Gaming Machines
The gaming machine's innovative design with a multi-state front door and rotating reels optimizes winning presentations based on bets, enhancing player engagement and fairness.
Patent Information
- Application Number
- JP2021049733
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-24
- Publication Date
- 2024-12-20
- Estimated Expiration
- 2041-03-24
AI Technical Summary
Existing gaming machines lack the ability to optimally adjust winning presentations based on the game situation, leading to inconsistent player experiences and potential unfairness.
The gaming machine incorporates a housing with a front door that can be in multiple states, rotating reels, an award determining mechanism, and performance execution means, allowing for specific winning areas and combinations to be overlapped and executed based on the number of bets, thereby enhancing the presentation of wins.
This configuration enables dynamic and fair winning presentations tailored to the game situation, improving player engagement and satisfaction.
Smart Images

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Figure 0007603313000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Conventionally, there has been known amusement machines (e.g., pachinko machines) in which a gaming ball, which represents gaming value, is launched into a gaming area, and when the gaming ball enters a winning area such as a winning slot, a prize ball is paid out to the player, and further, the gaming state can be changed depending on the result of the changing display of identification information.
[0003] In addition, there is known a gaming machine (e.g., a slot machine) in which, after the number of bets for one game is set using the gaming value, a start operation is performed, which starts the display of the changing identification information, and a stop operation is performed after the start of the display, which stops the display of the changing identification information, and a win can be generated based on the display result derived at this time, and the gaming state can be changed depending on the type of win.
[0004] Among such gaming machines, for example, Patent Document 1 discloses a gaming machine capable of displaying a specific image that can identify the operation mode of an operating means operated to stop the variable display of a variable display section and derive a display result. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2017-86589 A Summary of the Invention [Problem to be solved by the invention]
[0007] The present invention has been made in view of the above-mentioned circumstances, and its object is to Implementing the most appropriate winning presentation depending on the situation To provide a game machine that allows players to [Means for solving the problem]
[0008] In order to achieve the above object, the present invention provides a game machine comprising a cabinet (see, for example, paragraph 0013 and FIG. 1(a)), a front door attached to the cabinet so as to be able to open and close (see, for example, paragraph 0013 and FIG. 1(a)), a plurality of rotating reels (see, for example, paragraphs 0013, 0024 and FIG. 1(a)), an internal lottery means for determining whether or not a combination corresponding to a plurality of types of winning areas is won by an internal lottery (see, for example, paragraph 0052), and an entry unit for determining whether or not a winning has occurred. A gaming machine including a prize determination means (see, for example, paragraph 0160) and a performance execution means capable of executing a performance (see, for example, paragraph 0038), wherein the state of the front door includes a first state and a second state (see, for example, paragraph 0141 and Figs. 19 and 20), and the first state is a state in which the front door is closed, a supported portion of the front door is supported by a support portion of the housing, and a vertical dimension between a rear edge of the lower surface of the front door and a placement surface of the housing is a first dimension. (For example, see paragraph 0142 and FIG. 19), the second state is a state in which the front door is open, the supported portion of the front door is not in contact with the support portion of the housing, and the dimension in the up-down direction between the rear edge of the lower surface of the front door and the placement surface of the housing is a second dimension (for example, see paragraph 0143 and FIG. 20), the second dimension is smaller than the first dimension and larger than the thickness of a medal (for example, see paragraph 0143 and FIG. 20, 22), and the first dimension is smaller than the thickness of a medal (for example, see paragraph 0143 and FIG. 20, 22). The first and second dimensions are smaller than the diameter of a game ball (see, for example, paragraphs 0142 and 0143 and Figures 19, 20 and 22), a specific winning area is provided in the multiple types of winning areas (see, for example, paragraph 0085 and Figures 8 and 9), and multiple types of roles including a first small role and a second small role different from the first small role are overlappingly associated with the specific winning area (see, for example, paragraph 0085 and Figures 8 and 9), and the first small role is a first When playing with bets and the first Number of bets The second one is different from When playing with bets (For example, see paragraphs 0183 and 0184 and Figs. 26(a), (a1), and (a2)). Played with bets In this case, it is possible to execute a specific performance that suggests that the first small prize will be won. R It is characterized by: [Brief description of the drawings]
[0011] [Figure 1] 1 is an external perspective view of a slot machine according to an embodiment of the present invention. FIG. [Diagram 2] FIG. 2 is an explanatory diagram showing the arrangement of symbols on the reels. [Diagram 3] FIG. 13 is an explanatory diagram showing effective lines. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the slot machine. [Diagram 5] FIG. 13 is a diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram for explaining a winning combination. [Figure 7] FIG. 13 is a diagram for explaining a winning combination. [Figure 8] FIG. 13 is a diagram for explaining a winning combination. [Figure 9] FIG. 13 is a diagram for explaining a winning area. [Figure 10] 13 is a diagram for explaining the transition of the game state. FIG. [Figure 11] A diagram to explain the transition of game areas. [Figure 12] FIG. 13 is a diagram for explaining the transition of the presentation state. [Figure 13] 2 is a perspective view showing the rear side of the front door of the slot machine. FIG. [Figure 14] 14 is an enlarged view showing a supported member provided on the right side plate of the front door shown in FIG. 13. [Figure 15] 15 is an enlarged view showing the supported member in FIG. 14. [Figure 16] 1 is a perspective view showing the front side of a housing of a slot machine. [Figure 17] 17 is an enlarged view showing a support member provided on the right side plate of the housing shown in FIG. 16. [Figure 18] 18 is an enlarged view of the support member shown in FIG. 17. [Figure 19] 4 is a cross-sectional view of the front door when it is in a first state. FIG. [Figure 20] 11 is a cross-sectional view of the front door when it is in a second state. FIG. [Figure 21] 11 is a cross-sectional view of the front door when it is in a third state. FIG. [Figure 22] FIG. 1A is a diagram showing the diameter of a gaming ball, FIG. 1B is a diagram showing the thickness of a medal, and FIG. [Figure 23] 11 is a flowchart showing the main processing of a game control board. [Figure 24] 13 is a flowchart showing the sub-side interrupt processing of the performance control board. [Diagram 25] 13 is a flowchart showing the winning presentation control processing within the sub-processing. [Figure 26] FIG. 13 is an explanatory diagram showing a specific example of a winning presentation. [Figure 27] 11 is an explanatory diagram showing a specific example of an auxiliary performance image. FIG. [Figure 28] 11 is an explanatory diagram showing a specific example of an auxiliary performance image. FIG. [Figure 29] FIG. 13 is an explanatory diagram showing modified example 1 of the auxiliary performance image. [Diagram 30] FIG. 11 is an explanatory diagram showing modified example 2 of the auxiliary performance image. [Diagram 31] FIG. 13 is an explanatory diagram showing modified example 3 of the auxiliary performance image. [Diagram 32] FIG. 13 is an explanatory diagram showing variant example 4 of the auxiliary performance image. [Diagram 33] FIG. 13 is an explanatory diagram showing variant example 5 of the auxiliary performance image. [Diagram 34] FIG. 6 is an explanatory diagram showing variant example 6 of the auxiliary performance image. [Diagram 35] FIG. 7 is an explanatory diagram showing variant example 7 of the auxiliary performance image. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0013] (Basic structure of slot machine) As shown in FIG. 1(a), a slot machine S according to an embodiment of the present invention comprises a cabinet 1, an upper door 2 attached to the upper front part of the cabinet 1 so as to be freely opened and closed, and a lower door 3 attached to the lower front part of the cabinet 1 so as to be freely opened and closed.
[0014] The slot machine S also includes a transparent display window 4, reels 5-7 arranged inside the housing 1 corresponding to the display window 4, a medal slot 8, a start lever 9 for starting the rotation of each of the reels 5-7, stop buttons 10-12 for stopping the rotation of each of the reels 5-7, a main monitor 13 for displaying information (hereinafter referred to as instruction information) that enables identification of a condition device related to an instruction function of an operation mode including the operation sequence (batting order) and operation timing of the stop buttons 10-12, a liquid crystal display 14, a speaker 15 that can output various sounds such as performance sounds and error sounds, a medal payout opening 17, and a receiving tray 18. In the following, the reel 5 may also be referred to as the left reel 5, the reel 6 as the center reel 6, and the reel 7 as the right reel 7.
[0015] The liquid crystal display 14 has an image display area 14a, and a transparent area 14b corresponding to the display window 4 is transparent. This allows a predetermined effect to be executed in the display area 14a, and the reels 5 to 7 arranged side by side inside the cabinet 1a can be seen through the display window 4 by the transparent area 14b of the display area 14a. In addition, by displaying an image in the transparent area 14b, it is also possible to display the image so as to be superimposed on the reels 5 to 7.
[0016] Furthermore, the slot machine S is provided with a MAXBET button 20a operated when setting the maximum bet number among the prescribed number of bet numbers determined according to the game state within the range of credits (the number of medals stored as the game value owned by the player), a 1BET button 20b operated when setting the number of bets of one medal, a settlement button 21 operated when settling the medals stored as credits and the medals used to set the bet number (returning the medals used to set the credits and the bet number), a performance switch 22 that accepts the operation of the player when executing a predetermined performance, a credit indicator 23 that displays the number of medals stored as credits, and a game support indicator 24 that displays the number of medals paid out when a win occurs and an error code indicating the content of the error when an error occurs. In this embodiment, the reel 5 may be referred to as the left reel 5, the reel 6 as the center reel 6, and the reel 7 as the right reel 7.
[0017] In the following, the operation of the start lever 9 (for example, pressing the start lever 9 by hand) is also referred to as the "start operation" or "start operation", the operation of the stop button to stop the rotation of the first reel (for example, pressing the stop button by hand) is also referred to as the "first stop operation", the operation of the stop button to stop the rotation of the second reel (for example, pressing the stop button by hand) is also referred to as the "second stop operation", and the operation of the stop button to stop the rotation of the third reel (for example, pressing the stop button by hand) is also referred to as the "third stop operation" or "final stop operation". In addition, the first stop operation, second stop operation, and third stop operation are also collectively referred to as the "stop operation", and the stops of the reels corresponding to each stop operation are referred to as the first stop, second stop, and third stop. Furthermore, releasing the press of the first stop button (first stop operation) (e.g., releasing the hand from the stop button) is referred to as the "first stop release," releasing the press of the second stop button (second stop operation) (i.e., releasing the hand from the stop button) is referred to as the "second stop release," and releasing the press of the third stop button (third stop operation) (i.e., releasing the hand from the stop button) is referred to as the "third stop release" or "final stop release."
[0018] As shown in Fig. 1(b), the main monitor 13 is equipped with an instruction information display 13a that displays instruction information when the instruction function is activated in an advantageous zone that is controllable in AT (assist time) that enables the instruction function to be activated, and an advantageous zone display 13b that notifies the player that he or she is staying in the advantageous zone. The display of instruction information from the instruction information display 13a is sometimes called an instruction notification or a navigation notification.
[0019] In the following explanation, the operation of the stop buttons 10-12 which stop the reels in the order of left reel 5, center reel 6, and right reel 7 will be referred to as "batting order 1" (left, center, right), the operation of the stop buttons 10-12 which stop the reels in the order of left reel 5, right reel 7, and center reel 6 will be referred to as "batting order 2" (left, right, center), the operation of the stop buttons 10-12 which stop the reels in the order of center reel 6, left reel 5, and right reel 7 will be referred to as "batting order 3" (center, left, right), the operation of the stop buttons 10-12 which stop the reels in the order of center reel 6, right reel 7, and left reel 5 will be referred to as "batting order 4" (center, right, left), the operation of the stop buttons 10-12 which stop the reels in the order of right reel 7, left reel 5, and center reel 6 will be referred to as "batting order 5" (right, left, center), and the operation of the stop buttons 10-12 which stop the reels in the order of right reel 7, center reel 6, and left reel 5 will be referred to as "batting order 6" (right, center, left).
[0020] The instruction information display 13a is a 7-segment display, and for example, instruction information for batting order 1 is displayed as the number "1," instruction information for batting order 2 is displayed as the number "2," instruction information for batting order 3 is displayed as the number "3," instruction information for batting order 4 is displayed as the number "4," instruction information for batting order 5 is displayed as the number "5," and instruction information for batting order 6 is displayed as the number "6."
[0021] The favorable zone indicator 13b has an LED inside, and turns off the LED in non-favorable zones that cannot be controlled by the AT, and turns on the LED in favorable zones to indicate that the vehicle is in a favorable zone.
[0022] The slot machine S has a power supply unit (not shown) inside the cabinet 1, and the power supply unit has a setting key and a setting change button for changing the setting value indicating the ball payout rate of the slot machine S (the ratio of the total number of medals paid out to the total number of medals inserted).
[0023] The slot machine S has six stages of payout rates, which correspond to the set values 1 to 6. The manager of the game center can change the set value by operating the setting change button in the setting change mode in which the set value can be changed. In this embodiment, the set value 6 has the highest payout rate, and the set value 1 has the lowest payout rate.
[0024] The reels 5 to 7 are configured as one reel unit 30, and each is rotated by the drive of a corresponding stepping motor (not shown).
[0025] As shown in FIG. 2, the outer circumferential surface of each of the reels 5 to 7 is divided into 20 equal areas, and a plurality of types of symbols are arranged in each area.
[0026] When reels 5 to 7 are stopped, three consecutive patterns (hereinafter referred to as the upper row pattern, middle row pattern, and lower row pattern, respectively) arranged on the outer peripheral surface of each reel 5 to 7 are displayed in display window 4, allowing the player to visually see a total of nine patterns arranged in three rows and three columns.
[0027] By spinning each of the reels 5 to 7, the symbols on each of the reels 5 to 7 are displayed in the display window 4 while changing continuously, and by stopping the rotation of each of the reels 5 to 7, three consecutive symbols are derived and displayed in the display window 4 as a display result.
[0028] Display window 4 is provided with upper, middle and lower stop positions where the upper, middle and lower symbols of each of reels 5 to 7 stop, respectively.
[0029] When playing a game on the slot machine S of this embodiment, first, medals are inserted into the medal insertion slot 8, or a bet number is set using credits. To use credits, the MAXBET button 20a or 1BET button 20b may be operated. When a prescribed number of bets determined according to the game state is set, the active line L becomes active, and the operation of the start lever 9 becomes active, that is, the game can be started. In this embodiment, a game can be started by selecting a bet number of 2 or 3 in any game state. Then, when the bet number is set, the active line L becomes active. In addition, if medals are inserted in excess of the maximum number of the prescribed number corresponding to the game state, the amount is added to the credit. In this embodiment, setting the bet number to 2 may be referred to as 2-coin bet, and setting the bet number to 3 may be referred to as 3-coin bet.
[0030] Here, the "game" in the slot machine 1 refers, in the narrow sense, to the period from when the start lever 9 is operated to when the reels 5 to 7 stop, but since the bet amount is set before the start lever 9 is operated when playing a game, and medals are paid out and the game state is changed after the reels 5 to 7 stop, these incidental processes are also included in the "game" in the broad sense.
[0031] The activated line is a line set for determining whether the combination of symbols displayed in the display window 4 of each reel 5-7 is a winning combination. In this embodiment, a line connecting the corresponding positions of the middle row of the left reel, the middle row of the middle reel, and the bottom row of the right reel is determined as the activated line L. In addition, an inactive line M is provided to make it easier to recognize that a combination of symbols constituting a winning prize is lined up on the activated line L. The inactive line M is not a line for determining a winning prize, but is a line for making it easier to recognize that a combination of symbols constituting a winning prize is lined up on the activated line L by lining up a predetermined combination of symbols (for example, bell-bell-bell) on one of the inactive lines M when a specific winning combination of symbols is lined up on the activated line L.
[0032] In this embodiment, only one effective line is applied, but multiple effective lines may be applied, and multiple invalid lines may be applied.
[0033] When the start lever 9 is operated in a state where the game can be started, each of the reels 5 to 7 spins and the symbols on each of the reels 5 to 7 change continuously. When any of the stop buttons 10 to 12 is operated in this state, the spinning of the corresponding reel 5 to 7 stops and the display result is derived and displayed in the display window 4.
[0034] Then, one game ends when all the reels 5 to 7 are stopped, and when a predetermined combination of symbols (hereinafter also referred to as a winning combination) is stopped as a display result of each of the reels 5 to 7 on the pay line L, a winning prize is awarded to the player in a number of medals determined according to the winning prize, and the number of medals is added to the player's credits. When the credits reach an upper limit (50 in this embodiment), the medals are paid out directly from the medal payout outlet 17 (see FIG. 1). When a combination of symbols that accompanies a transition of the game state is stopped as a display result of each of the reels 5 to 7 on the pay line L, a transition to a game state according to the combination of symbols occurs. In the following description, the display of a combination of symbols corresponding to a winning combination on the pay line L is referred to as a "winning prize."
[0035] In the slot machine S of this embodiment, when any of the stop buttons 10-12 is operated after the game is started and the reels 5-7 start to rotate and the symbols start to vary, the reel corresponding to the stop button 10-12 stops rotating and the symbols are displayed still. The maximum stop delay time from the operation of the stop button 10-12 to the stopping of the corresponding reel 5-7 is 190 ms (milliseconds).
[0036] Reels 5-7 rotate 80 times per minute, changing the symbols for 80 x 21 (number of symbols per reel) = 1680 symbols, so a maximum of 4 symbols can be drawn in 190 ms. In other words, the symbols that can be selected as stopping symbols are the symbols displayed when stop buttons 10-12 are operated, and the symbols 4 frames ahead of that, for a total of 5 symbols.
[0037] Therefore, for example, if the pattern displayed on the upper row of the reel corresponding to any of the stop buttons 10 to 12 when that stop button is operated is used as a reference, the patterns up to four frames away from that pattern can be displayed on the upper row, so that for each of reels 5 to 7, when any of the stop buttons 10 to 12 is operated, the patterns located within five frames including the pattern displayed in the middle row of the reel corresponding to that stop button can be displayed on the activated line L.
[0038] (Slot machine S electrical configuration) Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine S. As shown in Fig. 4, the slot machine S is provided with a control board including a game control board 100 (main control unit) that controls the progress of the game, and a performance control board 300 (sub-control unit) that controls the performance according to the progress of the game. In addition, the transmission of electrical signals between the game control board 100 and the performance control board 300 is limited to only one direction from the game control board 100 to the performance control board 300 from the viewpoint of preventing fraud, etc.
[0039] (Game control board 100) The game control board 100 has semiconductor integrated circuits including a main CPU 100a which is a central processing unit, a main ROM 100b in which programs and the like are stored, a main RAM 100c which functions as a work area, and the like, and generally controls the entire slot machine S. Even if the power is cut off, the main RAM 100c retains data without erasing it, unless a setting change is made and the RAM is cleared.
[0040] The main CPU 100a executes processes for controlling the progress of the game in the slot machine S by executing the programs read from the main ROM 100b.
[0041] The main RAM 100c provides a work area for game control and is used as a work RAM. In this embodiment, an SRAM is connected to the main CPU 100a as an external memory, and at least a part of this external memory is a backup RAM backed up by a backup power source. That is, even if the power supply to the slot machine is stopped, at least a part of the contents of the external memory are saved for a predetermined period. In this embodiment, the entire area of the external memory is a backup RAM, and even if the power supply to the slot machine is stopped, all of the contents of the external memory are saved for a predetermined period. In this embodiment, the external memory as a backup RAM stores, for example, data used in control of an internal lottery to be described later, data used in control of the payout of medals, data used in control of the rotation and stop of the reels, and data used in control of input and output of commands when a power interruption occurs.
[0042] The main ROM 100b stores various selection data, table data, etc. used to control the progress of the game. For example, the main ROM 100b stores data constituting a plurality of judgment tables, decision tables, setting tables, etc. prepared for the main CPU 100a to perform various judgments, decisions, and settings. The main ROM 100b also stores table data constituting a plurality of command tables used by the main CPU 100a to transmit control signals, which become various control commands, from the game control board 100.
[0043] The main RAM 100c is provided with a game control data holding area as an area for holding various data used to control the progress of the game in the slot machine 1. For example, a DRAM is used as the main RAM 100c, and a refresh operation is required to maintain the stored data. The main CPU 100a has a built-in refresh register for performing this refresh operation. For example, the refresh register is made up of 8 bits, and the lower 7 bits of the refresh register are automatically incremented every time the main CPU 100a fetches an instruction from the main CPU 100a. Therefore, the stored value in the refresh register is updated every time the main CPU 100a executes one instruction.
[0044] The main CPU 100a transmits various commands to the sub CPU 300a. Commands are transmitted from the main CPU 100a to the sub CPU 300a in only one direction, and no commands are transmitted from the sub CPU 300a to the main CPU 100a.
[0045] The main CPU 100a receives, via an input port, the detection states of various switches connected to the game control board 100. The main CPU 100a then executes basic processing that transitions stepwise in response to the detection states of the various switches input via these input ports.
[0046] Furthermore, the main CPU 100a is adapted to interrupt the basic processing when an interrupt occurs and execute the interrupt processing. In this embodiment, the main side timer interrupt processing described later is executed at regular time intervals (about 1.49 ms in this embodiment). The execution interval of the timer interrupt processing is set to a time longer than the combined time of the processing repeated according to the control state in the basic processing and the execution time of the timer interrupt processing, so that the processing repeated according to the control state always completes at least one cycle between the current and next timer interrupt processing.
[0047] The main CPU 100a is set to prohibit other interrupts during the execution of an interrupt process, and when multiple interrupts occur simultaneously, the interrupts are set to be executed with priority according to a predetermined order. If another interrupt factor occurs during the execution of an interrupt process and the interrupt factor continues even after the interrupt process is completed, a new interrupt will occur at that point.
[0048] The game control board 100 also has functional units such as an initialization means 110, a betting means 120, an internal lottery means 130, a reel control means 140, a judgment means 150, a payout control means 160, a game status control means 170, and a command transmission means 180, which function by the main CPU 100a working in cooperation with the main RAM 100c based on the program stored in the main ROM 100b.
[0049] The game control board 100 receives various detection signals from the medal sensor 8a, which detects the insertion of a medal into the medal insertion slot 8, the MAXBET button 20, the start lever 9, and the stop buttons 10-12, and the main CPU 100a executes various processes based on the received detection signals.
[0050] The initialization means 110 executes initialization processing in the game control board 100 when the power is turned on or when the board is reset.
[0051] The betting means 120 bets medals to be used in a game, i.e., sets the number of bets.
[0052] The internal lottery means 130 acquires a random number for the internal lottery at the timing when the start lever 9 is operated to start a game, and executes an internal lottery to determine one winning area from among a plurality of types of winning areas based on the acquired random number and the type of the current game state. Specifically, it refers to an internal lottery table corresponding to the game state and determines one winning area based on the acquired random number for the internal lottery. Note that the operation of the start lever 9 may be referred to as a game start operation, and a role associated with the winning area determined by the internal lottery may be referred to as a winning role.
[0053] If the winning flag set based on the result of the internal lottery is related to a small role or a replay role, the winning flag is released before the start of the next game so as not to be carried over to the next game. Also, if a winning flag related to RBB (hereinafter sometimes referred to as an RBB flag) is set, the RBB flag is carried over until the RBB role wins, and when the RBB role wins, the RBB flag is released. The winning flag set according to the result of the internal lottery is also called a condition device.
[0054] The reel control means 140 controls the rotation of the left reel 5, center reel 6, and right reel 7 in response to the operation of the start lever 9, and controls the stopping of the corresponding left reel 5, center reel 6, and right reel 7 in response to the operation of the stop buttons 10 to 12 corresponding to the rotating left reel 5, center reel 6, and right reel 7, respectively.
[0055] A stepping motor 200 is also connected to the game control board 100. The reel control means 140 drives the stepping motor 200 based on rotation start signals for the left reel 5, center reel 6, and right reel 7, which are transmitted in response to an operation signal from the start lever 9. The main CPU 100a also stops driving the stepping motor 200 based on stop signals for the left reel 5, center reel 6, and right reel 7 in response to operation signals from the stop buttons 10 to 12 and detection signals from the rotation position detection circuit.
[0056] Furthermore, the reel control means 140 stops the rotation of the reel corresponding to the pressed stop button within 190 ms from the time of the stop operation of each of the stop buttons 10 to 12. Each of the reels 5 to 7 can rotate a maximum of four frames from the operation timing of the corresponding stop button. In other words, the reel control means 140 stops the corresponding reel so that the symbols located within a range of five symbols including any symbol displayed on the pay line L at the time of the operation of the stop button can be displayed on the pay line L.
[0057] In the following description, a pattern combination consisting only of symbols that can be displayed on the valid line L regardless of the timing of the operation of the stop button is referred to as a "pattern combination with PB=1", and a pattern combination that includes symbols that can be displayed on the valid line L depending on the timing of the operation of the stop button is referred to as a "pattern combination with PB≠1".
[0058] In addition, the reel control means 140 performs one of the following controls according to the winning flag: number priority control for stopping the reels so that the pattern combination corresponding to the role with the largest number of medals paid out is preferentially displayed on the active line L; number priority control for stopping the reels so that the pattern combination corresponding to the role with the largest number of pattern combinations is preferentially displayed on the active line L; and role priority control for giving priority to replay roles and small roles over RBB roles, and pulls in the pattern with the highest priority among the pattern combinations related to the role corresponding to the winning flag so that it is displayed on the active line L, based on a logic operation to search for the pattern with the highest pull-in priority and / or reference to a stop control table (not shown) previously stored in the main ROM, and kicks out the pattern combinations corresponding to roles other than the role corresponding to the winning flag so that they are not displayed on the active line L, and stops the reels corresponding to each stop button.
[0059] The determining means 150 determines whether or not a symbol combination corresponding to a winning combination is displayed on the pay line L. Here, the display of a symbol combination corresponding to a winning combination on the pay line L may be simply referred to as a win.
[0060] When a payout of medals occurs based on the fact that a symbol combination corresponding to a winning combination is displayed on the pay line L (a prize is won), the payout control means 160 pays out the number of medals corresponding to the winning combination. In addition, a medal payout device 201 is connected to the game control board 100, and the payout control means 160 discharges medals while counting the number of medals to be paid out.
[0061] The gaming state control means 170 refers to the result of the internal lottery and the judgment result of the judgment means 150, and transitions the gaming state to one of a plurality of gaming states.
[0062] The command sending means 180 sequentially determines game-related commands associated with the operation of the betting means 120, internal lottery means 130, reel control means 140, judgment means 150, payout control means 160, game status control means 170, etc., and sequentially sends the determined commands to the performance control board 300.
[0063] The game control board 100 is also provided with a random number generating circuit. The random number generating circuit sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined time point to obtain a random number. The random number generated by the random number generating circuit of the game control board 100 (hereinafter referred to as an internal lottery random number) is used to determine a game profit to be given to a player, for example, a winning area by the internal lottery means 130.
[0064] (Performance control board 300) Similarly to the game control board 100, the performance control board 300 has various semiconductor integrated circuits including a sub-CPU 300a which is a central processing unit, a sub-ROM 300b which stores programs and the like, and a sub-RAM 300c which functions as a work area, and controls performances in particular based on commands from the game control board 100. Similarly to the main RAM 100c, the sub-RAM 300c is also connected to a backup power supply (not shown), and data is retained without being erased even if the power supply is cut off.
[0065] The sub CPU 300a, like the main CPU 100a, has an interrupt function, and generates an interrupt when a command is received from the main CPU 100a, acquires the command sent from the main CPU 100a, and executes a command reception interrupt process that stores the command in a buffer. The sub CPU 300a also generates an interrupt every time the number of system clock inputs reaches a certain number, i.e., at regular intervals, to execute a sub-side timer interrupt process.
[0066] Furthermore, unlike the main CPU 100a, when an interrupt occurs based on the reception of a command, even if a timer interrupt process is being executed, the sub-CPU 300a interrupts the process and executes the command reception interrupt process, and executes the command reception interrupt process as the highest priority even if an interrupt that triggers the timer interrupt process occurs at the same time.
[0067] The sub-RAM 300c provides a work area for controlling various effects such as the LCD display, lamp display, and sound output, and is used as a work RAM.
[0068] In addition, the performance control board 300 has functional units such as an initialization means 310, a command receiving means 320, and a performance control means 330, which function in cooperation with the sub-RAM 300c, based on the program stored in the sub-ROM 300b, in which the sub-CPU 300a operates.
[0069] The initialization means 310 executes initialization processing in the performance control board 300.
[0070] The command receiving means 320 receives commands from other control boards, such as the game control board 100, and performs processing in response to the commands.
[0071] The performance control means 330 controls the performance according to the game state. The performance switch 22 is connected to the performance control means 330, and a detection signal of the performance switch 22 is input. The performance control means 330 is further connected to the liquid crystal display 14, the speaker 15, and other performance devices such as a back lamp 25 for illuminating the reels from the back side, and these performance devices are driven based on the control by the performance control means 330. The performance control means 330 also shifts the performance state between a plurality of types of performance states (non-AT performance state, AT performance state) according to a command sent from the main CPU 100a, and determines a performance from a plurality of types according to the result of the internal lottery, the setting / cancellation of the game zone (non-advantageous zone, advantageous zone), the type of the performance state, and the like, and causes the performance device to execute the determined performance. The performance control means 330 also determines the performance mode according to the game state, and executes the determined game performance.
[0072] The effects also include auxiliary effects. The auxiliary effects are effects that notify the player of the correct operation of the stop buttons 10 to 12, which is the winning condition of the correct role, when a winning area where a correct role (specific role) and an incorrect role overlap in an internal lottery is won. Such auxiliary effects allow the player to easily display the symbol combination corresponding to the correct role on the pay line. The performance state in which such an auxiliary effect is executed is called AT (assist time). In addition, a so-called ART in which the AT and RT (replay time), which has a high winning probability of a replay role, proceed in parallel, may be used. In addition, the auxiliary effects may be referred to as navigation effects hereinafter.
[0073] In the following, notification means such as the liquid crystal display 14 and the speaker 15, which are managed by boards other than the game control board 100 including the performance control board 300, may be referred to as other notification means. In contrast, notification means such as the credit display 23 and the game auxiliary display 24, which are managed by the game control board 100, may be referred to as main notification means (instruction monitor). In addition, the main notification means and other notification means capable of executing auxiliary performance may be collectively referred to as auxiliary performance notification means. The performance state control means causes the auxiliary performance notification means to execute the auxiliary performance in the AT performance state.
[0074] (Winning roles and internal lottery table configuration) 5 to 8 are explanatory diagrams for explaining winning combinations, and FIG. 9 is an explanatory diagram for explaining the internal lottery table.
[0075] In the slot machine S, a plurality of types of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 100, a plurality of internal lottery tables and the like corresponding to the game states managed and controlled by the game state control means 170 are stored in the main ROM 100b. The internal lottery means 130 extracts the corresponding internal lottery table from the main ROM 100b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 100c and the current game state, and determines which winning area in the internal lottery table the internal lottery random number obtained according to the operation signal of the start lever 9 corresponds to, based on the extracted internal lottery table.
[0076] Here, the winning area is associated with a winning type (hereinafter, sometimes simply referred to as a role). The winning type is composed of winning roles. The winning roles that compose the winning type include a replay role, a small role, and a bonus role. The replay role is a role that allows a player to play again without setting a bet amount when a symbol combination corresponding to the replay role is displayed on the effective line L. The small role is a role that allows a player to receive a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small role is displayed on the effective line L. The bonus role is a role that allows a game state managed by the game state control means 170 to be transitioned to a bonus game state (in this embodiment, a game state during RBB operation) when a symbol combination corresponding to the bonus role is displayed on the effective line L.
[0077] As shown in Figs. 5 to 8, the winning combinations in this embodiment are provided as replay combinations, i.e., winning combinations "REP1" to "REP12". When a replay is won, a replay ("REP" in the figures) is awarded. In addition, winning combinations "NML1" to "NML61" are provided as minor combinations. When a minor combination is won, a specified number of medals (1, 3, 15) are awarded. In addition, winning combinations "RBB1" to "RBB4" are provided as bonus combinations. In Figs. 5 to 8, one or more symbols constituting each winning combination are associated with the left reel 5, the center reel 6, and the right reel 7, respectively.
[0078] Here, in this embodiment, when the stop buttons 10 to 12 are operated by the player, if the symbols constituting the symbol combination corresponding to the winning combination that can be won are on the pay line L, the reel control means 140 performs stop control so that the symbols stop on the pay line L. Also, when the stop buttons 10 to 12 are operated, if the symbols constituting the symbol combination corresponding to the winning combination that can be won are not on the pay line L but are within a range (pulling-in range) equivalent to four symbols in the opposite direction to the rotation direction of the reels 5 to 7, the reel control means 140 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line L and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes among the reels 5 to 7 and all of them are within the reel-in range of the reels 5 to 7, it is determined which symbol should be drawn onto the pay line L according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line L. In addition, when the stop buttons 10 to 12 are pressed and a symbol constituting a symbol combination corresponding to a winning combination other than the winning combination that can win prizes is on the pay line L, the reel control means 140 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line L. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 140 controls the stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line L according to the operation mode of the player.
[0079] As shown in FIG. 9, in the internal lottery table, a plurality of winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In FIG. 9, the winning areas (winning types) assigned to the prescribed number of coins (2 or 3 coins) and each game state (normal state (general), RBB1 or RBB2 RBB internal game state (12 of them), RBB3 or RBB4 RBB internal game state (34 of them), RBB operation game state (RBB)) are represented by "◎" or "○", but in reality, the internal lottery tables corresponding to each of the plurality of game states are stored in the main ROM 100b. Note that "◎" indicates a winning type that allows the lottery for the advantageous zone (for example, a lottery for the control of the AT) to be performed, and "○" indicates a winning type that does not allow the lottery for the advantageous zone to be performed.
[0080] In the internal lottery table, each partitioned winning area is associated with a predetermined number of balls (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of balls in all winning areas assigned to each game state is the total number of internal lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of balls associated with the winning area by the total number of internal lottery random numbers. The internal lottery means 130 sequentially obtains the number of balls placed in the winning areas in the internal lottery table starting from the highest number based on the game state at that time, subtracts the number of balls placed from the internal lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the internal lottery. Also, if the number of balls placed in all winning areas from winning area 1 or more is subtracted from the internal lottery random number and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the internal lottery.
[0081] Here, we will supplement the winning role "RBB" that constitutes the winning type "RBB". The predetermined first-class special role RB is a role that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that a condition device related to winning for each specified number will operate, and is capable of operating in a predetermined case and continuing to operate until a game result not exceeding 12 times is obtained. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, role, or the operation of a role continuous operation device, and is activated when an internal lottery (a lottery by a computer performed in the gaming machine) is won, that is, a winning flag. And the role continuous operation device related to the first-class special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously operate the first-class special role RB, and is activated when a specific combination of symbols is displayed, and ends its operation in a predetermined case.
[0082] According to the internal lottery table in FIG. 9, for example, the winning area 0 is associated with the winning type "non-winning (miss)", and if this winning type is won, the symbol combination corresponding to any of the winning roles shown in FIG. 5 to FIG. 8 will not be displayed on the pay line L, and no medals will be paid out. However, if the RBB internal winning flag is carried over to the next game, the winning type "miss" makes it possible to display the symbol combination corresponding to the winning role "RBB" on the pay line L.
[0083] In addition, the winning area 1 is associated with a winning type "JAC" that includes the winning combinations "NML1" to "NML61" in duplicate.
[0084] In addition, winning areas 2 to 25 are associated with selected winning types (winning types "Batting Order Bell 123 Blue A, B", "Batting Order Bell 123 Red A, B", "Batting Order Bell 132 Blue A, B", "Batting Order Bell 132 Red A, B", "Batting Order Bell 213 Blue A, B", "Batting Order Bell 213 Red A, B", "Batting Order Bell 231 Blue A, B", "Batting Order Bell 231 Red A, B", "Batting Order Bell 312 Blue A, B", "Batting Order Bell 312 Red A, B", "Batting Order Bell 321 Blue A, B", "Batting Order Bell 321 Red A, B") that overlap with correct roles with a payout of 15 coins (winning roles "NML30" to "NML57") and incorrect roles with a payout of 1 coin (winning roles "NML1" to "NML29").
[0085] The winning area 26 is associated with the winning type "common bell" which includes the winning combinations "NML23", "NML24", and "NML30" in duplicate. The winning area 27 is associated with the winning type "common 1 coin" which includes the winning combinations "NML1" to "NML29" in duplicate. The winning area 28 is associated with the winning type "watermelon" which includes the winning combinations "NML58" to "NML61" in duplicate. The winning area 29 is associated with the winning type "chance eye A" which includes the winning combinations "NML25" to "NML29", "NML56", and "NML57" in duplicate. The winning area 30 is associated with the winning type "chance eye B" which includes the winning combinations "NML11", "NML12", "NML14", "NML16", "NML19" to "NML24", and "NML55" in duplicate.
[0086] The winning area 31 is associated with a winning type "normal lip A" that includes the winning combinations "REP5" to "REP9" in duplicate. The winning area 32 is associated with a winning type "normal lip B" that includes the winning combinations "REP1," "REP5" to "REP9" in duplicate. The winning area 33 is associated with a winning type "fake lip" that includes the winning combinations "REP5" to "REP10" in duplicate. The winning area 34 is associated with a winning type "XD7 matching lip" that includes the winning combinations "REP5" to "REP9," and "REP12" in duplicate. The winning area 35 is associated with a winning type "C matching lip" that includes the winning combinations "REP5" to "REP11" in duplicate. The winning area 36 is associated with a winning type "Weak Cherry Rip" which includes the winning combinations "REP1" and "REP2" in combination. The winning area 37 is associated with a winning type "Strong Cherry Rip" which includes the winning combinations "REP3" and "REP4" in combination.
[0087] Moreover, the winning area 38 is associated with the winning type "RBB1" including the winning role "RBB1". Moreover, the winning area 39 is associated with the winning type "RBB2" including the winning role "RBB2". Moreover, the winning area 40 is associated with the winning type "RBB3" including the winning role "RBB3". Moreover, the winning area 41 is associated with the winning type "RBB4" including the winning role "RBB4".
[0088] In addition, when a winning type that includes multiple overlapping winning combinations is won, a winning condition is set as to which winning combination corresponding to the winning combination is preferentially displayed on the pay line L, for example, the order in which the stop buttons 10 to 12 are operated.
[0089] For example, in a non-internal game state, when the winning type "batting order bell 123 blue A" in the winning area 1 is won, and an operation is performed in the correct operation mode (batting order 1) and at the timing when the pattern "blue 7" stops on the valid line L, the stop control is performed so that the pattern combination corresponding to the winning role "NML54", which is a correct role with a payout of 15 coins, is preferentially displayed on the valid line L. Also, when an operation is performed according to the batting order 1 but an operation is not performed according to the timing when the pattern "blue 7" stops on the valid line L, or when an operation is performed according to the batting orders 2 to 4, the stop control is performed so that the pattern combination corresponding to the winning role which is an incorrect role with a payout of 1 coin is preferentially displayed on the valid line L, and when an operation is performed according to the batting orders 5 and 6, the stop control is performed so that the pattern combination corresponding to the winning role which is an incorrect role with a payout of 1 coin is preferentially displayed on the valid line L with a probability of 1 / 2.
[0090] The winning probability (number of pieces placed) of each winning type in the winning areas 2 to 25 is set to be equal. Since a player usually cannot know which winning type he / she has won, the above-mentioned winning areas 2 to 25 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop buttons 10 to 12 are operated in a batting order in which a correct combination is preferentially displayed, the selection of red 7 or blue 7 occurs, so that the symbol combination corresponding to the correct combination is not necessarily displayed on the effective line L, and therefore, depending on the operation mode, a miss may occur (PB≠1). Also, as described above, even if the stop buttons 10 to 12 are operated in a batting order in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the effective line L, and therefore, depending on the operation mode, a miss may occur (PB≠1).
[0091] (About game status) As shown in Figure 10, taking into account the specified number, the game status is as follows: "3 specified number general", "2 specified number general", "3 specified number in RBB1", "2 specified number in RBB1", "3 specified number in RBB2", "2 specified number in RBB2", "2 specified number in RBB3", "3 specified number in RBB3", "2 specified number in RBB3", "3 specified number in RBB4", "2 specified number in RBB4", "2 specified number in operation", "2 specified number in operation", "3 specified number in operation", and "3 specified number in RBB4".
[0092] And, in the RBB1, when the bet number is set to 3, the combination of the operating symbols corresponding to the RBB1 related to the carryover cannot be established and becomes invalid. Also, when the bet number is set to 2, there is no non-winning area and even if you miss it, the combination of the RBB1 operating symbols cannot be displayed because of the so-called full hit specification, so they are not aligned, and it does not move from inside RBB1 to RBB1 operating. And RBB2 is the same as RBB1.
[0093] Also, when the bet number is set to 2, the combination of the operating symbols corresponding to the carried-over RBB3 cannot be aligned because the winning flag of RBB3, which is not drawn during the specified number of 2 general symbols, cannot be established and is invalid, and there is no non-winning area and the full hit specification does not allow the combination of the RBB3 operating symbols to be displayed even if it is missed. Also, when the bet number is set to 3, the combination of the operating symbols corresponding to the carried-over RBB3 cannot be aligned because there is no non-winning area and the full hit specification does not allow the combination of the RBB3 operating symbols to be displayed even if it is missed, and it does not move from inside RBB3 to RBB3 operating. And RBB3 is the same as RBB4.
[0094] In the slot machine S, it is recommended that, for example, a store attendant or the like, before the opening of the game center, obtains a win of RBB1,2, which has a high probability of being won, from "regular number of 2 general coins" and moves to inside RBB1,2 in advance. In a game in which RBB1,2 is won, the screen of the liquid crystal display 14 is darkened and a message "waiting for recovery" is displayed, so that it is possible to avoid accidentally displaying a combination of RBB1,2 operating symbols. When the game moves to inside RBB1,2, the message "waiting for recovery" is erased, the screen of the liquid crystal display device 70 is brightened, and a background video is displayed, indicating that preparation is complete.
[0095] In the normal state (normal), if the RBB role does not win according to the operation timing of the stop button when the RBB is won, the system transitions to the RBB interior (a), and if the RBB role wins, the system transitions to the RBB operation (b). In the RBB interior, the RBB flag is set, but reel control is performed by role priority control that prioritizes the winning of minor roles and replay roles over the RBB role, so the RBB role can only win in a game that is not won (a game in which the RBB flag is set alone), and when the RBB role wins, the RBB flag is released and the system transitions to the RBB operation. In the RBB operation, if the total number of medals paid out exceeds a predetermined number (for example, 24 medals), the RBB operation is terminated and the system transitions to the normal state (c).
[0096] In this embodiment, when the game state is normal, the correct answer role does not win when the batting order bell is won, but when staying inside the RBB, the correct answer role can win. Therefore, it is configured to be controllable to AT (assist time) when staying inside the RBB.
[0097] Also, as shown in FIG. 9, since multiple types of correct roles are won without overlapping each other inside the RBB (see "batting order bell" in FIG. 9), the chances of winning the correct role can be increased, and as a result, for example, by performing auxiliary performance in the AT inside the RBB, it becomes easier to win medals. On the other hand, since multiple types of correct roles are won overlappingly in the RBB operation (see "JAC" in FIG. 9), the chances of winning the correct role are fewer, so the chances of winning the correct role are fewer than in the AT, making it difficult for the player to increase the medals he owns. Therefore, in this embodiment, while having the function of the RBB operation that the winning probability of the winning role related to the winning is higher than inside the RBB, it is possible to realize a specification (so-called accelerator AT) in which the RBB operation is inferior to the RBB interior in terms of medal winning performance. In other words, the RBB is a decreasing bonus.
[0098] In this embodiment, even when not controlled by AT, when the winning areas 38-42 corresponding to RBB1-RBB4 are won, instruction notification and auxiliary performance are executed. Specifically, RBB1-RBB4 do not overlap with other winning roles, but the symbols on the left reel and the center reel are common, so the type of RBB cannot be determined unless the right reel is stopped. Therefore, when any of the winning areas 38-42 corresponding to RBB1-RBB4 is won, instruction notification and auxiliary performance that can specify the symbol to be stopped on the right reel are executed. At this time, instruction notification and auxiliary performance of the hitting order in which the right reel is stopped first, the center reel is stopped second, and the left reel is stopped third are also executed. And, all of the symbols on the right reel of RBB1-RBB4 are symbols that will cause a miss unless the stop button 12 is operated at the timing when they are in the reel-in range. Therefore, the instruction notification and auxiliary effects that can specify the pattern to be stopped on the right reel directly specify the type of pattern, but in other words, they can also be said to specify the timing of operating the stop button.
[0099] (About the game area) As shown in FIG. 11, in this embodiment, it is possible to set non-advantageous and advantageous zones as game zones. Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to an instruction function, that is, a game zone that is advantageous to a player, including a game zone that executes an auxiliary performance (instruction function), is defined as an advantageous zone. In addition, a game zone different from an advantageous zone is defined as a non-advantageous zone. The transition of the game zone shown in FIG. 11 is controlled by the main CPU 100a.
[0100] The main CPU100a executes an advantageous zone setting lottery to determine whether or not to set an advantageous zone based on whether a specific winning area has been won in an internal lottery in a non-advantageous zone. In other words, the advantageous zone setting lottery is executed regardless of whether any of a plurality of types of winning areas has been won. Then, if the advantageous zone setting lottery is won, an advantageous zone (non-AT) is set at the start of the next game after the advantageous zone setting lottery is won (a), and if the advantageous zone setting lottery is not won, the setting of the non-advantageous zone is maintained.
[0101] In this embodiment, the winning probability of the advantageous zone setting lottery is set to 100% regardless of the type of winning area determined by the internal lottery. Therefore, the advantageous zone setting lottery is always executed in one play in a non-advantageous zone, the advantageous zone setting lottery is won, and an advantageous zone (non-AT) that is not controlled by AT is set in the next play. In other words, the non-advantageous zone is set only in one play, and the proportion of the advantageous zone in the entire play becomes extremely high. In other words, in this embodiment, the play zone is generally set to a non-AT zone.
[0102] In addition, the main CPU 100a cancels the advantageous zone and sets a non-advantageous zone based on the fact that the condition for forcibly terminating the advantageous zone is satisfied in the advantageous zone (b). The condition for forcibly terminating the advantageous zone is that the number of games in the advantageous zone (hereinafter, sometimes referred to as the zone play count) reaches the upper limit of "1500 times" or the net increase in the advantageous zone (in other words, the difference in the number of medals from the lowest point where the medals have decreased the most in the advantageous zone, so-called MY) exceeds "2400 medals", so that the main CPU 100a is configured to forcibly cancel the advantageous zone and set a non-advantageous zone.
[0103] The advantageous zone includes "non-AT", which is not controlled by AT, and "AT", which is controlled by AT.
[0104] In the AT, when the batting order bell is won, the main CPU 100a displays the correct batting order instruction information on the instruction information display 13a, and the sub CPU 300a causes the liquid crystal display 14 to execute an effect (hereinafter referred to as an auxiliary effect) showing the correct batting order instruction information. In other words, in the AT, a navigation notification on the game control side and a navigation effect on the effect control side are executed. In contrast, in the non-advantageous section and non-AT, when the batting order bell is won, the instruction information of the correct batting order is not displayed on the instruction information display 13a, and the auxiliary effect showing this instruction information of the correct batting order is not executed on the liquid crystal display 14. In this way, in the AT, the correct batting order that will win the correct role is shown to the player when the batting order bell is won, making it easier for the player to win medals.
[0105] In addition, in the ball output state during the favorable zone, the ending state is controlled when the total number of games played during the favorable zone, which is updated based on the progress of the game, reaches a predetermined ending transition game number (for example, 1400 games), or when the total value of the net increase in the number of coins during the favorable zone reaches the ending transition number (for example, 2200 coins). In this embodiment, the number of games and the net increase in the number of coins in the favorable zone are counted in both cases where the bet number is set to 2 and where the bet number is set to 3, but the number of games until the ending state is transitioned is not counted when the bet number is set to 2, and is counted only when the bet number is set to 3. In addition, the net increase in the number of coins until the ending state is transitioned is counted in both cases where the bet number is set to 2 and where the bet number is set to 3. The number of ending transition games and the ending transition number are updated during the favorable zone and in the normal state, and are not updated in the RBB. In the normal state, for example, when the RBB wins an area with no duplicate wins (e.g., batting order bell) in a specific winning area where the lottery for setting the advantageous zone is held, and the next play wins the winning area of the batting order bell, the stopping operation is performed in the correct batting order, and the bell wins, the number of ending transition coins is counted. The ending state is, for example, a state in which it is determined that the AT will continue until the total value of the net increase in coins exceeds the upper limit number (e.g., 2400 coins) or the number of games played in the advantageous zone reaches the upper limit number of games (e.g., 1500G). The number of ending transition games is set when the state transitions from the normal state to the AT.
[0106] As described above, in this embodiment, when the bet number is 2, the number of games played until the ending state is reached is not counted, so when the bet number is set to 2, the game transitions to the ending state only when the total net increase in number of coins during the advantageous period reaches the ending transition number. If the number of games played until the ending state is reached with a bet number of 2 is counted, it would be unfair because it would be possible to reach the ending state with a smaller number of coins than when the number of games is increased and the game transitions to the ending state with a bet number of 3. Therefore, the number of games played until the transition to the ending state is counted only when the bet number is 3.
[0107] The AT includes the normal AT, the fall preparation, the return chance zone, and the pseudo bonus. When changing the settings or moving from the AT to the non-AT, the number of games until the AT starts is determined by the AT start game number lottery. The number of games determined for the AT start game number lottery differs depending on the lottery mode. When the lottery mode is the normal mode, the maximum is 666 games (400 to 600 games is the high probability), and when the lottery mode is the heaven mode, the maximum is 350 games (most wins are in the 200 game range). In the non-AT, a lottery is performed according to the results of the internal lottery, and the number of games determined by the AT start game number lottery may be shortened.
[0108] Then, when the number of games determined by the AT start game number lottery is consumed, it transitions from non-AT to normal AT (c). In the normal AT, if the batting order bell is won, instruction notifications and support effects are executed. Then, when the specified number of navigations (number of instruction notifications and support effects) is consumed, the normal AT transitions to fall preparation (d). The number of navigations in the normal AT is determined by lottery (for example, 10, 15, or 20 times). Also, if the winning type "Strong Cherry Rip", "Weak Cherry Rip", "Watermelon", "Chance Eyes A, B" (these may be collectively referred to as the winning type "Rare Role") is won by internal lottery, a lottery is executed to add to the number of navigations. And when there is an addition, the number of navigations in the normal AT is carried over.
[0109] In the fall preparation, if you win the return lottery that is executed when you win one of the winning types "rare role" by internal lottery, you will move back to the normal AT (e). Note that the expectation of moving to the normal AT differs depending on the type of winning type "rare role".
[0110] Also, in the fall preparation stage, if the internal lottery results in a miss (non-win) or if a replay is won, the fall lottery is executed. If the fall lottery is won in the fall preparation stage, the player moves to the return chance zone (f). The return chance zone continues until the batting order bell is won. If the batting order bell is won in the return chance zone and the correct role is won, the player returns to the normal AT (g). However, if the batting order bell is won in the return chance zone but the correct role is not won, the player moves to non-AT (h).
[0111] In this embodiment, in preparation for falling, a bell navi stock is stored each time the number of times the batting order bell is navigated reaches a predetermined number (for example, 10 times). Then, when the fall lottery is won and the player moves to the return chance zone, one bell navi stock is consumed, and when the batting order bell is won, an instruction notification and an auxiliary performance are generated. This ensures that the player can return to the normal AT by following the batting order indicated by the instruction notification and the auxiliary performance. Even when a bell navi stock has not been stored, it is possible to select whether to notify the player of the batting order up to that point or not to notify the player of the batting order.
[0112] In addition, in the fall preparation, as an initial guarantee at the time of the first hit, it is guaranteed that the game will not move to the return chance zone until the number of navigations of the batting order bell reaches 20. In other words, two bell navigation stocks are guaranteed. In addition, not moving to the return chance zone can be implemented by treating the game as a non-win even if the fall lottery is won, or by not holding the fall lottery.
[0113] In addition, in the Return Chance Zone, when a "rare combination" is won, a lottery for winning a Bellnavi stock is held. The expected probability of winning a Bellnavi stock varies depending on the type of "rare combination".
[0114] Also, if you win a specific role in the fall preparation or return chance zone, you will move to the pseudo bonus (i) (j). And in the pseudo bonus, if the specified number of navigations (for example, 30 times) is consumed, you will move to the fall preparation (k). Also, in the pseudo bonus, if you win the lottery when the winning type "rare role" is won, you can get Bell Navi stocks.
[0115] (Regarding the transition of the performance state) As shown in Fig. 12, the sub-CPU 300a controls the transition of the presentation state according to the transition of the game state and the game section. The presentation state is roughly divided into a non-AT presentation state and an AT presentation state.
[0116] In non-AT (see FIG. 11), it is controlled to the normal presentation state. When the number of games determined by the AT start lottery in the normal presentation state is consumed, it either transitions to the normal AT presentation state via battle presentation A (a), or transitions to the normal AT presentation state without going through battle presentation A (b). The normal AT presentation state is the presentation state in the normal AT (see FIG. 11).
[0117] Battle performance A is, for example, a performance in which the AT is confirmed when the enemy character's vitality reaches 0 as a result of a battle between an ally character and an enemy character, and the ally character wins. If the ally character's vitality reaches 0, the ally character loses, and the normal performance state is maintained. Battle performance A is executed over 16 games, for example, and the ally character has three turns of attack. Note that if the number of games determined by the AT start game number lottery is shortened, the performance that was scheduled for defeat may be changed to a victory performance.
[0118] The normal AT performance state transitions to a fall preparation performance state when the prescribed number of navigations is consumed (e). The fall preparation performance state is a performance state in which the player is prepared to fall (see FIG. 11). In this embodiment, the net increase in the number of coins in the fall preparation performance state is 12 coins per game.
[0119] In the fall preparation performance state, if you win the return lottery that is executed when you win one of the winning types "rare role" by internal lottery, you will transition back to the normal AT performance state (f). Note that the expectation of transitioning to the normal AT differs depending on the type of winning type "rare role".
[0120] Also, if the player wins the fall lottery in the normal AT performance, the game will transition to the judge performance (g). The judge performance is a performance state in the return chance zone (see Figure 11). The judge performance continues until the batting order bell is won. If the batting order bell is won in the judge performance and the correct role is won, the game will return to the normal AT performance state (h). However, if the batting order bell is won in the judge performance but the correct role is not won, the game will transition to the normal performance state (i).
[0121] In some cases where a specific role is won in the judge performance, or the batting order bell is won but the correct role is not awarded, the state transitions to battle performance B (j). Battle performance B is the performance state in the return chance zone (see FIG. 11). And, if you lose in battle performance B (i.e., the correct role is not awarded), the state transitions to the normal performance state (k).
[0122] Battle performance B is, for example, a performance in which a pseudo bonus is confirmed when an ally character wins a battle between an ally character and an enemy character. Battle performance A is executed, for example, over six games. It is also possible to configure the game so that a lottery based on the result of an internal lottery is executed during battle performance B (i.e., during the return chance zone), and a performance that was scheduled to be a defeat performance is changed to a victory performance.
[0123] Also, if you win in battle performance B (i.e., if you have won a specific role), when you win a specific role in the normal performance state, you will transition to a pseudo bonus performance state (l, m). The pseudo bonus performance state is a performance state in a pseudo bonus (see Figure 11). In the pseudo bonus performance state, when a specified number of navigations (e.g., 30 times) have been consumed, you will transition to a fall preparation performance state (n). In the pseudo bonus performance state, a video will be played according to the number of medals won since the transition to the AT, and music will also be played.
[0124] In addition, in this embodiment, in a non-AT presentation state (a state other than battle presentation A), a point granting lottery is held for each game according to the result of an internal lottery, and the points determined in the point granting lottery are added up. The points granted include 0 points. If a transition role is won in the normal presentation state, the stage transitions to a point-specialized stage (o). The point-specialized stage transitions to a normal presentation state when a specified number of games (for example, 15 games) have been played (p). The point-specialized stage is more advantageous in terms of obtaining points than the normal presentation state. Specifically, the granted points may be 0 points in stages other than the point-specialized stage, but points are always granted in the point-specialized stage.
[0125] When the game is to move to the point-specialized stage, a special stage transition precursor effect is executed over multiple games to indicate this. In the point-specialized stage, an effect in which the points increase or a re-entry occurs after the point-specialized stage is ended is executed in response to the operation of the effect switch 22.
[0126] When the number of points added in the non-AT performance state reaches a predetermined number of points (for example, 1000 points), a stamina addition lottery is executed. Then, a stamina addition performance is executed in which the stamina value determined in the stamina addition lottery is added to the stamina of the ally character in battle performance A. As the stamina addition performance, for example, a roulette performance is executed. Then, if the ally character has high stamina, the probability of victory in battle performance A increases. In this case, it is preferable to configure it so that a 99% display indicates a high probability of victory.
[0127] The normal presentation state includes a low probability presentation state, a high probability presentation state, a main premonition presentation state, and a premonition presentation state.
[0128] The high probability presentation state is a presentation state in which the probability of points being awarded in a point awarding lottery is high.
[0129] This premonition presentation state is a presentation state that is executed from a predetermined number of games before battle presentation A, in which the victory of the ally character is confirmed (i.e., transition to the AT presentation state is confirmed), until the start of battle presentation A.
[0130] The premonition presentation state is a presentation state that ends without progressing to battle presentation A, or progresses to battle presentation A but ends without a victory. When transitioning from the low probability presentation state or the high probability presentation state to the premonition presentation state or the main premonition presentation state, a presentation is executed in which the entire screen, including the background video during that presentation state, is covered with effects. The premonition presentation state and the main premonition presentation state are executed over 16 games.
[0131] In this embodiment, when the number of points reaches a predetermined number of points, a stamina addition lottery is executed in the next game and a stamina addition effect is executed, but in the premonition effect state or the main premonition effect state, the stamina addition effect is not executed and the stamina addition effect is stocked. The stamina addition effect can be stocked up to three times. The stocked rights are consumed after the premonition effect state ends or the AT effect state ends (if stocked in the premonition effect state or the main premonition effect state), and one is consumed per game. Note that if the stamina addition effect reaches the maximum stock number of three times, transition to the point specialization stage is restricted.
[0132] In this embodiment, when the number of points reaches a predetermined number of points, a stamina addition lottery is executed in the next game and a stamina addition presentation is executed, but in the premonition presentation state or the main premonition presentation state, the stamina addition lottery is not executed and the right to the lottery is stocked. Up to three rights to the stamina addition lottery can be stocked. The stocked rights are consumed after the premonition presentation state ends or the AT presentation state ends (if stocked in the premonition presentation state or the main premonition presentation state), and one right is consumed per game.
[0133] In addition, the lottery for the number of games to start the AT, the lottery for adding the number of navigations, and the lottery for shortening the number of games until the AT in FIG. 11 are executed when the number of bets is set to 3, but are not executed when the number of bets is set to 2. These lotteries are executed when the winning type "rare role" is won, or are more likely to be won when the winning type "rare role" is won, so even if the winning type "rare role" is won when the number of bets is 2, the player will not receive any benefit. In other words, the ball output state changes when the number of bets is 3, but the ball output state does not change when the number of bets is 2. In addition, each lottery in FIG. 12 is executed when the number of bets is set to 3, but is not executed when the number of bets is set to 2. Accordingly, the performance associated with the transition of the performance state in FIG. 12 is also executed when the number of bets is set to 3, but is not executed when the number of bets is set to 2, so that when a game is played with the number of bets 2, the performance image when the game was played with the number of bets 3 before that remains displayed. As described above, the winning type "rare role" is a role with a higher advantage than other winning types (bells and replays).
[0134] (About the support parts of the housing and the supported parts of the front door) Next, the configurations of the cabinet 1 and the front door 2 will be described with reference to Figures 13 to 18. In the following, the front, rear, left and right directions are defined based on a player facing the slot machine S.
[0135] 13, a right side plate 2a extending in the vertical direction is provided on the lower right side of the rear side of the front door 2, and a supported member 40 is provided adjacent to the inside of the right side plate 2a. The supported member 40 protrudes rearward (toward the housing 1) and is supported by a support member 50 (see FIGS. 17 and 17) of the housing 1, which will be described later, when the front door 2 is closed.
[0136] As shown in Figs. 14 and 14, the supported member 40 of the front door 2 has a flat plate portion 41 and a roller portion 42. The flat plate portion 41 is provided so as to protrude rearward from the inside of the right side plate 2a of the front door 2. The flat plate portion 41 is bent inward so as to form a gap between the flat plate portion 41 and the right side plate 2a, and the roller portion 42 is disposed in this gap. The roller portion 42 is supported on the tip of the flat plate portion 41 via a shaft portion 43 and is rotatable around the shaft portion 43. The roller portion 42 protrudes rearward from the right side plate 2a in the front-rear direction, and when the front door 2 is closed, the roller portion 42 comes into contact with the housing 1 before the right side plate 2a.
[0137] 16, a support member 50 is provided on the right side plate 1a of the housing 1 at a position facing the supported member 40 of the front door 2. The support member 50 is attached to the right side plate 1a via a base plate 51.
[0138] As shown in Figures 17 and 18, the support member 50 has a guide portion 52, a support portion 53, and a blocking portion 54. The guide portion 52 is formed so as to incline forward, and its rear end side is connected to the front end side of the support portion 53. The guide portion 52 is capable of contacting the roller portion 42 of the supported member 40 when the front door 2 is closed. When the manager of the game facility pushes the front door 2 rearward with the roller portion 42 in contact with the guide portion 52, the roller portion 42 moves over the guide portion 52 and is guided onto the support portion 53.
[0139] The support portion 53 supports the roller portion 42 from below. The support portion 53 is formed so as to incline backward, and its rear end side is connected to the blocking portion 54. Therefore, the roller portion 42 can easily move on the support portion 53 toward the blocking portion 54.
[0140] The blocking portion 54 is provided perpendicular to the support portion 53 and functions as a stopper that blocks the roller portion 42 from moving backward.
[0141] The front door 2 can be rotated to a first state, a second state, or a third state depending on whether it is open or closed. The first to third states of the front door 2 will be described below with reference to Figs. 19-20. The cross section shown in Figs. 19-20 is taken along line SS in Fig. 1, and this SS line cross section is taken perpendicularly to the placement surface Z of the cabinet 1 at a position about 1-2 medals inward from the right side of the cabinet 1 or the front door 2. In addition, a supported member 40 of the front door 2 and a supporting member 50 of the cabinet 1 are provided near the rear of this position.
[0142] As shown in FIG. 19, the first state of the front door 2 is a state in which the front door 2 is closed and the roller portion 42 of the supported member 40 of the front door 2 is placed on the support portion 53 while being in contact with the blocking portion 54 of the support member 50 of the housing 1. In the first state, a first gap G1 is formed between the lower side portion 2b of the front door 2 and the placement surface Z of the housing 1. The vertical dimension of the first gap G1 is set to a first dimension L1 (approximately 3 mm to 5 mm). The first dimension L1 is smaller than the diameter (approximately 11 mm) of the game ball B as shown in FIG. 22(a) and larger than the thickness (approximately 1.6 mm to approximately 1.7 mm) of the medal M as shown in FIG. 22(b).
[0143] As shown in FIG. 20, the second state of the front door 2 is a state in which the front door 2 is open and the roller portion 42 of the supported member 40 of the front door 2 is not in contact with the support member (guide portion 52) of the housing 1. In the second state, a second gap G2 is formed between the lower side portion 2b of the front door 2 and the placement surface Z of the housing 1. The vertical dimension of the second gap G2 is set to a second dimension L2 (approximately 2 to 3 mm). The second dimension L2 is smaller than the diameter of the game ball B (see FIG. 22(a)) and larger than the thickness of the medal M (see FIG. 22(b)), similar to the first dimension L1 (see FIG. 19). In addition, in the second state, the opening angle (rotation angle) of the front door 2 is 10 degrees or less, and the second dimension is an approximately constant value within this range of the opening angle.
[0144] As shown in FIG. 21, the third state of the front door 2 is a state in which the front door 2 is closed and the roller portion 42 of the supported member 40 of the front door 2 abuts against the support member 50 (the guide portion 52) of the housing 1. In the third state, a third gap G3 is formed between the lower side portion 2b of the front door 2 and the placement surface Z of the housing 1. The vertical dimension of the third gap G3 is set to a third dimension L3 (approximately 2 mm to 3 mm). The third dimension L3, like the first dimension L1 (see FIG. 19) and the second dimension L2 (see FIG. 19), is smaller than the diameter of the game ball B (see FIG. 22(a)) and larger than the thickness of the medal M (see FIG. 22(b)).
[0145] Although not shown, when the front door 2 is in the third state, the dimension from the right side of the front door 2 to the right side of the housing 1 in a front view is set to a fourth dimension L4 (approximately 33 mm). The fourth dimension L4 is larger than the diameter (approximately 25 mm or approximately 30 mm) of the medal M as shown in FIG. 22(c). In addition, in the third state, the opening angle (rotation angle) of the front door 2 is less than the opening angle of the front door 2 in the second state.
[0146] In this way, depending on whether the front door 2 is open or closed, gaps G1 to G3 of different sizes are formed between the bottom side 2b of the front door 2 and the placement surface Z of the housing 1. That is, when the front door 2 is in the first state, a first gap G1 of a first dimension L1 is formed, when the front door 2 is in the second state, a second gap G2 of a second dimension L2 is formed, and when the front door 2 is in the third state, a third gap G3 of a third dimension L3 is formed. The magnitude relationship between the first to third dimensions L1, L2, and L3 is L3≒L2≦L1.
[0147] As described above, according to the slot machine S of this embodiment, whether the front door 2 is in the first state or the second state, the dimensions (first dimension L1, second dimension L2) of the gap (first gap G1, second gap G2) formed between the lower side portion 2b of the front door 2 and the placement surface Z of the cabinet 1 are larger than the thickness of the game medal. Therefore, even when the front door 2 is rotated from the second state to the first state or from the first state to the second state, the rotation can be prevented from being blocked by the medal.
[0148] In particular, the front door 2 is fitted with heavy devices such as various performance devices, and when the front door 2 is opened, the front door 2 is lowered slightly downward due to its own weight. Therefore, the vertical dimension of the gap formed between the lower side 2b of the front door 2 and the placement surface Z of the housing 1 may be smaller than the thickness of the medal. In this case, when the front door 2 is opened and closed, the medal may be wedged in the gap, making it impossible to open and close the front door 2, or the front door 2 itself may be damaged. However, in this embodiment, when the front door 2 is in the first state and the second state, it is designed so that the medal does not wedged in the gap between the lower side 2b of the front door 2 and the placement surface Z of the housing 1. Specifically, the size of the gap is set so that even if a medal gets into the gap, the medal does not come into contact with the lower side 2b of the front door 2. Therefore, when the front door 2 is rotated from the second state to the first state or from the first state to the second state, the rotation can be performed smoothly without being blocked by the medal, and further, the front door 2 itself can be prevented from being damaged.
[0149] Furthermore, even when the front door 2 is in the third state, the dimension (third dimension L3) of the gap (third gap G3) formed between the lower side 2b of the front door 2 and the placement surface Z of the cabinet 1 is larger than the thickness of the game medal. Therefore, when the front door 2 is rotated from the third state to the second state or from the second state to the third state, the rotation can be performed smoothly without being blocked by the medal, and further, damage to the front door 2 itself can be prevented.
[0150] Moreover, in any of the first to third states of the front door 2, the vertical dimensions (first to third dimensions L1 to L3) of the gaps (first to third gaps G1 to G3) formed between the bottom side 2b of the front door 2 and the placement surface Z of the housing 1 are smaller than the diameter of a game ball. Therefore, even if a pachinko machine is placed near the slot machine S and a game ball used in the pachinko machine rolls, the design is such that the game ball cannot get into the gap between the bottom side 2b of the front door 2 and the placement surface Z of the housing 1. Therefore, it is possible to prevent the front door 2 from being unable to rotate smoothly due to a game ball getting into the gap between the bottom side 2b of the front door 2 and the placement surface Z of the housing 1, and further, it is possible to prevent the front door 2 itself from being damaged.
[0151] (Main processing of the game control board 100) FIG. 23 is a flow chart showing the main processing executed by the main CPU 100a. First, an outline of one game after initialization will be described along with the main processing of the main CPU 100a, and then each processing will be described in detail. Also, here, processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will be omitted. Also, although detailed description will be omitted, when each processing is performed, the switches (MAXBET button 20a, 1BET button 20b, start lever 9, stop buttons 10 to 12) used in each processing are enabled at the start of the processing and disabled at the end of the processing.
[0152] In the main processing, the main CPU 100a executes an initialization process (S100), and then executes a bet process (S200), a lottery process (S300), a reel spin process (S400), a reel stop process (S500), a judgment process (S600), a payout process (S700), and a game end process (S800) in that order, and when the game end process (S800) is completed, the process returns to the bet process (S200).
[0153] (Step S100) In the initialization process in step S100, the main CPU 100a turns on the power of the slot machine S via a power switch, and when the power is turned on, executes the initialization process in preparation for the start of a game. The main CPU 100a generates backup data at any time while the power is turned on, and stores the backup data in the main RAM 100c. Therefore, even if an unexpected power interruption occurs, the initialization process can use the stored backup data to restore the state before the power interruption. For example, even if an unexpected power interruption occurs while the reels 5 to 7 are rotating, the game starts from a state in which the reels 5 to 7 are rotating again after the restoration operation. Therefore, in the initialization process, the main RAM 100c is not basically initialized (RAM cleared).
[0154] (Step S200) In the betting process in step S200, the main CPU 100a sets the number of bets by the player operating the MAX BET button 20 or by betting medals by inserting medals into the medal insertion slot 8. In addition, the main CPU 100a generates an insertion command indicating that the number of bets has been set, and transmits the generated insertion command to the performance control board 300.
[0155] (Step S300) In the lottery process in step S300, the main CPU 100a validates the game start operation of the start lever 9 and transitions to a state of waiting for the operation of the start lever 9. Here, the main CPU 100a acquires one internal lottery random number at the time when the start lever 9 is operated in response to the operation of the start lever 9 by the player. Then, the main CPU 100a determines one internal lottery table corresponding to the currently set game state from the internal lottery table shown in FIG. 9, and determines which winning area in the determined internal lottery table the acquired internal lottery random number corresponds to, and determines the winning type or non-winning of the determined winning area as the lottery result.
[0156] In addition, after the lottery result is determined in response to the operation of the start lever 9, the main CPU 100a generates an internal lottery command including the lottery result of the internal lottery (win type or no win) and information regarding the game status, and transmits the generated internal lottery command to the performance control board 300.
[0157] (Step S400) In the reel rotation process in step S400, when the start lever 9 is operated, the main CPU 100a drives the stepping motor 200 to rotate the left reel 5, center reel 6, and right reel 7. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed from the start of rotation of the left reel 5, center reel 6, and right reel 7 in the previous game (wait), the left reel 5, center reel 6, and right reel 7 in that game start to rotate, and when all of the left reel 5, center reel 6, and right reel 7 have started to rotate at a constant speed, the process proceeds to step S500.
[0158] (Step S500) In the reel stop process in step S500, the main CPU 100a activates the stop buttons 10 to 12, and upon receiving an operation of the stop buttons 10 to 12 by the player, controls to stop any one of the left reel 5, center reel 6, and right reel 7 corresponding to the operation.
[0159] In addition, when any of the stop buttons 10 to 12 is operated, the main CPU 100a generates a stop command (first stop command, second stop command, third stop command) indicating information about the operated stop button 10 to 12 each time the button is operated, and transmits the generated stop commands to the performance control board 300 in sequence.
[0160] (Step S600) In the determination process in step S600, the main CPU 100a determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line L, and executes various processes required for changing the game state or replaying according to the symbol combination. In addition, the main CPU 100a generates a winning command indicating the symbol combination displayed on the pay line L, and transmits the generated winning command to the performance control board 300.
[0161] (Step S700) In the payout process in step S700, the main CPU 100a executes the payout process of the medals corresponding to the minor winning combination based on the judgment result in step S600, for example, when a symbol combination corresponding to the minor winning combination is displayed on the pay line L. In addition, when the medal payout process is performed, the main CPU 100a generates a payout command indicating that the payout process has been performed, and transmits the generated payout command to the performance control board 300.
[0162] (Step S800) In the game end processing in step S800, the main CPU 100a executes processing to set the game state in preparation for the next game. For example, when a symbol combination corresponding to a re-play role is displayed on the pay line L, the main CPU 100a executes processing to automatically make a bet for the next game. In addition, when the RBB is won in the normal state, the main CPU 100a executes processing to shift the game state from the normal state to inside the RBB. In addition, when the RBB is won inside the RBB, the main CPU 100a executes processing to shift the game state from inside the RBB to the RBB operation. In addition, when a predetermined number of medals are paid out in the RBB operation, the main CPU 100a executes processing to shift the game state from the RBB operation to the normal state. In this way, the main CPU 100a executes various processes corresponding to the symbol combination displayed on the pay line L and ends the game. In addition, the main CPU 100a sets advantageous zones and non-advantageous zones in the game end processing.
[0163] (Sub-processing of the performance control board 300) FIG. 24 is a flowchart showing the sub-processing of the performance control board 300.
[0164] (Step S1100) When the slot machine S is powered on via the power switch and enters a powered state, the sub-CPU 300a executes an initialization process in preparation for the start of a game. While the sub-CPU 300a is powered on, it generates backup data as needed and stores the backup data in the sub-RAM 300c.
[0165] (Step S1200) The sub CPU 300a determines whether or not a command has been received from the main CPU 100a. If a command has been received, the process proceeds to step S1300, and if a command has not been received, the process proceeds to step S1400.
[0166] (Step S1300) If it is determined in step S1200 that a command has been received, the sub-CPU 300a analyzes the contents of the received command, and executes various processes based on the received command.
[0167] (Step S1400) The sub-CPU 300a analyzes the detection signal of the performance switch 22, and performs various processes based on the analysis results.
[0168] (Step S1500) The sub CPU300a executes the auxiliary performance control process. In the auxiliary performance control process, the sub CPU300a identifies the game state and the winning area that was won by the internal lottery based on the command received from the main CPU100a, and sets performance data for executing the auxiliary performance according to the game state and the winning area. Then, the sub CPU300a performs processing for executing the performance in step S2100 based on the set data. As a result, for example, the auxiliary performance is executed during the AT.
[0169] (Step S1800) The sub-CPU 300a executes a winning effect execution process for executing a winning effect when a winning combination is achieved.
[0170] (Step S2100) The sub-CPU 300a refers to the execution information (timetable) of various effects that have been determined to be executed, performs a time schedule management process to execute the process corresponding to the corresponding time stored in the timetable, and repeats the process from step S1200. In this process, the display image of the liquid crystal display 14 is inserted or switched, and various commands are sent to each device. This causes various effects to be executed.
[0171] (Winning performance control process S1800) 25 is a flowchart showing the winning effect control process in step S1800. Here, the process related to the features of this embodiment will be described in detail, and the description of the configuration unrelated to the features of this embodiment will be omitted.
[0172] (Step S1801) First, the sub CPU 300a judges whether or not the game has ended based on a command from the main CPU 100a. If the game has ended, the process proceeds to step S1802. If the game has not ended, the process ends.
[0173] (Step S1802) The sub-CPU 300a judges whether or not the winning type "rare combination" has been won. If the winning type "rare combination" has been won, the process proceeds to step S1802. If the winning type "rare combination" has not been won, the process proceeds to step S1806.
[0174] (Step S1803) The sub-CPU300a judges whether the bet amount has been set to 2 or not based on a command from the main CPU100a. If the bet amount has been set to 2, the process proceeds to step S1804, and if the bet amount has not been set to 2 (i.e., if the bet amount has been set to 3), the process proceeds to step S1805.
[0175] (Step S1804) The sub-CPU 300a sets the rare combination winning performance A flag in the sub-RAM 300c. When the rare combination winning performance A flag is set, the speaker 15 does not output the performance sound, the back lamp 25 does not operate, and the display on the liquid crystal display 14 does not change (i.e., the display of the previous game is maintained).
[0176] (Step S1805) The sub-CPU 300a sets the rare combination winning performance B flag in the sub-RAM 300c. In this case, the rare combination winning performance is executed in the game. In addition, the rare combination winning performance is outputted as a performance sound from the speaker 15, the back lamp 25 blinks, and a performance image is displayed on the liquid crystal display 14. That is, in this embodiment, when the bet number is set to 2, the rare combination winning performance is not executed, but when the bet number is set to 3, the rare combination winning performance is executed.
[0177] (Step S1806) The sub-CPU 300a judges whether or not a bell has been won. If a bell has been won, the process proceeds to step S1807. If a bell has not been won, the process ends.
[0178] (Step S1807) The sub-CPU 300a sets a bell winning effect flag in the sub-RAM 300c. In this case, the bell winning effect is executed in the game whether the bet amount is set to 2 or 3. In the bell winning effect, a sound effect is output from the speaker 15, the back lamp 25 blinks, and an effect image is displayed on the liquid crystal display 14.
[0179] In this embodiment, when the bet number is set to 2, the rare role winning effect is not executed, and when the bet number is set to 3, the rare role winning effect is executed, but the present invention can also be implemented with a different configuration.
[0180] For example, the rare combination winning performance may include a first rare combination winning performance and a second rare combination winning performance having a higher degree of advantage than the first rare combination winning performance. In the second rare combination winning performance, for example, a performance sound is output from the speaker 15, the back lamp 25 flashes, and a performance image is displayed on the liquid crystal display 14. On the other hand, in the first rare combination winning performance, for example, the speaker 15 and the back lamp 25 are not operated, but an image suggesting a low degree of advantage is displayed on the liquid crystal display 14, or the speaker 15 and the back lamp 25 are operated, but are operated in a manner suggesting a low degree of advantage.
[0181] In the processing of Figure 25, it is possible to configure it so that if the bet amount is set to 2 and the rare role winning performance A flag is set, the first rare role winning performance is executed, and if the bet amount is set to 3 and the rare role winning performance B flag is set, the second rare role winning performance is executed.
[0182] (Examples of winning effects) A specific example of the winning effect will be described with reference to FIG.
[0183] As shown in FIG. 26(a)(a1), when a winning type "rare role" (e.g., watermelon) is won and the bet amount is set to 3, a special sound is output from the speaker 15, the back lamps 25 of the reels 5 to 7 flash, and a special image ("Chance!" in the figure) is displayed on the LCD display 14.
[0184] As shown in Figures 26(a)(a2), when a "rare role" (e.g., watermelon) is won, if the bet amount is set to 2, no special sound is output from the speaker 15, the back lamp 25 does not operate, and the display on the LCD display 14 does not change (the display from the previous game is maintained).
[0185] As shown in Fig. 26(b), when a bell wins, whether the bet amount is 2 or 3, a special sound effect is output from the speaker 15, the back lamps 25 of the reels 5 to 7 flash, and a special image (in the figure, "GET BELL!") is displayed on the liquid crystal display 14. The same applies when a replay is won.
[0186] In this embodiment, the lottery for the number of games to start the AT in FIG. 11, the lottery for adding the number of navigations, and the lottery for shortening the number of games until the AT are executed when the number of bets is set to 3, but are not executed when the number of bets is set to 2. These lotteries are executed when the winning type "rare role" is won, or are more likely to be won when the winning type "rare role" is won, so even if the winning type "rare role" is won when the number of bets is 2, the player will not receive any benefit. Therefore, if the winning performance is executed when the number of bets is 2, the performance expression will be disjointed from the player's sense. For this reason, by not executing the winning performance when the number of bets is 2, and executing the winning performance when the number of bets is 3, it is possible to achieve an expression that does not disjoint from the player's sense. Therefore, it is possible to execute the winning performance that is optimal according to the situation.
[0187] In addition, when a bell or replay is won, the benefit to the player is approximately the same regardless of whether the bet is 2 or 3, so the winning performance is executed in either case.
[0188] When a special image is to be displayed on the liquid crystal display 14 when the game is started with the specified number of two coins, the display of the special image can be configured as follows.
[0189] For example, if a small win is won during a two-coin game, the special image will be erased when the stop button for the third stop is released, but if a replay is won, the special image will continue to be displayed even when the stop button for the third stop is released, and the demo image will not be displayed even after the time to start displaying the demo image (for example, one minute after the game ends) has passed.
[0190] In addition, if settlement processing is performed after the end of a game in which a replay has been won through two-coin play, it is possible to configure the system so that the special image continues to be displayed even after the settlement processing is completed, or to display a settlement screen during the settlement processing and resume displaying the special image after the settlement processing is completed.
[0191] In addition, when the AT is in progress, if the power is cut and then restored while a replay is won and a special image is being displayed, it is possible to configure the device to return to the presentation screen corresponding to the AT situation at that time, and to display the special image again when the start operation for the next game is performed.
[0192] Also, in a so-called slide push-equipped machine, the condition for erasing the special image for a two-coin game can be that all reels are stopped in addition to the stop button for the third stop being released. A slide push-equipped machine is a machine type that allows a user to press another stop button while the reels are stopped by pressing a stop button. Specifically, it is a machine type that allows a user to effectively accept the operation of a stop button that has not yet been pressed during the period in which the reels are stopped during the period from when a stop button is operated to when the reels are stopped.
[0193] (Examples of supporting performances) Next, a specific example of the auxiliary effects executed in steps S1500 and S2100 in Fig. 24 will be described with reference to Fig. 27 and Fig. 28. Note that the arrow in the display window 4 indicates that the reels are spinning.
[0194] As shown in FIG. 27(a), in the AT, for example, when the normal replay A (in this example, the winning area 31 in FIG. 9) is won and the auxiliary effect is executed, the auxiliary effect images 400-402 are displayed on the liquid crystal display 14. The auxiliary effect image 400 corresponds to the left reel 5, the auxiliary effect image 401 corresponds to the center reel 6, and the auxiliary effect image 402 corresponds to the right reel 7. The auxiliary effect images 400-402 include batting order suggestion images 400a-402a and circular effects 400b-402b surrounding the batting order suggestion images 400a-402a. The batting order suggestion images 400a-402a are images showing symbols (so-called eye-pressing symbols) that are stopped by operating the stop button at the right time, which indicates the first stop operation, images showing the number "2" indicate the second stop operation, and images showing the number "3" indicate the third stop operation. Effects 400b to 402b are drawn to give a dramatic effect and emphasize the numbers.
[0195] Then, in the case where normal replay A (in this example, winning area 31 in FIG. 9) is won, batting order suggestion images 400a-402a are displayed as the symbols "blue 7", "2", and "3", suggesting that the player should operate stop buttons 10-12 at the timing when the symbol "blue 7" on left reel 5 stops on the active line L in batting order 1 (left-center-right).
[0196] In addition, among the auxiliary performance images 400-402, the batting order suggestion image 400a ("batting order pattern" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 400b ("batting order pattern effect" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. The batting order suggestion images 401a-402a ("batting order" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effects 401b-402b ("batting order effect" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the invalid line M. When the stopping operation is performed, the corresponding auxiliary performance image is erased.
[0197] On the other hand, as shown in FIG. 27(b), in the AT, for example, when the batting order bell (in this example, the winning area 24 in FIG. 9) is won, the auxiliary effect images 403 to 405 are displayed on the liquid crystal display 14. The auxiliary effect image 403 corresponds to the left reel 5, the auxiliary effect image 404 corresponds to the center reel 6, and the auxiliary effect image 405 corresponds to the right reel 7. The auxiliary effect images 403 to 405 include batting order suggestion images 403a to 405a and circular effects 403b to 405b surrounding the batting order suggestion images 403a to 405a. The batting order suggestion images 403a to 405a are images showing symbols (so-called eye-pressing symbols) that are stopped by operating the stop button at the right time, which indicates the first stop operation, images showing the number "2" indicate the second stop operation, and images showing the number "3" indicate the third stop operation. Effects 403b to 405b are drawn to emphasize the numbers.
[0198] Then, when the batting order bell (in this example, winning area 24 in FIG. 9) is won, batting order suggestion images 403a-405a are displayed as the symbols "blue 7," "2," and "3," suggesting that the player should operate stop buttons 10-12 when the symbol "blue 7" on the right reel 7 stops on the pay line L in batting order 1 (left-center-right).
[0199] In addition, among the auxiliary performance images 403 to 405, the batting order suggestion image 405a ("batting order pattern" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 405b ("batting order pattern effect" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. The batting order suggestion images 403a to 404a ("batting order" in the figure) are displayed in a position within the display window 4 so as to overlap with the invalid line M, and the effects 403b to 404b ("batting order effect" in the figure) are displayed in a position within the display window 4 so as to overlap with the invalid line M. When a stop operation is performed, the corresponding auxiliary performance image is erased.
[0200] Also, as shown in FIG. 28(c), in the AT, for example, when a chance eye A (in this example, the winning area 29 in FIG. 9) or a chance eye B (in this example, the winning area 30 in FIG. 9) is won and an auxiliary effect is executed, an auxiliary effect image 500 is displayed on the liquid crystal display 14. The auxiliary effect image 500 corresponds to the right reel 7. The auxiliary effect image 500 includes a batting order suggestion image 500a and a circular effect 500b surrounding the batting order suggestion image 500a. In the batting order suggestion image 500a, an image showing the number "1" indicates the first stop operation. The effect 500b is drawn for the purpose of expressing the effect to emphasize the number.
[0201] Then, when chance eye A (in this example, winning area 29 in FIG. 9) or chance eye B (in this example, winning area 30 in FIG. 9) is won, the batting order suggestion image 500a is displayed with the pattern "1", suggesting that the stop buttons 10 to 12 should be operated by the right first stop operation (stop button 12 is operated first, and the order of operation of the remaining stop buttons 10, 11 is arbitrary).
[0202] In addition, in the auxiliary effect image 500, the batting order suggestion image 500a is displayed at a position within the display window 4 so as to be superimposed on the void line M, and the effect 500b is displayed at a position within the display window 4 so as to be superimposed on the void line M. When the first stop operation is performed, the auxiliary effect image is erased.
[0203] In this embodiment, if chance eyes A or B are won, a lottery is held to add to the number of navigations in the AT, but if normal replay A is won, no lottery is held to add to the number of navigations. Therefore, if normal replay A is won, there is no need to appeal to the player compared to winning chance eyes A or B. Therefore, if chance eyes A or B are won, an auxiliary effect image is displayed to be superimposed on invalid line M, and if normal replay A is won, an auxiliary effect image is not displayed to be superimposed on invalid line M.
[0204] In this embodiment, an example is given in which an auxiliary effect image suggesting only the batting order is displayed superimposed on the invalid line M when chance eye A or chance eye B is won, but when a specific pattern combination can be derived, or when patterns that make up a reach eye (for example, a combination of small winning patterns and replay patterns) can be derived, an auxiliary effect image suggesting only the batting order may be displayed superimposed on the invalid line M.
[0205] Here, in the case of displaying the batting order and the target symbol in the auxiliary performance, when the batting order is displayed, there is no need to perform the stop operation while visually checking the symbol and figuring out the stop timing, but it is enough to perform the stop operation according to the displayed batting order, whereas when the target symbol is displayed, it is necessary to perform the stop operation while visually checking the symbol and figuring out the stop timing, so it is necessary to identify the symbol. However, if the auxiliary performance image 405 suggesting the target symbol is displayed at a position in the display window 4 so as to be superimposed on the invalid line M, it becomes difficult to identify the variable displayed symbol, and the auxiliary performance image 405 reduces the visibility of the variable symbol, and furthermore, since the auxiliary performance image 405 displays the same image as the symbol to be stopped, there is a risk of misleading the player into thinking that the symbol has stopped. Therefore, in this embodiment, when the batting order bell is won, the auxiliary effect image 405 showing the key pattern is displayed at a position outside the display window 4 so as not to overlap with the invalid line M, thereby ensuring visibility of the pattern when determining the timing to stop the pattern and preventing the player from being misled; further, the auxiliary effect images 403 to 404 suggesting the batting order are displayed at a position inside the display window 4 so as to overlap with the invalid line M, thereby emphasizing the batting order to prevent mistakes in the batting order from occurring.
[0206] In this manner, in this embodiment, the auxiliary effect image is displayed so as to be superimposed on the invalid line M that is not involved in the determination of a win, so that the auxiliary effect image can be displayed optimally.
[0207] In addition, it is possible to ensure the visibility of the patterns when timing the operation of the stop buttons 10 to 12, prevent the auxiliary performance images from interfering with the operation of the stop buttons 10 to 12, and display the auxiliary performance images optimally.
[0208] In this embodiment, when the normal replay A wins, only a replay can be obtained (i.e., three medals can be obtained), but when the batting order bell wins, a maximum of 15 medals can be obtained, so the batting order bell is more advantageous than the normal replay A. When the normal replay A wins, the auxiliary effect image is not displayed at a position within the display window 4 so as to be superimposed on the invalid line M, but when the batting order bell wins, the auxiliary effect image is displayed at a position within the display window 4 so as to be superimposed on the invalid line M. Therefore, the case where the auxiliary effect image is displayed at a position within the display window 4 so as to be superimposed on the invalid line M is more advantageous than the case where the auxiliary effect image is displayed at a position outside the display window 4 so as not to be superimposed on the invalid line M. This makes it possible to attract interest in the auxiliary effect image and increase the interest of the game.
[0209] In this embodiment, a normal replay only allows the player to play again, but it is also possible to add a function that prevents the bonus from being won by performing stopping operations in a specific order during the bonus.
[0210] (Regarding Modification 1) Next, a first variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 29. Note that even when the auxiliary performance image of the first variant is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 406-408 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted.
[0211] As shown in FIG. 29, in the auxiliary effect images 406-408 of the first modified example, the batting order suggestion image 408a ("batting order symbol" in the figure) is displayed in a position outside the display window 4 so as not to overlap the void line M, and the effect 408b ("batting order symbol effect" in the figure) is displayed in a position inside the display window 4 so as to overlap the void line M. The batting order suggestion images 406a-407a ("batting order" in the figure) are displayed in a position inside the display window 4 so as to overlap the void line M, and the effects 406b-407b ("batting order effect" in the figure) are displayed in a position inside the display window 4 so as to overlap the void line M. Thereafter, when a stop operation is performed, the corresponding auxiliary effect image is erased.
[0212] (Regarding Modification 2) Next, a second variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 30. Note that even when the auxiliary performance image of the second variant is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 409-411 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted.
[0213] As shown in FIG. 30, in the auxiliary effect images 409-411 of the modified example 2, the batting order suggestion image 411a ("batting order symbol" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the void line M, and the effect 411b ("batting order symbol effect" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the void line M. The batting order suggestion images 409a-410a ("batting order" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the void line M, and the effects 409b-410b ("batting order effect" in the figure) are displayed in a position inside the display window 4 so as to overlap with the void line M. Thereafter, when a stop operation is performed, the corresponding auxiliary effect image is erased.
[0214] (Regarding Modification 3) Next, a third variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 31. Note that even when the auxiliary performance image of the third variant is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 412-414 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted.
[0215] As shown in FIG. 31, in the auxiliary effect images 412-414 of the modified example 3, the batting order suggestion image 414a ("batting order symbol" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the void line M, and the effect 414b ("batting order symbol effect" in the figure) is displayed in a position inside the display window 4 so as to overlap with the void line M. The batting order suggestion images 412a-413a ("batting order" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the void line M, and the effects 412b-413b ("batting order effect" in the figure) are displayed in a position inside the display window 4 so as to overlap with the void line M. Thereafter, when a stop operation is performed, the corresponding auxiliary effect image is erased.
[0216] (Regarding Modification 4) Next, a fourth variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 32. Note that even when the auxiliary performance image of the fourth variant is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 415-417 are displayed instead of the auxiliary performance images 403-405 will be described, but since the image configuration is the same, a detailed description will be omitted. Note that FIG. 32(a) shows the state before the first stop operation, and FIG. 32(b) shows the state after the first stop operation and before the second stop operation.
[0217] As shown in Fig. 32(a), in the auxiliary performance images 415-417 of the modified example 4, before the first stop operation is performed, the batting order suggestion image 417a (in the figure, "eye-pressing pattern") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 417b (in the figure, "eye-pressing pattern effect") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. Then, the batting order suggestion images 415a-416a (in the figure, "batting order") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effects 415b-416b (in the figure, "batting order effect") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M.
[0218] Moreover, in the auxiliary effect images 415 to 417 of the fourth modified example, the earlier the ball is stopped, the larger the effect becomes. Therefore, the batting order can be clearly recognized.
[0219] As shown in FIG. 32(b), when the first stop operation is performed, the auxiliary effect image 416 is erased. Also, the batting order suggestion image 415a ("batting order" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 415b ("batting order effect" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M. Also, the batting order suggestion image 416a ("batting order" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M, and the effect 416b ("batting order effect" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M. Then, the size of the effect 415b and the effect 416b are each larger than before the first stop operation, but the effect 416b of the batting order suggestion image 416a of the early batting order is displayed larger than the effect 415b of the batting order suggestion image 415a of the later batting order. In the figure, an example is shown in which the symbol "blue 7" on the right reel 7 stops on the pay line L. After that, when a stopping operation is performed, the corresponding auxiliary effect image is erased.
[0220] (Regarding Modification 5) Next, a fifth variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 33. Note that even when the fifth variant of the auxiliary performance image is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 418-420 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted. Note that FIG. 33(a) shows the state before the first stop operation, and FIG. 33(b) shows the state after the first stop operation and before the second stop operation.
[0221] As shown in Fig. 33(a), in the auxiliary performance images 418-420 of the fifth modified example, before the first stop operation is performed, the batting order suggestion image 420a (in the figure, "eye-pressing pattern") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 420b (in the figure, "eye-pressing pattern effect") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. Then, the batting order suggestion images 418a-419a (in the figure, "batting order") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effects 418b-419b (in the figure, "batting order effect") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M.
[0222] Moreover, in the auxiliary effect images 418 to 420 of the fifth modified example, the magnitude of the effect increases as the stopping order increases, so that the batting order can be clearly recognized.
[0223] As shown in FIG. 33(b), when the first stop operation is performed, the auxiliary effect image 420 is erased. Also, the batting order suggestion image 418a ("batting order" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 418b ("batting order effect" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M. Also, the batting order suggestion image 419a ("batting order" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M, and the effect 419b ("batting order effect" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M. Then, the size of the effect 418b and the effect 419b are each larger than before the first stop operation, but the effect 419b of the batting order suggestion image 419a of the early batting order is displayed larger than the effect 418b of the batting order suggestion image 418a of the later batting order. In the figure, an example is shown in which the symbol "blue 7" on the right reel 7 stops on the pay line L. After that, when a stopping operation is performed, the corresponding auxiliary effect image is erased.
[0224] (Regarding Modification 6) Next, a sixth variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 34. Note that even when the sixth variant of the auxiliary performance image is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 421-423 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted. Note that FIG. 34(a) shows the state before the first stop operation, and FIG. 34(b) shows the state after the first stop operation and before the second stop operation.
[0225] As shown in Fig. 34(a), in the auxiliary performance images 421-423 of the sixth modified example, before the first stop operation is performed, the batting order suggestion image 423a ("batting order pattern" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 423b ("batting order pattern effect" in the figure) is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. Then, the batting order suggestion images 421a-422a ("batting order" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effects 421b-422b ("batting order effect" in the figure) are displayed in a position outside the display window 4 so as not to overlap with the invalid line M.
[0226] Moreover, the auxiliary effect images 421 to 423 in the sixth modification have a larger effect the earlier the ball is stopped, so that the batting order can be clearly recognized.
[0227] As shown in FIG. 34(b), when the first stop operation is performed, the auxiliary effect image 423 is erased. Also, the batting order suggestion image 421a ("batting order" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 421b ("batting order effect" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M. Also, the batting order suggestion image 422a ("batting order" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M, and the effect 422b ("batting order effect" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M. Then, the size of the effect 421b and the effect 422b become larger than before the first stop operation, and the effect 422b of the batting order suggestion image 422a of the early batting order is displayed larger than the effect 421b of the batting order suggestion image 421a of the late batting order. In the figure, an example is shown in which the symbol "blue 7" on the right reel 7 stops on the pay line L. After that, when a stopping operation is performed, the corresponding auxiliary effect image is erased.
[0228] (Regarding Modification 7) Next, a seventh variant of the auxiliary performance image displayed when the batting order bell (in this example, the winning area 24 in FIG. 9) is won in the AT will be described with reference to FIG. 35. Note that even when the seventh variant of the auxiliary performance image is displayed, the same effect is achieved as when the auxiliary performance images 403-405 displayed in the above embodiment are displayed. Below, an example in which auxiliary performance images 424-426 are displayed instead of the auxiliary performance images 403-405 will be described, but as the image configuration is the same, a detailed description will be omitted. Note that FIG. 35(a) shows the state before the first stop operation, and FIG. 35(b) shows the state after the first stop operation and before the second stop operation.
[0229] As shown in Fig. 35(a), in the auxiliary performance images 424 to 426 of the seventh modified example, before the first stop operation is performed, the batting order suggestion image 426a (in the figure, "batting order pattern") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 426b (in the figure, "batting order pattern effect") is displayed in a position outside the display window 4 so as not to overlap with the invalid line M. Then, the batting order suggestion images 424a to 425a (in the figure, "batting order") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M, and the effects 424b to 425b (in the figure, "batting order effect") are displayed in a position outside the display window 4 so as not to overlap with the invalid line M.
[0230] Moreover, the auxiliary effect images 424 to 426 in the sixth modified example have a larger effect the earlier the ball is stopped, so that the batting order can be clearly recognized.
[0231] As shown in FIG. 35(b), when the first stop operation is performed, the auxiliary effect image 426 is erased. Also, the batting order suggestion image 424a ("batting order" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M, and the effect 424b ("batting order effect" in the figure) is displayed at a position outside the display window 4 so as not to overlap with the invalid line M. Also, the batting order suggestion image 425a ("batting order" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M, and the effect 425b ("batting order effect" in the figure) is displayed at a position inside the display window 4 so as to overlap with the invalid line M. Then, the size of the effect 424b and the effect 425b are each larger than before the first stop operation, but the effect 425b of the batting order suggestion image 425a of the early batting order is displayed larger than the effect 424b of the batting order suggestion image 424a of the later batting order. In the figure, an example is shown in which the symbol "blue 7" on the right reel 7 stops on the pay line L. After that, when a stopping operation is performed, the corresponding auxiliary effect image is erased.
[0232] (Other variations) In the above embodiment, an example is given in which a batting order suggestion image, such as batting order suggestion image 405a, displays a timing pattern to suggest both the batting order and the timing pattern, but in this case, since the batting order is not directly suggested, there is a risk that the player will misunderstand the batting order.
[0233] Therefore, the symbol that actually stops on the valid line L is made different from the symbol suggested by the batting order suggestion image, and this symbol is made to be a symbol that can be displayed on the valid line L regardless of the timing of operation of the stop button ("PB=1 symbol"), so that a correct or incorrect combination always wins.
[0234] The symbols suggested by the batting order suggestion image are symbols that can be stopped on the invalid line M, and these symbols are timing-sensitive symbols that can be displayed on the valid line L depending on the timing of the operation of the stop button ("PB ≠ 1 symbols"). Furthermore, these timing-sensitive symbols are symbols that can be stopped on the invalid line M when a correct answer role or an incorrect answer role is won. This prevents the game from ending without gaining any profit due to a misconception, because a correct answer role or an incorrect answer role will be won even if the batting order is misconceived.
[0235] In addition, when the batting order and the key symbols are suggested at the same time as in the above embodiment, it is also possible to switch the reel stop control so that at least some of the roles do not result in a win outside of RBB1 to 4.
[0236] In the above embodiment, an example in which three reels 5 to 7 are provided has been described, but the present invention can also be applied to gaming machines with a different number of reels (for example, a gaming machine with four reels).
[0237] In the above embodiment, an example was given in which an auxiliary effect image is displayed so as to be superimposed on the invalid line M when the batting order bell is won, but for example, an auxiliary effect image may be displayed so as to be superimposed on the invalid line M when a combination other than the batting order bell is won, such as when a bonus is won. In addition, whether or not to display an auxiliary effect image so as to be superimposed on the invalid line M may be determined depending on the game state. For example, in a configuration in which a transition is made to the AT after a bonus and more medals can be acquired in the bonus than in the AT, an example can be given in which an auxiliary effect image is displayed so as to be superimposed on the invalid line M during the bonus but not during the AT.
[0238] (Effects of the present embodiment) (1) In this embodiment, a gaming machine capable of playing a game (in this example, a slot machine S) is provided with a display means capable of displaying an image (in this example, a liquid crystal display 14), a variable display section capable of displaying a varying amount of identification information (in this example, reels 5 to 7), an operation means (in this example, stop buttons 10 to 12) that is operated to stop the varying display of the variable display section and derive a display result, and a winning determination means (in this example, step S600 in FIG. 23) that determines whether or not a winning has occurred, and a plurality of lines passing through the variable display section include a winning line (in this example, a winning line L) and an ineffective line (in this example, an ineffective line M), and the winning determination means determines whether or not a winning has occurred based on the identification information derived on the winning line (in this example, step S600 in FIG. 23), and the display means is capable of displaying at least a part of a specific image that can identify the operation mode of the operation means so as to be superimposed on the ineffective line (in this example, FIG. 27(b)). Therefore, since the specific image is displayed so as to be superimposed on the invalid line that is not related to the determination of the winning, the specific image can be displayed optimally.
[0239] (2) A plurality of the variable display sections (in this example, reels 5 to 7), a plurality of the operation means (in this example, stop buttons 10 to 12) corresponding to each of the plurality of the variable display sections, and a display window (in this example, display window 4) for making the plurality of the variable display sections visible, the specific image includes an operation sequence image (in this example, auxiliary performance images 403 to 404 in FIG. 27(b)) for specifying the operation sequence of the operation means, and an operation timing image (in this example, auxiliary performance image 405 in FIG. 27(b)) for specifying the operation timing of the operation means, and the display means is capable of displaying the operation timing image at a position outside the display window so as not to overlap with the invalid line, and displaying at least a part of the operation sequence image so as to overlap with the invalid line (in this example, FIG. 27(b)). Thus, it is possible to ensure the visibility of the identification information when determining the operation timing, and it is possible to prevent the specific image from interfering with the operation of the operation means and to optimally display the specific image.
[0240] (3) The display means can display the specific image so as not to overlap the invalid lines, and it is more advantageous to display the specific image so as to overlap the invalid lines than to display the specific image so as not to overlap the invalid lines (in this example, when the batting order bell is won, the auxiliary performance images 403-404 are overlapped as shown in FIG. 27(b)). This makes it possible to attract interest in the specific image and increase the excitement of the game.
[0241] As described above, the present embodiment includes the following inventions. A gaming machine capable of playing a game, a bet setting means for setting one of a plurality of bet types including a first bet and a second bet by a player's selection so that a game can be started; A winning combination determining means for determining whether or not a plurality of types of combinations including a first combination and a second combination have been won; A performance execution means capable of executing a performance, The second winning combination is more advantageous than the first winning combination, The performance includes a specific winning performance executed when the first role wins and a special winning performance executed when the second role wins, The performance execution means includes: When the first winning combination is won, the specific winning performance can be executed both when the first bet number is set and when the second bet number is set; In the case where the second winning combination is won, the special winning performance is not executed when the first bet number is set, and the special winning performance is executed when the second bet number is set. Thus, it is possible to execute the optimal winning performance according to the situation.
[0242] The present embodiment also includes the following inventions. A gaming machine capable of playing a game, a bet setting means for setting one of a plurality of bet types including a first bet and a second bet by a player's selection so that a game can be started; A winning combination determining means for determining whether or not a plurality of types of combinations including a first combination and a second combination have been won; A performance execution means capable of executing a performance, The second winning combination is more advantageous than the first winning combination, The performance includes a specific winning performance executed when the first role wins and a special winning performance executed when the second role wins, The special winning effects include a first special winning effect and a second special winning effect that suggests a higher degree of advantage than the first special winning effect, The performance execution means includes: When the first winning combination is won, the specific winning performance can be executed both when the first bet number is set and when the second bet number is set; When the second winning combination is won, the first special winning effect can be executed when the first bet number is set, and the second special winning effect can be executed when the second bet number is set. Thus, the optimal winning effect can be executed according to the situation.
[0243] The present embodiment also includes the following inventions. In a gaming machine capable of playing a game, A housing and a front door rotatably provided on a front surface of the housing, The front door is rotatable between a first state and a second state, The first state is a state in which the front door is closed, a supported member of the front door is supported by a support member of the housing, and a dimension of a gap from a predetermined lower edge portion of the front door to a placement surface of the housing is a first dimension; the second state is a state in which the front door is open, the supported member of the front door is not in contact with the support member of the housing, and a dimension of a gap from a predetermined bottom edge portion of the front door to a placement surface of the housing is a second dimension smaller than a first dimension; The first dimension is smaller than the diameter of the game ball and larger than the thickness of the game medal, The second dimension is also smaller than the diameter of a gaming ball and larger than the thickness of a gaming medal.
[0244] In the above embodiment, a slot machine in which the bet amount is set using medals and credits has been described as an example, but the present invention is not limited thereto, and the invention according to each claim can be realized by applying the configuration shown in the above embodiment to, for example, a slot machine in which the bet amount is set using game balls used in pachinko game machines, or a full credit type slot machine in which the bet amount is set using credits only. When game balls are used as the game medium, for example, when one medal corresponds to five game balls, setting the bet amount to 3 in the above embodiment corresponds to setting the bet amount using 15 game balls.
[0245] The gaming machine of the present invention is not limited to one that uses only one of multiple types of gaming values such as medals and gaming balls, but may be one that can use multiple types of gaming values such as medals and gaming balls in combination. In other words, the slot machine of the present invention also includes a slot machine that can set a bet amount and play a game using any of multiple types of gaming values such as medals and gaming balls, and can pay out any of multiple types of gaming values such as medals and gaming balls when a prize is won.
[0246] In the above embodiment, a slot machine in which the bet amount is set using medals and credits has been used as an example. However, it is possible to realize the invention according to each claim by applying the configuration shown in the above embodiment to, for example, a pachinko gaming machine that uses gaming balls. [Explanation of symbols]
[0247] S Slot Machine 5~7 reels 10~12 Stop button 100 Game control board 100a Main CPU 100b Main ROM 100c Main RAM 300 Production control board 300a Sub CPU 300b Sub ROM 300c Sub RAM
Claims
[Claim 1] A housing and A front door attached to the housing so as to be openable and closable; Multiple spinning reels and An internal lottery means for determining whether or not a combination corresponding to a plurality of types of winning areas is a winning combination by an internal lottery; A winning determination means for determining whether or not a winning has occurred; A gaming machine including a performance execution means capable of executing a performance, The state of the front door includes a first state and a second state, The first state is a state in which the front door is closed, a supported portion of the front door is supported by a support portion of the housing, and a vertical dimension between a rear edge of a lower surface of the front door and a placement surface of the housing is a first dimension, the second state is a state in which the front door is open, a supported portion of the front door is not in contact with a support portion of the housing, and a vertical dimension between a rear edge of a lower surface of the front door and a placement surface of the housing is a second dimension; The second dimension is smaller than the first dimension and is larger than a thickness of the medal; The first dimension and the second dimension are smaller than a diameter of a gaming ball, A specific winning area is provided in the plurality of types of winning areas, A plurality of types of roles including a first small role and a second small role different from the first small role are overlappingly associated with the specific winning area, The first minor winning combination can be won when a first bet number is played and when a second bet number different from the first bet number is played; The performance execution means includes: When a game is played with the first bet amount, a specific effect is executed that suggests that the first minor combination will win. A gaming machine characterized by:
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