Gaming Machines
Patent Information
- Application Number
- JP2023220358
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-03-06
- Estimated Expiration
- 2039-07-31
AI Technical Summary
【0009】 遊技興趣の向上を図ることが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a slot machine. [Background technology]
[0002] An example of a gaming machine that stops multiple reels after rotating them is a slot machine. In a slot machine, multiple symbols are attached to the outer periphery of each reel, and a part of the symbols attached to each reel can be seen through a display window. Then, a player inserts a medal to set a winning line, and then, when the player operates a start lever, a lottery is performed inside the slot machine for a big bonus (hereinafter referred to as "BB") role, a small role, a replay, and the like, and each reel starts to rotate, and when the stop switch is operated after each reel starts to rotate, each reel stops in sequence, and one game ends. Then, when all the reels stop rotating, if a combination of symbols corresponding to the winning role stops on the winning line, it is a win, and the player is given a prize of medals being paid out or a prize of a game state being changed (see, for example, Patent Document 1).
[0003] In recent years, in addition to the BB state which is entered when a BB win is achieved, some machines have an Assist Replay Time (hereinafter referred to as "ART") state which is an advantageous gaming state for the player, in which the probability of winning a replay is higher than in the normal gaming state and which notifies the player of the order in which to operate the stop switch to achieve a specified win when a specified combination is won. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2002-355364 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machines exemplified above, there is a demand for further improvement in gaming enjoyment.
[0006] It should be noted that the above problem is not limited to the slot machines exemplified above, but also applies to other gaming machines that cyclically display multiple types of pictures and then end the cyclical display based on the operation of a stop operation means.
[0007] The present invention has been made in consideration of the above circumstances, and has as its object to provide a gaming machine that can increase interest in gaming. [Means for solving the problem]
[0008] The invention described in claim 1 is a gaming machine including a plurality of cyclic display means for cyclically displaying a plurality of kinds of pictures, a start operation means operated to start the cyclic display of the pictures, a lottery means for drawing a winning combination, a plurality of stop operation means operated to individually stop the cyclic display of the pictures, and a bonus granting means for granting a bonus to a player as a winning combination when a winning combination that is selected in the lottery for the winning combination and a winning picture that corresponds to the winning combination are stopped at an effective position to form a predetermined combination, the gaming machine having an advantageous state in which an instruction function that notifies an operation method for achieving a specific winning combination can be activated, and a normal state in which the instruction function is not activated, as gaming states; before A specific game state is provided in which the player can stay in either the advantageous state or the normal state, and can stay across the advantageous state and the normal state; before In the specified game state In the normal state a correspondence information storage means for storing correspondence information that defines a correspondence relationship between the number of games played in the advantageous state and the processing content of the instruction function in the advantageous state. of In the specific game state, In the normal state The processing of the instruction function in the advantageous state is changed depending on the number of games played in the advantageous state. A plurality of pieces of correspondence information are stored in advance in the correspondence information storage means. This is characterized by the fact that Effect of the Invention
[0009] It is possible to increase interest in gaming. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a front view of a slot machine according to an embodiment. [Diagram 2] FIG. 2 is a perspective view of the slot machine with the front door closed. [Diagram 3] FIG. 1 is a perspective view of a slot machine with a front door open. [Figure 4] Rear view of the front door. [Diagram 5] Front view of the housing. [Figure 6] A diagram showing the arrangement of symbols on each reel. [Figure 7] FIG. 4 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 8] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 9] Block diagram of a slot machine. [Figure 10] FIG. 4A shows the configuration of a state information storage area, and FIG. 4B shows the configuration of a section information storage area. [Figure 11] 13 is a flowchart showing a timer interrupt process. [Figure 12] 11 is a flowchart showing a normal process. [Figure 13] 13 is a flowchart showing a lottery process. [Figure 14] FIG. 13 is a diagram showing the correspondence between index values and winning combinations. [Figure 15] 13 is a flowchart showing a reel control process. [Figure 16] 13 is a flowchart showing RT state processing. [Figure 17] 13 is a flowchart showing a BB state process. [Figure 18] 13 is a flowchart showing BB state processing 2. [Figure 19] An explanatory diagram for explaining the transition of game areas. [Figure 20] 13 is a flowchart showing a section lottery process in a normal section. [Figure 21]11 is a flowchart showing game area processing in a normal area. [Figure 22] (a) is a diagram showing the transition destination of chance mode, (b) is a diagram showing the stay ratio in chance mode, and (c) is a diagram showing the transition ratio of chance mode. [Diagram 23] 11 is a flowchart showing exception processing. [Figure 24] 13 is a flowchart showing a section lottery process in a chance mode. [Diagram 25] (a) is a diagram showing the transition lottery MAP, and (b) is a diagram showing the transition of advantageous zones in chance mode. [Figure 26] 11 is a flowchart showing game section processing in chance mode. [Figure 27] 13 is a flowchart showing an end determination process. [Figure 28] 13 is a flowchart showing an end determination process 2. [Figure 29] 13 is a flowchart showing a section lottery process in a notification mode. [Diagram 30] 11 is a flowchart showing game section processing in notification mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings, in which the present invention is applied to a reel type gaming machine, which is one type of gaming machine, specifically, a slot machine. Fig. 1 is a front view of a slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 closed, Fig. 3 is a perspective view of the slot machine 10 with the front door 12 open, Fig. 4 is a rear view of the front door 12, and Fig. 5 is a front view of a cabinet 11.
[0012] 1 to 5, the slot machine 10 includes a housing 11 that forms the outer shell of the slot machine 10. The housing 11 is generally formed in a box shape with an open front, and is attached to so-called island equipment by nailing it when it is installed in a game hall.
[0013] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a, 13b are provided on the left side of the housing 11 when viewed from the front, and bearings 14a, 14b are provided on the front door 12 at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearings 14a, 14b, the front door 12 is supported rotatably around an opening and closing axis extending in the vertical direction connecting the support shafts 13a, 13b with respect to the housing 11, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked so as not to be opened by a locking device 20 provided on the back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right end side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.
[0014] A game panel 25 that notifies the player of the game status is provided at the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0015] As shown in FIG. 3, the inside of the housing 11 is divided into two parts, an upper part and a lower part, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0016] Here, the structure of the reel unit 31 will be briefly described.
[0017] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0018] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, in order to switch a symbol to the next symbol at a predetermined position, it is necessary to output 25 excitation pulses (=500 pulses÷20 symbols). In addition, the main control device 101 can control the recognition of the symbols that are visible from the display windows 26L, 26M, and 26R, and the stopping of the predetermined symbols at the positions visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0019] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.
[0020] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers 1 to 20 are assigned to the reels 32L, 32M, and 32R, but these numbers are numbers used by the main control device 101 to identify the symbols that are visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.
[0021] There are eight types of symbols: "cherry" symbol (e.g., 20th on the left reel 32L), "watermelon" symbol (e.g., 19th on the left reel 32L), "bell" symbol (e.g., 18th on the left reel 32L), "red 7" symbol (e.g., 17th on the left reel 32L), "replay" symbol (e.g., 16th on the left reel 32L), "star" symbol (e.g., 15th on the left reel 32L), "BAR" symbol (e.g., 12th on the left reel 32L), and "white 7" symbol (e.g., 7th on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0022] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.
[0023] In the slot machine 10, a total of five combination lines are set, three parallel lines in the horizontal direction and two lines crosswise in the diagonal direction, connecting the positions where these nine symbols are visible. More specifically, as shown in Fig. 7(a), the following combination lines are set as the horizontal combination lines: an upper line L1 connecting the upper symbols of each of the reels 32L, 32M, and 32R, a middle line L2 connecting the middle symbols of each of the reels 32L, 32M, and 32R, and a lower line L3 connecting the lower symbols of each of the reels 32L, 32M, and 32R. In addition, a diagonal combination line is set as follows: a downward-right line L4 connecting the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the lower pattern of the right reel 32R, and a right-upward line L5 connecting the lower pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the upper pattern of the right reel 32R. When the patterns stop in a predetermined combination on an activated combination line, i.e., an activated line, a prize is awarded, and a prize of a predetermined number of medals as a game medium is paid out or a game state is changed.
[0024] In the slot machine 10, as shown in Fig. 7(b), only the middle line L2 is set as an activated line. The four combination lines of the upper line L1, the lower line L3, the downward right line L4, and the upward right line L5 are not activated lines.
[0025] FIG. 8 is a diagram showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.
[0026] The state transition winnings that only result in a transition of the gaming state include the BB1 winning to the BB3 winning.
[0027] When the "red 7" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a BB1 win is made. When the "red 7" symbols on the left reel 32L and center reel 32M and the "white 7" symbol on the right reel 32R stop on an active line, a BB2 win is made, and when the "red 7" symbols on the left reel 32L and center reel 32M and the "BAR" symbol on the right reel 32R stop on an active line, a BB3 win is made. When these BB wins are made, the game state transitions to the BB state.
[0028] A replay win is a win that gives a replay privilege, which allows the player to play the next game without inserting a medal.
[0029] When the "Replay" symbols on each of reels 32L, 32M, and 32R stop on an active line, a replay win occurs.
[0030] The minor winning combinations that result in the payout of medals include the watermelon winning combination, the cherry winning combination, the bell winning combination, and the compensation winning combination.
[0031] When the "watermelon" symbols on each reel 32L, 32M, and 32R stop on an active line, three medals are paid out as a watermelon win. When the "cherry" symbol on the left reel 32L stops on an active line, three medals are paid out as a cherry win.
[0032] When the "bell" symbols on each of the reels 32L, 32M, and 32R stop on any of the combination lines, nine medals are paid out as a bell win. More specifically, in addition to when the "bell" symbols on each of the reels 32L, 32M, and 32R stop on the middle line L2, nine medals are paid out as a bell win when a combination of symbols that causes the "bell" symbols on each of the reels 32L, 32M, and 32R to stop on the upper line L1 stops on the middle line L2. Examples of symbol combinations that appear to be bell wins include a combination of a "red 7", a "star", and a "star" symbol, and a combination of a "BAR", a "cherry", and a "BAR". Although details of the symbol combinations that win a prize are omitted, one medal is paid out when a compensation role win is achieved.
[0033] In the following, the combination of symbols corresponding to each winning prize is also referred to as the winning symbol combination. For example, the BB2 symbol combination is the combination of symbols that results in the BB2 winning prize, that is, the combination of the "red 7" symbol, the "red 7" symbol, and the "white 7" symbol. In addition, the symbols on the reels 32L, 32M, and 32R that correspond to each winning prize are also referred to as the winning symbols. For example, the BB2 symbol is the "red 7" symbol on the left reel 32L and the center reel 32M, and the "white 7" symbol on the right reel 32R.
[0034] A start lever 41 is provided on the lower left side of the game panel 25 to start the rotation of each of the reels 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or a start operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the patterns. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0035] On the right side of the start lever 41, there are provided button-shaped stop switches 42-44 that are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop switch 42-44 is disposed directly below the display window 26L, 26M, and 26R corresponding to the reel 32L, 32M, and 32R to be stopped. That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42-44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0036] A medal insertion port 45 for inserting medals is provided on the lower right side of the display windows 26L, 26M, and 26R. The medal insertion port 45 constitutes an input means for inputting game media. In addition, considering that the medal insertion port 45 involves the action of the player directly inserting medals, it can also be said to constitute a direct input means for directly inputting game media.
[0037] A medal inserted from the medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 as a passage switching means provided on the back surface of the front door 12. More specifically, a medal passage switching solenoid 46a is provided in the selector 46, and when the medal passage switching solenoid 46a is not excited, the medal is guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is guided to the storage passage 47 side. The medal guided to the storage passage 47 is guided to a hopper device 51 stored inside the housing 11. On the other hand, the medal guided to the discharge passage 48 is guided to a medal tray 50 from a medal discharge port 49 provided on the lower front surface of the front door 12, and is returned to the player.
[0038] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to a player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48, and pays out the medals to a medal tray 50 through the discharge passage 48. A spare tank 54 is provided on the right side of the hopper device 51 to prevent medals from being stored in the storage tank 52 by more than a predetermined amount. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.
[0039] A button-shaped return switch 55 is provided below the medal insertion slot 45. When the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is jammed in the selector 46, the selector 46 is mechanically linked and operated, so that the medal jammed in the selector 46 is returned from the medal discharge port 49.
[0040] A first credit insertion switch 56 for inserting three credited virtual medals as game media at a time is provided on the lower left side of the display windows 26L, 26M, and 26R. A second credit insertion switch 57 and a third credit insertion switch 58 are provided on the left side of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting two virtual medals at a time, and the third credit insertion switch 58 is for inserting one virtual medal. The credit insertion switches 56 to 58, together with the medal insertion slot 45, constitute an input means for inputting game media. In addition, while the medal insertion slot 45 involves the action of the player directly inserting medals, the credit insertion switches 56 to 58 only involve the action of inserting virtual medals based on the stored memory. In this respect, they can be said to constitute an indirect input means for indirectly inputting game media.
[0041] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement switch 59 is operated in a situation where virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0042] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.
[0043] At the top of the front door 12, there are provided an upper lamp 63 that lights up or flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that gives the player various information. The auxiliary display unit 65 is for executing various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. At the back of the auxiliary display unit 65, there is provided a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65.
[0044] A power supply box 70 is provided on the left side of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.
[0045] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .
[0046] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0047] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is a calculation means. In addition to the power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0048] Connected to the input side of the main control device 101 are various sensors, such as the reel unit 31 (more specifically, a reel index sensor which individually detects when each of the reels 32L, 32M, 32R has made one rotation), a start detection sensor 41a which detects the operation of the start lever 41, stop detection sensors 42a-44a which individually detect the operation of each of the stop switches 42-44, an inserted medal detection sensor 45a which detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a which detects medals paid out from the hopper device 51, credit insertion detection sensors 56a-58a which individually detect the operation of each of the credit insertion switches 56-58, a settlement detection sensor 59a which detects the operation of the settlement switch 59, a reset detection sensor 72a which detects the operation of the reset switch 72, and a setting key detection sensor 73a which detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0049] A power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power failure monitoring circuit 91b, and the like.
[0050] The power failure monitoring circuit 91b monitors the power supply cut-off state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 71. For this reason, the power failure monitoring circuit 91b is configured to monitor the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes a power failure process described later. The power failure signal is also supplied to the display control device 81.
[0051] The power supply unit 91a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in a control system such as the main control device 101, even if the output voltage drops below 10 volts. The time for which this stabilized voltage is output is ensured to be long enough for the main control device 101 to execute power outage processing.
[0052] The output side of the main control device 101 is connected via an input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins paid out display unit 62, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.
[0053] The display control device 81 is a control device for driving the upper lamps 63, the speaker 64, and the auxiliary display unit 65, and is provided with a board on which a CPU, a ROM, a RAM, and the like for driving these are integrated. After receiving a signal from the main control device 101, the display control device 81 independently drives and controls the upper lamps 63, the speaker 64, and the auxiliary display unit 65. Therefore, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that comprehensively manages the game. Note that the display control device 81 may also be configured to drive and control the various display units 60 to 62.
[0054] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and various counters such as a credit counter that counts the number of credits, as well as various processing circuits required for the slot machine 10, including an interrupt circuit, a timer circuit, and a data transmission / reception circuit, not shown, as is well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing the various processes shown in the flowcharts of Figures 11 to 30 are stored in the above-mentioned ROM 105 as part of the control programs.
[0055] The RAM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply of the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, a state information storage area 106c for storing game states such as the BB state, and a section information storage area 106d for storing game sections.
[0056] As shown in FIG. 10(a), the status information storage area 106c includes a game status flag storage area for storing a flag indicating the game status, a next flag storage area for storing a flag indicating the next game status, a remaining payout number counter for counting the remaining number of medals that can be paid out during the BB state, and an RT game number counter for counting the number of games in the RT state.
[0057] As shown in Figure 10 (b), the interval information storage area 106d is provided with a play interval flag storage area for storing a flag indicating a play interval, a play mode flag storage area for storing a flag indicating a play mode, a transition flag storage area for storing a transition flag, an exception flag storage area for storing an exception flag, a ceiling flag storage area for storing a ceiling flag, an notified flag storage area for storing an notified flag, an end flag storage area for storing an end flag, an interval game number counter for counting the number of games in the advantageous interval, a mode game number counter for counting the number of games in the notified mode, and a difference number counter for counting the difference number of coins in the advantageous interval.
[0058] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 11) when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.
[0059] Furthermore, a power failure signal is input from a power failure monitoring circuit 91b to an NMI terminal (non-maskable interrupt terminal) of the CPU 102 when the power is cut off due to a power failure or the like. When the power is cut off, an NMI interrupt process is immediately executed as a power failure flag generation process.
[0060] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, that is, timer interrupt process and normal process performed in the main process will be described with reference to the flowcharts of Figs. 11 to 30.
[0061] FIG. 11 is a flowchart of a timer interrupt process that is periodically executed by the main control device 101. A timer interrupt is generated by the CPU 102 of the main control device 101, for example, every 1.49 msec.
[0062] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in the normal process described later are saved to a backup area in the RAM 106. In step S102, it is confirmed whether or not the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where the power outage process is executed.
[0063] Here, the power outage process will be outlined.
[0064] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes an NMI interrupt process and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0065] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of the RAM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value for judging whether the data in the RAM 106 is normal or not when the power failure is resolved is calculated and stored in the backup area, thereby prohibiting subsequent access to the RAM. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether a power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted, the power failure flag is reset, and the process is returned to the timer interrupt process. If the power failure signal continues to be output, the infinite loop is entered as it is. Incidentally, even under the infinite loop, a check is made to see whether the power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.
[0066] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.
[0067] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are reel drive motors for spinning each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 9) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step S108, a timer subtraction process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.
[0068] In step S110, a command output process is performed to transmit various commands such as a lottery result command to the display control device 81. In step S111, a segment data setting process is performed to set segment data to be displayed in the credit display unit 60, the remaining number of coins to be paid display unit 61, and the number of coins to be paid display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60 to 62 and display corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0069] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0070] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the game waits until the display control device 81 and the like finishes initialization. When the initialization of the display control device 81 and the like finishes, a game management process shown in steps S203 to S215 is performed.
[0071] As part of the game management process, in step S203, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.
[0072] In the start waiting process, it is determined whether or not a re-play winning has been established in the previous game. If a re-play winning has been established, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if a re-play winning has been established in the previous game, the player can play the current game without reducing the number of medals he owns and without inserting medals. If a re-play winning has not been established, a sensor abnormality confirmation process is performed to check whether or not an abnormality has occurred in the sensor reading result performed in the sensor monitoring process step S107 of the timer interrupt process, and if an abnormality has occurred, an abnormality occurrence process is performed to put the slot machine 10 into an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether or not the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a medal return process is performed to pay out medals in the same number as the credited virtual medals. After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.
[0073] After the start waiting process is completed, in step S205, it is determined whether or not the number of medals bet has reached a specified number. In this slot machine 10, the specified number is set to "3". If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out. If the number of medals bet has reached the specified number, in step S206, it is determined whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out.
[0074] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals have been bet. In such a case, an effective line setting process is performed in step S207 to set the middle line L2 as an effective line, and the medal passage switching solenoid 46a is switched to a non-excited state in step S208 to prohibit betting. After that, the lottery process in step S209, the reel control process in step S210, the medal payout process in step S211, the RT state process in step S212, the BB state process in step S213, the game section process in step S214, and the performance instruction process in step S215 are executed in this order, and then the process returns to step S203.
[0075] Next, the lottery process in step S209 will be described with reference to the flowchart in FIG.
[0076] In step S301, a random number used to determine whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuitry in the RAM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The hardware circuitry of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0077] After obtaining the random number, in step S302, a lottery table for determining whether or not a winning combination has been achieved is selected. The slot machine 10 has five game states: a normal game state, an RT1 state, an RT2 state, an RT3 state, and a BB state. In step S302, the current game state of the slot machine 10 is determined based on the game state flag set in the state information storage area 106c, and a lottery table corresponding to the game state is selected. In addition, in the slot machine 10, six winning probabilities from "Setting 1" to "Setting 6" are prepared in advance, and the internal processing can be set based on which winning probability by inserting a setting key into the setting key insertion hole, turning it ON, and performing a predetermined operation. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.
[0078] The lottery table will be briefly explained. In the lottery table, index values IV are set, and each index value IV is uniquely associated with a winning combination and a point value PV is set. Figure 14 is a table showing the correspondence between each index value IV and a winning combination, and the correspondence between each index value IV and a point value PV in each game state of "setting 3".
[0079] After the lottery table is selected, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV used when judging the winning or losing of a hand is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (1) is added to this random number value to set a new judgment value DV.
[0080] Then, in step S305, a win / loss judgment is made for the combination corresponding to the index value IV. In the win / loss judgment for the combination, it is judged whether the judgment value DV exceeds 65535. If it exceeds 65535, the process proceeds to step S306, and a win flag corresponding to the index value IV at that time is set in the win flag storage area 106a of the RAM 106. For example, if the judgment value DV exceeds 65535 when IV=5, in step S306, a win flag indicating that the center, right, left bell has been won is set in the win flag storage area 106a.
[0081] Incidentally, if the set winning flag is not a winning flag indicating that BB1 has been won, a winning flag indicating that BB2 has been won, or a winning flag indicating that BB3 has been won (hereinafter, these are collectively referred to as "BB winning flags"), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see S203 in the normal process). On the other hand, the BB winning flag is reset on the condition that the corresponding BB winning is established. That is, the BB winning flag may be valid over multiple games. However, only one BB winning flag is valid, and for example, if the judgment value DV exceeds 65535 when IV=13 in a situation where the BB1 winning flag is set, the BB3 winning flag is not set and the winning is invalidated. Similarly, for example, if the judgment value DV exceeds 65535 when IV=11 in a situation where the BB1 winning flag is set, the second BB1 winning flag is not set and the winning is invalidated. When the BB winning flag is set and the judgment value DV exceeds 65535 when IV=1 to 10, the winning flag corresponding to the winning role is set. In other words, although an event in which multiple BBs are won does not occur, an event in which both BB and replay are won, and an event in which both BB and small roles are won do occur.
[0082] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and in the following step S308, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a target for which a win / loss judgment should be made. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for which a win / loss judgment should be made, the process returns to step S304, and the judgment of the hand is continued. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the hand is judged to be a win / loss based on the judgment value DV.
[0083] Incidentally, when the winning / losing of the combination is judged using the lottery table shown in Fig. 14, in the normal game state, the probability of winning the replay is about 1 in 7.3, the probability of winning the left-center-right bell, the left-center-right bell, the center-left-right bell, the center-right-left bell, the center-right-left bell, the right-left-center bell, and the right-center-left bell are each about 1 in 9.0, the probability of winning the common bell is about 1 in 6600, the probability of winning the watermelon and the cherry are each about 1 in 50, the probability of winning BB1 is about 1 in 17, the probability of winning BB2 is about 1 in 33, and the probability of winning BB3 is about 1 in 100. The probability of losing none of the combinations is about 1 in 18 if the BB winning flag is not carried over, and about 1 in 6.4 if the BB winning flag is carried over.
[0084] After the winning flag is set in step S306, or when it is determined in step S308 that there is no target to be determined, it means that the judgment of the winning or losing of the role has been completed. In such a case, the process proceeds to step S309, and a section lottery process related to the transition of the game section is performed. In step S310, a lottery result command is set. Here, the lottery result command is a command sent to the display control device 81 to allow the display control device 81 to grasp various results performed in this lottery process, specifically, the result of the winning or losing judgment of the role and the lottery result in the section lottery process. However, in normal processing, various commands such as the lottery result command are only set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output process S110 of the timer interrupt process described above.
[0085] Then, in step S311, a stop information setting process is performed to set stop information for reel stop control, and the lottery process is terminated. In the stop information setting process, if multiple roles among the small role, replay, and BB roles are won, the stop information is set in the order of priority shown below. If the small role and BB are won, the stop information is set so that the small role win is given priority, and if the small role win cannot be won, the BB win is won. If the replay and BB are won, the stop information is set so that the replay win is given priority.
[0086] Next, the reel control process in step S210 will be described with reference to the flowchart in FIG.
[0087] In the reel control process, first, in step S401, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0088] In the spin start process, it is confirmed whether a predetermined wait time (about 4.1 seconds in this embodiment) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area provided in the RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process S106 of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning. For this reason, even if the player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, and 32R may not start spinning immediately. After that, the process waits until each of the reels 32L, 32M, and 32R spins at a constant speed at a predetermined speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 notifies the player, etc. that it is possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.
[0089] Following the spin start process, in step S402, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 has been operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S403, where it is determined whether or not the stop switch corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been generated. If a stop command has not been generated, the process returns to step S402, where it waits until any of the stop switches 42 to 44 has been operated. If a stop command has been generated, a stop command command is set in step S404. Here, the stop command command is a command transmitted to the display control device 81 to allow the display control device 81 to know which stop switch has been operated to generate the stop command. If the stop command command has been set, the stop control process shown in steps S405 to S411 is performed to stop the spinning reel.
[0090] In step S405, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the following step S406, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step S406, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step S407, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step S408, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed in step S409 to stop the rotation of the reel. After that, in step S410, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S411, and the process returns to step S402.
[0091] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the winning flag that has been set and the stop results of the stopped reels. In this slot machine 10, when any of the left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-left-center bell, and right-center-left bell is won, the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0092] Each of the roles of left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-left-center bell, and right-center-left bell is a role that wins both a bell and a plurality of compensation roles. For example, when the left-center-right bell wins, the stop information is set so that the bell win is established when the stop switches 42-44 are operated in the order of left → center → right, and the stop information is set so that the compensation role win is established when the stop switches 42-44 are operated in the order of other operations. Similarly, when the right-center-left bell wins, the stop information is set so that the bell win is established when the stop switches 42-44 are operated in the order of right → center → left, and the stop information is set so that the compensation role win is established when the stop switches 42-44 are operated in the order of other operations.
[0093] Here, the arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44, and an active line is set in the middle of each of the reels 32L, 32M, and 32R. Therefore, when the interval between the same symbols is four symbols or less, the winning symbol can be stopped on the active line when it becomes a winning symbol regardless of the timing of the operation of the stop switches 42 to 44. On each of the reels 32L, 32M, and 32R, as shown in FIG. 6, the "watermelon", "bell" and "replay" symbols are arranged so that the interval between the same symbols is four symbols or less. Therefore, when the above symbols become a winning symbol, the winning symbol can be stopped on the active line regardless of the timing of the operation of the stop switches 42 to 44. On the other hand, the "cherry", "red 7", "white 7", "star" and "BAR" symbols are arranged so as to form intervals that are spaced apart by more than the above interval, so that the player must operate the stop switches 42-44 while aiming at the symbols in order to stop them on the winning line. More specifically, when the stop information is set to achieve any of the cherry, BB1, BB2 and BB3 wins, the player must operate the stop switches 42-44 while aiming at the symbols. Also, when the stop information is set to achieve the compensation win, the player must operate the stop switches 42-44 at a predetermined timing.
[0094] In the following, winning any of the following bells is referred to as a push order bell win, and the winning flag that is set at this time is also referred to as a push order bell winning flag.
[0095] Returning to the description of the reel control process, if it is determined in step S410 that all the reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step S412. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. When the payout determination process is completed, in step S413, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control process is completed.
[0096] Next, the medal payout process in step S211 will be outlined.
[0097] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it was determined in the previous payout determination process that a small winning combination was not established. In such a case, it is determined whether a replay winning combination was established based on the winning combination set in the payout determination process. If a replay winning combination was not established, the medal payout process is terminated as it is, and if a replay winning combination was established, the replay setting process is performed and the medal payout process is terminated. In addition, in the start waiting process S204 described above, if it is determined that the replay setting process has been performed, the automatic insertion process is performed.
[0098] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the count value of the credit counter has not reached the upper limit (the number of medals stored is 50), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. When the count value of the credit counter has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals is also performed. In addition, when the current game state is the BB state, a process of subtracting the payout number from the value of the remaining payout number counter, and a process of subtracting the remaining payout number displayed on the remaining payout number display unit 61 are performed.
[0099] Next, the RT state processing in step S212 will be described with reference to the flowchart of FIG.
[0100] In step S501, it is determined whether the current gaming state is an RT state, and if it is not an RT state, this process is terminated. If the current gaming state is an RT state, the process proceeds to step S502, and 1 is added to the value of the RT game number counter provided in the state information storage area 106c. In step S503, it is determined whether the value of the RT game number counter is 999, and if it is not 999, this process is terminated. If the value of the RT game number counter is 999, in step S504, the gaming state flag stored in the state information storage area 106c is changed to a general gaming flag, and this process is terminated.
[0101] When the general game flag is set in step S504, the game state transitions to the general game state. Then, in step S302 of the lottery process, it is determined that the current game state is the general game state based on the general game flag being set in the state information storage area 106c, and a lottery table for the general game state is selected.
[0102] Next, the BB state processing in step S213 will be described with reference to the flowchart of FIG.
[0103] First, in step S601, it is determined whether or not the BB winning flag is set. If the BB winning flag is set, the process proceeds to step S602, and it is determined whether or not the BB winning has been achieved based on the winning combination set in the previous payout determination process. If the BB winning has been achieved, the process proceeds to step S603, and it is determined whether or not the achieved BB winning is the BB1 winning. If the BB1 winning has been achieved, the process proceeds to step S604, and a first flag is set in the next flag storage area provided in the state information storage area 106c. If the achieved BB winning is not the BB1 winning, the process proceeds to step S605, and it is determined whether or not the BB2 winning has been achieved. If the BB2 winning has been achieved, the process proceeds to step S606, and a second flag is set in the next flag storage area. If the achieved BB winning is not the BB2 winning, this means that the BB3 winning has been achieved, and therefore a third flag is set in the next flag storage area in step S607.
[0104] When the next flag is set, the BB win flag set in the win flag storage area 106a of the RAM 106 is cleared in step S608, and the game state flag stored in the state information storage area 106c is changed to the BB flag in step S609. In step S610, the remaining payout counter provided in the state information storage area 106c is set to 179, and the remaining payout number display unit 61 is made to display 179. By carrying out the processes of steps S608 to S610, the game state is shifted to the BB state. Then, in step S302 of the lottery process, it is determined that the current game state is the BB state based on the fact that the BB flag is set in the state information storage area 106c, and a lottery table for the BB state is selected.
[0105] The lottery table for the BB state will be briefly explained. In the lottery table for the BB state, as shown in Fig. 14, the index value IV = 2 to 7 which is the winning of the push order bell, the index value IV = 8 which is the winning of the common bell, and the point value PV which is not 0 are set. Therefore, in the BB state, the probability of winning the push order bell is about 1 in 1.1, the probability of winning the common bell is about 1 in 6600, and the probability of losing is about 1 in 12.
[0106] Returning to the explanation of the BB state processing, if it is determined in step S601 that the BB hit flag is not set, or if it is determined in step S602 that the BB win has not been achieved, BB state processing 2 is performed in step S612.
[0107] In the BB state process 2, as shown in the flowchart of FIG. 18, in step S701, it is determined whether the current game state is the BB state. If the current game state is not the BB state, this process is terminated as it is, and if the current game state is the BB state, the process proceeds to step S702, where it is determined whether the value of the remaining payout counter has become 0. If the value of the remaining payout counter has not become 0, this process is terminated as it is. If the value of the remaining payout counter has become 0, this means that the BB state termination condition has been established, so the process proceeds to step S703, where it is determined whether the set next flag is the first flag. If the first flag is set, this means that the BB state termination condition based on the establishment of the BB1 winning has been established, so in step S704, the game state flag is changed to the RT1 flag, and the BB state is terminated. If the first flag is not set, the process proceeds to step S705, where it is determined whether the set next flag is the second flag. If the second flag is set, this means that the BB state termination condition based on the BB2 winning has been met, so in step S706 the game state flag is changed to the RT2 flag and the BB state is terminated. If the third flag is set instead of the first or second flag, this means that the BB state termination condition based on the BB3 winning has been met, so in step S707 the game state flag is changed to the RT3 flag and the BB state is terminated. If the game state flag has been changed, the next flag is cleared in step S708, and the value of the RT game number counter is reset to 0 in step S709, and this process is terminated.
[0108] When the RT1 flag is set in step S704, the game state transitions to the RT1 state, when the RT2 flag is set in step S706, the game state transitions to the RT2 state, when the RT3 flag is set in step S707, the game state transitions to the RT3 state. Then, in step S302 of the lottery process, it is determined that the current game state is the RT state based on whether any one of the RT1 flag to the RT3 flag is set in the state information storage area 106c, and a lottery table for the RT state is selected.
[0109] The lottery table for the RT state will be briefly explained. As shown in FIG. 14, the lottery table for the RT state is only 1 higher than the lottery table for the general game state in that the point value PV of IV=1, which is a win for replay, is higher by 1. Therefore, whether the state is changed to the RT1 state, the RT2 state, or the RT3 state, the probability of winning the replay is only about 1 in 66,000 higher than the general game state. Also, there is no difference in the probability of winning a combination in each RT state of the RT1 state, the RT2 state, and the RT3 state.
[0110] Returning to the explanation of the BB state processing, when the remaining payout counter is set to 179 in step S610, and when the BB state processing 2 is performed in step S612, a state command is set in step S611, and this processing is terminated. Here, the state command is a command sent to the display control device 81 to allow the player to grasp the game state at the time of the end of the game (i.e., the game state of the next game), and in step S611, a state command corresponding to the game state flag set in the state information storage area 106c is set.
[0111] Here, the flow of transition of game states will be explained.
[0112] When the game state is the BB state, the BB state ends and the game state transitions to the RT state when the number of medals paid out in the BB state reaches 179. At this time, if the BB state is based on the establishment of a BB1 winning, the game state transitions to the RT1 state, if the BB state is based on the establishment of a BB2 winning, the game state transitions to the RT2 state, and if the BB state is based on the establishment of a BB3 winning, the game state transitions to the RT3 state.
[0113] The RT1, RT2 and RT3 states end when 999 plays have been played in the corresponding RT state or when a BB win has been achieved. When 999 plays have been played, the game state transitions to the normal game state, and when a BB win has been achieved, the game state transitions to the BB state.
[0114] The general gaming state ends when a BB winning occurs. When a BB winning occurs, the gaming state transitions to the BB state.
[0115] In this slot machine 10, the main control unit 101 manages five types of game states, namely, general game state, RT1 state, RT2 state, RT3 state, and BB state, and also manages two types of game zones, namely, normal zone and advantageous zone.
[0116] Here, the gaming area will be outlined with reference to FIG.
[0117] The normal zone is a game zone in which a lottery can be held to determine whether or not to move to the advantageous zone. In the normal zone, if the push order bell is won, the operation order of the stop switches 42 to 44 is not announced. If the lottery for moving to the advantageous zone is won, the game zone moves to the advantageous zone.
[0118] The normal section corresponds to each of the game states of the general game state, the RT1 state, the RT2 state, the RT3 state, and the BB state. In the normal section, the operation sequence of the stop switches 42 to 44 is not notified, so if the game state at that time is the general game state, the RT1 state, the RT2 state, or the RT3 state (hereinafter, these are also collectively referred to as the "non-BB state"), a decrease of about 1.2 medals is expected for each game played. If the game state at that time is the BB state, a decrease of about 1.2 medals is expected for each game played, as in the case of the non-BB state.
[0119] The advantageous zone is a game zone in which the operation order of the stop switches 42 to 44 can be notified when the push order bell is won. In other words, the advantageous zone is a game zone that is more advantageous to the player than the normal zone in that the operation order can be notified. The advantageous zone is composed of two game modes, a chance mode and a notification mode. When the player wins the lottery for moving to the advantageous zone in the normal zone, the player moves to the chance mode of the advantageous zone. When 1500 games are played in the advantageous zone, or when the difference in the number of coins in the advantageous zone reaches 2400, the advantageous zone ends regardless of the game mode at that time. When the difference in the number of coins in the advantageous zone reaches 2400, more specifically, when the increase in the number of coins owned by the player in the advantageous zone reaches 2400 without becoming 0, in other words, when the difference in the number of coins from the base point when the number of coins owned by the player in the advantageous zone is the lowest reaches 2400.
[0120] The chance mode is a game mode in which a transition lottery is held to determine whether or not to transition to the notification mode. The chance mode ends when the transition lottery is won or when the value of the RT game number counter in the chance mode reaches a predetermined value. When the transition lottery is won, the mode transitions to the notification mode, and when the value of the RT game number counter in the chance mode reaches a predetermined value, not only the chance mode but also the advantageous zone ends and transitions to the normal zone. In the chance mode, as in the normal zone, when the push order bell is won, the operation order of the stop switches 42 to 44 is not notified. Therefore, in the chance mode, regardless of the game state at that time, a decrease of about 1.2 medals is expected for each game played.
[0121] The notification mode is a game mode in which the operation sequence of the stop switches 42-44 is notified when the push order bell is won. The notification mode ends when the BB state to which the game was switched under the notification mode ends. More specifically, the transition from the chance mode to the notification mode is performed under a non-BB state. When a predetermined number of games are played under a non-BB state, the winning BB symbol is notified. When a player operates the stop switches 42-44 aiming at the winning BB symbol and achieves a BB win, the game state transitions to the BB state under the notification mode. When the BB state ends, not only the notification mode but also the advantageous zone ends and transitions to the normal zone. In the notification mode, the operation sequence of the stop switches 42-44 is notified when the push order bell is won. Therefore, in the notification mode, in the non-BB state, an increase of about 3.5 medals is expected for each game, and in the BB state, an increase of about 5.2 medals is expected for each game.
[0122] As described above, the slot machine 10 has a game feature in which the number of owned medals is increased by playing in the notification mode.
[0123] In the following, various processes performed by the main control device 101 when managing game zones will be explained with reference to the flowcharts in Fig. 20 and onwards. For ease of understanding, various processes performed by the main control device 101 in each game zone will be explained individually.
[0124] First, the process in the normal section will be described.
[0125] 20 is a flowchart showing the section lottery process. The section lottery process is a process performed after the winning / losing judgment of the winning combination is completed in the lottery process (step S309, see FIG. 13), and is performed at the start of the game.
[0126] In step S801, it is determined whether or not the BB winning flag is set, and if the BB winning flag is not set, this process is terminated as it is. If the BB winning flag is set, the process proceeds to step S802, and it is determined whether or not a winning flag other than the BB winning flag is set. If a winning flag other than the BB winning flag is not set, this process is terminated as it is. If a winning flag other than the BB winning flag is set, that is, if a winning combination is won while the BB winning flag is carried over, this means that the lottery for transition to the advantageous zone has been won, so in step S803, a transition flag is set in the zone information storage area 106d, and this process is terminated.
[0127] 21 is a flowchart showing the game section process. The game section process is a process (step S214, see FIG. 12) that is performed after the BB state process is completed, and is performed at the end stage of the game.
[0128] In step S901, it is determined whether or not the BB win has been achieved. If the BB win has not been achieved, the process proceeds to step S902, where it is determined whether or not the transition flag has been set. If the transition flag has been set, this means that the transition lottery has been won in the current game. In this case, the advantageous zone transition process shown in steps S903 to S909 is performed.
[0129] In the advantageous zone transition process, the transition flag is cleared in step S903. In step S904, an advantageous flag is set in the game zone flag storage area of the zone information storage area 106d, and the game zone is set as an advantageous zone. In step S905, the zone game number counter provided in the zone information storage area 106d is set to 0, and in step S906, the difference number counter provided in the zone information storage area 106d is set to 0. In step S907, based on the game state flag stored in the state information storage area 106c, it is confirmed whether the current game state is one of the RT1 state to the RT3 state. In step S908, it is confirmed whether the BB winning flag set in the winning flag storage area 106a is one of the BB1 winning flag to the BB3 winning flag. In the following step S909, the game mode is set based on the current game state and the winning BB.
[0130] Specifically, as shown in FIG. 22(a), when the BB1 winning flag is set in the RT1 state, the chance A flag is set in the game mode flag storage area of the section information storage area 106d. When the BB2 winning flag is set in the RT1 state, the chance B flag is set in the game mode flag storage area of the section information storage area 106d. When the BB3 winning flag is set in the RT1 state, the chance C flag is set in the game mode flag storage area of the section information storage area 106d. When the BB1 winning flag is set in the RT2 state, the chance C flag is set in the game mode flag storage area of the section information storage area 106d. When the BB2 winning flag is set in the RT2 state, the chance B flag is set in the game mode flag storage area of the section information storage area 106d. When the BB3 winning flag is set in the RT2 state, the chance A flag is set in the game mode flag storage area of the section information storage area 106d. When the BB1 winning flag is set in the RT3 state, the Chance A flag is set in the game mode flag storage area of the section information storage area 106d. When the BB2 winning flag is set in the RT3 state, the Chance C flag is set in the game mode flag storage area of the section information storage area 106d. When the BB3 winning flag is set in the RT3 state, the Chance B flag is set in the game mode flag storage area of the section information storage area 106d.
[0131] If it is determined in step S901 that the BB winning has been achieved, the process proceeds to step S911, where exception processing is performed.
[0132] In the exception process, as shown in the flowchart of FIG. 23, it is determined whether or not the transition flag is set in step S1001. If the transition flag is set, the process proceeds to step S1002, where the transition flag is cleared. If the transition flag is not set or if the transition flag is cleared in step S1002, the process proceeds to step S1003, where an advantageous flag is set in the game zone flag storage area of the zone information storage area 106d, and the game zone is set as an advantageous zone. In step S1004, the zone game number counter provided in the zone information storage area 106d is set to 0, and in step S1005, the difference number counter provided in the zone information storage area 106d is set to 0. In step S1006, a chance A flag is set in the game mode flag storage area of the zone information storage area 106d. In step S1007, an exception flag is set in the zone information storage area 106d. Then, this process ends.
[0133] Returning to the explanation of the game zone processing, when the advantageous zone transition processing is performed, when it is determined in step S902 that the transition flag is not set, and when the exception processing is performed in step S911, a zone command is set in step S910 and this processing is terminated. Here, the zone command is a command sent to the display control device 81 to allow various information regarding the game zone at the time of the end of the game (i.e., the game zone and game mode of the next game, etc.) to be grasped, and in step S910, a zone command corresponding to the game zone flag, game mode flag, and various counter values set in the zone information storage area 106d is set.
[0134] Next, the processing in the chance mode of the advantageous zone will be explained.
[0135] 24 is a flowchart showing the section lottery process. The section lottery process is a process (step S309, see FIG. 13) that is performed after the winning / losing judgment of the winning combination is completed in the lottery process, and is performed at the start of the game.
[0136] In step S1101, it is determined whether or not a rare combination has been won. In this slot machine 10, watermelon and cherry are set as rare combinations, so in step S1101, it is determined whether or not a watermelon winning flag or a cherry winning flag has been set. If a rare combination has not been won, this process is terminated as it is, and if a rare combination has been won, it proceeds to step S1102, where it is determined whether or not a ceiling flag has been set. If the ceiling flag has not been set, it proceeds to step S1103, where the value of the RT game number counter provided in the state information storage area 106c is confirmed. In step S1104, the transition lottery MAP is referenced.
[0137] 25(a), the transition lottery MAP defines the correspondence between the number of RT games and the winning probability of the transition lottery to the notification mode for each of chance mode A, chance mode B, and chance mode C. In chance mode A, when the number of RT games is 1 to 300, 401 to 500, 601 to 700, or 801 to 900, the winning probability of the transition lottery is low, and when the number of RT games is 301 to 400, 501 to 600, 701 to 800, or 901 to 999, the winning probability of the transition lottery is high. In Chance Mode B, if the number of RT games is 1 to 100, 201 to 300, 401 to 500, 601 to 700, or 801 to 900, the probability of winning the transition lottery is high, and if the number of RT games is 101 to 200, 301 to 400, 501 to 600, 701 to 800, or 901 to 999, the probability of winning the transition lottery is low. In Chance Mode C, if the number of RT games is 1 to 100, the probability of winning the transition lottery is ultra high, and if the number of RT games is 101 to 999, the transition lottery is guaranteed to be won.
[0138] In step S1105, a lottery for transition to the notification mode is performed based on the reference result of the transition lottery MAP, and in step S1106, it is determined whether or not the transition lottery has been won. Incidentally, if the watermelon is won, the probability of winning is about 1 in 10 if the probability is low, about 1 in 3 if the probability is high, and about 1 in 2 if the probability is very high. If the cherry is won, the probability of winning is about 1 in 20 if the probability is low, about 1 in 10 if the probability is high, and about 1 in 3 if the probability is very high. If the transition lottery is not won, this process is terminated as it is, and if the transition lottery is won, a transition flag is set in the section information storage area 106d in step S1107, and this process is terminated. Also, if it is determined in step S1102 that the ceiling flag is set, a transition lottery or the like is not performed, and a transition flag is set in the section information storage area 106d in step S1107, and this process is terminated.
[0139] 26 is a flowchart showing the game section process. The game section process is a process (step S214, see FIG. 12) that is performed after the BB state process is completed, and is performed at the end stage of the game.
[0140] In step S1201, an end determination process is performed.
[0141] In the end determination process, as shown in the flowchart of Fig. 27, in step S1301, 1 is added to the value of the section game number counter, and in step S1302, it is determined whether the value of the section game number counter has reached 1500. If the value of the section game number counter has not reached 1500, the process proceeds to step S1305, where it is determined whether a replay win has been established. If a replay win has not been established, the process proceeds to step S1306, where a difference in number of coins adjustment process is performed to change the value of the difference in number of coins counter.
[0142] In the difference number adjustment process, the number of medal bets (3 in this embodiment) is subtracted from the number of medals paid out in the current game, and the subtraction result is added to the difference number counter. After that, it is determined whether the value of the difference number counter is 0 or more. If the value of the difference number counter is less than 0, the value of the difference number counter is changed to 0 and the difference number adjustment process is terminated, and if the value of the difference number counter is 0 or more, the difference number adjustment process is terminated as it is. Note that the reason that the difference number adjustment process is not performed when a replay win is established is that the result of subtracting the number of medal bets from the number of medals paid out in the current game is 0, so there is no need to perform the difference number adjustment process.
[0143] When it is determined in step S1305 that a replay win has been established, or when the difference number adjustment process has been performed in step S1306, it is determined in step S1307 whether the value of the difference number counter is greater than 2400. When the value of the difference number counter is 2400 or less, this process is terminated.
[0144] If it is determined in step S1302 that the value of the interval game number counter is 1500, or if it is determined in step S1307 that the value of the difference number counter is greater than 2400, the process proceeds to step S1303, where the interval indicator provided in the main control device 101 is turned off. After that, in step S1304, an advantageous interval end process is performed to initialize the interval information storage area 106d, and this process is terminated. In the advantageous interval end process, various flags set in the interval information storage area 106d, such as advantageous flags, are cleared, and the values of various counters provided in the interval information storage area 106d, such as the interval game number counter, are cleared to 0. When the advantageous interval end process is performed, the game interval transitions from the advantageous interval to the normal interval.
[0145] Returning to the explanation of the game zone processing, in step S1202, it is determined whether the current game zone is an advantageous zone or not. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone end processing has been performed in the end determination processing in step S1201, so after setting the zone command in step S1208, this processing is terminated.
[0146] If the current game zone is the advantageous zone, the process proceeds to step S1203, where it is determined whether or not the transition flag is set. If the transition flag is set, this means that the lottery for transition to the notification mode has been won, so the transition flag is cleared in step S1204, and notification mode transition processing shown in steps S1205 to S1207 is performed. In the notification mode transition processing, the game mode flag stored in the game mode flag storage area is changed to a notification flag in step S1205. In step S1206, the mode game number counter provided in the zone information storage area 106d is set to 30. In step S1207, the zone indicator provided in the main control device 101 is turned ON. Although a detailed description is omitted, the zone indicator is provided in a position that can be seen from the front side when the front door 12 is opened, and the manager of the game center or the like can grasp whether or not the current game zone is in the notification mode of the advantageous zone by the lighting status of the zone indicator. When the notification mode transition process is completed, a section command is set in step S1208, and this process ends.
[0147] If it is determined in step S1203 that the transition flag is not set, the process proceeds to step S1209 to determine whether or not an exception flag is set. If the exception flag is not set, end determination process 2 is performed in step S1210, and a section command is set in step S1208, and this process ends. If the exception flag is set, end determination process 2 is not performed, and a section command is set in step S1208, and this process ends.
[0148] In the end judgment process 2, as shown in the flowchart of FIG. 28, in step S1401, it is judged whether the value of the RT game number counter provided in the state information storage area 106c has reached 100n (n is a natural number). If the value of the RT game number counter has reached 100n, the process proceeds to step S1402, where the transition lottery MAP is referenced. In step S1403, it is judged whether the winning probability of the transition lottery to the notification mode is not low. If the winning probability of the transition lottery to the notification mode is not low, in step S1404, an advantageous zone end process is performed to initialize the zone information storage area 106d, and this process is terminated.
[0149] If it is determined in step S1401 that the value of the RT game number counter is not 100n, the process proceeds to step S1405, where it is determined whether or not the value of the RT game number counter is 999. If the value of the RT game number counter is 999, it is determined in step S1406 whether or not the ceiling flag is set. If the ceiling flag is not set, the ceiling flag is set in the section information storage area 106d in step S1407.
[0150] If it is determined in step S1403 that the probability of winning the lottery for transition to the notification mode is low, if it is determined in step S1405 that the value of the RT game number counter is not 999, if it is determined in step S1406 that the ceiling flag is set, or if the ceiling flag is set in step S1407, the process proceeds to step S1408 to determine whether or not a BB win has been achieved. If a BB win has not been achieved, the process ends as it is, and if a BB win has been achieved, the game mode flag stored in the game mode flag storage area is changed to a chance A flag in step S1409, and an exception flag is set in the section information storage area 106d in step S1410, and the process ends.
[0151] Next, the processing in the advantageous zone notification mode will be explained.
[0152] 29 is a flowchart showing the section lottery process. The section lottery process is a process (step S309, see FIG. 13) that is performed after the winning / losing judgment of the winning combination is completed in the lottery process, and is performed at the start of the game.
[0153] In step S1501, it is determined whether or not the already-announced flag is set, and if the already-announced flag is set, this process is terminated. If the already-announced flag is not set, the process proceeds to step S1502, where it is determined whether or not the rare combination is won. If the rare combination is won, the process proceeds to step S1503, where a lottery is performed for the number of additional games to increase the number of games that can be played in the announcement mode. In step S1504, a value corresponding to the result of the lottery for the number of additional games is added to the mode game number counter. Then, this process is terminated. If it is determined in step S1502 that the rare combination is not won, the process proceeds to step S1505, where it is determined whether or not the push order bell is won. If the push order bell is won, the operation sequence of the stop switches 42 to 44 that can achieve the bell winning is notified in step S1506, and this process is terminated. If it is determined in step S1505 that the push order bell is not won, the process proceeds to step S1507, where it is determined whether or not only the BB is won. If only the BB has been won, a warning is issued in step S1508, and then this process is terminated. Here, the warning is a warning to reduce the chance that the player will win the BB win under a situation in which the BB win should not be achieved. The manner of the warning is arbitrary, but in this slot machine 10, a warning sound is output when two winning BB symbols stop side by side. If a negative determination is made in step S1507, that is, if the BB and another role such as a replay have been won, this process is terminated.
[0154] 30 is a flowchart showing the game section process. The game section process is a process performed after the BB state process is completed (step S214, see FIG. 12), and is performed at the end of the game.
[0155] In step S1601, the above-mentioned end determination process is performed.
[0156] In step S1602, it is determined whether the current game zone is an advantageous zone or not. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone end process has been performed in the end determination process of step S1601, so after setting the zone command in step S1609, this process is terminated.
[0157] If the current game zone is the advantageous zone, the process proceeds to step S1603 to determine whether or not the BB win has been achieved. If the BB win has not been achieved, the process proceeds to step S1604 to determine whether or not the end flag has been set. If the end flag has not been set, the process subtracts 1 from the value of the mode game number counter in step S1605, and determines whether or not the value of the mode game number counter has become 0 in step S1606. If the value of the mode game number counter has not become 0, the process ends after setting a zone command in step S1609. If the value of the mode game number counter has become 0, this means that the end condition of the notification mode in the non-BB state has been achieved, so the winning BB is notified in step S1607, and the notification completion flag is set in the zone information storage area 106d in step S1608. After that, the zone command is set in step S1609, and the process ends.
[0158] If it is determined in step S1603 that the BB win has been achieved, this means that the mode has been changed to the notification mode under the BB state, so in step S1610, an end flag is set in the section information storage area 106d. After that, in step S1609, a section command is set, and this process ends.
[0159] If it is determined in step S1604 that the end flag is set, it means that the current game mode is the notification mode in the BB state. In this case, the process proceeds to step S1611 to determine whether the BB state has ended. If the BB state has not ended, it means that the notification mode in the BB state will continue, so a section command is set in step S1609 and this process ends. On the other hand, if the BB state has ended, it means that the end condition of the notification mode in the BB state has been established, so in step S1612, the section indicator is turned off, and in step S1613, a favorable section end process is performed to initialize the section information storage area 106d. After that, in step S1609, a section command is set, and this process ends.
[0160] Here, the playability of the slot machine 10 will be described.
[0161] In this slot machine 10, the probability of winning BB1 is about 1 in 17, the probability of winning BB2 is about 1 in 33, and the probability of winning BB3 is about 1 in 100. The probability of winning any of the BBs is about 1 in 10. Therefore, in this slot machine 10, there is a very high probability of winning any of the BBs.
[0162] In the BB state, the probability of winning the push order bell is about 1 in 1.1, the probability of winning the common bell is about 1 in 6600, and the probability of losing is about 1 in 12. Although detailed explanation is omitted, if the operation sequence of the stop switches 42 to 44 is not notified in a game in which the push order bell is won, the probability of winning the bell is 1 in 6, the probability of winning the compensation role is 5 in 12, and the probability of winning neither is 5 in 12. Therefore, when the BB state is shifted to a situation in which the operation sequence of the stop switches 42 to 44 is not notified, that is, in a situation in which the mode is not in the notification mode, a decrease of about 1.2 medals is expected for each game. On the other hand, when the BB state is shifted to the notification mode, an increase of about 5.2 medals is expected for each game. Therefore, in the slot machine 10, when any BB is won, it is desirable to carry over the BB winning flag at least until the mode is shifted to the notification mode, and not to achieve the BB winning.
[0163] When a BB win occurs in the notification mode and the BB state associated with the BB win ends, the notification mode and the advantageous zone end and the normal zone is entered (step S1613, see FIG. 30). At this time, if the BB state that ended is based on the BB1 win, the RT1 state is entered, if the BB state that ended is based on the BB2 win, the RT2 state is entered, and if the BB state that ended is based on the BB3 win, the RT3 state is entered (steps S704, S706, S707, see FIG. 18).
[0164] The RT1, RT2, and RT3 states are configured so that there is no difference in the winning probability of each role, as shown in Figure 14. In these RT states, if none of the BBs have been won, there is a probability of about 1 in 1.1 of winning some role, and if any of the BBs have been won, there is a probability of about 1 in 1.2 of winning some role.
[0165] In the normal zone, if you win any role while the BB winning flag is carried over, you will win the lottery to move to the advantageous zone. The probability of winning any BB is about 1 in 10. Therefore, the first normal zone that is moved to based on the end of the BB state in the notification mode will continue for about 11 (= 10 + 1) games.
[0166] When the normal zone is switched to the favorable zone, the chance mode is started. The chance mode that is started at this time changes depending on the RT state at that time and the BB winning flag that is set, as shown in Figure 22 (a). For example, when the RT state at that time is the RT1 state, if the BB1 winning flag is set, the chance mode starts from chance mode A, if the BB2 winning flag is set, the chance mode starts from chance mode B, and if the BB3 winning flag is set, the chance mode starts from chance mode C.
[0167] The chance mode ends when the lottery for transition to the notification mode is won (step S1203, see FIG. 26) or when the state in which the probability of winning the transition lottery is high (hereinafter also referred to as "high probability state") or ultra-high probability (hereinafter also referred to as "ultra-high probability state") ends (see FIG. 25, FIG. 28). Here, as shown in FIG. 25(a), each of the chance modes A, B, and C has a different number of RT games set for the high probability state or ultra-high probability state. Therefore, the end time of the first favorable zone (hereinafter also referred to as "favorable zone 1") changes depending on the chance mode in which the player is staying if the lottery for transition to the notification mode is not won. Specifically, in the case of chance mode A, the favorable zone 1 ends at the 400th game, and in the case of chance mode B or C, the favorable zone 1 ends at the 100th game.
[0168] If the advantageous zone ends without transitioning to the notification mode, the BB winning flag remains set because the BB winning has not been achieved. Therefore, in the second and subsequent normal zones, there is a probability of about 1 in 1.2 that some role will be won, and the game will end in about one game.
[0169] Since there is no change in the type of winning BB in the second advantageous zone (hereinafter also referred to as "advantageous zone 2") and the subsequent advantageous zones, the advantageous zone will transition to the same chance mode as the chance mode transitioned to in advantageous zone 1. If the player does not win the lottery for transition to the notification mode, as shown in FIG. 25(b), the advantageous zone will end at the 600th and 800th games in chance mode A, at the 300th, 500th, 700th, and 900th games in chance mode B, and at the 200th, 300th, 400th, 500th, 600th, 700th, 800th, and 900th games in chance mode C.
[0170] When the value of the RT game number counter reaches 999 as a result of continuously missing the lottery for switching to the notification mode in chance mode A or chance mode B, the game state switches from any RT state to the general game state (see FIG. 16), and the ceiling flag is set (step S1407, see FIG. 28). By setting the ceiling flag, if a rare combination is won in the 1000th game or later after switching to the RT state, the lottery for switching to the notification mode will be won (see FIG. 24). As shown in FIG. 14, the probability of winning a rare combination is about 1 in 25, so that the probability of winning the lottery for switching to the notification mode is about 1 in 25 in the 1000th game or later after switching to the RT state.
[0171] If the player wins the lottery to switch to the notification mode in the chance mode, the game will switch from the chance mode to the notification mode (see FIG. 26). When the game switches to the notification mode, the operation sequence of the stop switches 42-44 that can achieve the bell winning if the push order bell is selected is notified, so that the player can expect an increase of about 3.5 medals per game regardless of whether the game is in the RT1, RT2, RT3, or general game mode. The notification mode in such a non-BB state will continue for (30+A) games. A is the number of additional games added when a rare combination is won (see FIG. 29).
[0172] Here, the advantageous zone also ends when 1500 games are played in the advantageous zone, or when the difference in number of coins reaches 2400 (see FIG. 27). In the non-BB state under the notification mode, it takes about 686 (=2400 / 3.5) games to reach the difference in number of coins 2400. The longest number of games in the chance mode is (400-B) games in the advantageous zone 1 of the chance mode A, as shown in FIG. 25(b). B is the number of games stayed in the first normal zone. Therefore, in the slot machine 10, the frequency of the advantageous zone ending when 1500 games are played and the frequency of the advantageous zone ending when the difference in number of coins reaches 2400 are compared, the frequency of the advantageous zone ending when the difference in number of coins reaches 2400 is higher. In other words, in the slot machine 10, it can be said that a sufficient number of games is secured to reach the difference in number of coins 2400 and end the advantageous zone.
[0173] When the notification mode in the non-BB state is ended, more specifically, when the value of the mode game number counter becomes 0, the winning BB symbol is notified. Then, when the BB winning is established, the game state shifts to the BB state in the notification mode. In addition, in a situation where the value of the mode game number counter is not 0, when only the BB is won, that is, when the BB winning can be established, a caution notification is performed (step S1508, see FIG. 29). When the BB winning is established despite the caution notification, the game state shifts to the BB state, and the remaining number of games that could be played in the non-BB state corresponding to the value of the mode game number counter is invalidated. In addition, in the game rounds after the notification of the winning BB symbol, the operation order of the stop switches 42 to 44 is not notified even if the push order bell is won (see step S1608 in FIG. 30 and step S1501 in FIG. 29). For this reason, in the non-BB state under the notification mode, when a caution notification is issued, it is desirable to avoid the establishment of the BB winning, and when a winning BB symbol is notified, to quickly establish the BB winning.
[0174] When the BB state is entered under the notification mode, the operation sequence of the stop switches 42 to 44 is notified, so that either the push order bell or the common bell is won and a bell prize is awarded, or neither role is won and no prize is awarded. The BB state ends when the number of medals paid out in the BB state reaches 179. Therefore, when the BB state is entered under the notification mode, an increase of about 117 medals can be expected by the time the BB state ends.
[0175] Next, the chance mode will be described with reference to FIG.
[0176] Chance mode A is a game mode in which the probability of winning the transition lottery is high when the number of RT games is 301 to 400, 501 to 600, 701 to 800, or 901 to 999. Therefore, when staying in chance mode A, the frequency of transition to the notification mode increases with the above number of RT games.
[0177] Chance mode B is a game mode in which the probability of winning the transition lottery becomes high when the number of RT games is 1 to 100, 201 to 300, 401 to 500, 601 to 700, or 801 to 900. Therefore, when staying in chance mode B, the frequency of transition to the notification mode increases with the above-mentioned number of RT games. In addition, compared to chance mode A, chance mode B is set to have a longer period of high probability state by 1 to 100, and is set to enter the high probability state 100 games earlier than chance mode A. Therefore, when transitioning to chance mode B, it can be expected to transition to the notification mode in a smaller number of games than when transitioning to chance mode A.
[0178] Chance mode C is a game mode in which the probability of winning the transition lottery is extremely high when the number of RT games is 1 to 100, and the transition lottery is guaranteed to be won when the number of RT games is 101 or more. Therefore, when transitioning to chance mode C, it is expected that transition to the notification mode will occur in a smaller number of games than when transitioning to chance mode A or chance mode B.
[0179] As described above, the number of games expected to be required to transition from the chance mode to the notification mode decreases in the order of chance mode A → chance mode B → chance mode C. For this reason, in this slot machine 10, the key to increasing medals is to transition to chance mode C as often as possible.
[0180] Also, when 100 games are considered as one play period, in each play period up to 1000 games, a state of high probability or higher is set in one of the chance modes. For example, in a play period of 1 to 100 games, chance mode B is a high probability state, and chance mode C is an ultra-high probability state. Similarly, in a play period of 101 to 200 games, chance mode C is a winning confirmed state. With this configuration, it is possible to make the player expect a transition to the notification mode regardless of the number of games.
[0181] Here, the relationship between the chance mode in which the player remains in one advantageous zone and the chance mode to which the player transitions in the next advantageous zone will be described.
[0182] When the advantageous zone ends without transitioning to the notification mode, the winning BB does not change, and therefore the chance mode to be transitioned to in the next advantageous zone also does not change.
[0183] When the BB state in the notification mode ends and the advantageous zone ends, the chance mode to be entered in the next advantageous zone is determined by the RT state at that time and the set BB winning flag, as shown in Fig. 22(a). Here, the RT state at that time being the RT1 state means that the previous BB state was based on the establishment of the BB1 winning, the RT state at that time being the RT2 state means that the previous BB state was based on the establishment of the BB2 winning, and the RT state at that time being the RT3 state means that the previous BB state was based on the establishment of the BB3 winning. In other words, in this slot machine 10, the chance mode in the next advantageous zone is determined by the BB type that was previously won and the BB type that was next won.
[0184] More specifically, if the winning order is BB1→BB1, the chance mode in the next favorable zone will be chance mode A, if the winning order is BB1→BB2, the chance mode in the next favorable zone will be chance mode B, and if the winning order is BB1→BB3, the chance mode in the next favorable zone will be chance mode C. If the winning order is BB2→BB1, the chance mode in the next favorable zone will be chance mode C, if the winning order is BB2→BB2, the chance mode in the next favorable zone will be chance mode B, and if the winning order is BB2→BB3, the chance mode in the next favorable zone will be chance mode A. If the winning order is BB3→BB1, the chance mode in the next favorable zone will be chance mode A, if the winning order is BB3→BB2, the chance mode in the next favorable zone will be chance mode C, and if the winning order is BB3→BB3, the chance mode in the next favorable zone will be chance mode B.
[0185] In addition, in this slot machine 10, the probability of winning any of the BBs is about 1 in 10, and the BB types when winning are BB1 at about 60%, BB2 at about 30%, and BB3 at about 10%. The event of shifting from chance mode A to chance mode A occurs when BB1→BB1 is won in this order, when BB2→BB3 is won in this order, and when BB3→BB1 is won in this order. The event of shifting from chance mode A to chance mode B occurs when BB1→BB2 is won in this order, when BB2→BB2 is won in this order, and when BB3→BB3 is won in this order. The event of shifting from chance mode A to chance mode C occurs when BB1→BB3 is won in this order, when BB2→BB1 is won in this order, and when BB3→BB2 is won in this order. Therefore, if the player is in chance mode A, the chance mode types to be switched to in the next favorable zone are chance mode A at approximately 60%, chance mode B at approximately 29%, and chance mode C at approximately 11%, as shown in FIG. 22(c). Similarly, if the player is in chance mode B, the chance mode types to be switched to in the next favorable zone are chance mode A at approximately 12%, chance mode B at approximately 29%, and chance mode C at approximately 59%, as shown in FIG. 22(c). If the player is in chance mode C, the chance mode types to be switched to in the next favorable zone are chance mode A at approximately 54%, chance mode B at approximately 26%, and chance mode C at approximately 20%, as shown in FIG. 22(c).
[0186] Moreover, the proportion of time spent in each chance mode is approximately 45% for chance mode A, approximately 28% for chance mode B, and approximately 27% for chance mode C, as shown in FIG. 22(b).
[0187] As described above, in the present slot machine 10, the transition destination of the chance mode is determined by the winning order of BB. Therefore, there is a concern that the player may ignore the above-mentioned gameplay and try to aim for the chance mode C.
[0188] To explain with a specific example, when the BB state based on the establishment of the BB1 winning is over, the state transitions to the RT1 state. In the RT1 state, when the BB3 winning flag is carried over, the state transitions to the chance mode C. Since the player himself knows that the previous winning BB was BB1 by establishing the BB1 winning, the player operates the stop switches 42-44 in the RT1 state to establish the BB1 winning, and if the BB1 winning is not established, the player operates the stop switches 42-44 to establish the BB2 winning. If neither the BB1 winning nor the BB2 winning is established, the possibility that the BB3 winning flag is set increases, so the game continues as it is. For example, if the BB1 winning is established, the above operation is performed again to transition to the RT1 state again.
[0189] If such targeting occurs, the gameplay of the slot machine 10 becomes meaningless. Therefore, the slot machine 10 performs a process to reduce the chances of such targeting occurring.
[0190] Specifically, when a BB winning is achieved in the normal section, an exception process is performed to transition to chance mode A, and an exception flag is set (see FIG. 23). Then, in the game section process in the chance mode, since the exception flag is set, the end determination process 2 is not performed (see FIG. 26). As a result, the chance mode A transitioned to based on the BB winning does not end based on the number of RT games, and continues until it transitions to the notification mode. In addition, if the end determination process 2 is not performed, the ceiling flag is not set even if the number of RT games becomes 999. Therefore, the chance mode A transitioned to based on the BB winning is not confirmed to transition to the notification mode even if a rare combination is won in the general game state after the RT state ends. In addition, even if a BB winning is achieved in the chance mode rather than in the normal section, the end determination process 2 changes to chance mode A, and an exception flag is set (see FIG. 28).
[0191] As described above, if a BB win is achieved in a mode other than the notification mode for the purpose of the above-mentioned targeting, etc., not only will it be impossible to play in Chance Mode B and Chance Mode C, but there is also a possibility that the number of times that can be played in the notification mode will be reduced as a result of playing in Chance Mode A being extended more than necessary, and there is also a possibility that the upper limit of 1,500 times in the advantageous zone in Chance Mode A will be reached.
[0192] According to the present embodiment described above in detail, the following excellent effects are obtained.
[0193] A transition lottery map that defines the correspondence between the number of RT games and the winning probability of the transition lottery to the notification mode is stored, and the winning probability changes depending on the number of RT games when a rare role is won. In a configuration in which the information on the instruction function temporarily stored in one advantageous zone is erased after the game has been transferred to the advantageous zone when the advantageous zone is ended, the information on the instruction function temporarily stored in one advantageous zone cannot be referenced in the next advantageous zone, and it is difficult to associate one advantageous zone with the next advantageous zone. Therefore, in this slot machine 10, an RT state is provided in which it is possible to stay in both the advantageous zone and the normal zone, and to stay across the advantageous zone and the normal zone. A transition lottery map that defines the correspondence between the number of RT games and the winning probability of the transition lottery to the notification mode is stored, and the winning probability changes depending on the number of RT games when a rare role is won. With this configuration, it is possible to associate one advantageous zone with the next advantageous zone, and it is possible to improve the interest in the game.
[0194] In addition, since the RT state ends and the game transitions to the general game state when the number of RT games reaches 999, it is possible to add a function to the RT game number counter to change the probability of winning the lottery for transitioning to the notification mode, and there is no need to prepare a new counter to count the number of games. Therefore, it is possible to increase the interest in the game while suppressing the increase in memory capacity.
[0195] As a result of the above, it is possible to increase interest in the game.
[0196] When the BB state ends in the notification mode, the advantageous zone ends. In other words, when the notification mode ends, the advantageous zone ends instead of transitioning to the chance mode. In the present slot machine 10, which can associate one advantageous zone with the next advantageous zone, it is not necessary to associate one notification mode with the next notification mode by configuring it so that it is possible to transition to the notification mode multiple times in one advantageous zone. Therefore, it is possible to reduce the chances that the advantageous zone ends after the upper limit number of plays.
[0197] When the lottery for transition to the notification mode ends in a high probability state or an ultra-high probability state, the advantageous zone ends under the chance mode. In addition, the transition lottery state for transition to the notification mode is set in the transition lottery map so that the interval until the high probability state or the ultra-high probability state ends is 400 games or less. With this configuration, it is possible to transition to the advantageous zone multiple times before the RT state ends. As a result, in a configuration in which the advantageous zone ends after the upper limit number of plays, it is possible to reduce the chance that the number of plays that can be played under the notification mode will decrease as a result of the chance mode continuing longer than necessary. Furthermore, in this configuration, it is possible to avoid the advantageous zone ending without staying in the high probability state or the ultra-high probability state, so that it is possible to suppress the player's desire to play from decreasing even if the advantageous zone starts from a low probability state.
[0198] After the transition from the RT state to the general game state, if a rare combination is won, the mode transitions to the notification mode. This configuration makes it possible to provide a ceiling function for transitioning to the notification mode at the 999th game, which is the end of the RT state. In addition, since the number of games that transition from the normal zone to the chance mode (advantageous zone) changes depending on the lottery result of the combination, it is possible to change the number of games in the advantageous zone when the above-mentioned ceiling function is activated. As a result, it is possible to increase the interest in the game.
[0199] A transition lottery map is provided that defines the correspondence between the number of RT games and the winning probability of the transition lottery to the notification mode. This configuration makes it possible to change the ease of transition to the notification mode in a predetermined number of games in the advantageous zone depending on the number of RT games at that time. As shown in FIG. 25(b), even when only looking at the chance mode A, the number of games in the advantageous zone that are in a high probability state changes depending on the number of games required to transition from the normal zone to the advantageous zone and the number of times the advantageous zone has been reached. As a result, it is possible to prevent the game in the advantageous zone from becoming monotonous.
[0200] A transition lottery map for chance mode A, a transition lottery map for chance mode B, and a transition lottery map for chance mode C are provided, and the transition lottery map referenced changes depending on the type of winning BB. This configuration makes it possible to diversify the association between one advantageous zone and the next advantageous zone, and to change the winning probability of the transition lottery to the notification mode even if the number of RT games is the same. As a result, it is possible to prevent the game in the advantageous zone from becoming monotonous. In addition, since which BB is won is determined by the timing of the operation of the start lever 41 by the player, this configuration makes it possible to actively involve the player in the game.
[0201] The number of RT games in the high probability state or the super high probability state is different in the chance mode A, the chance mode B, and the chance mode C. By adopting such a configuration, it is possible to make the player play while expecting that the lottery state when a rare role is won is a high probability state or a super high probability state, or that the advantageous zone will start in the chance mode B or the chance mode C, and it is possible to improve the interest in the game. In a configuration in which the advantageous zone ends with the upper limit number of games, if the mode is not shifted to the notification mode with a small number of games, the number of games that can be played in the notification mode will decrease. In addition, when 100 games are considered as one game period, a state of high probability or higher is set in one of the chance modes in each game period up to 1000 games. By adopting such a configuration, it is possible to reduce the opportunity for the player to lose his motivation to play. For example, if a game period in which the probability state is low regardless of which chance mode it is is set, there is a concern that the player may avoid playing in the game period. In addition, in this configuration, it is possible to allow the player to guess the chance mode type and the winning BB based on the lottery state at that time, making it possible to prevent the game in the chance mode from becoming monotonous.
[0202] Only one BB winning flag is carried over, and if a BB winning occurs while the BB winning flag is carried over, the BB winning is invalidated. When a BB winning is achieved and a transition to the BB state occurs, the RT state ends. With this configuration, it becomes possible to hold a transition lottery to the notification mode based on the same transition lottery map until a BB winning is achieved. In addition, with this configuration, it becomes possible to play the game while guessing which BB has been won, and it becomes possible to prevent the game from becoming monotonous.
[0203] There are three types of RT states: RT1, RT2, and RT3, and the destination of the chance mode changes depending on the RT state you are in and the winning BB. This configuration makes it possible to diversify the association between one advantageous zone and the next advantageous zone, and to change the winning probability of the lottery to move to the notification mode even if the number of RT games is the same. As a result, it is possible to prevent the game in the advantageous zone from becoming monotonous.
[0204] The configuration is such that when the BB state based on the BB1 winning is ended, the state transitions to the RT1 state, when the BB state based on the BB2 winning is ended, the state transitions to the RT2 state, and when the BB state based on the BB3 winning is ended, the state transitions to the RT3 state. By adopting such a configuration, it is possible for the player to understand the RT state in which he is staying, and it is possible to increase the interest in the game through understanding of the gameplay. In addition, the configuration is such that the RT state 1 does not transition to another RT state, and the RT state ends when 999 games have been played or when the BB winning is achieved. By adopting such a configuration, it is possible to prevent the gameplay from becoming complicated. If the configuration is such that the RT state 1 can be transitioned to another RT state, there is a possibility that the RT state will change in the advantageous zone 1, and it is possible that the player will not be able to understand which chance mode he is staying in.
[0205] The winning BB that transitions to chance mode B or chance mode C changes depending on the RT state in which the player is currently playing. This configuration allows the player to play the game while thinking about which BB is more likely to be won, and makes it possible to prevent the game from becoming monotonous. This configuration also reduces the chances that the playability of the slot machine 10 is impaired. For example, it is possible to configure the game to transition to chance mode C when BB3 is won, regardless of the RT state at that time. However, in this case, it is possible that the player may intentionally achieve BB1 or BB2 winning in order to make the BB3 winning flag carry over.
[0206] When the BB winning is achieved in the normal zone and the chance mode, an exception flag is set and the game is shifted to the chance mode A. When the exception flag is set, the advantageous zone does not end in the chance mode. This configuration reduces the chances that the player intentionally achieves the BB winning when the game is not in the notification mode. When the advantageous zone ends after the maximum number of plays, the maximum number of plays that can be played in the notification mode is determined by the number of plays played in the chance mode. For this reason, when the advantageous zone does not end in the chance mode, the possibility that the number of plays that can be played in the notification mode will be reduced is high. As a result, it is possible to reduce the chances that the gameability of the slot machine 10, which has the chance mode and the notification mode and in which the winning probability of the lottery for shifting to the notification mode changes depending on the winning BB, is impaired, and it is possible to improve the interest in the game.
[0207] By configuring the system so that rare combinations are not won in the BB state, the system does not transition from the chance mode to the notification mode in the BB state. This configuration makes it possible to reduce the chances for a player to intentionally achieve a BB win in the normal zone or chance mode. This is because if a BB win is achieved in the chance mode, it is equivalent to losing the number of games in the advantageous zone required to end the BB state.
[0208] In the BB state, the push order bell and the common bell are selected. With this configuration, in the normal section and chance mode, the player cannot expect an increase in the number of medals owned even if the player shifts to the BB state, but in the notification mode, the player can expect an increase in the number of medals owned if the player shifts to the BB state. As a result, it is possible to encourage the player to achieve a BB win in the notification mode, and it is possible to prevent the playability of the slot machine 10 that has been so carefully prepared from being wasted.
[0209] The present invention is not limited to the above-described embodiments, and may be implemented as follows, for example.
[0210] (1) In the above embodiment, the configuration is such that there is no difference in the probability of winning a role in each of the RT states, RT1 state, RT2 state, and RT3 state. However, a configuration may be adopted in which a lottery table corresponding to each RT state is prepared and the probability of winning a role differs in each RT state.
[0211] (2) In the above embodiment, when the BB winning flag and another winning flag are set, a transition from the normal section to the chance mode is performed. In addition, in addition to this, a transition from the normal section to the chance mode may also be performed when the BB winning flag is not set but another winning flag is set.
[0212] (3) In the above embodiment, the RT state is transitioned to after the BB state ends, but the RT state may be transitioned to after the BB state ends and the RT state is transitioned to when an RT transition winning is achieved in the general gaming state. In this case, if three types of RT transition combinations are provided, it is possible to achieve the same effects as the above embodiment.
[0213] (4) In the above embodiment, three types of RT states, RT1 state, RT2 state, and RT3 state, are provided, but it is also possible to provide only one type of RT state, or to provide two or more types of RT states.
[0214] (5) In the above embodiment, three types of BBs, BB1, BB2, and BB3, are provided. However, only one type of BB may be provided, or two or four or more types of BBs may be provided.
[0215] (6) In the above embodiment, the same BB state is transitioned regardless of whether BB1 win, BB2 win, or BB3 win is achieved, but a transition to a BB state with a different degree of advantage is also possible. For example, the BB state with a different degree of advantage may have a different number of medals paid out at the end of the BB state, or a different probability of a miss or a different number of medals expected to be paid out per game.
[0216] (7) In the above embodiment, when the transition lottery to the notification mode ends in a high probability state or an ultra-high probability state, the advantageous zone under the chance mode ends. However, this is not limited to such a configuration, and the termination condition for ending the advantageous zone under the chance mode is arbitrary.
[0217] For example, when the value of the RT game number counter becomes a natural number multiple of 100, the advantageous period in the chance mode ends.
[0218] For example, when a lottery for transition to the notification mode is conducted a predetermined number of times, such as once, the advantageous zone ends in the chance mode.
[0219] For example, a configuration is made in which a termination lottery to determine whether or not to terminate the advantageous zone is conducted in a chance mode, and if the termination lottery is won, the advantageous zone ends in the chance mode.
[0220] (8) In the above embodiment, the lottery state for transitioning to the notification mode changes every 100 games in chance mode A and chance mode B, but it goes without saying that this is not limited to such a configuration. For example, in chance mode A, games 1 to 700 may be in a low probability state and games 701 to 999 may be in a high probability state, and in chance mode B, games 1 to 50 and 201 to 500 may be in a low probability state and the other numbers of games may be in a high probability state.
[0221] (9) In the above embodiment, a transition lottery MAP is provided that defines the correspondence between the number of RT games and the probability of winning the transition lottery to the notification mode, but this configuration is not limited to this. If correspondence information is provided that defines the correspondence between the number of RT games and the processing content in the advantageous zone, and the processing in the advantageous zone is performed using the correspondence information, it is expected that the same effects as those of the above embodiment can be achieved.
[0222] For example, correspondence information is provided that defines the correspondence between the number of RT games and the winning probability of the additional game number lottery.
[0223] For example, the configuration may be such that correspondence information is provided that defines the correspondence between the number of RT games and the number of added games selected in the lottery for the number of added games.
[0224] For example, a correspondence information is provided that defines the correspondence between the number of RT games and whether or not to hold a lottery for transition to the notification mode. Specifically, in Fig. 25(a), a section determined as a low probability is set to not hold a lottery for transition, a section determined as a high probability is set to hold a lottery for transition, and a section determined as a very high probability is set to confirm transition to the notification mode.
[0225] For example, in a configuration in which the winning probability of the transition lottery changes based on the points acquired up to the transition lottery, correspondence information may be provided that defines the correspondence between the number of RT games and the ease of acquiring points. Correspondence information may also be provided that defines the correspondence between the number of RT games and the point value to be acquired.
[0226] For example, in a configuration in which the number of games that can be played in the notification mode changes based on the points acquired by the time of transition to the notification mode, correspondence information may be provided that defines the correspondence between the number of RT games and the ease of acquiring points, or the number of RT games and the point value to be acquired.
[0227] (10) In the above embodiment, the exception flag is cleared when the advantageous period ends, but it may be cleared when the notification mode is entered. Even in such a case, the same effect as the above embodiment can be achieved.
[0228] Also, the exception flag may be cleared after a predetermined number of games such as 300 games have been played since the exception flag was set, or after a predetermined condition such as 10 rare wins has been achieved since the exception flag was set. Even with these configurations, it is possible to extend the period of time in the advantageous zone in the chance mode compared to when the exception flag is not set, and it is possible to reduce the chances of intentionally achieving a BB win.
[0229] (11) In the above embodiment, when a BB win is achieved in the normal zone and chance mode, the game transitions to chance mode A, which has a lower degree of advantage for the player, and the advantageous zone does not end in the chance mode. However, the game may be configured so that the advantageous zone does not end but the chance mode does not change, or the game may transition to chance mode A but the advantageous zone ends.
[0230] (12) In the above embodiment, when the BB state ends in the notification mode, the notification mode and the advantageous zone end. However, the notification mode and the advantageous zone may end when the value of the mode game number counter becomes 0. In other words, the notification mode may not transition to the BB state. In such a configuration, the RT state may transition to the general game state when the value of the RT game number counter becomes 9999.
[0231] (13) In the above embodiment, the playability of the notification mode in the non-BB state is arbitrary. For example, it may be configured to continue based on a predetermined continuation rate, and to notify the winning BB symbol combination when it is determined that the game will not continue. Also, the notification mode in the non-BB state may be configured to end based on the payout number or the difference in the number of coins, rather than ending based on the number of games.
[0232] (14) In the above embodiment, when the lottery for transitioning to the notification mode is won, the notification mode is started in the non-BB state. However, the notification mode may be started in the BB state.
[0233] Specifically, if the transition lottery to the notification mode is won, the winning BB symbol combination is notified, and the player is granted a BB win. In the BB state, if the BB1 win is the basis for the BB2 win, a continuation lottery with a 60% chance of winning is held, if the BB2 win is the basis for the BB3 win, a continuation lottery with a 70% chance of winning is held, and if the BB3 win is the basis for the 80% chance of winning is held. If the continuation lottery is unsuccessful, the notification mode and the advantageous zone are terminated after the BB state ends. If the continuation lottery is won, the notification mode and the advantageous zone are continued. Then, if the BB win is won, the winning BB symbol combination is notified, and the player is granted a BB win.
[0234] Here, in the above specific example, if, instead of the continuation lottery, the condition for terminating the notification mode is defined as a specified BB win, such as a BB3 win, when the transition lottery to the notification mode is won, it is possible to increase the correlation between one advantageous zone and the next advantageous zone.
[0235] For example, when transitioning from chance mode C to notification mode, if BB3 is won, more specifically, if the BB state based on the establishment of the BB3 winning is ended, the notification mode and the advantageous zone are configured to end. In such a configuration, BB consecutive wins will occur with a loop rate of 90% in one advantageous zone. Then, after the BB state based on the establishment of the BB3 winning is ended, the state becomes RT3, so in the next advantageous zone, there is a 30% chance of transitioning back to chance mode C (see FIG. 22(a) and FIG. 14).
[0236] (15) In the above embodiment, when a BB win is achieved in the normal zone and the chance mode, the advantageous zone does not end in the chance mode, thereby reducing the chances of the player intentionally achieving the BB win. However, instead of or in addition to this, the above chances may be reduced by the arrangement of symbols. For example, the BB1 symbols, BB2 symbols, and BB3 symbols are the same symbols on the left reel 32L and the center reel 32M. Then, the BB1 symbols, BB2 symbols, and BB3 symbols are different symbols on the right reel 32R, and are arranged in a predetermined order such as BB1 symbols, BB3 symbols, and BB2 symbols. In this case, if the player fails to press the button, the BB win that is not desired will be achieved, so it is possible to reduce the above chances.
[0237] (16) In the above embodiment, when the push order bell is won in the chance mode, the operation order of the stop switches 42 to 44 is not notified. However, the operation order may be notified with a lower probability than in the notification mode.
[0238] (17) In the above embodiment, the operation sequence of the stop switches 42 to 44 can be notified when the game moves to the advantageous zone, but the present invention is not limited to such a configuration, and the operation timing of a specific stop switch can be notified, or the operation timing and operation method can be notified. In other words, the advantageous zone can be a game zone in which the instruction function of the stop switch can be activated. Meanwhile, the normal zone can be a game zone in which the instruction function of the stop switch for establishing a small winning combination does not operate.
[0239] (18) The symbol combinations that result in a winning combination in the above embodiment are merely examples, and the number of symbol combinations that result in a winning combination is not limited to these examples. Also, the number of symbol combinations that result in a winning combination is also arbitrary.
[0240] (19) In the above embodiment, a slot machine with a BB state has been described, but the present invention is not limited to such a configuration, and may be a slot machine with an RB state, or a slot machine with both the BB state and the RB state, or a slot machine with other game states such as a CB state or an MB state.
[0241] (20) In the above embodiment, the configuration is such that it is determined whether or not a start command has occurred after three medals have been bet, but it goes without saying that it may also be determined whether or not a start command has occurred after one medal has been bet or two medals have been bet. Also, it may be configured such that the BB is won even in a two-coin bet game, and a three-coin bet game may be played with the BB won in the two-coin bet carried over.
[0242] (21) In the above embodiment, the bonuses to be awarded include a bonus of changing the game state, a bonus of replay, and a bonus of paying out medals. However, the present invention is not limited to such a configuration, and any bonus may be awarded to the player. For example, instead of a bonus of paying out medals, a prize other than medals may be paid out. In a slot machine that does not have a function of inserting actual medals or paying out medals and manages medals owned by a player by credit, an increase in the number of credited medals corresponds to the awarding of a bonus.
[0243] (22) In the above embodiment, a slot machine having three reels arranged in parallel and one active line was described, but the present invention is not limited to such a configuration. For example, the present invention may be a slot machine having five reels arranged in parallel or a slot machine having five active lines.
[0244] (23) In the above embodiment, the slot machine 10 is embodied as an example, but the present invention may be applied to a gaming machine that combines a slot machine and a pachinko machine. That is, instead of the medal insertion and medal payout functions of a slot machine, a gaming machine may be provided with ball insertion and ball payout functions like a pachinko machine. If such a gaming machine is used instead of a slot machine, the gaming hall can handle only balls as gaming value, which can eliminate problems such as the burden on facilities and restrictions on the installation space of gaming machines due to the separate handling of medals and balls as gaming value, which are seen in current gaming halls where pachinko machines and slot machines are mixed.
[0245] The gaming machine of the present invention will be described below, showing its effects as necessary. In the following, for ease of understanding, the corresponding configurations in the above-mentioned embodiment will be shown in parentheses as appropriate, but the present invention is not limited to the specific configurations shown in parentheses.
[0246] Gaming machine A1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); A start operation means (a start lever 41, a first credit insertion switch 56, a second credit insertion switch 57, a third credit insertion switch 58, a fourth credit insertion switch 59, a fourth credit insertion switch 60, a fifth credit insertion switch 61, a fifth credit insertion switch 62, a sixth credit insertion switch 63, a sixth credit insertion switch 64, a seventh credit insertion switch 65, a seventh credit insertion switch 66, a fifth credit insertion switch 67, a fifth credit insertion switch 68, a sixth credit insertion switch 69, a seventh credit insertion switch 69, a fifth credit insertion switch 69 ... A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being formed and stopped at an effective position (effective line) and winning is established. In a gaming machine equipped with As a game state, there is a favorable state (favorable section) in which an instruction function (a winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal state (normal section) in which the instruction function is not activated, When a predetermined upper limit number of times (1500 times) of games have been played in the advantageous state, an advantageous state ending means (advantageous period ending function S1304 of the main control device 101) ends the advantageous state and transitions to the normal state; When the advantageous state is to be ended, an erasure means (a function for initializing the section information storage area 106d of the main control device 101 S1304, S1404, S1613) for erasing information relating to the instruction function that has been temporarily stored since the advantageous state was entered; Equipped with A specific game state (e.g., RT1 state) is provided in which the player can stay in either the advantageous state or the normal state and can stay across the advantageous state and the normal state; A storage means (RT game number counter) for storing the number of games played in the specific gaming state; When the number of games played in the specific game state reaches a specified number (999), a specific game state ending means (RT ending function S504 of the main control device 101) ends the specific game state; A correspondence information storage means (ROM 105 of the main control device 101) for storing correspondence information (for example, a transition lottery map for chance mode A) that defines a correspondence relationship between the number of games played in the specific game state and the processing content of the instruction function in the advantageous state; Equipped with A gaming machine characterized in that the processing of the instruction function in the advantageous state changes depending on the number of games played in the specific gaming state.
[0247] According to this gaming machine, correspondence information that defines the correspondence between the number of games played in a specific gaming state and the processing contents of the instruction function in an advantageous state is stored, and the processing of the instruction function in the advantageous state changes depending on the number of games played in the specific gaming state. In a configuration in which the information on the instruction function temporarily stored in one advantageous state is erased after the advantageous state is switched to when the advantageous state is ended, the information on the instruction function temporarily stored in one advantageous state cannot be referred to in the next advantageous state, and it is difficult to associate one advantageous state with the next advantageous state. Therefore, in this gaming machine, a specific gaming state is provided in which it is possible to stay in both the advantageous state and the normal state, and to stay across the advantageous state and the normal state. Then, correspondence information that defines the correspondence between the number of games played in the specific gaming state and the processing contents of the instruction function in the advantageous state is stored, and the processing of the instruction function in the advantageous state changes depending on the number of games played in the specific gaming state. With such a configuration, it is possible to associate one advantageous state with the next advantageous state, and it is possible to improve the interest in the game.
[0248] In addition, since the specific game state is configured to end when the number of plays played in the specific game state reaches a specified number, it is possible to provide the storage means that stores the number of plays played in the specific game state with a function for changing the processing of the instruction function in the advantageous state, and there is no need to prepare a new storage means for storing the number of plays. Therefore, it is possible to increase the interest in the game while suppressing the increase in storage capacity.
[0249] As a result of the above, it is possible to increase interest in the game.
[0250] Gaming machine A2. In the above gaming machine A1, the advantageous state has a first gaming mode (chance mode) and a second gaming mode (alert mode) in which the instruction function is activated more frequently than in the first gaming mode, and is characterized in that it is equipped with an advantageous state second ending means (advantageous period ending function S1613 of main control unit 101) which ends the advantageous state and transitions to the normal state when the second gaming mode ends.
[0251] According to this gaming machine, the advantageous state has a first gaming mode and a second gaming mode in which the instruction function is activated more frequently than in the first gaming mode, and when the second gaming mode ends, the advantageous state ends and transitions to the normal state. In this gaming machine capable of associating one advantageous state with the next advantageous state, by configuring the machine to be able to transition to the second gaming mode multiple times in one advantageous state, it becomes unnecessary to configure the machine to associate one second gaming mode with the next second gaming mode. Therefore, it becomes possible to reduce the chances that the advantageous state ends after the upper limit number of plays.
[0252] Gaming machine A3: The gaming machine A2 described above, further comprising a third advantageous state ending means (advantageous period ending function S1404 of main control unit 101) for ending the advantageous state in the first gaming mode and transitioning to the normal state, and configured to be capable of transitioning to the advantageous state multiple times between transitioning to the specific gaming state and its end.
[0253] According to this gaming machine, the advantageous state may end without transitioning to the second gaming mode, and the advantageous state may be transitioned to multiple times between transition to the specific gaming state and its end. By adopting such a configuration, in a configuration in which the advantageous state ends after the upper limit number of plays, it is possible to reduce the chance that the number of plays available in the second gaming mode will be reduced as a result of the first gaming mode continuing longer than necessary.
[0254] Gaming machine A4. A gaming machine comprising a transition determination means (transition lottery function S1105 of main control unit 101) for making a transition determination as to whether or not to transition from the first gaming mode to the second gaming mode, and wherein the transition determination means determines to transition from the first gaming mode to the second gaming mode when making the transition determination in a gaming round after the specific gaming state ending means has ended the specific gaming state.
[0255] According to this gaming machine, when the specific gaming state is ended after a specified number of plays, if a transition determination is made in the subsequent play, the first gaming mode will transition to the second gaming mode. With this configuration, it is possible to give the specified number of plays in the specific gaming state a function as a ceiling for transitioning to the second gaming mode. In addition, since the specific gaming state can remain across an advantageous state and a normal state, and it is possible to transition to the advantageous state multiple times between transition to the specific gaming state and its end, it is possible to change the number of plays in the advantageous state when the above-mentioned ceiling function is activated. As a result, it is possible to improve the interest in the game.
[0256] Gaming machine A5. A gaming machine in any one of gaming machines A2 to A4, characterized in that the correspondence information storage means stores correspondence information that defines a correspondence relationship between the number of plays played in the specific gaming state and transition ease information related to the ease of transition from the first gaming mode to the second gaming mode.
[0257] According to this gaming machine, the correspondence information storage means stores correspondence information that defines the correspondence relationship between the number of games played in a specific gaming state and transition ease information related to the ease of transition from the first gaming mode to the second gaming mode. With this configuration, it is possible to change the ease of transition to the second gaming mode in a specific gaming round in an advantageous state depending on the number of games played in the specific gaming state at that time. As a result, it is possible to prevent the game in the advantageous state from becoming monotonous.
[0258] Gaming machine A6. A gaming machine as described above in connection with gaming machine A5, further comprising a transition determination means (transition lottery function S1105 of main control unit 101) for making a transition determination as to whether or not to transition from the first gaming mode to the second gaming mode, and characterized in that the transition ease information has at least a first determination state in which it is easy for the transition determination means to determine that the mode should be transitioned to the second gaming mode, and a second determination state in which it is difficult for the transition determination means to determine that the mode should be transitioned to the second gaming mode.
[0259] According to this gaming machine, the first gaming mode has a first judgment state in which it is easy to judge that the game mode should be shifted to the second gaming mode, and a second judgment state in which it is difficult to judge that the game mode should be shifted to the second gaming mode, depending on the number of times the game has been played in a specific gaming state. By adopting such a configuration, it is possible to make the player play while expecting that a judgment to shift will be made in the first judgment state, or that an advantageous state will start from the first judgment state, and it is possible to improve the interest in the game. This is because, in a configuration in which the advantageous state ends after the upper limit number of times of play, if the game mode is not shifted to the second gaming mode after a small number of times of play, the number of times that can be played in the second gaming mode will decrease.
[0260] Gaming machine A7. A gaming machine characterized in that, in the above-mentioned gaming machine A6, it is provided with an advantageous state fourth ending means (advantageous period ending function S1404 of the main control unit 101) which ends the advantageous state and transitions to the normal state after the first judgment state has ended.
[0261] According to this gaming machine, the advantageous state ends after the first judgment state ends. By configuring in this way, it is possible to prevent the advantageous state from ending without staying in the first judgment state, and it is possible to prevent the player from losing motivation to play because the advantageous state started from the second judgment state, for example.
[0262] Gaming machine A8. Any one of the gaming machines A1 to A7, characterized in that a plurality of pieces of correspondence information are stored in advance in the correspondence information storage means.
[0263] According to this gaming machine, since a plurality of pieces of correspondence information are stored in advance, it is possible to diversify the association between one advantageous state and the next advantageous state.
[0264] Gaming machine A9. A gaming machine characterized in that, in the above gaming machine A8, first correspondence information (e.g., a transition lottery MAP for chance mode A) and second correspondence information (e.g., a transition lottery MAP for chance mode B) are pre-stored as the correspondence information, and when the lottery result for the role is a first role win (e.g., a BB1 win), the instruction function is processed based on the first correspondence information, and when the lottery result for the role is a second role win (e.g., a BB2 win), the instruction function is processed based on the second correspondence information.
[0265] According to this gaming machine, the corresponding information to be referenced changes depending on the result of the lottery for the winning combination. Since the result of the lottery for the winning combination is determined based on the operation of the player, this configuration allows the player to actively participate in the gameplay.
[0266] Gaming machine A10. In the above gaming machine A9, when the result of the lottery for the role is the first role win and the first role win (for example, BB1 win) is established, a first state transition means (BB state transition processing function S609 of the main control device 101) for terminating the specific gaming state and transitioning to a first state (BB state), a first reservation storage means (a winning flag storage area 106a of the main control device 101) for reserving and storing the first role win until the first role win is established when the result of the lottery for the role is the first role win and the first role win is not established, and a first reservation storage means (a winning flag storage area 106a of the main control device 101) for reserving and storing the first role win until the first role win is established when the result of the lottery for the role is the second role win and the second role win (for example, BB2 win) is established, The gaming machine is characterized in that it comprises a second state transition means (BB state transition processing function S609 of the main control unit 101) for transitioning to a second state (BB state), and a second reservation memory means (win flag storage area 106a of the main control unit 101) for reserving and storing the winning of the second role until the winning of the second role is achieved if the lottery result for the role is the winning of the second role but the winning of the second role is not achieved, and is configured such that when the first reservation memory means has reserved and stored the winning of the first role, the second reservation memory means does not reserve and store the winning of the second role, and when the second reservation memory means has reserved and stored the winning of the second role, the first reservation memory means does not reserve and store the winning of the first role.
[0267] According to this gaming machine, only one of the first role win and the second role win is reserved and stored. In addition, when the first role win is established and when the second role win is established, the specific gaming state ends. With this configuration, it is possible to process the instruction function in the advantageous state based on the same corresponding information until the first role win or the second role win is established. In addition, with this configuration, it is possible to play the game while making the player guess which of the first role win and the second role win is reserved and stored, making it possible to prevent the game from becoming monotonous.
[0268] Gaming machine A11. A gaming machine characterized in that, in the gaming machine A10 described above, when the first role winning and the second role winning are achieved in a situation where the instruction function is not activated, the first state and the second state become gaming states that are disadvantageous to the player, and when the first role winning and the second role winning are achieved in a situation where the instruction function is activated, the first state and the second state become gaming states that are advantageous to the player.
[0269] According to this gaming machine, the first and second role winnings must be achieved under the condition that the instruction function is activated. By adopting such a configuration, it is possible to reduce the chance of achieving the first or second role winnings while ignoring the gameplay formed by the normal state and the advantageous state, and it is possible to avoid the gameplay that has been prepared being wasted.
[0270] Gaming machine B1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); A start operation means (a start lever 41, a first credit insertion switch 56, a second credit insertion switch 57, a third credit insertion switch 58, a fourth credit insertion switch 59, a fourth credit insertion switch 60, a fifth credit insertion switch 61, a fifth credit insertion switch 62, a sixth credit insertion switch 63, a sixth credit insertion switch 64, a seventh credit insertion switch 65, a seventh credit insertion switch 66, a fifth credit insertion switch 67, a fifth credit insertion switch 68, a sixth credit insertion switch 69, a seventh credit insertion switch 69, a fifth credit insertion switch 69 ... A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being formed and stopped at an effective position (effective line) and winning is established. In a gaming machine equipped with As a game state, there is a favorable state (favorable section) in which an instruction function (a winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal state (normal section) in which the instruction function is not activated, When a predetermined upper limit number of times (1500 times) of games have been played in the advantageous state, an advantageous state ending means (advantageous period ending function S1304 of the main control device 101) ends the advantageous state and transitions to the normal state; When the advantageous state is to be ended, an erasure means (a function for initializing the section information storage area 106d of the main control device 101 S1304, S1404, S1613) for erasing information relating to the instruction function that has been temporarily stored since the advantageous state was entered; Equipped with A first state transition means (BB state transition processing function S609 of the main control device 101) for transitioning to a first state (BB state) when the result of the lottery for the role is a first role win (for example, BB1 win) and the first role win (BB1 win) is established; A first reserved storage means (a winning flag storage area 106a of the main control device 101) that reserves and stores the first winning role until the first winning role is established when the lottery result of the role is the first winning role and the first winning role is not established; A second state transition means (BB state transition processing function S609 of the main control device 101) for transitioning to a second state (BB state) when the result of the lottery for the role is a second role win (for example, BB2 win) and a second role win (BB2 win) is established; A second reserved storage means (a winning flag storage area 106a of the main control device 101) for reserving and storing the second winning of the second role until the second winning of the second role is realized when the lottery result of the role is the second winning of the second role but the second winning of the second role is not realized; Equipped with When the first reserved storage means reserves and stores the first winning combination, the second reserved storage means does not reserve and store the second winning combination, and when the second reserved storage means reserves and stores the second winning combination, the first reserved storage means does not reserve and store the first winning combination; When the first state or the second state ends, a specific game state transition means (RT start processing function S704 of the main control device 101) that transitions to a specific game state (for example, RT1 state) in which it is possible to stay in either the advantageous state or the normal state and to stay across the advantageous state and the normal state; A storage means (RT game number counter) for storing the number of games played in the specific gaming state; When the number of games played in the specific game state reaches a specified number (999), a specific game state ending means (RT ending function S504 of the main control device 101) ends the specific game state; A correspondence information storage means (ROM 105 of the main control device 101) for storing correspondence information (for example, a transition lottery map for chance mode A) that defines a correspondence relationship between the number of games played in the specific game state and the processing content of the instruction function in the advantageous state; Equipped with The correspondence information storage means stores first correspondence information (for example, a transition lottery map for chance mode A) used when the first role winning is reserved and stored, and second correspondence information (for example, a transition lottery map for chance mode B) used when the second role winning is reserved and stored, A gaming machine characterized in that the processing of the instruction function in the advantageous state is changed depending on the winning combination stored in reserve and the number of games played in the specific gaming state.
[0271] According to this gaming machine, correspondence information is stored that defines the correspondence between the number of games played in a specific gaming state and the processing contents of the instruction function in the advantageous state. In a configuration in which the information on the instruction function temporarily stored in one advantageous state is erased after the advantageous state is switched to when the advantageous state is ended, the information on the instruction function temporarily stored in one advantageous state cannot be referred to in the next advantageous state, and it is difficult to associate one advantageous state with the next advantageous state. Therefore, in this gaming machine, a specific gaming state is provided in which it is possible to stay in both the advantageous state and the normal state, and to stay across the advantageous state and the normal state. Then, correspondence information is stored that defines the correspondence between the number of games played in the specific gaming state and the processing contents of the instruction function in the advantageous state. With this configuration, when the advantageous state ends in the middle of the specific gaming state, it is possible to associate one advantageous state with the next advantageous state, and it is possible to improve the interest in the game.
[0272] In addition, since the specific game state is configured to end when the number of plays played in the specific game state reaches a specified number, it is possible to provide the storage means that stores the number of plays played in the specific game state with a function for changing the processing of the instruction function in the advantageous state, and there is no need to prepare a new storage means for storing the number of plays. Therefore, it is possible to increase the interest in the game while suppressing the increase in storage capacity.
[0273] Furthermore, since the first correspondence information used when the first winning combination is reserved and the second correspondence information used when the second winning combination is reserved and stored is stored, it is possible to diversify the association between the first advantageous state and the next advantageous state. Also, in this gaming machine, the correspondence information referenced changes depending on the winning combination that is reserved and stored. Since the lottery result of the combination is determined based on the player's operation, such a configuration allows the player to be actively involved in the game.
[0274] In addition, only one of the first role win and the second role win is reserved and stored. With this configuration, it is possible to process the instruction function in an advantageous state based on the same corresponding information until the first role win or the second role win is achieved. Also, with this configuration, it is possible to play the game while making the player guess which of the first role win and the second role win is reserved and stored, making it possible to prevent the game from becoming monotonous.
[0275] As a result of the above, it is possible to increase interest in the game.
[0276] Gaming machine B2. In the above gaming machine B1, the advantageous state has a first gaming mode (chance mode) and a second gaming mode (alert mode) in which the instruction function is activated more frequently than in the first gaming mode, and is characterized in that it is equipped with an advantageous state second ending means (advantageous period ending function S1613 of main control unit 101) which ends the advantageous state and transitions to the normal state when the second gaming mode ends.
[0277] According to this gaming machine, the advantageous state has a first gaming mode and a second gaming mode in which the instruction function is activated more frequently than in the first gaming mode, and when the second gaming mode ends, the advantageous state ends and transitions to the normal state. In this gaming machine capable of associating one advantageous state with the next advantageous state, by configuring the machine to be able to transition to the second gaming mode multiple times in one advantageous state, it becomes unnecessary to configure the machine to associate one second gaming mode with the next second gaming mode. Therefore, it becomes possible to reduce the chances that the advantageous state ends after the upper limit number of plays.
[0278] Gaming machine B3. The gaming machine B2 described above is characterized in that it is equipped with a third advantageous state ending means (advantageous period ending function S1404 of main control unit 101) which ends the advantageous state in the first gaming mode and transitions to the normal state, and is configured to be able to transition to the advantageous state multiple times between transition to the specific gaming state and its end.
[0279] According to this gaming machine, the advantageous state may end without transitioning to the second gaming mode, and the advantageous state may be transitioned to multiple times between transition to the specific gaming state and its end. By adopting such a configuration, in a configuration in which the advantageous state ends after the upper limit number of plays, it is possible to reduce the chance that the number of plays available in the second gaming mode will be reduced as a result of the first gaming mode continuing longer than necessary.
[0280] Gaming machine B4. The gaming machine B3 described above, characterized in that when at least one of the first role winning and the second role winning is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode.
[0281] According to this gaming machine, when at least one of the first and second role winnings is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode. In this configuration, it is possible to continue the advantageous state until the second gaming mode is entered, but if the first gaming mode continues for a long time, the number of games that can be played in the second gaming mode will decrease. Therefore, it is possible to reduce the chances that the player will achieve the first or second role winning in the first gaming mode.
[0282] Gaming machine B5. A gaming machine comprising a transition determination means (transition lottery function S1105 of main control unit 101) for making a transition determination as to whether or not to transition from the first gaming mode to the second gaming mode, and wherein the transition determination means determines to transition from the first gaming mode to the second gaming mode when making the transition determination in a gaming round after the specific gaming state ending means has ended the specific gaming state.
[0283] According to this gaming machine, when the specific gaming state is ended after a specified number of plays, if a transition determination is made in the subsequent play, the first gaming mode will transition to the second gaming mode. With this configuration, it is possible to give the specified number of plays in the specific gaming state a function as a ceiling for transitioning to the second gaming mode. In addition, since the specific gaming state can remain across an advantageous state and a normal state, and it is possible to transition to the advantageous state multiple times between transition to the specific gaming state and its end, it is possible to change the number of plays in the advantageous state when the above-mentioned ceiling function is activated. As a result, it is possible to improve the interest in the game.
[0284] In addition, when this configuration is applied to the gaming machine B4, the advantageous state is more likely to end after the upper limit number of plays. This is because if the first or second role win is achieved during the advantageous state, the number of plays in the specific gaming state during the advantageous state will return to 0. As a result, it is possible to reduce the chances that the player will achieve the first or second role win in the first gaming mode.
[0285] Gaming machine B6. Any of gaming machines B3 to B5 above, further comprising a winning information storage means (exception flag storage area of main control device 101) for storing winning information (exception flag) when at least one of the first role winning and the second role winning is achieved in the first gaming mode, and the transition determination means, when making the transition determination in a game round after the specific gaming state ending means has ended the specific gaming state, can determine to transition from the first gaming mode to the second gaming mode if the winning information is not stored in the winning information storage means, and can determine not to transition from the first gaming mode to the second gaming mode if the winning information is stored in the winning information storage means.
[0286] According to this gaming machine, when the specific gaming state is ended after a specified number of games are played in the specific gaming state, if neither the first nor second winning combination is achieved in the first gaming mode, the first gaming mode is switched to the second gaming mode by the transition judgment in the subsequent games. With this configuration, it is possible to give the specified number of games in the specific gaming state a function as a ceiling for switching to the second gaming mode. In addition, since the specific gaming state can stay across the advantageous state and the normal state, and the configuration allows multiple transitions to the advantageous state between the transition to the specific gaming state and the end of the specific gaming state, it is possible to change the number of games in the advantageous state when the above-mentioned ceiling function is activated. As a result, it is possible to improve the interest in the game.
[0287] On the other hand, if at least one of the first and second winning combinations has been achieved in the first game mode, there is a possibility that the game mode will not transition to the second game mode even if a transition determination is made in the game rounds after the specified number of times. In other words, if at least one of the first and second winning combinations has been achieved in the first game mode, the ceiling function will not operate. With this configuration, it is possible to reduce the chances that the player will achieve the first or second winning combination in the first game mode.
[0288] Gaming machine B7. Any of gaming machines B2 to B6, characterized in that the correspondence information defines a correspondence relationship between the number of plays played in the specific gaming state and transition ease information relating to the ease of transition from the first gaming mode to the second gaming mode.
[0289] According to this gaming machine, the correspondence information defines a correspondence relationship between the number of games played in a specific gaming state and transition ease information relating to the ease of transition from the first gaming mode to the second gaming mode. With this configuration, it is possible to change the ease of transition to the second gaming mode in a specific gaming state depending on the number of games played in the specific gaming state at that time. In addition, in a configuration in which the correspondence information used changes depending on the winning combination stored in reserve, it is possible to change the ease of transition to the second gaming mode even if the number of games played in the specific gaming state is the same. As a result, it is possible to prevent the game in the advantageous state from becoming monotonous.
[0290] Gaming machine B8. A gaming machine as described above in gaming machine B7, further comprising a transition determination means (transition lottery function S1105 of main control unit 101) for making a transition determination as to whether or not to transition from the first gaming mode to the second gaming mode, and characterized in that the transition ease information has at least a first determination state in which it is easy for the transition determination means to determine that the mode should be transitioned to the second gaming mode, and a second determination state in which it is difficult for the transition determination means to determine that the mode should be transitioned to the second gaming mode.
[0291] According to this gaming machine, the first gaming mode has a first judgment state in which it is easy to judge that the game mode should be shifted to the second gaming mode, and a second judgment state in which it is difficult to judge that the game mode should be shifted to the second gaming mode, depending on the number of times the game has been played in a specific gaming state. By adopting such a configuration, it is possible to make the player play while expecting that a judgment to shift will be made in the first judgment state, or that an advantageous state will start from the first judgment state, and it is possible to improve the interest in the game. This is because, in a configuration in which the advantageous state ends after the upper limit number of times of play, if the game mode is not shifted to the second gaming mode after a small number of times of play, the number of times that can be played in the second gaming mode will decrease.
[0292] Gaming machine B9. The gaming machine according to the above gaming machine B8, characterized in that the first correspondence information defines the first determination state as the number of games played that is defined as the second determination state in the second correspondence information.
[0293] According to this gaming machine, if the first role is reserved and stored, the number of times of play will be the first judgment state, and if the second role is reserved and stored, the number of times of play will be the second judgment state. By adopting such a configuration, it is possible to reduce the opportunity for the player to lose interest in playing. For example, if a game number is set that will be the second judgment state regardless of whether the first role or the second role is reserved and stored, there is a concern that the player may avoid playing in the game number. In addition, with such a configuration, it is possible to allow the player to guess the role that is reserved and stored based on the judgment state at that time, and it is possible to suppress monotony of the game in the first game mode.
[0294] Gaming machine B10. A gaming machine characterized in that, in the gaming machine B8 or B9 described above, it is provided with an advantageous state fourth ending means (advantageous period ending function S1404 of the main control unit 101) which ends the advantageous state and transitions to the normal state after the first judgment state has ended.
[0295] According to this gaming machine, the advantageous state ends after the first judgment state ends. By configuring in this way, it is possible to prevent the advantageous state from ending without staying in the first judgment state, and it is possible to prevent the player from losing motivation to play because the advantageous state started from the second judgment state, for example.
[0296] Gaming machine B11. Any of gaming machines B7 to B10 above, characterized in that when at least one of the first role winning and the second role winning is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode.
[0297] According to this gaming machine, when at least one of the first and second role winnings is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode. In this configuration, it is possible to continue the advantageous state until the second gaming mode is entered, but if the first gaming mode continues for a long time, the number of games that can be played in the second gaming mode will decrease. Therefore, it is possible to reduce the chances that the player will achieve the first or second role winning in the first gaming mode.
[0298] In particular, in a configuration that includes correspondence information that defines the correspondence between the number of plays made in a specific game state and transition ease information related to the ease of transition from the first game mode to the second game mode, it is possible that a player may intentionally establish the other winning combination so that the corresponding combination information that can be expected to transition to the second game mode with a small number of plays is reserved and stored. However, in this configuration in which the first and second winning combinations lead to a decrease in the number of plays that can be played in the second game mode, it is possible to reduce the above possibility.
[0299] Gaming machine B12. The gaming machine B11, wherein the gaming machine does not transition to the second gaming mode in the first state and the second state.
[0300] According to this gaming machine, the game mode does not shift to the second gaming mode in the first and second states. In this configuration, when the first or second winning combination is achieved in the first gaming mode, the number of games that can be played in the second gaming mode is reduced by the number of games required to end the first and second states. Therefore, it is possible to reduce the opportunity for the player to intentionally achieve the first or second winning combination.
[0301] Gaming machine B13. A gaming machine characterized in that, in any one of the gaming machines B1 to B12, when the first role win or the second role win is reserved and stored, the player is more advantageous in the advantageous state than when neither the first role win nor the second role win is reserved and stored.
[0302] According to this gaming machine, when the first or second role win is reserved and stored, the player is advantageous in the advantageous state. With this configuration, it is possible to make the player play the game while expecting a transition to an advantageous state in a situation where the first or second role win is reserved and stored, and it is possible to prevent the game from becoming monotonous. In addition, with this configuration, it is possible to reduce the chance that the player will achieve the first or second role win at a timing not intended by the developer of the gaming machine.
[0303] Gaming machine B14. A gaming machine characterized in that, in any one of gaming machines B1 to B13, when the first role winning and the second role winning are achieved in a situation where the instruction function is not activated, the first state and the second state become gaming states that are disadvantageous to the player, and when the first role winning and the second role winning are achieved in a situation where the instruction function is activated, the first state and the second state become gaming states that are advantageous to the player.
[0304] According to this gaming machine, the first and second role winnings must be achieved under the condition that the instruction function is activated. By adopting such a configuration, it is possible to reduce the chance of achieving the first or second role winnings while ignoring the gameplay formed by the normal state and the advantageous state, and it is possible to avoid the gameplay that has been prepared being wasted.
[0305] Gaming machine C1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); A start operation means (a start lever 41, a first credit insertion switch 56, a second credit insertion switch 57, a third credit insertion switch 58, a fourth credit insertion switch 59, a fourth credit insertion switch 60, a fifth credit insertion switch 61, a fifth credit insertion switch 62, a sixth credit insertion switch 63, a sixth credit insertion switch 64, a seventh credit insertion switch 65, a seventh credit insertion switch 66, a fifth credit insertion switch 67, a fifth credit insertion switch 68, a sixth credit insertion switch 69, a seventh credit insertion switch 69, a fifth credit insertion switch 69 ... A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being formed and stopped at an effective position (effective line) and winning is established. In a gaming machine equipped with As a game state, there is a favorable state (favorable section) in which an instruction function (a winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal state (normal section) in which the instruction function is not activated, When a predetermined upper limit number of times (1500 times) of games have been played in the advantageous state, an advantageous state ending means (advantageous period ending function S1304 of the main control device 101) ends the advantageous state and transitions to the normal state; When the advantageous state is to be ended, an erasure means (a function for initializing the section information storage area 106d of the main control device 101 S1304, S1404, S1613) for erasing information relating to the instruction function that has been temporarily stored since the advantageous state was entered; Equipped with A first state transition means (BB state transition processing function S609 of the main control device 101) for transitioning to a first state (BB state) when the result of the lottery for the role is a first role win (for example, BB1 win) and the first role win (BB1 win) is established; A first reserved storage means (a winning flag storage area 106a of the main control device 101) that reserves and stores the first winning role until the first winning role is established when the lottery result of the role is the first winning role and the first winning role is not established; A second state transition means (BB state transition processing function S609 of the main control device 101) for transitioning to a second state (BB state) when the result of the lottery for the role is a second role win (for example, BB2 win) and a second role win (BB2 win) is established; A second reserved storage means (a winning flag storage area 106a of the main control device 101) for reserving and storing the second winning of the second role until the second winning of the second role is realized when the lottery result of the role is the second winning of the second role but the second winning of the second role is not realized; Equipped with When the first reserved storage means reserves and stores the first winning combination, the second reserved storage means does not reserve and store the second winning combination, and when the second reserved storage means reserves and stores the second winning combination, the first reserved storage means does not reserve and store the first winning combination; A first specific game state transition means (RT start processing function S704 of the main control device 101) for transitioning to a first specific game state (for example, RT1 state) in which the player can stay in either the advantageous state or the normal state when the player is not in the first state or the second state and can stay across the advantageous state and the normal state; a second specific game state transition means (RT start processing function S704 of the main control device 101) for transitioning to a second specific game state (for example, RT2 state) in which the player can stay in either the advantageous state or the normal state when the player is not in the first state or the second state and can stay across the advantageous state and the normal state; Equipped with The first specific game state is not transitioned to the second specific game state, and the second specific game state is not transitioned to the first specific game state; This gaming machine is characterized in that the processing of the instruction function in the advantageous state is changed depending on the winning combination stored in reserve and the specific game state in which the player is currently in play.
[0306] According to this gaming machine, the processing of the instruction function in the advantageous state changes depending on the reserved winning combination and the specific gaming state in which the player is currently in the game. In a configuration in which the information on the instruction function temporarily stored in the advantageous state is erased after the advantageous state is ended and the player is transferred to the advantageous state, the information on the instruction function temporarily stored in the advantageous state 1 cannot be referred to in the next advantageous state, and it is difficult to associate the advantageous state 1 with the next advantageous state. Therefore, in this gaming machine, a first specific gaming state and a second specific gaming state are provided in which the player can stay in both the advantageous state and the normal state and can stay across the advantageous state and the normal state. Then, the processing of the instruction function in the advantageous state changes depending on the reserved winning combination and the specific gaming state in which the player is currently in the game. With this configuration, it is possible to associate the advantageous state 1 with the next advantageous state, and it is possible to improve the interest in the game.
[0307] Also, by configuring the game so that the first specific game state does not transition to the second specific game state, and the second specific game state does not transition to the first specific game state, it is possible to prevent the game from becoming complicated. If the game is configured so that the game can transition from one specific game state to the other specific game state, there is a possibility that the game will transition from one specific game state to the other specific game state in one advantageous state, and the player may not be able to grasp the situation under which the instruction function is being processed.
[0308] In addition, only one of the first role win and the second role win is reserved and stored. With this configuration, it is possible to make the processing of the instruction function in the advantageous state the same until the first role win or the second role win is realized. Also, with this configuration, it is possible to play the game while making the player guess which of the first role win and the second role win is reserved and stored, making it possible to prevent the game from becoming monotonous.
[0309] As a result of the above, it is possible to increase interest in the game.
[0310] Gaming machine C2. A gaming machine characterized in that in the above gaming machine C1, the first specific game state transition means transitions to the first specific game state when the first state is ended, and the second specific game state transition means transitions to the second specific game state when the second state is ended.
[0311] According to this gaming machine, when the first state is ended, the game moves to the first specific gaming state, and when the second state is ended, the game moves to the second specific gaming state. By adopting such a configuration, it is possible for the player to understand the specific gaming state in which he or she is staying, and it is possible to increase the interest in the game through understanding of the gameplay.
[0312] Gaming machine C3. A gaming machine characterized in that, in the gaming machine C1 or C2, the first specific gaming state and the second specific gaming state are configured to end when the first winning role is achieved and when the second winning role is achieved.
[0313] According to this gaming machine, the first specific gaming state and the second specific gaming state end when the first winning combination or the second winning combination is achieved. By configuring in this way, it is possible to let the player know when the specific gaming state will end, and it is possible to increase the interest in the game through understanding of the gameplay.
[0314] Gaming machine C4. A gaming machine characterized in that, in any one of gaming machines C1 to C3 above, when the first role win is reserved and stored while the player is in the first specific gaming state, the processing of the instruction function in the advantageous state is more disadvantageous to the player than when the second role win is reserved and stored while the player is in the first specific gaming state, and when the first role win is reserved and stored while the player is in the second specific gaming state, the processing of the instruction function in the advantageous state is more advantageous to the player than when the second role win is reserved and stored while the player is in the second specific gaming state.
[0315] According to this gaming machine, the winning combination that is advantageous to the player in the processing of the instruction function in the advantageous state changes depending on the specific gaming state in which the player is currently in. By adopting such a configuration, it is possible to make the player play the game while thinking about which winning combination is desirable to be reserved and stored, and it is possible to suppress monotony of the game. Also, by adopting such a configuration, it is possible to reduce the chance that the playability of the gaming machine is impaired. For example, it is possible to adopt a configuration in which the processing of the instruction function in the advantageous state is advantageous to the player when the first role winning is reserved and stored in any specific gaming state. However, in such a configuration, it is possible that the player may intentionally establish the second role winning in order to make the first role winning a situation in which it is reserved and stored.
[0316] Gaming machine C5. In any of the gaming machines C1 to C4, a storage means (RT game number counter) stores the number of games played in the first specific gaming state when the first specific gaming state is entered, and stores the number of games played in the second specific gaming state when the second specific gaming state is entered, and a specific gaming state ending means (RT ending function S504 of the main control device 101) that ends the specific gaming state when the number of games stored in the storage means reaches a specified number (999), and the storage means a correspondence information storage means (ROM 105 of the main control unit 101) that stores in advance a plurality of pieces of correspondence information (e.g., a transition lottery MAP for chance mode A) that defines the correspondence between the number of plays stored in the memory and the processing contents of the instruction function in the advantageous state, and a correspondence information acquisition means (transition lottery MAP reference function S1104 of the main control unit 101) that acquires the correspondence information in the advantageous state, wherein the correspondence information acquisition means acquires correspondence information corresponding to the winning role that is reserved and stored and the specific game state in which the player is currently in.
[0317] According to this gaming machine, a plurality of pieces of correspondence information that define the correspondence between the number of plays played in a specific gaming state and the processing contents of the instruction function in an advantageous state are stored in advance, and in an advantageous state, correspondence information according to the reserved winning combination and the specific gaming state in which the player is currently in is acquired. With this configuration, it is possible to change the processing of the instruction function in an advantageous state depending on the reserved winning combination and the specific gaming state in which the player is currently in.
[0318] In addition, since the specific game state is configured to end when the number of plays played in the specific game state reaches a specified number, it is possible to provide the storage means that stores the number of plays played in the specific game state with a function for changing the processing of the instruction function in the advantageous state, and there is no need to prepare a new storage means for storing the number of plays. Therefore, it is possible to increase the interest in the game while suppressing the increase in storage capacity.
[0319] Gaming machine C6. In the above gaming machine C5, the advantageous state has a first gaming mode (chance mode) and a second gaming mode (alert mode) in which the instruction function is activated more frequently than in the first gaming mode, and is characterized in that it is equipped with an advantageous state second ending means (advantageous period ending function S1613 of the main control unit 101) which ends the advantageous state and transitions to the normal state when the second gaming mode ends.
[0320] According to this gaming machine, the advantageous state has a first gaming mode and a second gaming mode in which the instruction function is activated more frequently than in the first gaming mode, and when the second gaming mode ends, the advantageous state ends and transitions to the normal state. In this gaming machine capable of associating one advantageous state with the next advantageous state, by configuring the machine to be able to transition to the second gaming mode multiple times in one advantageous state, it becomes unnecessary to configure the machine to associate one second gaming mode with the next second gaming mode. Therefore, it becomes possible to reduce the chances that the advantageous state ends after the upper limit number of plays.
[0321] Gaming machine C7. The gaming machine C6 described above is characterized in that it is provided with a third advantageous state ending means (advantageous period ending function S1404 of the main control unit 101) for ending the advantageous state in the first gaming mode and transitioning to the normal state, and is configured to be able to transition to the advantageous state multiple times before the number of games stored in the memory means reaches the specified number of games.
[0322] According to this gaming machine, the advantageous state may end without transitioning to the second gaming mode, and the advantageous state may be transitioned to multiple times between transition to the first specific gaming state or the second specific gaming state and its end. By adopting such a configuration, in a configuration in which the advantageous state ends after the upper limit number of plays, it is possible to reduce the chance that the number of plays available in the second gaming mode will decrease as a result of the first gaming mode continuing longer than necessary.
[0323] Gaming machine C8. A gaming machine characterized in that, in the above gaming machine C7, when at least one of the first role winning and the second role winning is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode.
[0324] According to this gaming machine, when at least one of the first and second role winnings is achieved in the first gaming mode, the advantageous state does not end in the first gaming mode. In this configuration, it is possible to continue the advantageous state until the second gaming mode is entered, but if the first gaming mode continues for a long time, the number of games that can be played in the second gaming mode will decrease. Therefore, it is possible to reduce the chances that the player will achieve the first or second role winning in the first gaming mode.
[0325] Gaming machine C9. A gaming machine characterized in that, in any one of gaming machines C1 to C8, when the first role win or the second role win is reserved and stored, the player is more advantageous in the advantageous state than when neither the first role win nor the second role win is reserved and stored.
[0326] According to this gaming machine, when the first or second role win is reserved and stored, the player is advantageous in the advantageous state. With this configuration, it is possible to make the player play the game while expecting a transition to an advantageous state in a situation where the first or second role win is reserved and stored, and it is possible to prevent the game from becoming monotonous. In addition, with this configuration, it is possible to reduce the chance that the player will achieve the first or second role win at a timing not intended by the developer of the gaming machine.
[0327] Gaming machine C10. A gaming machine characterized in that, in any of the gaming machines C1 to C9, when the first role winning and the second role winning are achieved in a situation where the instruction function is not activated, the first state and the second state become gaming states that are disadvantageous to the player, and when the first role winning and the second role winning are achieved in a situation where the instruction function is activated, the first state and the second state become gaming states that are advantageous to the player.
[0328] According to this gaming machine, the first and second role winnings must be achieved under the condition that the instruction function is activated. By adopting such a configuration, it is possible to reduce the chance of achieving the first or second role winnings while ignoring the gameplay formed by the normal state and the advantageous state, and it is possible to avoid the gameplay that has been prepared being wasted.
[0329] Gaming machine D1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); A start operation means (a start lever 41, a first credit insertion switch 56, a second credit insertion switch 57, a third credit insertion switch 58, a fourth credit insertion switch 59, a fourth credit insertion switch 60, a fifth credit insertion switch 61, a fifth credit insertion switch 62, a sixth credit insertion switch 63, a sixth credit insertion switch 64, a seventh credit insertion switch 65, a seventh credit insertion switch 66, a fifth credit insertion switch 67, a fifth credit insertion switch 68, a sixth credit insertion switch 69, a seventh credit insertion switch 69, a fifth credit insertion switch 69 ... A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being formed and stopped at an effective position (effective line) and winning is established. In a gaming machine equipped with A first state transition means (BB state transition processing function S609 of the main control device 101) for transitioning to a first state (BB state) when the result of the lottery for the role is a first role win (for example, BB1 win) and the first role win (BB1 win) is established; A first reserved storage means (a winning flag storage area 106a of the main control device 101) that reserves and stores the first winning role until the first winning role is established when the lottery result of the role is the first winning role and the first winning role is not established; As a game state, there is a favorable state (favorable section) in which an instruction function (a winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal state (normal section) in which the instruction function is not activated, The advantageous state has a first game mode (chance mode) in which a decrease in the game media used for the game is expected, and a second game mode (notification mode) in which an increase in the game media is expected, When a predetermined upper limit number of times (1500 times) of games have been played in the advantageous state, an advantageous state ending means (advantageous period ending function S1304 of the main control device 101) ends the advantageous state and transitions to the normal state; A transition determination means (a transition lottery function S1105 of the main control device 101) for determining whether or not to transition from the first gaming mode to the second gaming mode; an end determination means for making an end determination as to whether or not to end the advantageous state in the first gaming mode; When the first winning combination is achieved in the first game mode, a winning information storage means (exception flag storage area of the main control device 101) stores winning information (exception flag); Equipped with A gaming machine characterized in that, when the winning information is not stored, there is a possibility that the advantageous state in the first gaming mode will end, and, when the winning information is stored, the advantageous state in the first gaming mode will not end.
[0330] According to this gaming machine, when the first winning combination is achieved in the first gaming mode, winning information is stored. If the winning information is not stored, the advantageous state may end in the first gaming mode, whereas if the winning information is stored, the advantageous state will not end in the first gaming mode. This configuration makes it possible to reduce the chances that the player will intentionally achieve the first winning combination in the first gaming mode. In the case where the advantageous state ends after the upper limit number of plays, the maximum number of plays that can be played in the second gaming mode is determined by the number of plays played in the first gaming mode. For this reason, if the advantageous state does not end in the first gaming mode, there is a high possibility that the number of plays that can be played in the second gaming mode will be reduced.
[0331] As a result, when a role that can be reserved and stored if the role is selected by lottery is set, it is possible to reduce the chance that an advantageous state will ruin the playability of the game having a first game mode and a second game mode, thereby making it possible to increase interest in the game.
[0332] Gaming machine D2. The gaming machine D1, characterized in that the winning information storage means is configured to retain the winning information until the advantageous state ends when the winning information is stored.
[0333] According to this gaming machine, the winning information is stored and held until the advantageous state ends. With this configuration, it is possible to reduce the opportunity for the player to intentionally achieve the first winning in the first gaming mode.
[0334] Gaming machine D3. The gaming machine D1 or D2 described above, characterized in that it is provided with no means for transitioning from the first gaming mode to the second gaming mode in the first state.
[0335] According to this gaming machine, in the first state, an event of transition from the first gaming mode to the second gaming mode does not occur. In other words, when the first winning is achieved in the first gaming mode, it is equivalent to losing the number of games in the advantageous state required to end the first state. Therefore, it is possible to reduce the opportunity for the player to intentionally achieve the first winning in the first gaming mode.
[0336] Gaming machine D4. Any of gaming machines D1 to D3 above, characterized in that the gaming machine has multiple types of the first role, and the processing of the instruction function in the advantageous state changes depending on the type of first role reserved and stored in the first reservation memory means.
[0337] According to this gaming machine, multiple types of first roles are provided, and the processing of the instruction function in the advantageous state changes depending on which first role is reserved and stored. In such a configuration, it is possible that a player may intentionally try to achieve another first role win so that the first role that the player thinks is advantageous in the advantageous state is reserved and stored. However, by applying any one of the gaming machines D1 to D3, it is possible to suitably eliminate the above concerns.
[0338] Gaming machine D5. In the above gaming machine D4, when the first state is ended, a specific gaming state transition means (RT start processing function S704 of the main control device 101) that transitions to a specific gaming state (for example, RT1 state) in which it is possible to stay in either the advantageous state or the normal state and to stay across the advantageous state and the normal state, a storage means (RT game number counter) that stores the number of games played in the specific gaming state, and a storage means that terminates the specific gaming state when the number of games played in the specific gaming state reaches a specified number (999). a specific game state termination means (RT termination function S504 of the main control unit 101) for terminating a specific game state, a correspondence information storage means (ROM 105 of the main control unit 101) for storing a plurality of correspondence information (e.g., a transition lottery MAP for chance mode A) that defines the correspondence relationship between the number of games played in the specific game state and the processing contents of the instruction function in the advantageous state, and a correspondence information acquisition means (transition lottery MAP reference function S1104 of the main control unit 101) for acquiring correspondence information corresponding to the type of first role reserved and stored in the first reservation storage means.
[0339] According to this gaming machine, correspondence information is stored that defines the correspondence between the number of plays played in a specific gaming state and the processing contents of the instruction function in an advantageous state. With this configuration, when an advantageous state ends in the middle of a specific gaming state, it is possible to associate one advantageous state with the next advantageous state, thereby improving the interest in the game.
[0340] In addition, since the specific game state is configured to end when the number of plays played in the specific game state reaches a specified number, it is possible to provide the storage means that stores the number of plays played in the specific game state with a function for changing the processing of the instruction function in the advantageous state, and there is no need to prepare a new storage means for storing the number of plays. Therefore, it is possible to increase the interest in the game while suppressing the increase in storage capacity.
[0341] Furthermore, since multiple pieces of corresponding information are stored and the corresponding information corresponding to the reserved and stored first role is acquired, it is possible to diversify the association between one advantageous state and the next advantageous state.
[0342] Gaming machine D6. A gaming machine characterized in that, in the above gaming machine D5, it is provided with an erasing means (functions S1304, S1404, S1613 of initializing the section information storage area 106d of the main control unit 101) for erasing information regarding the instruction function that was temporarily stored after the transition to the advantageous state when the advantageous state is ended.
[0343] According to this gaming machine, when the advantageous state ends, the information about the instruction function temporarily stored after the transition to the advantageous state is erased. In such a configuration, the information about the instruction function temporarily stored in one advantageous state cannot be referenced in the next advantageous state, and it is difficult to associate one advantageous state with the next advantageous state. However, when this configuration is applied to the gaming machine D5, it becomes possible to associate one advantageous state with the next advantageous state.
[0344] Gaming machine D7. The gaming machine D5 or D6 described above, characterized in that the gaming machine is configured to be capable of transitioning to the advantageous state multiple times between transition to the specific gaming state and its end.
[0345] According to this gaming machine, it is possible to transition to the advantageous state multiple times between the transition to the specific gaming state and the end of the specific gaming state. By adopting such a configuration, in a configuration in which the advantageous state ends after the upper limit number of plays, it is possible to reduce the chance that the number of plays available in the second gaming mode will be reduced as a result of the first gaming mode continuing longer than necessary.
[0346] Gaming machine D8. A gaming machine as described above in claim 7, characterized in that, when the transition determination means makes the transition determination in a game round after the specific game state ending means ends the specific game state, if the winning information is not stored in the winning information storage means, it determines to transition from the first game mode to the second game mode, and if the winning information is stored in the winning information storage means, it determines not to transition from the first game mode to the second game mode.
[0347] According to this gaming machine, when the specific gaming state is ended after a specified number of games are played in the specific gaming state, if the first winning combination is not achieved in the first gaming mode, the first gaming mode is switched to the second gaming mode by the transition judgment in the subsequent games. With this configuration, it is possible to give the specified number of games in the specific gaming state a function as a ceiling for switching to the second gaming mode. In addition, since the specific gaming state can stay across the advantageous state and the normal state, and it is possible to switch to the advantageous state multiple times between switching to the specific gaming state and the end of the specific gaming state, it is possible to change the number of games in the advantageous state when the above-mentioned ceiling function is activated. As a result, it is possible to improve the interest in the game.
[0348] On the other hand, if the first winning combination is achieved in the first game mode, there is a possibility that the game mode will not transition to the second game mode even if a transition determination is made in the game rounds after the specified number of times. In other words, if the first winning combination is achieved in the first game mode, the ceiling function will not operate. By adopting such a configuration, it is possible to reduce the chances that the player will achieve the first winning combination in the first game mode.
[0349] Gaming machine D9. Any of the gaming machines D1 to D8 described above, characterized in that when the first winning role is reserved and stored, the player is more advantageous in the advantageous state than when the first winning role is not reserved and stored.
[0350] According to this gaming machine, when the first winning combination is reserved and stored, the player is more advantageous in the advantageous state than when the first winning combination is not reserved and stored. By adopting such a configuration, it is possible to make the player play the game while expecting a transition to an advantageous state in a situation where the first winning combination is reserved and stored, and it is possible to prevent the game from becoming monotonous.
[0351] Gaming machine D10. A gaming machine characterized in that, in any one of gaming machines D1 to D9, when the first winning role is achieved in a situation where the instruction function is not activated, the first state becomes a gaming state that is disadvantageous to the player, and when the first winning role is achieved in a situation where the instruction function is activated, the first state becomes a gaming state that is advantageous to the player.
[0352] According to this gaming machine, the first winning combination must be achieved under the condition that the instruction function is activated. By adopting such a configuration, it is possible to reduce the chance of achieving the first winning combination while ignoring the gameplay formed by the normal state and the advantageous state, and it is possible to avoid the gameplay that has been prepared being wasted.
[0353] The gaming machines in the group A to the group D may be appropriately combined, and the above-mentioned effects can be achieved even in the case of combination. In each of the gaming machine groups, the "operation frequency of the instruction function" may be replaced with the "expected value of gaming media expected per one play", the "net increase in the number of gaming media", or the "speed of granting gaming value". [Explanation of symbols]
[0354] 10...slot machine as a gaming machine, 32...reel constituting a circulating display means and as a rotating body, 41...start lever as a start operation means or input operation means, 42-44...stop switches as a stop operation means, 56...first credit insertion switch as a start operation means or input operation means, 57...second credit insertion switch as a start operation means or input operation means, 58...third credit insertion switch as a start operation means or input operation means, 63...upper lamp constituting an auxiliary performance section or specific performance execution means, 64...speaker constituting an auxiliary performance section or specific performance execution means, 65...auxiliary display section constituting an auxiliary performance section or specific performance execution means, 81...display control device constituting a sub-control board or specific performance execution means, 101...main control device as a main control board, 102...CPU constituting various control means such as a lottery means and main control means.
Claims
[Claim 1] A plurality of cyclic display means for cyclically displaying a plurality of types of pictures; A start operation means that is operated to start the cyclical display of the pictures; A lottery means for selecting a role; A plurality of stop operation means that are operated to individually stop the cyclic display of the patterns; A bonus awarding means for awarding a bonus to a player as a winning combination based on the winning combination selected in the lottery and the winning pattern corresponding to the winning combination being stopped in a valid position while forming a predetermined combination; In a gaming machine equipped with The game state includes an advantageous state in which an instruction function for informing a player of an operation method for achieving a specific win can be activated, and a normal state in which the instruction function is not activated, providing a specific game state in which the player can stay in either the advantageous state or the normal state and can stay across the advantageous state and the normal state; a correspondence information storage means for storing correspondence information that defines a correspondence relationship between the number of games played in the normal state in the specific game state and the processing content of the instruction function in the advantageous state; The processing of the instruction function in the advantageous state is changed depending on the number of games played in the normal state in the specific game state, A gaming machine characterized in that a plurality of pieces of correspondence information are stored in advance in the correspondence information storage means.
Citation Information
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