Gaming Machines
Patent Information
- Application Number
- JP2022185147
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2042-11-18
AI Technical Summary
【0006】 本発明によれば、遊技者の興趣を向上できる。
Smart Images

Figure 0007641641000001 
Figure 0007641641000002 
Figure 0007641641000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, slot machines are known as an example of gaming machines. In slot machines, game states include states that are advantageous in some respect compared to normal states. As shown in Patent Document 1, CZ (Chance Zone) and ART (Assist Replay Time) are known as advantageous states. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-120203 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, it is expected that the expectation that the game will unfold in a favorable manner will be heightened, and further increase the interest of the player. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that performs a variable display of symbols based on a start trigger, and can award a privilege according to a symbol that is stopped and displayed after the variable display of the symbols, and is equipped with a performance execution means that can execute a performance, and a performance control means that controls the performance execution means, and the performance execution means is capable of executing a special performance, and the special performance is configured to include a first part and a second part, and a specific symbol can be stopped and displayed while staying in the first part, and the stay period of the second part can be different when the number of times the specific symbol is stopped and displayed in the first part is the first stop and display number and when it is the second stop and display number, and the longer the stay period of the second part, the higher the possibility of transitioning to an advantageous state after the end of the second part. When the end condition of the first part is satisfied, the game may transition to the second part or the special performance may end without transitioning to the second part, and the expectation of transition to the second part differs between when the number of times the specific symbol is stopped is the first number of times and when the number of times the specific symbol is stopped is the second number of times. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, the interest of the player can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing a schematic view of a slot machine as viewed from the front. [Diagram 2] FIG. 2 is an enlarged view of the information display section of the slot machine. [Diagram 3] 13A and 13B are diagrams showing a specific example of an operation mode of a stop operation unit. [Figure 4] FIG. 13 is a diagram showing a specific example of the relationship between roles and prizes. [Diagram 5] 1A and 1B are diagrams showing an example of the relationship between the internal state of a slot machine and presentation modes. [Figure 6] 1A and 1B are diagrams showing an example of the relationship between the internal state of a slot machine and presentation modes. [Figure 7] FIG. 2 is a diagram showing an electrical configuration of the slot machine. [Figure 8] A diagram showing the main processing of game progress. [Figure 9] A figure showing an example of a specific transition of display content in a display performance device. [Figure 10]FIG. 13 is a diagram showing a specific example of the display content of the display effect device in the first part of the chance mode. [Figure 11] FIG. 13 is a diagram showing a specific example of the display content of the display effect device in the second part of the chance mode. [Figure 12] A figure showing an example of a specific relationship between a chance mode and the expected degree of transition to an advantageous state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] [First embodiment] A first embodiment of a slot machine, which is an example of a gaming machine, will be described. In this specification, the directions up, down, left, right, front, and rear indicate the directions as seen by a player playing on a gaming machine.
[0009] As shown in FIG. 1, a slot machine 10, which is an example of a gaming machine, includes a main body cabinet 11. The main body cabinet 11 is a square box with an opening on the front. The slot machine 10 includes a front door 12 that can cover the opening of the main body cabinet 11. The front door 12 is pivotally supported on one side edge of the main body cabinet 11 so as to be openable and closable. The front door 12 is formed with a substantially square display window 12a through which the inside of the machine can be viewed. The slot machine 10 includes a locking device 12b that locks the front door 12. The slot machine 10 is configured so that the front door 12 cannot be opened unless it is unlocked using a door key.
[0010] The slot machine 10 is equipped with a light-emitting performance device 13 on the front of the front door 12. The light-emitting performance device 13 is configured to include one or more light-emitting bodies (not shown), for example, LEDs. The light-emitting performance device 13 can execute a performance using a predetermined light-emitting pattern (hereinafter, referred to as a light-emitting performance) and a notification using a predetermined light-emitting pattern (hereinafter, referred to as notification light emission). The predetermined light-emitting pattern can include at least one of turning on, turning off, and blinking of the light-emitting body.
[0011] The slot machine 10 is provided with a sound production device 14 on the front side of the front door 12. The sound production device 14 is configured to include one or more speakers. The sound production device 14 can execute a production that outputs a predetermined sound (hereinafter referred to as a sound production) and a notification that outputs a predetermined sound (hereinafter referred to as a sound notification). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined character string, etc.
[0012] The slot machine 10 includes a display / effect device 15. As an example, the display / effect device 15 is disposed on the front side of the front door 12, above the display window 12a. The display / effect device 15 has one or more image display units, an example of which is a liquid crystal display. The display / effect device 15 can execute an effect of displaying a predetermined image (hereinafter referred to as a display effect), and a notification of displaying a predetermined image (hereinafter referred to as a display notification). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the effect pattern, character, etc. are simply referred to as "displaying", it means that the character, etc. are displayed as an image.
[0013] The light-emitting performance device 13, the audio performance device 14, and the display performance device 15 constitute a performance device group ES, which is an example of a performance execution means. The performance device group ES is not limited to including all of the performance devices 13 to 15, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices. The performance device group ES may be composed of a movable performance device that operates a movable body, a vibration performance device that generates vibrations, or an air blowing performance device that generates wind. The performance device group ES is an example of a performance execution means that executes a performance.
[0014] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the slot machine 10 so that the player can view the reel unit 16 through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. Each of the reels 16a to 16c includes a pattern row in which a plurality of patterns are arranged. As an example, the pattern row is formed by winding a strip-shaped light-transmitting film on which a plurality of patterns are printed along the longitudinal direction around the outer periphery of the reels 16a to 16c. There are a plurality of types of patterns. As an example, the types of patterns may include a cherry pattern, a watermelon pattern, a bell pattern, a seven pattern, and a replay pattern.
[0015] The reel unit 16 includes an actuator (not shown) that drives each of the reels 16a to 16c. As an example, each actuator is a stepping motor. The reels 16a to 16c can be rotated and stopped vertically independently of each other by the actuators provided corresponding to each reel. In the slot machine 10, when the reels 16a to 16c rotate, a symbol row visible through the display window 12a is changed, and a variable game is executed. For example, the symbol row is changed in such a manner that the symbol row is scrolled vertically from top to bottom. The reel unit 16 is an example of a symbol display means capable of displaying a variable pattern.
[0016] The display window 12a is large enough to display three consecutive symbols in the circumferential direction of the reels 16a to 16c. An upper stop position, a middle stop position, and a lower stop position are defined in the display window 12a for each of the reels 16a to 16c. When the reels stop spinning, one symbol is stopped at each of the upper stop position, the middle stop position, and the lower stop position.
[0017] The reel unit 16 includes reel sensors SE1 to SE3 that detect the rotational positions of the reels 16a to 16c, respectively (see FIG. 7). Each of the reel sensors SE1 to SE3 outputs a symbol signal for identifying a symbol passing through a pay line NL or a symbol stopped on a pay line NL.
[0018] The pay line NL will now be described. In the slot machine 10, a "valid combination of stop positions" that can determine a combination of symbols (stop points) that has stopped as a winning combination is set by a combination of stop positions selected one by one from among the three stop positions defined for each of the reels 16a to 16c. A line connecting a plurality of stop positions that constitute a valid combination of stop positions is a pay line NL. As an example, the pay line NL is a line connecting the center stop positions of each of the reels 16a to 16c.
[0019] Regarding symbols, "stopped" means that the symbols are stopped at any of the upper, middle, or lower stop positions in the display window 12a and are displayed so as to be visible to the player. "Winning" means that a symbol combination that determines a prize is displayed on the pay line NL. In the slot machine 10, when a winning occurs, a prize (profit) that is determined for the winning symbol combination is awarded. A "symbol combination that determines a prize" is a so-called "winning combination." Note that combinations other than the valid stopping position combinations are invalid stopping position combinations (so-called invalid lines) in which the displayed symbol combination cannot be determined as a winning combination.
[0020] The slot machine 10 has a performance operation unit 21 on the front of the front door 12. The performance operation unit 21 has an operated unit that can be operated by a player or the like. As an example, the performance operation unit 21 is a button type. Without being limited to this, the performance operation unit 21 may be a touch sensor type or a lever type. The slot machine 10 has a medal insertion unit 22 into which game medals, which are an example of game media, can be inserted. The medal insertion unit 22 is formed with a medal insertion port 22a into which the game medals are inserted. The slot machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects game medals inserted from the medal insertion port 22a (see FIG. 7). When the insertion sensor SE4 detects a game medal, it outputs a medal detection signal.
[0021] The slot machine 10 is provided with a bet operation unit 23 on the front side of the front door 12. The bet operation unit 23 includes a unit bet operation unit 23a and a maximum bet operation unit 23b. Each bet operation unit 23a, 23b is a means for operating to bet game medals from credits stored internally in the slot machine 10. As an example, one, two, or three game medals can be bet on one variable game. Three medals is an example of the maximum bet. Each bet operation unit 23a, 23b outputs an operation signal when operated. The bet is the so-called BET number.
[0022] The slot machine 10 has a settlement operation unit 24 on the front side of the front door 12. The settlement operation unit 24 is a means for performing an operation to pay back the bet game medals and credits. The settlement operation unit 24 outputs an operation signal when operated. The slot machine 10 has a start operation unit 25 on the front side of the front door 12. As an example, the start operation unit 25 is a lever type. The start operation unit 25 is a means for performing a start operation to start the rotation of the reels 16a to 16c. The variable game can be started based on the start operation. The start operation can be a trigger for starting the variable game. The start operation unit 25 outputs an operation signal when operated.
[0023] The slot machine 10 is provided with a stop operation unit 26 on the front surface of the front door 12. The stop operation unit 26 includes a left stop operation unit 26a, a center stop operation unit 26b, and a right stop operation unit 26c. As an example, each of the stop operation units 26a to 26c is a button type. The left stop operation unit 26a corresponds to the left reel 16a, and is a means for performing a stop operation to stop the rotation of the left reel 16a. The center stop operation unit 26b corresponds to the center reel 16b, and is a means for performing a stop operation to stop the rotation of the center reel 16b. The right stop operation unit 26c corresponds to the right reel 16c, and is a means for performing a stop operation to stop the rotation of the right reel 16c. When operated, each of the stop operation units 26a to 26c outputs an operation signal.
[0024] The slot machine 10 has a payout outlet 27 for game medals at the bottom of the front surface of the front door 12. The slot machine 10 has a tray 28 for receiving game medals paid out from the payout outlet 27. The slot machine 10 has a hopper unit (not shown) inside the machine. The hopper unit pays out game medals from the payout outlet 27.
[0025] As shown in FIG. 1 and FIG. 2, the slot machine 10 has an information display unit 30. The information display unit 30 has an insertion possibility display unit 31. The insertion possibility display unit 31 displays information that can identify whether or not insertion of a gaming medal into the medal insertion slot 22a is acceptable. The information display unit 30 has a replay display unit 32. The replay display unit 32 displays information that can identify whether or not a replay is in operation. When the replay is activated, the player can play a variable game with the bet amount in the previous variable game, without betting new gaming medals.
[0026] The information display unit 30 has a wait display unit 33. The wait display unit 33 displays information that can identify whether or not a wait time is in progress. The wait time is set so that the number of times the variable game is executed per unit time does not exceed a specified number. The information display unit 30 has a bet display unit 34. The bet display unit 34 displays information that can identify the bet. As an example, the bet display unit 34 has a display unit corresponding to bet=1, a display unit corresponding to bet=2, and a display unit corresponding to bet=3. In the bet display unit 34, the display unit corresponding to the bet is lit. The information display unit 30 has a credit display unit 35. The credit display unit 35 displays information that can identify the credits stored internally.
[0027] The information display unit 30 has a payout display unit 36. The payout display unit 36 displays information that can specify the number of game medals to be paid out as a prize. In this specification, "payout" means that game medals are given to a player in association with a win, and does not necessarily mean that game medals are actually paid out. As an example, the payout display unit 36 is also used as a means for displaying information that can specify the operation mode of the stop operation units 26a to 26c required to generate a win (hereinafter, referred to as operation information). The operation information can specify at least one of the operation sequence and operation timing of the stop operation units 26a to 26c. The operation information is information that notifies the operation mode required to win a winning combination in an internal lottery. The payout display unit 36 may also be used as a means for displaying information that can specify an error.
[0028] As shown in FIG. 3, the operation mode of the stop operation unit 26 may include the operation sequence of the stop operation units 26a to 26c (hereinafter referred to as the push sequence) and the operation timing (hereinafter referred to as the push position). There are a total of six push sequences, from the first to the sixth. In the figure, the push sequence is indicated in parentheses in the push sequence column by abbreviating the left stop operation unit 26a as "left", the center stop operation unit 26b as "center", and the right stop operation unit 26c as "right". The first stop operation column indicates the reel that is stopped first, the second stop operation column indicates the reel that is stopped second, and the third stop operation column indicates the reel that is stopped third. The payout display section column indicates the operation information to be displayed on the payout display section. The operation information is information that can identify the operation mode that is recommended or instructed. For example, the first push order is a push order in which the stop operation units 26a to 26c are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in that order. When the first push order is instructed, the payout display unit 36 displays "o1" as operation information that can identify the first push order.
[0029] Examples of roles and prizes will be described below. As shown in FIG. 4, the slot machine 10 has a plurality of types of roles. As an example, the plurality of types of roles may include a payout role and a replay role. The payout role is determined to be a prize of game medals. The payout role is a so-called small role. The replay role is determined to be a prize of replay activation. As an example, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. As an example, the number of payout coins is determined to be 4 for the cherry role, 15 for the watermelon role, 10 for the bell role, and 1 for the bell spill role.
[0030] The internal state of the slot machine 10 will now be described. As shown in FIG. 5 and FIG. 6, the internal state of the slot machine 10 can be determined by a combination of game zones and game states. The slot machine 10 has a plurality of game zones. The plurality of game zones include a normal zone and an advantageous zone. The advantageous zone is more likely to transition to an advantageous game state than the normal zone. Notification of operation information is permitted in the advantageous zone and prohibited in the normal zone. When the start condition of the advantageous zone is satisfied in the normal zone, the game zone transitions from the normal zone to the advantageous zone. When the end condition of the advantageous zone is satisfied in the advantageous zone, the game zone transitions from the advantageous zone to the normal zone.
[0031] The slot machine 10 has a plurality of game states. The plurality of game states include a normal state and an advantageous state. Operation information is notified in the advantageous state, and is not notified in the normal state. The advantageous state is a so-called assist time (AT). The advantageous state is a state in which it is easier to win a payout role won by an internal lottery compared to the normal state. In other words, the advantageous state is an internal state that is more advantageous than the normal state.
[0032] The normal state includes a first normal state and a second normal state. The second normal state has a higher expectation of transitioning to an advantageous state (hereinafter referred to as transition expectation) than the first normal state. The second normal state is a so-called chance zone (CZ). The second normal state includes a plurality of states with different transition expectation. As an example, there are three types of the second normal state, which are shown as the second normal state [A], the second normal state [B], and the second normal state [C] in order of lowest transition expectation. When any transition condition to the second normal state is established in the first normal state, the game state transitions to the second normal state in which the transition condition is established. When a transition condition to the advantageous state is established in any normal state, the game state transitions to the advantageous state. When a transition condition to the first normal state is established in the advantageous state or any second normal state, the game state transitions to the first normal state.
[0033] An example of a specific transition mode of the internal state will be described. When the start condition of the advantageous zone is satisfied in the normal zone and the first normal state, the internal state may transition to the advantageous zone and the first normal state. When the transition condition to the second normal state is satisfied in the advantageous zone and the first normal state, the internal state may transition to the advantageous zone and any of the second normal states. When the transition condition to the advantageous state is satisfied in the advantageous zone and any of the normal states, the internal state may transition to the advantageous zone and advantageous state. When the transition condition to the first normal state is satisfied in the advantageous zone and advantageous state, the internal state may transition to the normal zone and the first normal state. Not limited to this, when the transition condition to the first normal state is satisfied in the advantageous zone and advantageous state, the internal state may transition to the advantageous zone and the first normal state. Also, when the end condition of the advantageous zone is satisfied in the advantageous zone and advantageous state, the internal state may transition to the normal zone and the first normal state.
[0034] The first normal state may include cases where it is accompanied by a premonition of the second normal state, and cases where it is not accompanied by a premonition of the second normal state. In the following description, a phenomenon or performance that is a premonition of the second normal state is simply referred to as a "premonition." In the slot machine 10, the premonition suggests or notifies the possibility of transition to the second normal state. The premonitions include real premonitions that appear when transitioning to the second normal state, and false premonitions that appear when transitioning to the second normal state is not. As an example, the premonitions may include premonition [A], premonition [B], and premonition [C]. Premonitions [A] to [C] correspond to the second normal states [A] to [C], respectively.
[0035] The presentation modes of the slot machine 10 will now be described. The slot machine 10 has a plurality of presentation modes. In each presentation mode, at least a part of the presentation mode in the presentation device group ES is different, so that it is possible to recognize which presentation mode the player is currently in. As an example, the presentation mode corresponds to a game state. When the game state is changed, the presentation mode may be changed to a presentation mode corresponding to the game state after the change. The plurality of presentation modes include a normal mode corresponding to a first normal state without a premonition, a premonition mode [A] corresponding to a first normal state with a premonition [A], a premonition mode [B] corresponding to a first normal state with a premonition [B], and a premonition mode [C] corresponding to a first normal state with a premonition [C]. The plurality of presentation modes include a chance mode [A] corresponding to a second normal state [A], a chance mode [B] corresponding to a second normal state [B], and a chance mode [C] corresponding to a second normal state [C]. The plurality of presentation modes includes an advantageous mode corresponding to an advantageous state.
[0036] The electrical configuration of the slot machine 10 will be described. As shown in FIG. 7, the slot machine 10 includes a main board 80 and a sub-board 90. The main board 80 and the sub-board 90 are disposed inside the machine. The main board 80 performs various processes related to the progress of the game. The main board 80 outputs a control signal (control command) to the sub-board 90 according to the result of the processing. The sub-board 90 performs various processes related to the presentation based on the various control signals input from the main board 80.
[0037] The main board 80 will now be described. The main board 80 includes a CPU 81, a ROM 82, and an RWM 83. The CPU 81 executes various control operations in a predetermined procedure based on a main control program. The ROM 82 stores the main control program, various tables, various judgment values, and the like. The various tables may include a role information determination table that is referenced to determine one or more pieces of role information from among a plurality of pieces of role information. The role information is an identifier (ID) that can identify a role (symbol combination) that allows a win in the variable game. As an example, one or more roles that allow a win in the variable game are defined for each piece of role information.
[0038] As shown in Fig. 4, the multiple combination information may include cherry combination information, watermelon combination information, bell combination information, and replay combination information. In the slot machine 10, when the stop operation units 26a to 26c are operated in an operation mode (hereinafter referred to as a corresponding operation mode) corresponding to the combination defined in the combination information, control is performed to generate a winning combination according to the corresponding operation mode (hereinafter referred to as a symbol stop control). In the figure, the "Corresponding Operation Mode" column shows the push order and push positions as the corresponding operation mode required to generate the winning combination shown in the "Combination" column.
[0039] The cherry role information defines a cherry role. The corresponding operation mode of the cherry role is to operate the stop operation units 26a to 26c at the "cherry push position" within a predetermined range from the cherry symbol in the symbol row, and the push order does not matter. If no operation is performed at the cherry push position, a symbol combination of cherry spilling without a prize is stopped and displayed. The watermelon role information defines a watermelon role. The corresponding operation mode of the watermelon role is to operate the stop operation units 26a to 26c at the "watermelon push position" within a predetermined range from the watermelon symbol in the symbol row, and the push order does not matter. If no operation is performed at the watermelon push position, a symbol combination of watermelon spilling without a prize is stopped and displayed. The predetermined range is a range in which the symbols can be pulled in and stopped (sliding stop) by the symbol stop control.
[0040] In the bell role information, a bell role and a bell spill role are defined. In each bell role information, the corresponding operation mode of the bell role is to operate the stop operation units 26a to 26c in the push order corresponding to the winning bell role information, and the push position does not matter. In each bell role information, the corresponding operation mode of the bell spill role is all operation modes different from the corresponding operation mode of the bell role. As an example, in the first bell role information, the corresponding operation mode of the bell role is to operate the stop operation units 26a to 26c in the first push order, and the operation mode different from the operation mode becomes the corresponding operation mode of the bell spill role. In the replay role information, a replay role is defined. The corresponding operation mode of the replay role is a combination of all push orders and all push positions. In other words, if the replay role information is won, regardless of the operation mode of the stop operation units 26a to 26c, the winning of the replay role may occur. The multiple role information may include information that defines a role that does not require a push order but requires a push position. The multiple winning combination information may include information that defines a winning combination that requires both a pressing order and a pressing position.
[0041] Returning to the explanation of the main board 80, As shown in Fig. 7, the RWM 83 stores various information generated in response to processing by the CPU 81. For example, the RWM 83 stores credits, flags, timers, counters, etc. The main board 80 generates random numbers used in various lotteries. The random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by the CPU 81. The random numbers may include special random numbers for determining hand information.
[0042] The CPU 81 is connected to the reel sensors SE1 to SE3. The CPU 81 can input symbol signals from each of the reel sensors SE1 to SE3. The CPU 81 is connected to the insertion sensor SE4. The CPU 81 can input a medal detection signal from the insertion sensor SE4. The CPU 81 is connected to each of the unit bet operation unit 23a, maximum bet operation unit 23b, settlement operation unit 24, start operation unit 25, and each of the stop operation units 26a to 26c. The CPU 81 can input operation signals from each of the unit bet operation unit 23a, maximum bet operation unit 23b, settlement operation unit 24, start operation unit 25, and stop operation units 26a to 26c.
[0043] The CPU 81 is connected to each actuator of the reel unit 16. The CPU 81 can drive each actuator by outputting a predetermined operation signal (drive signal) to each actuator. The CPU 81 can spin and stop each of the reels 16a to 16c individually by controlling the operation of each actuator of the reel unit 16. The CPU 81 is connected to an actuator of a hopper unit. The CPU 81 can control the payout of game medals by the hopper unit by controlling the operation of the actuator.
[0044] The sub-substrate 90 will now be described. The sub-board 90 includes a CPU 91, a ROM 92, and an RWM 93. The CPU 91 executes various control operations in a predetermined procedure based on various control signals input from the main board 80 and a sub-control program. The ROM 92 stores the sub-control program, various tables, various determination values, and the like. The ROM 92 stores a display performance pattern capable of identifying the mode of display performance in the display performance device 15, an audio performance pattern capable of identifying the mode of audio performance in the audio performance device 14, and a light-emitting performance pattern capable of identifying the mode of light-emitting performance in the light-emitting performance device 13. The CPU 91 is an example of a performance control means that controls a performance execution means (one example is a performance device group ES).
[0045] The RWM 93 stores various information generated in response to processing by the CPU 91. For example, the RWM 93 stores flags, timers, counters, etc. The sub-board 90 generates random numbers used in various lotteries. The random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by the CPU 91. The random numbers may include special random numbers for determining hand information.
[0046] The CPU 91 is connected to the light-emitting device 13, the sound device 14, and the display device 15. The CPU 91 controls the light-emitting device 13, the sound device 14, and the display device 15 based on various control information input from the main board 80 to execute various effects. The CPU 91 can also execute effects corresponding to the internal state of the slot machine 10. The various effects include an effect (so-called navigation effect) that notifies the operation mode of the stop operation unit 26 required to win a specific role (symbol combination), and an effect that suggests a role that is allowed to win (a winning role).
[0047] The slot machine 10 includes a power supply unit 99. The power supply unit 99 is disposed inside the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 80 and the sub-board 90. The power supply unit 99 includes a power switch 99a. The slot machine 10 can be powered on by starting power supply to the power supply unit 99 with the power switch 99a in the on state, or by turning on the power switch 99a while power is being supplied.
[0048] The game progress main processing executed by the main board 80 (CPU 81) will be described. As shown in FIG. 8, first, the CPU 81 executes a game start setting process (S101). In the game start setting process, the CPU 81 updates a predetermined storage area in the RWM 83. Next, the CPU 81 determines whether or not the replay is inactive (S102). If the replay is inactive (S102: YES), the CPU 81 executes an odds setting process to set an odds for the current variable game (S103).
[0049] In the bet amount setting process, the CPU 81 inputs a detection signal from the insertion sensor SE4, and when the bet amount is less than the maximum bet amount, the CPU 81 adds 1 to the bet amount. When the CPU 81 inputs a detection signal from the insertion sensor SE4, and when the bet amount is the maximum bet amount, the CPU 81 adds 1 to the credits. Note that when the credits have reached the upper limit (for example, 50 medals), the CPU 81 controls a medal selector (not shown) to return the inserted gaming medals from the payout outlet 27.
[0050] When no detection signal is input from the input sensor SE4, the CPU 81 judges whether or not an operation signal is input from the multiplier operation units 23a, 23b. The CPU 81 inputs an operation signal from the unit multiplier operation unit 23a, and when the credit is 1 or more and less than the maximum multiplier, it adds 1 to the multiplier. When the CPU 81 inputs an operation signal from the maximum multiplier operation unit 23b and the credit is less than the maximum multiplier, it adds, up to the credit at that time, so that the multiplier approaches the maximum multiplier. When an operation signal is added to the multiplier, or when no operation signal is input from the multiplier operation units 23a, 23b, the CPU 81 ends the multiplier setting process.
[0051] When the bet amount setting process is completed, the CPU 81 executes the settlement process (S104). In the settlement process, if an operation signal is not input from the settlement operation unit 24, the CPU 81 ends the settlement process. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return game medals equivalent to the bet amount from the payout outlet 27. Then, the CPU 81 sets the bet amount to 0. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return game medals equivalent to the credit from the payout outlet 27. In this case, the CPU 81 sets the credit to 0. Thereafter, the CPU 81 ends the settlement process.
[0052] When the replay is not inactive (S102: NO) and when the settlement process is completed, the CPU 81 determines whether the bet coincides with the specified bet (S105). When the replay is in operation, the CPU 81 sets the bet at the start of the previous variation game as the bet for the current variation game.
[0053] If the odds do not match the prescribed odds (S105: NO), the CPU 81 proceeds to processing of step S102. If the odds match the prescribed odds (S105: YES), the CPU 81 judges whether or not a start operation has been accepted (S106). The CPU 81 makes a positive judgment when a detection signal is input from the start operation unit 25. On the other hand, the CPU 81 makes a negative judgment when a detection signal is not input from the start operation unit 25. If a start operation has not been accepted (S106: NO), the CPU 81 proceeds to processing of step S102. On the other hand, if a start operation has been accepted (S106: YES), the CPU 81 executes a role selection process (S107).
[0054] The role selection process will be described. The CPU 81 executes the role selection process to determine one piece of role information from among a plurality of pieces of role information. The CPU 81 acquires a special random number generated by the main board 80. The CPU 81 determines role information by role selection using the special random number so as to achieve a predetermined winning probability. The role selection process can be said to be a special selection for determining whether or not a player wins. Not winning any of the role information is a so-called loss. The CPU 81 stores information indicating the winning role information (hereinafter, referred to as a winning flag) in the RWM 83. The winning flag is initialized in the next game start set process (S101). The CPU 81 stores control information (hereinafter, referred to as a winning command) capable of identifying the winning role information in the output buffer. After that, the CPU 81 ends the role selection process. When the role selection process ends, the CPU 81 executes a transition determination process regarding the internal state (S108).
[0055] The CPU 81 can control the transition of the internal state by executing the transition determination process. In the transition determination process, the game zone and the possibility of transition of the game state can be determined, while the transition of the internal state according to the result of the determination is performed in the game update process (S117) described later. The transition determination process will be described.
[0056] The CPU 81 can specify the game zone by referring to the information set in the game zone flag. The game zone flag is stored in the RWM 83. The information set in the game zone flag includes advantageous zone information indicating that it is an advantageous zone and normal zone information indicating that it is a normal zone. The CPU 81 can specify the game state by referring to the information set in the game state flag. The game state flag is stored in the RWM 83. The information set in the game state flag includes first normal state information indicating that it is a first normal state, second normal state information indicating that it is a second normal state, and advantageous state information indicating that it is an advantageous state. The second normal state information includes second normal state information [A] indicating that it is a second normal state [A], second normal state information [B] indicating that it is a second normal state [B], and second normal state information [C] indicating that it is a second normal state [C].
[0057] When the normal zone is in the first normal state, the CPU 81 executes a first transition determination process. The first transition determination process is a process for determining whether or not to transition from the normal zone to the favorable zone. In the first transition determination process, the CPU 81 acquires a predetermined random number generated by the main board 80. The CPU 81 determines whether or not to transition to the favorable zone by a zone transition lottery using the acquired random number. If the zone transition lottery is won, the CPU 81 stores an advantageous zone transition flag in the RWM 83 as information indicating a transition to the favorable zone. After that, the CPU 81 ends the transition determination process. On the other hand, if the zone transition lottery is not won, the CPU 81 ends the transition determination process.
[0058] When in the advantageous zone and in the first normal state, the CPU 81 executes a second transition decision process. The second transition decision process is a process for determining whether or not to transition from the first normal state to the second normal state. In the second transition decision process, the CPU 81 determines whether or not a transition wait flag is stored in the RWM 83. The fact that the transition wait flag is stored indicates that a transition to any of the second normal states has already been decided and that a transition to the second normal state is currently waiting.
[0059] When the transition waiting flag is not stored, the CPU 81 executes a state transition lottery to determine whether or not to permit a transition from the first normal state to the second normal state. The state transition lottery is a so-called chance zone lottery. The CPU 81 obtains a predetermined random number generated by the main board 80, and executes a state transition lottery using the random number. The CPU 81 executes a state transition lottery so that the winning probability corresponds to the winning role information in the winning role lottery process. As an example, the state transition lottery can be won when the watermelon role information or the cherry role information is won, but is not won when the other role information is won. The winning probability of the state transition lottery should be higher in the order of cherry role information < watermelon role information.
[0060] When the state transition lottery is won, the CPU 81 determines the second normal state to be the transition destination from among the second normal states [A] to [C] by a transition destination lottery using a predetermined random number. The CPU 81 sets information indicating the second normal state determined as the transition destination in a schedule flag stored in the RWM 83. The CPU 81 stores control information (hereinafter, referred to as a reservation command) indicating the second normal state determined as the transition destination in the output buffer. The CPU 81 stores a transition wait flag in the RWM 83. The CPU 81 sets an initial value (7 times as an example) to the transition wait remaining number stored in the RWM 83. The transition wait remaining number is information indicating the remaining number of variable games waiting for transition to the second normal state. Thereafter, the CPU 81 ends the transition determination process.
[0061] When the state transition lottery is not won, the CPU 81 can execute the false premonition process. As an example, when the state is the first normal state and the transition waiting flag and the false premonition flag are not stored, the CPU 81 can execute the false premonition process. The false premonition flag is information that can specify that the false premonition is being executed. The false premonition flag is stored in the RWM 83. In the false premonition process, when the cherry role or the watermelon role is won, the CPU 81 determines whether or not to generate a false premonition by a false premonition lottery using a predetermined random number. When the false premonition lottery is won, the type of false premonition is determined by a lottery using a predetermined random number. There are false premonition types [A] to [C]. The false premonitions [A] to [C] have the same performance form as the premonitions [A] to [C], respectively. The CPU 81 stores control information (hereinafter, referred to as a false premonition start command) capable of specifying the start of a false premonition and the type of false premonition to be started in the output buffer. The false premonition start command can also be said to be information capable of specifying a premonition mode to be transitioned to. As an example, the CPU 81 sets 7 times as an initial value of the number of remaining false premonitions stored in the RWM 83. The CPU 81 stores a false premonition flag in the RWM 83. Thereafter, the CPU 81 ends the transition determination process. On the other hand, if the false premonition lottery is not won, the CPU 81 ends the transition determination process. Also, if the first normal state is in a state where a transition standby flag or a false premonition flag is stored, and if the game state is different from the first normal state, the CPU 81 does not execute the false premonition process and ends the transition determination process.
[0062] When the transition determination process is completed, the CPU 81 executes the operation information process (S109). In the advantageous zone, the CPU 81 is permitted to display the operation information on the payout display unit 36. On the other hand, in the normal zone, the CPU 81 is prohibited from displaying the operation information on the payout display unit 36. As an example, when the CPU 81 is in the advantageous zone and in the advantageous state, the CPU 81 displays the operation information specified according to the winning combination information. As an example, when the CPU 81 is in the advantageous zone and in any normal state, the CPU 81 does not display the operation information. As an example, when the CPU 81 wins any of the first to sixth bell winning combination information, the CPU 81 specifies the operation information indicating the operation mode of the stop operation units 26a to 26c required to generate the winning of the bell winning combination. The CPU 81 controls the payout display unit 36 to display the specified operation information. For example, when the CPU 81 wins the first bell winning combination information, the CPU 81 specifies the operation information indicating the first push order, and controls the payout display unit 36 to display the operation information. The CPU 81 stores the control information (hereinafter, referred to as the operation information command) indicating the operation information specified according to the role information in the output buffer, and ends the operation information processing. Note that even if the CPU 81 does not specify any operation information, it is preferable to store the operation information command that does not specify the operation information in the output buffer.
[0063] Then, the CPU 81 judges whether the wait time has elapsed (S110). If the wait time has not elapsed (S110: NO), the CPU 81 waits until the wait time has elapsed. If the wait time has elapsed (S110: YES), the CPU 81 sets a wait time for the next time to judge whether the wait time has elapsed. The set wait time is measured in a count subtraction process executed as a timer interrupt process.
[0064] After setting the wait time, the CPU 81 controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (S111). The variation game starts when the reels 16a to 16c start to rotate in step S111. In this manner, the reel unit 16 starts to vary the symbols as the variation game. The CPU 81 stores control information (hereinafter, referred to as a start command) capable of identifying that the variation game has started in the output buffer. The start command may be control information capable of identifying the bet amount when the start operation is accepted.
[0065] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 81 determines whether a stop operation has been received from any of the stop operation units 26a-26c (S112). In the process of step S112, the CPU 81 makes a positive determination if a detection signal has been input from any of the stop operation units 26a-26c corresponding to the reel that is spinning. On the other hand, the CPU 81 makes a negative determination if a detection signal has been input from a stop operation unit corresponding to a reel that has already stopped, or if no detection signal has been input from any of the stop operation units 26a-26c. If a stop operation has not been received (S112: NO), the CPU 81 waits until a stop operation is received.
[0066] When the stop operation is received (S112: YES), the CPU 81 executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that received the detection signal (S113). That is, the CPU 81 controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. As an example, the reel stop process realizes a symbol stop control. The symbol stop control may include a symbol pull-in control and a symbol kick-off control.
[0067] In the reel stop process, the CPU 81 searches for symbols that are permitted to be stopped on the pay line NL, according to the result of the winning combination lottery (winning combination information), among symbols that are within a predetermined pull-in range (for example, 5 symbols) from the timing (spin position) when the stop operation unit is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table stored in the ROM 82 and performing a calculation using stop symbol search data. Then, the CPU 81 stops the rotation of the reels so that one of the searched symbols stops on the pay line NL.
[0068] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 81 executes the reel stop process, respectively, to display the result of the current winning combination and the operation mode (push order and push position) of the stop operation units 26a to 26c. In other words, the CPU 81 can generate a winning combination associated with the winning combination information according to the operation mode of the stop operation units 26a to 26c. Note that, when none of the winning numbers are won (when it is a miss), the CPU 81 controls so that no winning combination is generated.
[0069] Next, the CPU 81 determines whether all of the reels 16a to 16c have been stopped (S114). If some of the reels 16a to 16c have not been stopped (S114: NO), the CPU 81 proceeds to the process of step S112. On the other hand, if all of the reels 16a to 16c have been stopped (S114: YES), the CPU 81 ends the variable game and executes a winning determination process (S115). The CPU 81 ends the variable game in response to the stop operation. The CPU 81 stores control information (hereinafter, referred to as a "end command") capable of identifying that the variable game has ended in the output buffer.
[0070] In the winning determination process, the CPU 81 performs a winning determination as to whether or not a winning combination of any winning combination has occurred. That is, the CPU 81 determines whether or not the symbol combination stopped on the pay line NL is a combination that is predetermined as a combination required for awarding a prize. When a winning combination of any winning combination occurs, the CPU 81 awards a prize that is determined for the winning combination. The CPU 81 stores control information (hereinafter, referred to as a winning command) capable of identifying the winning combination in the output buffer. When no winning combination occurs, the CPU 81 ends the winning determination process.
[0071] When a payout role is won, the CPU 81 adds to the credits so as to increase the number of game medals awarded as a prize. When the credits exceed the upper limit, the CPU 81 controls the hopper unit so as to pay out the excess game medals from the payout outlet 27. After that, the CPU 81 ends the winning determination process. When a replay role is won, the CPU 81 activates a replay. That is, the CPU 81 sets the same bet amount as the variable game in which the replay role is won. After that, the CPU 81 ends the winning determination process.
[0072] When the winning determination process is completed, the CPU 81 executes an information generation process (S116). The information generation process is a process for generating various information for transitioning the internal state. In the information generation process, the CPU 81 executes a game zone information generation process. In the game zone information generation process, the CPU 81 subtracts 1 from the remaining number of times in the advantageous zone stored in the RWM 83 when the game zone is in an advantageous zone. The remaining number of times in the advantageous zone is information that can specify the remaining number of variable games in which the player can stay in the advantageous zone. As an example, when the game zone is transitioned to an advantageous zone, the initial value of the remaining number of times in the advantageous zone is 4000 times. When the game zone is in an advantageous zone, the CPU 81 updates the advantageous zone difference number of game medals stored in the RWM 83. The advantageous zone difference number indicates the difference number after transitioning to the advantageous zone. When the game zone is transitioned to the advantageous zone, the initial value of the advantageous zone difference number is 0. As an example, the CPU 81 subtracts the bet in the current variable game from the advantageous zone difference number. The CPU 81 adds the payout number in the current variable game to the advantageous zone difference number.
[0073] Next, the CPU 81 judges whether or not the end condition of the advantageous zone is satisfied. When the advantageous zone remaining number of times becomes 0 as a result of subtracting the advantageous zone remaining number of times, the CPU 81 judges that the end condition of the advantageous zone is satisfied. When the advantageous zone difference number of sheets reaches a prescribed number as a result of updating the advantageous zone difference number, the CPU 81 judges that the end condition of the advantageous zone is satisfied. As an example, the prescribed number is 2400 sheets. When the end condition of the advantageous zone is satisfied, the CPU 81 stores an advantageous zone end flag in the RWM 83 as information indicating the end of the advantageous zone. Furthermore, the CPU 81 sets information indicating a transition to the first normal state in the transition destination state flag stored in the RWM 83. After that, the CPU 81 ends the game zone information generation process. When the end condition of the advantageous zone is not satisfied, the CPU 81 ends the game zone information generation process. When the CPU 81 ends the game zone information generation process, it executes a game state information generation process.
[0074] In the game state information generation process, when the game is in an advantageous state, the CPU 81 subtracts 1 from the remaining advantageous state count stored in the RWM 83. The remaining advantageous state count is information that can identify the remaining number of variable games in which the game can remain in the advantageous state. As an example, when a game transitions to an advantageous state, the initial value of the remaining advantageous state count is 100. When the remaining advantageous state count becomes 0 as a result of subtracting the remaining advantageous state count, the CPU 81 sets information indicating a transition to the first normal state (end of the advantageous state) in the transition destination state flag. Furthermore, the CPU 81 stores an advantageous period end flag in the RWM 83.
[0075] In the game state information generation process, when the game is in the first normal state and the transition standby flag is stored, the CPU 81 subtracts 1 from the remaining transition standby count. When the remaining transition standby count becomes 0 as a result of subtracting the remaining transition standby count, the CPU 81 sets information indicating a transition to the second normal state, which can be specified by referring to the scheduled flag, in the transition destination state flag. In this case, the CPU 81 erases the transition standby flag and the reservation flag.
[0076] In the game status information generation process, when the first normal state is reached and the false premonition flag is stored, the CPU 81 subtracts 1 from the remaining number of false premonitions. When the remaining number of false premonitions becomes 0 as a result of subtracting the remaining number of false premonitions, the CPU 81 stores control information (hereinafter, referred to as a false premonition end command) capable of specifying that the false premonitions are to be ended in the output buffer. The CPU 81 erases the false premonition flag. Thereafter, the CPU 81 ends the game update process. On the other hand, when the remaining number of false premonitions is 1 or more, the CPU 81 ends the game update process.
[0077] In the game state information generation process, the CPU 81 executes various processes for transitioning to the advantageous state or the first normal state when in the second normal state. The control state in the second normal states [A] to [C] can be divided into a first part and a second part.
[0078] The processing in the first part will be described. When it is the first part of the second normal state [A], the CPU 81 subtracts 1 from the first part remaining number of times. The first part remaining number of times is information capable of identifying the remaining number of variable games that can be played in the second normal state. As an example, when transitioning to the second normal state [A], the initial value of the first part remaining number of times is 15 times. When the CPU 81 updates (adds or subtracts) the first part remaining number of times, it stores control information capable of identifying the updated first part remaining number of times (hereinafter referred to as the first remaining number command) in the output buffer.
[0079] When the first part remaining number of times becomes 0 as a result of subtracting the first part remaining number of times, the CPU 81 performs an advantageous transition lottery to determine whether or not to transition to an advantageous state. As an example, the CPU 81 acquires a predetermined random number generated by the main board 80. The CPU 81 determines whether or not to transition to an advantageous state by an advantageous transition lottery using the acquired random number. When the advantageous transition lottery is won, the CPU 81 sets information indicating a transition to an advantageous state to a transition destination state flag. The advantageous transition lottery has a different winning probability depending on a second point described later. As an example, the winning probability of the advantageous transition lottery is higher as the second point increases. As an example, it can be said that the winning probability of the advantageous transition lottery differs when the second point is the first number and when the second point is the second number. The CPU 81 stores control information (hereinafter, referred to as a specific transition command) indicating that the advantageous transition lottery has been won in an output buffer. On the other hand, when the advantageous transition lottery is not won, the CPU 81 sets information indicating a transition to the first normal state to a transition destination state flag. The CPU 81 stores control information (hereinafter referred to as a chance end command) indicating a transition to the first normal state in the output buffer. In a variation game in which the first part remaining number becomes 0, that is, in the final variation game in the chance mode (second normal state [A] to [C]), a specific transition command or a chance end command may be transmitted. After that, the CPU 81 ends the game state information generation process.
[0080] When the result of subtracting the first part remaining number of times is 1 or more, the CPU 81 judges whether or not a winning combination of the corresponding combination in the second normal state [A] has occurred. The corresponding combination in the second normal state [A] is common to the first part and the second part. As an example, the corresponding combination in the second normal state [A] is a replay combination. When a winning combination of the corresponding combination in the second normal state [A] does not occur, the CPU 81 does not add to the first point stored in the RWM 83. The first point is information indicating the number of winning combinations of the corresponding combination in the first part. On the other hand, when a winning combination of the corresponding combination in the second normal state [A] occurs, the CPU 81 adds 1 to the first point. When the CPU 81 updates the first point, it stores control information (hereinafter, referred to as a first point command) capable of identifying the updated first point in the output buffer.
[0081] When the first point reaches the first specified point as a result of adding the first point, the CPU 81 transitions to the second part. As an example, the first specified point is 3 points. The CPU 81 stores control information capable of identifying the start of the second part (hereinafter, referred to as the second part start command) in the output buffer. The CPU 81 sets an initial value to the second part remaining number stored in the RWM 83 as information indicating the remaining number of variable games that can be played in the second part. As an example, the initial value of the second part remaining number is 3 times, which is equal to the first point. When the CPU 81 updates (adds or subtracts) the second part remaining number, the CPU 81 stores control information capable of identifying the updated second part remaining number (hereinafter, referred to as the second remaining number command) in the output buffer. After that, the CPU 81 ends the game play status information generation process. On the other hand, when the first point does not reach the first specified point as a result of adding the first point, the CPU 81 maintains the first part. After that, the CPU 81 ends the game play status information generation process.
[0082] The CPU 81 may constitute an example of a counting means that counts a predetermined value in response to a game. The first point is an example of a predetermined value. The CPU 81 counts a value indicating the number of times a specific condition is met as the predetermined value. The specific condition may be met by a predetermined pattern being displayed stationary after a varying display of the pattern associated with the game. As an example, the predetermined pattern is a pattern that constitutes a corresponding role in the second normal state in which the game is currently held. The CPU 81 clears the first point when transitioning to the second part or when the second normal state ends.
[0083] The processing in the second part will be described. When it is the second part of the second normal state [A], the CPU 81 judges whether or not a winning combination of the corresponding combination in the second normal state [A] has occurred. When a winning combination of the corresponding combination in the second normal state [A] has not occurred, the CPU 81 does not add 1 to the second point stored in the RWM 83. The second point is information indicating the number of winning combinations of the corresponding combination in the second part. On the other hand, when a winning combination of the corresponding combination in the second normal state [A] has occurred, the CPU 81 adds 1 to the second point.
[0084] When the second points reach the second specified points as a result of adding the points to the second points, the CPU 81 determines to transition to the advantageous state. The CPU 81 sets information indicating the transition to the advantageous state in the transition destination state flag. After that, the CPU 81 ends the game play state information generation process. The CPU 81 clears the second points when the current second normal state ends.
[0085] On the other hand, when the second points do not reach the second specified points as a result of adding the second points, the CPU 81 does not decide to transition to the advantageous state. When the CPU 81 is in the second part of the second normal state [A], the CPU 81 subtracts 1 from the second part remaining number of times. When the CPU 81 is in the second part of the second normal state [A], the CPU 81 maintains the first part remaining number of times without subtracting it. When the CPU 81 subtracts the second part remaining number of times and the second part remaining number of times becomes 0, the CPU 81 transitions to the first part. After that, the CPU 81 ends the game play status information generation process. On the other hand, when the CPU 81 subtracts the second part remaining number of times and the second part remaining number of times does not become 0, the CPU 81 maintains the second part. After that, the CPU 81 ends the game play status information generation process.
[0086] When the CPU 81 shifts a part in the second normal state, the CPU 81 stores control information (hereinafter, referred to as a part shift command) capable of identifying the part to be shifted to in the output buffer. The process executed by the CPU 81 in each part of the second normal state [B] is a process executed by the CPU 81 in each part of the second normal state [A] by replacing the second normal state [A] with the second normal state [B] and the corresponding role with the bell role, respectively, and therefore a detailed description thereof will be omitted. The process executed by the CPU 81 in each part of the second normal state [C] is a process executed by the CPU 81 in each part of the second normal state [A] by replacing the second normal state [A] with the second normal state [C] and the corresponding role with the bell role and the replay role, respectively, and therefore a detailed description thereof will be omitted.
[0087] When the information generation process is completed, the CPU 81 executes a game update process (S117). The game update process is a process for transitioning an internal state according to a processing result related to a game zone and a game state. The CPU 81 constitutes an example of a state control means for controlling a state by executing the game update process. In the game update process, when a favorable zone transition flag is stored in the RWM 83, the CPU 81 sets favorable zone information to the game zone flag. That is, the CPU 81 transitions from the normal zone to the favorable zone. When a favorable zone end flag is stored in the RWM 83, the CPU 81 sets normal zone information to the game zone flag. That is, the CPU 81 transitions from the favorable zone to the normal zone. When the CPU 81 transitions the game zone, it stores control information (hereinafter, referred to as a game zone command) capable of identifying the transition destination game zone in the output buffer.
[0088] The CPU 81 refers to the destination state flag and judges whether information indicating a destination game state is set. When information indicating a transition to the first normal state is set, the CPU 81 sets the game state flag to the first normal state information. When information indicating a transition to the second normal state [A] is set, the CPU 81 sets the game state flag to the second normal state information [A]. When information indicating a transition to the second normal state [B] is set, the CPU 81 sets the game state flag to the second normal state information [B]. When information indicating a transition to the second normal state [C] is set, the CPU 81 sets the game state flag to the second normal state information [C]. When information indicating a transition to an advantageous state is set, the CPU 81 sets the advantageous information to the game state flag. That is, the CPU 81 transitions the game state. When the CPU 81 transitions the game state, it stores control information (hereinafter, referred to as a game state command) capable of identifying the destination game state in the output buffer.
[0089] As described above, the slot machine 10 performs a variable display of symbols based on a start trigger, and can award a bonus according to the symbols that are stopped and displayed after the variable display of symbols. The activation of a replay, the payout of game medals, and the transition to a relatively advantageous gaming state are examples of bonuses. In the game progress main processing, the CPU 81 is further configured to perform the following controls. The CPU 81 controls the information display unit 30 (display units 31 to 36) so that a notification is given regarding the state of the slot machine 10 at each time. For example, when an error occurs in the slot machine 10, the CPU 81 controls the payout display unit 36 so as to display error information that can identify the error that has occurred.
[0090] The process executed by the sub-board 90 (CPU 91) will be described. The CPU 91 controls the group of presentation devices ES based on various control information (control commands) input as the game progresses, and executes various presentations. The CPU 91 inputs control information output from the main board 80 (CPU 81) to specify the progress of the variable game and the transition of the internal state (play zone and game state). The CPU 91 inputs a play zone command to specify the current play zone. The CPU 91 inputs a game state command to specify the current game state.
[0091] When the CPU 91 inputs a game state command, it sets a presentation mode corresponding to a game state that can be specified from the game state command. The CPU 91 controls the presentation device group ES so that various presentations are executed in a presentation manner corresponding to the presentation mode being set. As an example, the CPU 91 displays a mode screen corresponding to the presentation mode being set on the display presentation device 15. The mode screen is configured to include a plurality of elements such as a character, a background, and a character (character string). The mode screen can grasp the presentation mode being set by having at least some of the plurality of elements different. Different about a certain element is not limited to the presence or absence of the element, but may include the same element being different in display manner (display area and display position). Among the elements constituting the mode screen, an element different from other mode screens can function as mode information that notifies the current internal state.
[0092] As an example, the CPU 91 sets the presentation mode based on various commands including a game state command. The CPU 91 sets the normal mode when a game state command that can identify the first normal state is input. When the CPU 91 inputs a reservation command or a premonition start command while the normal mode is being set, the CPU 91 sets the premonition mode. When the CPU 91 can identify the second normal state [A] from the reservation command, the CPU 91 sets the premonition mode [A]. Therefore, by the time the final game in the premonition mode is completed, the mode may transition to the premonition mode [A], and then to the chance mode [B].
[0093] When the second normal state [B] can be identified from the reservation command, the CPU 91 first sets the premonition mode [A]. Each time the start command is input, the CPU 91 executes a mode promotion lottery using a predetermined random number. When the mode promotion lottery is won, the CPU 91 sets the premonition mode [B]. The CPU 91 counts the number of start command inputs, and when the number of inputs reaches a specified number (for example, seven times), sets the premonition mode [B]. Therefore, by the time the final game of the premonition mode is completed, the mode may transition to the premonition mode [B], and then transition to the chance mode [B].
[0094] When the second normal state [C] can be identified from the reservation command, the CPU 91 first sets the premonition mode [A]. The CPU 91 executes a mode promotion lottery every time a start command is input. When the mode promotion lottery is won, the CPU 91 sets the premonition mode [B]. When the mode promotion lottery is further won, the CPU 91 sets the premonition mode [C]. The CPU 91 counts the number of inputs of the start command, and when the number of inputs reaches a specified number (for example, seven times), sets the premonition mode [C]. Therefore, by the time the final game of the premonition mode is completed, the mode may transition to the premonition mode [C], and then transition to the chance mode [C].
[0095] When the CPU 91 inputs a false premonition start command, it sets the premonition mode [A]. Each time the CPU 91 inputs a start command, it executes a false promotion lottery using a predetermined random number. When the CPU 91 wins the false promotion lottery, it sets the premonition mode [B]. When the CPU 91 further wins the false promotion lottery, it sets the premonition mode [C]. The winning probability of the false promotion lottery is lower in the premonition mode [B] than in the premonition mode [A]. Therefore, the expectation of transition to the second normal state increases in the order of premonition mode [A]<[B]<[C]. Not limited to this, the CPU 91 may be configured not to execute a false promotion lottery. In this case, some premonition modes (for example, premonition modes [B] and [C]) become presentation modes in which transition to the second normal state is confirmed.
[0096] When any of the second normal states [A] to [C] can be specified from the game state command, the CPU 91 sets the chance mode [A] to [C], respectively. When the CPU 91 inputs a part transition command in each of the chance modes [A] to [C], the CPU 91 transitions to a part that can be specified from the command. When the CPU 91 inputs a first point command in each of the chance modes [A] to [C], the CPU 91 stores a first point that can be specified from the command in the RWM 93. When the CPU 91 inputs a first remaining number command, the CPU 91 stores a first part remaining number that can be specified from the command in the RWM 93. When the CPU 91 inputs a second point command, the CPU 91 stores a second point that can be specified from the command in the RWM 93. When the CPU 91 inputs a second remaining number command, the CPU 91 stores a second part remaining number that can be specified from the command in the RWM 93.
[0097] In the first part, the CPU 91 controls the display and production device 15 to display the first point stored in the RWM 93. In the first part, the CPU 91 controls the display and production device 15 to display the first part remaining number of times stored in the RWM 93. In the second part, the CPU 91 controls the display and production device 15 to display the first part remaining number of times stored in the RWM 93. In the second part, the CPU 91 controls the display and production device 15 to display the second part remaining number of times stored in the RWM 93. In the first part, the CPU 91 may control the display and production device 15 to display the first point and the second point stored in the RWM 93.
[0098] The CPU 91 controls the display performance device 15 to execute a final performance when a chance end command or a specific transition command is input in the first part of the chance mode. The final performance may include an introduction performance that notifies the result of the advantageous transition lottery and a result notification performance that notifies the result of the advantageous transition lottery. The CPU 91 controls the display performance device 15 to execute a result notification performance with content that notifies the transition to the first normal state without transitioning to the advantageous state, after the introduction performance, when a chance end command is input. The CPU 91 controls the display performance device 15 to execute a result notification performance with content that notifies the transition to the advantageous state without transitioning to the advantageous state, after the introduction performance, when a specific transition command is input.
[0099] When a game state command that can specify an advantageous state is input, the CPU 91 sets the advantageous mode. When a game state command that can specify an advantageous state is input, the CPU 91 controls the display presentation device 15 to execute an entry presentation that notifies the player of a transition to an advantageous state. When an operation mode command is input while the advantageous mode is being set, the CPU 91 executes a navigation presentation to notify the player of an operation mode that can be specified from the command. As an example, the navigation presentation is executed in a mode in which information that enables the player to recognize the pressing order of the stop operation units 26a to 26c (hereinafter, referred to as navigation information) is displayed on the display presentation device 15. In the first normal state and the second normal state, no operation mode command is transmitted from the main board 80 (CPU 81), and therefore no navigation presentation is executed.
[0100] A specific example of the display mode of display performance device 15 will be described below. As shown in FIG. 9, the display and production device 15 may display a mode screen according to the internal state. In the normal section and the first normal state, the display and production device 15 displays a normal mode screen M1 corresponding to the normal mode. In the advantageous section and the first normal state, without a premonition, the display and production device 15 displays a normal mode screen M1 corresponding to the normal mode. As an example, the normal mode screen M1 may include a predetermined background image and a character string of "normal mode" as the mode information H1. In each mode of the first normal state and the second normal state, the display and production device 15 may execute a winning suggestion effect that suggests winning role information. As an example, the winning suggestion effect may include a winning suggestion effect of a cherry role, a winning suggestion effect of a watermelon role, a winning suggestion effect of a bell role, and a winning suggestion effect of a replay role. The winning suggestion effect may be executed in a manner in which an image corresponding to winning role information is displayed on the display and production device 15.
[0101] When the game is in an advantageous zone and in the first normal state, and the premonition [A] is present, the display and production device 15 displays a premonition mode screen M1a. The premonition mode screen M1a may include the characters "search" and "enemy character A" as an example of suggestive information F11 that suggests a transition to the chance mode [A]. The display mode of the display and production device 15 is the same in the first normal state that is accompanied by a false premonition [A]. In other words, it is difficult to distinguish whether the game is a premonition [A] or a false premonition [A] from the display mode of the display and production device 15. The premonition mode screen M1a may include a background image different from that of the other modes as an example of mode information H1a.
[0102] When the game is in an advantageous zone and in the first normal state, and the premonition [B] is present, the display and production device 15 displays a premonition mode screen M1b. The premonition mode screen M1b may include the characters "search" and "enemy character B" as an example of suggestive information F12 that suggests a transition to the chance mode [B]. The display mode of the display and production device 15 is the same when the game is in the first normal state accompanied by a false premonition [B]. In other words, it is difficult to determine whether the game is a premonition [B] or a false premonition [B] from the display mode of the display and production device 15. The premonition mode screen M1b may include a background image different from that of the other modes as an example of mode information H1b.
[0103] When the game is in an advantageous zone and in the first normal state, and a premonition [C] is present, the display and production device 15 displays a premonition mode screen M1c. The premonition mode screen M1c may include the characters "search" and "enemy character C" as an example of suggestive information F13 that suggests a transition to the chance mode [C]. The display mode of the display and production device 15 is the same when the game is in the first normal state accompanied by a false premonition [C]. In other words, it is difficult to distinguish whether the game is a premonition [C] or a false premonition [C] from the display mode of the display and production device 15. The premonition mode screen M1c may include a background image different from that of the other modes as an example of mode information H1c.
[0104] As shown in FIG. 9 to FIG. 11, as an example, the chance modes [A] to [C] are expressed as a presentation with a motif of a confrontation between an enemy character and a player's character. When the game is in an advantageous zone and in the second normal state [A], the display presentation device 15 displays a chance mode screen M2a. The chance mode screen M2a may include a background different from other modes and an enemy character A as an example of the mode information H2a. When the game is in an advantageous zone and in the second normal state [B], the display presentation device 15 displays a chance mode screen M2b. The chance mode screen M2b may include a background different from other modes and an enemy character B as an example of the mode information H2b. When the game is in an advantageous zone and in the second normal state [C], the display presentation device 15 displays a chance mode screen M2c. The chance mode screen M2c may include a background different from other modes and an enemy character C as an example of the mode information H2c. The chance mode screens M2a to M2c may include the player's own character as an example of the common information F2x by which the player can recognize that the player is in any one of the second gaming states [A] to [C].
[0105] As described above, the premonition modes [A] to [C] can be switched to the chance modes [A] to [C], respectively. In other words, the transition destination suggestive information F11 to F13 included in each of the premonition mode screens M1a to M1c is an example of suggestive information suggesting which special information (an enemy character as an example) will be presented. In other words, the display and performance device 15 can present suggestive information suggesting which special information will be presented before presenting the first special information or the second special information. The enemy characters A and B are examples of the first special information, and the enemy character C is an example of the second special information.
[0106] Let me explain the first part. As shown in FIG. 9 and FIG. 10, for example, the first part of the chance mode [A]-[C] is expressed as a performance with a motif of an enemy character and the player's character confronting each other. In the first part, the display performance device 15 displays the enemy character and the player's character confronting each other. Each chance mode screen M2a-M2c may include part information F21a that allows the player to recognize that it is the first part. For example, the part information F21a is a character string of "first part". Each chance mode screen M2a-M2c may include corresponding role information F21b that allows the player to recognize a corresponding role in the second normal state in which the player is staying. For example, the corresponding role information F21b is a character string of "weakness: replay" in the second normal state [A], a character string of "weakness: bell" in the second normal state [B], and a character string of "weakness: bell & replay" in the second normal state [C].
[0107] Each of the chance mode screens M2a to M2c may include first point information F21c that allows the first point at that time to be recognized. As an example, the first point information F21c is a gauge divided into a plurality of squares, and the first point may be notified by changing the color of the squares equal in number to the first point stored in the RWM 83. When the CPU 91 inputs a first point command, it changes the display mode of the first point information F21c so as to indicate the first point that can be specified from the command. Note that when the first specified point becomes recognizable from the display mode of the first point information F21c, the second part is started.
[0108] Each of the chance mode screens M2a to M2c may include second point information F21d that allows the player to recognize the second points that have already been acquired. As an example, the second point information F21d is a gauge divided into a number of squares, and the second points may be notified by changing the color of the squares equal in number to the second points. When the CPU 91 inputs a second point command, it changes the display mode of the second point information F21d so as to indicate the second points that can be specified from the command. As an example, the second point information F21d is displayed as an effect that indicates the remaining durability value of the enemy character.
[0109] Each chance mode screen M2a to M2c may include first part remaining number information F21e that allows the first part remaining number to be recognized. As an example, the first part remaining number information F21e is an Arabic numeral indicating the first part remaining number, and the first part remaining number may be notified. When the CPU 91 inputs the first remaining number command, it changes the display mode of the first part remaining number information F21e so as to indicate the first part remaining number that can be specified from the command.
[0110] Let me explain the second part. The second part of the chance modes [A] to [C] is expressed as a performance based on the motif of a battle between the enemy character and the player's character. In the second part, the player can obtain an advantageous state by accomplishing the task of defeating the enemy character. In other words, the second part presents at least one task to the player, and is a performance that allows the player to recognize that there is a high possibility that the game will develop to his or her advantage by accomplishing the task.
[0111] As shown in FIG. 9 and FIG. 11, in the second part, each chance mode screen M2a-M2c may include part information F22a that allows the user to recognize that the second part is being displayed. As an example, the part information F22a is a character string of "second part." Each chance mode screen M2a-M2c may include each piece of information F21b, F21d, F21e, and F2x, similar to the first part. Each chance mode screen M2a-M2c does not include the first point information F21c. Not limited to this, each chance mode screen M2a-M2c may include the first point information F21c. The CPU 91 may change the display mode of each piece of information F21b, F21d, and F21e based on various commands input from the main board 80, similar to the first part.
[0112] Each chance mode screen M2a to M2c may include second part remaining number information F21g that allows the remaining number of times in the second part to be recognized. As an example, the second part remaining number information F21g is a predetermined icon (sword icon in the figure), and the remaining number of times in the second part may be notified by the number of such icons. When the CPU 91 inputs a second remaining number command, it changes the display mode of the second part remaining number information F21g so as to indicate the remaining number of times in the second part that can be specified from the command. Note that the remaining number of times in the first part does not decrease in the second part.
[0113] In the second part, the display and effect device 15 displays the player's character attacking the enemy character each time the variable game is executed. When a combination that can be specified from the winning command matches a corresponding combination in the second normal state during the current state, the CPU 91 displays the player's character's successful attack on the enemy character. At this time, the display mode of the second point information F21d is updated, and it becomes possible to recognize that the second point has increased by 1.
[0114] On the other hand, when the combination identifiable from the winning command does not match the corresponding combination in the second normal state, the CPU 91 displays the failure of the player's attack on the enemy character. At this time, the display mode of the second point information F21d is not updated, and it becomes possible to recognize that the second points are not increased. When it becomes possible to recognize from the display mode of the second part remaining number information F21g that the second part remaining number of times has become 0, the game is shifted to the first part.
[0115] In this way, the display and effect device 15 can execute the chance modes [A] to [C]. The chance modes [A] to [C] are an example of a special effect. The chance modes [A] to [C] are configured to include a first part and a second part. The first part can be shifted to the second part in response to the winning of a corresponding role while staying in the first part. In response to the corresponding role being stopped and displayed after the variable display of the pattern, the display and effect device 15 can execute the second part of the chance modes [A] to [C]. The second part of the chance modes [A] to [C] is an example of a special effect. The corresponding role for each second normal state is an example of a specific pattern. The state of the slot machine 10 includes a first state until the first point reaches the first specified point, and a second part after the first point reaches the first specified point. The first state here is a state that ends when a counted value corresponding to the game (for example, the first points) reaches a specific value (for example, the first specified points), and the second state is a state in which the second part can be executed by the display performance device 15.
[0116] As shown in FIG. 12, the winning probability of the bell role (first bell role information) corresponding to the second normal state [A] is higher than the winning probability of the replay role (replay role information) corresponding to the second normal state [B]. Also, the combined winning probability of the bell role (first bell role information) and the replay role (replay role information) corresponding to the second normal state [C] is higher than the winning probability of the bell role and the replay role alone. Therefore, in the order of the second normal state [A]<[B]<[C], the second point is easier to acquire, and the expectation of transition to the advantageous state increases. Therefore, in the order of the chance mode [A]<[B]<[C], the expectation of transition to the advantageous state increases. In this way, there are a first specific symbol and a second specific symbol in the specific symbol, and the first specific symbol and the second specific symbol have different expectations of being stopped and displayed after the symbol is displayed in a variable manner. The replay symbol is an example of the first specific symbol. The bell symbol is an example of the second specific symbol.
[0117] When the count value of the first points by the CPU 81 reaches a specified value, the display and effect device 15 can present one of the enemy characters A to C as an example of special information. The enemy characters A to C to be defeated, presented as a task, correspond to the second normal states [A] to [C], which have different advantageous expectation degrees. In other words, there are first special information and second special information in the special information, and it can be recognized that in a situation where the second special information is presented, it is more likely that the game will develop advantageously than in a situation where the first special information is presented. The tasks that can be presented in the second part of the chance modes [A] to [C] include multiple types of tasks with different difficulty levels for achievement.
[0118] In the chance modes [A] to [C], the first and second parts can remain for a specified number of times of changing symbol display, and the player can transition to the second part multiple times while the specified number of times of changing symbol display is being performed. The more times the player transitions to the second part, the longer the duration of the player's stay in the second part. In other words, the player can display a specific symbol in a stopped state while staying in the first part, and the duration of the player's stay in the second part can be said to change depending on the number of times the specific symbol is displayed in the stopped state in the first part.
[0119] The longer the duration of stay in the second part, the higher the expectation of the number of winnings of the corresponding role. Therefore, the longer the duration of stay in the second part, the higher the possibility of transitioning to an advantageous state after the end of the second part. From another perspective, the number of variable displays that can be stayed in the second part can be the first number, or the second number that is greater than the first number. When the variable displays are performed the second number of times, it can be said that there is a higher expectation of occurrence of a stopped display of a pattern (as an example, a corresponding role) that can be a trigger for transitioning to an advantageous state, compared to when the variable displays are performed the first number of times.
[0120] As shown in FIG. 9, in the final variable game in the first part of the chance modes [A] to [C], the display and effect device 15 may execute a final effect. The final variable game in the first part may be understood as the third part. The display and effect device 15 displays introduction information F22h, which can be recognized as a notification of whether or not a transition to an advantageous state will occur, as an introductory effect of the final effect. As an example, the introduction information F22h is a character string of "judgment time". Next, the display and effect device 15 displays, as a result notification effect of the final effect, either confirmation information F22m, which notifies that a transition to an advantageous state will occur, or end information F22n, which notifies that a transition to the first normal state will occur without a transition to the advantageous state. As an example, the confirmation information F22m is a character string of "confirmation of transition to advantageous state". As an example, the end information F22n is a character string of "end".
[0121] In this way, in the display performance device 15, the final performance is executed in response to the count value reaching a specific value and the first state ending. The final performance is an example of an ending performance. In the slot machine 10, when the final performance is executed, there are cases where a transition to an advantageous state that is more advantageous than the first state and the second state occurs, and cases where a transition to an advantageous state does not occur. In the chance modes [A] to [C], there are cases where the determination information F22m is presented in response to the corresponding combination being stopped and displayed. Presenting the determination information F22m is an example of deriving a specific performance result. When the specific performance result is derived, a transition to an advantageous state that is more advantageous than the first state and the second state may occur.
[0122] The final performance may include displaying other information on the display performance device 15 instead of or in addition to any part or all of the introduction information F22h, the determination information F22m, and the end information F22n. For example, the other information may be information indicating a count value in the CPU 81 or the CPU 91. The count value may be a cumulative value of the first points, a cumulative value of the second points, or an acquisition history of either or both of the points.
[0123] Furthermore, in the second part, when the second point reaches the second specified point, the display manner of the second point information F21d is changed so that the player can recognize that the second point has reached the second specified point. Next, the display performance device 15 may display the determination information F22m in the same manner as the result notification performance. As described above, the display performance device 15 is an example of a presentation means that presents various types of information. The CPU 91 that controls the display performance device 15 is an example of a presentation control means that controls the presentation means.
[0124] When the vehicle is in an advantageous zone and in an advantageous state, the display and rendering device 15 displays an advantageous mode screen M3 corresponding to the advantageous mode. The advantageous mode screen M3 may include, as mode information H3, a background image different from that of other modes and the text "advantageous mode." In the advantageous mode, the display and rendering device 15 may execute a navigation rendering.
[0125] Therefore, according to the above embodiment, the following effects can be obtained. (1-1) A predetermined value (first point) is counted according to the game, and when the count reaches a specified value, the first special information (enemy characters A and B) or the second special information (enemy character C) is presented. Depending on the type of special information, the player can recognize the likelihood that the game will proceed to his or her advantage. Furthermore, since the display of special information requires the accumulation of a predetermined value according to the game, by drawing the player's attention to the count, it is possible to prevent the player from becoming bored during the period until the specified value is reached. This can increase the player's interest.
[0126] (1-2) The specific condition for counting the predetermined value (first point) can be met by the display of a predetermined symbol (corresponding combination) after the display of the symbols changes during the game. Therefore, in the game, the attention of the player is increased every time a symbol is displayed, and the player's interest is enhanced.
[0127] (1-3) Since the suggestion information F11 to F13, which suggests which special information will be displayed, is presented, the player's sense of expectation is heightened and interest is increased even before the special information is presented. (1-4) When a special effect (the second part of the chance mode) is executed in response to the specific symbol (corresponding role) being stopped and displayed after the variable display of symbols, a task is presented in the special effect. If this task is accomplished, the player will recognize that there is a high possibility that the game will develop to his or her advantage. This increases the player's motivation to accomplish the task. Furthermore, the specific symbol must be stopped and displayed to execute the special effect. Therefore, by drawing the player's attention to the variable display of symbols as well, it is possible to prevent the player from becoming bored during the period until the special effect is executed. This can increase the player's interest.
[0128] (1-5) In the special performance (the second part of the chance mode), there are several types of tasks with different levels of difficulty. This makes it possible to draw attention to the tasks presented when the special performance is performed. This further enhances the interest of the special performance.
[0129] (1-6) When the count value (first point) reaches a specific value, an end effect (final effect) can be executed, which makes it easier for the player to understand the end of the first state (first part). This can increase the player's expectation that a specific symbol (corresponding combination) will be stopped and displayed in the second state (second part).
[0130] (1-7) Even if the ending effect is executed, the player may be shifted to an advantageous state. Therefore, the player's sense of expectation can be maintained until the first state (first part) ends. (1-8) When a specific symbol (corresponding combination) is stopped and displayed, a specific performance result (determined information F22m) is derived, and a transition to an advantageous state can occur depending on the result. For this reason, the player can be made to stay in the second state for as long as possible and expect the specific symbol to be stopped and displayed.
[0131] (1-9) The duration of the second part changes according to the number of times a specific symbol (corresponding combination) stops in the first part, and the longer the duration, the higher the probability of a symbol that may be a trigger for a transition to an advantageous state, that is, the higher the possibility of transitioning to an advantageous state. Therefore, in the second part, the player can pay attention to whether or not a transition to an advantageous state will occur in relation to the duration of the duration. This can increase the player's interest.
[0132] (1-10) Since the game can transition to the second part multiple times, even if the game returns to the first part, the player's interest is prevented from decreasing. (1-11) When the number of variable games in which the corresponding combination has been won (i.e., the second point) counted in the second part is the first number, the transition expectation is higher than when it is the second number. Therefore, it is possible to have a sense of expectation for the winning of the corresponding combination.
[0133] (1-12) When the second point reaches the second specified point, the confirmation information F22m is presented, and the transition to the advantageous state is confirmed. Therefore, in the second part, the expectation of the winning of a specific role can be increased.
[0134] (1-13) There are multiple types of specific symbols that can be a trigger for transition to the second part, each with a different expectation of being stopped and displayed. This allows for variation in the development of the game in the first part, thereby increasing the player's interest.
[0135] [Second embodiment] A second embodiment of a slot machine, which is an example of a gaming machine, will be described. In the following description, the same configurations and the same controls as those in the already described embodiments are denoted by the same reference numerals, and duplicate descriptions will be omitted or simplified.
[0136] In the information generation process (S116) of the game progress main process, the CPU 81 of the main board 80 counts the first point until the remaining number of times in the first part becomes 0. Then, when the remaining number of times in the first part becomes 0, the CPU 81 shifts to the second part over the same number of variable games as the first point if the first point has reached a predetermined number of times. If the first point has not reached the predetermined number of times, the CPU 81 does not shift to the second part. Not limited to this, the CPU 81 may shift to the second part when the first point has not reached the predetermined number of times by conducting a predetermined lottery and winning the lottery.
[0137] As an example, the predetermined number of times is 2 times. For example, when the corresponding role wins three times before the remaining number of times in the first part becomes 0, the CPU 81 may execute the second part with the first point=3, since the remaining number of times in the second part=3. For example, when the corresponding role wins four times before the remaining number of times in the first part becomes 0, the CPU 81 may execute the second part with the first point=4, since the remaining number of times in the second part=4. The predetermined number of times is not limited to this, and may be one or more times.
[0138] In this way, during the stay in the first part, the specific symbol can be displayed in a stopped state, and the stay period in the second part changes depending on the number of times the specific symbol is displayed in the first part. In the second part, the more the number of times remaining in the second part, the easier it is to accumulate the second points, and as a result, the easier it is to acquire the right to move to the advantageous state. Therefore, the longer the stay period in the second part, the higher the possibility of moving to the advantageous state after the end of the second part. When the number of times the specific symbol is displayed in the first part has not reached a predetermined number, there are cases where the move to the second part is not made. On the other hand, when the number of times the specific symbol is displayed in the first part has reached a predetermined number, the move to the second part is made. From another perspective, the number of times the variable display that can stay in the second part is the first number, and there are cases where it is the second number, which is greater than the first number. When the variable display is made the second number, the probability of occurrence of the stop display of the symbol that can be a transition trigger to the advantageous state is higher than when the variable display is made the first number.
[0139] Therefore, according to the above embodiment, the following effects can be obtained. (2-1) The duration of the second part changes according to the number of times a specific symbol (corresponding combination) stops in the first part, and the longer the duration, the higher the possibility of transitioning to an advantageous state. Therefore, in the first part, the player is directed to the number of times a specific symbol stops, and in the second part, the player is directed to whether or not a transition to an advantageous state will occur in relation to the length of the duration. This can increase the player's interest.
[0140] (2-2) When the number of times the specific symbol is stopped and displayed reaches a predetermined number of times, the game proceeds to the second part, so that the player can pay attention to the number of times the specific symbol is stopped and displayed. (2-3) The duration of stay in the second part changes according to the number of times a specific symbol is stopped and displayed in the first part, and the longer the duration of stay, the higher the probability of occurrence of a symbol that may be a trigger for a transition to an advantageous state, that is, the higher the possibility of transitioning to an advantageous state. Therefore, in the second part, the player can pay attention to whether or not a transition to an advantageous state will occur in relation to the duration of stay. This can increase the player's interest.
[0141] [Third embodiment] A third embodiment of a slot machine, which is an example of a gaming machine, will be described. The slot machine 10 can transition to the second state in response to a specific symbol (as an example, a corresponding role) being stopped and displayed during the first part. In the information generation process (S116) of the game progress main process, the CPU 81 of the main board 80 determines whether or not a winning role of the corresponding role has occurred in the second part before the transition when transitioning from the second part to the first part. If a winning role of the corresponding role has not occurred, the CPU 81 restarts the first part from the remaining number of times in the first part stored in the RWM 83. In other words, when a specific symbol is not stopped and displayed during the second state and the second state ends to transition to the first state, the count value is not reset.
[0142] On the other hand, when the winning of the corresponding role occurs, the CPU 81 resets the number of times remaining in the first part stored in the RWM 83, and restarts the first part from the initial number of times. In other words, when the specific symbol is further stopped and displayed in the second state and the second state ends and transitions to the first state, the count value is reset. In other words, the number of times remaining in the first part increases.
[0143] Therefore, according to the above embodiment, the following effects can be obtained. (3-1) In response to a specific symbol (corresponding combination) being stopped and displayed, a transition can be made from the first state (first part) to a second state (second part) in which a special effect can be executed. Then, when a specific symbol is stopped and displayed in the second state, the counting value is reset when returning to the first state, and the period during which the player can stay in the first state is initialized. This can increase the expectation of a specific symbol being stopped and displayed in the second state. This can increase the player's interest.
[0144] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.
[0145] The initial value of the remaining number of times in the second part may be different from the first point. For example, when the first point reaches the first specified point, the CPU 81 may determine by a predetermined lottery whether to set the first point as the initial value of the remaining number of times in the second part or to set a number greater than the first point as the initial value.
[0146] The first point may not be configured to match the number of times a specific symbol is stopped and displayed (the number of times the corresponding role wins). For example, in the first part, the CPU 81 may execute a predetermined lottery when the corresponding role wins, and determine the value to be added to the first point. According to this modification example, it is possible to change the number of times the corresponding role wins until the first point reaches the first specified point. The counting (addition) condition of the first point may be a win or a complete miss of the corresponding role, a win of a role different from the corresponding role, or the execution of a variable game that meets a predetermined condition. Note that the role different from the corresponding role is preferably a pattern alignment. In other words, the target event to be counted as a predetermined value can be changed.
[0147] The second points may not be configured to match the number of times a specific symbol is stopped and displayed (the number of times the corresponding role is won). For example, in the second part, the CPU 81 may execute a predetermined lottery when the corresponding role is won, and determine the value to be added to the second points. According to this modification, the number of times the corresponding role is won that is required for the second points to reach the second specified points can be changed. The condition for counting (adding) the second points may be a win or a complete miss of the corresponding role, a win of a role different from the corresponding role, or the execution of a variable game that meets a predetermined condition. Note that the role different from the corresponding role is preferably a match of any of the symbols.
[0148] In the slot machine 10, when the task presented in the special performance is accomplished, the game may be advantageously played or not advantageously played. As an example, the CPU 81 may be configured to execute a predetermined lottery when the second point reaches the second specified point, and to transition to an advantageous state when the lottery is won. According to this modification, even if the task is accomplished, the game may not necessarily be advantageously played. Therefore, the player can enjoy the progress of the special performance with a sense of tension.
[0149] The second normal state is not limited to three types, and may be one or two types, or may be four or more types. The first normal state may be two or more types. The advantageous state may be two or more types. The normal state may not include one of the first normal state and the second normal state, and may further include another normal state.
[0150] The advantageous state may be a transition state from the first normal state. In this case, in the state transition process, a lottery may be held to determine whether or not to transition to the advantageous state. Each part of the chance modes [A] to [C] may be a performance in the second advantageous state among the first advantageous state and the second advantageous state configured as an assist time. In this modification, the first advantageous state may be shifted to the second advantageous state by accumulating the first point in the first advantageous state, and the number of remaining advantageous states in the first advantageous state may be added (added) by accumulating the second point in the second advantageous state.
[0151] Each of the chance modes [A] to [C] is not limited to a motif of a battle between characters, but may be a motif of a car race, a yacht race, tennis, or golf, or may be a motif of a board game or raising some kind of training target. The information presented by the display and performance device 15 is not limited to a character, but may be a character (character string), a background, a wish, a number, or the like. Furthermore, the presentation means is not limited to the display and performance device 15, and may be another display device in addition to or instead of the display and performance device 15.
[0152] In the second normal state [A] to [C], the corresponding combination in the first part and the corresponding combination in the second part may be different combinations. In other words, the counting condition for the first point and the counting condition for the second point may be the same or different.
[0153] The slot machine 10 may be provided with a bonus role. The CPU 81 may create a bonus state when a bonus role is won. The bonus state may be included in an advantageous zone. The CPU 81 may control a state in which a bonus role (bonus role information) is won but no bonus role is won as one game state.
[0154] Various effects may be executed as effects in the frozen state. For example, the notification of the transition to the advantageous state may be made by operating the reels 16a to 16c in the frozen state and stopping the seven symbols on the pay line NL.
[0155] The main board 80 may be provided with a setting operation unit for changing the setting values. The setting values are information that specifies the payout rate (machine payout rate) in the slot machine 10. The payout rate is the ratio of the number of game medals awarded (paid out) as a prize to the total number of game medals inserted (total bet). As one example, the payout rate can be adjusted by varying the probability of winning a specific role (such as a small role or a bonus role) in the internal lottery. As one example, the payout rate can be adjusted by varying the probability of winning an advantageous state (assist time) in the internal lottery.
[0156] The slot machine 10 may have a plurality of pay lines NL. The slot machine 10 may be configured to impose a penalty that causes a disadvantage to the player. The penalty may be imposed for one variation game or for multiple variation games.
[0157] The slot machine 10 is not limited to a configuration that uses gaming medals as gaming media, and may be a configuration that uses gaming balls. The slot machine 10 may be configured as a controlled gaming machine (medalless gaming machine) that uses electronic gaming medals.
[0158] The functions of the sub-substrate 90 may be divided among multiple substrates. For example, a display substrate dedicated to controlling the display performance device 15, an audio substrate dedicated to controlling the audio performance device 14, and a lamp substrate dedicated to controlling the light-emitting performance device 13 may be provided, and a master substrate for controlling these substrates may be further provided.
[0159] The gaming machine is not limited to being a slot machine 10, and may be embodied as a pachinko gaming machine that uses gaming balls as a gaming medium. The pachinko gaming machine includes a gaming board having a gaming area, and a frame body that supports the gaming board. The frame body includes a launching handle as a means that can be operated by a player. The gaming balls are launched by operating the launching handle. There are two types of operation of the launching handle: an operation type (so-called left-hand hit) in which the gaming ball can flow down the left part of the gaming area, and an operation type (so-called right-hand hit) in which the gaming ball can flow down the right part of the gaming area. In the gaming area, a first start hole (so-called belly button) and a second start hole (so-called electric chute) are formed. When the gaming ball enters one of the start holes, an internal lottery (so-called jackpot lottery) is performed, and based on the result, a pattern change can be performed on a predetermined display device. In one pattern change, the longer the change time, the higher the expectation of transitioning to a jackpot state accompanied by the opening of a large prize opening (so-called attacca) may be, and the more the number of times the patterns stop and change again increases, the higher the expectation. The presentation that allows the expectation of transitioning to a jackpot state to be recognized includes a reach presentation, and when the number of repetitions exceeds a predetermined number, a specific reach presentation that does not appear when the number of repetitions is less than the predetermined number can be displayed. The reach presentation can also be seen as a presentation that aims to form a reach and have the same pattern as the pattern that forms the reach stop and be displayed in the final row. When the jackpot pattern stops and is displayed after the pattern change (reach), the jackpot state can be generated.
[0160] The pachinko game machine is provided with a probability variation function that varies the probability of a jackpot, and a ball entry assistance function that assists the ball to enter the second starting hole. The pachinko game machine may be provided with a normal state in which neither the probability variation function nor the ball entry assistance function operates, a probability variation state in which both operate, and a time-saving state in which only the ball entry assistance function operates. Hitting from the left is recommended in the normal state, and hitting from the right is recommended in the probability variation state, time-saving state, and jackpot state. The probability variation state and time-saving state may be granted for a period until the next jackpot state is granted, or may be granted up to the time when the number of times the pattern variation is executed reaches the number of operations. The internal state of the pachinko game machine may transition in the order of the normal state, the jackpot state, the advantageous state for the number of operations, and the normal state. For example, when the time-saving state transitions to the jackpot state, the time-saving state is transitioned again, and the number of operations at this time may be reset to the default number of times. The pachinko game machine may be configured to be able to give the probability state a specified number of times. The time-saving state may include a plurality of states with different ball entry rates into the second starting hole. The performance device group ES executes various performances in accordance with the change in the pattern. The various performances may include changing the performance pattern and suggesting or notifying a jackpot. There are a plurality of types of performances suggesting a jackpot, and the expectation of the final jackpot differs. In addition, the above-mentioned reach also has an expectation of a jackpot, and it can be grasped as a different goal depending on the type, and it can also be recognized that the difficulty of the jackpot differs. The pachinko game machine may be set with various performance modes according to the internal state. When a game state such as a time-saving state transitions, an end performance may be executed so that it is possible to recognize that the game state before the transition has ended. In the end performance, it is preferable to display information notifying the transition of the internal state, or to notify the total amount of profits acquired in the game state before the transition (for example, the number of game balls acquired). Of course, in the pattern change accompanying the ending performance, if the internal lottery results in a loss, the losing pattern will be displayed and the machine will transition to an unfavorable internal state, but if the winning pattern is a win, the machine will display the winning pattern and transition to a jackpot state.
[0161] The pachinko gaming machine may have a plurality of symbol combinations as winnings that can be won in the internal lottery. The CPU 81 may control the number of game media that can be paid out in the jackpot state and the gaming state after the jackpot state ends according to the type of winning. For example, if the symbol is a specific symbol, a 10-round jackpot state and a probability change state are given. For example, if the symbol is a non-specific symbol, a 5-round jackpot state and a time-saving state are given. The number of rounds in the jackpot state and the internal state after the jackpot state ends can be changed as appropriate. The specific symbol may be of a plurality of types with different round numbers and / or internal states. The non-specific symbol may be of a plurality of types with different round numbers and / or internal states. In this case, it is preferable that at least one of the specific symbol and the non-specific symbol includes a symbol that has a lower appearance rate than the other symbols. Not limited to the above, the specifications of the pachinko gaming machine may be changed. The pachinko gaming machine may be designed to end the probability variable state when the falling lottery is won. The pachinko gaming machine may be designed to give the probability variable state when the gaming ball that entered the large prize opening passes through a specific area (so-called V-zone). The pachinko gaming machine may be designed to give the big win state when the gaming ball enters the large prize opening during a small win state and passes through a specific area.
[0162] The pachinko game machine may be a circulation type game machine that circulates game balls inside the machine. In this modified example, the pachinko game machine is not limited to paying out actual game balls as a prize, and may be configured to increase the number of game balls electronically stored.
[0163] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (Appendix 1-1) A gaming machine comprising: a counting means for counting a predetermined value in accordance with a game; a presentation means for presenting various information; and a presentation control means for controlling the presentation means, wherein the presentation means can present special information when the counted value by the counting means reaches a predetermined value, the special information including first special information and second special information, and wherein it can be recognized that in a situation where the second special information is presented, there is a higher possibility that the game will unfold in a favorable manner than in a situation where the first special information is presented.
[0164] (Appendix 1-2) The counting means counts a number indicating the number of times a specific condition is fulfilled as the predetermined numerical value, and the specific condition can be fulfilled when a predetermined pattern is displayed stationary after the pattern is displayed in a varying manner accompanying the game.
[0165] (Appendix 1-3) A gaming machine as described in Appendix 1-1 or Appendix 1-2, wherein the presentation means is capable of presenting suggestive information suggesting which special information will be presented before presenting the first special information or the second special information.
[0166] (Appendix 2-1) A gaming machine comprising: a pattern display means capable of varying the display of patterns; an effect execution means capable of executing an effect; and an effect control means for controlling the effect execution means, wherein in response to a specific pattern being displayed stationary after the varying display of the patterns, a special effect can be executed by the effect execution means, and wherein the special effect is an effect that presents at least one task to the player, and by achieving the task, the player can recognize that there is a high possibility that the game will unfold in a favorable manner.
[0167] (Appendix 2-2) A gaming machine as described in Appendix 2-1, in which the tasks that can be presented in the special effects include multiple types of tasks with different levels of difficulty for achievement. (Appendix 2-3) A gaming machine as described in Appendix 2-1 or Appendix 2-2, in which, when the task presented in the special performance is accomplished, the game may develop in a favorable manner or in a manner not favorable to the player.
[0168] (Appendix 3-1) A gaming machine capable of performing a variable display of symbols based on a start trigger, and of awarding a bonus according to a symbol that is stopped and displayed after the variable display of symbols, comprising: a state control means for controlling a state; a performance execution means for executing a performance; and a performance control means for controlling the performance execution means, wherein the states include a first state and a second state, the first state is a state that ends when a count value according to a game reaches a specific value, the second state is a state in which a special performance can be executed by the performance execution means, the first state can be transitioned to the second state in response to a specific symbol being stopped and displayed, and when the second state is in the second state, the specific symbol is further displayed as a stopped symbol, and when the second state is ended and transition is made to the first state, the count value is reset, whereas when the second state is in the second state, the specific symbol is not displayed as a stopped symbol, and when the second state is ended and transition is made to the first state, the count value is not reset.
[0169] (Appendix 3-2) A gaming machine as described in Appendix 3-1, wherein the effect execution means executes an end effect in response to the count value reaching the specific value and the first state ending. (Appendix 3-3) A gaming machine as described in Appendix 3-1 or Appendix 3-2, in which, when the ending performance is executed, there are times when the player transitions to a more advantageous state than the first state and the second state, and times when the player does not transition to the more advantageous state.
[0170] (Appendix 3-4) A gaming machine as described in any one of Appendices 3-1 to 3-3, in which, in the special effect, a specific effect result may be derived in response to the specific symbol being stopped and displayed, and when the specific effect result is derived, a transition to a more advantageous state than the first state and the second state may be made.
[0171] (Appendix 4-1) A gaming machine capable of performing a varying display of symbols based on a start trigger, and awarding a bonus according to the symbols that are stopped and displayed after the varying display of the symbols, comprising: an effect execution means capable of executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means is capable of executing a special effect, the special effect being composed of a first part and a second part, a specific pattern can be stopped and displayed while in the first part, the duration of the second part changes depending on the number of times the specific pattern is stopped and displayed in the first part, and the longer the duration of the second part, the more likely it is that the player will transition to an advantageous state after the end of the second part.
[0172] (Appendix 4-2) A gaming machine as described in Appendix 4-1, which may not transition to the second part when the number of times the specific pattern is displayed in the first part has not reached a predetermined number, while transitioning to the second part when the number of times the specific pattern is displayed in the first part has reached the predetermined number.
[0173] (Appendix 4-3) A gaming machine as described in Appendix 4-1 or Appendix 4-2, in which in the second part, at least one task is presented to the player, and by achieving the task, the player can recognize that there is a high possibility that the game will unfold in his or her favor.
[0174] (Appendix 5-1) A gaming machine capable of performing a variable display of a pattern based on a start trigger and granting a bonus according to a pattern that is stopped and displayed after the variable display of the pattern, the gaming machine comprises: a performance execution means capable of executing a performance; and a performance control means for controlling the performance execution means, the performance execution means being capable of performing a special performance, the special performance including a first part and a second part, a specific pattern can be stopped and displayed while staying in the first part, a transition is made to the second part depending on the stopped display of the specific pattern in the first part, the number of times that the variable display can stay in the second part is either a first number or a second number that is greater than the first number, and when the variable display is performed the second number of times, there is a higher expectation of occurrence of a stopped display of a pattern that may be a trigger for transitioning to an advantageous state compared to when the variable display is performed the first number of times.
[0175] (Appendix 5-2) A gaming machine as described in Appendix 5-1, in which the first part and the second part can be maintained for a specified number of times of changing pattern displays, and the player can transition to the second part multiple times while the specified number of times of changing pattern displays are being performed.
[0176] (Appendix 5-3) The specific symbols include a first specific symbol and a second specific symbol, and the first specific symbol and the second specific symbol have different expectations of being stopped and displayed after the symbols are displayed in a varying manner. The gaming machine described in Appendix 5-1 or Appendix 5-2. [Explanation of symbols]
[0177] 10... slot machine 15... display and performance device 80... main board 81... CPU 90... sub board 91... CPU ES... performance device group F11 to F13... suggestion information H2a to H2c... mode information
Claims
[Claim 1] A gaming machine that performs a variable display of symbols based on a start trigger and awards a bonus according to the symbols that are stopped and displayed after the variable display of the symbols, A performance execution means for executing a performance; A performance control means for controlling the performance execution means, The effect execution means is capable of executing a special effect, and the special effect is configured to include a first part and a second part, During the stay in the first part, a specific symbol can be stopped and displayed, and the stay period in the second part can be different when the number of times the specific symbol is stopped and displayed in the first part is a first number of times and when the number of times the specific symbol is stopped and displayed in the first part is a second number of times, and the longer the stay period in the second part, the higher the possibility of transitioning to an advantageous state after the end of the second part; When a condition for ending the first part is satisfied, there are cases where the game proceeds to the second part and where the special performance ends without proceeding to the second part, and the expected degree of proceeding to the second part differs between when the number of times the specific symbol is stopped is the first number of times and when the number of times the specific symbol is stopped is the second number of times.
Citation Information
Patent Citations
Slot machine
JP2014221330A
Slot machine
JP2016036565A
Game machine
JP2016120203A
Slot machine
JP2016179263A
Game machine
JP2020036757A