but even when the operation sequence of the stop buttons 42 to 44 is notified, the player may be in an unfavorable situation. Specifically, when the stop buttons 42 to 44 are operated in a different order from the notified operation sequence, in a game in which a bell is won, a special bell or a transitional number may stop on an active line instead of a bell depending on the operation sequence and operation timing of the stop buttons 42 to 44, and in a game in which a fall replay is won, a fall replay winning may be achieved instead of the second replay winning to the sixth replay winning depending on the operation sequence of the stop buttons 42 to 44. As already explained, when the transitional number stops, the game state transitions to the first RT state, and when a fall replay winning is achieved, the game state transitions to the normal game state. In other words, the game state in which the player was staying transitions to a less favorable game state, resulting in a disadvantageous situation for the player.
[0206] In particular, even if the auxiliary display unit 65 notifies the player of the operation order of the stop buttons 42 to 44 and the player operates them accordingly, each of the reels 32L, 32M, and 32R may not stop. This is because, even if the stop buttons 42 to 44 are operated while each of the reels 32L, 32M, and 32R is spinning, a period during which the operation is valid and a period during which the operation is invalid are set. Here, the relationship between these periods will be described with reference to FIG. 39. FIG. 39 is a diagram for explaining the relationship between the spinning speed of each of the reels 32L, 32M, and 32R and the valid and invalid periods of the stop buttons 42 to 44.
[0207] As shown in FIG. 39, the reels 32L, 32M, and 32R start to rotate at the timing of t0, and then the rotation speed increases during the acceleration period. After the rotation speed reaches a predetermined speed at the timing of t1, the reels 32L, 32M, and 32R continue to rotate at that speed. Here, the operation of the stop buttons 42 to 44 becomes valid at the timing of t2, which is set after the timing of t1. That is, the operation of the stop buttons 42 to 44 is invalid until the timing of t2, and the period from t0 to t2 is set as the invalid period for the operation of the stop buttons 42 to 44. In addition, in this slot machine 10, the period from the start of rotation of the reels 32L, 32M, and 32R until the operation of the stop buttons 42 to 44 becomes valid is basically set to 1 sec. Also, as already explained, when informing the operation order of the stop buttons 42 to 44, the push order notification effect is executed on the auxiliary display unit 65 at the same time as the rotation of each reel 32L, 32M, 32R begins at timing t0, or before that if it is during the wait period.
[0208] Since the operation of the stop buttons 42 to 44 is invalid before the timing of t2, the corresponding reel does not stop even if the stop buttons 42 to 44 are operated before the timing of t2, and the corresponding reel stops if the stop buttons 42 to 44 are operated after the timing of t2. Also, as already explained, when the slip control is set, the reel is controlled to stop with a slip. During this reel slip control, the operation of the stop buttons 42 to 44 is invalid. Therefore, it can be said that the operation of the stop buttons 42 to 44 is invalid during the period from when any of the stop buttons 42 to 44 is operated at the timing of t3 to when the corresponding reel finally stops with a slip at the timing of t4. In addition, in this slot machine 10, when the 4-symbol slip control, which is the maximum number of slip symbols set, is performed, the period from when the stop buttons 42 to 44 are operated to when the corresponding reel finally stops (the period from the timing of t3 to the timing of t4 when the maximum number slip control is performed) is set to be 0.1 sec. Furthermore, prior to timing t0, i.e., before the reels start to spin, operation of the stop buttons 42 to 44 is invalid, and after timing t4, i.e., after the reels have finally stopped, operation of the stop button corresponding to the reel that has finally stopped is invalid.
[0209] Due to the existence of invalid and valid periods for these stop buttons 42-44, even if the player operates the stop buttons 42-44 according to the notified operation sequence, if the player operates multiple stop buttons 42-44 over these invalid and valid periods, an event occurs in which one reel does not stop but the other reels stop. This results in a so-called erroneous operation in which the reels stop in an unintended stopping sequence. This creates a situation that is disadvantageous to the player as described above.
[0210] In particular, in the slot machine 10, as already explained, when a bell is won, the first stop button is operated to determine whether the bell win or the special bell win will be obtained, and when a fall replay is won, the order of operation of the stop buttons 42 to 44 is used to determine whether the fall replay win or another replay win will be obtained. In other words, the push order notification performance is configured to be executed simultaneously with or before the start of rotation of the reels 32L, 32M, and 32R, and even when the order of operation resulting in a bell win or a replay win other than a fall replay is notified, if the stop button that should be operated first is operated at the timing from t0 to t2 shown in FIG. 39 and then the stop button that should be operated second or later is operated after the timing of t2, the fall replay win or transition result may stop. Therefore, if the stop buttons 42-44 are operated during the period from when the reels 32L, 32M, and 32R start to spin until the operation of the stop buttons 42-44 becomes effective (the period from timing t0 to timing t2), there is a high possibility that this will be an erroneous operation.
[0211] On the other hand, the period during which the reel slip control is performed based on the operation of the stop buttons 42 to 44 is 0.1 sec, which is set shorter than the period from when the rotation of each of the reels 32L, 32M, and 32R starts until the operation of the stop buttons 42 to 44 becomes effective. In particular, this period during slip control is shorter than the period (about 0.2 sec) assumed to be required from when a player operates one stop button until he operates another stop button, and the possibility of an erroneous operation occurring due to the operation of a stop button corresponding to another reel during the slip control is relatively low compared to the period from when the rotation of the reels starts until the operation of the stop button becomes effective. In addition, some players may operate the same stop button several times in succession in order to stop the reel reliably. In this case, even if the stop button is operated during the period during which the operation is effective, there is a high possibility that the same stop button will be operated intentionally again during the subsequent slip control.
[0212] In this slot machine 10, when the stop buttons 42-44 are operated during the period from when the reels 32L, 32M, and 32R start spinning until the operation of the stop buttons 42-44 becomes effective, there is a high possibility of an erroneous operation occurring, so that in order to suppress such an erroneous operation, a distinctive process is set in the spin start process (step S401) in the reel control process (FIG. 15) performed by the main control device 101. The spin start process will be described with reference to the flowchart of FIG.
[0213] First, in step S1301, it is confirmed whether a predetermined wait time (for example, 4.1 sec) has elapsed since the reels started spinning in the previous game, and the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game in step S1302. Then, in step S1303, the number of medals bet is set. The set number of medals bet is output to the external centralized terminal board 121 in counter processing (step S109) of the timer interrupt processing. In the following step S1304, rotation start information is set in the motor control storage area provided in the RWM 106. By carrying out this processing, acceleration processing of the stepping motors 42c to 44c is started in stepping motor control processing (step S106) of the timer interrupt processing, and each of the reels 32L, 32M, and 32R starts spinning. Therefore, by setting the above-mentioned wait time, even if a player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, 32R may not immediately start spinning.
[0214] In the next step S1305, a process is executed to input a value corresponding to the invalid operation period (for example, "671" corresponding to about 1 sec) to an invalid counter MC provided in the RWM 106. The invalid counter MC is a counter that is decremented by 1 in a timer subtraction process (step S108) every time the timer interrupt process (FIG. 11) is executed once, and is a counter for the CPU 102 to identify that it is an invalid operation period.
[0215] In step S1306, it is determined whether the invalid operation period has elapsed by determining whether the invalid operation counter MC is 0. If the invalid operation period has not elapsed, it is determined in the following step S1307 whether the stop buttons 42 to 44 have been operated, and if they have not been operated, the process returns to step S1306 again.
[0216] On the other hand, if the stop buttons 42-44 are operated before the operation invalid period has elapsed, an affirmative determination is made in step S1307, an operation response process is executed in step S1308, and the process returns to step S1306. In other words, regardless of whether the stop buttons 42-44 are operated or not, the process does not proceed to the reel stop control process of steps S402 to S412 in the reel control process (FIG. 15) until the operation invalid period has elapsed, and the corresponding reels 32L, 32M, and 32R do not stop even if the stop buttons 42-44 are operated. The operation response process will now be described with reference to the flowchart in FIG.
[0217] In the operation response process, first, in step S1401, it is determined whether or not the game is in a normal game state, and if it is in a normal game state, this operation response process is terminated as it is. In step S1402, it is determined whether or not the notification flag is set, and in the following step S1403, it is determined whether or not the bell (only simultaneous win with the special bell) or the fall replay has been won by checking the winning flag. If the determination is negative in step S1402 or step S1403, this operation response process is terminated as it is. In other words, even if the stop buttons 42 to 44 are operated before the operation invalid period has elapsed, the process from step S1404 onwards is performed only for the game in which the game is in a game state other than the normal game state (first RT state to fifth RT state) and the operation order of the stop buttons 42 to 44 is notified on the auxiliary display unit 65.
[0218] In step S1404, it is determined whether or not the extension counter EC provided in the RWM 106 is "2", and if the extension counter EC is "2", this operation response process is terminated. The extension counter EC is a counter for the CPU 102 to specify the number of times the stop buttons 42 to 44 are operated before the operation invalid period has elapsed in a game in which the operation order of the stop buttons 42 to 44 is notified.
[0219] In the next step S1405, the extension counter EC is incremented by "1", and in the next step S1406, the invalid counter MC is incremented by "671". This extends the invalid operation period. In detail, in step S1406, the invalid operation period is extended by about 1 sec.
[0220] In addition, the value added to the void counter MC in step S1406 is not limited to "671" and may be smaller or larger than this. Furthermore, the value added may be set to be longer or shorter than the period from when each of the reels 32L, 32M, and 32R starts to rotate until it reaches a constant speed rotation. However, from the viewpoint of suppressing the occurrence of erroneous operation in which the reels are stopped in an unintended stopping order when the reels are stopped in succession, it is desirable to execute the increment process of the void counter MC so that the period is longer than the interval between the successive operation of one stop button and another stop button by the player, so as to correspond at least to the speed at which the player performs the successive stop operation of each reel.
[0221] In the next step S1407, the extension information command is set as a transmission target for the display control device 81, and this operation response process is terminated. The process of the display control device 81 that has received the extension information command will be described later.
[0222] Returning to the explanation of the rotation start process (Figure 40), if it is determined in step S1306 that the invalid counter MC is "0", in the following step S1309 the extension count counter EC is set to "0", and in the following step S1310 the stop lamps 42b to 44b are turned on and displayed, and then the rotation start process is terminated.
[0223] Therefore, in the present slot machine 10, in a given game, if the stop buttons 42-44 are operated during the period before the operation invalid period has elapsed, the operation invalid period is extended by about 1 second for each operation up to a maximum of two times. This makes it possible to prevent the player from stopping the next reel even though the reel that the player has stopped has not stopped, which would stop the transition result or the fall replay winning.
[0224] The number of times the operation invalid period is extended is not limited to two, and may be one, or three or more. Even in this case, it is possible to prevent the occurrence of the above-mentioned erroneous operation.
[0225] In addition, in step S1406 in the operation response process (FIG. 41), a process of adding a predetermined value to the invalid counter MC is executed, but the present invention is not limited to this, and a predetermined value may be updated. Specifically, for example, by updating the invalid counter MC again to "671" which corresponds to the length of the operation invalid period before the update, at least the period from the start of rotation to the operation of the stop buttons 42 to 44 is added to the operation invalid period. In this case, the length of the operation invalid period after the extension is shorter than the process of adding a predetermined value to the invalid counter MC, and the occurrence of erroneous operations can be suppressed while smoothly progressing the game.
[0226] Next, the processing of the display control device 81 that has received the above-mentioned extension information command will be described with reference to Fig. 42. Fig. 42(a) is a flow chart showing the extension information command processing, and Fig. 42(b) and Fig. 42(c) are explanatory diagrams for explaining the presentation in the auxiliary display unit 65.
[0227] 42(a), first, in step S1501, it is determined whether the currently received extension information command is the first one received in the current game, and if it is the first one, a first special notification is set in step S1502, and if it is not the first one, a second special notification is set in step S1503. In steps S1502 and S1503, the special notification video data group 85b from the RT state video data group 85 stored in the ROM 83 of the display control device 81 is set to the auxiliary display unit 65 to set the corresponding special notification.
[0228] Specifically, when the first special notification is set, as shown in FIG. 42(b-1), the word "wait" is displayed and a sound effect is generated from the speaker 64, and a performance is executed to inform the player that the stop buttons 42-44 have been operated during the operation invalid period. In addition, as the background, a video performance of a device that draws water into a bamboo tube and makes a pleasant sound when the bamboo tube turns over due to the weight of the accumulated water and hits a stone, so-called water supply (or deer scare), is displayed. In the water supply video performance, water gradually accumulates in the bamboo tube, and as 1 sec corresponding to the extended operation invalid period passes, the bamboo tube tilts and the water spills, as shown in FIG. 42(b-2), and the bamboo tube hits a stone and makes a sound, informing the player that the extended operation invalid period has passed. Furthermore, by displaying an emotional landscape video of water supply, it is expected to have an effect of calming the player's excitement.
[0229] Furthermore, when the second special notification is set, as shown in FIG. 42(c-1), the words "Wait! Wait!" are displayed and a sound effect is emitted from the speaker 64, further informing the player that the operation invalid period has been extended. Also, a video of the sunrise on Mt. Fuji is displayed as the background. In the video of the sunrise on Mt. Fuji, the sky gradually brightens, and after 1 sec, which corresponds to the extended operation invalid period, the sun appears from the top of Mt. Fuji as shown in FIG. 42(c-2), informing the player that the extended operation invalid period has elapsed. Furthermore, by displaying the emotional landscape video of the sunrise on Mt. Fuji, it is expected that the player's excitement will be calmed. Also, since the reels 32L, 32M, and 32R can be stopped with the sunrise, the player can resume playing with a renewed feeling.
[0230] Here, as shown in FIG. 42(b) and FIG. 42(c), the push order notification effect (indicating that the reels should be stopped in the order of the center reel 32M, the right reel 32R, and the left reel 32L) that notifies the operation order of the stop buttons 42 to 44 is displayed in a manner that can be seen even when each special notification is set. Specifically, although it is displayed smaller than when each special notification is set, it is displayed in front of the background video effect in each special notification, so that the player can recognize the operation order of the stop buttons 42 to 44 even during the operation invalid period. Therefore, the game can be resumed immediately after the operation invalid period has elapsed. In this explanation, the push order notification effect when the fall replay is won is explained as an example, but the push order notification effect when the bell is won is also similar. It goes without saying that the display contents and videos in each special notification are not limited to these.
[0231] As described above, the slot machine 10 is configured to notify the player of the extension of the operation invalid period by the auxiliary display unit 65 and the speaker 64. This allows the player to recognize that he or she has operated the stop buttons 42-44 during the operation invalid period, and is expected to carefully operate the stop buttons 42-44 in the current game and in subsequent games. This makes it possible to prevent the occurrence of situations that are unfavorable to the player.
[0232] Next, the extension of the invalid operation period will be described with reference to FIG.
[0233] Figures 43(a) to 43(d) are timing charts showing the changes in the valid and invalid periods of the stop buttons 42 to 44 based on the operation of the stop buttons 42 to 44, with Figures 43(a-1), (b-1), (c-1), and (d-1) showing the valid and invalid periods for the operation of the stop buttons 42 to 44, and Figures 43(a-2), (b-2), (c-2), and (d-2) showing the operation status of the stop buttons 42 to 44.
[0234] As shown in FIG. 43(a), at the timing t0, the reels 32L, 32M, and 32R start to rotate, and at the timing t2 after the reels 32L, 32M, and 32R reach a constant speed at the timing t1, the operation of the stop buttons 42 to 44 becomes valid after the operation of the stop buttons 42 to 44 has elapsed for a period of Ta (1 sec in this embodiment). In addition, when any of the stop buttons 42 to 44 is operated at the timing t3 during the valid period, the corresponding reel stops at the timing t4 with a slip. As already explained, the period (from t3 to t4) during which the reel rotates with a slip after the operation of the stop button is also the operation invalid period. Furthermore, the operation of all the stop buttons 42 to 44 is invalid before the timing t0, and the operation of the stop button corresponding to the last stopped reel is invalid after the timing t4.
[0235] In a game in which the operation sequence is notified, as shown in FIG. 43(b), when any of the stop buttons 42 to 44 is operated at the timing of t5 during the operation invalid period, the operation invalid period is extended by a period of Tb (1 sec in this embodiment). As a result, the operation invalid period becomes a period of Ta+Tb. In addition, a first special notification is executed by the auxiliary display unit 65 and the speaker 64. When the extended operation invalid period has elapsed at the timing of t6, the operation of the stop button becomes valid, and it becomes possible to stop the corresponding reel based on the operation.
[0236] As shown in FIG. 43(c), in a situation where any of the stop buttons 42 to 44 is operated at the timing of t5, if any of the stop buttons 42 to 44 is further operated at the timing of t7 during the operation invalid period, the extended operation invalid period is further extended by a period of Tc (1 sec in this embodiment). As a result, the operation invalid period becomes a period of Ta+Tb+Tc. In addition, a second special notification is executed by the auxiliary display unit 65 and the speaker 64. When the extended operation invalid period has elapsed at the timing of t8, the operation of the stop buttons 42 to 44 becomes valid, and it becomes possible to stop the corresponding reel based on the operation.
[0237] On the other hand, the operation invalid period can only be extended twice. As shown in FIG. 43(d), even if any of the stop buttons 42-44 is operated for the third time at timing t9 during the operation invalid period, the operation invalid period is not extended, and as in FIG. 43(c), operation of the stop buttons 42-44 becomes valid at timing t8, making it possible to stop the corresponding reel based on the operation.
[0238] In the present slot machine 10, while suppressing the occurrence of a situation where the operation is not performed according to the notified operation sequence, the stop buttons 42 to 44 can be operated in any operation sequence after the operation invalid period has elapsed. In other words, even if the operation invalid period is extended, the stop buttons 42 to 44 can be operated in an operation sequence different from the notified operation sequence after the operation invalid period has elapsed.
[0239] As a configuration for suppressing the operation of the stop buttons 42-44 in an operation sequence other than the notified operation sequence, a configuration that allows the operation of the stop buttons 42-44 only in the notified operation sequence is also conceivable. However, the reason why the stop buttons 42-44 are allowed to be operated in an operation sequence other than the notified operation sequence as in this configuration is as follows. That is, in the slot machine 10 in which the player operates the start lever 41 to start a game and the player operates the stop buttons 42-44 to end the game, it is meaningful that the player starts and ends the game by his / her own operation, and the operation method for starting and ending the game should be allowed to be performed as the player likes. That is, even if the operation sequence that will give the highest profit at the end of the game is notified, the player is free to not follow the notification, and it is considered that there should be room left for the player to perform an operation that does not follow the notification when, for example, the player intentionally wants to shift the fifth RT state to another game state. In this regard, if a configuration were to allow the game to be ended only through the notified operation sequence, not only would it be impossible to intentionally perform operations different from those notified, but it would also eliminate the thrill of the slot machine 10, which is that the progress of the game is controlled by the player's operations. Therefore, in the light of the above, it is considered that the use of such a configuration is inappropriate.
[0240] Also, if the wait time (4.1 sec) has not elapsed since the start of the previous game, the system goes into standby in step S1301. In detail, if the credit insertion buttons 56-58 and the start lever 41 are operated in the current game within the wait time after the start of rotation of the reels 32L, 32M, and 32R in the previous game, the system goes into standby in step S1301. If a player wishes to play each game quickly, it is assumed that each game will be played consecutively with a so-called full wait so that a situation of waiting in step S1301 occurs in each game.
[0241] As described above, in the slot machine 10, when the stop buttons 42-44 are operated during the operation invalid period, the operation invalid period is extended, and the operation invalid period is set so as not to interfere with the full wait. Specifically, the operation invalid period from the start of the rotation of the reels 32L, 32M, and 32R is extended to 3 seconds at the maximum. In addition, the period required for the stop control of the reels 32L, 32M, and 32R and the payout of medals thereafter is set to be within 1 second in total. Therefore, if the player quickly operates the stop buttons 42-44, the credit insertion buttons 56-58 for the next game, and the start lever 41, the operation invalid period will be within the wait time of 4.1 seconds even if it is extended to the maximum, and the above-mentioned full wait can be completed. In particular, the erroneous operation of the stop buttons 42-44 is likely to occur in a situation where the player tries to play each game quickly because, for example, the closing time of the game hall is approaching. In other words, if the configuration is such that full wait consumption cannot be executed when the operation invalid period is extended, the configuration for suppressing the occurrence of erroneous operations may become a configuration that hinders smooth completion of the game. In contrast, the slot machine 10 is configured as described above to suppress the occurrence of erroneous operations while not hindering smooth progress of the game.
[0242] According to the present embodiment described above in detail, the following excellent effects are obtained.
[0243] In the slot machine 10, in which the rotation of each of the reels 32L, 32M, and 32R starts based on the player's operation of the start lever 41, and the rotation of each of the reels 32L, 32M, and 32R stops based on the player's operation of the stop buttons 42-44 at a timing after the operation invalid period has elapsed, the operation invalid period is extended as an operation response process when the stop buttons 42-44 are operated before the operation invalid period has elapsed. This makes it possible to prevent the occurrence of erroneous operations in which the reels 32L, 32M, and 32R stop in an unintended stopping order or timing due to the player operating the stop buttons 42-44 multiple times before and after the operation invalid period has elapsed.
[0244] Along with the extension of the operation invalid period, the auxiliary display unit 65 and the speaker 64 are configured to notify the fact that the operation invalid period has been extended. This allows the player to recognize that he or she has operated the stop buttons 42 to 44 during the operation invalid period, and is expected to carefully check the operation sequence before performing operations in the current game and subsequent games.
[0245] The operation invalid period can be extended up to two times. This makes it possible to prevent the operation invalid period from being extended indefinitely when the stop buttons 42 to 44 are operated consecutively during the operation invalid period.
[0246] Even if the winning combination is the same, the game result will be different depending on the operation order of the stop buttons 42 to 44. Specifically, when a bell is won, depending on the operation order, a bell win may be established or a transition result may stop on an active line. When a bell win is established, nine medals are paid out, while when a transition result stops, the game state may change. Also, when a fall replay win is won, depending on the operation order, a fall replay may be established or another replay may be established. When a fall replay win is established, the game state changes, while when another replay is established, the game state does not change. By applying the above-mentioned configuration for suppressing the occurrence of erroneous operation to a gaming machine in which the game result may change depending on the operation order of the stop buttons 42 to 44, the game of the gaming machine can be improved.
[0247] As the different game results, one of them may be advantageous to the player, and the other may be disadvantageous to the player. Specifically, a plurality of game states with different degrees of advantage to the player are set, and as the different game results, when a bell is won, nine medals can be obtained if the bell is won, while when the transition result stops on an effective line, the game state transitions to a first RT state, which is a game state that is disadvantageous to the current game state (if the game state is in the first RT state, the game state does not transition). In addition, when a fall replay is won, if a fall replay is established, a privilege is obtained in which the next game can be played for free, but the game state transitions to a normal game state, which is a game state that is disadvantageous to the current game state, and if another replay is established, a privilege is obtained in which the next game can be played for free, and the game state does not transition. By applying the configuration for suppressing the occurrence of the above-mentioned erroneous operation to a gaming machine in which either an advantageous or an unfavorable situation occurs depending on the operation order of the stop buttons 42 to 44, the game on the gaming machine can be made more enjoyable.
[0248] The operation response process is configured to be performed when the stop buttons 42-44 are operated during a predetermined period of time after each of the reels 32L, 32M, and 32R starts spinning. Specifically, after the predetermined period of time has elapsed, the operation of the stop buttons becomes invalid during the slip control based on the operation of the stop buttons 42-44 (hereinafter, this is also called the slip period to distinguish it from the operation invalid period from the start of the rotation of each of the reels 32L, 32M, and 32R until the predetermined period of time has elapsed). However, even if the stop button is operated during this slip period, the operation invalid period is not extended as described above. This is for the following reason. That is, the period from the start of the rotation of each of the reels 32L, 32M, and 32R until the predetermined period of time has elapsed is 1 sec, while the slip period is as short as 0.1 sec, and the possibility of an erroneous operation occurring due to the operation of the stop button corresponding to another reel during the slip control is relatively low compared to the period from the start of the rotation of the reels to the period when the operation of the stop button becomes valid. In addition, some players may operate the same stop button multiple times in succession to ensure that the reels stop. In this case, even if the stop button is operated during a period in which the operation is valid, there is a high possibility that the same stop button will be operated intentionally again during the subsequent slip control. In other words, the reason why the operation response process is not executed during the slip period is because the operation response process should not be executed during the slip period from the viewpoint of both the short period being unlikely to cause an erroneous operation and the high possibility of intentionally operating the stop button.
[0249] The operation response process is configured to extend the operation invalid period for all of the stop buttons 42 to 44. This makes it possible to reduce the processing load compared to a configuration in which the operation invalid period for each of the stop buttons 42 to 44 is extended individually.
[0250] In particular, if the configuration is such that only the operation invalid period of the stop button operated during the operation invalid period is extended, the operation invalid period of the other stop buttons will elapse before the operation invalid period of the stop button whose operation invalid period has been extended, and this configuration is not effective from the viewpoint of suppressing the occurrence of erroneous operation caused by the operation of multiple stop buttons before and after the operation invalid period has elapsed. On the other hand, if the configuration is such that the operation invalid period of the stop button other than the one operated during the operation invalid period is extended, the occurrence of the above-mentioned erroneous operation can be suppressed, but there is a concern that the processing load will increase due to the management of the validity and invalidity of the operation of each of the stop buttons 42 to 44 being individually monitored. Therefore, by adopting a configuration in which the operation invalid period of all the stop buttons 42 to 44 is extended as in this embodiment, the occurrence of erroneous operation can be suppressed while reducing the processing load.
[0251] In a game in which a combination resulting in different game results depending on the above-mentioned stop order is won, the operation order of the stop buttons 42 to 44 is notified, and the games in which the above-mentioned operation invalid period can be extended are limited. In games other than the game in which the above-mentioned combination is won, the operation invalid period is not extended, making it possible to smoothly progress in the game, and in the game in which the above-mentioned combination is won, it becomes possible to enhance the significance of advising the player to be careful.
[0252] As described above, the stop buttons 42 to 44 can be operated in the order that the player intends while preventing erroneous operation by the player. Specifically, not only when the operation invalid period is not extended, but also when the operation invalid period is extended, the player can stop the reels 32L, 32M, and 32R in the order of his / her choice after the period has elapsed. Therefore, the player can intentionally stop the reels 32L, 32M, and 32R in an order different from the operation order notified to him / her, which prevents the player from losing the thrill of playing the slot machine 10 by operating the reels himself / herself.
[0253] <Second embodiment> In the above-described first embodiment, when the stop buttons 42 to 44 are operated during the operation invalid period, the operation invalid period is extended as an operation response process. However, in the present embodiment, the operation response process is configured to execute a process for invalidating a predetermined number of operations after the operation invalid period has elapsed.
[0254] The following describes the configuration that differs from the first embodiment. Note that the rest of the configuration is the same as the first embodiment. Figure 44 is a flowchart showing the reel control process in this embodiment.
[0255] In the reel control process in this embodiment, as in the first embodiment, first, the spin start process is executed in step S1601. However, the spin start process in this embodiment has a different processing configuration from that in the first embodiment. The different configuration will be described below with reference to Fig. 45. Fig. 45 is a flowchart showing the spin start process in this embodiment.
[0256] In the spin start process in this embodiment, the processes of steps S1701 to S1705 are executed in the same manner as the processes of steps S1301 to S1305 in the first embodiment. In step S1706, whether or not a predetermined period (operation invalid period) has elapsed since the start of the spinning of each of the reels 32L, 32M, and 32R is determined by whether or not the value of the invalid counter MC is "0" in the same manner as the first embodiment. If the predetermined period has not elapsed in step S1706, it is determined in step S1707 whether or not the stop buttons 42 to 44 have been operated. If no operation has been performed, the process returns to step S1706. If any of the stop buttons 42 to 44 has been operated, the process executes an operation response process in step S1708. After executing the operation response process, the process returns to step S1706 in the same manner as the first embodiment. If the invalid counter MC is "0" in step S1706, the spin start process ends.
[0257] Here, the operation response process in this embodiment will be described with reference to the flowchart in FIG.
[0258] In the operation response processing in this embodiment, the processing of steps S1801 to S1803 is executed similarly to the processing of steps S1401 to S1403 in the first embodiment. In step S1804, it is determined whether or not the stop limit counter SC provided in the RWM 106 is "0". The stop limit counter SC is a counter for the CPU 102 to specify the number of times the stop buttons 42 to 44 are operated after the operation invalid period has elapsed when any of the stop buttons 42 to 44 is operated during the operation invalid period in a game in which the operation order of the stop buttons 42 to 44 is notified. If the stop limit counter SC is "0" in step S1804, the process proceeds to step S1805, and "2" is input to the stop limit counter SC. On the other hand, if the stop limit counter SC is not "0" in step S1804, that is, if the processing of step S1805 has already been executed in the current game, the operation response processing is terminated as it is.
[0259] After executing the process of step S1805, in step S1806, the stop restriction command is set as a transmission target to the display control device 81, and this operation response process is terminated. The display control device 81 that has received the stop restriction command issues a notification on the auxiliary display unit 65 and the speaker 64 informing the user that the stop buttons 42 to 44 have been operated during the operation invalid period of the stop buttons 42 to 44, and of the value of the stop restriction counter SC. In this case, the auxiliary display unit 65 simultaneously issues a push order notification effect notifying the operation order of the stop buttons 42 to 44 in a manner that can be recognized, similar to the first special notification effect and the second special notification effect in the first embodiment.
[0260] Returning to the description of the reel control process (FIG. 44), after executing the spin start process in step S1601, it is determined in step S1602 whether any of the credit insertion buttons 56-58 has been operated. If none of the credit insertion buttons 56-58 has been operated, it is determined in steps S1603 and S1604 whether the stop buttons 42-44 have been operated and a stop command has been issued, similar to the processes in steps S402 and S403 in the first embodiment. In the following step S1605, it is determined whether the stop limit counter SC is "0". If the determination in step S1602 is affirmative, or if the determination in step S1605 is negative, the process proceeds to step S1606. In step S1606, a process of subtracting "1" from the stop limit counter SC is executed, and in the following step S1607, an SC subtraction command is set as a transmission target to the display control device 81, and then the process returns to step S1602. The display control device 81 that has received the SC subtraction command executes the process of changing the value of the stop limit counter SC displayed on the auxiliary display unit 65 to a value obtained by subtracting "1" from the value. This allows the player to recognize that the value of the stop limit counter SC has been subtracted.
[0261] On the other hand, if it is determined in step S1605 that the stop limit counter SC is "0", the process proceeds to step S1608, where the stop lamps 42b to 44b are turned on, and in the following step S1609, a stop command response process is executed as in the first embodiment described above, and processes relating to reel stopping and processes based on winning combinations in steps S1610 to S1619 are executed, and this reel control process is terminated.
[0262] In other words, in this embodiment, in a game in which the operation sequence is notified, if the stop buttons 42-44 are operated during the operation invalid period, a "2" is input into the stop restriction counter SC, and even if the stop buttons 42-44 are operated after the operation invalid period has elapsed, the corresponding reel will not be stopped for up to two operations, and a process is executed to stop the corresponding reel when the stop button 42-44 is operated a third time.
[0263] Further, the stop limit counter SC is configured to be decremented not only by the operation of the stop buttons 42 to 44 after the operation invalid period has elapsed, but also by the operation of any of the credit insertion buttons 56 to 58.
[0264] Here, the operation of the stop buttons 42 to 44 and the stop control of each of the reels 32L, 32M, and 32R resulting from the execution of the operation response process will be described with reference to FIG.
[0265] Figures 47(a) to 47(c) are timing charts showing the operation of each reel 32L, 32M, and 32R based on the operation of stop buttons 42 to 44, with Figures 47(a-1), (b-1), and (c-1) showing the rotation and stopping status of each reel 32L, 32M, and 32R, and Figures 47(a-2), (b-2), and (c-2) showing the operation status of stop buttons 42 to 44.
[0266] As shown in Figure 47(a), at time t0, the reels 32L, 32M, and 32R start to spin, and at time t1, when the operation invalid period has elapsed at time t2, after the reels have reached constant speed rotation, operation of the stop buttons 42-44 becomes valid. When any of the stop buttons 42-44 is operated at time t3 during the valid period, the corresponding reel slips and stops at time t4.
[0267] In a game in which the operation sequence is notified, as shown in FIG. 47(b), when any of the stop buttons 42 to 44 are operated at the timing of t5 during the operation invalid period, the operation response process inputs "2" to the stop limit counter SC. In addition, a special notification is executed by the speaker 64 and the auxiliary display unit 65, and the value of the stop limit counter SC is displayed on the auxiliary display unit 65. After that, even if any of the stop buttons 42 to 44 are operated at the timing of t6 and t7 during the valid period, the value of the stop limit counter SC is only decremented by "1" and the corresponding reel is not stopped. However, the display of the value of the stop limit counter SC on the auxiliary display unit 65 is decremented by "1". In a situation where the stop limit counter SC becomes "0" by the operation of the stop buttons 42 to 44 at the timing of t6 and t7, when any of the stop buttons 42 to 44 is operated at the timing of t3, the corresponding reel stops at the timing of t4 with a slip, as in FIG. 47(a).
[0268] Also, as shown in Fig. 47(c), even if any of the stop buttons 42-44 are operated multiple times at the timings of t5 and t8 during the operation invalid period, the operation response process does not input a predetermined value ("2" in this embodiment) again to the stop limit counter SC. Therefore, as in Fig. 47(b), when any of the stop buttons 42-44 is operated at the timing of t3, which is the third operation after the valid period has started, the corresponding reel will slip and stop at the timing of t4.
[0269] Furthermore, although not shown in the figure, the decrement process of the stop limit counter SC is also performed by operating any of the credit insertion buttons 56-58 while suppressing the erroneous operation caused by the operation of the stop buttons 42-44 over the operation invalid period as described above. In other words, the operation performed by the player to resume the game after recognizing the above-mentioned erroneous operation by himself / herself is required to set the value of the stop limit counter SC to "0". In this case, even if the stop limit counter SC has already reached "0", there is a concern that the reels may stop at an unintended timing by further operating the stop buttons 42-44, which is a so-called secondary erroneous operation. This configuration is a device to suppress the occurrence of such secondary erroneous operation. In other words, when the operation of the stop buttons 42-44 becomes invalid after the operation invalid period has elapsed, the player can resume the game by operating any of the credit insertion buttons 56-58.
[0270] According to the present embodiment described above in detail, the following excellent effects are obtained.
[0271] If the stop buttons 42-44 are operated after the start of rotation of the reels 32L, 32M, and 32R and before the operation invalid period has elapsed, the operation of the stop buttons 42-44 is invalidated up to a predetermined number of times (twice in this embodiment) and the stop control of the corresponding reel is not performed, even if the stop buttons 42-44 are operated after the operation invalid period has elapsed. This makes it possible to prevent the occurrence of erroneous operation caused by operating the stop buttons 42-44 multiple times before and after the operation invalid period has elapsed.
[0272] Even if the stop buttons 42-44 are operated after the operation invalid period has elapsed, the number of times the operation is invalidated is set to a predetermined number (2 times) as an upper limit. This is set in accordance with the number of stop buttons 42-44 provided in the slot machine 10. In other words, since there are two stop buttons corresponding to the reel other than the one intended to be stopped first, even if these are operated consecutively, stop control is not performed for each of them, making it possible to suppress the occurrence of erroneous operation for each reel.
[0273] However, from the viewpoint of preventing erroneous operation in which, when two stop buttons are operated over the course of the operation invalid period, the reel operated before the operation invalid period does not stop, but the reel operated after the operation invalid period stops, the number of times that the operation is invalidated after the operation invalid period may be one. Furthermore, from the viewpoint of reliably invalidating the operation of the stop buttons 42 to 44 after the operation invalid period, the number of times that the operation is invalidated after the operation invalid period may be three or more.
[0274] In addition to the configuration in which the stop limit counter SC is decremented by "1" when the stop buttons 42-44 are operated after the operation invalid period has elapsed, the stop limit counter SC is also decremented when other switches (credit insertion buttons 56-57 in this embodiment) are operated. This makes it possible to suppress erroneous operations in which the reels stop at unintended timing or order due to the operation of the stop buttons 42-44 only for decrementing the stop limit counter SC. That is, when "2" is input to the stop limit counter SC, the operation after the player recognizes this is required to decrement the stop limit counter SC. Without this configuration, there is a possibility that the player will operate the stop button corresponding to the reel that is not intended to be stopped first, or operate the stop button at a timing other than the one intended to stop, without noticing that the value of the stop limit counter SC has become "0". On the other hand, by configuring the present configuration so that the value of the stop limit counter SC is decremented by operating an operation part (credit insertion buttons 56-58) other than the operation part for stopping the reels (stop buttons 42-44), it is possible to prevent the occurrence of such secondary erroneous operation.
[0275] <Third embodiment> In the first and second embodiments described above, an operation response process is executed when the stop buttons 42 to 44 are operated during the operation invalid period. However, in the present embodiment, each reel 32L, 32M, 32R is controlled so that the timing of the elapse of the operation invalid period for each reel 32L, 32M, 32R differs.
[0276] The following describes the configuration that differs from the first and second embodiments. Note that the configuration other than the different configuration is the same as the first and second embodiments. Figure 48 is a flowchart showing normal processing in this embodiment.
[0277] In the normal processing in this embodiment, the processing of steps S1901 to S1909 is executed similarly to steps S201 to S209 in the first and second embodiments. In step S1910, it is determined whether or not the normal gaming state is in effect, and if it is not in the normal gaming state, that is, if it is in the first RT state to the fifth RT state, the process proceeds to step S1911. In step S1911, it is determined whether the notification flag is set, and in the following step S1912, it is determined whether a bell (only when simultaneously won with a special bell) or a fall replay has been won. If the determinations in both steps S1911 and S1912 are affirmative, the process proceeds to step S1913, and a special reel control process is executed.
[0278] Here, the special reel control process in step S1913 will be described with reference to the flowchart in FIG.
[0279] In the special reel control process, similar to the spin start process in the first and second embodiments, the elapse of the wait time is determined in step S2001, the wait time is reset in step S2002, and the number of bets is set in step S2003. In the following step S2004, the spin start order of the reels 32L, 32M, and 32R is determined. Here, the spin start order determination process in step S2004 will be described with reference to the flowchart in FIG.
[0280] In the spin start order determination process, first, in step S2101, it is determined whether or not the game is a game in which a bell is won. If the game is a game in which a bell is won, in step S2102, it is confirmed whether the win flag is "8" to "11". As already explained, when the win flag is "8" to "11", as shown in FIG. 16, when the left reel 32L is stopped first, it is set so that a bell (a combination of "red bell" or "white bell"), not a special bell, stops on an active line. Therefore, when an affirmative determination is made in step S2102, in step S2103, the left reel 32L is set as the first reel to start spinning first, and this spin start order determination process is terminated.
[0281] If a negative determination is made in step S2102, then in step S2104 it is confirmed whether the winning flag is "12" to "15". If the winning flag is "12" to "15", then as shown in FIG. 16, when the center reel 32M is stopped first, a bell (a combination of "red bell" or "white bell"), rather than a special bell, is set to stop on an active line. Therefore, if a positive determination is made in step S2104, then in step S2105 the center reel 32M is set as the first reel to start spinning first, and this spin start order determination process is terminated.
[0282] If the determination in step S2104 is negative, it means that the hit flag is between "16" and "19". When the hit flag is between "16" and "19", as shown in FIG. 16, when the right reel 32R is stopped first, a bell (a combination of "red bell" or "white bell"), not a special bell, is set to stop on the activated line. Therefore, if the determination in step S2104 is negative, the right reel 32R is set as the first reel to start spinning first in step S2106, and this spin start order determination process is terminated.
[0283] If a negative determination is made in step S2101, that is, if the game is a game in which any of the fall replays have been won, in step S2107, it is confirmed whether the winning flag is any of "22", "28", "34", "40", and "50". In a game in which the winning flag is any of "22", "28", "34", "40", and "50", as shown in Figs. 20, 22, 24, 26, and 28, when the right reel 32R, the center reel 32M, and the left reel 32L are stopped in this order, a promotion replay (second replay to fifth replay) or a replay without a transition of the game state (sixth replay) is established instead of a fall replay (first replay). Therefore, if a positive judgment is made in step S2107, in step S2108, the first reel is set as the reel that will start spinning first, the second reel is set as the reel that will start spinning next, and the third reel is set as the reel that will start spinning last, with the right reel 32R set as the first reel, the middle reel 32M set as the second reel, and the left reel 32L set as the third reel, and this spin start order determination process is terminated.
[0284] If a negative determination is made in step S2107, in step S2109, it is confirmed whether the winning flag is any of "23", "29", "35", "41", and "51". In a game in which the winning flag is any of "23", "29", "35", "41", and "51", as shown in Figs. 20, 22, 24, 26, and 28, when the right reel 32R, the left reel 32L, and the center reel 32M are stopped in this order, a promotion re-play (second re-play to fifth re-play) or a re-play without a transition of the game state (sixth re-play) is established instead of a fall re-play (first re-play or tenth re-play). Therefore, if an affirmative judgment is made in step S2109, in step S2110, the right reel 32R is set as the first reel, the left reel 32L is set as the second reel, and the center reel 32M is set as the third reel, and this spin start order determination process is terminated.
[0285] If a negative determination is made in step S2109, in step S2111, it is confirmed whether the winning flag is any of "24", "30", "36", "42" and "52". In a game in which the winning flag is any of "24", "30", "36", "42" and "52", as shown in Figs. 20, 22, 24, 26 and 28, when the center reel 32M, the right reel 32R and the left reel 32L are stopped in this order, a promotion replay (second replay to fifth replay) or a replay without a transition of the game state (sixth replay) is established instead of a fall replay (first replay or eleventh replay). Therefore, if an affirmative judgment is made in step S2111, in step S2112, the center reel 32M is set as the first reel, the right reel 32R is set as the second reel, and the left reel 32L is set as the third reel, and this spin start order determination process is terminated.
[0286] If a negative determination is made in step S2111, in step S2113, it is confirmed whether the winning flag is any of "25", "31", "37", "43", and "53". In a game in which the winning flag is any of "25", "31", "37", "43", and "53", as shown in Figs. 20, 22, 24, 26, and 28, when the center reel 32M, the left reel 32L, and the right reel 32R are stopped in this order, a promotion replay (second replay to fifth replay) or a replay without a transition of the game state (sixth replay) is established instead of a fall replay (first replay or twelfth replay). Therefore, if an affirmative judgment is made in step S2113, in step S2114, the center reel 32M is set as the first reel, the left reel 32L is set as the second reel, and the right reel 32R is set as the third reel, and this spin start order determination process is terminated.
[0287] If a negative determination is made in step S2113, in step S2115, it is confirmed whether the winning flag is any of "26", "32", "38", "44", and "54". In a game in which the winning flag is any of "26", "32", "38", "44", and "54", as shown in Figs. 20, 22, 24, 26, and 28, when the left reel 32L, the right reel 32R, and the center reel 32M are stopped in this order, a promotion re-play (second re-play to fifth re-play) or a re-play without a transition of the game state (sixth re-play) is established instead of a fall re-play (first re-play, tenth re-play, or eleventh re-play). Therefore, if an affirmative judgment is made in step S2115, in step S2116, the left reel 32L is set as the first reel, the right reel 32R is set as the second reel, and the center reel 32M is set as the third reel, and this spin start order determination process is terminated.
[0288] If the result of the negative judgment in step S2115 is negative, it means that the winning flag is any one of "27", "33", "39", "45" and "55". In a game in which the winning flag is any one of "27", "33", "39", "45" and "55", as shown in Fig. 20, Fig. 22, Fig. 24, Fig. 26 and Fig. 28, when the left reel 32L → the center reel 32M → the right reel 32R are stopped in this order, a promotion re-play (second re-play to fifth re-play) or a re-play without a transition of the game state (sixth re-play) is established instead of a fall re-play (first re-play, tenth re-play or twelfth re-play). Therefore, if a negative judgment is made in step S2115, in step S2117, the left reel 32L is set as the first reel, the center reel 32M is set as the second reel, and the right reel 32R is set as the third reel, and the spin start order determination process is terminated.
[0289] Therefore, in the spin start sequence determination process, if a bell is won, the reel that should stop first is set as the first reel, according to the operation sequence that results in a bell win rather than a special bell, and if a fall re-play is won, the spin start sequence of each reel 32L, 32M, 32R is set as the first reel, the second reel, the third reel, according to the operation sequence that results in a promotion re-play win (second re-play win to fifth re-play win) or sixth re-play win rather than a fall re-play.
[0290] Returning to the explanation of the special reel control process (FIG. 49), after the spin start order determination process is executed in step S2004, the process proceeds to step S2005, where the special spin start process is executed. Here, the special spin start process will be explained based on the flowchart in FIG.
[0291] First, in step S2201, the process of starting the rotation of the reel (first reel) that should start rotating first in the rotation start order determined in the above-mentioned rotation start order determination process is executed. In detail, the rotation start information of the stepping motor (any of the stepping motors 42c to 44c) corresponding to the first reel is set in the motor control storage area provided in the RWM 106. By performing this process, the acceleration process of the stepping motor corresponding to the first reel is started in the stepping motor control process (step S106) of the timer interrupt process, and the first reel starts rotating. In the following step S2202, the process of inputting "671" to the first invalid counter MC1 provided in the RWM 106 is executed. The first invalid counter MC1 is a counter for the CPU 102 to specify that it is an operation invalid period in which the stop control of the first reel cannot be performed, and is a counter that is subtracted by "1" in the timer subtraction process (step S108) every time the timer interrupt process is executed once. In addition, the period until the value input to the first invalid counter MC1 in step S2202 becomes "0" is set to be longer than the period required for the first reel to reach constant speed rotation after starting to rotate (1 sec in this embodiment), as in the first and second embodiments described above.
[0292] In the next step S2203, a process of inputting "168" to a first delay counter TC1 provided in the RWM 106 is executed. The first delay counter TC1 is a counter for the CPU 102 to specify that it is the timing to start spinning of the second reel (a reel other than the first reel in the case of a bell) determined in the spin start order determination process (FIG. 50) and is a counter that is decremented by "1" in a timer decrement process (step S108) each time the timer interrupt process is executed once.
[0293] After executing the process of step S2203, in step S2204, it is determined whether the first delay counter TC1 is "0" and waits until it becomes "0." That is, the timer interrupt process is configured to be executed once every 1.49 msec, and it takes about 0.25 sec from inputting "168" into the first delay counter TC1 in step S2203 until a positive determination is made in step S2204.
[0294] After an affirmative determination is made in step S2204, in the following step S2205, it is determined whether or not the game has been won by a bell. If an affirmative determination is made in step S2205, that is, if the game has been won by a bell and only the first reel has been determined in the spin start order determination process (FIG. 50), then in the following step S2206, spin start processing for the remaining reels is executed. In detail, by storing rotation start information for stepping motors corresponding to reels other than the reel that started spinning in step S2201 in the motor control storage area, acceleration processing for stepping motors corresponding to reels other than the first reel is started in the stepping motor control process (step S106) of the timer interrupt process, and the corresponding reel starts spinning.
[0295] In the next step S2207, a process of inputting "671" to the second invalid counter MC2 provided in the RWM 106 is executed. The second invalid counter MC2 is a counter for the CPU 102 to specify that it is an operation invalid period in which the stop control of reels other than the first reel cannot be performed, and is a counter that is subtracted by "1" in the timer subtraction process (step S108) every time the timer interrupt process is executed once. Also, like the first invalid counter MC1, the period until the value input to the second invalid counter MC2 in step S2207 becomes "0" is set to be a period longer than the period required from the start of rotation of reels other than the first reel until those reels reach constant speed rotation (1 sec in this embodiment, like the first reel). After executing the process of step S2207, this special rotation start process is terminated.
[0296] On the other hand, if the result of the negative judgment in step S2205 is that the game is a game in which the fall replay has been won and the spin start order of each of the reels 32L, 32M, and 32R has been determined in the spin start order determination process (FIG. 50), the process proceeds to step S2208. In step S2208, the process of starting the spin of the second reel determined in the spin start order determination process is executed. In detail, the spin start information of the stepping motor (any of the stepping motors 42c to 44c) corresponding to the second reel is set in the motor control storage area provided in the RWM 106. By executing this process, the acceleration process of the stepping motor corresponding to the second reel is started in the stepping motor control process (step S106) of the timer interrupt process, and the second reel starts spinning. In the following step S2209, the process of inputting "671" to the second void counter MC2 provided in the RWM 106 is executed.
[0297] In the next step S2210, a process is executed to input "168" to a second delay counter TC2 provided in the RWM 106. The second delay counter TC2 is a counter for the CPU 102 to specify that it is the timing to start spinning the third reel determined in the spin start order determination process (FIG. 50), and is a counter that is decremented by "1" in a timer decrement process (step S108) each time the timer interrupt process is executed once.
[0298] After executing the process of step S2210, in step S2211, it is determined whether the second delay counter TC2 is "0" and waits until it becomes "0." That is, the timer interrupt process is configured to be executed once every 1.49 msec, and it takes about 0.25 sec from inputting "168" into the second delay counter TC2 in step S2210 until an affirmative determination is made in step S2211.
[0299] In the next step S2212, the process of starting the rotation of the third reel is executed. In detail, by storing the rotation start information of the stepping motor corresponding to the third reel in the motor control storage area, the acceleration process of the stepping motor corresponding to the third reel is started in the stepping motor control process (step S106) of the timer interrupt process, and the third reel starts to rotate.
[0300] In the next step S2213, a process of inputting "671" to a third invalid counter MC3 provided in the RWM 106 is executed. The third invalid counter MC3 is a counter for the CPU 102 to specify that it is an operation invalid period in which the third reel cannot be stopped, and is a counter that is subtracted by "1" in a timer subtraction process (step S108) each time the timer interrupt process is executed once. Similarly to the first invalid counter MC1 and the second invalid counter MC2, the period until the value input to the third invalid counter MC3 in step S2213 becomes "0" is set to be longer than the period required from the start of rotation of the third reel to the constant speed rotation (1 sec in this embodiment, similar to the first and second reels). After executing the process of step S2213, this special rotation start process is terminated.
[0301] Therefore, when the bell is won, the time difference between the start of rotation of the first reel and the other reels is about 0.25 seconds, and when the fall replay is won, the time difference between the start of rotation of the first reel and the second reel and the second reel and the third reel is about 0.25 seconds, respectively, so that the player can distinguish that the rotation of each of the reels 32L, 32M, and 32R has started separately, and can recognize that the operation sequence of the stop buttons 42 to 44 in the current game is notified from the rotation state of the reels. Furthermore, the operation sequence can also be recognized from the rotation sequence of each of the reels 32L, 32M, and 32R.
[0302] Returning to the explanation of the special reel control process (FIG. 49), after the special spin start process is executed in step S2005, the special stop validation process is executed in step S2006. Here, the special stop validation process will be explained based on the flowchart in FIG.
[0303] First, in step S2301, it is determined whether the first reel is spinning. If it is spinning, the process proceeds to step S2302, where it is determined whether the first void counter MC1 is "0", and if the first void counter MC1 is not "0", the special stop enabling process is terminated. If the first void counter MC1 is "0", in the next step S2303, a first reel stop enabling flag is set in a reel stop enabling flag storage area provided in the RWM 106. This enables the operation of the stop button corresponding to the first reel. In the next step S2304, a process is executed to light up the corresponding stop lamp. This allows the player to recognize that the operation of the stop button corresponding to the first reel has been enabled. After the process of step S2304 is executed, the special stop enabling process is terminated.
[0304] If it is determined in step S2301 that the first reel is not spinning, the process proceeds to step S2305. In step S2305, it is determined whether or not the game is a bell-winning game. If the determination is affirmative in step S2305, it is determined in step S2306 that the remaining reels other than the first reel are spinning. If the remaining reels are not spinning, the special stop enabling process is terminated. If the remaining reels are spinning, the process proceeds to step S2307, where it is determined whether the second void counter MC2 is "0", and if the second void counter MC2 is not "0", the special stop enabling process is terminated. If the second void counter MC2 is "0", in the following step S2308, a stop enabling flag corresponding to the remaining reels is set in the reel stop enabling flag storage area. This enables the operation of the stop buttons corresponding to the remaining reels other than the first reel. In the following step S2309, a process of turning on and displaying the corresponding stop lamps is executed. This enables the player to recognize that the operation of the stop buttons corresponding to the remaining reels has been enabled. After executing the process of step S2309, this special stop activation process ends.
[0305] If the result of the negative judgment in step S2305 is negative, that is, if the game is a game in which the fall replay has been won, the process proceeds to step S2310. In step S2310, it is judged whether the second reel is spinning. If the second reel is spinning, the process proceeds to step S2311, where it is judged whether the second void counter MC2 is "0", and if the second void counter MC2 is not "0", the special stop activation process is terminated. If the second void counter MC2 is "0", the second reel stop activation flag is set in the reel stop activation flag storage area in the following step S2312. This enables the operation of the stop button corresponding to the second reel. In the following step S2313, a process is executed to light up the corresponding stop lamp. This allows the player to recognize that the operation of the stop button corresponding to the second reel has been enabled. After the process of step S2313 is executed, the special stop activation process is terminated.
[0306] If it is determined in step S2310 that the second reel is not spinning, the process proceeds to step S2314. In step S2314, it is determined whether the third reel is spinning, and if it is not spinning, the special stop enabling process is terminated. If the third reel is spinning, the process proceeds to step S2315, it is determined whether the third void counter MC3 is "0", and if the third void counter MC3 is not "0", the special stop enabling process is terminated. If the third void counter MC3 is "0", the third reel stop enabling flag is set in the reel stop enabling flag storage area in the following step S2316. This enables the operation of the stop button corresponding to the third reel. In the following step S2317, a process is executed to light up the corresponding stop lamp. This allows the player to recognize that the operation of the stop button corresponding to the third reel has been enabled. After the process of step S2317 is executed, the special stop enabling process is terminated.
[0307] Returning to the explanation of the special reel control process (FIG. 49), after the special stop validation process is performed in step S2006, the process proceeds to step S2007.
[0308] In step S2007, it is determined whether or not any of the stop buttons 42 to 44 has been operated, and if so, in the following step S2008, it is determined whether or not the reel stop enable flag corresponding to the stop button that was currently operated is set.
[0309] Specifically, in a game in which a bell is won, if the first reel is the left reel 32L, the process proceeds to step S2009 if it is determined in step S2007 that the left stop button 42 has been operated and the first reel stop enable flag has been set in step S2008, or if it is determined in step S2007 that the center stop button 43 or the right stop button 44 has been operated and the stop enable flag for the remaining reels has been set in step S2008. If the first reel is the center reel 32M, the process proceeds to step S2009 if it is determined in step S2007 that the center stop button 43 has been operated and the first reel stop enable flag has been set in step S2008, or if it is determined in step S2007 that the left stop button 42 or the right stop button 44 has been operated and the stop enable flag for the remaining reels has been set in step S2008. Also, if the first reel is the right reel 32R, if it is determined in step S2007 that the right stop button 44 has been operated and the first reel stop enable flag is set in step S2008, or if it is determined in step S2007 that the left stop button 42 or the center stop button 43 has been operated and the stop enable flags for the remaining reels are set in step S2008, the process proceeds to step S2009.
[0310] Regarding the game in which the fall replay is won, first, the relationship between the reel set to the first reel, the stop button, and the first reel stop valid flag is the same as that in the game in which the bell is won. In addition, if the second reel is the left reel 32L, if it is determined in step S2007 that the left stop button 42 has been operated and if the second reel stop valid flag is set in step S2008, the process proceeds to step S2009. If the second reel is the center reel 32M, if it is determined in step S2007 that the center stop button 43 has been operated and if the second reel stop valid flag is set in step S2008, the process proceeds to step S2009. If the second reel is the right reel 32R, if it is determined in step S2007 that the right stop button 44 has been operated and if the second reel stop valid flag is set in step S2008, the process proceeds to step S2009. Also, if the third reel is the left reel 32L, if it is determined in step S2007 that the left stop button 42 has been operated and if the third reel stop enable flag is set in step S2008, the process proceeds to step S2009; if the third reel is the center reel 32M, if it is determined in step S2007 that the center stop button 43 has been operated and if the third reel stop enable flag is set in step S2008, the process proceeds to step S2009; and if the third reel is the right reel 32R, if it is determined in step S2007 that the right stop button 44 has been operated and if the third reel stop enable flag is set in step S2008, the process proceeds to step S2009.
[0311] If a negative decision is made in step S2007 or step S2008, the process returns to step S2006.
[0312] The processing from step S2009 to step S2019 is the same as the processing from step S404 to step S414 in the first embodiment. However, if it is determined in step S2016 that all reels 32L, 32M, and 32R are not stopped, the second stop information setting process is executed in step S2017, and then the process returns to step S2006.
[0313] Returning to the explanation of the normal processing (FIG. 48), if an affirmative decision is made in step S1910, or if a negative decision is made in step S1911 or step S1912, the flow proceeds to step S1914, where a reel control process is executed.
[0314] The reel control process in this embodiment is generally similar to that in the first embodiment, but the process configuration of the spin start process (FIG. 40) is different. That is, as described above, in the game in which the operation order of the stop buttons 42 to 44 is notified, the special reel control process is performed. In the spin start process in this embodiment, in step S1306, it is determined whether a predetermined period has elapsed since the start of the spin of all the reels 32L, 32M, and 32R (whether the invalid counter MC is "0" or not), and if the predetermined period has not elapsed, the process waits as it is, and if the predetermined period has elapsed, the stop lamps 42b to 44b are turned on and the spin start process is terminated. Furthermore, the display control device 81 is also configured not to perform the extension information command process (FIG. 42).
[0315] After the special reel control process is executed in step S1913, or after the reel control process is executed in step S1914, the processes of steps S1915 to S1917 are executed similarly to the processes of steps S211 to S213 in the first embodiment, and the process returns to step S1903.
[0316] The operation invalid period of the first reel to the third reel is not limited to the above, and may be longer or shorter than the above. Specifically, the values input to the first invalid counter MC1, the second invalid counter MC2, and the third invalid counter MC3 are arbitrary. However, from the viewpoint of stably controlling the stop of each of the reels 32L, 32M, and 32R, it is preferable to set the values input to each invalid counter MC1, MC2, and MC3 so that the operation invalid period elapses after the rotation of each of the reels 32L, 32M, and 32R reaches a constant speed. In addition, although the operation invalid period of the first reel to the third reel is set to the same length, a configuration may be adopted in which different values are input to each invalid counter MC1, MC2, and MC3 so that the operation invalid period has a different length. In addition, the values input to each invalid counter MC1, MC2, and MC3 may be changed so that the operation invalid period of one reel is different from the operation invalid period of the other reels.
[0317] In addition, the waiting period (first delay counter TC1) for the first reel and other reels to start spinning when a bell is won, and the waiting time (first delay counter TC1 and second delay counter TC2) for the first reel and the second reel and the third reel to start spinning when a fall replay is won are not limited to the above, and may be longer or shorter than the above. Specifically, the values input to the first delay counter TC1 and the second delay counter TC2 are arbitrary. In addition, although the waiting periods of the same length are set for each of the delay counters TC1 and TC2, different values may be input to each of the delay counters TC1 and TC2 so that the waiting periods are different in length.
[0318] By inputting different values to each of the void counters MC1, MC2, MC3 and the delay counters TC1, TC2, it is possible to configure so that the rotation of one reel does not start until the corresponding stop button becomes active after the start of the rotation of the other reels. For example, by inputting a value to the first void counter MC1 that is smaller than the values to be input to the delay counters TC1, TC2, it is possible to configure so that the rotation of the second and third reels does not start yet when the stop button corresponding to the first reel becomes active.
[0319] Here, the relationship between the rotation of each reel 32L, 32M, 32R and the valid and invalid periods of the stop buttons 42 to 44 in this embodiment will be described with reference to FIG. 53. FIG. 53(a) is an explanatory diagram showing the relationship between the rotation of the reel set as the first reel in the spin start order determination process and the valid and invalid periods of the corresponding stop buttons, FIG. 53(b) is an explanatory diagram showing the relationship between the rotation of the reel set as the second reel in the spin start order determination process and the valid and invalid periods of the corresponding stop buttons, and FIG. 53(c) is an explanatory diagram showing the relationship between the rotation of the reel set as the third reel in the spin start order determination process and the valid and invalid periods of the corresponding stop buttons. Note that in this description, a game in which the fall replay is won, that is, a game in which the spin start order of all reels is set to be different, will be described, but in a game in which a bell is won, the spin of reels other than the first reel and the validity of the corresponding stop buttons will be controlled under the circumstances shown in FIG. 53(b).
[0320] As shown in Figure 53(a), the reel set as the first reel starts to rotate at the timing ta. After that, the first reel goes through an acceleration period, and at the timing td after the first reel reaches a constant speed rotation, the first reel stop enable flag is stored, and the operation of the stop button corresponding to the first reel is switched from disabled to enabled.
[0321] On the other hand, as shown in Figure 53 (b), the second reel starts to rotate at timing tb, when operation of the stop button corresponding to the first reel is invalid, and after an acceleration period in the same manner as the first reel, at timing te, when the second reel reaches a constant speed of rotation, the second reel stop enable flag is stored and operation of the stop button corresponding to the second reel is switched from invalid to valid.
[0322] As shown in FIG. 53(c), the third reel starts to rotate at a timing tc when operation of the stop buttons corresponding to the first and second reels is invalid, and after an acceleration period similar to the first and second reels, at a timing tf when the reel reaches a constant speed of rotation, a third reel stop enable flag is stored and operation of the stop button corresponding to the third reel is switched from invalid to valid.
[0323] To explain the relationship with each counter set in the special rotation start process (Fig. 51), the period from timing ta to timing td corresponds to the period corresponding to the first void counter MC1, the period from timing tb to timing te corresponds to the period corresponding to the second void counter MC2, and the period from timing tc to timing tf corresponds to the period corresponding to the third void counter MC3. In addition, the period from timing ta to timing tb corresponds to the period corresponding to the first delay counter TC1, and the period from timing tb to timing tc corresponds to the period corresponding to the second delay counter TC2.
[0324] Therefore, even if the operation of the stop button corresponding to the first reel becomes effective at time td, the reel will not stop even if the stop button corresponding to the second reel is operated until the operation of the stop button corresponding to the second reel becomes effective at time te. Also, during this period (the period from time td to time te), the reel will not stop even if the stop button corresponding to the third reel is operated. Furthermore, even if the stop button corresponding to the second reel becomes effective at time te, the reel will not stop even if the stop button corresponding to the third reel is operated until the operation of the stop button corresponding to the third reel becomes effective at time tf.
[0325] After the operation of the stop button corresponding to the third reel becomes valid at the timing of tf, the operation of the stop buttons corresponding to any of the first to third reels becomes valid.
[0326] According to the present embodiment described above in detail, the following excellent effects are obtained.
[0327] In a game in which a combination (bell or fall replay) that results in a different game outcome depending on the stopping order is won, the reels 32L, 32M, and 32R are rotated separately at different timings under a predetermined condition. This makes it possible to make the timing at which the stop operation of each reel 32L, 32M, and 32R is effective different. Therefore, when a player performs the stop operation of each reel 32L, 32M, and 32R, even if the player performs the stop operation of one reel and the other reel consecutively, an event occurs in which the stop operation of one reel is effective but the stop operation of the other reel is not effective. In this case, the stop operation of the reel that is not effective must be performed again after the stop operation of the reel becomes effective. In other words, the reels are stopped in the order in which the stop operation of each reel 32L, 32M, and 32R is effective, making it possible to suppress erroneous operations that stop the reels in an unintended order.
[0328] Even if a winning combination that results in a different game result depending on the stop order is won, if the game is in normal play or the notification flag is not set, the above-mentioned control for changing the timing at which the reel stop operation is effective is not performed. This is because, if the above-mentioned reel control is performed, even in a game in which the auxiliary display unit 65 does not notify the operation order of the stop buttons 42 to 44, the operation order that results in a favorable game result can be identified based on the reel rotation order, and the payout rate will increase dramatically. On the other hand, by limiting the reel control as in this configuration, it is possible to suppress the increase in the payout rate and achieve the above-mentioned effects.
[0329] However, from the viewpoint of preventing the player from operating the stop buttons 42-44 in an unintended order by making the timing at which the stop operation of each reel 32L, 32M, 32R is valid different, the above reel control is not limited to being executed only in the game in which the operation order of the stop buttons 42-44 is notified by the auxiliary display unit 65, and a configuration may be adopted in which the auxiliary display unit 65 does not notify a part or all of each game in which the operation order of the stop buttons 42-44 is notified by the auxiliary display unit 65, and the operation order of the stop buttons 42-44 is notified by the rotation start order of each reel 32L, 32M, 32R in that game. Even in this case, it is possible to prevent the occurrence of erroneous operations in that game.
[0330] Furthermore, as described above, in the slot machine 10, when the notification flag is not set and a reel other than the left reel 32L (the center reel 32M or the right reel 32R) is stopped first, the penalty flag is stored, and in such a situation, the left reel 32L may be configured to start spinning first as the first reel. In this case, since there is a difference between the timing of the lapse of the invalid operation period of at least the stop button 42 and the timing of the lapse of the invalid operation period of the stop button 43 and the stop button 44, it is possible to suppress the occurrence of an erroneous operation in which a reel other than the left reel 32L is stopped first unintentionally.
[0331] <Fourth embodiment> In the above third embodiment, the timing at which the operation invalid period elapses is made different by making the rotation start timing of each reel 32L, 32M, and 32R different. In the present embodiment, however, the length of the operation invalid period is made different for each reel 32L, 32M, and 32R, so that the timing at which the operation invalid period elapses is made different.
[0332] The following describes the configurations that are different from the third embodiment. Note that the rest of the configuration is the same as the third embodiment. Figure 54 is a flowchart showing the special rotation start process in this embodiment.
[0333] In the special rotation start process in this embodiment, in step S2401, the rotation start process of all the reels 32L, 32M, and 32R is executed. In detail, the rotation start information of all the stepping motors 42c to 44c is stored in the motor control storage area. As a result, in the stepping motor control process (step S106) of the timer interrupt process, the acceleration process of the stepping motors 42c to 44c corresponding to all the reels is started, and all the reels 32L, 32M, and 32R start rotating. That is, as in the first and second embodiments described above, all the reels start rotating at the same time.
[0334] In the next step S2402, a process of inputting "671" to the first void counter MC1 is executed, and in the next step S2403, a process of inputting "839" to the second void counter MC2 is executed. After that, in step S2404, it is determined whether or not the game is a game in which a bell is won, and if it is a game in which a bell is won, the special spin start process is terminated. If it is not a game in which a bell is won, that is, if it is a game in which a fall replay is won, in step S2405, a process of inputting "1007" to the third void counter MC3 is executed, and the special spin start process is terminated.
[0335] That is, in this embodiment, the rotation control of each of the reels 32L, 32M, and 32R is not performed separately, but only the lengths of the operation invalid periods of the stop buttons 42 to 44 corresponding to each of the reels 32L, 32M, and 32R are made different, so that the timing of the operation invalid periods elapses is shifted, as in the third embodiment. Therefore, the spin start order determination process (FIG. 50) in this embodiment can be said to be a process for determining the order of the timing of the operation invalid periods elapsed for each of the reels 32L, 32M, and 32R.
[0336] More specifically, the operation invalid period of the first reel is set to about 1 sec, whereas the operation invalid period of the second reel is set to about 1.25 sec. That is, in the above third embodiment, about 0.25 sec is provided as a difference between the start timings of rotation of the first reel and the second reel, whereas in this embodiment, it is set as a difference between the timings of the operation invalid periods of the stop buttons corresponding to the first reel and the second reel. Also, the operation invalid period of the second reel is set to about 1.25 sec, whereas the operation invalid period of the third reel is set to about 1.5 sec. That is, in the above third embodiment, about 0.25 sec is provided as a difference between the start timings of rotation of the second reel and the third reel, whereas in this embodiment, it is set as a difference between the timings of the operation invalid periods of the stop buttons corresponding to the second reel and the third reel.
[0337] It goes without saying that in this configuration too, the numerical values input to the first void counter MC1, the second void counter MC2 and the third void counter MC3 are not limited to those described above.
[0338] 55 is an explanatory diagram showing a situation in which the operation of the stop buttons 42 to 44 switches from invalid to valid after each of the reels 32L, 32M, and 32R starts spinning. Note that this explanation will be given of a game in which the fall replay is won, that is, a game in which the timing of the lapse of the operation invalid period of the corresponding stop buttons for the first to third reels is set to be different, but in a game in which the bell is won, the operation invalid period of each stop button corresponding to the reels other than the first reel will elapse at the timing of the lapse of the operation invalid period of the stop button corresponding to the second reel.
[0339] As shown in Figure 55, at the timing ta, all reels 32L, 32M, 32R start to spin, and after an acceleration period, at the timing td, the operation of the stop button corresponding to the first reel is switched from disabled to enabled. After that, at the timing te, the operation of the stop button corresponding to the second reel is switched from disabled to enabled, and further after that, at the timing tf, the operation of the stop button corresponding to the third reel is switched from disabled to enabled.
[0340] To explain the relationship with each of the invalid counters MC1, MC2, and MC3 set in the special rotation start processing (Figure 54), the period from timing ta to timing td corresponds to the period corresponding to the first invalid counter MC1, the period from timing ta to timing te corresponds to the period corresponding to the second invalid counter MC2, and the period from timing ta to timing tf corresponds to the period corresponding to the third invalid counter MC3.
[0341] Therefore, similarly to the above third embodiment, even if the operation of the stop button corresponding to the first reel becomes effective at the timing td, the reel will not stop even if the stop button corresponding to the second reel is operated until the operation of the stop button corresponding to the second reel becomes effective at the timing te. Also, during this period (the period from the timing td to the timing te), the reel will not stop even if the stop button corresponding to the third reel is operated. Furthermore, even if the stop button corresponding to the second reel becomes effective at the timing te, the reel will not stop even if the stop button corresponding to the third reel is operated until the operation of the stop button corresponding to the third reel becomes effective at the timing tf.
[0342] After the operation of the stop button corresponding to the third reel becomes valid at the timing of tf, the operation of the stop buttons corresponding to any of the first to third reels becomes valid.
[0343] According to the present embodiment described above in detail, the following excellent effects are obtained.
[0344] In the special spin start process (FIG. 54), the spin control of each of the reels 32L, 32M, and 32R is executed simultaneously, and the timing at which the operation of the stop buttons 42 to 44 corresponding to each of the reels 32L, 32M, and 32R becomes effective is differentiated. This makes it possible to achieve the effects described in the third embodiment without complicating the spin control process.
[0345] <Other embodiments> The present invention is not limited to the above-described embodiments, and may be implemented as follows. Each of the following configurations may be applied to the above-described embodiments alone or in a predetermined combination.
[0346] (1) As the operation response process, in the first embodiment, the operation invalid period is extended, and in the second embodiment, a predetermined value is set in the stop limit counter SC, but from the viewpoint of suppressing the occurrence of erroneous operations, the present invention is not limited to these configurations, and any configuration may be used as long as it executes a predetermined process in response to the operation of the stop buttons 42-44 during the operation invalid period. For example, when the stop buttons 42-44 are operated during the operation invalid period, a loud warning sound may be emitted from the speaker 64 to prevent the player from operating the other stop buttons 42-44 in succession, the backlights of the reels 32L, 32M, and 32R may be turned off (or turned on, blinked, etc.), the reciprocating motion of the stop buttons 42-44 may be made harder than normal, the stop buttons 42-44 may be vibrated, or a warning display may be executed on the auxiliary display unit 65. Furthermore, from the viewpoint of preventing the player from performing the stop operation of reels other than the reel that the player intended to stop first, i.e., the reel corresponding to the stop button operated during the operation invalid period, the configuration may be such that the stop button corresponding to the other reel cannot be operated in the forward direction. In either case, since the player usually performs the stop operation of each reel in succession, if a reel stop operation is performed during the operation invalid period, it is sufficient that the configuration is such that a notification is given to reflexively stop the successive stop operations so as not to proceed to the stop operation of the next reel, or that a configuration is provided that allows the player to recover from the successive stop operations even if they have been performed. With these configurations, it is at least possible to suppress erroneous operations that are not intended by the player.
[0347] (2) As the operation response process, in the first embodiment, the process of extending the operation invalid period is performed, and in the second embodiment, the process of setting a predetermined value in the stop limit counter SC is performed. However, from the viewpoint of performing a predetermined process when the stop buttons 42 to 44 are operated during the operation invalid period, it is sufficient to have a means for identifying that the stop buttons 42 to 44 are operated during the operation invalid period of the stop buttons 42 to 44, and is not limited to a configuration for performing each of the above processes. For example, when the stop buttons 42 to 44 are operated during the operation invalid period, a special effect may be performed on the auxiliary display unit 65. In particular, in a gaming machine having an effect (so-called freeze effect) that extends the operation invalid period to teach the special role that has been won when the lottery result of each game is a predetermined special role win, if the stop buttons 42 to 44 are operated during the operation invalid period, a special effect that is not performed or is difficult to perform in other games is performed on the auxiliary display unit 65, the rarity value of the special role can be more prominent.
[0348] Also, when the stop buttons 42 to 44 are operated during the operation invalid period, a configuration may be adopted in which a presentation informing the player of a winning combination in that game is executed on the auxiliary display unit 65, etc. In this case, the presentation configuration informing the player of a winning combination in each game can be varied.
[0349] Furthermore, the content of the presentation during the operation invalid period or in the game thereafter may be different depending on the number of times the stop buttons 42 to 44 are operated during the operation invalid period or the period during which the stop buttons 42 to 44 are pressed. For example, a gauge showing the length of the operation invalid period may be displayed on the auxiliary display unit 65, and the gauge may gradually fill up depending on the number of times the stop buttons 42 to 44 are operated or the period during which the stop buttons 42 to 44 are pressed during the operation invalid period, or the content of the presentation on the auxiliary display unit 65 thereafter may change depending on the degree to which the gauge is filled up. In these cases, the content of the presentation changes based on the operation even during the operation invalid period, so that active participation in the game can be expected.
[0350] Therefore, by executing the above-mentioned processes, it is possible to preferably increase the attention during the invalid operation period.
[0351] (3) In each of the above embodiments, the operation response process or the special reel control process is performed in the game in which the operation order of the stop buttons 42 to 44 is notified, but the games in which these processes are performed are not limited to those described above. For example, the above processes may be performed when a bell or a fall replay is won in a game after a predetermined number of games or a lottery-determined number of games have been played since a predetermined starting game, or may be performed every game.
[0352] In particular, even in games in which the operation order is not announced, if a player intends to operate the left stop button 42 first, but the left reel 32L does not stop during the invalid operation period of the left stop button 42, and the player operates the middle stop button 43 or right stop button 44 without realizing this, the corresponding middle reel 32M or right reel 32R will stop, a penalty flag will be set, and a disadvantageous situation will arise for the player.
[0353] Furthermore, even if the player operates the stop buttons 42-44 at the timing when he / she intends to stop a specific combination (watermelon, cherry, etc.), if the first stop button is operated during the operation invalid period and the second stop button is operated after the operation invalid period has elapsed, the reels may not stop as intended, and the specific combination may not be stopped. From the viewpoint of suppressing such erroneous operations, this configuration is effective as being executed in any game.
[0354] Also, the operation response process or the special reel control process may be configured to be executed only when the player is in a predetermined gaming state. For example, the operation response process or the special reel control process may be executed in a game in which the player is in the 5th RT state and the operation order of the stop buttons 42 to 44 is notified. In particular, from the viewpoint of suppressing the occurrence of erroneous operations, the player is more likely to lose concentration when the game state is shifted to the 5th RT state and the set number of notifications is consumed than when the game state is shifted to the 5th RT state, and therefore erroneous operations of the stop buttons 42 to 44 are more likely to occur. Therefore, by limiting the game in which the above process is executed to the 5th RT state, the processing load of other games can be reduced and the occurrence of erroneous operations can be more accurately suppressed.
[0355] (4) In the first and second embodiments described above, the start of rotation of each reel 32L, 32M, and 32R and the enabling of the stop operation after the operation invalid period have elapsed are performed for all reels at once, but it is also possible to configure the start of rotation and the enabling of the stop operation to be performed separately, as in the third embodiment.
[0356] (5) In the first and second embodiments, the operation corresponding process is executed when the stop buttons 42-44 are operated within a predetermined period of time after the start of rotation of each of the reels 32L, 32M, and 32R, but the present invention is not limited to the above, and may be configured to execute the operation corresponding process when the stop buttons 42-44 are operated during a period in which the operation of the stop buttons 42-44 is invalid. That is, as shown in Fig. 39, the operation of the stop buttons 42-44 corresponding to the other reels is invalid during the period from when the stop buttons 42-44 are operated until the corresponding reel finally stops with a slip (the period from the timing t3 to the timing t4), and the operation corresponding process may be executed even when the stop buttons 42-44 corresponding to the other reels are operated during that period. In this case, if the stopping order intended by the player is the first stopping reel → second stopping reel → third stopping reel, it is possible to prevent erroneous operation such as the third stopping reel stopping before the second stopping reel, which occurs when, for example, a stopping operation is performed on the second stopping reel while stopping control involving slippage is being performed on the first stopping reel, and then a stopping operation is performed on the third stopping reel after the first stopping reel has finally stopped.
[0357] In addition, while it is common for any of the stop buttons 42 to 44 to be configured so that even after the corresponding reel has been finally stopped by operating one of the stop buttons 42 to 44 in a forward direction, the operation of the other stop buttons 42 to 44 is disabled until the stop button in question is operated in a return direction, or for the operation of the stop buttons 42 to 44 to be disabled when other operating parts such as the start lever 41 are operated, it is also possible for the configuration to execute the above-mentioned operation response processing even during the period when the operation of these stop buttons 42 to 44 is disabled.
[0358] (6) In the second embodiment, the decrement process of the stop restriction counter SC is performed by operating the credit insertion buttons 56-58 in addition to operating the stop buttons 42-44, but this configuration may be applied to the first embodiment. That is, the operation invalid period extended by the operation corresponding process may be released (the invalid counter MC is set to "0") by operating any of the credit insertion buttons 56-58.
[0359] (7) In the first embodiment, in addition to extending the operation invalid period as an operation response process, the stop limit counter SC in the second embodiment may be set. In this case, even after the extended operation invalid period has elapsed, the operation of the stop buttons 42 to 44 is invalid until the stop limit counter SC becomes "0", so that erroneous operation can be more reliably prevented. In addition, in this configuration, by adding a process to set the invalid counter MC to "0" when the stop limit counter SC becomes "0" based on the operation of the stop buttons 42 to 44 or the credit insertion buttons 56 to 58, the player can cancel the operation invalid period even if it is extended, and it is possible to facilitate the game.
[0360] (8) In each of the above embodiments, a player may be able to select whether or not to execute an operation response process or a special reel control process in a given game. For example, a player or a manager of a game hall may be able to operate an operable operation unit to determine whether or not to execute the operation response process or the special reel control process.
[0361] (9) In each of the above embodiments, the game state is set to a normal game state and a first to fifth RT states, and transitions between each game state are made by transition results, promotion re-play, and fall re-play. However, it goes without saying that the types and number of game states and the manner of transition therebetween are not limited to those described above and are arbitrary.
[0362] In particular, from the viewpoint of preventing unintentional reel stopping erroneous operation by the player, there may only be one type of game state if the erroneous operation can result in an unfavorable situation for the player, such as a reel pattern arrangement that causes the player to miss out on a winning combination that was achieved due to the timing of the reels stopping, or a configuration in which the penalty flag in each of the above embodiments is set depending on the order in which the reels stop.
[0363] (10) In each of the above embodiments, the auxiliary display unit 65 is configured to notify the operation order of the stop buttons 42 to 44, but the present invention is not limited to such a configuration, and any configuration may be used as long as it indicates the operation order of the stop buttons 42 to 44 in a recognizable manner to the player. For example, the operation order may be notified by outputting a sound from the speaker 64, the operation order may be indicated by lighting the lamp of the stop button to be operated next in a different light color from the other stop buttons, the backlight of each of the reels 32L, 32M, and 32R may be turned on or off to indicate the reel to be stopped next, or another display device or accessory device may be provided to notify the operation order by the device.
[0364] (11) In the first and second embodiments, the auxiliary display unit 65 is configured to display each special notification and the value of the stop limit counter SC, but the present invention is not limited to this. For example, the display corresponding to each special notification may be displayed on a display unit that is provided to cover the entire display window 26L, 26M, 26R while allowing each reel 32L, 32M, 32R to be visible. Since it is expected that the player will be concentrating on each reel 32L, 32M, 32R during play, it is considered that the effect of making the player recognize the content of the special notification is further improved by displaying the special notification on a display unit that is directly within the player's field of vision even when the player is concentrating on each reel 32L, 32M, 32R.
[0365] (12) In each of the above embodiments, if the main control device 101 can at least identify that the game is one in which the operation response process or the special reel control process should be executed, the display control device 81 may be configured to execute each process executed by the main control device 101. In this case, in order for the main control device 101 to identify that the game is one in which the operation response process or the special reel control process should be executed, it is sufficient for the main control device 101 to identify that the situation is one in which the operation sequence of the stop buttons 42 to 44 is notified, that is, that the notification flag is set. Specifically, at least the notification lottery process (FIG. 35), the process of steps S1001 to S1003 in the winning result response process (FIG. 36), and the process of the notification process (FIG. 37) may be executed by the main control device 101, and the results of each process of the main control device 101 may be sequentially transmitted to the display control device 81 as commands.
[0366] (13) In each of the above embodiments, a slot machine equipped with a BB state has been described, but the present invention is not limited to such a configuration. The present invention may be a slot machine that does not have a BB state, or a slot machine that has other game states such as an RB state or an SB state.
[0367] (14) In each of the above embodiments, the configuration is such that it is determined whether or not a start command has occurred after three medals have been bet, but it goes without saying that it may also be configured to determine whether or not a start command has occurred after one medal has been bet or two medals have been bet.
[0368] (15) In each of the above embodiments, the bonuses to be awarded include a bonus of changing the game state, a bonus of replay, and a bonus of paying out medals. However, the present invention is not limited to such a configuration, and any bonus may be awarded to the player. For example, instead of a bonus of paying out medals, a prize other than medals may be paid out. In a slot machine that does not have a function of inserting actual medals or paying out medals and manages medals owned by a player by credit, an increase in the number of credited medals corresponds to the awarding of a bonus.
[0369] (16) In the above embodiments, a slot machine having three reels and corresponding stop buttons arranged in parallel and four effective lines has been described, but the present invention is not limited to such a configuration, and may be, for example, a slot machine having five reels and corresponding stop buttons arranged in parallel, or a slot machine having seven effective lines. From the viewpoint of preventing erroneous operations when stopping the reels, at least two reels and corresponding stop buttons are sufficient.
[0370] (17) In the above embodiments, the slot machine 10 is embodied as an example, but the present invention may be applied to a gaming machine that combines a slot machine and a pachinko machine. That is, instead of the medal insertion and medal payout functions of a slot machine, a gaming machine may be provided with ball insertion and ball payout functions like a pachinko machine. If such a gaming machine is used instead of a slot machine, the gaming hall can handle only balls as gaming value, which can eliminate problems such as the burden on facilities and restrictions on the installation space of gaming machines due to the separate handling of medals and balls as gaming value, which are seen in current gaming halls where pachinko machines and slot machines are mixed.
[0371] <Inventions extracted from the above embodiments> The following describes the features of the inventions extracted from each of the above-mentioned embodiments, while indicating, as necessary, the effects, etc. In the following, for ease of understanding, the corresponding configurations in each of the above-mentioned embodiments are appropriately indicated in parentheses, but the present invention is not limited to the specific configurations indicated in parentheses.
[0372] <Features Group A> Feature A1. A plurality of rotating bodies (reels 32L, 32M, 32R) that rotate in a circumferential direction and have a plurality of types of pictures arranged in the circumferential direction; A display window portion (display window 26L, 26M, 26R) that allows some of the patterns of each of the rotating bodies to be visually recognized; A start operation means (start lever 41) that is operated to start the rotation of each of the rotating bodies; Driving means (stepping motors 42c to 44c) provided on each of the rotating bodies to rotate the respective rotating bodies; A start drive control means (a function of executing a rotation start process in the CPU 102 of the main control device 101) that starts driving and controls the drive means so as to start rotation of each of the rotating bodies based on the operation of the start operation means; A plurality of stop operation means (stop buttons 42 to 44) that are operated to individually stop the rotation of each of the rotating bodies; a stop drive control means for stop drive control of the drive means to stop the rotation of the rotating body corresponding to the operated stop operation means based on the operation of each of the stop operation means (in the first embodiment, this is a function for executing the processing of steps S402 to S412 in the CPU 102 of the main control device 101, and in the second embodiment, this is a function for executing the processing of steps S1603 to S1617 in the CPU 102 of the main control device 101); An identification means for identifying that the stop operation means corresponding to the rotating body has been operated during a predetermined invalid period during which the operation of the stop operation means corresponding to the rotating body is invalidated while the rotating body is rotating (in the first embodiment, this is a function for executing the process of step S1307 in the CPU 102 of the main control device 101, and in the second embodiment, this is a function for executing the process of step S1707); A gaming machine comprising:
[0373] According to feature A1, it is possible for the identification means to identify that the stop operation means has been operated during a predetermined invalid period while the rotating body is rotating. This makes it possible to execute other processing based on the operation of the stop operation means even if the stop operation means has been operated during the invalid period.
[0374] Other possible processes include a process of executing a special effect using a notification means or the like provided in the gaming machine based on the fact that the stop operation means has been operated during the invalid period, and a process for suppressing the occurrence of an erroneous operation based on the fact that the stop control of the corresponding rotating body is not performed. By providing a specifying means, it becomes possible to execute these processes.
[0375] Feature A2. A gaming machine described in Feature A1, characterized in that it is equipped with a special control means (a function of executing operation response processing in CPU 102 of main control device 101) which, when the identification means identifies that the stop operation means has been operated during the specified invalid period, executes special control for at least one stop operation means corresponding to a rotating body in motion to make it impossible to operate that stop operation means, or to prevent stop drive control from being executed if the stop operation means is subsequently operated.
[0376] According to feature A2, if the stop operation means is operated during a specified invalid period, special control prevents the player from operating the stop operation means thereafter, or the revolving body will not stop even if the player operates the stop operation means. Therefore, it is possible to prevent the occurrence of erroneous operation caused by operating the stop operation means over a period in which the operation of the stop operation means is invalid and a period in which the operation of the stop operation means is valid.
[0377] Feature A3. A gaming machine described in Feature A2, characterized in that the special control means executes the special control on a revolving body other than the revolving body corresponding to the stop operation means operated at least during the specified invalid period.
[0378] According to feature A3, by operating different stop operating means over periods when the operation of the stop operating means is invalid and periods when it is valid, it is possible to suppress the occurrence of erroneous operations that cause the revolving body to stop at an unintended timing or stopping sequence.
[0379] Feature A4. A gaming machine described in Feature A3, characterized in that the special control means executes the special control for all of the orbiting bodies, including the orbiting bodies corresponding to the stop operation means operated during the specified invalid period.
[0380] According to feature A4, it is possible to suppress the occurrence of the erroneous operation described in feature A3 while executing special control for all revolving bodies, thereby making it possible to reduce the processing load compared to a configuration in which special control is executed for each revolving body individually.
[0381] Feature A5. A gaming machine according to any one of features A2 to A4, wherein the special control means extends the predetermined invalid period as the special control.
[0382] According to feature A5, the invalid state continues even after the predetermined invalid period, and the invalid period during which the stop drive control is not executed even if the stop operation means is operated is substantially extended. This makes it possible to suppress the occurrence of erroneous operation. In particular, this configuration makes it possible to suppress the occurrence of erroneous operation with a simple processing configuration compared to a configuration in which other judgment elements are added to suppress erroneous operation.
[0383] Feature A6. A gaming machine described in any one of features A2 to A5, characterized in that the special control means, as the special control, does not execute the stop drive control a predetermined number of times even if the stop operation means is operated after the predetermined invalid period has elapsed.
[0384] According to feature A6, when the stop operation means is operated during a predetermined invalid period, the stop drive control of the revolving body is not performed a predetermined number of times even if the stop operation means is operated after the predetermined invalid period has elapsed, so that the occurrence of erroneous operation can be suppressed. In particular, in this configuration, even in a situation where a specific control is being performed, the player can operate the stop operation means a predetermined number of times and thereafter perform the stop operation of the revolving body. Therefore, it is possible to smoothly proceed with the game while suppressing the occurrence of erroneous operation.
[0385] Feature A7. A gaming machine described in any one of features A2 to A6, characterized in that the specified invalid period includes at least the period from when each of the rotating bodies starts to rotate to when the rotation speed of each of the rotating bodies reaches a constant speed.
[0386] According to feature A7, it is possible to suppress erroneous operation caused by operating multiple stop operating means from the time when each rotating body starts to rotate until before and after the rotation speed reaches a constant speed, and in particular it is possible to suppress the occurrence of erroneous operation that stops a rotating body other than the one intended to be stopped first among the multiple rotating bodies.
[0387] Feature A8. The gaming machine described in Feature A7, characterized in that the special control means executes the stop drive control of the rotating body corresponding to the operated stop operation means from the time the stop operation means is operated until the rotation of the rotating body is finally stopped, but does not execute the special control even if the stop operation means is operated.
[0388] According to feature A8, the period during which the special control is executed is more limited. In particular, the period from when the stop operation means is operated until the rotating body finally stops is shorter than the period from when the rotating body starts to rotate until it reaches a constant speed, and the possibility of an erroneous operation is low, so executing the special control during such a period may lead to an increase in the processing load. Furthermore, there is a possibility that one of the stop operation means continues to be operated continuously even after the start of the stop drive control of the corresponding rotating body, and such a player's operation is intended to reliably perform the stop drive control of the rotating body, so executing the special control based on the operation is not preferable from the viewpoint of smooth progress of the game. Therefore, by configuring the special control not to be executed during the period, the effect of feature A7 can be preferably achieved.
[0389] Feature A9. A gaming machine described in any one of features A2 to A8, characterized in that the special control means is configured to execute the special control on a predetermined specific number of operations of the stop operation means during the specified invalid period (in the first embodiment, the operation invalid period is extended up to two times, and in the second embodiment, the stop limit counter SC is set only once).
[0390] According to feature A9, since the special control is performed only a specific number of times, after the special control is released, the player can stop the corresponding rotating body by operating the stop operation means. Therefore, it is possible to suppress the occurrence of a situation where the stop drive control is not performed indefinitely, and to play smoothly.
[0391] Feature A10. A gaming machine described in any one of features A2 to A9, characterized in that it is equipped with a specific release means for releasing the special control (a function for executing the processing of steps S1602 and S1606 in the CPU 102 of the main control device 101 in the second embodiment).
[0392] According to the feature A10, after the player recognizes that the special control is set by the special control means, the player can cancel the special control by the specific cancel means and resume the game. Therefore, it is possible to play the game smoothly while suppressing erroneous operations.
[0393] Feature A11. The gaming machine according to Feature A10, wherein the specific release means is provided separately from the stop operation means and is operable by the player.
[0394] According to feature A11, the operation of the stop operation means is not required to release the special control. This makes it possible to prevent the occurrence of a secondary erroneous operation in which the player further operates the stop operation means without realizing that the special control has already been released.
[0395] Feature A12. Equipped with a notification means (speaker 64 or auxiliary display unit 65), A gaming machine described in any one of features A1 to A11, characterized in that it is equipped with a special notification means that executes a special notification by the notification means when the identification means identifies that the stop operation means has been operated during the specified invalid period.
[0396] According to feature A12, when the stop operation means is operated during a predetermined invalid period, a special notification is executed. This makes it possible to suppress a decrease in the level of attention to the game even during a period in which the operation of the stop operation means is invalid.
[0397] In particular, the special notification allows the player to recognize that he or she has operated the stop operation means during the invalid period, which makes it possible to prevent the player from erroneously operating the stop operation means again.
[0398] Feature A13: A lottery means (a function for executing lottery processing in the CPU 102 of the main control device 101) for drawing a winning combination based on the operation of the start operation means; A bonus awarding means (a function for executing the process of step S211 in the CPU 102 of the main control device 101) for awarding a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being selected in the lottery for the winning combination being stopped in a valid position visible through the display window, Equipped with The stop drive control means is provided with a special stop drive control means (a function of executing the process of step S412 in the CPU 102 of the main control device 101) for executing the stop drive control of each of the revolving bodies to stop a first specific pattern (a bell winning or a sixth re-play winning) at the valid position when the lottery result of the role is a specific result (a bell or a fall re-play) and the stop operation means are operated in a first specific order, and for executing the stop drive control of each of the revolving bodies to stop a second specific pattern (a transition result or a fall re-play winning) at the valid position when the lottery result of the role is a specific result and the stop operation means are operated in a second specific order, The bonus awarding means is provided with a special bonus awarding means (a function of executing RT state processing in the CPU 102 of the main control device 101) for awarding a first special bonus (a right to pay out nine medals or to play the next game free of charge) advantageous to the player based on the first specific symbol stopping at the valid position, and for awarding a second special bonus (a gaming state transitions to a first RT state or a normal gaming state) disadvantageous to the player than the first special bonus based on the second specific symbol stopping at the valid position, a special control means for executing a special control for disabling the operation of at least one stop operation means corresponding to the rotating body during rotation when the identification means identifies that the stop operation means has been operated during the predetermined invalid period, or for preventing the stop drive control from being executed when the stop operation means is subsequently operated; When the result of the lottery by the lottery means is the specific result, an operation notification means (a function of causing the auxiliary display unit 65 to execute a push order notification performance based on receiving a notification command in the CPU 82 of the display control device 81) notifies the player of the first specific order in a recognizable manner; A gaming machine according to any one of features A1 to A12, characterized by comprising:
[0399] According to feature A13, when a specific result is obtained, different benefits are awarded depending on the operation of the stop operation means. Specifically, when the operation is performed in the first specific order, a first special benefit is awarded, whereas when the operation is performed in the second specific order, a second special benefit is awarded. Since the second special benefit is more disadvantageous to the player than the first special benefit, it is more advantageous for the player to perform operations in the first specific order when a specific result is obtained. Then, when the result of the lottery for the winning combination is a specific result, the first specific order is notified by the operation notification means. As a result, the player operates the stop operation means in the first specific order based on the notification, and since erroneous operations are suppressed by the special control means, it is possible to more reliably perform operations in the first specific order.
[0400] Feature A14: A special game state transition means (a function for executing the processing of steps S507 to S514 in the CPU 102 of the main control device 101) for transitioning the game state to a special game state (each RT state) advantageous to the player or maintaining the special game state based on the first specific pattern being stopped at the valid position; The gaming machine described in feature A13 is characterized in that it is equipped with a special game state ending means (a function of executing the processing of steps S501 to S506 in the CPU 102 of the main control device 101) that ends the special game state based on the second specific pattern stopping at the valid position.
[0401] According to feature A14, when an operation is performed in a first specific order in which a first specific pattern stops, the player transitions to a special game state, whereas when an operation is performed in a second specific order in which a second specific pattern stops, the special game state ends. Therefore, in the case of a specific result, the subsequent game state differs depending on whether the operation is performed in the first specific order or the second specific order, and more careful operation of the stop operation means is required, but since the occurrence of erroneous operation is suppressed, the game can be preferably progressed.
[0402] Feature A15. The special gaming state includes at least a plurality of transitional special gaming states (each RT state) which are more advantageous to the player than the normal gaming state and have different degrees of advantage; The gaming machine described in feature A14 is characterized in that the special game state ending means ends the transitional special game state and transitions to the normal game state based on the second specific pattern stopping at the valid position, even if the player is in the most advantageous transitional special game state (fifth RT state) among the transitional special game states.
[0403] According to the feature A15, even if the player is in the most advantageous transition special game state, the game state will transition to the normal game state when the second specific symbol stops. This makes it possible to further enhance the effect of the feature A14.
[0404] The above feature group A is effective when applied to the following problems.
[0405] An example of a gaming machine that stops a plurality of reels after rotating them is a slot machine. In a slot machine, a plurality of symbols are attached to the outer periphery of each reel, and a part of the symbols attached to each reel can be seen through a display window. Then, when a player inserts a medal and operates a start lever, each reel starts to rotate, and when each reel starts to rotat...
Claims
[Claim 1] A plurality of rotating bodies that rotate in a circumferential direction and have a plurality of patterns arranged in the circumferential direction; A display unit that allows some of the patterns of each of the rotating bodies to be viewed; A start operation means that is operated to start rotation of each of the rotating bodies; a lottery means for holding a lottery for awarding a privilege to a player based on an operation of the start operation means; A driving means provided on each of the rotating bodies to rotate each of the rotating bodies; a start drive control means for controlling the drive means to start rotation of each of the rotating bodies based on an operation of the start operation means; A plurality of stop operation means that are operated to individually stop the rotation of each of the rotating bodies; a stop drive control means for controlling the drive means to stop the rotation of the rotating body corresponding to the operated stop operation means based on the operation of each of the stop operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a lottery result by the lottery means is a predetermined result and a predetermined pattern combination corresponding to the predetermined result stops based on the stop drive control at an effective position set at a position visible through the display unit; a determining unit that determines that the stop operation unit corresponding to the rotating body has been operated during a specific period during which the stop drive control based on the operation of the stop operation unit corresponding to the rotating body is not being executed while the rotating body is rotating; a specific control means capable of executing a specific control different from the stop drive control for at least one stop operation means corresponding to the rotating body during rotation when the specific control means identifies that the stop operation means has been operated during the specific period; A means capable of issuing a notification corresponding to the specific control; Equipped with The gaming machine is characterized in that the specific control means is equipped with a special control means that executes special control to prevent the stop drive control from being executed when the stop operation means identified by the identification means is operated until a predetermined condition is met, including the operation of an operation means other than the stop operation means identified by the identification means.
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