Gaming machine
The gaming stand's innovative mounting structure allows for versatile attachment and display of components, addressing the limitations of conventional designs by enhancing assembly and visual appeal.
Patent Information
- Application Number
- JP2024133859
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-09
- Publication Date
- 2025-02-05
- Estimated Expiration
- 2043-12-06
AI Technical Summary
Conventional gaming platforms, such as slot machines, have room for improvement in the mounting structure of their components.
A gaming stand with a unique mounting structure that allows for the attachment of members in multiple directions, including a 180-degree rotation, utilizing specific holes and displays positioned at varying distances from the center when attached to a base, enhancing the assembly and display capabilities.
Provides a gaming platform with an improved mounting structure that facilitates efficient assembly and enhances the visual display of components, offering a more robust and visually appealing gaming experience.
Smart Images

Figure 0007627072000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines (slot machines) and pachinko machines (pinball gaming machines). [Background technology]
[0002] BACKGROUND ART Conventionally, a slot machine is known as one type of gaming machine. Such a slot machine is made up of a plurality of components (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-89648 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in the mounting structure of multiple components.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine having a distinctive mounting structure for multiple components. [Means for solving the problem]
[0006] In order to achieve the above object, the gaming machine according to the present invention has, as one aspect thereof, a first member attachable to the base; a second member attachable to the base; A gaming machine equipped with the second member is a member that covers at least a portion of the first member when attached to the base, the first member has a first hole through which the fastening means can pass; the second member has a second hole through which the fixing means can pass; the first member and the second member are attachable to the base in either a first orientation or a second orientation; the second orientation is an orientation in which the first member and the second member are rotated 180 degrees in the circumferential direction with respect to the first orientation, the first hole and the second hole are holes used when attaching the first member and the second member in the first orientation to the base, and are holes not used when attaching the first member and the second member in the second orientation to the base; The first member is a member through which the fixing means can pass. Fourth hole Equipped with The second member is a member through which the fixing means can pass. Fifth hole Equipped with The fourth hole and The fifth hole are holes that are used when attaching the first member and the second member in the second orientation to the base, and are holes that are not used when attaching the first member and the second member in the first orientation to the base. the law of nature , the first member has a first indicia; the second member has a second indicia; when the first member and the second member are attached to the base, the position of the first indication is at a position a first distance from a center portion of the first member; when the first member and the second member are attached to the base, the position of the second indication is at a second distance from the center portion of the first member; The second distance is greater than the first distance. It is characterized by: [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine having a distinctive mounting structure for multiple components. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 2] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 3]10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 4] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 5] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 6] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 7] 10 is a table showing an example of small winning combination groups of a slot machine according to an embodiment of the present invention. [Figure 8] 9, 10, 11 and 12(A), which shows an example of the flow of the game when 711 medals are acquired in the bonus game state in the slot machine according to one embodiment of the present invention. [Figure 9] 8, 10, 11 and 12(A), which shows an example of the flow of the game when 711 medals are acquired in the bonus game state in the slot machine according to one embodiment of the present invention. [Figure 10] 8, 9, 11 and 12(A), which shows an example of the flow of the game when 711 medals are acquired in the bonus game state in the slot machine according to one embodiment of the present invention. [Figure 11] 8, 9, 10 and 12(A), which shows an example of the flow of the game when 711 medals are acquired in the bonus game state of the slot machine according to one embodiment of the present invention. [Figure 12](A), together with Figures 8, 9, 10 and 11, shows an example of the flow of play when a slot machine according to one embodiment of the present invention is able to acquire 711 medals in the bonus game state, and (B), together with Figure 13, shows an example of the flow of play when a slot machine according to one embodiment of the present invention is unable to acquire 711 medals in the bonus game state. [Figure 13] 12(B), which shows an example of the flow of a game when 711 medals are not acquired in the bonus game state of the slot machine according to one embodiment of the present invention. [Figure 14] 15 is a diagram showing an example of the flow of a game when the bonus game state of the slot machine according to one embodiment of the present invention is in a continuous winning streak and 1,422 medals can be won. [Figure 15] 14 is a diagram showing an example of the flow of a game when the bonus game state of the slot machine according to one embodiment of the present invention is in a continuous winning streak and 1,422 medals can be won. [Figure 16] 17 is a diagram showing an example of the flow of a game when the slot machine according to one embodiment of the present invention has a bonus game state in which 1,422 medals have not been acquired despite consecutive wins. [Figure 17] 16 is a diagram showing an example of the flow of a game when the slot machine according to one embodiment of the present invention has a bonus game state in which 1,422 medals have not been acquired despite consecutive wins. [Figure 18] (a) is a flowchart showing the flow of processing during BB of a slot machine according to one embodiment of the present invention, and (b) is a flowchart showing in detail the flow of processing other small winnings in step S1007 of Figure 18(a). [Figure 19] This is a flowchart showing in detail the flow of the push order bell processing in step S1006 of Figure 18. [Figure 20] 18(a) is a flowchart showing in detail the flow of the JAC game processing in step S1002 of FIG. [Figure 21]1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [Figure 22] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 23] FIG. 1 is a diagram showing an example of a pay line of the slot machine 100. [Figure 24] 1 is a circuit block diagram of a control unit. [Figure 25] This is a diagram showing the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a flat layout. [Figure 26] This is a diagram showing the types of winning roles, the names of the condition devices, the symbol combinations corresponding to each winning role, the number of payouts, and notes. [Figure 27] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 28] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 29] (a) A flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 30] (a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 31] (a) A time chart of freeze control (Example 1) when the winning combination in the previous game is other than Replay. (b) A time chart of freeze control (Example 2) when the winning combination in the previous game is other than Replay. [Figure 32] FIG. 10 is a diagram showing, in chronological order, an example of the presentation of freeze control (embodiment 1) when the winning combination in the previous game is other than a replay. [Figure 33]FIG. 10 is a diagram showing, in chronological order, an example of the presentation of freeze control (embodiment 1) when the winning combination in the previous game is other than a replay. [Figure 34] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (embodiment 2) when the winning combination in the previous game is other than a replay. [Figure 35] (a) A time chart of freeze control (Example 3) when the winning combination in the previous game is other than a replay. (b) A time chart of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 36] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 3) when the winning combination in the previous game is other than a replay. [Figure 37] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 38] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 39] 10(a) is a front view of the reel backlight 264. FIG. 10(b) is a side view of the reel backlight 264. FIG. 10(c) is an external perspective view of the reel backlight 264, with the components thereof disassembled and viewed from the front. [Figure 40] (a) A time chart showing the flow of a game in which an internal win is made on a special replay during normal play (Example 1). (b) A time chart showing the flow of a game in which an internal win is not made on a special replay when a judge performance wins (Example 2). (c) A time chart showing the flow of a game in which an internal win is not made on a special replay when a judge performance loss occurs (Example 4). [Figure 41] This is a diagram showing an example of backlight effects in chronological order in a game (Example 1) in which a special replay is internally won during normal play. [Figure 42] (1) to (8) are diagrams showing examples of backlight effects in chronological order in a game (Example 2) in which the special replay was not internally won when the judge effect was won. [Figure 43](9)-(10) are diagrams showing examples of backlight effects in a time series in a game (Example 2) in which an internal win for a special replay was not made when the judge effect was won. (1)-(4) are diagrams showing examples of backlight effects in a time series in a game (Example 3) in which an internal win for a special replay was made when the judge effect was won. [Figure 44] (5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 3) in which a special replay is internally won when the judge effect is won. [Figure 45] (1) to (8) are diagrams showing examples of backlight effects in chronological order in a game (Example 4) in which the special replay was not internally won when the judge effect was lost. [Figure 46] (9)-(10) are diagrams showing examples of backlight effects in a time series in a game in which the judge effect lost but the special replay did not win internally (Example 4). (1)-(4) are diagrams showing examples of backlight effects in a time series in a game in which the judge effect lost but the special replay won internally (Example 5). [Figure 47] (5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 5) in which a special replay is internally won when the judge effect is lost. [Figure 48] FIG. 1 is a front view showing the slot machine 100 with the front door 102 open. [Figure 49] FIG. 2 is an exploded perspective view of the speaker unit 600. [Figure 50] (a) is a side view of the rear cover 620. (b) is a top view of the rear cover 620. (c) is a side view of the speaker 610. (d) is a top view of the speaker 610. [Figure 51] 1(a) is a top view of the speaker unit 600. FIG. 1(b) is a cross-sectional view of the speaker unit 600 shown in FIG. [Figure 52] 10(a) is a diagram showing a schematic example of a correct installation method for the speaker unit 600. FIG. 10(b) is a diagram showing a schematic example of an incorrect installation method for the speaker unit 600. [Figure 53] 10(a) and 10(b) are diagrams showing another example of an incorrect installation method of the speaker unit 600. [Figure 54] 10 is an exploded perspective view of a speaker unit 700 according to a first modification. FIG. [Figure 55] (a) is a side view of the rear cover 720. (b) is a top view of the rear cover 720. (c) is a side view of the speaker 710. (d) is a top view of the speaker 710. [Figure 56] 10(a) is a top view of the speaker unit 700. FIG. 10(b) is a cross-sectional view of the speaker unit 700 shown in FIG. [Figure 57] 10A to 10C are diagrams showing an example of a method for attaching the speaker unit 700 in chronological order. [Figure 58] 10(a) is an exploded perspective view of a speaker unit 800 according to Modification 2. FIG. 10(b) is an external perspective view showing two speaker units 800 attached to the rear surface of the front door 102. FIG. [Figure 59] 10(a) is a side view of the rear cover 820. FIG. 10(b) is a top view of the rear cover 820. FIG. 10(c) is a side view of the speaker 810. FIG. 10(d) is a top view of the speaker 810. [Figure 60] 8 is a plan view of the speaker 810 housed in the inner space of the rear cover 820, seen from the underside of the speaker 810. FIG. [Figure 61] 10A to 10C are diagrams showing an example of a method for attaching the speaker unit 800 in chronological order. [Figure 62] 10(a) is an exploded perspective view of a speaker unit 850 according to Modification 3. FIG. 10(b) is an external perspective view showing two speaker units 850 attached to the lower rear surface of the front door 102. FIG. [Figure 63] 10A is a side view of the rear cover 870. FIG. 10B is a top view of the rear cover 870. FIG. 10C is a side view of the speaker 860. FIG. 10D is a top view of the speaker 860. [Figure 64] 10 is a rear view of the front door 102, showing the speaker 860 and the rear cover 870 positioned relative to the front door 102, as seen from the rear of the front door 102. FIG. [Figure 65] 10 is a rear view of the state after the speaker 860 and the rear cover 870 are attached to the front door 102 with screws, as seen from the rear of the front door 102. FIG. [Figure 66] 10A and 10B are side views of the speaker unit 850 attached to the left speaker base 880L as seen from the left side when viewed from the rear, respectively. [Figure 67] 10 is a rear view of the state after the speaker 860 and the rear cover 870 are attached to the front door 102 with screws, as seen from the rear of the front door 102. FIG. [Figure 68] 9A is an external perspective view of a movable body 900 as seen from the front side, with the members constituting the movable body 900 disassembled; FIG. 9B is an external perspective view of a movable body 950 according to a modified example as seen from the front side, with the members constituting the movable body 900 disassembled; DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the pattern combination when the multiple reels stop meet the predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.
[0011] [Embodiment A] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figure 1. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0012] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with a variety of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101 and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a driving device such as a stepping motor.
[0013] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the reel window 113, for a total of nine symbols, as viewed by the player. By spinning each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided inside the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.
[0014] A backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel windows 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (index sensor; not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0015] The payline indicator lamp 120 indicates the payline 114 that is active. In this embodiment, one payline 114 is provided, which is a middle payline consisting of the symbols in the middle row of the left reel, the symbols in the middle row of the middle reel, and the symbols in the middle row of the right reel. The payline 114 is a line set at the stop position of symbols visible through the reel window 113, and is the line that determines whether a symbol combination corresponding to a winning combination is displayed. The payline 114 that is active (hereinafter, sometimes simply referred to as the "active line") is predetermined based on the number of medals bet as gaming media. The slot machine 100 of this embodiment is a three-coin betting machine. If fewer than three medals are inserted, the payline 114 is inactive. However, if three medals are inserted, the payline 114 is active. Once the payline 114 is active, the start lever 135 can be operated to start the game. The number of winning lines 114 is not limited to one. For example, in addition to the middle winning line, a downward-sloping winning line consisting of the upper symbol on the left reel, the middle symbol on the middle reel, and the lower symbol on the right reel, or an upward-sloping winning line consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel, for a total of three lines, may be set as valid winning lines, or a number of winning lines corresponding to the number of bets may be set as valid winning lines.
[0016] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in the internal lottery for winning combinations described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player won a replay, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for effect purposes.
[0017] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0018] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically (betting operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.
[0019] The reserved number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information numerically. The payout number display 127 is a display for displaying the number of medals to be paid out to a player as a result of winning a certain winning combination. In this embodiment, the reserved number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays. Note that the game information display 126 in this embodiment displays the number of medals acquired during a bonus game, and the payout number display 127 also functions as an effect device for notifying information regarding stop operations (e.g., the operation order of the stop buttons 137 to 139, the target symbol, etc.).
[0020] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the game start operation.
[0021] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (sometimes referred to as the left stop button), the center reel 111 can be stopped by operating the stop button 138 (sometimes referred to as the center stop button), and the right reel 112 can be stopped by operating the stop button 139 (sometimes referred to as the right stop button).
[0022] Hereinafter, operations on the stop buttons 137-139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the last stop operation being referred to as the third stop operation. The reel targeted by the first stop operation may be referred to as the first stop reel, the reel targeted by the second stop operation being referred to as the second stop reel, and the reel targeted by the third stop operation being referred to as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the spinning reels 110-112 will be referred to as the operation sequence or push sequence. The operation sequence for performing the stop operation to change the first stop reel to the left reel 110 will be referred to as the "forward push operation sequence" or simply "forward push," the operation sequence for performing the stop operation to change the first stop reel to the center reel 111 will be referred to as the "center push operation sequence" or simply "center push," and the operation sequence for performing the stop operation to change the first stop reel to the right reel 112 will be referred to as the "reverse push operation sequence" or simply "reverse push." In this embodiment, the stop operation and the operation sequence of a combination of the first stop operation, second stop operation, and third stop operation may be abbreviated. For example, a stop operation in which the first stop reel is the left reel 110 is referred to as "left," and a stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112 is referred to as "left center right." Light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.
[0023] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout opening 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for paying out medals.
[0024] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal receiving tray 161 are provided.
[0025] The sound hole 181 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. An effect device 160 is provided above the front door 102, and a sound hole 143 is provided above the effect device 160. This effect device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (not shown, effect image display device) provided behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears on the front (player side) of the slot machine 100. The liquid crystal display device 157 of this embodiment also functions as a presentation device that notifies information about the stop operation (for example, the operation sequence of the stop buttons 137 to 139, the target symbols, etc.).
[0026] It should be noted that the display device does not have to be a liquid crystal display device, and any other device may be configured to display various effect images and various game information. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Also, decorations (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is flat, but it may also be curved.
[0027] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 2. This figure is a circuit block diagram of the control unit.
[0028] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in accordance with command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.
[0029] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 for storing control program data, lottery data used in the internal lottery for winning combinations, and reel stop positions, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0030] The main control unit 300 is equipped with a random number generation circuit 316 which is used as a hardware random number counter that fluctuates the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0031] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, reel 110 index sensor, reel 111 index sensor, reel 112 index sensor, effect button 192 sensor, etc.) at each interrupt time.
[0032] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0033] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.
[0034] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on each of the medal insertion buttons 130-132, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0035] The index sensors for reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110-112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.
[0036] The main control unit 300 is provided with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).
[0037] An information output circuit 334 is also connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334. The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 1300, and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0038] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 can send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 cannot send signals such as commands to the main control unit 300.
[0039] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0040] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0041] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in accordance with commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0042] The first sub-control unit 400 also has a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, notification lamps 123, etc.) are connected via an input / output interface.
[0043] The first sub-control unit 400 is also provided with a drive circuit 424 that drives the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. The drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0044] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0045] The CPU 404 also transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 of the slot machine 100 controls the liquid crystal display device 157 and the like.
[0046] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0047] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0048] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to a ROM 506 and a VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the liquid crystal display device 157.
[0049] <Slot machine processing> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained using the drawings.
[0050] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 3. The figure is a flowchart showing the flow of the main control unit main processing.
[0051] When the slot machine 100 is powered on, first, in step S101, various initial setting processes are performed. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, setting operation permission and initial values for the WDT 314, etc.
[0052] In step S102, a medal insertion / start operation acceptance process is executed. Here, the sensor circuit 320 detects whether a medal insertion operation has been performed electronically using the bet buttons 130-132 or whether a medal insertion operation has been performed directly through the medal insertion slot 141, and if an insertion operation has been performed, the win line indicator lamp 120 is turned on according to the number of medals inserted. The controller also prepares to send a medal insertion command to the first sub-control unit 400 indicating that medals have been inserted. If a replay combination has been won in the previous game, the controller performs a process to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals.
[0053] In addition, a check is made based on the detection of the sensor circuit 320 to see if the start lever 135 has been operated, and if it is determined that the start lever has been operated, the number of medals inserted is confirmed and preparations are made to send a start lever acceptance command to the first sub-control unit 400 indicating that the start lever 135 has been operated.
[0054] In step S103, the active winning lines are determined.
[0055] In step S104, the random number generated by the random number generating circuit 316 is acquired.
[0056] In step S105, an internal lottery process for a winning role is performed. In the internal lottery process for a winning role, a winning role lottery table stored in ROM 306 is read out according to the current game state (RT game state), and an internal lottery is performed using this table and the random number value obtained in step S104. If the result of the internal lottery is an internal win for any winning role (including an activated role), the condition device (flag) for the internally won role (internal winning role) is activated (the flag for that winning role is turned ON). Also, in step S105, preparations are made to send an internal win command indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a watermelon is internally won, preparations are made to send an internal win command indicating that a watermelon has been internally won to the first sub-control unit 400. If the result of the winning role internal lottery is a loss (no winning role), preparations are made to send an internal win command indicating a loss to the first sub-control unit 400.
[0057] To summarize the internal winning probability of a winning combination, the internal winning probability of each combination is calculated by dividing the numerical data corresponding to the range of lottery data associated with each combination by the numerical data corresponding to the range of random numbers obtained during the internal lottery (65536 in this embodiment). The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a combination or a losing combination. In the winning combination internal lottery process, a random number obtained as a result of the internal lottery is determined to be a value corresponding to the lottery data corresponding to any combination, and an internal winning combination is determined. In practice, in this winning combination internal lottery process, the lottery data corresponding to the current setting value is used from six sets of lottery data prepared for each setting value. The winning probability of at least one combination differs among the six sets of lottery data prepared for each setting value.
[0058] In step S106, reel stop data is selected based on the result of the internal lottery for winning combinations in step S105, etc. For the reel stop data for winning combinations that require a stop operation order, the operation conditions are also set, and when the corresponding reel stop data is selected, the operation conditions are also set.
[0059] In step S107, a reel rotation start process is executed to start the rotation of all the reels 110 to 112 based on the start operation.
[0060] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 become available, and when one of the stop buttons is pressed, the stop data of the reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop data. If all the reels 110 to 112 have stopped, the process proceeds to step S109. In this step S108, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0061] In step S109, a winning determination process is performed. In the winning determination process, a winning determination is performed for the symbols stopped by pressing the stop buttons 137 to 139, and if a symbol combination corresponding to a winning role is displayed on the activated winning line 114, it is determined that the winning role has been won. For example, if a "watermelon symbol-watermelon symbol-watermelon symbol" is aligned on the activated winning line, it is determined that a watermelon win has occurred. In addition, in this step S109, preparations are made to send a display determination command indicating the result of the winning determination to the first sub-control unit 400.
[0062] In step S110, a medal payout process is performed. In the medal payout process, if a winning combination that results in a payout is achieved, the number of medals corresponding to that winning combination is paid out. Also, in step S110, preparations are made to send a medal payout command indicating the number of medals to be paid out to the first sub-control unit 400.
[0063] In step S111, a game state control process is performed. In this game state control process, control is performed to transition the game state (RT game state, AT game state). In addition, in this step S111, preparations are made to send a game state command indicating the game state to the first sub-control unit 400.
[0064] This completes one game. The game then progresses by returning to step S102 and repeating the above-described process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 4) of the main control unit timer interrupt process, which will be described later.
[0065] <Main control unit timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 4. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0066] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0067] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0068] In step S202, WDT314 is restarted periodically (in this embodiment, once every 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0069] In step S203, an input port state update process is performed. In this input port state update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal state storage areas partitioned for each of the various sensors 318 in the RAM 308.
[0070] In step S204, various game processes are executed, and processes according to the interrupt status are executed.
[0071] In step S205, a timer update process is performed. More specifically, various timers are updated in their respective time units.
[0072] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0073] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0074] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0075] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.
[0076] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, etc. Then, the process returns to the main process of the main control unit shown in FIG.
[0077] On the other hand, in step S211, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 4.
[0078] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 5. Figure 5(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 5(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 5(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0079] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 5(a).
[0080] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0081] In step S302, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S303.
[0082] In step S303, 0 is substituted into the timer variable.
[0083] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0084] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.
[0085] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.
[0086] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes commands for the various lamps 420, these commands are output to the drive circuit 422.
[0087] In step S308, shutter control processing is performed based on the processing result of step S305. For example, if the performance data read out in step S305 includes a command to the shutter 163, this command is output to the drive circuit 424.
[0088] In step S309, an information output process is performed based on the processing result of step S305 to set up sending a command to the second sub-control unit 500. For example, if the performance data read in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0089] Next, using Figure 5(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0090] Next, using Figure 5(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at a predetermined period.
[0091] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 5(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0092] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values for performance are updated.
[0093] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 6. Figure 6(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 6(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 6(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 6(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0094] First, in step S601 in Fig. 6(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 518, etc.
[0095] In step S602, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.
[0096] In step S603, 0 is substituted into the timer variable.
[0097] In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.
[0098] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0099] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.
[0100] Next, using Figure 6 (b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.
[0101] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0102] Next, using Figure 6(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0103] In step S801, 1 is added to the value of the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 6(a) and stored in the original timer variable storage area. Therefore, in step S602, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0104] In step S802, the random number values for effect are updated.
[0105] Next, the image control processing of step S6006 in the main processing of the second sub-control unit 500 will be described with reference to Figure 6(d). This figure is a flowchart showing the flow of the image control processing.
[0106] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas, display area A and display area B, of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0107] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0108] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S901. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0109] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0110] In step S905, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation end interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation end interrupt signal to be input.
[0111] In step S906, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0112] <Internal Winner> 7 is a table showing the internal winning combination of this embodiment, and shows an example of a small winning combination group. Here, the vertical axis of the table shows the internal winning combination (specifically, the number and name of the small winning combination group), and the horizontal axis of the table shows the order of the stop operation. For example, "LCR" indicates the stop operation of "left center right", "LRC" indicates the stop operation of "left left center", "CLR" indicates the stop operation of "center left left", "CRL" indicates the stop operation of "center right left", "RLC" indicates the stop operation of "right left center", and "RCL" indicates the stop operation of "right center left".
[0113] In addition, in the game state (RT game state) of this embodiment, there are a normal game state and a bonus game state (sometimes referred to as BB) which is more advantageous to the player than the normal game state. In the normal game state, the combination of small combination groups 1 to 17 can be won, and in the bonus game state, the combination of small combination groups 2 to 17 can be won.
[0114] For example, if the push order bell white RCL of the small winning group 16 is won, and (1) if the LCR or LRC stop operation is performed, a 1-coin role is won and one medal is paid out, and (2) if the CLR or CRL stop operation is performed, depending on the operation timing, a 1-coin role is won and one medal is paid out, or it is a miss and no medal is paid out. Also, if the push order bell white RCL of the small winning group 16 is internally won, and (3) if the RLC stop operation is performed, a 1-coin role is won and one medal is paid out, and (4) if the RCL stop operation is performed, depending on the operation timing, a 12-coin role is won and one medal is paid out, or a 3-coin role is won and three medals are paid out, depending on the operation timing. In other words, when an internal win occurs on the push order bell white RCL of the small winning group 16, there is a stop operation in the correct stop operation sequence (specifically, RLC) and a pressing operation at the appropriate operation timing (specifically, a stop operation to press the white 7 symbol on the right reel 112 by eye), resulting in a 12-coin win and 12 medals being paid out. In this embodiment, when the medals paid out differ depending on the operation content, the stop operation sequence in which the maximum number of medals are paid out is called the correct operation sequence or correct stop operation sequence, and the stop operation in which the maximum number of medals are paid out is called the correct stop operation.
[0115] In addition, if you win small winning groups 10 to 15 and 17, it is the same as if you win small winning group 16, and you can win 12 coins only if the operation is performed in the correct stop operation order and at the appropriate timing. Hereinafter, small winning groups 10 to 17 are collectively referred to as "push order bells".
[0116] In the bonus game state of this embodiment, (1) when the push order bell of the small combination group 10 to 17 is won and a prize other than 3 coins is won (1 coin, 12 coins) or when it is a miss (0 coins), (2) when the replay B of the small combination group 3 is won and it is a miss during BB (0 coins), (3) when the cherry B of the small combination group 7 is won and the cherry is not won (0 coins), the payout number is 3 for the number of inserted coins, so there is no change in the number of coins won in the bonus game state. In other words, in the bonus game state of this embodiment, the increase or decrease in the number of coins won is generally influenced by the operation mode when the push order bell is won.
[0117] The bonus game state is also an AT state in which operation navigation is executed. Here, operation navigation is a presentation that uses the liquid crystal display device 157 and the payout number display 127 to notify the player of operations that are advantageous to the player, for example, stop operation details that help the player win a winning combination that pays out the maximum number of medals, and is a presentation that notifies the stop operation sequence and stop operation timing (such as the symbol of the internally won combination). In this embodiment, the operation sequence of "left, center, right" is displayed as "1," the operation sequence of "left, center, right" is displayed as "2," the operation sequence of "center, left, right" is displayed as "3," the operation sequence of "center, right, left" is displayed as "4," the operation sequence of "left center" is displayed as "5," and the operation sequence of "right, center, left" is displayed as "6" on a predetermined presentation device (for example, the payout number display 127).
[0118] In this embodiment, when an internal win is achieved with the push-order bell during a bonus game, the operation navigation notifies the player of the operation sequence and symbols (specifically, a white bell symbol or a blue bell symbol) required to win a 12-coin combination, which pays out the maximum number of medals (specifically, 12 medals). Hereinafter, the operation navigation when an internal win is achieved with the push-order bell is referred to as "bell navigation." For example, when a win is achieved with the push-order bell white CLR of the small combination group 10, the CLR operation and the white bell symbol are notified. Note that the bell navigation uses numbers other than the above "1" to "6" to notify the player by displaying them on a predetermined effect device (e.g., the payout number display 127, etc.). For example, for "right center left" & "white bell," "7" is displayed on the predetermined effect device (e.g., the payout number display 127, etc.), for "right center left" & "white bell," "8" is displayed on the predetermined effect device (e.g., the payout number display 127, etc.), for "right left center" & "blue bell," "9" is displayed on the predetermined effect device (e.g., the payout number display 127, etc.), and for "right center left" & "blue bell," "10" is displayed on the predetermined effect device (e.g., the payout number display 127, etc.).
[0119] In this embodiment, the system is configured so that 55 Bell Navis can be executed in the bonus game state, and if a 12-coin combination is won or if the push order is incorrect (if the stop operation is not performed according to the Bell Navi operation order), the number of Bell Navis is deducted. However, in the case of an error in timing (if the stop operation is performed according to the Bell Navi operation order but the timing is incorrect), the number of Bell Navis is not deducted. This is a specification that compensates for errors in timing, and allows even players who are not good at timing to win the specified number of coins (711 coins, described below) in the bonus game state. In other words, if an error in timing occurs, more than 55 Bell Navis will be executed in the bonus game state.
[0120] In this way, in the bonus game state of this embodiment (bonus state in the narrow sense, excluding the JAC game state described below), it is possible to win up to 495 medals (= 9 medals won (12 medals paid out - 3 medals inserted. If you win the push order bell and get a 12-coin role) x 55 times).
[0121] In this embodiment, when the 55 Bernavi counts are decremented to 0, the bonus gaming state (bonus gaming state in the narrow sense) ends. However, if a player has a JACIN right that allows a transition to a JAC game at the time of termination, a JAC game state advantageous to the player begins. The JAC game state is a state included in the bonus gaming state in a broad sense. The JACIN right is awarded when a player wins Replay A of small combination group 2 in the bonus gaming state (bonus gaming state in the narrow sense) and wins a non-slip replay combination. In this embodiment, the JACIN right can be awarded up to three times. In other words, the JAC game state is configured to be executed up to three times consecutively. Hereinafter, the number of JACIN rights will be referred to as the "JACIN count," the bonus gaming state in the narrow sense will be simply referred to as the "bonus gaming state," and the bonus gaming state in the broad sense will be referred to as the "bonus gaming state (broad sense)."
[0122] In one JAC game state in this embodiment, eight Bell Navis (hereinafter referred to as "J Bell Navis") can be executed, and if a 12-coin combination is won or if there is a mistake in the pressing order (if the stop operation is not performed according to the Bell Navi operation order), the number of times the Bell Navis are executed is deducted. However, in the case of a mistake in timing (if the stop operation is performed according to the J Bell Navi operation order but the timing is unsuccessful), the number of times the J Bell Navis are executed is not deducted. This is a feature that compensates for mistakes in timing, and allows even players who are not good at timing to win the specified number of coins (72 coins, as described below) in the JAC game state. In other words, if a mistake in timing occurs, more than eight J Bell Navis will be executed.
[0123] Here, the J-bell navigation in the JAC game state is (1) a two-choice bell navigation that initially notifies the correct stop operation sequence but not the target symbol. In the two-choice bell navigation, the numbers "1" through "6" of the operation navigation are displayed on a predetermined display device (e.g., the payout number indicator 127). Specifically, the arrangement of the white 7 symbol and the blue 7 symbol on the right reel 112 corresponds to the symbols P1 and P2 on the right reel in the reel arrangement diagram of FIG. 21, and the stop control is such that either the white 7 symbol or the blue 7 symbol stops depending on the timing of the stop operation. In other words, whether or not a 12-coin combination is won is determined by the timing of the operation of half the area of the right reel 112 (with a probability of 1 / 2), which is why it is called a two-choice bell navigation. In a game where the two-choice bell navigation is implemented, the player must select either the white bell symbol or the blue bell symbol and perform a push-button operation. In addition, if a 12-coin combination is not won in a game in which a two-choice bell navi is executed, (2) the J bell navi from the next time onwards will not be a two-choice bell navi but a normal bell navi (a bell navi executed in a bonus game state in the narrow sense, which notifies the player of the correct stop operation sequence and the target symbol).
[0124] In one JAC game, a maximum of 72 medals can be won (= 9 medals won (12 medals paid out - 3 medals inserted. If you win the push order bell and get a 12-coin role) x 8 times).
[0125] In this embodiment, in a game in which this two-choice bell navigation is executed, if the correct stopping operation is performed eight times in a row and a 12-coin combination is won eight times in a row, the right to continue the bonus game state is granted. In other words, the bonus game state in this embodiment has the ability to continue the bonus game state, and if the right to continue the bonus game state is granted, the bonus game state will start again after the bonus game state ends.
[0126] In addition, the JAC game state is configured to be played a maximum of three times in a row, so if three JAC game states are played after the bonus state ends, a maximum of 216 medals (=72 medals x 3) can be won in the JAC game state. In other words, in one bonus game state (broadly defined) in this embodiment, a maximum of 711 medals (=495 medals + 216 medals) can be won.
[0127] In this embodiment, in addition to winning 12 coins eight times in a row in a game in which the two-choice bell navigation is executed, the right to continue the bonus game state is granted when certain conditions are met. Here, the cases in which certain conditions are met are when, in the bonus game state, (1) Replay B of small combination group 3 is won and the BB is lost; (2) Common bell, watermelon, cherry A, chance eye, or reach eye of small combination groups 4, 5, 6, 7, and 8 is won and a 7-match win is achieved; or (3) Winning the lottery (hereinafter referred to as the 1G consecutive lottery) executed when Cherry B of small combination group 7 is won. The right to continue the bonus game state is also referred to as the 1G consecutive right. In the case of a loss in (1) or (3), no medals are paid out in the game, so 711 medals cannot be won in the bonus game state (broadly defined). Conversely, even if a player is unable to win 711 coins in a bonus game state (broadly defined), the player may still be able to obtain the right to a 1G consecutive win, which increases the player's expectations for the right to a 1G consecutive win.
[0128] <Bonus game mode> Next, the flow of games in the bonus game state will be specifically described using Figures 8 to 17. Figures 8 to 17 are diagrams showing the display modes of the reels 110 to 112, the liquid crystal display device 157, the game information display 126, and the payout coin number display 127 of the slot machine 100. As described above, in this embodiment, the game information display 126 has a function of displaying the number of medals and displays the number of medals won in the bonus game state. However, this may also be displayed on a medal number display that displays the number of medals held by the player. A dedicated display that displays only the number of game values won in the bonus state may also be provided. Furthermore, as described above, in this embodiment, the payout coin number display 127 functions as an instruction monitor that indicates the operation sequence and operation timing, and displays game information related to stop operations.
[0129] Example of winning 711 medals in the bonus game state (broad definition) (Case 1) The flow of the game when 711 medals are acquired in the bonus game state (broad definition) will be explained using Figs. 8 to 12(A).
[0130] 8(a) to 8(f) show the display modes of the slot machine 100 when the push order bell white RCL of the minor winning group 16 is won in the game G1 that has started the bonus game state. As shown in FIG. 8(b), based on the operation of the start lever, the liquid crystal display device 157 displays a bell navigation remaining number image d1 indicating 55 remaining number of bell navigations, and a bell navigation image d2 indicating the operation sequence of the right, center, and left and the pressing of the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "7" indicating that the push order bell white RCL of the minor winning group 16 has been won. Here, the "7" on the payout number indicator 127 suggests the operation sequence of the right, center, and left and the pressing of the white 7 symbol.
[0131] In game G1, as shown in Figures 8(c) to (e), the player performs the right, center, and left stop operations in accordance with the notification content of the Bell Navi, and also succeeds in pressing the right reel 112 at the right eye, so as shown in Figure 8(f), the push order bell white is won and 12 medals are paid out. As a result, the number of medals won in the bonus game state becomes 9, and the game information display 126 displays the value "9", and the liquid crystal display device 157 displays a Bell Navi remaining number image d1 indicating the remaining number of Bell Navis, 54, which is 55 minus 1. In this way, when the correct stop operation is performed in a game in which Bell Navi is executed (when the stop operation is performed in the correct order and the pressing at the right eye is successful), the remaining number of Bell Navis is subtracted.
[0132] 8(g)-(i) and 9(a)-(b) show the display modes of the slot machine 100 when the push order bell white RCL of the small winning combination group 16 is won in game G2 after several games have passed since game G1. As shown in Fig. 8(g), based on the start lever operation, the liquid crystal display device 157 displays a bell navigation remaining number image d1 indicating the remaining number of bell navigation times 54, and a bell navigation image d2 indicating the operation order of right, center, and left and the pressing of the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "7" indicating that the push order bell white RCL of the small winning combination group 16 has been won.
[0133] However, in game G2, as shown in FIGS. 8(h)-(i) and 9(a), the player performed the right-center-left stop operation in accordance with the notification content of the Bell Navi, but failed to press the white 7 symbol on the right reel 112, so as shown in FIG. 9(b), the push order Bell Blue was won and three medals were paid out. As a result, the number of coins won in the bonus game state remains at nine (no increase or decrease), the game information display 126 displays the value "9," and the LCD display device 157 displays a remaining Bell Navi number image d1 indicating 54 remaining Bell Navi times. In this way, if the correct stop operation sequence is performed in a game in which Bell Navi is executed but the press is unsuccessful, the remaining Bell Navi times are not decremented. This is to rescue players who are not good at pressing the buttons at the right, allowing them to win the specified number of coins in the bonus game state.
[0134] In this embodiment, if a player wins the push-order bell during a bonus game state, performs the stop operation in the correct order, but fails to press the buttons correctly, resulting in a 3-coin winning combination, a non-lottery period in which a 1G consecutive lottery is not executed continues from the next game onward, as shown in Figures 9(b) to 9(c), until the next push-order bell is won and a 12-coin winning combination is achieved. This is a measure to prevent the number of games played in the bonus game state from being intentionally prolonged. During the non-lottery period, even if a player wins Cherry B of the small combination group 7, the right to continue the bonus game state is not granted. Note that in this embodiment, a 1G consecutive lottery is not executed even if a player wins Cherry B of the small combination group 7 during a non-lottery period. However, if a player wins Cherry B of the small combination group 7 during a non-lottery period, a 1G consecutive lottery may be executed but not won.
[0135] In this embodiment, a no-lottery period is set to prevent the number of games played in the bonus game state from being intentionally prolonged, but separately from this, the maximum number of times that 1G consecutive lotteries are executed may be predetermined to prevent the bonus game state from being intentionally prolonged.
[0136] 9(c) to (g) show the display mode of the slot machine 100 when the push order bell white RCL of the small winning group 16 is won in game G3 after several games have passed since game G2. As shown in FIG. 9(c), based on the start lever operation, the liquid crystal display device 157 displays a bell navigation remaining number image d1 indicating the remaining number of bell navigations 54, and a bell navigation image d2 indicating the operation order of the right, middle, and left and the push of the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "7" indicating that the push order bell white RCL of the small winning group 16 is won. In game G3, as shown in Figures 9(d) to (f), the player performs the right, center, and left stop operations in accordance with the notification content of the bell navigation, and also succeeds in hitting the white 7 symbol on the right reel 112, so as shown in Figure 9(g), the push order bell white is won and 12 medals are paid out. As a result, the number of medals won in the bonus game state becomes 18, and the game information display 126 displays the value "18", and the liquid crystal display device 157 displays the bell navigation remaining number image d1 indicating 53, which is 54 minus 1. In addition, in game G3, since the push order bell is won and a 12-coin role is won, a 1G consecutive lottery will be held from the next game.
[0137] 9(h) shows the display mode of the slot machine 100 when the JACIN right is acquired in game G4 after several dozen games have passed since game G3. As shown in FIG. 9(h), the liquid crystal display device 157 displays a JAC game acquisition image d3 indicating that the JACIN right has been acquired. In this embodiment, if the player wins Replay A of small winning group 2 and wins a non-slip replay combination, the player will acquire the JACIN right (see small winning group 3 in FIG. 7).
[0138] 10(a)-(e) show the display modes of the slot machine 100 when the push order bell blue RLC of the small winning combination group 15 is won in game G5, which is several tens of games after game G4. As shown in FIG. 10(a), based on the operation of the start lever, the liquid crystal display device 157 displays a bell navigation remaining number image d1 indicating 1 remaining number of bell navigations, and a bell navigation image d2 indicating the operation sequence of right, left, and center and the pressing of the blue 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "8" indicating that the push order bell blue RLC of the small winning combination group 15 has been won. Here, the "8" on the payout number indicator 127 suggests the operation sequence of right, left, and center and the pressing of the blue 7 symbol.
[0139] In game G5, as shown in Figures 10(b) to (d), the player performs right, left, and center stop operations in accordance with the notification content of the bell navi, and also succeeds in hitting the blue 7 symbol on the right reel 112, so as shown in Figure 10(e), the push order bell blue is won and 12 medals are paid out. As a result, the number of coins won in the bonus game state becomes 495, and the game information display 126 displays the value "495", and the liquid crystal display device 157 displays a bell navi remaining number image d1 indicating that the remaining number of bell navi plays is 0, which is 1 minus 1. Since the remaining number of bell navi plays has become 0, the bonus game state in game G5 ends.
[0140] 10(f) to (h) show the display state of the slot machine 100 when the JAC game is started in game G6, which is the game following game G5. This is because the JACIN right has been acquired in the bonus game state from games G1 to G5, as shown in FIG. 9(h).
[0141] In game G6, first, as shown in Figures 10(f) and (g), the reels 110 to 112 spin based on the start lever operation, and then a pseudo game is executed in which the reels 110 to 112 stop. Also, a JAC game notification image d4 notifying that it is a JAC game is displayed on the liquid crystal display device 157. Next, as shown in Figure 10(h), the first game of the JAC game starts based on the second start lever operation.
[0142] 11(a)-(e) show the display state of the slot machine 100 when the push order bell blue RLC of the minor winning group 15 is won in the game G7 following game G6, and the J bell navigation is executed. As shown in FIG. 11(a), based on the start lever operation, the LCD display 157 displays a J bell navigation remaining number image d5 indicating 8 remaining J bell navigation times in the JAC game state, and a J bell navigation image d6 urging the player to operate the right, left, and center reels and to press either the blue 7 symbol or the white 7 symbol on the right reel 112. The payout number indicator 127 displays the value "5" indicating the right, left, and center reels. Here, the J bell navigation image d6 is an image of a two-choice bell navigation, and the "5" on the payout number indicator 127 suggests the right, left, and center reels. In this game where the J bell navigation is executed, the player can determine the push order from the J bell navigation image d6 or the value on the payout number indicator 127, but cannot determine the symbol to press.
[0143] In game G7, as shown in FIGS. 11(b)-(d), the player performs the right, left, and center stop operations in accordance with the notification content of the J Bell Navi. As shown in FIG. 11(e), the player wins the 12-coin role with the blue push order bell, and 12 medals are paid out. That is, FIGS. 11(a)-(e) show a case in which the player performs the correct stop operation in game G7 in which a two-choice bell navigation is executed. As a result, the number of medals won in the bonus game state becomes 504, and the game information display 126 displays the value "504." The LCD display 157 also displays a J Bell Navi remaining number image d5, which indicates the remaining number of J Bell Navis is 7, which is 8 minus 1, and a two-choice success image d7, which indicates that the two-choice selection was successful. In this way, when a correct stop operation is performed in a game in which a J Bell Navi is executed (when the stop operation is performed in the correct order and the eye-pressing is successful), the remaining number of J Bell Navis is subtracted.
[0144] 11(f)-(g) show the display state of the slot machine 100 when the push order bell blue RCL of the small winning combination group 17 is won in the game G8 following game G7, and the J bell navigation is executed. As shown in FIG. 11(f), based on the start lever operation, the liquid crystal display device 157 displays a J bell navigation remaining number image d5 indicating 7 remaining J bell navigation times in the JAC game state, and a J bell navigation image d6 urging the player to operate the right, center, and left reels and to press either the blue 7 symbol or the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "6" indicating the right, center, and left reels. Here, the J bell navigation image d6 is an image of a two-choice bell navigation, and the "6" on the payout number indicator 127 suggests the right, center, and left operation order, but does not suggest a symbol.
[0145] In game G8, as shown in Figures 11(f)-(g), the player performs the right-center-left stop operation in accordance with the notification content of the J Bell Navi, and wins the 12-coin role of the blue push-order bell, so 12 medals are paid out. In other words, Figures 11(f)-(g) show a case where the player performs the correct stop operation in game G8 in which a two-choice bell navigation is executed. As a result, the number of medals won in the bonus game state becomes 513, and the game information display 126 displays the value "513." The liquid crystal display device 157 displays a J Bell Navi remaining number image d5 indicating that the remaining number of J Bell Navis is 6, which is 7 minus 1, and a two-choice success image d7 indicating that the two-choice selection was successful.
[0146] 11(h)-(k) show the display modes of the slot machine 100 when the push order bell white RCL of the small winning combination group 16 is won in the game G9 following the game G8, and the J bell navigation is executed. As shown in FIG. 11(h), based on the start lever operation, the liquid crystal display device 157 displays a J bell navigation remaining number image d5 indicating 6 remaining J bell navigation times in the JAC game state, and a bell navigation image d6 urging the player to operate the right, center, and left reels and to press either the blue 7 symbol or the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "6" indicating the right, center, and left. Here, the J bell navigation image d6 is an image of a two-choice bell navigation.
[0147] In game G9, as shown in Figures 11(i)-(k), the player performs the right-center-left stop operation (not shown) in accordance with the J Bell Navi notification, resulting in a three-coin combination, blue bell, and three medals are paid out. In other words, Figures 11(h)-(k) illustrate a case in which the player performs an incorrect stop operation in game G9 in which a two-choice bell navigation is executed. As a result, the number of coins won in the bonus game state remains at 513, with no increase or decrease. The game information display 126 displays the value "513," and the LCD display device 157 displays a J Bell Navi remaining number image d5, indicating that the remaining number of J Bell Navis is 6 (not subtracted from 6), and a two-choice failure image d8, indicating that the two-choice selection was unsuccessful. Thus, in a game in which a J Bell Navi is executed, if the player performs the correct stop operation sequence but fails to press the buttons, the remaining number of J Bell Navis is not subtracted, just as in a game in which a normal bell navigation is executed.
[0148] 12(A)(a) shows the display mode of the slot machine 100 when the push order bell white RCL of the minor winning combination group 16 is won and the J bell navigation is executed in game G10, the game following game G9. As shown in FIG. 12(A)(a), based on the start lever operation, the liquid crystal display device 157 displays a J bell navigation remaining number image d5 indicating 6 remaining J bell navigation times in the JAC game state, and a bell navigation image d2 indicating the operation sequence of the right, center, and left reels and the pressing of the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "7" indicating that the push order bell white RCL has been won. Here, the bell navigation image d2 is not an image of a two-choice bell navigation, but an image showing the correct stop operation sequence and the symbol to be pressed.
[0149] In this way, in this embodiment, if the correct stop operation is not performed in a game in which a two-choice bell navigation is executed in the JAC game state (in the case of a mistake in pressing), the normal bell navigation is executed even if the push order bell is won in the next game or later. In other words, the change in the notification mode of the operation navigation allows the player to recognize that he or she did not acquire the right to 1G consecutive in the JAC game state.
[0150] 12(A)(b) shows the display mode of the slot machine 100 in the final game G11 of the third JAC game state, in which there was no error in the sequence of stop operations in the game in which the push order bell in the JAC game state was won after the end of game G10, and after the JAC game state ended, two more JAC game states (a total of three JAC game states) were executed to end the bonus game state (broad sense). As shown in FIG. 12(A)(b), in the final game G11 of the third JAC game state, the liquid crystal display device 157 displays a bonus coin number notification image d9 notifying that 711 coins have been won in the bonus game state (broad sense), and the game information display 126 displays the value "711" indicating the number of coins won in the bonus game state.
[0151] Thus, Case 1 shows a case where 711 medals can be won in a bonus game state (broadly defined). In other words, Case 1 shows a case where, in a game where a push order bell is won in a bonus game state (broadly defined), if the stop operation is performed in the correct operation sequence, the specified number of 711 medals can be won even if there is a mistake in the timing. This is because, in the case of a mistake in the timing, the number of bell navigations (J bell navigations) is not deducted. Also, even if there is a mistake in the timing in a game in which a two-choice bell navigation is executed as a J bell navigation, a normal bell navigation will be executed in the next game in which a J bell navigation is executed, making it easier to win the specified number of medals in a JAC game.
[0152] Example of a case where 711 medals were not acquired in the bonus game state (broad definition) (Case 2) The flow of the game when 711 medals are not acquired in the bonus game state (broad definition) will be explained using FIG. 12(B) to FIG.
[0153] 12(B)(a)-(d) show the display modes of the slot machine 100 when the push order bell white RCL of the small winning combination group 16 is won in game G21 when the bonus game state has started. As shown in FIG. 12(b), based on the operation of the start lever, the liquid crystal display device 157 displays a bell navigation remaining number image d1 indicating 55 remaining number of bell navigations, and a bell navigation image d2 indicating the operation sequence of the right, center, and left and the pressing of the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "7" indicating that the push order bell white RCL of the small winning combination group 16 has been won. Here, the "7" on the payout number indicator 127 suggests the operation sequence of the right, center, and left and the pressing of the white 7 symbol.
[0154] In game G21, as shown in Figures 12(B)(c)-(d), the player did not follow the notification content of the Bell Navi and performed a stop operation during the first stop operation, resulting in a loss and no medals being paid out. As a result, the liquid crystal display device 157 displays a Bell Navi remaining number image d1 indicating 54, which is 55 minus 1. In this way, if the stop operations are not performed in the correct operation sequence in a game in which Bell Navi is executed, the remaining number of Bell Navi operations is subtracted. This is because a push order error is an error caused by carelessness, regardless of the player's skill, and therefore does not require redress. However, in games from game G21 onwards, a lottery for 1G consecutive wins is held.
[0155] In this embodiment, if you win the push order bell during bonus game mode and press the wrong button without following the notification of the bell navigation, the remaining number of bell navigations will be deducted, but subsequent games will not be in a no-lottery period for 1G consecutive games.
[0156] 13(a) to 13(c) show the display modes of the slot machine 100 when a JAC game is started in game G22 after the bonus game state that started in game G21 has ended. This is because the JACIN right was acquired in the bonus game state before game G22.
[0157] 13(a)-(d) show the display modes of the slot machine 100 when the push order bell blue RLC of the small winning combination group 15 is won in game G21 and the J bell navigation is executed. As shown in FIG. 13(a), based on the start lever operation, the liquid crystal display device 157 displays a J bell navigation remaining number image d5 indicating 8 remaining J bell navigation times in the JAC game state, and a J bell navigation image d6 urging the player to operate the right, left, and center reel and to press either the blue 7 symbol or the white 7 symbol on the right reel 112, and the payout number indicator 127 displays the value "5" indicating the right, left, and center reel. Here, the J bell navigation image d6 is an image of a two-choice bell navigation, and the "5" on the payout number indicator 127 suggests the right, left, and center operation order.
[0158] In game G22, as shown in Figures 13(b) to 13(c), the player performs a stop operation during the first stop operation, resulting in a loss, so no medals are paid out. In other words, Figures 13(a) to 13(c) show a case in which the player performs a stop operation in an incorrect order due to a push order error in game G22 in which a two-choice bell navigation is executed. As a result, the number of coins won in the bonus game state remains at 480, and the game information display 126 displays the value "480." The LCD display device 157 also displays a J bell navigation remaining number image d5 indicating the remaining number of J bell navigations (7, which is 8 minus 1) and a two-choice failure image d8 indicating a failure to select two options. In this way, if an incorrect stop operation is performed in a game in which a J bell navigation is executed (if the stop operation is performed in an incorrect order), the remaining number of J bell navigations is decremented. A push order error is an inadvertent error regardless of the player's skill, and therefore does not require rescue.
[0159] FIG. 13(d) shows the display mode of the slot machine 100 when the push order bell white RCL of the minor winning group 16 is won in the game G23 following game G22 and the J bell navigation is executed. As shown in FIG. 13(d), based on the start lever operation, the LCD display device 157 displays a J bell navigation remaining number image d5 indicating 7 remaining J bell navigation times in the JAC game state, and a bell navigation image d2 indicating the right-center-left operation sequence and the keystroke for the white 7 symbol on the right reel 112. The payout number indicator 127 displays the value "7" indicating that the push order bell white RCL has been won. This display allows the player to understand that the push order bell white RCL has been won. Here, the bell navigation image d2 is not a two-choice bell navigation image, but an image showing the correct stop operation sequence and the keystroke symbol.
[0160] In this embodiment, if the correct stop operation is not performed in a game in which a two-choice bell navigation is executed in the JAC game state (in the case of a wrong button press), the normal bell navigation will be executed if the button press order bell is won in the next game or later. 13(e) shows the display mode of the slot machine 100 in the final game G24 of the third JAC game state when, after the end of game G23, there is no mistake in the pressing order of the stop operation in the game in which the push order bell of the JAC game state is won, and after the JAC game state ends, two more JAC game states (a total of three JAC game states) are executed to end the bonus game state (broadly defined). As shown in FIG. 13(e), in the final game G24 of the third JAC game state, the liquid crystal display device 157 displays the bonus coin number notification image d9 notifying that 687 coins (=711-12×2) have been won in the bonus game state, and the game information display 126 displays the value "687" indicating the number of coins won in the bonus game state. 13(f) shows the display mode of the slot machine 100 when the normal game state is started in the game G25 following the game G24. That is, Case 2 shows the case where the right to 1G consecutive wins is not acquired in the bonus game state (broad sense).
[0161] Thus, Case 2 shows a case where 711 medals could not be won in the bonus game state (broad sense). In other words, Case 2 shows that if a stop operation is performed in an incorrect operation sequence in a game where a push order bell is won in the bonus game state (broad sense), the number of bell navi and J bell navi is subtracted, and therefore the specified number of 711 medals cannot be won. Also, Case 2 shows a case where the specified number of 711 medals could not be won in the bonus game state and the bonus game state could not be continued.
[0162] An example of a bonus game state (broad definition) where 1,422 medals were won in a row (Case 3) Next, the flow of the game when the bonus game state (in a broad sense) is continued and 1422 medals (=711×2) are acquired in the bonus game state will be described with reference to FIGS.
[0163] FIG. 14(a) shows the display mode of the slot machine 100 in game G31 when the bonus game state is started, and FIGS. 14(b)-(c) show the display mode of the slot machine 100 when the white push order bell RCL of the small winning group 16 is won in game G32, several dozen games after game G31. In game G32, as shown in FIGS. 14(b)-(c), the white push order bell is won and 12 medals are paid out. As a result, the number of medals won in the bonus game state becomes 270, and the game information display 126 displays the value "270," and the liquid crystal display device 157 displays a remaining number of bell navi times image d1 indicating 25, which is 26 minus 1.
[0164] 14(d)-(g) show the display mode of the slot machine 100 when a player wins the Cherry B of the small combination group 7 and also wins the lottery for the 1G consecutive win in the game G33 following the game G32. As shown in FIG. 14(d), based on the operation of the start lever, the liquid crystal display device 157 displays a remaining number of Bell Navigation wins image d1 indicating 25 remaining number of Bell Navigation wins and a cherry winning image d10 indicating a cherry symbol. The display of the cherry winning image d10 allows the player to recognize the cherry win and perform a keystroke operation for the cherry symbol. In the game G33, as shown in FIGS. 14(f)-(g), a cherry win occurs and three medals are paid out. As a result, the number of medals won in the bonus game state remains at 270, and the game information display 126 displays the value "270." Furthermore, since the player wins the lottery for the 1G consecutive win in the game G33, the player is granted the right to play one bonus game state.
[0165] 15(a) shows the display mode of the slot machine 100 in the final game G35 of the bonus gaming state (broad definition). More specifically, it shows the display mode of the final game G35 of the JAC game state when three JAC game states are completed after 495 medals have been won in the bonus gaming state. As shown in FIG. 15(a), in the final game G35, the liquid crystal display device 157 displays a bonus medal count notification image d9 notifying that 711 medals have been won in the bonus gaming state (broad definition), and the game information display 126 displays the value "711" indicating the number of medals won in the bonus gaming state.
[0166] At the end of the final game G35, the right to execute one bonus game state is granted (see FIG. 14(d)), so the bonus game state will be started again in the next game.
[0167] 15(b) to (d) show the display mode of the slot machine 100 for game G36, which follows game G35. Game G36 shows a bonus game state in which a series of bonus games continues, that is, the second bonus game state has started.
[0168] FIG. 15(b) shows the display mode of the slot machine 100 during a bet operation in game G36. As shown in FIG. 15(b), the slot machine 100 executes a 1G consecutive effect, and the liquid crystal display device 157 displays a bonus confirmation image d11 indicating that a consecutive bonus will be awarded. FIG. 15(c) shows the display mode of the slot machine 100 after the reels 110-112 have stopped in the pseudo game that started after the start lever operation in game G36. The liquid crystal display device 157 displays an image indicating that a bonus game state has started. FIG. 15(d) shows the display mode of the slot machine 100 when the push order bell white RCL of the small combination group 16 is won and bell navigation is executed in game G36. As shown in Figure 15(d), based on the second start lever operation, the liquid crystal display device 157 displays a remaining bell navi number image d1 indicating 55 remaining bell navi numbers, and a bell navi image d2 indicating the operation sequence of right, center, and left and the key press for the white 7 symbol on the right reel 112, and the payout number display 127 displays the value "7" indicating that the press order bell white RCL of the small winnings group 16 has been won.
[0169] 15(e) shows the display mode of the slot machine 100 in the final game G37 of the bonus game state (broad definition). Specifically, it shows the display mode of the final game G37 of the JAC game state when 495 medals are won in the second bonus game state, and then 216 medals (=72 medals × 3) are won in three JAC game states to end the bonus game state (broad definition). As shown in FIG. 15(e), the liquid crystal display device 157 displays the bonus medal count notification image d9 notifying that 711 medals have been won in the second bonus game state (broad definition), and the total bonus medal count notification image d12 notifying that a total of 1422 medals (=711 medals × 2) have been won in the two bonus game states (broad definition), and the game information display 126 displays the value "1422" indicating the total number of medals won in the bonus game state.
[0170] In this way, Case 3 shows a case where 1,422 medals can be won in two bonus game states (broadly defined). In other words, Case 3 shows a case where a player can start a second bonus game state by winning the right to a 1G consecutive game in the first bonus game state, and can win the maximum number of medals, 1,422, by winning two bonus game states in a row.
[0171] An example of a case where the bonus game state (broad definition) was a consecutive win but 1,422 medals were not acquired (Case 4) Next, the game flow when the bonus game state (broadly defined) is consecutively won and 1,419 medals (= 708 + 711) are won in the bonus game state will be explained using Figures 16 to 17. The game flow from game G41 that starts the bonus game state to game G42 shown in Figures 16(a) to (c) is the same as the game flow of games G31 to G32 explained in Figures 14(a) to (c), so the explanation will be omitted.
[0172] 16(d)-(g) show the display mode of the slot machine 100 when a player wins the Cherry B of the small combination group 7 and also wins the lottery for the 1G consecutive win in the game G43 following the game G42. As shown in FIG. 16(d), based on the operation of the start lever, the liquid crystal display device 157 displays a remaining number of Bell Navigation times image d1 indicating 25 remaining number of Bell Navigation times and a cherry winning image d10 indicating a cherry symbol. The display of the cherry winning image d10 allows the player to know that a cherry has been won, and the player can perform a keystroke operation for the cherry symbol. In the game G33, as shown in FIGS. 16(f)-(g), a miss occurs, so no medals are paid out. As a result, the number of medals awarded in the bonus game state is reduced by three to 267, and the value "267" is displayed on the game information display 126. Furthermore, in the game G433, the player wins the lottery for the 1G consecutive win, so the player is granted the right to play one bonus game state.
[0173] 17(a) shows the display mode of the slot machine 100 in the final game G45 of the bonus gaming state (broad definition). More specifically, it shows the display mode of the final game G45 of the JAC game state when three JAC game states are completed after 492 medals (=495 medals - 3 medals) have been won in the bonus gaming state. As shown in FIG. 17(a), in the final game G45, the liquid crystal display device 157 displays a bonus medal count notification image d9 notifying that 708 medals (=711 medals - 3 medals) have been won in the bonus gaming state, and the game information display 126 displays the value "708" indicating the number of medals won in the bonus gaming state.
[0174] At the end of the final game G45, the right to execute one bonus gaming state is granted (see FIG. 16(d)), so the bonus gaming state will be started again in the next game.
[0175] 17(b) to (d) show the display mode of the slot machine 100 for game G46, which follows game G45. Game G46 shows a bonus game state in which a series of bonus games continues, that is, the start of a second bonus game state. The game flow of game G46 shown in FIGS. 17(b) to (d) is the same as the game flow of game G36 described in FIGS. 15(b) to (d), and therefore a description thereof will be omitted.
[0176] 17(e) shows the display mode of the slot machine 100 in the final game G47 of the bonus game state (broad definition). Specifically, it shows the display mode of the final game G47 of the JAC game state when 495 medals are won in the second bonus game state, and then 216 medals (=72 medals × 3) are won in three JAC game states, ending the bonus game state (broad definition). As shown in FIG. 17(e), the liquid crystal display device 157 displays the bonus medal count notification image d9 notifying that 711 medals have been won in the second bonus game state (broad definition), and the total bonus medal count notification image d12 notifying that a total of 1419 medals (=711 medals × 2-3 medals) have been won in the two bonus game states (broad definition), and the game information display 126 displays the value "1419" indicating the total number of medals won in the bonus game state (broad definition).
[0177] Thus, Case 4 shows a case where 1,419 medals were won in two bonus game states (broadly defined). That is, Case 4 shows a case where the player was unable to win the specified number of 711 medals in the first bonus game state, but was able to start the second bonus game state because he / she won the 1G consecutive right. In this embodiment, even if the player misses out on the cherry, which is the lottery combination for the 1G consecutive game, and is unable to win 711 medals, there is no relationship between the cherry winning and the result of the 1G consecutive lottery, so the player's expectations for winning the 1G consecutive right can be increased.
[0178] In addition, in Case 3 and Case 4, the case where the bonus game state is two consecutive wins has been described, but it is also possible to acquire the right to 1G consecutive wins three or more times. For example, if the right to 1G consecutive wins three or more times has been acquired in the first bonus game state, the ending effect may be executed in the second bonus game state.
[0179] <Processing the bonus game state> BB treatment Next, the processing of the bonus gaming state (broad sense) will be explained using Figure 18(a). Figure 18(a) is a flowchart showing the processing flow of one game in the bonus gaming state (broad sense). Figure 18(a) is a flowchart showing the flow of one game from step S101 to step S111 of the main processing of the main control unit explained using Figure 3, limited to the processing of one game in the bonus gaming state (broad sense).
[0180] In step S1001, it is determined whether the JACIN flag is on. The JACIN flag is a flag that indicates whether or not there is a JACIN right. If there is a JACIN right, the JACIN flag is on, and if there is no JACIN right, the JACIN flag is off. As described above, the JACIN right is granted when a player wins Replay A of small combination group 2 in the BB gaming state and wins a non-slip replay combination. The JACIN right can be granted up to three times. If the JACIN flag is on (step S1001: YES), there is a JACIN right, so the process proceeds to step S1002 and executes JAC game processing (described in detail later); if not (step S1001: NO), the process proceeds to step S1003 to execute a game in the bonus gaming state.
[0181] In step S1003, it is determined whether or not it is the start game of the bonus gaming state. If it is the start game of the BB gaming state (step S1003: YES), the process proceeds to step S1004, where the number of Bernavis is set to an initial value of 55. If it is not the start game of the bonus gaming state (step S1003: NO), the process proceeds to step S1005.
[0182] In step S1005, it is determined whether or not the push order bell has been won in the game. If the push order bell has been won (step S1005: YES), the process proceeds to step S1006, where the push order bell process (details will be described later) is executed, and if the push order bell has not been won (step S1005: NO), the process proceeds to step S1007, where the other small winnings process (details will be described later) is executed.
[0183] Other minor processing FIG. 18(b) is a flowchart showing in detail the flow of the other small winnings processing in step 1007 of FIG. 18(a).
[0184] In step S1101, it is determined whether the no-lottery flag is on. The no-lottery flag is a flag that indicates whether a 1G consecutive lottery can be executed. When the no-lottery flag is on, a 1G consecutive lottery cannot be executed, and when the no-lottery flag is off, a 1G consecutive lottery can be executed. The initial value of the no-lottery flag is off. In this embodiment, as described above, if a player wins the push order bell and performs a stop operation according to the operation sequence notified by the bell navigation, but fails to perform the eye-pressing operation and does not win a 12-piece combination, the no-lottery flag is turned on (for example, FIG. 9(b)→(c)). If the no-lottery flag is on and the player wins the push order bell and wins a 12-piece combination, the no-lottery flag is turned off (for example, FIG. 9(g)→(h)). If the no-lottery flag is off (step S1101: YES), the process proceeds to step S1102, and if the no-lottery flag is on (step S1101: NO), the other small winnings process is terminated.
[0185] In step S1102, a 1G consecutive lottery is executed according to the winning combination. In this embodiment, specifically, when the small combination group 7 cherry B is won, a 1G consecutive lottery is executed. When the 1G consecutive lottery is won, a 1G consecutive right is granted.
[0186] Although not shown in Figure 18(b), in this embodiment, as described above, in the bonus game state, if (1) Replay B of small winning group 3 is won and there is a miss during BB, or (2) the common bell, watermelon, cherry A, chance eye, or reach eye role of small winning groups 4, 5, 6, 7, and 8 is won and a 7-line is won, a 1G consecutive win is confirmed and the right to a 1G consecutive win is granted.
[0187] ·Push order bell processing FIG. 19 is a flowchart showing in detail the flow of the push order bell processing in step 1006 of FIG. 18(a).
[0188] In step S1201, it is determined whether or not all of the reels 110 to 112 have stopped. If all of the reels 110 to 112 have stopped (step S1201: YES), the process proceeds to step S1202; if not (step S1201: NO), the process returns to step S1201.
[0189] In step S1202, it is determined whether the stop operation sequence from the first stop operation to the third stop operation is correct. If the stop operation sequence from the first stop operation to the third stop operation is correct (step S1202: YES), the process proceeds to step S1203; if not (step S1202: NO), the process proceeds to step S1204.
[0190] In step S1203, it is determined whether or not a 12-piece combination has been won. If a 12-piece combination has been won (step S1203: YES), the process proceeds to step S1204, and if a 12-piece combination has not been won (step S1203: NO), the process proceeds to step S1205.
[0191] In step S1204, the no-lottery flag is turned off. That is, in this embodiment, if the push order bell is won and (1) a 12-piece combination is won (step S1203: YES), or (2) if the push order is incorrect (step S1202: NO), the no-lottery flag is turned off (for example, FIG. 8(f)→(g), FIG. 9(g)→(h), FIG. 12(d) and subsequent steps). As a result, a 1G consecutive lottery can be executed in subsequent games.
[0192] On the other hand, in step S1205, the no-lottery flag is turned on. That is, in this embodiment, if the push order bell is won and there is no push order error but the eye-pushing operation fails, the no-lottery flag is turned off. As a result, it becomes impossible to execute the lottery for 1G consecutive games in the subsequent games. After the processing of step S1205 is executed, the push order bell processing is terminated.
[0193] In step S1206, the number of Bell Navis is decremented by 1. In this way, in this embodiment, when the push order bell is won and (1) a 12-piece combination is won, or (2) a push order error is made, the number of Bell Navis is decremented, but (3) when there is no push order error but the eye-pressing operation is unsuccessful, the number of Bell Navis is not decremented.
[0194] In step S1207, it is determined whether the subtracted number of Bernavis is 0. If the number of Bernavis is 0 (step S1207: YES), the process proceeds to step S1208, and if not, the push order bell process ends.
[0195] In step S1208, it is determined whether the JACIN count is not 0. In this embodiment, the maximum value of the JACIN count is 3. If the JACIN count is not 0 (step S1208: YES), proceed to step S1209; if the JACIN count is 0 (step S1208: NO), proceed to step S1210.
[0196] In step S1209, the number of Bernavis is 0, that is, the number of JACINs is not 0 at the time of the end of the bonus game, so the JACIN flag is turned on, thereby starting the JAC game from the next game.
[0197] In step S1210, since the number of Bell Navis is 0, that is, the number of JACINs is 0 at the time of the end of the bonus game, the process of ending the bonus game state is performed. As a result, the game in the normal game state or the game in the bonus game state (if the player has the right to 1G consecutive wins) starts from the next game.
[0198] JAC Game Processing FIG. 20 is a flowchart showing in detail the flow of the JAC game processing in step 1002 of FIG. 18(a).
[0199] In step S1301, it is determined whether the J Bernavi count is 0. Here, the initial value of the J Bernavi count is 0. If the J Bernavi count is 0, that is, if this is the first game in the JAC game state (step S1301: YES), the process proceeds to step S1302; if not (step S1301: NO), the process proceeds to step S1303.
[0200] In step S1302, since this is the first game in the JAC game state, 8 is set as the number of J Bernavis.
[0201] In step S1303, it is determined whether or not the push order bell has been won in the game. If the push order bell has been won (step S1303: YES), the process proceeds to step S1304. If not (step S1303: NO), the process proceeds to step S1305, where a lottery process according to the winning role is executed. After the process of step S1305, the JAC game process ends.
[0202] In step S1304, it is determined whether or not all of the reels 110 to 112 have stopped. If all of the reels 110 to 112 have stopped (step S1304: YES), the process proceeds to step S1306; if not (step S1304: NO), the process returns to step S1304.
[0203] In step S1306, it is determined whether the stop operation sequence from the first stop operation to the third stop operation is correct. If the stop operation sequence from the first stop operation to the third stop operation is correct (step S1306: YES), the process proceeds to step S1307; if not (step S1306: NO), the process proceeds to step S1310.
[0204] In step S1307, it is determined whether or not a 12-piece combination has been won. If a 12-piece combination has been won (step S1307: YES), the process proceeds to step S1308, and if a 12-piece combination has not been won (step S1307: NO), the process proceeds to step S1311.
[0205] In step S1308, it is determined whether the counter flag is on. Here, the counter flag is a flag that indicates whether or not two-choice bell navigation is to be executed in J bell navigation. If the counter flag is on, two-choice bell navigation is executed, and if the counter flag is off, normal bell navigation is executed. The initial value of the counter flag is on. If the counter flag is on (step S1308: YES), proceed to step S1309; if the counter flag is off (step S1308: NO), proceed to step S1312.
[0206] In step S1309, the counter is incremented by 1. The initial value of the counter is 0, and the counter is set to the number of consecutive correct operations in the game in which the two-choice bell navigation was executed (the number of consecutive wins of 12-coin combinations in the game in which the two-choice bell navigation was executed). That is, if the push order bell is won in the game and a 12-coin combination is won in the game in which the two-choice bell navigation was executed, the counter value is incremented by 1. In this embodiment, when the counter value reaches 8, a 1G consecutive right is granted.
[0207] In step S1310, the counter flag is turned off. In this embodiment, if the push order bell is won and there is a push order error, the counter flag is turned off, so the next time the push order bell is won, the normal bell navigation is executed. After the processing of step S1310 is completed, proceed to step S1312.
[0208] In step S1311, the counter flag is turned off. In this embodiment, if the push order bell is won and there is no mistake in the push order but there is a mistake in the timing, the counter flag is turned off, so the next time the push order bell is won, the normal bell navigation is executed. After the processing of step S1311 is completed, the JAC game processing is terminated.
[0209] In step S1312, the number of J bell navigations is decremented by 1. In this embodiment, (1) if the push order bell is won and a 12-piece combination is achieved, (2) if the push order bell is won and a mistake is made in the push order, the number of J bell navigations is decremented, but if the push order bell is won and a mistake is not made in the push order but a mistake is made in the timing of the push, the number of J bell navigations is not decremented.
[0210] In step S1313, it is determined whether the J Bernavi number of times is 0. If the J Bernavi number of times is 0 (step S1313: YES), the process proceeds to step S1314, and if the J Bernavi number of times is not 0 (step S1313: NO), the JAC game process ends.
[0211] In step S1314, the number of J Bernavis becomes 0, and the JAC game state has ended, so the number of JACINs is decremented by one.
[0212] In step S1315, it is determined whether the subtracted JACIN number is not 0. If the JACIN number is not 0 (step S1315: YES), the process proceeds to step S1316, and if the JACIN number is 0 (step S1315: NO), the process proceeds to step S1317.
[0213] In step S1317, since the number of JACINs is not 0, the JACIN flag is turned on, and the JAC game is started again from the next game.
[0214] In step S1318, since the number of JACINs is 0, the process of ending the bonus game state is performed. As a result, the next game will start in the normal game state or the bonus game state (if the 1G consecutive right is granted). In this embodiment, if the JAC game state is executed only once or twice, the 1G consecutive right is granted.
[0215] <Other> In this embodiment, the 1G consecutive right is a right to grant a new bonus game state, but it is not limited to this, and may be a right to extend the number of games in the current bonus game state. For example, it may be a right to grant a predetermined number of additional bell navigations in the current bonus game state.
[0216] The slot machine may be a slot machine that does not use medals and only exchanges electronic data, in which case the gaming media include electronic data corresponding to medals, and inserting the gaming media includes inputting the electronic data from a predetermined external device (an electronic storage device that has the function of electronically storing the number of medals loaned and the number of medals acquired by winning), and paying out the gaming media includes outputting the electronic data to the predetermined external device (electronic storage device). In the case of such a medal-less slot machine, the number of gaming media held in the electronic storage device may be displayed instead of the number of medals acquired in the bonus game state displayed using the game information display 126.
[0217] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various modifications and changes can be made to the embodiments of the present invention without departing from the gist of the present invention, and such modifications and changes are also included in the technical scope of the present invention. Furthermore, the actions and effects described in the embodiments of the invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention.
[0218] <Summary of the embodiment> (1) As described above, according to the gaming machine of the above embodiment (for example, the slot machine 100), A plurality of reels (e.g., reels 110 to 112) on which a plurality of types of symbols are applied and which are driven to rotate; A plurality of operation means (for example, stop buttons 137 to 139) capable of stopping the plurality of reels individually; An internal winning result determination means (for example, the main control unit 300, the winning combination internal lottery process S105) capable of determining an internal winning combination; A winning determination means (for example, the main control unit 300, the winning determination process S109) capable of executing a winning determination; A game value granting means (for example, a main control unit 300, a medal payout process S110) capable of granting game value; A gaming machine equipped with a performance means (for example, a main control unit 300, a first sub-control unit 400, a second sub-control unit 500, a liquid crystal display device 157, a payout number display 127, etc.), The system is configured to be able to execute a game state (for example, a bonus game state) that is advantageous to the player, with a predetermined amount of game value (for example, 711 medals) as the maximum number that can be acquired, When a certain internal winning combination (for example, a push order bell) is internally won (hereinafter referred to as the "first case"), it is possible to win at least the first combination (for example, a 3-piece combination), In the first case, the second combination (for example, 12-piece combination) can be won, The amount of game value that can be awarded when the second winning combination is won (for example, 12 coins) is greater than the amount of game value that can be awarded when the first winning combination is won (for example, 3 coins), In the first case, in relation to the operation timing of the plurality of operation means, there is a case where the first combination or the second combination is won, The effect means is configured to be able to execute, in the first case, a certain effect relating to the operation of the plurality of operation means related to the second winning combination (for example, an operation sequence for winning the second winning combination, an operation navigation for displaying a pattern representing the second winning combination), In the first case, even if the first winning combination is won (hereinafter referred to as the "second case"), the predetermined amount of game value can be acquired in the advantageous gaming state. It is characterized by: This is the first basic configuration.
[0219] According to the first basic configuration, a predetermined amount of game value can be acquired regardless of the player's skill, so even players who are not good at hitting the buttons by eye can enjoy the game.
[0220] In addition, in the first basic configuration, In the advantageous gaming state, the predetermined amount of gaming value can be acquired by winning the second combination a predetermined number of times (for example, 55 times + 8 times × 3 = 79 times), The advantageous gaming state is set to the maximum number of times the second combination can be won (hereinafter referred to as the "predetermined number of times") (for example, 55 times + 8 times × 3 = 79 times), In the second case, the amount of game value that is the same as the amount of game value used can be awarded. This is referred to as a preferred configuration 1.
[0221] According to the preferred configuration 1, when the first winning combination is achieved, the advantageous game state is prolonged, but a predetermined amount of game value can be acquired, so even a player who is not good at pressing the buttons by eye can maintain his or her motivation to play.
[0222] In addition, in the preferred configuration 1, In the first case, there is a case where the third combination can be won or lost (hereinafter referred to as the "third case"). The amount of game value that can be awarded when the third winning combination is won is less than the amount of game value that can be awarded when the first winning combination is won, In the first case, if the operation is performed in the first stop operation sequence, the first combination or the second combination can be won, and if the operation is performed in the second stop operation sequence, the third combination can be won or a miss can be won. In the third case, the second winning combination cannot be won the predetermined number of times, so that the predetermined amount of game value cannot be acquired in the advantageous game state. This is referred to as a preferred configuration 2.
[0223] According to the preferred configuration 2, if a mistake is made in the pressing order in the first case, it is simply due to carelessness and the player will not be able to earn the specified amount of gaming value, so the player can be alerted to their operations.
[0224] In addition, in preferred configuration 2, In a preferred configuration 3, the advantageous gaming state is such that the predetermined number of times is set as the maximum number of times the second combination can be won.
[0225] In addition, in the preferred configuration 1, the preferred configuration 2, or the preferred configuration 3, The system is configured to be able to execute a lottery (hereinafter referred to as a "first lottery") to grant a new advantageous gaming state in the advantageous gaming state or to extend the advantageous gaming state, In the second case, the first lottery is not executed until the next internal win of the certain internal win role is won in the advantageous gaming state. This is referred to as a preferred configuration 4.
[0226] According to the preferred configuration 4, it is possible to prevent an advantageous gaming state from being intentionally prolonged.
[0227] In addition, in a preferred configuration 4, A fourth combination that can execute the first lottery in the advantageous gaming state is configured to be winnable, the fourth winning combination is a winning combination that can be won in relation to the operation timing of the plurality of operation means, The fourth winning combination is a winning combination that can award the same amount of game value as the amount of game value used, When the predetermined amount of game value is not acquired in the advantageous game state, a new advantageous game state may be granted. This is referred to as preferred configuration 5.
[0228] According to the preferred configuration 5, even if the player fails to press the button for the fourth winning combination, there is a possibility of winning the first lottery, which increases the expectation of being granted a new advantageous gaming state.
[0229] [Embodiment B] <<Embodiment 1>> Hereinafter, a gaming machine (slot machine) according to a first embodiment of the present invention will be described with reference to the drawings.
[0230] <Overall Configuration> First, the overall configuration of the slot machine 100 will be described with reference to Figure 22. Figure 22 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0231] The slot machine 100 shown in Figure 22 corresponds to an example of the gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0232] In this embodiment, an appropriate number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112 (see Figure 25). When viewed from the player, the symbols on the reels 110-112 are displayed vertically in approximately three rows through symbol display windows 113 provided in front of each of the reels 110-112, so that a total of nine symbols can be seen.
[0233] By spinning each of the reels 110-112, the combination of symbols visible to the player changes. In other words, each of the reels 110-112 functions as a display device that variably displays a combination of multiple types of symbols. Note that, in addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0234] A backlight 264 (see FIG. 39) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113 (details will be described later). Furthermore, an optical sensor (also called an index sensor, not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of this optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110 to 112 are stopped so that the desired symbols are displayed on the pay line.
[0235] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, special combination 1 or special combination 2) has been internally won in an internal lottery described below, or that a bonus game is in progress (special combination 1-2 game state). The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay, which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0236] The bet buttons (first operating means) 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamp 129 lights up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0237] The effect button 156 is an operating means that can be operated by the player. In this embodiment, it is configured as a button that can be pressed by the player and is used for various effects. The operating means used for such effects is not limited to a button, and may be configured as, for example, a lever or a touch panel, or multiple operating means may be provided.
[0238] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0239] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination, and is also used as an instruction monitor for performing push order effects. In this example, the stored number display 125, the game information display 126, and the payout number display 127 are 7-segment (SEG) displays.
[0240] The start lever (second operating means) 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the game start operation.
[0241] The stop button unit 136 is provided with stop buttons (stop buttons) 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are associated with each of the reels 110 to 112. Note that a light emitting element may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitting element can be lit to notify the player.
[0242] Hereinafter, operations on stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation (hereinafter also referred to as "first stop" or "first stop"), the next stop operation being referred to as the second stop operation (hereinafter also referred to as "second stop" or "second stop"), and the final stop operation being referred to as the third stop operation (hereinafter also referred to as "third stop" or "third stop").
[0243] The reels that are stopped in response to these stop operations are referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the reels 110 to 112 that are spinning is referred to as the operation order (or push order).
[0244] The operation sequence (pressing order) of the stop buttons 137 to 139, when the left stop button 137 is represented as "left or R", the middle stop button 138 as "middle or C", and the right stop button 139 as "right or R", are six types: (1) left-to-middle-to-right operation sequence (left-right-right or LCR), (2) left-to-right-to-middle operation sequence (left-right-center or LRC), (3) middle-to-left-to-right operation sequence (center-left-right or CLR), (4) middle-to-right-to-left operation sequence (center-right-left or CRL), (5) right-to-left-to-middle operation sequence (right-left-center or RLC), and (6) right-to-middle-to-left operation sequence (right-center-left or RCL).
[0245] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0246] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached. Below the title panel 162, there are provided a medal payout outlet 155 and a medal tray 161. The sound hole 181 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. A performance device 160 is provided above the front door 102, and a sound hole 143 is provided above the performance device 160.
[0247] This presentation device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (presentation image display device) arranged at the back of this shutter 163, and is configured so that when the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears in front of the slot machine 100 (on the player's side).
[0248] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0249] Also provided inside the main body 101 are a setting key that can be turned on and off by a rotation operation, and a setting switch that can be pressed down to change settings (change setting values) or check settings. The setting key is an operating means for starting to change or check setting values (settings 1 to 6 in this example), and the setting switch is one of the setting means that can set one setting value out of multiple setting values.
[0250] <Winning Lines> Next, the winning lines will be described with reference to Figure 23. Figure 23 is a diagram showing an example of winning lines of the slot machine 100.
[0251] As explained using Figure 22, when viewed by the player, the symbols on the reels 110 to 112 are displayed in approximately three rows vertically through the symbol display windows 113 provided in front of each reel 110 to 112, so that a total of nine symbols can be seen.
[0252] Specifically, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure; also called symbol position 1) is called the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure; also called symbol position 2) is called the left reel middle row symbol, and the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure; also called symbol position 3) is called the left reel bottom row symbol.
[0253] In addition, the pattern displayed on the top row of the middle reel 111 (position 4 shown in the figure; also called pattern position 4) is called the top row of the middle reel pattern, the pattern displayed on the middle row of the middle reel 111 (position 5 shown in the figure; also called pattern position 5) is called the middle row of the middle reel pattern, and the pattern displayed on the bottom row of the middle reel 111 (position 6 shown in the figure; also called pattern position 6) is called the bottom row of the middle reel pattern.
[0254] In addition, the symbol displayed on the top row of the right reel 112 (position 7 shown in the figure; also called symbol position 7) is called the right reel top row symbol, the symbol displayed on the middle row of the right reel 112 (position 8 shown in the figure; also called symbol position 8) is called the right reel middle row symbol, and the symbol displayed on the bottom row of the right reel 112 (position 9 shown in the figure; also called symbol position 9) is called the right reel bottom row symbol.
[0255] In this embodiment, the only winning line provided is the middle winning line L1 (hereinafter sometimes simply referred to as the "winning line L1"), which is composed of the middle pattern of the left reel (pattern position 2), the middle pattern of the middle reel (pattern position 5), and the middle pattern of the right reel (pattern position 8).
[0256] Here, the winning line is a line set at the stopping position of the symbols visible through the symbol display window 113, and is a line that determines whether or not a symbol combination corresponding to a winning role, which will be explained using Figure 26, is displayed (whether or not it is aligned). The winning line that is valid (hereinafter, may be simply referred to as "valid line") is predetermined by the number of medals bet as gaming media.
[0257] The slot machine 100 of this embodiment is a three-coin bet-only machine, and when the number of inserted medals is less than three, no winning line is active, and when three medals are bet, the winning line L1 is active. When the winning line is active, the start lever 135 can be operated to start the game.
[0258] Hereinafter, in the symbol display window 113, symbol positions 2, 5, and 8 on the winning line L1 may be referred to as "winning positions," and other symbol positions, i.e., symbol positions 1, 3, 4, 6, 7, and 9, may be referred to as "non-winning positions." In other words, a winning position is a position on the winning line where a symbol that constitutes a symbol combination corresponding to a winning combination stops.
[0259] The number of winning lines is not limited to one. For example, in addition to the winning line L1, three lines in total may be set as valid winning lines: an upper winning line consisting of the upper symbols on the left reel, the upper symbols on the middle reel, and the upper symbols on the right reel, and a lower winning line consisting of the lower symbols on the left reel, the lower symbols on the middle reel, and the lower symbols on the right reel. Alternatively, a number of winning lines corresponding to the number of medals bet may be set as valid winning lines.
[0260] <Control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 24. Note that this figure shows a circuit block diagram of the control unit.
[0261] The control unit of the slot machine 100 is broadly composed of a main control unit 300 (first control means) that mainly controls game play, a first sub-control unit 400 (second control means) that mainly controls presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 (second control means) that controls various devices based on the commands sent from the first sub-control unit 400.
[0262] <Main control unit> First, we will explain the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300, and this basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control program data, lottery data used in the internal lottery for winning combinations, reel stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below.
[0263] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors the sensors and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0264] The main control unit 300 is equipped with a random number generation circuit 316 (which is assumed to have two random number generation circuits built in) that derives a number in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 315a, and a start-up signal output circuit 338 that outputs a start-up signal (reset signal) when power is turned on.When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit, which will be described later).
[0265] The random number generation circuit 316 generates random numbers to be used in the basic circuit 302. The random number generation circuit 316 generates random numbers in two ways: counter mode and random number mode. In counter mode, a value that counts up (down) at a predetermined time interval is acquired and the acquired value is used as a random number. The random number mode has two further methods. In the first method, a seed value of the random number is used to perform a calculation using a predetermined function (e.g., a modulus function) and derive the result of this calculation as a random number. In the second method, a value is read from a random number table in which values ranging from 0 to 65535 are randomly arranged, and the read value is used as a random number. The random number generation circuit 316 acquires irregular values by utilizing white noise superimposed on signals input from various sensors 318 to the sensor circuit 320. The random number generation circuit 316 uses the value thus obtained as the initial value for a counter that counts up (down) in counter mode, as a seed for a random number, or when determining the start position for reading from the random number table.
[0266] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from medal payout device 180, optical sensor of reel 110, optical sensor of reel 111, optical sensor of reel 112, etc.) at each interrupt time.
[0267] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0268] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether a medal has passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.
[0269] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on each of the medal insertion buttons 130 to 132, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0270] The optical sensors of reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110 to 112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.
[0271] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0272] In addition, an information output circuit 334 (external centralized terminal board 248) is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0273] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0274] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0275] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting pattern and various displays, etc.
[0276] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0277] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0278] In addition, the first sub-controller 400 is provided with a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, etc.) are connected via an input / output interface.
[0279] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0280] The first sub-control unit 400 is also provided with a sensor circuit 426, which is connected via an input interface to a shutter sensor 428 capable of detecting the position of the shutter 163 and an effect button sensor 430 capable of detecting the pressing operation of the effect button 156. The CPU 404 monitors the status of the shutter sensor 428 and the effect button sensor 430 at each interrupt time.
[0281] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157 (hereinafter also referred to as the "liquid crystal display device 157"). The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the liquid crystal display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0282] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands.This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc.The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock.The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0283] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0284] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0285] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 25. Figure 25 is a diagram showing the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a flat layout.
[0286] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (9 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "watermelon symbol" is arranged on the symbol number 0 on the left reel 110, a "bell symbol" is arranged on the symbol number 1 on the center reel 111, and a "replay symbol" is arranged on the symbol number 0 on the right reel 112.
[0287] <Types of winning combinations> Next, the types of winning combinations of the slot machine 100 will be described with reference to Fig. 26. Fig. 26 is a diagram showing the types of winning combinations, the names of the condition devices, the symbol combinations corresponding to each winning combination, the payout amounts, and remarks.
[0288] The winning combinations of the slot machine 100 include special combinations (special combination 1, special combination 2) and general combinations (replay combinations 1 to 3, small combinations 1 to 5). The types of winning combinations are not limited to these combinations and can be arbitrarily adopted, and some of the winning combinations are not shown in FIG. 26.
[0289] <Types of winning roles / special roles> Among the winning roles in this embodiment, special roles 1 and 2 are roles that transition to a special game state in which the player is awarded a predetermined benefit. In addition, a replay role is a role that allows replay without inserting new medals (a role that awards replay). These winning roles are sometimes called "operation roles."
[0290] In addition, "winning" in this embodiment also includes cases where a pattern combination of an operating role that does not involve a medal payout (does not involve the payment of medals) is displayed on the winning line, and includes, for example, winning special role 1, special role 2, and re-play role.
[0291] Special Role 1 and Special Role 2 are winning roles that transition the game state to the Special Role 1-2 internal winning state (RT3) upon internal winning, and then transition the game state to the Special Role 1-2 game state (RT4) upon winning. In addition, if more than the specified number of medals (for example, 200 medals) are paid out in the Special Role 1-2 game state (RT4), the game state transitions to the low replay probability state (RT1). Each game state (RT1 to RT4) will be described later.
[0292] The symbol combination corresponding to special role 1 (BB) is "Seven 1 symbol - Seven 1 symbol - Seven 1 symbol" or "Seven 2 symbol - Seven 2 symbol - Seven 2 symbol", and the symbol combination corresponding to special role 2 (RB) is "BAR symbol - BAR symbol - BAR symbol".
[0293] When special role 1 or special role 2 is internally won, the special role internal win flag corresponding to this internally won role is set to ON (stored in a predetermined area of RAM 308 of the main control unit 300). This flag remains ON until the internally won role is won, making it easier to win that internally won role in subsequent games. In other words, in a game in which special role 1 or special role 2 is internally won, even if the special role is not won, the special role will be internally won in subsequent games, making it easier to win the symbol combination corresponding to the special role.
[0294] <Types of winning combinations / replay combinations> Replay combinations 1 to 3 are winning combinations (operation combinations) that allow you to play the next game without inserting medals (game media), and medals are not paid out. The corresponding symbol combinations are as shown in Figure 26.
[0295] The replay role may be any role that allows the player to play the next game without inserting medals. Therefore, for example, when a replay role is won, medals may be automatically inserted in the next game (the number of inserted medals is reset in the medal insertion number storage area), or medals inserted in a game that wins a replay role may be carried over and used in the next game. A special replay, which will be described later, is also one type of replay role.
[0296] <Types of winning combinations / small combinations> Small combinations 1 to 5 are winning combinations in which a predetermined number of medals are paid out (there is a payout number).
[0297] Minor win 1 (watermelon) is a winning combination in which the symbol combination "watermelon symbol-watermelon symbol-watermelon symbol" is stopped and displayed on the winning line L1, and five medals are paid out.
[0298] Minor win 2 (Cherry) is a winning combination in which the symbol combination "Cherry symbol-ANY-ANY" is stopped and displayed on the winning line L1, and two medals are paid out. Note that the symbol combination "Cherry symbol-ANY-ANY" only requires that the symbol on the left reel 110 is a "Cherry symbol," and the symbols on the center reel 111 and right reel 112 can be any symbol.
[0299] Hereinafter, these small prizes 1 (watermelon) and 2 (cherry) may be collectively referred to as "rare prizes", but rare prizes are not limited to these winning prizes, and may be either one of the winning prizes, or may include other winning prizes.
[0300] In addition, if you win a rare role in the AT state described below, a lottery to add the number of games or the number of sets will be executed (making it easier to win the lottery). On the other hand, even if you win a rare role in the ED state, a lottery to add the number of games or the number of sets will not be executed.
[0301] The small prize 3 (push order bell) is composed of six types of winning combinations, small prize 3a to small prize 3f. In this example, by lottery, with a predetermined probability (in this example, about 1 / 6. Common to all settings), one of the winning combinations of small prize 3a to small prize 3f is internally won, and if the operation sequence (push order) of the stop operation by the stop buttons 137 to 139 matches the corresponding winning combination that has been internally won, the prize is won, and 12 medals are paid out. In other words, the small prize 3 (push order bell) is an operation mode result (winning combination) whose advantage varies depending on the operation mode of the stop buttons (stop buttons) 137 to 139.
[0302] Minor win 4 (common bell) is a winning combination in which the pattern combination of "bell symbol-bell symbol-bell symbol" is displayed stopped on the winning line L1, regardless of the order (press order) or timing of the stop operations using stop buttons 137 to 139, and 12 medals are paid out.
[0303] The small combination 5 (single combination) is a winning combination where, regardless of the operation order (pressing order) or operation timing of the stop operation by the stop buttons 137 to 139, the symbol combination of "Replay symbol - Replay symbol - Blank 1 symbol" stops and is displayed on the winning line L1, and one medal is paid out.
[0304] <Types of RT-based game states> Next, the types and transitions of RT-based game states in the slot machine 100 will be described.
[0305] <Replay low probability state (RT1)> The replay low probability state (RT1) is the default RT-based game state (hereinafter also referred to as the "normal game state") that is initially set immediately after the power of the slot machine 100 is turned on, etc., and is a game state that is relatively disadvantageous for the player compared to other game states.
[0306] In this example, in this replay low probability state (RT1), when winning the replay combination 2 (upgraded replay 1) or the replay combination 3 (upgraded replay 2), it transitions to the replay high probability state (RT2) described later. Also, in this replay low probability state (RT1), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.
[0307] <Replay high probability state (RT2)> The replay high probability state is a game state where the internal winning probability of the replay is higher than that in the replay low probability state (RT1).
[0308] In this example, in this replay high probability state (RT2), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.
[0309] <Special combination 1·2 internal winning state (RT3)> The special combination 1·2 internal winning state (RT3) is a state where the internal winning flag corresponding to the special combination 1 or the special combination 2 is set to on, and by performing a stop operation by the player at a predetermined timing, the symbol combination corresponding to the special combination corresponding to this flag can be displayed.
[0310] In this example, in the internal winning state (RT3) of this special role 1 or 2, when winning a prize in special role 1 or special role 2, it transitions to the special game state (RT4) described later.
[0311] <Special game state (RT4)> The special game state (RT4) is the most advantageous game state for the player among all game states. In this example, in the special game state (RT4), when a specified number of medals (for example, 200 medals) are paid out, it transitions to the low probability replay state (RT1).
[0312] Note that in this example, the end condition of the special game state (RT4) is not particularly limited, and for example, it may be when winning internally in a specified role, when there are winnings a specified number of times (for example, 8 times), or when a specified number of games (for example, 6 times) are played.
[0313] <Transition of AT-based game states> Next, the AT-based game states will be described. [[ID=第十五]] [[ID=第十六]]
[0314] [[ID=第十七]] [[ID=第十八]]The AT-based game states are roughly classified into a low navigation state and a high navigation state. The low navigation state is a state where the probability of executing the operation navigation is low, and is also referred to as the normal mode, non-advantageous section, or normal section. The high navigation state is a state where the probability of executing the operation navigation is higher than that of the low navigation state, and is also referred to as the AT mode and advantageous section.
[0315] Here, the operation navigation refers to an effect that notifies the stop operation modes (for example, the correct operation sequence and the timing of the stop operation) of the stop buttons 137 to 139 in order to obtain medals or maintain an advantageous game state. For example, an effect that notifies the correct operation sequence of a pressing order role (for example, minor role 3 (pressing order bell LCR)) (for example, an effect that displays characters of "left → middle → right") etc. is applicable.
[0316] When a player performs a stop operation according to the operation content of the operation navigation, the result is advantageous to the player, so the high navigation state is a gaming state that is more advantageous to the player than the low navigation state. Here, advantageous specifically means that the ratio of the total number of gaming media paid out by the gaming machine to the total number of gaming media used by the player as the number of bets on the gaming machine when playing for a predetermined period of time, that is, the so-called payout rate (ball payout rate), is advantageous.
[0317] In this example, the low navigation state is defined as a state in which the probability of operation navigation being executed is low, and the high navigation state is defined as a state in which the probability of operation navigation being executed is higher than in the low navigation state. However, the low navigation state may also be defined as a state in which operation navigation is not executed, and the high navigation state as a state in which operation navigation is executed.
[0318] Each game state of the AT system is subdivided and managed, and these are called presentation states. In detail, the presentation state of the low navigation state is the normal game state, and the presentation state of the high navigation state includes the normal state, the confirmation notification state, the judgement state, the pullback state, the AT1 state, the AT2 state, and the ED (ending) state. In principle, the AT1 state, the AT2 state, and the ED state are states in which the number of balls released increases.
[0319] In this embodiment, when a certain condition is met in the normal game state in the low navigation state (for example, when a winning combination other than a miss is won), the game transitions to the normal state in the high navigation state. After that, for example, the game transitions in the order of the confirmation notification state → AT1 state → judgement state, and from this judgement state, there is a route to transition to the normal game state or AT2 state via the pull-back state, or a route to transition directly from the judgement state to the AT2 state.
[0320] The AT state (AT1 state, AT2 state) is a state in which AT play is possible a predetermined number of times (for example, 30 games per set), and is a state that is more advantageous for the player than the normal play state in a low navigation state or the normal state in a high navigation state.
[0321] In this AT game, at the start of the AT game, a set continuation lottery (for example, a lottery with a 1 / 4 probability of winning) is held to determine whether or not to continue the AT game, and if the set continuation lottery is won, a predetermined number of AT games (in this example, one set of 30 games) are awarded, and the AT state is extended. Also, if the conditions for transitioning to the normal game state are met in the AT state (in this example, when all games in the AT state have been played), the game will transition to the normal game state from the next game.
[0322] Also, when the number of remaining games in the high navigation state falls below a predetermined number (for example, 20 games), the state transitions to an ED state, and in this ED state, an ED (ending) effect is executed, suggesting the end of the high navigation state.
[0323] The condition for transitioning to the ED state is not limited to the number of remaining games in the high navigation state being less than a predetermined number of games (for example, 20 games), but may be, for example, that the predetermined number of games is more or less than 20 games, or that "number of coins won + expected difference in number of coins won > 2000".
[0324] <Main processing of main control unit> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 27. This figure is a flowchart showing the flow of the main control unit main processing.
[0325] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 27 in accordance with the control program previously stored in the ROM 306.
[0326] When the power is turned on, first, various initial settings are performed in step S101. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, and setting operation permission and initial values for the WDT 314.
[0327] In step S102, a bet number setting / start operation acceptance process is executed. Here, whether or not medals have been inserted is checked, and preparations are made to send an insertion command indicating that medals have been inserted. If a replay role was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. Also, a check is made to see if the start lever 135 has been operated, and if the start lever 135 has been operated, the process proceeds to step S103.
[0328] In step S103, the number of inserted medals is determined, and a win line determination process is performed to determine the valid win lines.
[0329] In step S104, the random number generated by the random number generating circuit 316 is obtained, and a winning combination internal lottery process is performed. In the winning combination internal lottery process, the winning combination lottery table stored in ROM 306 is read out according to the current game state, and an internal lottery is performed using this and the obtained random number value, and preparations are made to send an internal lottery command indicating the result of this internal lottery to the first sub-control unit 400. If any winning combination (including an operating combination) is internally won as a result of the internal lottery, the flag for that winning combination is turned on.
[0330] In step S105, a reel stop data selection process is performed to select reel stop data based on the internal lottery result of the winning combination internal lottery process. This reel stop data is stored in the ROM 306 of the main control unit 300. In step S105, preparations are made to send a reel stop data command containing information about the selected reel stop data to the first sub-control unit 400.
[0331] In step S106, a presentation state control process for controlling the game state of the AT system is executed based on the start lever operation. In step S107, a presentation process is executed. In this presentation process, various presentations are controlled.
[0332] In step S108, a reel rotation start process is executed, and all the reels 110 to 112 start rotating.
[0333] In step S109, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 can be accepted, and when one of the stop buttons is pressed, a stop table of reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop table. When all the reels 110 to 112 have stopped, the process proceeds to step S110. In this step S109, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0334] In step S110, a winning determination process is performed to determine whether a player has won a prize. In this winning determination process, if a symbol combination corresponding to a winning role is displayed on the activated winning line 114, it is determined that the player has won that winning role. For example, if "Bell-Bell-Bell" is lined up on the activated winning line, it is determined that the player has won minor role 3 (Bell). In addition, in this step S110, preparations are made to send a winning determination command indicating the result of the winning determination to the first sub-control unit 400.
[0335] In step S111, a medal awarding process is performed. In the medal awarding process, if any winning combination that provides a payout is achieved, medals in the number corresponding to the winning combination are paid out according to the number of winning lines.
[0336] In step S112, a game state control process is performed. In the game state control process, processing related to the transition of each game state of the RT system is performed, and the game state is transitioned when the start condition or end condition is met. In addition, preparations are made to send a game state command including information indicating the current game state of the RT system.
[0337] In step S113, the controller 100 executes a performance state control process for controlling the game state of the AT system described above. In step S114, the controller 100 executes a high-level navigation state termination process for terminating the high-level navigation state.
[0338] This completes one game. After that, the game progresses by returning to step S102 and repeating the above-mentioned process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 28) of the main control unit timer interrupt process, which will be described later.
[0339] <Main control unit timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 28. This figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0340] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0341] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0342] In step S202, WDT314 is restarted periodically (in this embodiment, once every 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0343] In step S203, an input port state update process is performed. In this input port state update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal state storage areas partitioned for each of the various sensors 318 in the RAM 308.
[0344] In step S204, various game processes are executed, and processes according to the interrupt status are executed. In step S2005, timer update processing is performed. More specifically, various timers are updated in their respective time units.
[0345] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0346] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0347] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0348] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.
[0349] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values of each register temporarily saved in step S2001 are set back to the original registers. Then, the process returns to the main process of the main control unit shown in FIG.
[0350] On the other hand, in step S211, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 28.
[0351] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 29. Figure 29(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 29(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 29(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0352] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 29(a).
[0353] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0354] In step S302, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S3003. In step S303, 0 is substituted into the timer variable. In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0355] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.
[0356] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command for the sound source IC 418, this command is output to the sound source IC 418. In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command for the various lamps 420, this command is output to the drive circuit 422.
[0357] In step S308, shutter control processing is performed based on the processing result of step S3005. For example, if the performance data read out in step S305 contains a command for the shutter 163, this command is output to the drive circuit 424. In step S309, information output processing is performed to set up sending a command to the second sub-control unit 500 based on the processing result of step S305. For example, if the performance data read out in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0358] Next, using Figure 29(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0359] Next, using Figure 29(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0360] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 29(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number value for presentation is updated, etc.
[0361] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 30. Figure 30(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 30(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 30(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 30(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0362] First, in step S601 of Figure 30(a), various initial settings are performed. When power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 536, etc.
[0363] In step S602, it is determined whether the timer variable is greater than or equal to 10, and this process is repeated until the timer variable becomes greater than or equal to 10. When the timer variable becomes greater than or equal to 10, the process proceeds to step S603. In step S4003, 0 is assigned to the timer variable. In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether a command has been received from the CPU 404 of the first sub-control unit 400.
[0364] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0365] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.
[0366] Next, using Figure 30(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.
[0367] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0368] Next, using Figure 30(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0369] In step S801, 1 is added to the value in the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 30(a), and the result is stored in the original timer variable storage area. Therefore, in step S602, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10). In step S802, processing such as updating the random number value for presentation is performed.
[0370] Next, the image control processing of step S606 in the main processing of the second sub-control unit 500 will be described with reference to Figure 30(d). This figure is a flowchart showing the flow of the image control processing.
[0371] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 536), etc. in the attribute register of the VDP 534 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 536. The VDP 534 transfers the image data from ROM 506 to VRAM 536 based on the command set in the attribute register. Thereafter, the VDP 534 outputs a transfer end interrupt signal to the CPU 504.
[0372] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 534. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0373] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 534 on information about the image data that constitutes the display image (coordinate axes of VRAM 536, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 536 based on the image data transferred to VRAM 536 in step S901. VDP 534 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0374] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0375] In step S905, it is determined whether a generation completion interrupt signal has been input from VDP 534 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation completion interrupt signal to be input.
[0376] In step S906, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0377] <Freeze Control> Next, the freeze control that can be performed by the slot machine 100 will be described.
[0378] Here, "freeze" refers to a control that directly or indirectly temporarily stops (freezes) the progress of a game. This control includes, for example, stopping, suspending, waiting, disabling, etc., so that the game does not progress even if the player operates the operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139. A specific example of freezing is a method of performing a loop process in the main processing of the main control unit or in the timer interrupt processing of the main control unit so that the game does not progress even if the operation means is operated until a predetermined time has elapsed.
[0379] Note that game progress processing based on operation reception of all of the operation means operated to progress the game may not be performed, or game progress processing based on operation reception of some of the operation means operated to progress the game may not be performed.Furthermore, a configuration may be adopted in which game progress processing based on operation reception of some of the operation means operated to progress the game is not performed, while command transmission processing based on operation reception of some of the operation means operated to progress the game is performed.
[0380] By using such a freeze, it is possible to give the player a sense of incongruity due to the fact that processing based on the operation reception of the operating means operated to progress the game is not being carried out, and this sense of incongruity can make the player realize that he is in a special state (for example, a state with a special benefit). Furthermore, it is possible to prevent the effects that the player wants to see from being stopped due to the progress of the game, and it is possible to reliably carry out important effects that suggest an advantage to the player to the end.
[0381] <Freeze Control / Example 1> Figure 31(a) is a time chart of freeze control (Example 1) when the winning role in the previous game is other than a replay, and Figures 32 and 33 are diagrams showing, in chronological order, examples of the presentation of freeze control (Example 1) when the winning role in the previous game is other than a replay.
[0382] <Freeze Control / Example 1 / Game Period T1> The game period T1 shown in Figure 31(a) is the period from when the start lever 135 is pressed in the previous game (Nth game (N is a positive integer)) to just before the third stop operation of the stop buttons 137 to 139 is accepted.
[0383] The state shown in FIG. 32(1) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T1 of the previous game (Nth game).
[0384] In this state, since the pressing operation of the start lever 135 has been accepted, the internal lottery process for a winning combination (step S105) is performed, and in this example, as a result of the internal lottery, an internal winning combination has been selected as a losing combination.
[0385] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0386] FIG. 32 shows a state in which the first stop operation of the buttons 137 to 139 has been accepted.
[0387] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to the stop button 137 is stopped, and the display area of the liquid crystal display device 157 starts to display a normal effect corresponding to normal play (in this example, the display of an image showing the lord and the old man noticing something).
[0388] The state shown in FIG. 32(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0389] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to the stop button 138 is stopped, and the display of a normal effect corresponding to normal play (in this example, the display of an image showing the man looking up) is started in the display area of the liquid crystal display device 157.
[0390] <Freeze Control / Example 1 / Game Period T2> The game period T2 shown in Figure 31(a) is the period from when the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (Nth game) to just before the pressing operation of the bet button 132 is accepted in the current game (N+1th game).
[0391] The state shown in FIG. 32(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T2 of the previous game (Nth game).
[0392] In this state, since a stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139.
[0393] In addition, in this state, a preview effect is started, which suggests the possibility of granting a bonus to the player in the next game (the current game (N+1th game)). The presentation mode of the preview effect is not particularly limited, but in the preview effect of this example, an image showing the man looking upward is started to be displayed in the display area of the liquid crystal display device 157.
[0394] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been performed on a losing combination, so it is determined that the winning combination has not been achieved, and the symbol combination corresponding to the losing combination (in this example, the symbol combination of "replay"-"bell"-"replay") is displayed stopped on the active line of the symbol display window 113.
[0395] The state shown in FIG. 32(5) is a state in which the continuation of the preview effect shown in FIG. 32(4) is being executed during the game period T2 of the previous game (N-th game).
[0396] In this state, as a continuation of the preview effect shown in FIG. 32(4), an effect is executed in front of the liquid crystal display device 157 in which the two right shutters 163a and left shutters 163b of the shutter (shielding device) 163 are closed.
[0397] In this example, a preview effect is executed in the previous game (Nth game) before the start of the hype effect (a certain effect), suggesting that the hype effect (a certain effect) will start, so that the certain effect can be started by the player's most recent operation in the flow of the effect.
[0398] <Freeze Control / Example 1 / Game Period T3> A game period T3 shown in FIG. 31(a) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0399] Here, the start time of the gaming period T3, that is, the timing at which the pressing operation of the bet button 132 is accepted, indicated by the symbol Tbet in FIG. 31(a), is referred to as the "bet button operation start time Tbet."
[0400] The state shown in FIG. 32(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0401] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0402] Also, in this state, as a continuation of the preview effect shown in Figures 32 (4) and (5), a teasing effect (a certain effect) is started, suggesting the possibility that the player will be granted a bonus in the current game (N+1th game).
[0403] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0404] The presentation form of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 31(a) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 31(6) to (8) and Figures 33(9) to (10).
[0405] In the state shown in Figure 32 (6), based on the pressing operation of the bet button 132, part of the hype effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0406] In addition, in the slot machine of this example, the time for executing the freeze (freeze execution time) may be set to a certain performance time of a certain performance in connection with the operation of the first operating means (e.g., bet button 132).
[0407] In this example, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set (provisionally set) to the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation).
[0408] <Freeze Control / Example 1 / Game Period T4> The game period T4 shown in Figure 31(a) is the period from the start of freezing based on the acceptance of the pressing operation of the start lever 135 in the current game (N+1th game) to just before the acceptance of the first stop operation of the stop buttons 137 to 139.
[0409] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, which is indicated by the symbol Tstl in FIG. 31(a), is referred to as the "start lever operation start time Tstl."
[0410] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet."
[0411] The state shown in FIG. 32(7) is a state in which freezing has started in connection with the execution of an inciting effect (a certain effect) during the game period T4 of the current game.
[0412] The slot machine of this example may change the time (freeze execution time) for executing a freeze in connection with the operation of a second operating means (e.g., the bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., the bet button 132) is operated to when the second operating means (e.g., the start lever 135) is operated.
[0413] When the elapsed time is less than a certain performance time of a certain performance, the freeze execution time may be reset to a time obtained by subtracting the elapsed time from the certain performance time in relation to the operation of the second operating means, and the freeze may be executed.
[0414] In this example, in the game period T3, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set to the presentation time Tpl (certain presentation time) of the provocative presentation (certain presentation).
[0415] However, in this example, the elapsed time Tet from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated is less than the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), so in connection with the operation of the start lever 135 (second operating means) during the game period T4, the freeze execution time Tfz is reset to the time obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation) (in this example, Tpl-Tet), and the freeze is executed.
[0416] According to this example, the time (freeze execution time Tfz) for executing the freeze in relation to the operation of the start lever 135 (second operating means) may be changed depending on the time (elapsed time Tet) from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated, so that the time for executing the freeze can be adjusted depending on the operation intervals of multiple operating means, providing a novel and unprecedented presentation.
[0417] Furthermore, when the elapsed time Tet is less than the presentation time Tpl (certain presentation time) of the hype presentation (certain presentation), in connection with the operation of the start lever 135 (second operating means), the freeze execution time Tfz may be reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (certain presentation time), and a freeze may be executed. Therefore, by adjusting the time to execute the freeze, the presentation time of the certain presentation can be guaranteed, thereby increasing the satisfaction of the player.
[0418] In addition, the freeze execution time Tfz is reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) when a replay has not been established in the game before the start of the hype presentation (a certain presentation), so the presentation can be started in accordance with the start of the game, triggered by the operation of the bet button, and the presentation can be started at the optimal timing for the player.
[0419] It should be noted that the "first operating means" and "second operating means" according to the present invention are not limited to the combination of the bet button 132 and the start lever 135, and for example, the "first operating means" may be the bet button 132 and the "second operating means" may be any of the stop buttons 137 to 139, or the "first operating means" may be the start lever 135 and the "second operating means" may be any of the stop buttons 137 to 139, or the "first operating means" may be any of the stop buttons 137 to 139 (for example, a first stop operation) and the "second operating means" may be any of the stop buttons 137 to 139 (for example, a second stop operation).
[0420] In the state shown in Figure 32 (7), during the play period T4 of the current game (N+1th game), the start lever 135 is pressed, and the internal lottery process for the winning role (step S105) is performed.In this example, as a result of the internal lottery, a certain internal winning role (for example, a rare role) is internally won, and a bonus (in this example, points) is awarded.
[0421] Also, in this state, in connection with the execution of a hype effect (a certain effect), freezing is initiated for the freeze execution time Tfz (= Tpl - Tet), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0422] Also, in this state, since the performance time Tpl (certain performance time) of the provocative performance (certain performance) has not elapsed, part of the provocative performance (certain performance) (in this example, the performance of closing shutter 163) continues.
[0423] The state shown in FIG. 32(8) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0424] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0425] The state shown in FIG. 33(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0426] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0427] The state shown in FIG. 33(10) is a state in which the freeze and provocative effect (a certain effect) have ended during the game period T4 of the current game.
[0428] In this state, the freeze execution time Tfz of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since the performance time Tpl (a certain performance time) of the promotional effect (a certain effect) has elapsed.
[0429] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0430] <Freeze control / Example 1 / Game period T5> The game period T5 shown in FIG. 31(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0431] The state shown in FIG. 33(11) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0432] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with a closed lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0433] <Freeze Control / Example 1 / Game Period T6> A game period T6 shown in FIG. 31(a) is a period from when the second stop operation of the stop buttons 137 to 139 is accepted until when the third stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0434] The state shown in FIG. 33(12) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0435] In this state, since the stop operation of stop button 137 is accepted as the second stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to said stop button 137 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with an open lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0436] The state shown in FIG. 33(13) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0437] In this state, since the stop operation of stop button 139 is accepted as the third stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to said stop button 139 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with an open lid, and an image including the string "+10P" indicating the number of points to be awarded) suggesting that a bonus (in this example, points) will be awarded in the game.
[0438] In the slot machine according to this example, when a predetermined condition is met (for example, when an internal win is made on a rare combination), a bonus (for example, points) is awarded to the player, and when the bonus meets a certain condition (for example, when the awarded points reach a certain point), the game state (for example, AT state or CZ state) that is advantageous to the player is entered. Note that the game specifications of the slot machine are not limited to this example, and for example, bonuses such as an increase in the number of AT games, an increase in the AT number of difference coins, or a transition to a specialized zone may be awarded.
[0439] <Freeze Control / Example 2> Figure 31(b) is a time chart of freeze control (Example 2) when the winning role in the previous game is other than a replay, and Figure 34 is a diagram showing a time series of examples of the presentation of freeze control (Example 2) when the winning role in the previous game is other than a replay.
[0440] This embodiment 2 shows an example in which the elapsed time Tet2 from when the bet button 132 is operated to when the start lever 135 is operated is longer than the elapsed time Tet in embodiment 1 described using Figure 31(a) (Tet2>Tet).
[0441] Note that the game periods T1 and T2 shown in Figure 31(b) are the same as the game periods T1 and T2 of Example 1 described using Figure 31(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0442] <Freeze Control / Example 2 / Game Period T3> A game period T3 shown in FIG. 31(b) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0443] The state shown in FIG. 34(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0444] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0445] In addition, in this state, a provocative effect (a certain effect) is started, which suggests the possibility of granting a bonus to the player in the current game (N+1th game).
[0446] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0447] The presentation format of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 31(b) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 34(6) to (10).
[0448] In the state shown in Figure 34 (6), based on the pressing operation of the bet button 132, part of the hype effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0449] Furthermore, in the state shown in the following Figure 34 (7), since the performance time Tpl (a certain performance time) of the provocative performance (a certain performance) has not elapsed, part of the provocative performance (a certain performance) (in this example, the performance of closing shutter 163) continues.
[0450] In addition, in the slot machine of this example, the time for executing the freeze (freeze execution time) may be set to a certain performance time of a certain performance in connection with the operation of the first operating means (e.g., bet button 132).
[0451] In this example, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set (provisionally set) to the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation).
[0452] <Freeze Control / Example 2 / Game Period T4> The game period T4 shown in Figure 31(b) is the period from the start of freezing based on the acceptance of the pressing operation of the start lever 135 in the current game (N+1th game) to just before the acceptance of the first stop operation of the stop buttons 137 to 139.
[0453] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, which is indicated by the symbol Tstl in FIG. 31(b), is referred to as the "start lever operation start time Tstl."
[0454] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet2."
[0455] The state shown in FIG. 34(8) is a state in which freezing has started in connection with the execution of an inciting effect (a certain effect) during the game period T4 of the current game (N+1th game).
[0456] The slot machine of this example may change the time (freeze execution time) for executing a freeze in connection with the operation of a second operating means (e.g., the bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., the bet button 132) is operated to when the second operating means (e.g., the start lever 135) is operated.
[0457] When the elapsed time is less than a certain performance time of a certain performance, the freeze execution time may be reset to a time obtained by subtracting the elapsed time from the certain performance time in relation to the operation of the second operating means, and the freeze may be executed.
[0458] In this example, in the game period T3, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set to the presentation time Tpl (certain presentation time) of the provocative presentation (certain presentation).
[0459] However, in this example, the elapsed time Tet2 from when the bet button 132 (first operating means) is operated to when the start lever 135 (second operating means) is operated is less than the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), so in connection with the operation of the start lever 135 (second operating means) during the game period T4, the freeze execution time Tfz2 is reset to the time (in this example, Tpl-Tet2) obtained by subtracting the elapsed time Tet2 from the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), and freeze is executed.
[0460] According to this example, the time (freeze execution time Tfz2) for executing the freeze in relation to the operation of the start lever 135 (second operating means) may be changed depending on the time (elapsed time Tet2) from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated, so that the time for executing the freeze can be adjusted depending on the operation intervals of multiple operating means, providing a novel and unprecedented presentation.
[0461] Furthermore, if the elapsed time Tet2 is less than the presentation time Tpl (certain presentation time) of the hype presentation (certain presentation), in connection with the operation of the start lever 135 (second operating means), the freeze execution time Tfz2 may be reset to the time (Tpl-Tet2) obtained by subtracting the elapsed time Tet from the presentation time Tpl (certain presentation time), and a freeze may be executed. Therefore, by adjusting the time to execute the freeze, the presentation time of the certain presentation can be guaranteed, thereby increasing the satisfaction of the player.
[0462] In addition, the freeze execution time Tfz is reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) when a replay has not been established in the game before the start of the hype presentation (a certain presentation), so the presentation can be started in accordance with the start of the game, triggered by the operation of the bet button, and the presentation can be started at the optimal timing for the player.
[0463] In the state shown in Figure 34 (8), during the play period T4 of the current game (N+1th game), the start lever 135 is pressed, and the winning role internal lottery process (step S105) is performed.In this example, as a result of the internal lottery, a certain internal winning role (for example, a rare role) is not internally won, and no bonus (in this example, points) is awarded.
[0464] Also, in this state, in connection with the execution of a hype effect (a certain effect), a freeze is initiated for a freeze execution time Tfz2 (= Tpl - Tet2), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0465] Also, in this state, since the performance time Tpl (certain performance time) of the teasing performance (certain performance) has not elapsed, some of the performances of the teasing performance (certain performance) (in this example, the performance of closing the shutter 163 and the performance of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continue.
[0466] The state shown in FIG. 34(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0467] In this state, since the freeze execution time Tfz2 of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, some of the presentations of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continue.
[0468] The state shown in FIG. 34(10) is a state in which the freeze and the provocative effect (a certain effect) have ended during the game period T4 of the current game (N+1th game).
[0469] In this state, the freeze execution time Tfz2 of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since its performance time Tpl (a certain performance time) has elapsed.
[0470] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0471] <Freeze control / Example 2 / Game period T5> The game period T5 shown in FIG. 31(b) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0472] The state shown in FIG. 34(11) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0473] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and a failure effect (in this example, an image of an old woman and an image including the character string "ishi-shi") is started to be displayed in the display area of the liquid crystal display device 157, indicating that no bonus (in this example, points) will be awarded in the game.
[0474] <Freeze Control / Example 2 / Game Period T6> A game period T6 shown in FIG. 31(b) is a period from when the second stop operation of the stop buttons 137 to 139 is accepted until when the third stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0475] The state shown in FIG. 34(12) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0476] In this state, since the stop operation of stop button 137 is accepted as the second stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to said stop button 137 is stopped, and a failure effect (in this example, an image of an old lady and an image including the string of characters "Sorry!") indicating that no bonus (in this example, points) will be awarded in the game is started to be displayed in the display area of the liquid crystal display device 157.
[0477] The state shown in FIG. 34(13) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0478] In this state, since the stop operation of stop button 139 is accepted as the third stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to said stop button 139 is stopped, and a failure effect (in this example, an image of an old lady and an image including the string of characters "Sorry!") is started to be displayed in the display area of the liquid crystal display device 157, indicating that no bonus (in this example, points) will be awarded in the game.
[0479] <Freeze Control / Example 3> Figure 35(a) is a time chart of freeze control (Example 3) when the winning role in the previous game is other than a replay, and Figure 36 is a diagram showing a time series of examples of the presentation of freeze control (Example 3) when the winning role in the previous game is other than a replay.
[0480] This embodiment 3 shows an example in which the elapsed time Tet3 from when the bet button 132 is operated to when the start lever 135 is operated is longer than the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) (Tet3>Tpl), and freeze is not executed.
[0481] Note that the game periods T1, T2, and T6 shown in Figure 35(a) are the same as the game periods T1, T2, and T6 of Example 1 described using Figure 31(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0482] <Freeze Control / Example 3 / Game Period T3> A game period T3 shown in FIG. 31(b) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0483] The state shown in FIG. 34(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0484] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0485] In addition, in this state, a provocative effect (a certain effect) is started, which suggests the possibility of granting a bonus to the player in the current game (N+1th game).
[0486] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0487] The presentation format of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 35(b) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 36(6) to (11).
[0488] In the state shown in Figure 36 (6), during the game period T3 of the current game (N+1th game), based on the pressing operation of the bet button 132, a part of the provocative effect (a certain effect) (in this example, an effect of closing the shutter 163 and an effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0489] Furthermore, in the state shown in the following Figure 36 (7), during the play period T3 of the current game (N+1th game), the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation) has not elapsed, so part of the hype effect (a certain presentation) (in this example, the presentation of closing shutter 163) continues.
[0490] Furthermore, in the state shown in the following Figure 36 (8), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing.
[0491] Furthermore, in the state shown in the following Figure 36 (9), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying the image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing.
[0492] Furthermore, in the state shown in the following Figure 36 (10), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of an enlarged image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing, and an operation navigation indicating the order in which to operate the stop buttons 137 to 139 (in this example, the display of an image including the string of characters "Aim for the middle reel!") has started.
[0493] Furthermore, in the state shown in the following Figure 36 (11), during the play period T3 of the current game (N+1th game), the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has elapsed, so the hype presentation (a certain presentation) has ended, while the operation navigation suggesting the order in which to operate the stop buttons 137 to 139 (in this example, the display of an image including the string "Aim for the middle reel!") continues in the display area of the liquid crystal display device 157.
[0494] <Freeze Control / Example 3 / Game Period T4> The game period T4 shown in FIG. 35(a) is the period from when the start lever 135 is pressed down until just before the first stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0495] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, which is indicated by the symbol Tstl in FIG. 35(a), is referred to as the "start lever operation start time Tstl."
[0496] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet3."
[0497] The state shown in FIG. 36(12) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T4 of the current game (N+1th game).
[0498] The slot machine of this example may change the time (freeze execution time) for executing a freeze in response to the operation of a first operating means (e.g., bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., bet button 132) is operated to when the second operating means (e.g., start lever 135 or any of stop buttons 137 to 139) is operated.
[0499] If the elapsed time exceeds a certain performance time of a certain performance, the freeze is not executed.
[0500] In this example, the elapsed time Tet3 (=Tstl-Tbet) from when the bet button 132 (first operating means) is operated to when the start lever 135 (second operating means) is operated exceeds the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation), so no freeze is executed in connection with the acceptance of the pressing operation of the start lever 135.
[0501] According to this example, the presentation time for a certain effect can be guaranteed without executing a freeze, which reduces the control burden and ensures that the desired effect is shown to the player, thereby increasing player satisfaction.
[0502] <Freeze Control / Example 3 / Game Period T5> The game period T5 shown in FIG. 35(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0503] The state shown in FIG. 36(13) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0504] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with a closed lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0505] <Freeze Control / Example 4> Figure 35(b) is a time chart of freeze control (Example 4) when the winning role in the previous game is a replay, and Figures 37 and 38 are diagrams showing a chronological example of the presentation of freeze control (Example 4) when the winning role in the previous game is a replay.
[0506] In the above Examples 1 to 3, examples of freeze control when the winning combination in the previous game was other than a replay were explained, but this Example 4 shows an example of freeze control when the winning combination in the previous game was a replay.
[0507] Note that the game periods T5 and T6 shown in Figure 31(b) are the same as the game periods T5 and T6 of Example 1 described using Figure 31(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0508] <Freeze Control / Example 4 / Game Period T1> A game period T1 shown in FIG. 31(b) is a period from when the start lever 135 is pressed down in the previous game (Nth game) until immediately before the third stop operation of the stop buttons 137 to 139 is accepted.
[0509] The state shown in FIG. 37(1) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T1 of the previous game (Nth game).
[0510] In this state, since the pressing operation of the start lever 135 has been accepted, the internal lottery process for a winning combination (step S105) is being carried out, and in this example, as a result of the internal lottery, an internal win for replay has been made.
[0511] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0512] The state shown in FIG. 37(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0513] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and a normal effect corresponding to the normal game (in this example, a display of an image showing the lord and the old man noticing something) is started to be displayed in the display area of the liquid crystal display device 157. In this example, since an internal win has been made for the replay, a replay symbol is stopped and displayed in the middle row of the left reel 110 based on the first stop operation.
[0514] The state shown in FIG. 37(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0515] In this state, since a stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the center reel 111 corresponding to the stop button 138, and a normal effect corresponding to the normal game (in this example, a display of an image showing the man looking up) is started to be displayed in the display area of the liquid crystal display device 157. Note that in this example, since an internal win has been achieved for the replay, a replay symbol is stopped and displayed in the middle row of the center reel 111 based on the second stop operation.
[0516] <Freeze Control / Example 4 / Game Period T2> The game period T2 shown in Figure 31(b) is the period from when the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (Nth game) to just before the pressing operation of the start lever 135 is accepted in the current game (N+1th game).
[0517] The state shown in FIG. 37(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T2 of the previous game (Nth game).
[0518] In this state, since a stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139. In this example, since an internal win has been achieved for the replay, the replay symbol is stopped and displayed in the middle row of the right reel 112 based on the third stop operation.
[0519] In addition, in this state, a preview effect is started, which suggests the possibility of granting a bonus to the player in the next game (the current game (N+1th game)). The presentation mode of the preview effect is not particularly limited, but in the preview effect of this example, an image showing the man looking up is started to be displayed in the display area of the liquid crystal display device 157.
[0520] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a replay, so a symbol combination corresponding to the replay (in this example, "replay-replay-replay") is stopped and displayed on the activated line (in this example, the middle winning line) of the symbol display window 113.
[0521] Next, the main control unit 300 performs the bet number setting / start operation acceptance process (step S102). In this example, since a replay was won in the previous game (Nth game), the main control unit 300 performs a process (automatic insertion) to insert the same number of medals as the number inserted in the previous game (Nth game).
[0522] The state shown in FIG. 37(5) is a state in which the preview effect shown in FIG. 37(4) is being continued at the timing of automatic insertion.
[0523] In this state, as a continuation of the preview effect shown in FIG. 37(4), an effect is executed in front of the liquid crystal display device 157 in which the two right shutters 163a and left shutters 163b of the shutter (shielding device) 163 are closed.
[0524] In this example, a preview effect is executed in the previous game (Nth game) before the start of the hype effect (a certain effect), suggesting that the hype effect (a certain effect) will start, so that the certain effect can be started by the player's most recent operation in the flow of the effect.
[0525] <Freeze Control / Example 4 / Game Period T4> The game period T4 shown in FIG. 31(b) is the period from when the start lever 135 is pressed to immediately before the first stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0526] In the slot machine of this example, when a replay is established in a game before a certain effect is started and the game value for the game in which the certain effect is started is automatically inserted (third case), the freeze execution time may be set to a certain effect time in connection with the operation of the start lever.
[0527] In this example, in the game before the start of the hyping effect (a certain effect) (in this example, the previous game (the Nth game)), a replay was established and the game value (in this example, medals) for the game in which the certain effect was started was automatically inserted, and therefore, in connection with the operation of the start lever 135, the freeze execution time Tfz is set to the effect time Tpl (a certain effect time) of the hyping effect (a certain effect).
[0528] The state shown in FIG. 37(6) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T4 of the current game (N+1th game).
[0529] In this state, as a continuation of the preview effect shown in Figures 37(4) and (5), a provocative effect (a certain effect) is started, suggesting the possibility that the player will be granted a bonus in the current game (N+1th game).
[0530] In this example, when a replay is established, there is no need to operate the bet button, so instead of operating the bet button, the effect can be started in accordance with the start of the game by operating the start lever, and the effect can be started at the optimal timing for the player.
[0531] Also, in this state, in connection with the execution of a hype effect (a certain effect), freezing is initiated for the freeze execution time Tfz (=Tpl), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0532] The state shown in FIG. 37(7) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0533] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues, and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed, part of the presentation of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163) continues.
[0534] The state shown in FIG. 37(8) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0535] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0536] The state shown in FIG. 38(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0537] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0538] The state shown in FIG. 38(10) is a state in which the freeze and the provocative effect (a certain effect) have ended during the game period T4 of the current game (N+1th game).
[0539] In this state, the freeze execution time Tfz of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since the performance time Tpl (a certain performance time) of the promotional effect (a certain effect) has elapsed.
[0540] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0541] <Freeze Control / Summary> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 22) is a gaming machine equipped with a control means (for example, the main control unit 300 shown in FIG. 24), a first operating means (for example, the bet button 132, start lever 135, and stop buttons 137-139 shown in FIG. 22), and a second operating means (for example, the bet button 132, start lever 135, and stop buttons 137-139 shown in FIG. 22), and the control means may change the time for executing a freeze (hereinafter referred to as a "freeze execution time", for example, the freeze time Tfz shown in FIG. 31(a)) that is initiated in connection with the operation of the second operating means, depending on the time from when the first operating means is operated to when the second operating means is operated (hereinafter referred to as an "elapsed time", for example, the elapsed time Tet shown in FIG. 31(a)).
[0542] According to the gaming machine of this embodiment, the time for executing the freeze can be adjusted according to the operation intervals of the multiple operating means, and a novel effect that has never been seen before can be provided.
[0543] The device may also be provided with a performance means (for example, a liquid crystal display device as shown in FIG. 22, a first sub-control unit 400 and a second sub-control unit 500 as shown in FIG. 24) capable of executing a certain performance (for example, the hype performances as shown in FIG. 32(6)-(8) and FIG. 33(9)-(10)), wherein the certain performance is a performance that may be executed in connection with the freeze, the certain performance is a performance that requires at least a certain performance time (for example, the performance time Tpl as shown in FIG. 31(a)), the certain performance is a performance that may be started in connection with the operation of the first operating means (hereinafter referred to as the "first case"), and the control means may execute the freeze in connection with the operation of the second operating means when the elapsed time in the first case is less than the certain performance time.
[0544] With this configuration, the presentation time for a certain presentation can be guaranteed, so that the presentation will not be prolonged, and the presentation that is desired to be shown to the player can be reliably shown, thereby increasing the satisfaction of the player.
[0545] In addition, the control means may not execute the freeze in connection with the operation of the second operating means when the elapsed time exceeds the certain performance time in the first case.
[0546] In addition, the control means may set the freeze execution time to the certain performance time in connection with the operation of the first operating means, and the control means may reset the freeze execution time to a time obtained by subtracting the elapsed time from the certain performance time in connection with the operation of the second operating means (hereinafter referred to as the "second case").
[0547] With this configuration, by adjusting the time at which the freeze is executed, it is possible to guarantee the presentation time for a certain effect, thereby increasing the satisfaction of the player.
[0548] In addition, when the certain effect is started in connection with the operation of the first operating means, the freeze may be started in connection with the operation of the second operating means while the certain effect is being executed.
[0549] With this configuration, by adjusting the time at which the freeze is executed in response to the operation of the second operating means, it is possible to guarantee the duration of a certain effect, thereby increasing the satisfaction of the player.
[0550] Furthermore, the first operating means may be a bet button (for example, bet button 132 shown in FIG. 22), and the second operating means may be a start lever (for example, start lever 135 shown in FIG. 22), and when a replay is established in a certain game, game value (for example, medals, electronic information equivalent to medals) may be automatically inserted without operating the bet button, and the second case may occur when a replay is not established in a game before the certain performance is started.
[0551] With this configuration, the operation of the bet button can be used as a trigger to start the effect in time with the start of the game, and the effect can be started at the most optimal timing for the player.
[0552] In addition, the presentation means may be capable of executing a presentation (for example, a preview presentation shown in Figures 32(4) to (5)) that suggests that a certain presentation will start in a game before the certain presentation starts.
[0553] With this configuration, a certain effect can be started by the player's most recent operation in the flow of the effects.
[0554] In addition, the control means may set the freeze execution time to the certain presentation time in connection with the operation of the start lever (hereinafter referred to as the "third case"), and the third case may be a case where a replay is established in a game before the certain presentation starts, and game value related to the game in which the certain presentation starts is automatically inserted.
[0555] With this configuration, when a replay is established, there is no need to operate the bet button, and instead of operating the bet button, the effect can be started in accordance with the start of the game by operating the start lever, and the effect can be started at the optimal timing for the player.
[0556] In addition, when a replay is established in a game before the start of the certain effect and game value related to the game in which the certain effect starts is automatically inserted, the effect means may be capable of executing an effect that suggests that the certain effect has started in the game before the start of the certain effect.
[0557] With this configuration, a certain effect can be started by the player's most recent operation in the flow of the effects.
[0558] <Backlight effect> Next, the backlight effects that can be performed by the slot machine 100 will be described.
[0559] Here, the backlight effect refers to an effect that uses the backlight 264 disposed on the back of the reels 110 to 112. First, prior to explaining the backlight effect, the backlight 264 will be explained using FIG.
[0560] Figure 39(a) is a front view of the reel backlight 264, (b) is a side view of the reel backlight 264, and (c) is an external perspective view of the reel backlight 264 when the components constituting the reel backlight 264 are disassembled and viewed from the front side.
[0561] The reel backlight 264 is a light-emitting means that illuminates (illuminates) the reel bands of each reel 110 to 112 from the rear side (back), and in this example, is composed of a reflector 266, an illumination board 268 that is detachably attached to the back side of the reflector 266, and a decorative panel 270 that is arranged on the side of the reflector 266.
[0562] In this example, the reflector 266 of the reel backlight 264 is formed from white plastic, but the material of the reflector 266 of the reel backlight 264 is not particularly limited, and may be metal or a material of another color.
[0563] Three openings 266a to 266c that connect from the front side to the back side are formed in the reflector 266. Furthermore, six LEDs 268a are arranged on the illumination board 268 at positions corresponding to the openings 266a to 266c.
[0564] The openings 266a to 266c and the LED 268a of the reflector 266 provided on the middle reel device 260 are arranged at positions corresponding to the symbol positions to be displayed in a stopped state in the symbol display window 113 (the positions of symbol positions 4 to 6 described using Figure 23) when attached to the middle reel device 260.
[0565] The openings 266a to 266c and LED 266a of the reflector 266 provided on the left reel device (not shown) are positioned at positions corresponding to the pattern positions (pattern positions 1 to 3 described using Figure 23) to be displayed in a stopped state in the pattern display window 113 when attached to the left reel device.
[0566] The openings 266a to 266c and LED 268a of the reflector 266 provided on the right reel device (not shown) are positioned at positions corresponding to the symbol positions to be displayed in a stopped state in the symbol display window 113 (the positions of symbol positions 7 to 9 described using Figure 23) when attached to the right reel device.
[0567] In this example, six LEDs 268a are arranged at positions corresponding to the openings 266a to 266c, so that the light emitted from one opening does not interfere with the light emitted from another opening, thereby enabling the light to be uniformly irradiated onto each of the multiple symbol positions on the symbol display window 113.
[0568] For example, by turning on all the LEDs 268a, all of the symbols visible to the player can be illuminated from behind. Also, by turning on some of the LEDs 268a, some of the symbols visible to the player can be illuminated from behind. Note that the number and positions of the openings and LEDs are not limited to this example.
[0569] In this example, reflector 266 has a plurality of slits (grooves) 266d to 266g provided at predetermined intervals on the bottom surface of upper opening 266a, the top and bottom surfaces of central opening 266b, and the top surface of lower opening 266c. This allows the light emitted from LED 268a to be uniformly irradiated onto the pattern located in front, improving the visibility of the pattern.
[0570] Furthermore, slit 266d provided on the underside of upper opening 266a, slit 266e provided on the top surface of central opening 266b, slit 266f provided on the bottom surface of central opening 266b, and slit 266g provided on the top surface of lower opening 266c are arranged so that the areas where the slits are formed and the areas where the slits are not formed alternate in the vertical direction (so that the positions of the slits do not coincide above and below the partitions of the openings). This structure prevents interference between light beams emitted through the slits from adjacent openings.
[0571] The reel backlight 264 is able to sufficiently and uniformly illuminate the reel band by the reflector 266 and the slits (grooves) 266d to 266g, and therefore does not have a lens cover like the reel front lighting 250, but may have a configuration with a lens cover, which allows the reel band to be illuminated uniformly, and furthermore, since the reel backlight 264 does not need to be looked directly at during reel assembly or maintenance of the gaming machine, glare on the worker can be reduced.
[0572] <Backlight effect / Example 1 (normal game, special reply win)> Figure 40(a) is a time chart showing the flow of a game (Example 1) in which an internal win is made on a special replay during normal play, and Figure 41 is a diagram showing an example of a backlight effect in chronological order in a game (Example 1) in which an internal win is made on a special replay during normal play.
[0573] <Backlight effect / Example 1 (normal game, special rep win) / game period T1> The game period T1 shown in Figure 40(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to when the third stop operation of the stop buttons 137 to 139 is accepted in a certain game of normal play (the Nth game (N is a positive integer)).
[0574] The state shown in FIG. 41(1) is a state in which the pressing operation of the start lever 135 is accepted during a game period T1 of a certain game (N-th game).
[0575] In this state, since the pressing operation of the start lever 135 is accepted, the internal lottery process for the winning combination (step S105) is performed, and in this example, as a result of the internal lottery, a special replay (a certain internal winning combination) is internally won. It goes without saying that the "certain internal winning combination" according to the present invention is not limited to the special replay.
[0576] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0577] The state shown in FIG. 41(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during a game period T1 of a certain game (Nth game).
[0578] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and at the same time, a winning role suggestion effect (in this example, an effect in which a princess appears) is started to be displayed in the display area of the liquid crystal display device 157, which suggests that a special replay (a certain internal winning role) has been internally won.
[0579] The state shown in FIG. 41(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of a certain game (Nth game).
[0580] In this state, since a stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the middle reel 111 corresponding to the stop button 138, and at the same time, a winning role suggestion effect (in this example, an effect in which the princess stops and smiles) is started to be displayed in the display area of the liquid crystal display device 157, which suggests that an internal win has occurred for a special replay (a certain internal winning role).
[0581] The state shown in FIG. 41(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of a certain game (Nth game).
[0582] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to the stop button 139 is stopped, and a winning role suggestion effect (in this example, an effect in which the princess passes in front of the lord) is started to be displayed in the display area of the liquid crystal display device 157, suggesting that a special replay (a certain internal winning role) has been internally won.
[0583] <Backlight effect / Example 1 (normal game, special rep win) / game period T2> The game period T2 shown in Figure 40(a) is the period from when a winning determination is made for a certain game (Nth game) of normal game play to just before the pressing of the bet button 132 for the next game (N+1th game) is accepted.
[0584] The state shown in FIG. 41(5) is a state in which a winning determination is being made during a game period T2 of a certain game (Nth game).
[0585] In this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a special replay (a certain internal winning role), so a symbol combination (in this example, the symbol combination of "BAR-replay-replay") corresponding to the special replay (a certain internal winning role) is displayed stopped on the active line of the symbol display window 113.
[0586] In addition, in this state, the backlight effect (first effect) is executed using the backlight 264 described with reference to FIG.
[0587] The backlight effect in this example is an example of the "first effect" according to the present invention, and is "a light-emitting effect for at least a partial area (first area) of the stopped reel."
[0588] The presentation form of the "first presentation" according to the present invention is not particularly limited, but the backlight presentation (first presentation) in this example is a presentation that lights up the valid line of the pattern display window 113 or a line that clearly indicates that a certain internal winning role (in this example, a special replay) has been won.
[0589] Specifically, in the backlight effect (first effect) of this example, the LED 268a of the reflector 266 arranged behind (behind) the pattern position (first area; in this example, the middle pattern LM of the left reel, the middle pattern CM of the middle reel, and the middle pattern RM of the right reel) of the middle winning line where a pattern combination (in this example, the pattern combination "BAR-replay-replay") corresponding to a special replay (a certain internal winning role) is stopped and displayed, flashes in an illuminating color (in this example, green) different from the normal illuminating color (in this example, white). Hereinafter, the backlight effect (first effect) of this example may be referred to as the "Flash 1 effect."
[0590] In this example, in order to make the Flash 1 effect stand out, the LED 268a of the reflector 266 disposed behind (behind) the symbols other than those in the middle winning line symbol position (first area) is turned off.
[0591] It should be noted that the "first area" of the "first effect" according to the present invention is not limited to the symbol position on the middle winning line shown in Figure 41 (5). For example, as shown in Figure 41 (5'), when a symbol combination (in this example, the symbol combination of "BAR-REPLAY-REPLAY") corresponding to a special replay (a certain internal winning role) is stopped and displayed on a right-downward winning line consisting of the upper symbol LU on the left reel, the middle symbol CM on the middle reel, and the lower symbol RL on the right reel, the LED 268a of the reflector 266 arranged behind (on the back) the symbol position (first area) on the right-downward winning line may flash in a different light color (in this example, green) from the normal light color (in this example, white).
[0592] Also, although not shown in the figures, the "first area" of the "first effect" of the present invention may be the pattern position of the upper winning line consisting of the upper pattern on the left reel, the upper pattern on the middle reel, and the upper pattern on the right reel, the lower winning line consisting of the lower pattern on the left reel, the lower pattern on the middle reel, and the lower pattern on the right reel, and the right-sloping winning line consisting of the lower pattern on the left reel, the middle pattern on the middle reel, and the upper pattern on the right reel.
[0593] Furthermore, the "first effect" according to the present invention is not limited to a mode in which the LED 268a of the backlight 264 flashes in an emitting color (green in this example) different from the normal emitting color (white in this example), but may be, for example, lit in an emitting color (yellow, for example) different from the normal emitting color (white, for example), or may change to another color (red or rainbow colors), or may be an effect in which the "first area" is illuminated from the front side of the reels 110 to 112. Also, it may be an illumination effect for at least a partial area (first area) of the full-screen LCD display.
[0594] <Backlight effect / Example 1 (normal game, special reply win) / Game period T3> The game period T3 shown in Figure 40(a) is the period from when the bet button 132 is pressed in the next game (N+1th game) of a certain game (Nth game) of normal game play to just before the start lever 135 is pressed.
[0595] The state shown in FIG. 41(6) is a state in which pressing of the bet button 132 is accepted in the next game (N+1th game) of a certain game (Nth game) of the normal game.
[0596] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0597] In addition, in this state, the LED 268a of the reflector 266 is turned on based on the pressing operation of the bet button 132 for the next game (N+1th game).
[0598] In this example, a flash 1 effect (first effect) is executed in response to an internal win of a certain internal winning role (in this example, a special replay), but the "first effect" according to the present invention may also be executed in response to a certain internal winning role being won.
[0599] <Backlight effect / Example 2 (Judge wins, special reply not won)> Next, an example of the backlight effect in a game (Example 2) in which the special replay is not internally won when the judge effect is won will be described.
[0600] Figure 40(b) is a time chart showing the flow of a game (Example 2) in which the internal win for the special replay was not made when the judge performance was won, and Figures 42(1) to (8) and Figures 43(9) to (10) are figures showing examples of backlight performances in chronological order in a game (Example 2) in which the internal win for the special replay was not made when the judge performance was won.
[0601] Here, the "judgment effect" according to the present invention refers to an effect that notifies the player whether or not a bonus will be awarded. In this example, as an example of the "judgment effect" according to the present invention, an example of transition from normal game to AT (entering AT) will be described, but it is not limited to this example, and may be, for example, an effect executed when adding during AT, or an effect executed when transitioning to a specialized zone or chance zone.
[0602] Furthermore, the "benefits" according to the present invention include the right to transition to a gaming state that is advantageous to the player (for example, bonus, AT, CZ, etc.), an increase in the number of AT games, etc.
[0603] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T4> The game period T4 shown in Figure 40(b) is the period from when the first stop operation of stop buttons 137 to 139 is accepted to when the third stop operation of stop buttons 137 to 139 is accepted in a certain game (the Nth game (N is a positive integer)) when the judge performance is won.
[0604] The state shown in FIG. 42(1) is the state immediately before the first stop operation of the stop buttons 137 to 139 is accepted during the game period T4 of a certain game (Nth game) when the judge effect is won.
[0605] In this state, since the pressing operation of the start lever 135 is accepted, an internal lottery process for a winning role (step S105) is performed, and in this example, as a result of the internal lottery, a winning role (in this example, a miss) other than the special replay (a certain internal winning role) is internally won.
[0606] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display a judgment effect corresponding to the judgment state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0607] The state shown in FIG. 42(2) is a state in which the first stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge effect is won.
[0608] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0609] The state shown in FIG. 42(3) is a state in which the second stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge performance is won.
[0610] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the middle reel 111 corresponding to the stop button 138, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0611] The state shown in FIG. 42(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge performance is won.
[0612] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0613] The judgment effect in this example is an effect accompanied by a freeze, and in this state, the freeze is started in association with the start of the judgment effect. The freeze in this example is in association with the stopping of the last reel 112 of the multiple reels 110 to 112, and processing related to the payout of game value (medals in this example) is not performed for a predetermined period (in this example, the judgment effect result display waiting time until the display of the judgment effect result display starts; for example, 10 seconds), and the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off during the judgment effect result display waiting time (predetermined period; in this example, 10 seconds).
[0614] It should be noted that the "judge effect" according to the present invention is not limited to "an effect involving a freeze," and may be an effect that does not involve a freeze, or may be another effect that uses a timer. Also, in this example, all or part of the backlight 264 is turned off for a predetermined period in conjunction with the execution of the judge effect, so that the judge effect and the flash 2 effect (second effect) described below stand out, but during that period the backlight 264 may be turned on, or an effect in which the backlight 264 blinks (flashes) may be executed.
[0615] Furthermore, the "freeze" according to the present invention is not limited to "no processing related to the payout of gaming value is performed for a predetermined period of time," and may be, for example, a state in which operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are disabled, or conversely, a state in which operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are enabled, in which case the freeze may be configured to be stopped (cancelled) when an operation means is accepted.
[0616] Furthermore, the "predetermined period" according to the present invention may be the period from the start of the judge performance until all or at least a portion of the display of the judge performance result becomes visible, or it may be the period from the start of the judge performance until all or at least a portion of the display of a part of the judge performance (for example, the initial promotional part) becomes visible.
[0617] In the state shown in Figure 42 (4), the third stop operation of stop buttons 137 to 139 triggers the start of counting of the result display waiting timer (timer start) to measure the judge performance result display waiting time (a predetermined period, in this example, 10 seconds).
[0618] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has not been achieved for the special replay (certain internal winning role), so a symbol combination corresponding to a miss is displayed stopped on the active line of the symbol display window 113, but since an internal win has not been achieved for the special replay (certain internal winning role), the flash 1 effect (first effect) is not executed.
[0619] <Backlight effect / Example 2 / Game period T5> The game period T5 shown in Figure 40(b) is the period from the start of counting the judge performance result display waiting timer to the end of counting the result display timer in a certain game (Nth game) when the judge performance is won.
[0620] The state shown in Figures 42 (5) to (7) is a state in which the judgement effect and freeze continue during the game period T5 of a certain game (Nth game) when the judgement effect is won, and the judgement effect result display waiting timer is counting.
[0621] In this state, the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect showing the lord and his retainers fighting), while the freeze state in which no processing related to the payout of game value (in this example, medals) is performed continues, and the LED 268a of the backlight 264 continues to be turned off.
[0622] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T6> A game period T6 shown in FIG. 40(b) is a period from when the judge effect result display waiting timer finishes counting to immediately before the bet button 132 for the next game is accepted for pressing.
[0623] The state shown in FIG. 42(8) is a state in which the result of the judgement effect is displayed during a game period T6 of a certain game (N-th game) when the judgement effect is won.
[0624] In this state, the timer for waiting for the display of the judge performance result has finished counting (the waiting time for the display of the judge performance result (10 seconds in this example) has elapsed since the third stop operation of the stop buttons 137 to 139), so the judge performance ends and a victory performance (in this example, an image showing the lord capturing the retainer and the word "captured" indicating that the lord has captured the retainer) is displayed as the result of the judge performance to notify the player that a special prize will be awarded.
[0625] In the slot machine of this example, when a judgement effect notifies that a bonus will be awarded (second case), the second effect can be executed even if a certain internal winning combination is not won in a certain game. In this example, in the state shown in Figure 42 (8), a special replay (a certain internal winning combination) is not won, but in connection with all of the multiple reels 110 to 112 coming to a halt, a backlight effect (second effect) using the backlight 264 is executed.
[0626] The backlight effect in this example is an example of the "second effect" according to the present invention, and is "a light-emitting effect for at least a partial area (second area) of the stopped reel."
[0627] The presentation form of the "second presentation" according to the present invention is not particularly limited, but the backlight presentation (second presentation) in this example is a presentation (V flash) in which the V-shaped winning line in the pattern display window 113 is illuminated.
[0628] Specifically, in the backlight effect (second effect) of this example, the LED 268a of the reflector 266 arranged on the rear side (back) of the symbol position (second area) of the V-shaped winning line consisting of the upper symbol LU and middle symbol LM of the left reel, the lower symbol CL of the middle reel, and the upper symbol RU and middle symbol RM of the right reel, flashes in an illuminating color (green in this example) different from the normal illuminating color (white in this example). Hereinafter, the backlight effect (second effect) of this example may be referred to as the "Flash 2 effect."
[0629] In this example, in order to make the Flash 2 effect stand out, the LED 268a of the reflector 266 arranged on the rear side (back) of the symbol positions other than the symbol position (first area) of the V-shaped winning line is turned off.
[0630] According to this example, when informing that a bonus will be awarded upon a judge's victory (judge effect), even if a special replay (a certain internal winning role) is not won in a certain game, the Flash 2 effect (second effect) can be executed, so that the player can be clearly informed that a bonus will be awarded.
[0631] The Flash 2 effect (second effect) in this example is an effect (light-emitting effect for the second area) in which the upper pattern LU and middle pattern LM of the left reel, the lower pattern CL of the middle reel, and the upper pattern RU and middle pattern RM of the right reel (second area) flash (i.e., from the rear side), whereas the Flash 1 effect (first effect) in Example 1 described using Figure 41 (5) is an effect (light-emitting effect for the first area) in which the middle pattern LM of the left reel, the middle pattern CM of the middle reel, and the middle pattern RM of the right reel (first area) flash (i.e., from the rear side).
[0632] The middle pattern LM of the left reel, the middle pattern CM of the middle reel, and part of the middle pattern RM of the right reel (first area) shown in Figure 41 (5) (in this example, the middle pattern LM of the left reel and the middle pattern RM of the right reel) and the top pattern LU and middle pattern LM of the left reel, the bottom pattern CL of the middle reel, and part of the top pattern RU and middle pattern RM of the right reel (second area) (in this example, the middle pattern LM of the left reel and the middle pattern RM of the right reel) shown in Figure 42 (8) are the same area, and the Flash 1 effect (first effect) of Example 1 and the Flash 2 effect (second effect) of this example are similar in that the middle pattern LM of the left reel and the middle pattern RM of the right reel are made to flash (flash) from the rear (back).
[0633] The "second area" of the "second effect" according to the present invention is not limited to the symbol position of the V-shaped winning line shown in Figure 42 (8), but may be, for example, the symbol position of an X-shaped winning line consisting of the upper and lower symbols on the left reel, the middle symbol on the center reel, and the upper and lower symbols on the right reel. In other words, it is sufficient that part of th...
Claims
1. a first member attachable to the base; A second member attachable to the base; A gaming machine equipped with the second member is a member that covers at least a portion of the first member when attached to the base, the first member has a first hole through which a fastening means can pass; the second member has a second hole through which the fastening means can pass; the first member and the second member are attachable to the base in either a first orientation or a second orientation; the second orientation is an orientation in which the first member and the second member are rotated 180 degrees in a circumferential direction with respect to the first orientation, the first hole and the second hole are holes used when attaching the first member and the second member in the first orientation to the base, and are holes not used when attaching the first member and the second member in the second orientation to the base; the first member has a fourth hole through which the fastening means can pass; the second member has a fifth hole through which the fastening means can pass; the fourth hole and the fifth hole are holes used when attaching the first member and the second member in the second orientation to the base, and are holes not used when attaching the first member and the second member in the first orientation to the base; the first member has a first indicia; the second member has a second indicia; When the first member and the second member are attached to the base, the position of the first indication is at a first distance from a central portion of the first member; when the first member and the second member are attached to the base, the position of the second indicia is at a second distance from the central portion of the first member; The second distance is greater than the first distance. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, When the second member and the first member are attached in the first orientation, a position of at least a part of the second display is a position above the center of the first member in the vertical direction of the gaming table, When the second member and the first member are attached in the second orientation, a position of at least a part of the second display is a position lower than the center portion of the first member in the vertical direction of the gaming table. A gaming machine characterized by:
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