Slot Machines
The slot machine addresses the issue of repeated operations during the progression delay period by implementing a delay control and displaying suggestive performance information, thereby preventing unintentional skips of effects and winning roles.
Patent Information
- Application Number
- JP2023126573
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2043-08-02
AI Technical Summary
Players who want to play the game at the fastest rate tend to repeatedly operate the start lever and stop buttons during the game's progression delay period, leading to unintentional acceptance of repeated operations as effective, which can result in skipped effects or the abduction of winning roles.
A slot machine with a main control system that detects repeated operations during the progression delay period and implements a delay control to limit the number of games that can be executed per unit time, while also displaying suggestive performance information on the LCD to help players determine if eye-pushing is required.
Prevents players from suffering disadvantages due to repeated operations during the progression delay period, ensuring that effects are not skipped and winning roles are not unintentionally missed.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a slot machine. [Background technology]
[0002] In conventional slot machines, after the start lever is operated, the reels are spun and an internal lottery is performed, and the reels are stopped based on the winning combination determined by the internal lottery and the operation of each stop button. Then, it is judged whether the combination of symbols displayed on the stopped reels is the winning combination determined by the internal lottery, and if it is judged to be a winning combination, a bonus according to the selected combination is given to the player. This series of steps is provided to the player as one game.
[0003] In such slot machines, a period of time equal to or longer than a predetermined period (for example, a specified time of 4.1 seconds) is set as the period from the start of one game to the start of the next game (Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-057743 A Summary of the Invention [Problem to be solved by the invention]
[0005] Meanwhile, players who wish to play a game as quickly as possible tend to repeatedly operate the start lever and each stop button during a delay period in the game progress. For this reason, after the game progress delay period has elapsed, the above-mentioned repeated operation is unintentionally accepted as a valid operation, resulting in the effect displayed on the LCD screen upon the progress delay period elapsed being unintentionally skipped, or even though an effect aiming for a so-called rare role or bonus role that requires careful eye contact is displayed on the LCD screen, repeated operation of the stop button is unintentionally accepted as a valid operation, resulting in the winning role being lost. [Means for solving the problem]
[0006] Therefore, an object of the present invention is to provide a slot machine that can prevent a player from suffering any disadvantages as a result of repeatedly operating an operating unit related to the progress of a game during a delay period in the progress of the game.
[0007] The slot machine (1) of the present invention is A main control means (100a) for controlling the progress of the game; and a sub-control means (100b) for controlling the effects relating to the game to be displayed on the effect display device (30) based on a signal from the main control means, The main control means A slot machine in which, when a start operation for a next game is detected before a predetermined time (4.1 seconds) has elapsed from the execution timing of a predetermined game progress control based on a start operation (start lever 14) for a previous game in two consecutive games, a delay control is executed to delay the execution of the predetermined game progress control in the next game until the predetermined time has elapsed, thereby limiting the number of games that can be executed per unit time. The main control means During the execution of the delay control, a predetermined signal is sent to the sub-control means in response to detection of an operation on a predetermined operation unit (MAX BET 11, 1-coin BET 12, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R), The sub-control means is A slot machine characterized in that a suggestive effect suggesting information related to the game is displayed on the effect display device in response to reception of the predetermined signal.
[0008] In a specific configuration, the main control means comprises: Transmitting lottery result information relating to the result of the lottery (S104) executed in response to the game start operation; The sub-control means is When the received lottery result information is specific information (lottery category red 7 bonus, lottery category blue 7 bonus, lottery category different color bonus, lottery category watermelon role, lottery category cherry role), the suggestive performance may be displayed on the performance display device in response to receiving the specified signal.
[0009] In this case, while the delay control is being executed, a suggestive effect regarding a winning role is displayed on the effect display device, and by visually checking the displayed suggestive effect, the player can determine whether or not the game requires eye-pressing play. Effect of the Invention
[0010] According to the present invention, a slot machine can be provided that can prevent a player from suffering any disadvantages even if the player repeatedly operates an operating unit related to the progress of a game during a delay in the progress of the game. [Brief description of the drawings]
[0011] [Figure 1] 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. [Diagram 2] 2 is an enlarged view of a combination display of the slot machine 1. FIG. [Diagram 3] 2 is a block diagram showing the electrical configuration of the slot machine 1. FIG. [Figure 4] A diagram showing the arrangement of symbols on the left reel, center reel, and right reel. [Diagram 5] 13 is a diagram for explaining the symbol stopping positions and winning lines. FIG. [Figure 6]FIG. 2 is a diagram for explaining an outline of the flow of one game executed by the main control device of the slot machine 1. [Figure 7] 13 is a table showing the lottery categories, types, and winning symbol combinations to be selected in the internal lottery process of the slot machine 1. [Figure 8] 1 is a schematic diagram illustrating the game flow and RT state transition of the slot machine 1. FIG. [Figure 9] 13 is a table showing the lottery values for each lottery category for each setting value in the internal lottery process of the slot machine 1. [Figure 10] 11 is a flowchart showing the processing flow during a non-advantageous zone of the slot machine 1. [Figure 11] A flowchart showing the processing flow during the advantageous zone of slot machine 1. [Figure 12] 13 is a flowchart showing the flow of a pseudo difference number update process of the slot machine 1. [Figure 13] 13 is a flowchart showing a process flow in the normal state of the slot machine 1. [Figure 14] FIG. 13 is a diagram showing lottery values of the internal mode transition lottery of the slot machine 1. [Figure 15] A flowchart showing the processing flow during the CZ state of slot machine 1. [Figure 16] 13 is a flowchart showing the flow of processing in the add-on specialization zone state of the slot machine 1. [Figure 17] A diagram showing the lottery values in the lottery process for the number of added games on the slot machine 1. [Figure 18] A diagram showing lottery values in the ART stock lottery process of the slot machine 1. [Figure 19] 13 is a diagram showing the lottery values of the reel performance lottery process of the slot machine 1. FIG. [Figure 20] 1 is a diagram showing the movement of the reels during the reel performance start process of the slot machine 1. FIG. [Figure 21] 13 is a diagram showing the movement of the reels during the reel performance 4 execution process of the slot machine 1. FIG. [Figure 22]A flowchart showing the processing flow during the normal ART state of the slot machine 1. [Figure 23] A diagram showing the lottery values for the add-on specialization zone lottery on slot machine 1. [Figure 24] A flowchart showing the flow of the normal ART state end waiting process of the slot machine 1. [Diagram 25] 13 is a flowchart showing the flow during the special ART preparation state of slot machine 1. [Figure 26] A flowchart showing the flow during the special ART state of slot machine 1. [Figure 27] A diagram showing the lottery values of the additional game number lottery process during the special ART state of slot machine 1. [Figure 28] A diagram showing the lottery values of the ART lottery process when a bonus role is won on slot machine 1. [Figure 29] 13 is a flowchart showing the flow of a bonus game start process of the slot machine 1. [Diagram 30] 1A and 1B are diagrams showing the timing of various operations in one game of the slot machine 1. (a) is a diagram showing the timing of various operations in one game when there is no wait period, and (b) is a diagram showing the timing of various operations in one game when there is a wait period. [Diagram 31] (a) to (d) are examples of effects that are displayed during the waiting period of the slot machine 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] <1. Definition of Terms>
[0013] The terms used in this specification are explained below.
[0014] "Gaming media" refers to medals or gaming balls used in gaming machines. Information indicating the number of gaming media stored electrically or magnetically in a gaming machine is called "credits," and that number is called the "number of credits."
[0015] A "bet" refers to placing a bet on gaming media to start a game. The bet gaming media are consumed when the game begins. The number of gaming media bet to start a game is called the "number of bets." A "bet button" refers to a device that a player operates to place a bet.
[0016] A "game" refers to the entire process from operating the start lever, through the spinning and stopping of the reels, to the end of the processing based on the results of the winning determination. "One game" and "one game" refer to one of these series of processes. In addition, "game" may be written instead of "game".
[0017] A "win line" refers to a combination of predetermined symbol positions that is the subject of determining whether a winning combination will result in a winning combination. The determination of whether a winning combination will result in a winning combination changes from an invalid state to a valid state depending on the bet. "On a win line" refers to a symbol position related to a win line.
[0018] A "win" refers to a symbol combination corresponding to a winning combination being stopped and displayed on a winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0019] <2. External appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front, and a front door 3 provided so that the front of the main body 2 can be opened and closed. Inside the main body 2, the left reel R1, the center reel R2, and the right reel R3 are arranged side by side at a position slightly above the center in the vertical direction. The left reel R1, the center reel R2, and the right reel R3 each have a reel band wound around the periphery of a drum-shaped reel frame, and are provided so as to be rotatable around an axis extending in the horizontal direction at the center of the reel frame. Each reel band has 20 symbols arranged side by side in the circumferential direction.
[0020] A display panel unit 5 is disposed on the front door 3 at a position opposite to the left reel R1, the center reel R2, and the right reel R3. The display panel unit 5 is formed with a reel window 8 through which a part of the circumferential surface of the left reel R1, the center reel R2, and the right reel R3 can be seen. While the left reel R1, center reel R2, and right reel R3 are spinning, the symbols of the left reel R1, center reel R2, and right reel R3 appear one after another in the reel window 8 (variable display of symbols). When the left reel R1, center reel R2, and right reel R3 stop, a total of nine symbols are displayed in the reel window 8 (stopped display of symbols), three symbols each for the left reel R1, center reel R2, and right reel R3.
[0021] The display panel unit 5 is also provided with various displays for displaying basic information related to games. These displays include, for example, a left-use display 23a and a right-use display 23b. The left-use display 23a and the right-use display 23b are arranged side by side below the reel window 8. The left-use display 23a and the right-use display 23b are each configured by arranging two-digit seven-segment displays with dots in the horizontal direction.
[0022] FIG. 2 is an enlarged view of the left-side display 23a and the right-side display 23b of the slot machine 1. As shown in FIG. The left-side combined display 23a is configured with a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the left-side combined display 23a is used both as the credit number display CR and the indication monitor NM.
[0023] The instruction monitor NM displays identification information corresponding to the type of command when a command instructing the operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R (hereinafter referred to as the stop operation order) is sent from the main control device 100a (described later) to the performance sub-control device 100b.
[0024] The right-hand dual-use display 23b is composed of a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the right-hand dual-use display 23b is used as a payout number display. In addition, the dot portion of the right-hand dual-use display 23b is used as a profitable zone lamp YL that indicates the profitable zone described later. The favorable zone lamp YL remains off until the first identification information is displayed on the indication monitor NM, and remains on after the first identification information is displayed until the favorable zone ends.
[0025] Returning to FIG. 1, the operation unit 6 is disposed below the display panel unit 5. The operation unit 6 protrudes forward from the front surface of the display panel unit 5, and has a flat upper surface and a front surface that is gently convexly curved forward. A coin insertion slot 10, a MAX BET button 11, and a 1-coin BET button 12 are provided on the top surface of the operation unit 6, and a start lever 14, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 16 are provided on the front surface of the operation unit 6.
[0026] When medals are inserted through the medal insertion slot 10, the inserted medals are bet if the bet number is less than the maximum of three medals. When the bet number is three medals and medals are inserted through the medal insertion slot 10, the inserted medals are credited to the slot machine 1 up to a maximum of 50 medals. The current credit number is displayed on the credit number display CR (left dual-purpose display 23a).
[0027] The MAX BET button 11 is a button that is operated to set the bet number to the maximum of three coins by deducting medals from the credits.
[0028] The 1 coin bet button 12 is a button that is operated to subtract one medal from the credits and add one to the bet amount.
[0029] The number of medals required to execute one game is called the "prescribed number." When the start lever 14 is operated after the prescribed number of medals have been bet, one game (one game) is started, and the left reel R1, the center reel R2, and the right reel R3 start to spin. The left stop button 15L, the center stop button 15C, and the right stop button 15R are provided corresponding to the left reel R1, the center reel R2, and the right reel R3, respectively. After the left reel R1, the center reel R2, and the right reel R3 start to spin, when the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the left reel R1, the center reel R2, and the right reel R3 stop spinning, respectively.
[0030] In the following description, operating the stop buttons in the order of left stop button 15L → middle stop button 15C → right stop button 15R will be referred to as "left → middle → right". Operating the stop buttons in the order of left stop button 15L → right stop button 15R → middle stop button 15C is called "left → right → middle". Operating the stop buttons in the order of center stop button 15C → right stop button 15R → left stop button 15L is called "center → right → left." Operating the stop buttons in the order of center stop button 15C → left stop button 15L → right stop button 15R is called "center → left → right." Operating the stop buttons in the order of right stop button 15R → left stop button 15L → middle stop button 15C is called "right → left → middle". Operating the stop buttons in the order of right stop button 15R → middle stop button 15C → left stop button 15L is called "right → middle → left".
[0031] When all reels R1, R2, and R3 have stopped, if a predetermined combination of symbols is lined up on the activated winning line in the reel window 8, the winning combination corresponding to that combination of symbols will be awarded. Depending on the winning combination, medals may be paid out as a dividend. The number of medals paid out for this winning combination is displayed on the payout number indicator (right dual-purpose indicator 23b). Furthermore, medals paid out for winning combinations are credited to the slot machine 1 up to a maximum of 50 medals, and any medals exceeding 50 are discharged from the medal discharge port 40 provided at the bottom of the front door 3 to the medal tray 41. This completes one game.
[0032] When the settlement button 16 is pressed, the medals credited to the slot machine 1 are discharged from a medal discharge port 40 to a medal tray 41.
[0033] A liquid crystal display 30 for displaying images and the like that correspond to the progress of the game is provided on the upper side of the display panel unit 5. In addition, a pair of speakers 31a, 31b for outputting sound effects and the like to liven up the atmosphere during the game are arranged on the left side of the left-use display 23a and on the right side of the right-use display 23b of the display panel unit 5.
[0034] Further, a display panel 42 is attached to the front door 3 between the operation unit 6 and the medal tray 41, for displaying the model name of the slot machine 1 and the like.
[0035] <3. Electrical configuration of the gaming machine> <3-1. Electrical configuration of the gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1. As shown in FIG.
[0036] The slot machine 1 is equipped with a main control device 100a that performs central control of the game, a presentation sub-control device 100b that controls the presentation associated with the game, and an illumination control board 100c that controls illumination using light and sound.
[0037] The main control device 100a includes a CPU 101, a ROM 102, a RAM 103, an input / output port 104, a random number generating circuit 105, and a signal sending circuit .
[0038] The CPU 101 is electrically connected to the ROM 102, the RAM 103, the input / output port 104, the random number generating circuit 105, and the signal sending circuit .
[0039] The ROM 102 stores various programs executed by the CPU 101. The ROM 102 also stores a lottery table 107 and a stop control table 108.
[0040] The RAM 103 is used as a work area when the CPU 101 executes a program.
[0041] The input / output port 104 is connected to, as control objects, stepping motors 51L, 51C, 51R for rotating the left dual-purpose display 23a, the right dual-purpose display 23b, the left reel R1, the center reel R2, and the right reel R3, respectively, a medal block solenoid 52 for switching the destination of medals inserted from the medal insertion port 10 between a medal storage section (not shown) in the main body 2 and the medal tray 41, a medal payout drive motor 53 for discharging medals from the medal storage section to the medal tray 41 through the medal ejection port 40, and an external centralized terminal board 57.
[0042] The external centralized terminal board 57 outputs a signal (external signal) output from the CPU 101 to the data lamp according to the game state described later. Specifically, when the game state transitions to a bonus game state, the CPU 101 outputs an external signal 1 to the external centralized terminal board 57 via the input / output port 104. Also, when the game state transitions to a normal ART state, an add-on specialization zone state, or a special ART state (hereinafter referred to as an ART state), the CPU 101 outputs an external signal 2 to the external centralized terminal board 57 via the input / output port 104. The external centralized terminal board 57 outputs the external signals 1 and 2 output via the input / output port 104 to the data lamp.
[0043] The stepping motors 51L, 51C, 51R, the medal block solenoid 52, the medal payout drive motor 53, and the external centralized terminal board 57 are provided within the main body 2 (see FIG. 1).
[0044] In addition, the input / output port 104 is connected to a MAX BET button 11, a 1 BET button 12, a start lever 14, a left stop button 15L, a middle stop button 15C, a right stop button 15R, a settlement button 16, reel position detection sensors 54L, 54C, 54R, a medal insertion sensor 55, and a medal payout sensor 56.
[0045] When the MAX BET button 11, the 1 BET button 12, the start lever 14, the left stop button 15L, the middle stop button 15C, the right stop button 15R, and the settlement button 16 are pressed, an operation signal is output from the switch (not shown) built into each of them, and the operation signal is input to the CPU 101 via the input / output port 104.
[0046] Each time the left reel R1, center reel R2, and right reel R3 make one rotation, a detection signal is output from the reel position detection sensors 54L, 54C, and 54R, respectively, and the detection signal is input to the CPU 101 via the input / output port 104.
[0047] When the start lever 14 is operated, the CPU 101 outputs a drive pulse signal to the stepping motors 51L, 51C, and 51R to start the rotation of the left reel R1, center reel R2, and right reel R3. The CPU 101 constantly grasps the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the step numbers of the stepping motors 51L, 51C, and 51R and the detection signals of the reel position detection sensors 54L, 54C, and 54R.
[0048] When the left stop button 15L, the middle stop button 15C, and the right stop button 15R are pressed, the CPU 101 refers to the stop control table 108 and stops the output of drive pulse signals to the stepping motors 51L, 51C, and 51R based on the rotation positions of the left reel R1, the middle reel R2, and the right reel R3, thereby controlling the stopping of the left reel R1, the middle reel R2, and the right reel R3 (reel stop control).
[0049] In the reel stop control, after the left stop button 15L, the middle stop button 15C, and the right stop button 15R are pressed, the left reel R1, the middle reel R2, and the right reel R3 are each stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames).
[0050] Every time a medal is inserted through the medal insertion slot 10 , a detection signal is output from the medal insertion sensor 55 , and the detection signal is input to the CPU 101 via the input / output port 104 .
[0051] Each time a medal is discharged onto the medal tray 41 by the medal payout drive motor 53, a detection signal is output from the medal payout sensor 56, and this detection signal is input to the CPU 101 via the input / output port 104.
[0052] The number of credits is stored in the RAM 103. The CPU 101 controls the credit number display CR (left-side display 23a) to display the number of credits stored in the RAM 103 on the credit number display CR (left-side display 23a). The CPU 101 controls the medal block solenoid 52 to cause medals inserted from the medal insertion slot 10 to be discharged to the medal storage section until the number of credits reaches 50, and when the number of credits reaches 50, to be discharged to the medal tray 41. Furthermore, if a combination that provides a dividend (payout of medals) is won after the number of credits reaches 50, the CPU 101 controls the medal payout drive motor 53 to cause the medals to be discharged to the medal tray 41.
[0053] The random number generation circuit 105 includes an increment counter that counts up in response to a clock pulse output from an oscillator (not shown), and generates 16-bit random numbers and 8-bit random numbers. The range of the generated random numbers is 0 to 65535 for 16-bit random numbers and 0 to 255 for 8-bit random numbers.
[0054] When the start lever 14 is operated, the CPU 101 obtains a random number from the random number generation circuit 105 and executes an internal lottery in which multiple roles are included in the lottery targets. In the internal lottery, one lottery table is read out from the lottery table 107 in the ROM 102, and a winning role or a losing role in the internal lottery is determined based on the lottery table and the 16-bit random number obtained from the random number generation circuit 105.
[0055] If no winning combination is obtained by the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning mode, and no winning combination will be obtained. When a minor winning combination is obtained, the CPU 101 controls the payout number indicator (right combined display 23b) to display the number of medals paid out as the payout on the payout number indicator (right combined display 23b).
[0056] Furthermore, the CPU 101 transmits signals required for control as commands to the performance sub-control device 100b and the illumination control board 100c via the signal transmission circuit 106.
[0057] In addition, in the slot machine 1, the payout rate of the slot machine 1 can be set by selecting a setting value from six setting values from 1 to 6. The higher the setting value, the higher the payout rate. Although not shown in the figure, a setting change switch and a setting change button that are provided inside the main body 2 and are operated when selecting (changing) a setting value are connected to the input / output port 104. The setting change switch is a key switch that is turned on by inserting a setting key and rotating it clockwise, and the setting change button is a push button.
[0058] When selecting (changing) a set value, first, with the front door 3 open, insert a setting key into the setting change switch and rotate it clockwise to change the operation mode of the slot machine 1 to the setting change mode. When the setting change mode is entered, the current setting value is displayed on the left-hand display 23a. In addition, in the setting change mode, each time the setting change button is pressed, the setting value displayed on the left-hand display 23a is incremented by 1 if it is 1 to 5, and returns to 1 if it is 6. In this way, a desired setting value can be selected by operating the setting change button while checking the setting value displayed on the left-hand display 23a. With the desired setting value displayed on the left-hand display 23a, the start lever 14 is operated to complete the selection (changing) of the setting value. Then, the setting key inserted into the setting change switch is rotated counterclockwise to return the operation mode to the normal (game) mode, and the setting selection (changing) operation is completed by removing the setting key from the setting change switch.
[0059] <3-2. Electrical configuration of the gaming machine (performance sub-control device, etc.)> The performance sub-control device 100b includes a CPU 200, a ROM 201, a RAM 202, a signal input circuit 203, a drive circuit 204, and a random number generation circuit 205.
[0060] The CPU 200 is electrically connected to the ROM 201 , the RAM 202 , the signal input circuit 203 , the drive circuit 204 and the random number generation circuit 205 .
[0061] The ROM 201 stores various programs executed by the CPU 200 .
[0062] The RAM 202 is used as a work area when the CPU 200 executes a program.
[0063] A signal is input to the signal input circuit 203 from the signal transmission circuit 106 of the main control device 100a.
[0064] The random number generation circuit 205 includes an increment counter that counts up in response to a clock pulse output from an oscillator (not shown), and generates 16-bit random numbers. The range of the generated random numbers is 0 to 65535.
[0065] The CPU 200 executes a program stored in the ROM 201, performs a performance lottery based on a signal input from the signal input circuit 203 and a random number obtained from the random number generation circuit 205, and controls the display of the LCD display 30 via the drive circuit 204 based on the result of the lottery.
[0066] The illumination control board 100c controls the lighting of the LEDs 32 built into the left stop button 15L, the center stop button 15C, the right stop button 15R, etc. based on commands sent from the main control device 100a. It also controls the output of sound effects from the speakers 31a and 31b.
[0067] <4. Reel arrangement and stop position explanation> FIG. 4 is a diagram showing the arrangement of symbols on the left reel R1, the center reel R2, and the right reel R3.
[0068] Twenty symbols (20 frames) are arranged on each of the reel bands of the left reel R1, the center reel R2, and the right reel R3, and each of the 20 symbols on each of the reels R1 to R3 is assigned a symbol number from "1" to "20."
[0069] The reel band of the left reel R1 has the following symbols arranged in this order: "Cherry," "Blue 7," "Lip," "Bell A," "Watermelon A," "Lip," "Cherry," "Lip," "Bell B," "Black Bar," "Watermelon B," "Red 7," "Lip," "Bell B," "Watermelon A," "Lip," "Yellow Bar," "Lip," "Bell A," and "Watermelon A," and each of these symbols is assigned a symbol number from "1" to "20."
[0070] The reel band of middle reel R2 has the following symbols arranged in this order: "Lip", "Yellow bar", "Bell B", "Watermelon A", "Cherry", "Lip", "Watermelon B", "Bell B", "Black bar", "Cherry", "Lip", "Red 7", "Bell A", "Black bar", "Cherry", "Lip", "Blue 7", "Bell A", "Watermelon A", and "Cherry", and each of these symbols is assigned a symbol number from "1" to "20".
[0071] The reel band of the right reel R3 has the following symbols arranged in this order: "Lip", "Yellow bar", "Watermelon A", "Watermelon A", "Bell B", "Lip", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Lip", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Lip", "Black bar", "Cherry", "Watermelon A", and "Bell B", and each of these symbols is assigned a symbol number from "1" to "20".
[0072] FIG. 5 is a diagram for explaining the symbol stop positions and the pay line NL.
[0073] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8. When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8. When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.
[0074] The slot machine 1 is a so-called one-line machine in which a middle line L1 connecting the symbol stop positions PL2, PC2, and PR2 is a pay line NL. In the following, the line connecting the three symbol stop positions PL1, PC1, PR1 that are aligned in a horizontal row on the top row in the reel window 8 is referred to as the upper line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 that are aligned in a horizontal row on the lower row is referred to as the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 that are aligned on a diagonal line slanting downward to the right is referred to as the downward-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 that are aligned on a diagonal line slanting upward to the right is referred to as the upward-right line L5.
[0075] <5.1 Game Description> FIG. 6 is a diagram for explaining an outline of the flow of one game executed by the main controller 100a of the slot machine 1. As shown in FIG. In addition, since the details of the internal lottery process (S104), AT-related lottery process (S105), and reel performance process (S106) shown in FIG. 6 will be described later, the description of these (S104 to S106) will be omitted and only an overview will be provided.
[0076] <5-1. Processing flow> <5-1-1. Medal reception process>
[0077] When a medal is inserted into the medal insertion slot 10, the slot machine 1 either accepts the inserted medal and takes it into the slot machine 1, or does not accept the inserted medal and returns it to the medal tray 41 (S101).
[0078] Specifically, when a medal is inserted into the medal insertion slot 10 when three medals have been bet on a game and the number of credits is less than 50, the CPU 101 takes the inserted medal into the slot machine 1 and adds the number of credits to the number of inserted medals. In addition, when a medal is inserted into the medal insertion slot 10 when three medals have been bet on a game and the number of credits is 50, the CPU 101 drives the medal block solenoid 52 to return the inserted medal to the medal tray 41.
[0079] <5-1-2. Betting process> The slot machine 1 sets the number of bets in response to the insertion of medals into the medal insertion slot 10, the operation of the MAX BET button 11, or the winning of a replay combination (S102).
[0080] Specifically, when medals are inserted into the medal insertion slot 10 when the number of bets is less than 3, the CPU 101 adds the number of bets by the number of medals inserted. When the MAX BET button 11 is operated when the number of bets is less than the specified number, the CPU 101 subtracts the number of credits and adds the number of bets so that the number of bets becomes the specified number. When a replay role is won, the CPU 101 executes an automatic bet process in which the number of bets that was bet in that game is bet again without subtracting the number of credits.
[0081] <5-1-3. Lever reception process> The slot machine 1 starts a game when it receives an operation of the start lever 14 with three medals bet (S103). Specifically, when the start lever 14 is operated with the number of bets set to a specified number, the CPU 101 executes the game process after the internal lottery process (S104). On the other hand, when the start lever 14 is operated with the number of bets not reaching the specified number, the CPU 101 does not execute the game process after the internal lottery process.
[0082] <5-1-4. Internal lottery processing> When a game starts, the slot machine 1 obtains a 16-bit random number value from the random number generation circuit 105, and executes an internal lottery process to determine information for deriving a game result by lottery based on the random number value (S104).
[0083] <5-1-5. AT-related lottery processing> The slot machine 1 acquires an 8-bit random number value from the random number generation circuit 105, and executes various lottery processes related to the AT, i.e., AT-related lottery processes, based on the random number value, the game status, and the result of the internal lottery process (S105).
[0084] <5-1-6. Slot machine performance processing> After executing the AT-related lottery process, the slot machine 1 executes a reel performance using each of the reels R1 to R3 based on the result of the AT-related lottery process (S106). The reel performance initiates a freeze state that temporarily slows down the progress of the game, and during this freeze state, controls the execution of a pseudo-game process that spins each of the reels R1 to R3 and allows the player to perform a stopping operation that causes each of the reels R1 to R3 to vibrate.
[0085] <5-1-7. Display process on the display monitor> When the instruction function is activated, the slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S107). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the activation lottery of the instruction function. The activation of the instruction function will be described later.
[0086] <5-1-8. Reel rotation processing> After executing the instruction monitor display process, the slot machine 1 rotates the left reel R1, the center reel R2, and the right reel R3 to variably display the symbols arranged on each of the reels R1 to R3 (S108). Specifically, the CPU 101 rotates the left reel R1, the center reel R2, and the right reel R3 by continuously supplying pulses to the stepping motors 51L, 51C, and 51R after executing the instruction monitor display process.
[0087] In addition, the reel performance and reel spinning process of the left reel R1, the center reel R2, and the right reel R3 in the next game will not start until 4.1 seconds have passed since the start of the rotation of the left reel R1, the center reel R2, and the right reel R3 in the previous game. This keeps the time required for one game at 4.1 seconds or more (hereinafter referred to as the wait period).
[0088] <5-1-9. Reel stop processing> When the stop buttons 15L, 15C, and 15R are operated while the left reel R1, center reel R2, and right reel R3 are rotating, the slot machine 1 stops the rotation of the left reel R1, center reel R2, and right reel R3 (S109). When the left stop button 15L, center stop button 15C, or right stop button 15R is operated while the left reel R1, center reel R2, and right reel R3 are rotating, the CPU 101 stops the rotation of the corresponding reels R1 to R3 by supplying a predetermined pulse to the stepping motors (stepping motor 51L corresponding to the left reel R1, stepping motor 51C corresponding to the center reel R2, and stepping motor 51R corresponding to the right reel R3) to which the reels corresponding to the operated stop buttons (left reel R1 corresponding to the left stop button 15L, center reel R2 corresponding to the center stop button 15C, and right reel R3 corresponding to the right stop button 15R) are fixed.
[0089] <5-1-10. Pattern determination process> After the left reel R1, the center reel R2, and the right reel R3 all stop, the slot machine 1 judges the symbol combination stopped and displayed on the winning line NL (S110). After the left reel R1, the center reel R2, and the right reel R3 all stop, the CPU 101 judges whether the symbol combination stopped and displayed on the winning line NL is a predetermined symbol combination. For example, it judges whether the symbol combination stopped and displayed on the winning line NL is a symbol combination corresponding to a winning combination.
[0090] <5-1-11. Display monitor off process> After executing the symbol determination process, if the identification information is displayed on the instruction monitor NM, the slot machine 1 executes a process to turn off the instruction monitor NM (S111). In other words, the instruction monitor NM is a monitor that is displayed during a game in which the instruction function is activated, and is turned off when the game ends.
[0091] <5-1-12. Medal payout process> When it is determined that a symbol combination corresponding to a minor winning combination is stopped and displayed on the winning line NL, the slot machine 1 executes a medal payout process (S112).
[0092] <5-1-13. State transition processing> When the slot machine 1 determines, as a result of the AT-related lottery process or the pattern determination process, that a state transition condition for transitioning the gaming state is established, it transitions the gaming state.
[0093] <5-2. Details of internal lottery process> A detailed description will be given of the internal lottery process in the slot machine 1. The internal lottery process is a process for determining, by lottery, a winning combination that allows a win from a plurality of predetermined winning combinations.
[0094] In the slot machine 1, the roles that are the subject of the internal lottery include a bonus role, a replay role, and a small role. A bonus role is a role in which even if a winning combination is won and then lost, the winning state is carried over to the next game and thereafter until a winning combination is made, and if a winning combination is made, a bonus game state (bonus game state) begins from the next game. In contrast, the replay role and the small role are roles that do not carry over the winning state even if the winning is lost in the winning game. The replay role is a role that allows the next game to be played without a bet depending on the winning, and the small role is a role that pays out medals depending on the winning.
[0095] The slot machine 1 is equipped with a plurality of types of RT states in which the manner of the internal lottery process, that is, the lottery table 107, differs.
[0096] <5-2-1. Lottery categories>
[0097] First, the lottery categories selected from the lottery tables used in each of the multiple types of RT states will be described.
[0098] FIG. 7 is a table showing the lottery categories, types, and winning symbol combinations to be selected in the internal lottery process. As shown in FIG. 7, there are three types of bonus roles: Red 7 Bonus, Blue 7 Bonus, and Unique Bonus; nine types of replay roles: Replay 1, Special Replay 1, Special Replay 2, and Push Order Replay 1-6; and ten types of minor roles: Push Order Bell 1-6, Common Bell, Watermelon, Cherry, and All Winning Minor Roles. A total of 22 types are set as lottery categories.
[0099] The lottery categories Red 7 Bonus, Blue 7 Bonus, and Unique Bonus are lottery categories related to bonus roles. The Red 7 Bonus, Blue 7 Bonus, and Different Color Bonus are each a continuous operation device for a special device of the first type under the gaming machine related regulations, and the winning symbol combination for the bonus role in the Red 7 Bonus lottery category is a combination of "Red 7" symbols lined up on the winning line NL, the winning symbol combination for the bonus role in the Blue 7 Bonus lottery category is a combination of "Blue 7" symbols lined up on the winning line NL, and the winning symbol combination for the bonus role in the Different Color Bonus lottery category is a combination of "Red 7", "Red 7", and "Blue 7" symbols lined up on the winning line NL, from left to right.
[0100] Even if each bonus role wins a prize in a winning game and then is lost, the winning state is carried over from the next game onwards until a prize is won, and if a prize is won, a bonus game is started from the next game. The bonus games that start with the winning of each bonus role will have the first type special role activated in succession, but all of them are set to the so-called continuous activation type, in which the activation of the first type special role does not require a win. Each bonus game ends when the number of medals paid out during the bonus game exceeds a preset number. The bonus game resulting from the winning of a bonus role in the lottery category Red 7 Bonus (hereinafter referred to as the Red 7 Bonus Game) is set to end when more than 224 coins are paid out, the bonus game resulting from the winning of a bonus role in the lottery category Blue 7 Bonus (hereinafter referred to as the Blue 7 Bonus Game) is set to end when more than 184 coins are paid out, and the bonus game resulting from the winning of a bonus role in the lottery category Different Color Bonus (hereinafter referred to as the Different Color Bonus Game) is set to end when more than 96 coins are paid out.
[0101] The number of games in each bonus game is approximately 32 games for the red 7 bonus game, approximately 26 games for the blue 7 bonus game, and approximately 14 games for the different color bonus game.
[0102] The maximum number of coins that can be won in each bonus game (the number of coins paid out minus the number of coins bet during the bonus game) is 145 coins in the Red 7 bonus game, 120 coins in the Blue 7 bonus game, and 65 coins in the unique bonus game.
[0103] The lottery categories Replay 1, Special Replay 1, Special Replay 2, and Push Order Replay 1 to 6 are lottery categories related to replay roles, and the replay role is a role that allows the next game to be played without the need for a bet depending on the winning role.
[0104] In a game in which the lottery category Replay 1 role is won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay role in which the replay pattern is aligned on any of the lines L1 to L5 will be won.
[0105] In a game in which the lottery category special replay 1 is won, the winning combination differs depending on whether the game state is a bonus game or not. Specifically, when the game state is not during a bonus game, a replay role in which the replay symbol is aligned on any of the lines L1 to L5 will be won, similar to the lottery category replay 1 role, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R. When the game is in a bonus game, if the timing of operating the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is lined up on any of the lines L1 to L5 is won, and in any other case, a replay role in which a lip pattern is lined up is won. In other words, in a winning game of lottery category special replay 1, it is possible to line up the yellow bar pattern only during the bonus game, while outside the bonus game, the reel stop control is switched so that only the reel pattern can be lined up regardless of the operation timing and stop operation order of each stop button (15L, 15C, 15R).
[0106] In a game that wins the lottery category Special Replay 2, if the operation timing of the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is lined up on any of the lines L1 to L5 will be won, and in any other case, a replay role in which a replay pattern is lined up will be won.
[0107] The lottery division push order replay roles 1 to 6 are so-called push order replay roles in which the replay role that is won differs depending on the order of the stopping operations. In a game in which the lottery division push order lip role 1 to 6 is won, if the stopping operations are performed in a specific stopping operation order, a specific re-play role will be won in which the symbols "Lip", "Lip", "Watermelon A" or "Lip", "Lip", "Watermelon B" are lined up in order from left to right on the winning line NL, regardless of the timing of the operation. If the stopping operation is performed in a sequence other than the specific sequence, regardless of the timing of the operation, the falling replay symbol, which consists of the symbols "Rip", "Rip", "Bell A" or "Rip", "Rip", "Bell B" lined up from left to right on the winning line NL, will be won. For each of the lottery division push order replay roles 1 to 6, the stopping operation sequence that results in a specific replay role is set as the correct operation sequence. Hereinafter, a specific re-play role in which the symbols "Rip", "Rip", and "Watermelon A" or "Rip", "Rip", and "Watermelon B" are lined up will be described as an promoted re-play role, and a fall re-play role in which the symbols "Rip", "Rip", and "Bell A" or "Rip", "Rip", and "Bell B" are lined up will be described as a fall re-play role.
[0108] The correct operation order for lottery section push order lip role 1 is set to "left → center → right". In a game in which lottery section push order lip role 1 is won, if the stopping operation is performed in the correct operation order of "left → center → right", the promoted re-play role will be won, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won and the fallen re-play role will be won.
[0109] The correct operation order for the lottery section push order lip role 2 is set to "left → right → center", and in a game in which the lottery section push order lip role 2 is won, if the stopping operation is performed in the correct operation order of "left → right → center", the promoted re-play role will be won, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won and the fallen re-play role will be won.
[0110] The correct operation order for lottery section push order lip role 3 is set to "center → left → right". In a game in which lottery section push order lip role 3 is won, if the stopping operation is performed in the correct operation order of "center → left → right", the promoted re-play role will be won, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won and the fallen re-play role will be won.
[0111] The correct operation order for lottery section push order lip role 4 is set to "center → right → left". In a game in which lottery section push order lip role 4 is won, if the stopping operation is performed in the correct operation order of "center → right → left", the promoted re-play role will be won, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won and the fallen re-play role will be won.
[0112] The correct operation order for lottery section push order lip role 5 is set to "right → left → center." In a game in which lottery section push order lip role 5 is won, if the stopping operation is performed in the correct operation order of "right → left → center," the promoted re-play role will be won, and if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won, and the fallen re-play role will be won.
[0113] The correct operation order for the lottery section push order lip role 6 is set to "right → center → left". In a game in which the lottery section push order lip role 6 is won, if the stopping operation is performed in the correct operation order of "right → center → left", the promoted re-play role will be won, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the promoted re-play role will not be won and the fallen re-play role will be won.
[0114] The lottery categories for the push order bell role 1 to 6, common bell role, watermelon role, cherry role, and all winning small roles are lottery categories for the small roles.
[0115] The lottery category push order bell roles 1 to 6 are so-called push order minor roles, in which different minor roles with different payouts are awarded depending on the order of the stopping operations. Specifically, in a game in which the result of the internal lottery is that one of the lottery division push order bell roles 1 to 6 is won, if the stop buttons 15L, 15C, and 15R are operated in the correct operation order, a small role with a payout of 8 coins will be won regardless of the operation timing. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in a stop operation order other than the correct operation order, a small role with a payout of 1 coin will be won on one of the lines L1 to L5, or the win will be lost depending on the operation timing.
[0116] The correct operation sequence for the lottery category push order Bell role 1 is set to "left → center → right". In a game in which the lottery category push order Bell role 1 is won, when the stopping operation is performed in the correct operation sequence and a minor role with a payout of 8 coins is won, the bell patterns will line up on the middle line L1. However, if the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell patterns will not line up on any of the lines L1 to L5.
[0117] The correct operation sequence for the lottery category push order Bell role 2 is set to "left → right → center". In a game in which the lottery category push order Bell role 2 is won, when the stopping operation is performed in the correct operation sequence and a minor role with a payout of 8 coins is won, the bell patterns will line up on the upper line L2. However, if the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell patterns will not line up on any of the lines L1 to L5.
[0118] The correct operation sequence for the lottery section push order bell role 3 is set to "center → left → right". In a game in which the lottery section push order bell role 3 is won, when the stopping operation is performed in the correct operation sequence and a minor role with a payout of 8 coins is won, the bell patterns will line up on the lower line L3. However, if the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell patterns will not line up on any of the lines L1 to L5.
[0119] The correct operation sequence for the lottery section push order bell role 4 is set to "center → right → left". In a game in which the lottery section push order bell role 4 is won, when the stopping operation is performed in the correct operation sequence and a minor role with a payout of 8 coins is won, the bell patterns will line up on the sloping right line L4. However, when the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell patterns will not line up on any of the lines L1 to L5.
[0120] The correct operation sequence for the lottery section push order bell role 5 is set to "right → left → center". In a game in which the lottery section push order bell role 5 is won, when the stopping operation is performed in the correct operation sequence and a small role with a payout of 8 coins is won, the bell patterns will line up on the right-sloping line L5. However, when the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell patterns will not line up on any of the lines L1 to L5.
[0121] The correct operation sequence for the lottery section push order bell role 6 is set to "right → center → left". In a game in which the lottery section push order bell role 6 is won, when the stopping operation is performed in the correct operation sequence and a minor role with a payout of 8 coins is won, the bell symbols will stop on any of the lines L1 to L3. However, when the stopping operation is performed in a stopping operation sequence other than the correct operation sequence, the bell symbols will not line up on any of the lines L1 to L5.
[0122] In a game in which the lottery category common bell role is won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a minor role with a payout of 8 coins will be won, and in this case, the bell pattern will be lined up on one of the lines L1 to L5.
[0123] In a game in which the lottery category watermelon role is won, a small prize with a payout of three coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the watermelon pattern (watermelon A or watermelon B) will be lined up on one of the lines L1 to L5.
[0124] In a game in which the lottery category cherry role is won, a small role with a payout of three coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the cherry symbol will stop on the upper row PL1 or the lower row PL3 of the left reel.
[0125] In a game in which all winning small prizes in the lottery category are won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a small prize with a payout of 8 coins will be won, and in this case, bell symbols will be lined up on one of the lines L1 to L5. The all winning small roles in the lottery category is a lottery category in which all roles included in the above-mentioned push order bell roles 1 to 6, common bell role, watermelon role, and cherry role are overlapping and won, and is only drawn during the bonus game, and is not drawn in any other game state than the bonus game.
[0126] <5-2-2. RT state transition>
[0127] The game state is determined by a combination of the RT state and the interval state, and the RT state is a state in which the combination of re-play roles and the winning probability of the lottery categories related to re-play roles among the lottery categories that are the subject of lottery selection in the internal lottery process are set for each lottery category, and it is possible to make the winning probability of the combined re-play roles different for each RT state. The slot machine 1 is equipped with a total of five RT states, namely, RT0, RT1, RT2, RT3, and RT4, and the combined winning probability of the replay role lottery categories is set as RT3>RT2>RT0=RT1=RT4. The section state includes two section states, a non-advantageous section and an advantageous section. In the non-advantageous section, the operation of the indication function is set to be disabled, and in the advantageous section, the operation of the indication function is set to be enabled.
[0128] Next, transitions between multiple types of RT states will be described. FIG. 8 is a schematic diagram for explaining the game flow and RT state transition of the slot machine 1. Details of each game state and interval state will be described later, so only the transition of the RT state will be described.
[0129] In the slot machine 1, when the setting selection (change) work is completed, the RT state is set to RT0, the zone state is set to a non-advantageous zone, and the game state is set to a CZ state. When the RT state is RT0, the indication function is set not to operate regardless of whether the section state is a non-advantageous section or an advantageous section. In the RT0 state, in a game in which the player wins any of the lottery division push order bell roles 1 to 6, if the player does not win either the small role with a payout of 8 coins or the small role with a payout of 1 coin, and loses the winning combination, the RT state will transition to RT2 from the next game. In the RT2 state, the instruction function is set to operate in games in which one of the lottery section push order lip roles 1 to 6 is won only when the section state is a favorable section and the ART stock number described below is 1 or more. In the RT2 state, in a game in which one of the lottery division push order lip roles 1 to 6 is won, if the stop operation is performed in the correct operation order and a promotion re-play role is won, the RT state will transition to RT3 from the next game and the game state will transition to ART state. On the other hand, if the stop operation is performed in a stop operation order other than the correct operation order and a fall re-play role is won, the RT state will transition to RT4 from the next game and the game state will transition to normal state. In the slot machine 1, the game state including the RT state RT0 and RT2 is set as the CZ state or the special ART preparation state.
[0130] When the RT state is RT3, the instruction function is set to operate as long as there are ART stocks and remaining ART games. In RT3 state, by consuming one ART stock, the remaining ART game number is set to 30, and the instruction function is activated until the remaining ART game number becomes 0, and this continues until the ART stock number is exhausted. In the RT3 state, in the game where one of the lottery division push order bell roles 1 to 6 is won, the instruction function is activated. If the stop operation is performed according to the instruction, a small role with a payout of 8 coins will be won. If the stop operation is performed without following the instruction, and the small role with a payout of 1 coin is not won, and the winning role is lost, the RT state will transition to RT2 from the next game. In RT3 state, if the number of ART stocks and the number of remaining ART games become 0, the instruction function is set not to operate in games that win any of the lottery category push order bell roles 1 to 6, and if the number of ART stocks is 1 or more, the number of ART stocks is subtracted by 1, the number of remaining ART games is set to 30, and the instruction function continues to operate until the number of remaining ART games becomes 0. Therefore, if a stop operation is performed ignoring the instruction function in a game in which one of the lottery section push order bell roles 1 to 6 is won, or if the ART stock number becomes 0 and the instruction function is no longer operating and a win is won in a game in which one of the lottery section push order bell roles 1 to 6 is won but then lost, the RT state will transition to RT2 from the next game and the game state will transition to CZ state.
[0131] When the RT state is RT4, the instruction function is set not to operate regardless of whether the section state is a non-favorable section or a favorable section. The RT4 state is a finite RT of 300 games, and after 300 games have been played, it transitions to RT0 and the game state transitions to the CZ state.
[0132] In addition, in any RT state, after winning the lottery category Red 7 Bonus, Blue 7 Bonus, or Unique Bonus, the game state transitions to RT1 until the winning bonus role is won, and the game state transitions to the bonus internal state. Then, a bonus game starts according to the winning bonus role, and after the bonus game ends, the game shifts to RT0. The instruction function is set not to operate when the RT state is RT1 and during a bonus game.
[0133] <5-2-3. Lottery value>
[0134] 9 shows the contents of the lottery table 107 used in the internal lottery process for each RT state and bonus game state of the slot machine 1, and shows the lottery value corresponding to each lottery division for each set value. Since the range of random numbers in the internal lottery process is 0 to 65535, the winning probability of each lottery division for each set value can be calculated by lottery value / 65536.
[0135] In the RT0, RT2, RT3 and RT4 states, the drawing value of the drawing category Red 7 Bonus is set to 25, the drawing value of the Blue 7 Bonus is set to 186, and the drawing value of the unique color bonus is set to 146. On the other hand, in the RT1 state, which is the bonus internal state, and in the bonus game state, the drawing values of the drawing categories Red 7 Bonus, Blue 7 Bonus and Unique Color Bonus for each bonus role are set to 0.
[0136] The lottery value for the lottery category Replay 1 role is set to 6022 regardless of the set value in the RT0, RT1 and RT4 states. In RT2 state, it is set to 0 regardless of the set value. In RT3 state, it is set to 41947 regardless of the set value. In the bonus game state, the value is set to 0 regardless of the set value.
[0137] The lottery value for the lottery category special replay 1 is set to 2700 regardless of the set value in all RT states including RT0, RT1, RT2, RT3 and RT4 states, and in the bonus game state. Therefore, the lottery category Special Replay 1 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state, setting value, and RT state.
[0138] The lottery value for the lottery category special replay 2 is set to 256 regardless of the set value in all RT states including RT0, RT1, RT2, RT3 and RT4 states, and in the bonus game state. Therefore, the lottery category Special Replay 2 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state, setting value, and RT state.
[0139] Therefore, the sum of the lottery values for the replay roles in each RT state is 8978 in RT0 state, 8978 in RT1 state, 19342 in RT2 state, 44903 in RT3 state, and 8978 in RT4 state. As can be seen from the above explanation, the combined probability of winning the replay role is set as RT3>RT2>RT0=RT1=RT4, and the RT3 state is the RT state advantageous to the player.
[0140] The lottery value of the lottery division push order lip role 1 to 6 is set to 2731 in the RT2 state regardless of the set value. On the other hand, in the RT0, RT1, RT3, RT4 states other than the RT2 state, and in the bonus game state, it is set to 0 regardless of the set value.
[0141] The lottery value of the lottery division push order bell role 1 to 6 is set to 2731 regardless of the set value in all RT states of RT0, RT1, RT2, RT3 and RT4. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.
[0142] The lottery value of the lottery category common bell role is set to 2114 regardless of the set value in all RT states including RT0, RT1, RT2, RT3 and RT4. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery value for the lottery classification watermelon role is set to 662 regardless of the set value in all RT states, RT0, RT1, RT2, RT3 and RT4. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery value for the lottery classification cherry role is set to 1114 regardless of the set value in all RT states, RT0, RT1, RT2, RT3 and RT4. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.
[0143] The lottery value for all winning minor roles in the lottery division is set to 62580 in the bonus game state regardless of the set value. On the other hand, in all RT states other than the bonus game state, RT0, RT1, RT2, RT3, and RT4 states, it is set to 0 regardless of the set value.
[0144] For a loss, i.e. not winning any lottery category, the following is set: in RT0 state, the value is 35925 regardless of the set value; in RT1 state, the value is 36282 regardless of the set value; in RT2 state, the value is 25561 regardless of the set value; in RT3 state, the value is 0 regardless of the set value; in RT4 state, the value is 35925 regardless of the set value; and in the bonus game state, the value is set to 0 regardless of the set value.
[0145] As described above, the result of the internal lottery is determined to be one of the 23 types of lottery categories, including a losing result, as shown in FIG. In addition, the slot machine 1 is set with advantageous zone transition roles that transition to an advantageous zone on condition of winning in a non-advantageous zone. As shown in Fig. 9, advantageous zone transition roles are set to the lottery categories Red 7 Bonus, Blue 7 Bonus, Different Color Bonus, Special Replay 1, Special Replay 2, Push Order Bell Roles 1-6, Common Bell Role, Watermelon Role, and Cherry Role. On the other hand, in the lottery categories Replay 1 Role, Push Order Replay Roles 1-6, and the lottery categories for all winning small roles, advantageous zone transition roles that cannot transition the zone state to an advantageous zone are set, even if the lottery category is won. In addition, if a role that does not allow a transition to a favorable zone is won during the favorable zone, the zone state will not transition to a non-favorable zone.
[0146] <6. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be described.
[0147] <6-1. Regarding section status (non-advantageous section, advantageous section)>
[0148] In this slot machine 1, the non-advantageous zone is a play zone in which the instruction function that notifies the player of information that makes it easier to win a prize does not operate. On the other hand, the advantageous zone is a play zone in which the instruction function can operate. In other words, the non-advantageous zone is a play zone in which instruction information that makes it easier to win a prize cannot (is not) transmitted from the main control device 100a to the performance sub-control device 100b, while the advantageous zone is a play zone in which instruction information can be transmitted from the main control device 100a to the performance sub-control device 100b. Specifically, in a non-advantageous section, in a game in which the lottery section push order lip role 1-6 or the lottery section push order bell role 1-6 is won as a result of the internal lottery, information capable of identifying the correct operation sequence (hereinafter referred to as correct operation sequence identification information) is not transmitted from the main control device 100a to the performance sub-control device 100b. The correct operation sequence identification information may be information capable of identifying the lottery section that has been won, in addition to so-called instruction information that directly instructs the stop operation sequence of the stop buttons 15L, 15C, and 15R. Therefore, in a non-advantageous section, in a game in which the lottery section push order lip role 1-6 or the lottery section push order bell role 1-6 is won as a result of the internal lottery, the performance sub-control device 100b cannot know the correct operation sequence, and therefore cannot notify the same.
[0149] On the other hand, the advantageous zone is a game zone in which the main control device 100a can transmit correct operation sequence identification information to the performance sub-control device 100b. When the main control device 100a transmits a command to instruct the performance sub-control device 100b to perform the correct operation sequence in the advantageous zone, the main control device 100a displays identification information corresponding to the type of the command on the instruction monitor NM. In this slot machine 1, in the normal state, CZ state, bonus inside state, and bonus game state, which are game states other than the ART state, it is possible to stay in the non-advantageous zone and the advantageous zone. In the special ART preparation state and the ART state, it is set as a game state in which it is possible to stay only in the advantageous zone, and it is configured not to stay in the non-advantageous zone. In addition, in this slot machine 1, even during the advantageous zone, the instruction function is set not to be activated when the game state is normal, CZ state during RT0 state, or special ART preparation state.
[0150] In addition, in this slot machine 1, the zone state is set to transition to a non-advantageous zone at an appropriate frequency so that the advantageous zone ratio (number of games in an advantageous zone ÷ total number of games played), which is the ratio of the number of games staying in the advantageous zone, does not exceed 70%.
[0151] Next, each section state will be described.
[0152] <6-1-1. Non-advantageous areas> FIG. 10 is a flowchart showing the flow of processing in the non-advantageous zone of the slot machine 1.
[0153] During the non-advantageous period, first, an internal lottery process (S1001) is executed. The internal lottery process in the following description includes the internal lottery process (S104) shown in FIG. Returning to FIG. 10, depending on the result of the internal lottery process (S1001), it is determined (S1002) whether or not the advantageous zone transition role has been won. If it is determined that the role has not been won (NO in S1002), the process returns to step S1001. If it is determined that the role has been won (YES in S1002), various initial settings (S1003) associated with the start of the advantageous zone include setting the number of advantageous zone games, the number of advantageous zone IN coins, the number of advantageous zone OUT coins, the advantageous zone difference number, and the pseudo difference number to 0, and processing is performed to set the zone state to the advantageous zone, the internal mode is set to low probability mode, and advantageous zone processing (S1004) is initiated and returned.
[0154] <6-1-2.Advantageous Zone> FIG. 11 is a flowchart showing the flow of processing during the advantageous zone of the slot machine 1.
[0155] In the processing during the advantageous zone, first, various variables are updated (S1101) in accordance with the execution of the game. In the update processing of various variables, the number of advantageous zone games is incremented by 1 for each game, the number of bets at the time of execution of the game is added to the number of IN advantageous zone coins, the number of payouts at the time of execution of the game is added to the number of OUT advantageous zone coins, and the value obtained by subtracting the number of IN advantageous zone coins from the current number of OUT advantageous zone coins is updated as the number of advantageous zone coins difference.
[0156] After updating various variables (S1101), a pseudo difference number update process (S1102) is performed. The pseudo difference number update process will be described later.
[0157] Next, it is determined whether the current gaming state is a bonus game state (S1103). If it is determined that the current gaming state is not a bonus game state (NO in S1103), it is determined whether the current gaming state is in a bonus internal state (S1104). If it is determined that the current gaming state is not in a bonus internal state (NO in S1104), it is determined whether the winning combination by the internal lottery of the game is a bonus combination (S1105).
[0158] If it is determined that the winning combination based on the internal lottery for the game is not a bonus combination (NO in S1105), that is, if it is determined that the bonus combination has not been won, it is determined whether the current RT state is the RT4 state (S1106). As a result of the judgment, if it is judged that the current RT state is the RT4 state (YES in S1106), it judges that the current gaming state is the normal state, executes the normal state processing (S1108), and returns. The normal state processing will be described later.
[0159] As a result of judging whether the current RT state is the RT4 state, if it is judged that the current RT state is not the RT4 state (NO in S1106), that is, if it is judged that the current game state is not the normal state, it is judged whether the current RT state is the RT0 state or the RT2 state (S1108). As a result of the determination, when it is determined that the current RT state is the RT0 or RT2 state (YES in S1108), it is determined whether or not the current gaming state is the CZ state (S1109). As a result of the judgment, if it is judged that the current game state is the CZ state (YES in S1109), the process related to the CZ state (S1110) is executed and the process returns. The process of the CZ state will be described later.
[0160] As a result of the judgment, if it is determined that the current game state is not the CZ state (NO in S1109), that is, if it is determined that the current game state is the special ART preparation state, execute the processing related to the special ART preparation state (S1111) and return. The processing of the special ART preparation state will be described later.
[0161] As a result of judging whether the current RT state is RT0 or RT2, if it is judged that the current RT state is not RT0 or RT2 (NO in S1108), it is judged whether the current game state is an add-on specialization zone state (S1112). As a result of the judgment, when it is judged that the current game state is the add-on specialization zone state (YES in S1112), the process related to the add-on specialization zone state (S1113) is executed and the process returns. The process of the add-on specialization zone state will be described later.
[0162] If it is determined that the current gaming state is not an add-on specialization zone state (NO in S1112), it is determined whether the current gaming state is a normal ART state (S1114). As a result of the judgment, if it is judged that the current game state is the normal ART state (YES in S1114), the process for the normal ART state (S1115) is executed and the process returns. The process for the normal ART state will be described later.
[0163] As a result of the judgment, if it is judged that the current game state is not the normal ART state (NO in S1114), the process for the special ART state (S1116) is executed and the process for the special ART state is returned. The process for the special ART state will be described later.
[0164] When the winning combination by the internal lottery of the game is determined to be a bonus combination (YES in S1104), the RT state is set to the RT1 state, the game state is set to the bonus internal state (S1117), the bonus combination winning process (S1118) is executed, and the next process (S1119) is executed. The bonus combination winning process will be described later.
[0165] After executing the processing when a bonus role is won (S1118), or as a result of judging whether the current gaming state is in a bonus internal state or not, if it is judged that the current gaming state is in a bonus internal state (YES in S1104), it is judged whether a bonus role has been won in the game (S1119). When it is determined that a bonus combination has been achieved in the game (YES in S1119), a bonus game start process (S1120) is executed and the process returns to the main flow. The bonus game start process will be described later. If it is determined that no bonus combination has been won in the game (NO in S1119), the process returns without executing the bonus game start process (S1120).
[0166] As a result of the determination of whether the current gaming state is the bonus game state or not, if it is determined that the current gaming state is the bonus game state (YES in S1103), the bonus game process (S1121) is executed and the process returns. The bonus game process will be described later.
[0167] As described above, in the processing during the advantageous zone, the game state is determined based on whether or not a bonus role has been won and what the RT state is, and processing according to each game state is executed.
[0168] Next, the pseudo difference number update process will be described. <6-2. Pseudo Difference Number Update Process>
[0169] The pseudo difference in number of coins is referenced when the bonus game starts, and if the pseudo difference in number of coins is minus 12,000 or less (hereinafter referred to as -12,000), the game will transition to a special ART preparation state after the bonus game ends. FIG. 12 is a flowchart showing the flow of the pseudo difference number update process.
[0170] In the pseudo difference number update process, first, it is determined whether the current game state is a bonus game state (S1201). If it is determined that the current game state is a bonus game state (YES in S1201), it is determined whether the selection by the internal lottery of the game is all winning small roles (S1202).
[0171] When it is determined that the winning combination in the internal lottery of the game is all winning minor combinations (YES in S1202), the pseudo difference number is increased by 30 and the game is returned (S1203). If it is determined that the selection made by the internal lottery of the game is not a full winning minor combination (NO in S1202), the pseudo difference number is not updated and the process returns.
[0172] If it is determined that the current game state is not a bonus game state (NO in S1201), regardless of the current game state, it is determined whether or not the selection made by the internal lottery for the game has resulted in any of the lottery division push order bell roles 1 to 6 (S1204). If it is determined that the selection made by the internal lottery for the game is one of the lottery division push order bell roles 1 to 6 (YES in S1204), it is determined whether the current game state is the ART state (S1205).
[0173] If it is determined that the current game state is the ART state (YES in S1205), the pseudo difference number is added by 30 and the process returns (S1206). If it is determined that the current game state is not the ART state (NO in S1205), the pseudo difference number is subtracted by 22 and the process returns (S1207).
[0174] If it is determined that the selection made by the internal lottery for the game is not a winning combination of any of the lottery division push order bell roles 1 to 6 (NO in S1204), it is determined whether the current game state is normal or not (S1208). As a result of the determination, if it is determined that the current gaming state is the normal state (YES in S1208), the pseudo difference number is subtracted by 9 and the process returns (S1209). As a result of the determination, if it is determined that the current gaming state is not the normal state (NO in S1208), the pseudo difference number is decremented by 1 and the process returns (S1210).
[0175] As described above, in the pseudo difference number update process, when the game state is a bonus game state, as shown in the table in Figure 9 showing the lottery values for each lottery category for each setting value, the winning role in the internal lottery will always be either Special Replay 1 or Special Replay 2, which are re-play roles, or any of the all-winning small roles, and the number of medals will not be reduced. Therefore, during the bonus game, if all the winning small symbols are won, the medals are increased, and if the replay symbol is won, the medals are maintained. The payout for all winning small symbols is 8 medals, so in a game in which all winning small symbols are won, the player will receive an additional 5 medals, minus the 3 medals used in that game. In this slot machine 1, in a game in which all winning small prizes are won, the pseudo difference in number of coins is increased by 30. This is 6 times the increase in number of coins (5 coins) in a game in which all winning small prizes are won.
[0176] Next, a game in which any of the lottery division push order bell roles 1 to 6 is won will be described. In a game in which any of the lottery division push order bell roles 1 to 6 is won, if the game state is ART state, the instruction function will be activated and the player can be sure to get 8 medals by following the instruction function, so the medal increase will be 5 medals. Therefore, as with the game in which all the above-mentioned winning small roles are won, the pseudo difference number is added by 30. If the game state is not the ART state, the instruction function does not operate, so if the player performs the correct stopping operation sequence, eight small prizes will be won, but if the player performs the stopping operation sequence other than the correct operating sequence, only one small prize will be won or a loss will occur. There are six possible stopping sequences: "left → center → right," "left → right → center," "center → left → right," "center → right → left," "right → left → center," and "right → center → left," so the probability of getting the correct sequence is 1 / 6.
[0177] This slot machine 1 is designed so that the probability of winning a 1-coin minor prize by performing stopping operations other than the correct operating sequence is 1 / 2, and in a game in which any of the lottery category push order bell roles 1 to 6 is won and the instruction function is not activated, the expected increase or decrease in medals is (8 coins - 3 coins) x 1 / 6 + (1 coin - 3 coins) x 5 / 6 x 1 / 2 + (-3 coins) x 5 / 6 x 1 / 2 = -3.75 coins. This number is multiplied by 6 to get -22 (decimals are rounded down) and then subtracted as the pseudo difference in number of coins.
[0178] Next, when the game state is normal, that is, when the game state is normal and none of the lottery division push order bell roles 1 to 6 have been won, the winning role will be the replay role, the watermelon role, the cherry role, the common bell role, each bonus role, or none of the roles have been won. Although the replay role does not increase the number of medals, since it does not require the insertion of medals in the next play, if the replay role is won, the medals are maintained. In this slot machine 1, the payout for the watermelon and cherry roles is the same as the specified number, 3 coins, so the number of medals is maintained the same as for the replay role, with no increase or decrease. In this slot machine 1, the payout for the common bell role is 8 medals, so if the common bell role is won, the additional medals will be 5 medals. Since there is no payout for the bonus role, the number of medals will be reduced by 3. Therefore, when the game is in the normal game state and none of the lottery category push order bell roles 1 to 6 are won, the expected increase or decrease in medals will be the total expected value when the common bell role, the bonus role, and none of the roles are won, so in RT0 state, the expected value of the common bell role is (8 coins - 3 coins) x 2114 / 65536) + the expected value of the bonus role ((-3 coins) x (25 + 186 + 146) / 65536) + the expected value when missing ((-3 coins) x 35925 / 65536) = -1.50 coins. This number is multiplied by 6 to get -9, which is then subtracted as the pseudo difference in number of coins.
[0179] Next, if the gaming state is not the normal state, that is, if the gaming state is either the CZ state, the special ART preparation state, or the ART state, and none of the lottery category push order bell roles 1 to 6 have been won, the calculation is performed in the same manner as described above. When the game state is CZ state and the special ART preparation state, and the RT state is RT0, the replay probability is the same as the RT4 state in the normal state, so the expected medal increase / decrease value is the same as the normal state described above. On the other hand, when the game state is CZ state, special ART preparation state, and the RT state is RT2 state, the replay probability increases, so the probability of losing and not winning any role is lower than in the RT0 state, and the expected medal increase / decrease value is higher.
[0180] Similarly, in the ART state, the RT state becomes RT3 and the probability of not winning any role becomes 0, so the expected increase or decrease in medals becomes higher. Without going into details, when calculating the expected increase or decrease in medals in each game state based on the stay ratio of each game state in this slot machine 1, the expected increase or decrease in medals when the game state is either the CZ state, the special ART preparation state, or the ART state, and none of the lottery category push order bell roles 1 to 6 have been won, is -0.17 medals. This number is multiplied by 6 and then subtracted as the pseudo difference in number of coins (decimals are rounded down).
[0181] In this way, by updating the pseudo difference in number of medals in accordance with the game results for each game, the number of medals used by the player can be estimated from the pseudo difference in number of medals. This slot machine 1 is designed so that if the pseudo difference in number of coins is -12,000 coins or less at the start of the bonus game, the slot machine 1 transitions to a special ART state in which the ball output increase zone is maintained until the pseudo difference in number of coins is reduced to 0. As mentioned above, the pseudo difference in number of coins is six times the expected increase or decrease in the number of medals, so if the pseudo difference in number of coins is -12,000 or less, the actual difference in number of coins is approximately -2,000 or less.
[0182] In this way, in this slot machine 1, the expected medal increase / decrease value is calculated based on the winning role determined by the internal lottery and the winning probability in each RT state shown in Figure 9, and the calculated expected medal increase / decrease value is multiplied by six and counted as the pseudo difference number. As the actual expected medal increase or decrease values include decimal points as mentioned above, each expected medal increase or decrease value is multiplied by 6 and the decimal points are rounded down to obtain integer values. In this slot machine 1, the pseudo difference in the number of coins is multiplied by 6 to prevent the value from becoming too large, but it may be multiplied by 100 for ease of calculation, or by a power of 2 to facilitate calculation processing in program processing, and the number to be multiplied to make the expected value of the increase or decrease in the number of coins an integer value can be determined arbitrarily.
[0183] In a game in which any of the lottery category push order bell roles 1 to 6 is won, if the number of times the stopping sequence is the correct sequence as a result of playing is significantly higher / lower than the expected value (1 / 6), the error between the pseudo difference in number of coins divided by 6 and the actual difference in number of coins will be large. However, conversely speaking, by referring to the pseudo difference in number of coins as in this slot machine 1, control based on the average difference in number of coins in the specifications of the gaming machine is possible, even if the number of times the stopping sequence is the correct sequence as a result of playing is significantly higher / lower than the expected value (1 / 6).
[0184] In addition, as described above, in this slot machine 1, the pseudo difference in number of coins is updated for each game based on the winning role and the game status, but instead of the pseudo difference in number of coins, the value of the advantageous zone difference in number of coins, which is updated for each game, may be used.
[0185] When the value of the difference in the number of coins in the advantageous zone is used, the results of the actual game will be reflected as is. Therefore, compared to when the pseudo difference in number of coins is calculated based on a pre-designed numerical value, depending on the number of times the stopping sequence in a game in which any of the lottery category push order bell roles 1 to 6 is won, the number of games until the advantageous zone difference in number of coins becomes -2000 or less is likely to differ significantly from the number of games that results in the average difference in number of coins based on the specifications of the gaming machine. However, it is possible to see that the actual difference in number of coins, that is, the result taking into account upswings / downswings, is -2000 or less (-12000 or less when converted to pseudo difference in number of coins).
[0186] As described above, in this slot machine 1, the pseudo difference in number of coins is used, but there is no significant difference if the advantageous zone difference in number of coins is used instead, and either method may be selected. The above is the flow of the pseudo difference number update process.
[0187] Next, the processing in each game state will be described.
[0188] <6-3. Normal state> FIG. 13 is a flowchart showing the flow of processing in the normal state of the slot machine 1.
[0189] In the normal state process, first, the RT4 game number is incremented by 1 for each game as the game is executed (S1301). Next, the internal mode transition lottery process (S1302) is executed. The internal mode transition lottery process is a process for changing the internal mode based on the lottery category won in the game and the current internal mode.
[0190] The internal mode is a mode that involves a lottery to determine whether or not to grant ART stock numbers, which are ART rights, when a bonus role is won, and is set so that the probability of granting ART stock numbers increases in the order of ultra-high probability mode, high probability mode, and low probability mode.
[0191] The contents of the internal mode transition lottery process are shown in Fig. 14. As shown in Fig. 14, in the internal mode lottery process, based on the lottery category won in the game and the current internal mode, either the low probability mode, the high probability mode, or the super high probability mode is determined. As shown in Fig. 14, when the current internal mode is the low probability mode, if the lottery category won in the game is the special replay 1, watermelon role, or cherry role, the high probability mode or higher is determined, and if the lottery category won in the game is the common bell role, the low probability mode is determined with a high probability. In addition, when the current internal mode is the high probability mode, if the lottery category won in the game is special replay 1, the ultra-high probability mode is confirmed, and if the lottery category won in the game is the common bell role, watermelon role, or cherry role, the mode is set to either maintain the current high probability mode or to transition to the higher ultra-high probability mode, and not to transition to the lower low probability mode. When the current internal mode is an ultra-high probability mode, the current state is maintained as the ultra-high probability mode regardless of the lottery category won in the game, and the mode is set not to shift to a lower level low probability mode or high probability mode. Therefore, the internal mode lottery process is a process in which, regardless of the internal mode, there is no transition to an internal mode lower than the current internal mode, but rather the current internal mode is maintained or a transition lottery is held to determine whether to transition to a higher internal mode.
[0192] Returning to Fig. 13, after executing the internal mode transition lottery process to determine the internal mode, it is determined whether the determined internal mode is the high probability mode (S1303). If it is determined that the determined internal mode is the high probability mode (YES in S1303), a process for starting the high probability mode (S1304) is executed. The process for starting the high probability mode sets the high probability mode game number, which indicates the number of games to maintain the high probability mode, to 30, and sets the internal mode to the high probability mode. In addition, even if the high probability mode is determined by the internal mode transition lottery process in the high probability mode, that is, if it is determined that the current internal mode is to be maintained, the number of high probability mode games is reset to 30. Therefore, in the high probability mode, if the special replay 1, common bell role, watermelon role, or cherry role is won within 30 games, the high probability mode will be maintained for the next 30 games from that game, even if the game does not transition to a higher internal mode.
[0193] When it is determined that the internal mode determined in the internal mode transition lottery process is not the high probability mode (NO in S1303), it is determined whether the internal mode determined in the internal mode transition lottery process is the ultra-high probability mode or not (S1305). When it is determined that the determined internal mode is the ultra-high probability mode as a result of the determination (YES in S1305), a process for starting the ultra-high probability mode (S1306) is executed. The process for starting the ultra-high probability mode sets the ultra-high probability mode game number, which indicates the number of games to maintain the ultra-high probability mode, to 20, and sets the internal mode to the ultra-high probability mode. In addition, in the ultra-high probability mode state, even if the ultra-high probability mode is determined by the internal mode transition lottery process, that is, if it is determined to maintain the current internal mode, the number of ultra-high probability mode games is reset to 20. Therefore, in the ultra-high probability mode state, if the special replay 1, common bell role, watermelon role, or cherry role is won within 20 games, the ultra-high probability mode will be maintained for the next 20 games from that game.
[0194] After executing the process for starting the high probability mode (S1304) or the process for starting the ultra-high probability mode (S1306), or as a result of determining whether the internal mode determined in the internal mode transition lottery process is the ultra-high probability mode or not, if it is determined that the determined internal mode is not the ultra-high probability mode (NO in S1305), the next process (S1307) is executed.
[0195] It is determined whether the updated internal mode is the high probability mode (S1307). If it is determined that the updated internal mode is the high probability mode (YES in S1307), the number of high probability mode games is decremented by 1 (S1308).
[0196] Next, it is determined whether the subtracted number of high probability mode games is 0 (S1309). If it is determined that the subtracted number of high probability mode games is 0 (YES in S1309), the internal mode is set to the low probability mode (S1313), and the next process (S1314) is executed. As a result of the determination, when it is determined that the subtracted number of high-probability mode games is not 0 (NO in S1309), the next process (S1314) is executed.
[0197] As a result of judging whether the updated internal mode is a high probability mode or not, if it is judged that the updated internal mode is not a high probability mode (NO in S1307), it is judged whether the updated internal mode is an ultra high probability mode or not (S1310). If it is determined that the updated internal mode is the ultra-high probability mode (YES in S1307), the number of games in the ultra-high probability mode is decremented by 1 (S1311).
[0198] Next, it is determined whether the subtracted number of ultra-high probability mode games is 0 (S1312). If it is determined that the subtracted number of ultra-high probability mode games is 0 (YES in S1312), the internal mode is set to the low probability mode (S1313), and the next process (S1314) is executed. As a result of the determination, when it is determined that the subtracted super-high probability mode game number is not 0 (NO in S1312), the next process (S1314) is executed. As a result of the determination as to whether the updated internal mode is the ultra-high probability mode or not, if it is determined that the updated internal mode is not the ultra-high probability mode (NO in S1307), the next process (S1314) is executed.
[0199] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S1314). In this slot machine 1, it is determined whether the number of continued games since the zone state shifted to the advantageous zone has reached 4000 games, or the number of coins in the advantageous zone since the zone state shifted to the advantageous zone is 2400 or more, and if either of these conditions is met, it is equipped with a limiter function that forcibly ends the advantageous zone and shifts to a non-advantageous zone, and this determination process determines whether to activate the limiter function. As a result of the judgment, it is judged whether the number of continued games since the zone state shifted to the advantageous zone has reached 4000 games, or the advantageous zone difference number since the zone state shifted to the advantageous zone is 2400 or more, and if it is judged that either of the conditions is met (YES in S1314), that is, if it is judged that the limiter function should be activated, a process for terminating the advantageous zone (S1315) is executed. On the other hand, if it is judged that the limiter function should not be activated, the next process (S1316) is executed.
[0200] In the process for ending the advantageous zone (S1315), the advantageous zone game count, advantageous zone IN number, advantageous zone OUT number, advantageous zone difference number, and pseudo difference number are set to 0, the game state is set to normal state, the internal mode is set to low probability mode, and the zone state is set to non-advantageous zone. Note that in the process for ending the advantageous zone, if the advantageous zone lamp YL is on, the advantageous zone lamp YL is turned off. After executing the process to end the advantageous zone, the next process (S1316) is executed.
[0201] Next, it is determined whether the number of RT4 games is 300 or not (S1316). The RT4 state is set to a finite RT of 300 games, and after 300 games are consumed, it transitions to RT0 and the game state transitions to the CZ state, and it is determined whether the number of RT4 games has reached 300 games or not. As a result of the judgment, if the number of RT4 games is judged to be 300 (YES in S1316), that is, if it is judged that 300 games have been played in the RT4 state, various initial settings (S1317) associated with the start of the CZ state are performed, the RT state is set to RT0, and the game state is set to the CZ state, and then the process returns. As a result of the judgment, if it is determined that the number of RT4 games is not 300 (NO in S1316), that is, if it is determined that 300 games have not been played in the RT4 state, the various initial settings (S1317) associated with the start of the CZ state are not executed and the process returns.
[0202] As described above, during processing in the normal state, the transition of the internal mode is controlled based on the results of the internal lottery and the internal mode, while the transition of the RT state and the game state is controlled according to the number of RT4 games.
[0203] <6-4.CZ state> FIG. 15 is a flowchart showing the process flow during the CZ state of the slot machine 1.
[0204] In the process during the CZ state, first, it is determined whether the current RT state is RT0 (S1501). If it is determined that the current RT state is RT0 (YES in S1501), it is determined that the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (S1502). If it is determined that the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (YES in S1502), it is determined whether the combination included in the lottery division push order bell combinations 1 to 6 has won in the game (S1503). If it is determined that the combination included in the lottery division push order bell combinations 1 to 6 has won in the game (YES in S1503), the next process (S1511) is executed. If it is determined that none of the roles included in the lottery section push order bell roles 1 to 6 in the game was a winning combination (NO in S1503), that is, if the stopping operation was performed in a stopping operation sequence other than the correct operation sequence and none of the roles was a winning combination, the RT state is set to RT2 (S1504), and the next process (S1511) is executed. If, as a result of judging whether the winning role of the game is any of the lottery division push order bell roles 1 to 6, it is judged that the winning role of the game is not any of the lottery division push order bell roles 1 to 6 (NO in S1502), the next process (S1511) is executed.
[0205] As a result of the judgment of whether the current RT state is in the RT0 state or not, if it is judged that the current RT state is not in the RT0 state (NO in S1501), that is, if the current RT state is RT2, it is judged that the winning combination of the game is one of the lottery division push order lip combinations 1 to 6 (S1505). As a result of the judgment, if it is judged that the winning combination of the game is one of the lottery division push order lip combinations 1 to 6 (YES in S1505), it is judged whether the ART stock number is 1 or more (S1506). As a result of the determination, if it is determined that the ART stock number is 1 or more (YES in S1506), a process of starting the operation of the instruction function (S1507) is executed.
[0206] The process (S1507) of starting the operation of the instruction function first executes control to turn on the advantageous zone lamp YL. In the control of turning on the advantageous zone lamp YL, if the advantageous zone lamp YL is already turned on, the control to turn it off and turn it on is not performed, and the current lighting state is maintained. After controlling the lighting of the advantageous zone lamp YL, a display corresponding to the correct operation sequence corresponding to the lottery section push order lip role 1 to 6 that won in the game among the lottery section push order lip role 1 to 6 is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct operation sequence identification information is sent from the main control device 100a to the performance sub-control device 100b. After that, the ART stock number is subtracted by 1.
[0207] After the process of starting the operation of the instruction function (S1507) is executed, or as a result of the judgment of whether the ART stock number is 1 or more, if it is judged that the ART stock number is not 1 or more (NO in S1506), it is judged whether the promotion replay role has been won (S1508). If it is judged that the promotion replay role has been won (YES in S1508), that is, if the push order replay roles 1 to 6 are won and the stop operation is executed in the correct operation order, the process of starting the ART state (S1509) is executed.
[0208] The process to start the ART state (S1509) sets the RT state to RT3, sets the game state to the added specialized zone state, sets the number of remaining ART games indicating the number of remaining games in the ART state to 30, sets the number of specialized zone games to 5, and executes the next process (S1511).
[0209] As a result of judging whether or not the promoted replay role has been won, if it is judged that the promoted replay role has not been won (NO in S1508), that is, if the push order replay roles 1 to 6 have been won, the stop operation is executed in a stop operation sequence other than the correct operation sequence, and the fall replay role has been won, a process to start the normal state (S1510) is executed.
[0210] The process to start the normal state (S1510) sets the RT state to RT4, sets the number of RT4 games to 0, sets the game state to the normal state, sets the internal mode of the normal state to the low probability mode, and executes the next process (S1511).
[0211] If, as a result of judging whether the winning role of the game is any of the lottery section push order reply roles 1 to 6, it is judged that the winning role of the game is not any of the lottery section push order reply roles 1 to 6 (NO in S1505), the next process (S1511) is executed.
[0212] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S1511). If it is determined that the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (YES in S1511), a process for ending the advantageous zone (S1512) is executed. The processing in steps S1511 and S1512 is the same as the processing related to the operation of the limiter function explained in the explanation of the normal state, and therefore the explanation will be omitted.
[0213] As explained above, processing during the CZ state controls the transition of the RT state and the game state based on the results of the internal lottery and the winning combination. The CZ state is a state in which any of the lottery division push order reply roles 1 to 6 is won, and depending on whether the stopping operation sequence of the game is the correct operation sequence or not, the game will either transition to the RT3 state, where the probability of replay is high, or to the RT4 state, where the probability of replay is lower than in the RT3 state. If the stopping operation sequence is the correct sequence, a promotion replay role is won, and if the stopping operation sequence is other than the correct sequence, a fall replay role is won.
[0214] In the CZ state, when the ART stock number is 1 or more, when any of the lottery division push order lip roles 1 to 6 is won, the lighting control of the advantageous zone lamp YL and the instruction function are activated, prompting the player to operate in the correct operating order, and if the operation is performed in the correct operating order, the state transitions to the added special zone state. On the other hand, when the ART stock number is not held, the instruction function is not activated, so that the player cannot grasp the correct operating order. Therefore, the player can enjoy whether the stop operation order operated by the operation by his own intuition was correct or not. If the operation of the stop operation order operated is the correct operation order, the state transitions to the added special zone state as when the instruction function is activated, and if the operation of the stop operation order operated is not the correct operation order, the state transitions to the normal state.
[0215] In this slot machine 1, the main route from the normal state to the ART state is the route to the add-on specialized zone state via the CZ state that is entered after the bonus game ends, and the ART stock number is mainly awarded when a bonus role is won during the normal state. Even if the ART stock number is awarded when a bonus role is won during the normal state, the advantageous zone lamp YL will not light up until one of the lottery section push order lip roles 1 to 6 is won in RT2 after the bonus game ends, via RT0, so the player cannot check the presence or absence of the ART stock number until one of the lottery section push order lip roles 1 to 6 is won. This means that the player cannot determine whether or not he or she has ART stocks until the game in which one of the lottery division push order reply roles 1 to 6, which determines whether or not the player will move to the ART state, is won, and the player can enjoy the game with a mixture of anticipation and anxiety.
[0216] According to the rules, the advantageous zone lamp YL must be turned on at the latest when the indication function is activated, but if it is an advantageous zone, it can be turned on before the indication function is activated. For example, there is no problem with turning it on when moving from a non-advantageous zone to an advantageous zone. For this reason, in this slot machine 1, for example, it is also possible to turn on the advantageous zone lamp YL when acquiring the ART stock number. However, this slot machine 1 adopts a specification that the ART state does not start until the transition to RT3 even if the ART stock number is acquired, so for example, even if the ART stock number is acquired when the bonus role is won, a certain amount of play is required before the instruction function actually operates. Since a general player recognizes that the instruction function operates when the advantageous zone lamp YL is lit, if a configuration is adopted in which the advantageous zone lamp YL is lit when the ART stock number is acquired, it is desirable to activate the instruction function in the winning game of the lottery section push order bell role 1 to 6 and indicate the correct operation sequence until one of the lottery section push order lip role 1 to 6 is won in RT2, but as a result, in RT2, the instruction function will be activated before the arrival of the lottery section push order lip role 1 to 6 winning game, which is the dividing line between heaven and hell, and the interest of the game will be significantly reduced.
[0217] For this reason, in this slot machine 1, even if the ART stock number is held, the advantageous zone lamp YL is turned on in RT2 when the lottery section push order lip role 1 to 6 winning game, which is the dividing line between heaven and hell, arrives. Also, in the above-mentioned lottery section push order lip role 1 to 6 winning game, if the correct operation sequence is hit by oneself and the promotion replay role is displayed, the advantageous zone lamp YL is turned on when the start lever 14 is operated in the next game, in other words, at the start of the first game in the ART state. In either case, the advantageous zone lamp YL is turned on at the climax timing when the ART transition is confirmed.
[0218] Furthermore, in this slot machine 1, in the RT state during the CZ state, after transitioning from the RT0 state to the RT2 state, a two-stage RT state is set so that one of the lottery category push order lip roles 1 to 6 is selected in the RT2 state, but it is also possible to have only one RT state, or to set multiple RT states of three or more. In either case, in the final RT state, one of the lottery category push order lip roles 1 to 6 is selected by lottery, and if the stop operation is performed in the correct operating order, the system transitions to the ART state.
[0219] In addition, the probability of replay is set low in both the RT0 and RT2 states compared to the RT3 state, which has a high probability of replay, and the payout rate during the CZ state is set to not exceed 1.
[0220] In addition, in this slot machine 1, when any of the lottery section push order bell roles 1 to 6 is won, the section state is always set to a favorable section. Therefore, when the limiter function is activated in the CZ state where 300 games have elapsed from the RT4 state and the state has transitioned to the RT0 state, when the setting selection (change) work has been completed, or during the ART state described below, even if the section state is a non-favorable section, the section state is always set to a favorable section when the RT state transitions to RT2, and the configuration is such that it is possible to activate the instruction function when any of the lottery section push order lip roles 1 to 6 is won. Therefore, although not implemented in this slot machine 1, a configuration may be added in which the ART stock number is awarded when a specific role is won during the CZ state, or when a predetermined number of games have passed, and the ART stock number may be awarded before the lottery section push order lip role 1-6 is won. In this way, even in the CZ state where 300 games have passed from the RT4 state and the state has transitioned to the RT0 state, or in the state where the setting selection (change) work has been completed, the ART stock number is awarded before the lottery section push order lip role 1-6 is won, and if the ART stock number is held, the instruction function will be activated when the lottery section push order lip role 1-6 is won, making it possible to transition to the ART state.
[0221] <6-5. Add-on special zone state> FIG. 16 is a flowchart showing the flow of processing in the add-on specialization zone state of the slot machine 1.
[0222] In processing the added-on specialized zone state, first, the number of specialized zone games, which indicates the number of remaining games in the added-on specialized zone state, is subtracted by 1 (S1601). Next, it is determined whether the favorable zone lamp YL is on or not (S1602). If it is determined that the favorable zone lamp YL is not on (NO in S1602), lighting control is performed to light the favorable zone lamp YL (S1603). On the other hand, if it is determined that the favorable zone lamp YL is on (YES in S1602), the lighting control of the favorable zone lamp YL (S1603) is not performed, and the next process (S1604) is executed.
[0223] The advantageous zone lamp YL will light up along with the start of the added-on specialized zone state when, in the CZ state, a game in which any of the lottery section push order reply roles 1 to 6 is won, there are no ART stocks, the instruction function is not activated, the player guesses the correct operation sequence by their own intuition, the promotion re-play role is won, and the state transitions to the ART state.
[0224] Therefore, in this slot machine 1, the advantageous zone lamp YL lights up at two times: when the instruction function is used to instruct the correct operating sequence in a game in which any of the lottery section push order lip roles 1 to 6 is won during the CZ state; and when the instruction function is not activated in a game in which any of the lottery section push order lip roles 1 to 6 is won during the CZ state, but the player guesses the correct operating sequence by his or her own intuition, wins a promotion re-play role, and transitions to the add-on specialization zone state, i.e., when the start lever 14 of the first game is operated.
[0225] Next, an ART game number lottery process (S1604) is executed. The ART game number lottery process is a process of drawing lots for the number of games to be added to the remaining number of ART games in the normal ART state based on the winning combination of the game.
[0226] The contents of the ART game number lottery process are shown in Figure 17. As shown in Figure 17, depending on the results of the internal lottery process including all winning roles and losing roles, a lottery is executed to determine the number of games to be added to the remaining number of ART games in the normal ART state. The number of games to be added is determined by lottery to be one of 5 games, 10 games, 30 games, 50 games, or 100 games.
[0227] As shown in FIG. 17, if Special Replay 1 is selected, 10 games will be selected with a probability of 10 / 256, 30 games with a probability of 32 / 256, 50 games with a probability of 32 / 256, or 100 games with a probability of 160 / 256. If Special Replay 2 is selected, 10 games will be drawn with a probability of 32 / 256, 30 games with a probability of 32 / 256, 50 games with a probability of 32 / 256, or 100 games with a probability of 192 / 256. If the common bell role is won, there is a 108 / 256 chance of 5 games, a 32 / 256 chance of 30 games, a 16 / 256 chance of 50 games, or a 4 / 256 chance of 100 games.
[0228] If the watermelon role is won, there is an 80 / 256 chance of 10 games, an 80 / 256 chance of 50 games, or a 96 / 256 chance of 100 games. If the Cherry role is won, there is a 96 / 256 chance of 30 games, a 96 / 256 chance of 50 games, or a 64 / 256 chance of 100 games. In other cases, that is, if Replay 1 or Push Order Bell 1 to 6 is won, or if none of the roles are won, the following will be drawn: 5 games with a probability of 200 / 256, 10 games with a probability of 32 / 256, 30 games with a probability of 1 / 256, 50 games with a probability of 1 / 256, and 100 games with a probability of 2 / 256. The number of games determined by lottery will be added to the current number of remaining ART games.
[0229] Returning to FIG. 16, next, execute ART stock lottery process (S1605). The ART stock lottery process is a process of lottery to determine whether or not to grant the ART stock number based on the winning combination of the game.
[0230] The contents of the ART stock lottery process are shown in Fig. 18. As shown in Fig. 18, depending on the results of the internal lottery process including all winning roles and losing roles, a lottery is executed to determine whether or not to award the number of ART stocks.
[0231] As shown in FIG. 18, when Special Replay 1 is won, it is awarded with a probability of 128 / 256. If Special Replay 2 is won, it will be awarded with a probability of 160 / 256. If the common bell role is won, it will be awarded with a probability of 16 / 256.
[0232] If the watermelon role is won, there is a 64 / 256 chance of it being awarded. If the cherry role is won, it will be awarded with a probability of 32 / 256. Otherwise, that is, if Replay 1 or Push Order Bell 1 to 6 are won, or if no roles are won, the prize will be awarded with a probability of 4 / 256. If it is decided by lottery to award it, 1 will be added to the current number of ART stocks.
[0233] Returning to Fig. 16, next, a reel effect lottery process (S1606) is executed. The reel effect lottery process is a process of drawing lots for a reel effect to be executed in the game based on the number of added games won in the game.
[0234] The contents of the reel performance lottery process are shown in Fig. 19. As shown in Fig. 19, one of the reel performances 1 to 3 is determined according to the result of the additional game number lottery process.
[0235] As shown in FIG. 19, when the number of added games is 5, reel performance 1 is determined with a probability of 256 / 256. If the number of added games is 10, there is a 224 / 256 probability that reel effect 1 will be determined, and there is a 32 / 256 probability that reel effect 3 will be determined. When the number of added games is 30, there is a 160 / 256 probability that reel effect 1 will be determined, a 32 / 256 probability that reel effect 2 will be determined, and a 32 / 256 probability that reel effect 3 will be determined. When the number of added games is 50, there is a 96 / 256 probability that reel effect 1 will be determined, an 80 / 256 probability that reel effect 2 will be determined, and an 80 / 256 probability that reel effect 3 will be determined. When the number of added games is 100, there is a 64 / 256 probability that reel effect 1 will be determined, a 96 / 256 probability that reel effect 2 will be determined, and a 96 / 256 probability that reel effect 3 will be determined.
[0236] Therefore, when reel effect 1 is executed, it occurs regardless of whether any number of games between 5 and 100 has been won, when reel effect 2 is executed, it occurs when 30 or more games have been won, and when reel effect 3 is executed, it occurs when 10 or more games have been won. In other words, depending on which reel effect is executed, it is possible to guess the number of additional games won in that game.
[0237] Returning to Fig. 16, next, a reel performance start process (S1607) is executed. The reel performance start process is a process for executing the reel performance determined by the reel performance lottery process.
[0238] The contents of the reel performance start process are shown in Fig. 20. As shown in Fig. 20, the reel performance start process is a process of rotating the yellow bar patterns arranged on each of the reels R1 to R3 in the reverse direction until they reach the upper position of the reel frame. Specifically, in controlling the left reel R1, the stepping motor 51L is rotated in the reverse direction from the position where the yellow bar symbol with symbol number 17 is currently stopped to the upper position of the reel frame, that is, one frame above PL1. Similarly, in controlling the center reel R2, the stepping motor 51C is rotated in the reverse direction from the position where the yellow bar symbol of symbol number 2 is currently stopped to the upper position of the reel frame, that is, to a position one frame above PC1. Similarly, in controlling the right reel R3, the stepping motor 51R is rotated in the reverse direction from the position where the yellow bar symbol of symbol number 2 is currently stopped to the upper position of the reel frame, that is, one frame above PR1. When the yellow bar symbols arranged on all reels have completed moving to the upper position of the reel frame, the reel performance start process ends and the next process (S1608) is executed. The above is the reel performance start processing.
[0239] Returning to FIG. 16, next, it is determined whether the reel effect determined by the reel effect lottery process is reel effect 1 or not (S1608). If the result of the judgment is that the reel performance determined by the reel performance lottery process is reel performance 1 (YES in S1608), it is judged whether or not the left stop button 15L has been pressed, i.e., whether or not the switch built into the left stop button 15L has changed from the OFF state to the ON state (S1609). If it is determined that the left stop button 15L has not been pressed (NO in S1609), the current state is maintained until the left stop button 15L is pressed (the determination process in S1609 is repeated). On the other hand, if it is determined that the left stop button 15L has been pressed (YES in S1609), reel performance 1 is executed (S1610).
[0240] The process for executing reel effect 1 (S1610) is a reel effect in which the left reel R1 is rotated up and down one step forward and backward at a predetermined interval, making it appear as if the left reel R1 is vibrating. The main control unit 100a executes the reel presentation and transmits the number of games added in that game to the presentation sub-control unit 100b, and the presentation sub-control unit 100b executes control to display the received number of added games on the LCD display 30, and then executes the next process (S1618). The above is the content of slot machine performance 1.
[0241] If it is determined that the reel effect determined by the reel effect lottery process is not reel effect 1 (NO in S1608), it is determined whether the reel effect determined by the reel effect lottery process is reel effect 2 or not (S1611). If the result of the judgment is that the reel performance determined by the reel performance lottery process is reel performance 2 (YES in S1611), it is judged whether or not the middle stop button 15C is maintained in a pressed state, that is, whether or not the switch built into the middle stop button 15C is maintained in the ON state (S1612). If it is determined that the middle stop button 15C is not maintaining a pressed state (NO in S1612), the current state is maintained until it is determined that the middle stop button 15C is maintaining a pressed state (the determination process in S1612 is repeated). On the other hand, if it is determined that the middle stop button 15C is maintaining a pressed state (YES in S1612), reel performance 2 is executed (S1613).
[0242] The process of executing reel effect 2 (S1613) is a reel effect in which the center reel R2 is rotated up and down one step in the forward and reverse directions at a predetermined interval, making it appear as if the center reel R2 is vibrating. The main control device 100a executes the reel effect and transmits the number of games added in the game to the effect sub-control device 100b. The effect sub-control device 100b executes control to display the received number of added games on the liquid crystal display 30 one by one at a predetermined interval and subtracts one by one from the received number of added games.
[0243] The performance sub-control device 100b determines whether or not all of the received numbers of added games have been displayed (S1614), and when all of the numbers of added games have been displayed, i.e., when the received number of added games becomes 0, it ends the control of displaying them one by one, executes control to display the total value, and then executes the next process (S1618). In other words, reel performance 2 is a long press performance in which the number of added games is displayed on the LCD display 30 by one while the middle stop button 15C is maintained in a pressed state, and this performance continues until the number of added games acquired is reached. If it is determined that the middle stop button 15C is not maintained in a pressed state before the acquired number of additional games is reached, the process of determining that the middle stop button 15C is maintained in a pressed state (S1612) is repeated. The above is the content of slot machine performance 2.
[0244] If it is determined that the reel performance determined by the reel performance lottery process is not reel performance 2 (NO in S1611), the reel performance determined by the reel performance lottery process is determined to be reel performance 3, and it is determined whether or not the right stop button 15R has been pressed, i.e., whether or not the switch built into the right stop button 15R has changed from the OFF state to the ON state (S1615). If it is determined that the right stop button 15R has not been pressed (NO in S1615), the current state is maintained until the right stop button 15R is pressed (the determination process in S1615 is repeated). On the other hand, if it is determined that the right stop button 15R has been pressed (YES in S1615), reel performance 3 is executed (S1616).
[0245] The process for executing reel effect 3 (S1616) is a reel effect in which the right reel R3 is rotated up and down one step forward and backward at a predetermined interval, making it appear as if the right reel R3 is vibrating. The main control device 100a executes the reel performance and transmits the number of added games to the performance sub-control device 100b. The performance sub-control device 100b executes control to display the received number of added games on the liquid crystal display 30 by one each time the right stop button 15R is pressed, and subtracts one from the received number of added games.
[0246] The performance sub-control device 100b determines whether or not all of the received numbers of added games have been displayed (S1617), and when all of the numbers of added games have been displayed, i.e., when the right stop button 15R has been pressed the number of times equal to the received number of added games, it ends the control of displaying them one by one and executes control to display the total value, and then executes the next process (S1618). In other words, reel performance 3 is a rapid-fire performance in which the number of added games is displayed on the LCD display 30 by one each time the right stop button 15R is pressed, and the right stop button 15R is pressed repeatedly until the number of added games acquired is reached. If the right stop button 15R is not pressed before the acquired number of additional games is reached, the current status is maintained until the right stop button 15R is pressed (the determination process of S1615 is repeated). The above is the content of slot machine performance 3.
[0247] When any one of the reel effects 1 to 3 is executed and the reel effect ends, it is determined whether or not the ART stock has been won by the ART stock lottery in the game (S1618). As a result of the determination, if it is determined that the ART stock has not been won (NO in S1618), the process for reel performance 4 (S1619 to S1623) is not executed, and a process for ending the reel performance (S1624) is executed. On the other hand, if it is determined that the ART stock has been won (YES in S1618), the process for reel performance 4 (S1619 to S1623) is executed.
[0248] The processing related to reel performance 4 first executes control via the performance sub-control device 100b to cause the LCD display 30 to display a message encouraging the player to press all of the stop buttons, the left stop button 15L, the middle stop button 15C, and the right stop button 15R (S1619).
[0249] Next, it is determined whether or not the left stop button 15L is maintained in a pressed state, that is, whether or not the switch built into the left stop button 15L is maintained in an ON state (S1620). If it is determined that the left stop button 15L is maintaining a pressed state (YES in S1620), it is determined whether or not the middle stop button 15C is maintaining a pressed state, that is, whether or not the switch built into the middle stop button 15C is maintaining an ON state (S1621). On the other hand, if it is determined that the left stop button 15L is not maintaining a pressed state (NO in S1620), the current state is maintained until the left stop button 15L maintains a pressed state (the determination process of S1620 is repeated).
[0250] If it is determined that the middle stop button 15C is maintaining a pressed state (YES in S1621), it is determined whether or not the right stop button 15R is maintaining a pressed state, that is, whether or not the switch built into the right stop button 15R is maintaining an ON state (S1622). On the other hand, if it is determined that the middle stop button 15C is not maintaining a pressed state (NO in S1621), the process returns to the process of determining whether or not the left stop button 15L is maintaining a pressed state (S1620).
[0251] If it is determined that the right stop button 15R is maintained in a pressed state (YES in S1622), that is, if it is determined that all the stop buttons, the left stop button 15L, the center stop button 15C, and the right stop button 15R, are maintained in a pressed state, a reel performance 4 execution process is executed (S1623). On the other hand, if it is determined that the right stop button 15R is not maintained in a pressed state (NO in S1622), the process returns to the process of determining whether the left stop button 15L is maintained in a pressed state (S1620). Therefore, the determination process for each stop button is repeated until all of the left stop button 15L, the middle stop button 15C, and the right stop button 15R are in a pressed state. In other words, when all of the operation signals from the switches (not shown) built into the left stop button 15L, the center stop button 15C, and the right stop button 15R are turned ON, the reel performance 4 execution process is executed (S1623).
[0252] The contents of the reel performance 4 execution process are shown in Fig. 21. As shown in Fig. 21, the reel performance 4 execution process is a process in which, when the yellow bar patterns arranged on each reel (R1, R2, R3) are in the upper position of the reel frame by the reel performance start process, and all of the stop buttons, the left stop button 15L, the center stop button 15C, and the right stop button 15R, are in the pressed state, that is, when the switches built into the left stop button 15L, the center stop button 15C, and the right stop button 15R are all in the ON state, the yellow bar pattern located at the upper part of the reel frame moves in a forward direction to the position of the line L1.
[0253] The yellow bar pattern will not move in the forward direction unless all of the stop buttons, the left stop button 15L, the middle stop button 15C, and the right stop button 15R, are pressed. Therefore, when the player operates the three stop buttons simultaneously, or presses the other stop buttons while keeping each stop button pressed, and all the stop buttons are in the pressed state, reel performance 4 is executed. In other words, just like in the normal game, the reel performance 4 is executed, i.e., the reels spin and stop, by operating the stop button, so the player's sense of discomfort when the reel performance is executed (the reels stopping due to an operation other than operating the stop button) is reduced.
[0254] In addition, as described above, the reel performance 4 is executed by operating the three stop buttons simultaneously, so there is no need to go through the trouble of stopping each stop button one by one, and the sense of speed and excitement associated with the stopping operation is not lost.
[0255] Furthermore, according to the configuration of this slot machine 1, even if the player accidentally presses one of the stop buttons, the reel performance 4 will not be executed unless the remaining stop buttons are in a pressed state, so it is possible to prevent the reel performance 4 from being executed at a timing unintended by the player, i.e., to prevent erroneous operation. Furthermore, by using a process that determines when all of the operation signals from the switches (not shown) built into the left stop button 15L, middle stop button 15C, and right stop button 15R are in the ON state, as in this slot machine 1, it is possible to allow the player to select their preferred operation method from among multiple stop button operation methods, such as pressing all three stop buttons simultaneously, pressing two stop buttons and then pressing the last stop button at a timing of the player's choice, or pressing one stop button and then pressing the remaining two stop buttons simultaneously.
[0256] Returning to FIG. 16, if any of reel performances 1 to 3 is executed and the ART stock lottery is not won (NO in S1618), or after reel performance 4 execution processing (S1623) is executed, reel performance end processing is executed (S1624). The reel effect ending process is a process of rotating each of the reels R1 to R3 forward in a random order. For example, the left reel R1 spins forward, then after a predetermined time has passed the center reel R2 spins forward, and after another predetermined time has passed the right reel R3 spins forward, and so on. As long as all the reels do not start spinning at the same time, the rotation order can be fixed.
[0257] Next, it is determined whether the winning combination of the game is any one of the lottery division push order bell combinations 1 to 6 (S1625). As a result of the judgment, if it is judged that the winning combination of the game is any one of the lottery division push order bell combinations 1 to 6 (YES in S1625), a process to start the operation of the instruction function (S1626) is executed. On the other hand, if it is judged that the winning combination of the game is not any one of the lottery division push order bell combinations 1 to 6 (NO in S1625), the process to start the operation of the instruction function (S1626) is not executed, and the next process (S1627) is executed.
[0258] Next, it is determined whether the number of specialized zone games is 0 or less (S1627). If the result of the judgment is that the number of specialized zone games is 0 or less (YES in S1627), the added specialized zone state is judged to end, and the game state is set to the normal ART state (S1628). On the other hand, if the number of specialized zone games is not 0 or less (NO in S1627), the added specialized zone state is judged to continue, and the processing of step S1628 is not executed.
[0259] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S1629). If it is determined that the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (YES in S1629), a process for ending the advantageous zone (S1630) is executed. The processing in steps S1629 and S1630 is the same as the processing relating to the operation of the limiter function explained in the explanation of the normal state, and therefore a description thereof will be omitted. The above is the processing of the added special zone state.
[0260] <6-6. Normal ART state> FIG. 22 is a flowchart showing the flow of processing in the normal ART state of the slot machine 1.
[0261] In the processing during the normal ART state, first, the number of remaining ART games, which indicates the number of remaining games in the ART state, is subtracted by 1 (S2201).
[0262] Next, it is determined whether the winning combination of the game is any one of the lottery division push order bell combinations 1 to 6 (S2202). If it is determined that the winning combination of the game is any one of the lottery division push order bell combinations 1 to 6 (YES in S2202), the display corresponding to the correct operation sequence corresponding to the lottery division push order bell combinations 1 to 6 that won in the game is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct operation sequence identification information is sent from the main control device 100a to the performance sub-control device 100b (S2203), and the next process (S2204) is executed. As a result of the judgment, if it is judged that the winning role of the game is not any of the lottery division push order bell roles 1 to 6 (NO in S2202), the instruction function is not operated and the next process (S2204) is executed.
[0263] Next, an add-on specialization zone lottery process (S2204) is executed. The add-on specialization zone lottery process is a process of drawing lots to determine whether or not to shift the gaming state to the add-on specialization zone state based on the winning combination of the game.
[0264] The content of the add-on special zone lottery process is shown in Fig. 23. As shown in Fig. 23, depending on the results of the internal lottery process including all winning roles and losing roles, a lottery is executed to determine whether or not to transition to the add-on special zone state.
[0265] As shown in FIG. 23, if Special Replay 1 is won, it is awarded with a probability of 16 / 256. If Special Replay 2 is won, it will be awarded with a probability of 32 / 256. If the common bell role is won, it will be awarded with a probability of 4 / 256.
[0266] If the watermelon role is won, there is a 16 / 256 chance of it being awarded. If the cherry role is won, it will be awarded with a probability of 32 / 256. Otherwise, that is, if Replay 1 or Push Order Bell 1 to 6 are won, or if none of the roles are won, the prize will be awarded with a probability of 1 / 256.
[0267] Returning to FIG. 22, it is determined whether or not the add-on specialization zone lottery has been won (S2205). If it is determined that the add-on specialization zone lottery has been won (YES in S2205), the game state is set to the add-on specialization zone state, the number of specialized zone games is set to 5 (S2206), and the add-on specialization zone state starts from the next game.
[0268] Next, it is determined whether the number of remaining ART games is 0 or less (S2207). If the result of the determination is that the number of remaining ART games is 0 or less (YES in S2207), the process of whether to end the normal ART state (S2208 to S2210) is performed. On the other hand, if the result of the determination is that the number of remaining ART games is not 0 or less, the process of whether to end the normal ART state is not performed.
[0269] The process of whether to end the normal ART state first determines whether the ART stock number is 1 or more (S2208). If the result of the determination is that the ART stock number is 1 or more (YES in S2208), the ART stock number is subtracted by 1 and the ART remaining game number is set to 30. If it is determined that the ART stock number is not 1 or more (NO in S2208), that is, if the ART stock number is 0, a normal ART state end waiting process (S2210) is executed, which is a process for ending the normal ART state. The normal ART state end waiting process will be described later.
[0270] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S2211). If it is determined that the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (YES in S2211), a process for ending the advantageous zone (S2212) is executed. The processing in steps S2211 and S2212 is the same as the processing related to the operation of the limiter function explained in the explanation of the normal state, and therefore the explanation will be omitted.
[0271] <6-6-1. Waiting for normal ART state to end> The normal ART state end waiting process will be explained. FIG. 24 is a flowchart showing the flow of the normal ART state end waiting process of the slot machine 1.
[0272] In the normal ART state end waiting process, first, it is determined whether the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (S2401). If it is determined that the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (YES in S2401), the instruction function is set not to operate (S2402) and the next process (S2403) is executed. If it is determined that the winning combination of the game is not one of the lottery division push order bell combinations 1 to 6 (NO in S2401), the next process (S2405) is executed.
[0273] Next, it is determined whether or not a combination included in the lottery division push order bell combination 1 to 6 has won in the game (S2403). If it is determined that a combination included in the lottery division push order bell combination 1 to 6 has won in the game (YES in S2403), the next process (S2405) is executed. If it is determined that none of the roles included in the lottery section push order bell roles 1 to 6 in the game have won (NO in S2403), that is, if the stopping operation is performed in a stopping operation sequence other than the correct operation sequence and none of the roles have won, the RT state is set to RT2 (S2404).
[0274] Next, it is determined whether or not any of the lottery division push order lip roles 1 to 6 has been won in the game (S2405). If it is determined that any of the lottery division push order lip roles 1 to 6 has been won in the game (YES in S2405), the instruction function is set not to operate (S2406), and it is determined whether or not the winning role in the game is a fall replay role (S2407). As a result of the determination, when it is determined that the winning combination of the game is a fall replay combination (YES in S2407), the RT state is set to RT4, and the game state is set to the normal state (S2408). As a result of the determination, when it is determined that the winning combination of the game is not a fall replay combination (NO in S2407), the RT state is set to RT3 (S2409).
[0275] Therefore, in the normal ART state end waiting process, if any of the lottery division push order bell roles 1 to 6 is won, the instruction function is not activated, thereby preventing the player from understanding the correct operation sequence. As a result, in a game in which any of the lottery division push order bell roles 1 to 6 is won, if none of the roles wins, the RT state is shifted to RT2. If any of the lottery division push order reply roles 1 to 6 drawn by the internal lottery process during RT2 is selected, the instruction function is not activated, thereby preventing the player from understanding the correct operation sequence. As a result, if the player performs a stop operation other than the correct operation sequence, the RT state is shifted to RT4, and the game state is shifted to the normal state. In other words, the normal ART state end waiting process is a process that maintains the normal ART state in which the instruction function is not activated until the player wins and loses the winning lottery section push order bell roles 1 to 6, wins the lottery section push order lip roles 1 to 6, wins the fall re-play role, and transitions to RT4.
[0276] As explained above, in the normal ART state processing and the normal ART state end waiting processing, while the number of remaining ART games added in the add-on special zone state remains, the add-on special zone lottery is won, and the number of remaining ART games increases while the number of balls is increased. If the number of remaining ART games is 0 and there is no ART stock, the normal ART state end waiting processing prepares to transition to the normal state, and transitions to the normal state when preparation is complete.
[0277] In this slot machine 1, the normal ART state is managed by the number of remaining ART games, but the normal ART state may be managed according to the ART difference in number during the normal ART state, that is, a so-called difference-number-managed ART. In this case, in the add-on specialized zone state, the number to be added is not the number of remaining ART games, but the ART difference in number of coins, and the normal ART state ends when the ART difference in number of coins becomes 0.
[0278] <6-7. Special ART preparation status> FIG. 25 is a flowchart showing the process flow in the special ART preparation state of the slot machine 1.
[0279] In the process during the special ART preparation state, first, it is determined whether the current RT state is RT0 (S2501). If it is determined that the current RT state is RT0 (YES in S2501), it is determined that the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (S2502). If it is determined that the winning combination of the game is one of the lottery division push order bell combinations 1 to 6 (YES in S2502), it is determined whether the combination included in the lottery division push order bell combinations 1 to 6 has won in the game (S2503). If it is determined that the combination included in the lottery division push order bell combinations 1 to 6 has won in the game (YES in S2503), the next process (S2510) is executed. If it is determined that none of the roles included in the lottery division push order bell roles 1 to 6 in the game was a winning combination (NO in S2503), that is, if the stopping operation was performed in a stopping operation sequence other than the correct operation sequence and none of the roles was a winning combination, the RT state is set to RT2 (S2504), and the next process (S2510) is executed. If, as a result of judging whether the winning role of the game is any of the lottery division push order bell roles 1 to 6, it is judged that the winning role of the game is not any of the lottery division push order bell roles 1 to 6 (NO in S2502), the next process (S2510) is executed.
[0280] As a result of the judgment of whether the current RT state is RT0, if it is judged that the current RT state is not RT0 (NO in S2501), that is, if the current RT state is RT2, it is judged that the winning combination of the game is any one of the lottery division push order lip combinations 1 to 6 (S2505). If it is judged that the winning combination of the game is any one of the lottery division push order lip combinations 1 to 6 (YES in S2505), a process of starting the operation of the instruction function is executed (S2506).
[0281] The process (S2506) of starting the operation of the instruction function first executes control to turn on the advantageous zone lamp YL. In the control of turning on the advantageous zone lamp YL, if the advantageous zone lamp YL is already turned on, the control to turn it off and turn it on is not performed, and the current turned-on state is maintained. After controlling the lighting of the advantageous zone lamp YL, a display corresponding to the correct operation sequence corresponding to the lottery section push order lip role 1 to 6 that was won in the game among the lottery section push order lip roles 1 to 6 is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct operation sequence identification information is transmitted from the main control device 100a to the performance sub-control device 100b.
[0282] After executing the process to start the operation of the instruction function (S2506), it is judged whether the winning role is a promotion replay role (S2507). If the winning role is judged to be a promotion replay role as a result of the judgment (YES in S2507), that is, if the push order replay roles 1 to 6 are won and the stop operation is executed in the correct operation order, the process 1 to start the special ART state (S2508) is executed.
[0283] Process 1 (S2508) for starting the special ART state sets the RT state to RT3, sets the game state to the special ART state, sets the number of remaining ART games indicating the number of remaining games in the ART state to 30, and executes the next process (S2510).
[0284] As a result of judging whether the winning role is a promoted replay role, if it is judged that the winning role is not a promoted replay role (NO in S2507), that is, if push order repeat roles 1 to 6 are won, the stop operation is executed in a sequence other than the correct operation sequence, and the winning role is a fall replay role, process 2 (S2509) is executed to start the special ART state.
[0285] Process 2 (S2509) for starting the special ART state sets the RT state to RT4, sets the game state to the special ART state, sets the number of remaining ART games indicating the number of remaining games in the ART state to 30, and executes the next process (S2510).
[0286] If, as a result of judging whether the winning role of the game is any of the lottery section push order reply roles 1 to 6, it is judged that the winning role of the game is not any of the lottery section push order reply roles 1 to 6 (NO in S2505), the next process (S2510) is executed.
[0287] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S2510). If it is determined that the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (YES in S2510), a process for ending the advantageous zone (S2511) is executed. The processing in steps S2510 and S2511 is the same as the processing related to the operation of the limiter function explained in the explanation of the normal state, and therefore the explanation will be omitted.
[0288] As explained above, the processing flow during the special ART preparation state is basically the same as that during the CZ state. However, when the lottery division push order lip role 1 to 6 is won in the RT2 state, the instruction function is always activated, and even if the stop operation is performed in a sequence other than the correct operation sequence, the state transitions to the special ART state.
[0289] <6-8. Special ART status> FIG. 26 is a flowchart showing the process flow in the special ART state of the slot machine 1.
[0290] In the process during the special ART state, first, the winning role of the game is determined to be any one of the lottery division push order bell roles 1 to 6 (S2601). If the result of the determination is that the winning role of the game is any one of the lottery division push order bell roles 1 to 6 (YES in S2601), the display corresponding to the correct operation sequence corresponding to the lottery division push order bell role 1 to 6 that won in the game among the selection division push order bell roles 1 to 6 is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct operation sequence identification information is sent from the main control device 100a to the performance sub-control device 100b (S2602), and the next process (S2603) is executed. If it is determined that the winning combination for the game is not any of the lottery division push order bell combinations 1 to 6 (NO in S2601), the instruction function is not activated and the next process (S2603) is executed.
[0291] Next, an ART game number lottery process (S2603) is executed. The ART game number lottery process is a process of drawing lots for the number of games to be added to the remaining number of ART games in the normal ART state based on the winning combination of the game.
[0292] The contents of the ART game number lottery process are shown in Figure 27. As shown in Figure 27, depending on the results of the internal lottery process including all winning roles and losing roles, a lottery is executed to determine the number of games to be added to the remaining number of ART games in the normal ART state. The number of games to be added is determined by lottery to be one of 0, 5, 10, 30, 50, or 100 games.
[0293] As shown in Figure 27, if Special Replay 1 is selected, 0 games will be drawn with a probability of 72 / 256, 5 games with a probability of 64 / 256, 10 games with a probability of 64 / 256, 30 games with a probability of 32 / 256, 50 games with a probability of 16 / 256, or 100 games with a probability of 8 / 256. If Special Replay 2 is selected, 5 games will be drawn with a probability of 128 / 256, 10 games with a probability of 64 / 256, 30 games with a probability of 32 / 256, 50 games with a probability of 16 / 256, or 100 games with a probability of 16 / 256. If the common bell role is won, there is a 153 / 256 chance of 0 games, a 64 / 256 chance of 5 games, a 32 / 256 chance of 10 games, a 4 / 256 chance of 30 games, a 2 / 256 chance of 50 games, or a 1 / 256 chance of 100 games.
[0294] If the watermelon role is won, there is a 128 / 256 chance of 0 games, a 60 / 256 chance of 10 games, a 60 / 256 chance of 30 games, a 4 / 256 chance of 50 games, or a 4 / 256 chance of 100 games. If the Cherry role is won, there is a 128 / 256 chance of 0 games, a 40 / 256 chance of 5 games, a 64 / 256 chance of 10 games, a 16 / 256 chance of 30 games, a 4 / 256 chance of 50 games, or a 4 / 256 chance of 100 games. In other cases, that is, if Replay 1 or Push Order Bell 1 to 6 is won, or if none of the roles are won, the following will be drawn: 0 games with a probability of 205 / 256, 5 games with a probability of 32 / 256, 10 games with a probability of 16 / 256, 30 games with a probability of 1 / 256, 50 games with a probability of 1 / 256, or 100 games with a probability of 1 / 256. The number of games determined by lottery will be added to the current number of remaining ART games.
[0295] Returning to FIG. 26, it is determined whether the pseudo difference number is equal to or greater than 0 (S2604). If the pseudo difference is determined to be 0 or more (YES in S2604), the special ART state is determined to end, the game state is set to the added special zone state, and the number of special zone games is set to 5 (S2605). On the other hand, if the pseudo difference is determined to be not 0 or more (NO in S2604), the special ART state is determined to continue, and the processing of S2605 is not executed.
[0296] Next, it is determined whether the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (S2606). If it is determined that the number of games in the advantageous zone is 4000 or more, or the number of coins in the advantageous zone is 2400 or more (YES in S2606), a process for ending the advantageous zone (S2607) is executed. The processing in steps S2606 and S2607 is the same as the processing related to the operation of the limiter function explained in the explanation of the normal state, and therefore the explanation will be omitted. The above is how the special ART state is processed.
[0297] In this way, the special ART state is maintained as long as the pseudo difference in number of medals counted for each game is less than 0, that is, as long as the number of medals equivalent to the number of medals invested by the player is negative. Therefore, when the special ART state is entered, the pseudo difference in number of coins is 0 or more, meaning that the player is awarded the number of coins equivalent to the number of medals invested by the player. In other words, no matter how much a player invests, as long as the game transitions to the special ART state, the investment will be returned to the player, unless the game is forced to close when the hall closes.
[0298] Furthermore, in this slot machine 1, during the special ART state, an addition process is performed on the remaining ART game number, which indicates the remaining number of games in the normal ART state, and the number of games in the normal ART state after the special ART state ends can also be increased. Therefore, by switching to the special ART state, not only can you recover your investment, but you can also increase the number of balls you win in the subsequent normal ART state.
[0299] In this slot machine 1, the game state is divided into a special ART state and a normal ART state, but in the normal ART state, the remaining ART game count may not be subtracted until the pseudo difference number becomes 0 or more. In this case, the state in which the number of remaining ART games is not subtracted until the pseudo difference number becomes 0 or more corresponds to the special ART state of this slot machine 1.
[0300] In this slot machine 1, when the pseudo difference in number of coins becomes 0 or more in the special ART state, the state transitions to the normal ART state via the added special zone state. However, when the pseudo difference in number of coins becomes 0 or more in the special ART state, the remaining ART game number acquired in the special ART state is consumed for each game, and when the remaining ART game number acquired in the special ART state becomes 0, the state transitions to the normal ART state or the normal state.
[0301] <6-9. Processing when a bonus role is won>
[0302] In the process when the bonus role is won, an ART lottery process is executed. The ART lottery process is a process of drawing lots to determine whether or not to award an ART stock number based on the winning bonus role and the game state at the time of winning the bonus role.
[0303] The contents of the ART lottery process are shown in Figure 28. As shown in Figure 28, whether or not to grant the ART stock number is selected based on the lottery category of the bonus role that was won and the game state at the time of the bonus role winning. When the game state is in the normal state, the lottery is set to be different depending on the internal mode. If the lottery category red 7 bonus and lottery category blue 7 bonus are won, and if you win a bonus role during the CZ state, the ART stock number will always be awarded. If the lottery category red 7 bonus and lottery category blue 7 bonus are won during the normal state, if the internal mode is ultra-high probability mode, the ART stock number will always be awarded, and in high probability mode, the ART stock number is awarded with a probability of 128 / 256, or 1 / 2, and in low probability mode, the ART stock number is awarded with a probability of 64 / 256, or 1 / 4. When the lottery category unique bonus is won, if the lottery category unique bonus is won during the CZ state, the ART stock number is awarded with a probability of 128 / 256, or 1 / 2. If the lottery category unique bonus is won during the normal state, if the internal mode is the super high probability mode, the ART stock number is awarded with a probability of 128 / 256, or 1 / 2, in the high probability mode, the ART stock number is awarded with a probability of 64 / 256, or 1 / 4, and in the low probability mode, the ART stock number is awarded with a probability of 32 / 256, or 1 / 8. Therefore, under normal circumstances, the key to gaining ART stocks is how well you can win a bonus role while staying in a high internal mode (high probability mode or ultra-high probability mode). The above is the process when a bonus is won.
[0304] <6-10. Bonus game start process> FIG. 29 is a flow chart showing the flow of the bonus game start process of the slot machine 1.
[0305] In the bonus game start process, first, it is judged whether the pseudo difference number is -12000 or less (S2901). If it is judged that the pseudo difference number is -12000 or less (YES in S2901), the game state after the bonus game ends is set to the special ART preparation state (S2902). On the other hand, if it is judged that the pseudo difference number is not -12000 or less, the game state after the bonus game ends is set to the CZ state (S2903).
[0306] Next, a bonus game setting process (S2904) is executed based on the winning of the bonus combination. The bonus game setting process is a process for setting the end number of bonus games and the game state to the bonus game state, and the payout number preset for each bonus game is set to the end number. For the lottery category Red 7 Bonus, the end number is set to 224, for the lottery category Blue 7 Bonus, the end number is set to 184, and for the lottery category Different Color Bonus, the end number is set to 96. Thereafter, the gaming state is set to a bonus game state. The above is the process at the start of the bonus game.
[0307] Therefore, in this slot machine 1, when the pseudo difference in number of medals at the start of the bonus game is -12000 or less, i.e., when approximately 2000 medals or more have been invested, if a bonus role is won, the processing at the start of the bonus game is set so that after the bonus game ends, the game will transition through a special ART preparation state and then to a special ART state. In this slot machine 1, the conditions for transitioning to the special ART state are that the pseudo difference in number of medals is -12000 or less, i.e., that approximately 2000 or more medals have been invested, and that this is determined at the start of the bonus game, but this is not limited to this. The pseudo difference may be set to -6000 or less, that is, a state in which approximately 1000 or more medals have been invested, or may be determined when a bonus role is won or when the bonus game ends. Furthermore, there may be no condition for starting a bonus game, and the special ART state may be entered when the pseudo difference number falls below a predetermined value. Furthermore, as described in the explanation of the pseudo difference in number of sheets update process, the pseudo difference in number of sheets may be set as the value of the advantageous zone difference in number of sheets.
[0308] Like this slot machine 1, it is equipped with a counter that displays the number of medals used by the player or corresponds to the number of medals used by the player, and at least one of the conditions is that the value is negative and below a predetermined value.If the condition is met, the ball payout period will continue until the counter value reaches 0.By having such a configuration, even if the player invests excessively, the amount invested can be returned to the player.
[0309] In addition, as described above, in this slot machine 1, the pseudo difference in number of coins is set to -12000 or less, but it is also possible to set multiple reference values for judgment and draw a lottery to determine whether or not to transition to the special ART state depending on each reference value. For example, when the pseudo difference in number of coins is -3000 or less (-500 or less when converted into a difference in number of coins), a lottery may be performed to determine a 1 / 16 probability of transitioning to the special ART state when the bonus game starts; when the pseudo difference in number of coins is -6000 or less (-1000 or less when converted into a difference in number of coins), a lottery may be performed to determine a 1 / 8 probability of transitioning to the special ART state when the bonus game starts; when the pseudo difference in number of coins is -9000 or less (-1500 or less when converted into a difference in number of coins), a lottery may be performed to determine a 1 / 2 probability of transitioning to the special ART state when the bonus game starts; and when the pseudo difference in number of coins is -12000 or less (-2000 or less when converted into a difference in number of coins), a lottery may be performed to determine a 1 / 1 probability of transitioning to the special ART state when the bonus game starts. By conducting a lottery in stages and transitioning to the special ART state by winning the lottery, it is possible to transition to the special ART state even if the pseudo difference in number of coins is not significantly biased in the negative direction.
[0310] <6-11. Bonus Game Processing>
[0311] The bonus game is a process in which the payout number for the game is subtracted from the current bonus end number, and the bonus game is continued until the bonus end number becomes less than zero. In addition, if the winning role in the game is a replay role such as Special Replay 1, the number of coins paid out will be treated as 0.
[0312] When the bonus end number of coins in the bonus game falls below 0 and the bonus game ends, the game state changes to one of the game states set in the bonus game start process, i.e., the CZ state or the special ART preparation state, and the RT state is set to RT0. The above is the flow of the bonus game process.
[0313] <7. Processing during the wait period> As described in the description of the reel rotation process, the slot machine 1 is provided with a wait period. The process during the wait period will now be described.
[0314] FIG. 30 is a diagram showing the timing of various operations in one game. As shown in FIG. 30(a), in one game, when the start lever 14 is operated at timing A, the CPU 101 of the main control device 100a detects the signal of the operation of the start lever 14 and begins control to rotate each of the reels R1 to R3 in the forward direction (timing B). When each of the reels R1 to R3 starts to rotate and reaches a constant speed (timing C), the reels are permitted to be stopped by pressing each of the stop buttons 15L, 15C, and 15R. When the left stop button 15L is pressed (timing D), the CPU 101 detects an operation signal from a switch built into the left stop button 15L and performs control to stop the left reel R1.
[0315] Similarly, when the center stop button 15C is pressed (timing E), the CPU 101 detects an operation signal from a switch built into the center stop button 15C and performs control to stop the center reel R2. Similarly, when the right stop button 15R is pressed (timing F), the CPU 101 detects an operation signal from a switch built into the right stop button 15R and performs control to stop the right reel R3.
[0316] When all the reels have stopped (timing G), one game ends and betting operations for the next game become possible. In the next game, when a bet is made and the start lever 14 is operated at timing H, the CPU 101 of the main control device 100a detects the signal from the operation of the start lever 14 and begins control to rotate each reel in the forward direction (timing I). If the time from timing B, which is the start of forward rotation control of the reel in the previous game, to timing I, which is the start of forward rotation control of the reel in the next game, is 4.1 seconds or longer, forward rotation control of the reel is executed from timing I, as shown in Figure 30(a).
[0317] On the other hand, if the time from timing B, which is the start of forward rotation control of the reel in the previous game, to timing I, which is the start of forward rotation control of the reel in the next game, is not 4.1 seconds or more, then forward rotation control of the reel will not be executed until timing J, which is the time 4.1 seconds have elapsed since timing B, which is the start of forward rotation control of the reel in the previous game, as shown in Figure 30(b).
[0318] By the above-mentioned control, the slot machine 1 implements a wait period of 4.1 seconds. A player who wants to play at the fastest possible 4.1 second intervals will tend to repeatedly perform the next valid operation during the 4.1 second wait period so that the operation will become valid the moment the wait period ends. The above-mentioned actions result in consecutive game operations being performed at extremely short intervals, leading to the result that the effects that are triggered by the detection of each game operation are skipped. Some effects, such as effects that suggest the game result, can be detrimental to the player if missed.
[0319] Therefore, in this slot machine 1, when the time from timing B, which is the start of forward rotation control of the reels in the previous game, to timing I, which is the start of forward rotation control of the reels in the next game, is not 4.1 seconds or more, as shown in Figure 30 (b), if a bet operation, operation of the start lever 14, or pressing of each of the stop buttons 15L, 15C, and 15R is performed between timing H, when the start lever 14 for the next game is operated, and timing J, when forward rotation control of the reels is executed, a presentation is executed which suggests whether the game is advantageous for the player or not.
[0320] Specifically, as shown in FIG. 31(a), in the case where the result of the internal lottery process of the game is that no winning combination has been achieved, i.e., a so-called miss, if any of the following operations is performed during the waiting period: bet operation, operation of the start lever 14, or pressing of each of the stop buttons 15L, 15C, 15R, the main control device 100a sends a signal to the performance sub-control device 100b indicating that the various operations have been performed, and the performance sub-control device 100b performs control to display a displeased face icon on the LCD display 30 based on the information already received regarding the winning combination, i.e., a miss, provided that it has not received a signal indicating the start of reel rotation from the main control device 100a.
[0321] As shown in FIG. 31(b), if the result of the internal lottery process of the game is that a replay role or a common bell role, which does not require the player to make a press, is won, control is performed to display a face icon with a normal expression (no expression). As shown in FIG. 31(c), if the result of the internal lottery process of the game is that a so-called rare role such as watermelon or cherry, which requires the player to carefully press the buttons, is won, control is performed to display a face icon with a smiling expression. As shown in FIG. 31(d), if the result of the internal lottery process of the game is a bonus role that requires the player to use their eyes and which, when lined up, starts a bonus game, then control is performed to display a smiling face icon and multiple heart marks.
[0322] In this way, with this slot machine 1, the player can understand the advantage of the game before the reels start spinning by performing various operations during the waiting period, and if the player determines that the game is of low advantage to him (such as a game that does not require eye-pressing as shown in Figures 30(a)(b)), he can quickly finish the game by pressing all the stop buttons at the same time or pressing each stop button by sliding his finger.
[0323] In the present slot machine 1, the images displayed indicate winning combinations, but are not limited to winning combinations. For example, it may indicate that an AT state in which operation of the indication function is permitted has been selected. In addition, in the present slot machine 1, a face icon is used as a performance suggesting superiority, but this is not limited to this. As long as the superiority is suggested, it may be expressed by color or the size of the displayed image. Furthermore, in this slot machine 1, the image displayed on the LCD display 30 is used to suggest superiority, but superiority may also be suggested by the volume of the sound, or differences in treble and bass, or by illumination using LEDs or the like.
[0324] Furthermore, for players who wish to play at the fastest possible interval of 4.1 seconds, the effects suggesting the advantage may be executed only when the advantage in the game is high, and the effects suggesting the advantage may not be executed when the advantage in the game is low. When the advantage of the game is low, the effect suggesting the advantage is not executed, so that even a player who does not know the difference in the advantage of the effect suggesting the advantage can recognize that if the effect is not executed, the game can be played at high speed, and if the effect is executed, the game requires eye-pressing.
[0325] It should be noted that the present slot machine 1 is a slot machine that requires medals as game media, but is not limited to this. The present invention may also be applied to so-called smart pachislot slot machines, which do not require actual medals and can be played using only electrically stored gaming media.
[0326] Although one embodiment of the present invention has been described above, the present invention can be modified in various ways within the scope of the claims. [Explanation of symbols]
[0327] 1. Slot Machines R1 Left reel R2 Middle reel R3 Right reel 14 Start lever 15L Left stop button 15C Middle stop button 15R Right stop button 30 LCD display 100a Main control device 100b Production sub-control device
Claims
1. A main control means for controlling game progress; A sub-control means for controlling the effects related to the game to be displayed on the effect display device based on a signal from the main control means, The main control means A slot machine which, when detecting a start operation for a next game before a predetermined time has elapsed from a timing of execution of a predetermined game progress control based on a start operation for a previous game in two consecutive games, executes a delay control for delaying execution of the predetermined game progress control in the next game until the predetermined time has elapsed, thereby limiting the number of games which can be executed per unit time. The main control means transmitting a predetermined signal to the sub-control means in response to detection of a start lever operation during execution of the delay control after detection of a start operation of the next game; The sub-control means is A slot machine characterized in that a suggestive effect suggesting information related to the game is displayed on the effect display device in response to reception of the predetermined signal.
2. The main control means Transmitting lottery result information relating to the result of a lottery executed in response to a game start operation; The sub-control means is 2. The slot machine according to claim 1, wherein, when the received lottery result information is specific information, the suggestive effect is displayed on the effect display device in response to reception of the predetermined signal.
Citation Information
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