Gaming Machines
By introducing multiple stop operation modes into the game console, changing the expected value of the game media, the problem of no change in the game experience in the stop operation mode in the prior art is solved, and the fun and diversity of the game is improved.
Patent Information
- Application Number
- JP2023041815
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-16
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2041-08-27
AI Technical Summary
In the stop operation mode of the existing game console, the expected value of the game media remains unchanged, causing the player to experience no changes in different stop operation modes, which may cause the player to lose interest.
By introducing multiple modes of stop operation, including normal sequential stop and abnormal sequential stop, and changing the expected value of the game media through different stop operation sequences and modes.
By changing the expected value of the game media in the stop operation mode, the fun and diversity of the game are improved and the player's sense of participation is enhanced.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine in which a symbol combination is stopped and displayed in accordance with a stop operation mode. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine in which a symbol combination is displayed in a stopped state in accordance with a stop operation mode, and gaming media (eg, medals) corresponding to the symbol combination are awarded (eg, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP2018-46985A Summary of the Invention [Problem to be solved by the invention]
[0004] In the gaming machine of Patent Document 1, the expected value of game media in each game does not change regardless of the stop operation mode. Therefore, some players may feel that the game is less interesting. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises: A game control means for controlling the progress of a game, and a performance control means for controlling a performance; a symbol display means for variably displaying a plurality of types of symbols in each game and for statically displaying a symbol combination as a result of the game; Normal pressing order teeth Irregular pressing order A plurality of stop operation means capable of performing a stop operation by a In the gaming machine, the gaming control means includes a gaming start means for starting a game using a specified number of gaming values, A winning area determination means for determining one of a plurality of winning areas in each game, Stop operation press order A symbol variation control means for stopping and displaying the symbol combination in response to the symbol variation control means; a special game state transition means for transitioning to a special game state when a symbol combination corresponding to a special winning area among symbol combinations is stopped and displayed; and an internal state transition means for transitioning to an internal state in which the state in which the special winning area is won can be maintained for multiple games when the special winning area is won in a non-internal state; Play the number of games that correspond to the symbol combination value Games that allow you to grant value A means for applying the ink.、 Belonging to a particular group In the winning area, In a game that includes multiple types of specific winning areas and in which a specific winning area is won, The correct sequence is one of several possible sequences. When the stop operation is performed with An incorrect pressing sequence that can award a first gaming value and is an irregular pressing sequence different from a normal pressing sequence or a correct pressing sequence Stop operation with When this happens, the first gaming value twist The second lowest It is possible to award game value and it corresponds to a specific winning area. Correct answer Varies depending on the type of specific winning area There may be , When controlled to the non-internal state, the expected value of game value acquired in a game in which a winning area belonging to a specific group is won is set to be greater when the stop operation is performed in an irregular push order than when the stop operation is performed in the normal push order, while the expected value of game value acquired in any push order is set to be less than a specified number; when controlled to the internal state, the expected value of game value acquired in a game in which a winning area belonging to a specific group is won is set to be greater when the stop operation is performed in an irregular push order than when the stop operation is performed in the normal push order, while the expected value of game value acquired in any push order is set to be less than a specified number. Effect of the Invention
[0006] According to the present invention, the expected value of game media to be acquired changes between when the stop operation is performed in the first mode and when the stop operation is performed in the second mode, which increases the entertainment value of the game. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. 2 is a diagram showing the symbols arranged on each reel. [Diagram 3] FIG. 13 is a diagram for explaining a pattern display area. [Figure 4] FIG. 2 is a functional block diagram of the gaming machine. [Diagram 5] FIG. 13 is a conceptual diagram of a winning area lottery table. [Figure 6] FIG. 13 is a conceptual diagram of a winning combination determination table. [Figure 7] FIG. 13 is a conceptual diagram of a symbol combination table. [Figure 8] FIG. 13 is a diagram for explaining winning combinations that stop in each stopping operation sequence. [Figure 9] 13 is a diagram for explaining the transition of the game state. FIG. [Figure 10] FIG. 13 is a conceptual diagram of an instruction decision table. [Figure 11] 4A to 4C are diagrams for explaining each command transmitted from the main control board. [Figure 12] FIG. 2 is a diagram for explaining each piece of display information. [Figure 13]FIG. 13 is a conceptual diagram of an instruction performance determination table. [Figure 14] 13 is a conceptual diagram of each table used in the BB lottery. [Figure 15] FIG. 11 is a diagram for explaining a specific example of main penalty control. [Figure 16] 1 is a conceptual diagram of each table used in a stock lottery. [Figure 17] FIG. 11 is a diagram for explaining another specific example of the main penalty control. [Figure 18] FIG. 11 is a diagram for explaining still another specific example of the main penalty control. [Figure 19] FIG. 11 is a diagram for explaining a specific example of sub-penalty control. [Figure 20] 10A to 10C are schematic diagrams of specific examples of each screen when sub-penalty control is executed. [Figure 21] FIG. 13 is a diagram for explaining the timing for initializing a sub-counter. [Figure 22] 13 is a flowchart of the game control processing of the main CPU. [Diagram 23] This is a flowchart of the main CPU's advantageous zone control processing. [Figure 24] 13 is a flowchart of a sub startup process of a sub CPU. [Diagram 25] FIG. 2 is a diagram for explaining each control mode of a sub-CPU. [Figure 26] FIG. 13 is a diagram for explaining a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] First Embodiment Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of gaming machine> The structure of a gaming machine 1 in the first embodiment will be described with reference to Fig. 1. Fig. 1 is an example of a front view of the gaming machine 1. A player plays games on the gaming machine 1 using gaming media (e.g., medals or gaming balls). In this embodiment, a gaming machine 1 (a slot machine) in which medals are used as gaming media is exemplified.
[0009] The gaming machine 1 includes a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.
[0010] As shown in Fig. 1, a plurality of (14 in the example of Fig. 1) cabinet lamps 5 are provided on the periphery of the front door 3. Each cabinet lamp 5 is composed of, for example, a light-emitting body such as a light-emitting diode (LED) and a light-transmitting lens that covers the light-emitting body. The cabinet lamps 5 emit light in a manner corresponding to each performance in the gaming machine 1.
[0011] As shown in Fig. 1, a lower panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are depicted on the lower panel 6. A tray unit 7 for storing medals is provided below the lower panel 6. The tray unit 7 is provided so that the player can freely remove the stored medals.
[0012] The front door 3 is provided with a medal insertion section 8 having an opening through which medals are inserted, and a medal payout outlet 9 through which medals are ejected from inside the gaming machine 1. When a specified number (three medals) of medals are inserted into the medal insertion section 8, play can begin. The specified number is set according to the state of the game. The medals ejected from the medal payout outlet 9 are stored in the receiving tray unit 7.
[0013] A panel 10 is provided at the center of the front of the front door 3. A substantially rectangular display window 11 is formed in the center of the panel 10. From the display window 11, a plurality of reels 12 (12L, 12C, 12R) inside the cabinet can be seen.
[0014] Each reel 12 is configured to include a substantially cylindrical drum portion and a band-shaped sheet member attached to the outer peripheral surface of the drum portion. The sheet member of the reel 12 is light-transmitting and has a variety of patterns drawn on it. Each reel 12 is rotatably provided and arranged horizontally next to each other. Specifically, each reel 12 is arranged so that the rotation axes are positioned on the same straight line. A stepping motor 101 (101L, 101C, 101R) is provided on each of the reels 12 (not shown), and each reel 12 is rotated by each stepping motor 101.
[0015] FIG. 2 is a diagram showing the symbols arranged on each reel 12 in this embodiment. As shown in FIG. 2, the outer circumference of each of the multiple reels 12 is divided into 20 frames. As shown in FIG. 2, one symbol is drawn on each frame. In this embodiment, the Nth frame (N is an integer from "0" to "19") from the bottom of the arrangement of symbols shown in FIG. 2 may be referred to as symbol position "N". As shown in FIG. 2, a replay symbol, a bell 1 symbol, a bell 2 symbol, a watermelon symbol, a cherry symbol, a blank 1 symbol, a blank 2 symbol, a red seven symbol, a gold seven symbol, and a BAR symbol are arranged on each reel 12.
[0016] Specifically, the replay symbols are arranged at symbol positions "2", "7", "12", and "17" on the left reel 12L, symbol positions "2", "7", "12", and "17" on the center reel 12C, and symbol positions "1", "6", "11", and "16" on the right reel 12R. The bell 1 symbols are arranged at symbol positions "1" and "6" on the left reel 12L, symbol positions "0", "5", "10", and "15" on the center reel 12C, and symbol positions "3" and "18" on the right reel 12R. The bell 2 symbols are arranged at symbol positions "11" and "16" on the left reel 12L, symbol positions "3", "8", "13", and "18" on the center reel 12C, and symbol positions "8" and "13" on the right reel 12R. The watermelon symbols are arranged at symbol positions "0", "5", and "15" on the left reel 12L, symbol positions "11" and "16" on the center reel 12C, and symbol positions "2", "7", "12", and "17" on the right reel 12R. The cherry symbols are arranged at symbol positions "4" and "19" on the left reel 12L, symbol position "19" on the center reel 12C, and symbol positions "4", "14", and "19" on the right reel 12R. The blank 1 symbols are arranged at symbol position "13" on the left reel 12L, symbol positions "1" and "6" on the center reel 12C, and symbol position "0" on the right reel 12R. The blank 2 symbols are arranged at symbol position "3" on the left reel 12L and symbol position "15" on the right reel 12R. The red seven symbols are arranged at symbol positions "8" and "10" on the left reel 12L, symbol position "9" on the center reel 12C, and symbol position "10" on the right reel 12R. The gold seven symbols are arranged at symbol positions "9" and "14" on the left reel 12L, symbol position "4" on the center reel 12C, and symbol position "5" on the right reel 12R. The BAR symbols are arranged at symbol position "18" on the left reel 12L, symbol position "14" on the center reel 12C, and symbol position "9" on the right reel 12R.
[0017] 2, each symbol is shown in a color different from the actual color of each symbol. Moreover, each symbol on each reel 12 is generally identifiable by the player even while the reel 12 is spinning. Therefore, the player can perform an operation to stop the reel 12 (so-called eye-pressing) at the timing when a specific symbol passes through the display window 11. A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.
[0018] In the display window 11 of the front door 3 shown in Fig. 1, three symbols are displayed on each reel 12. In other words, when all the reels 12 are stopped, a total of nine symbols are displayed on the display window 11. In this embodiment, the area in which each symbol is displayed is referred to as a "symbol display area."
[0019] FIG. 3 is a diagram for explaining the symbol display area. As shown in FIG. 3, the symbol display area is configured to include each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U is configured to include each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the center reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes a unit area UL1 located in the upper row, a unit area UL2 located in the middle row, and a unit area UL3 located in the lower row. Each unit area UC includes a unit area UC1 located in the upper row, a unit area UC2 located in the middle row, and a unit area UC3 located in the lower row, and each unit area UR includes a unit area UR1 located in the upper row, a unit area UR2 located in the middle row, and a unit area UR3 located in the lower row.
[0020] When a specified number of medals are inserted into the medal insertion portion 8, a pay line is set. The pay line is an area that is configured from one unit area U of the reel 12L, one unit area U of the reel 12C, and one unit area U of the reel 12R among the unit areas U. The pay line in this embodiment is a line that connects the unit area UL2 of the reel 12L, the unit area UC2 of the reel 12C, and the unit area UR1 of the reel 12R.
[0021] A symbol combination resulting from a game is displayed as a stopped symbol on the winning line. When a predetermined symbol combination is stopped on the winning line, a player is awarded a benefit according to the stopped symbol combination. For example, when a symbol combination related to a winning prize is displayed as a stopped symbol on the winning line, a medal is awarded to the player. When a symbol combination related to a replay is displayed as a stopped symbol on the winning line, the player is granted the right to play again. Specifically, when a symbol combination related to a replay is displayed in the current game, the next game can be started without the need to insert a medal. The symbol combination that can be displayed as a stopped symbol on the winning line is determined for each game according to the result of an internal lottery process described later.
[0022] In this embodiment, a line connecting the upper unit area UL1 of the reel 12L, the upper unit area UC1 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper line". Similarly, a line connecting the middle unit area UL2 of the reel 12L, the middle unit area UC2 of the reel 12C, and the middle unit area UR2 of the reel 12R (effective line in this embodiment) may be referred to as a "middle line". Also, a line connecting the lower unit area UL3 of the reel 12L, the lower unit area UC3 of the reel 12C, and the lower unit area UR3 of the reel 12R may be referred to as a "lower line". Also, a line connecting the lower unit area UL3 of the reel 12L, the middle unit area UC2 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper right line". Similarly, a line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as a "right downward line."
[0023] Further, each reel 12 is provided with a backlight (not shown) that illuminates the sheet member of the reel 12 from the inside. Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.
[0024] 1, the panel 10 is provided with a number of indicators (hereinafter referred to as "indicators ML") including a slot possible indicator lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an instruction indicator 16, a number of reserved coins indicator 17, a replay indicator lamp 18, a wait lamp 19, and a betting stop lamp 20. Each lamp of the indicator ML is controlled by a main CPU 301 described later.
[0025] The insertion possible indicator lamp 13 notifies whether or not it is possible to accept medals from the medal insertion portion 8. The BET lamp 14 indicates the number of bet medals. The BET lamp 14 also includes a 1-coin lamp 14a, a 2-coin lamp 14b, and a 3-coin lamp 14c. When one bet medal is set, the 1-coin lamp 14a lights up, when two bet medals are set, the 1-coin lamp 14a and the 2-coin lamp 14b light up, and when three bet medals are set, the 1-coin lamp 14a, the 2-coin lamp 14b, and the 3-coin lamp 14c light up. The start lamp 15 notifies whether or not it is possible to accept a game start operation (operation of the start lever 24 described later).
[0026] The instruction display 16 is controlled by the main CPU 301 and displays instruction information instructing the operation mode (pressing sequence) of the stop buttons 25. Although details will be described later, the main CPU 301 causes the instruction display 16 to display instruction information in each game during the instruction period. Furthermore, when a symbol combination related to a winning combination is displayed on an active line, the instruction display 16 displays the number of medals to be awarded to the player. For example, when the symbol combination "Bell 1-Bell 1-Watermelon" is stopped and displayed on an active line (when "Bell-Bell-Bell" is stopped and displayed on the middle line), nine medals are awarded to the player, and the instruction display 16 displays the number "9."
[0027] The number of medals awarded to a player can be electrically stored (stored) in the gaming machine 1 (main RAM 303 described below). In this embodiment, the number of stored medals is referred to as the "number of credits." The number of credits is added when medals are awarded as a result of playing a game. The number of credits is also added when a specified number of bet medals have been inserted and further medals are inserted from the medal insertion section 8. The stored number display 17 displays the number of credits. Specifically, the stored number display 17 variably displays a number ranging from "0" to "50", which is the upper limit of the number of credits, according to the number of credits stored.
[0028] The replay indicator lamp 18 notifies the player that a replay is in progress. Specifically, the replay indicator lamp 18 is lit from when the combination of symbols related to the replay is stopped and displayed on the pay line in the current game until the next game ends. The replay indicator lamp 18 is lit to notify the player that the next game can be started without using medals. The wait lamp 19 is lit during the wait period from when the game start operation (operation of the start lever 24 described later) is performed until the rotation of each reel 12 begins. The wait period is set so that the average time required for one game is equal to or longer than a predetermined value (approximately 4.1 seconds). The play stop lamp 20 notifies the player that a play is stopped and play is not possible.
[0029] 1, the front door 3 is provided with a plurality of operation units including a 1-BET button 21, a MAX-BET button 22, a settlement button 23, a start lever 24, a plurality of stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction designation button 27. Each operation unit is operated by the player.
[0030] The 1BET button 21 is operated when setting one bet medal using the stored medals. The MAX-BET button 22 is operated when setting a specified number of bet medals using the stored medals. The settlement button 23 is operated when settling the medals stored as the number of credits and the bet medals. When the settlement button 23 is operated, the total number of medals, the credits and the bet medals, is paid out from the medal payout outlet 9. In this embodiment, the operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.
[0031] The start lever 24 is operated by the player when starting a game. When a game is ready to start, the player can instruct the start of the game by performing a start operation on the start lever 24. The start lever 24 of this embodiment can be tilted 360 degrees in any direction from a state that is approximately perpendicular to the front door 3. The grip portion of the start lever 24 is formed from a translucent resin, and incorporates a lever performance lamp 42. The lever performance lamp 42 lights up during a specified performance.
[0032] The stop button 25 is operated by the player when stopping the reels 12. The stop buttons 25 include a stop button 25L, a stop button 25C, and a stop button 25R. The stop button 25L corresponds to the reel 12L, the stop button 25C corresponds to the reel 12C, and the stop button 25R corresponds to the reel 12R. When the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as a "stop operation") while the reel 12 is spinning, the reel 12 stops (normal stop, pseudo stop).
[0033] Hereinafter, in this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation is referred to as the third stop operation. Also, the control by the gaming machine 1 (main CPU 301 described later) to stop the reel 12 based on the first stop operation is referred to as the first stop control. Similarly, the stop control of the reel 12 based on the second stop operation is referred to as the second stop control, and the stop control of the reel 12 based on the third stop operation is referred to as the third stop control. Also, the symbol position of the reel 12 located on the middle line of the display window 11 at the time of the stop operation is referred to as the stop operation position. The symbol position located on the middle line during the rotation of each reel 12 is stored in a symbol counter, and the symbol position of the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided in, for example, the main RAM 303.
[0034] When all the reels 12 have stopped, the symbol combination resulting from the game is displayed on the pay line, and the game ends. When the game starts, each reel 12 accelerates to a constant rotation speed. During the period when each reel 12 is rotating at a constant speed (the period when the reels 12 are rotating steadily), a stop operation for stopping and displaying the game result on the pay line is possible. On the other hand, during the acceleration period from when each reel 12 starts rotating to when it reaches the steady rotation, a stop operation for displaying the game result is not accepted even if the reel 12 is rotating.
[0035] The stop button 25 of this embodiment can be controlled to a plurality of display modes. Specifically, inside each stop button 25, a light emitter (e.g., an LED) capable of emitting red, blue, and green light is provided. During a period in which the light emitter of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during a period in which the light emitter of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during a period in which the light emitter of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") is set among the setting values described below. According to the above configuration, it is possible to know that a specific setting value is set from the state of the stop button 25. Note that the state of the stop button 25 is not limited to the above example.
[0036] The effect button 26 is operated by the player when giving instructions regarding an effect. For example, the player can instruct the execution of a specific effect by operating the effect button 26. That is, the specific effect is executed when the effect button 26 is operated (triggered). It is also possible to make the MAX-BET button 22 have the function of the effect button 26. According to the above configuration, the effect button 26 is omitted, and the number of parts can be reduced.
[0037] In addition, if the effect button 26 is operated during the period from the end of the current game to the insertion of a betting medal to start the next game (hereinafter referred to as the "non-game period"), a menu image is displayed on the liquid crystal display device 30.
[0038] The operation of the effect button 26 is detected by the effect button switch 26SW. For example, when the effect button 26 is not pressed, the effect button switch 26SW outputs an OFF signal. On the other hand, when the effect button 26 is pressed, the effect button switch 26SW outputs an ON signal. During a non-play period, when the effect button switch 26SW changes from an OFF state to an ON state, a menu image is displayed on the liquid crystal display device 30.
[0039] The direction designation button 27 is operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The direction designation button 27 is composed of an up button, a down button, a right button, and a left button. For example, by operating the direction designation button 27, a cursor designating an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves right, and when the left button is operated, the cursor moves left.
[0040] When the direction designation button 27 is operated during a non-play period, the master volume of the gaming machine 1 is changed. Also, when the direction designation button 27 is operated appropriately during a non-play period, the presentation mode of the gaming machine 1 can be changed. In this embodiment, three presentation modes are provided: enjoy mode, normal mode, and simple mode. The frequency with which presentations are executed differs among the presentation modes. Specifically, enjoy mode is the presentation mode in which presentations are most easily executed. Also, simple mode is the presentation mode in which presentations are least easily executed. In the simple mode of this embodiment, no presentations are executed other than the winning announcement in the BB state, which will be described later.
[0041] As shown in FIG. 1, in addition to the above-mentioned display device ML (start lamp 15, etc.), a plurality of performance lamps 28 (28a to 28e) and a plurality of stop operation sequence display lamps 29 (29L, 29C, 29R) are provided on the panel 10 of the front door 3. Each lamp of the display device ML is controlled by the main CPU 301, whereas each performance lamp 28 and each stop operation sequence display lamp 29 are controlled by a sub-CPU 412 described later. Among the plurality of performance lamps 28, the performance lamps 28a and 28b are provided on the left side of the display window 11 when viewed from the front, and the performance lamps 28c to 28e are provided on the right side of the display window 11 when viewed from the front. Each performance lamp 28 notifies the current game state, etc.
[0042] Each stop operation sequence display lamp 29 is provided in an area of the panel 10 below the display window 11, and indicates the sequence of operation of each stop button 25. As shown in FIG. 1, above the display window 11 of the front door 3, a liquid crystal display device 30 that displays various images is provided. The liquid crystal display device 30 displays moving images and still images according to the effects executed by the gaming machine 1. Specifically, the liquid crystal display device 30 indicates information related to the results of an internal lottery process described below, information suggesting the gaming status, and the like.
[0043] As shown in Fig. 1, upper lamps 35 (L, R) are provided on the upper end side of the front door 3. The upper lamps 35 are configured to include, for example, light-emitting diodes capable of emitting light in various colors (blue, yellow, green, red, etc.) and lenses covering the light-emitting diodes. For example, when a winning combination is stopped and displayed on an active line, the upper lamps 35 emit light in a manner (color) corresponding to the winning combination. Furthermore, in each performance, the upper lamps 35 emit light in a manner corresponding to the performance.
[0044] As shown in FIG. 1, the front door 3 is provided with speakers 31 (31L, 31R) and speakers 32 (32L, 32R). The speakers 31 are provided on the lower end side of the front door 3, and include a speaker 31L attached to the left side as seen from the player side and a speaker 31R attached to the right side. The speakers 32 are provided on the upper end side of the front door 3, and include a speaker 32L attached to the left side as seen from the player side and a speaker 32R attached to the right side. The speakers 31 and 32 output sounds (music, voice, and sound effects) according to the performance. For example, the speakers 31 and 32 output sounds related to the performance executed by the above-mentioned liquid crystal display device 30, the performance lamp 28, the cabinet lamp 5, the stop operation sequence display lamp 29, or the lever performance lamp 42. The speakers 31 and 32 are attached to the back side of the front door 3, and a plurality of sound emission holes are formed on the front surface of the front door 3 at positions corresponding to the speakers 31 and 32, respectively.
[0045] As shown in Fig. 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear medal clogging in the medal flow path inside the gaming machine 1. By operating the return button 33, medals clogging in the medal flow path are discharged from the medal payout outlet 9.
[0046] The front door 3 is provided with a locking device 4 having a keyhole formed therein. The front door 3 is locked by the locking device 4 of the front door 3 engaging with a latch piece (not shown) of the cabinet. As shown in FIG. 1, the keyhole of the locking device 4 is located on the front side of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating units (e.g., setting change button 37) are provided inside the cabinet. Each operating unit inside the cabinet is operated by a person in charge of the key that unlocks the front door 3 (e.g., a staff member of the game arcade where the game machine 1 is installed).
[0047] A main control board 300 is provided inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components including a main CPU 301 described below are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards including a reel board 100, a relay board 200, a sub-control board 400, and a power supply board 500 described below via connectors (not shown). The various boards described above may be configured as a single board or multiple boards.
[0048] Inside the cabinet, a setting display unit 36 and a setting change button 37 are provided. The setting display unit 36 displays the setting value of the gaming machine 1. The setting value is a numerical value related to the ball payout rate of the gaming machine 1, and various lotteries are executed in each game with a probability according to the setting value. For example, setting values are provided from "1" to "6," and the setting value "6" has the highest ball payout rate. In this embodiment, when the setting change key is inserted into the keyhole for changing the settings and turned, the setting display unit 36 displays the setting value.
[0049] The setting change button 37 is operated when changing the numerical value on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 increments the numerical value by one and displays it. If the start lever 24 is operated during the period when the setting value is displayed on the setting display unit 36, the numerical value displayed on the setting display unit 36 at the time of the operation is stored as the setting value.
[0050] However, in this embodiment, the numbers "0", "1", "2", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on with the setting change key rotated, the device transitions to the setting change mode. In the setting change mode, when the start lever 24 is operated during the period when the number "0" is displayed on the setting display unit 36, the setting value "1" is set. Furthermore, when the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, when the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "3" is set.
[0051] Similarly, when the start lever 24 is operated during a period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set, when the start lever 24 is operated during a period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set, and when the start lever 24 is operated during a period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. Once the setting value is set, the setting change mode ends and the game can be played.
[0052] A sub-control board 400 is provided on the back surface of the front door 3. The sub-control board 400 includes various boards including a performance control board 410, an image control board 420, and a sound board 430.
[0053] A power supply device 510 is provided inside the cabinet. The power supply device 510 includes an AC-DC converter and a DC-DC converter (both not shown), generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates a plurality of types of DC voltages from the generated DC voltage. For example, the power supply device 510 generates a 32V DC voltage used to drive a motor or a solenoid, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to an electronic circuit board (e.g., the main control board 300).
[0054] The power supply device 510 is provided with a power button 511 and a reset button 512. When the power button 511 is operated to the ON state, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF state, the power is cut off. The reset button 512 is operated when resetting the gaming state, etc. Specifically, when the reset button is operated, a predetermined storage area of the main RAM 303 described later is reset to an initial value.
[0055] Various electronic components are provided on the main control board 300. Specifically, various electronic components including a main CPU 301, a main ROM 302, a main RAM 303, resistors, capacitors, connectors, a setting display unit 36, and a main display 40 are mounted on the main control board 300. The connectors are used to electrically connect the main control board 300 to other control devices.
[0056] <Amusement machine circuit> This concludes the explanation of the structure of the gaming machine 1. Below, the function of each circuit included in the gaming machine 1 will be explained with reference to Fig. 4. As shown in Fig. 4, the gaming machine 1 includes a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.
[0057] <Main control board> 4, the main control board 300 includes a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, the main ROM 302, and the main RAM 303 may be provided as separate electronic devices, or may be provided as a one-chip microcomputer in which each element is integrally configured.
[0058] The main ROM 302 stores in a non-volatile manner the control programs and various data (for example, a winning area lottery table) executed by the main CPU 301. The main RAM 303 stores various data used in each process executed by the main CPU 301.
[0059] The main CPU 301 reads a control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, a hopper 520 that pays out medals, and a display ML.
[0060] The random number generator 304 generates a random number value R1 used in the internal lottery process described later. The random number generator 304 of this embodiment includes a counter circuit, a sampling circuit, and a pulse generating circuit (all not shown), and generates hardware random numbers. Specifically, the pulse generating circuit outputs a signal to the counter circuit at a predetermined period. The value of the counter circuit is incremented by "1" every time a signal is input from the pulse generating circuit. When a player performs an operation to start a game, the sampling circuit stores the value of the counter circuit as the random number value R1. The random number value R1 is generated within the range of values "0" to "65535". Note that a software random number may be adopted as the random number value R1.
[0061] In this embodiment, a random number value R2 is generated in addition to the random number value R1. The random number value R2 is a software random number obtained from a register built into the main CPU301, and is generated in the range of values "0" to "255". As described later, the random number value R2 is used in a reel performance determination process. In the reel performance determination process described above, the type of reel performance (pseudo game) is determined by lottery. In the reel performance, each reel 12 is controlled in a manner different from that of a normal game. In addition, the main CPU301 generates a random number value R3. The random number value R3 is generated in the range of values "0" to "255". The random number value R3 is used in a judgment condition lottery process described later, etc.
[0062] The I / F circuit 305 inputs signals from each switch SW (e.g., the start switch 24SW) of various operation parts (e.g., the start lever 24) and signals from each sensor SE (e.g., the medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are high-level or low-level signals. For the sake of explanation, in this embodiment, a signal of a first level (high-level or low-level) is expressed as an ON signal, and a signal of a second level (low-level or high-level) is expressed as an OFF signal. Whether the first level, which is an ON signal, is high-level or low-level is set according to the type of the switch SW or the sensor SE. In addition, the fact that an ON signal (OFF signal) is being output from the switch SW may be described as "the switch SW is in an ON state (OFF state)".
[0063] The I / F circuit 305 outputs various signals for driving the display ML, the hopper 520, and each reel 12 to the outside of the main control board 300. The I / F circuit 305 also outputs various commands to the sub-control board 400. Note that to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.
[0064] A signal is input to the reel board 100 from the main control board 300. The reel board 100 outputs a drive pulse to each reel 12 in response to the signal from the main control board 300. In response to the drive pulse from the reel board 100, each stepping motor 101 of each reel 12 is driven.
[0065] The stepping motor 101 has a plurality of (four) coils. The combination of excited coils among the coils is switched in sequence every time a drive pulse is input from the reel board 100, and the reels 12 rotate as the combination of excited coils is switched in sequence. Specifically, when the combination of excited coils of the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when 24 pulses are applied, the reel 12 rotates by an angle of one frame (unit area U), and when 504 pulses are applied, the reel 12 rotates once. In the above configuration, the shorter the time interval at which the drive pulses are applied, the faster the rotation speed of the reel 12 becomes.
[0066] ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) are input to the main control board 300 via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at a reference position. On the other hand, when the rotation angle of each reel 12 is other than the reference position, each reel sensor 111 outputs an OFF signal. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signal from each reel sensor 111 and the number of times that drive pulses are output to each stepping motor 101.
[0067] The relay board 200 relays a signal from the main control board 300 to the display ML. The display ML is driven in response to the signal output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from each sensor (such as a start switch 24SW described later) that detects the operation of each operation unit (such as the start lever 24). Specifically, as shown in FIG. 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, the MAX-BET switch 22SW, the settlement switch 23SW, the start switch 24SW, the stop switch 25SW, and the medal sensor 34SE. As shown in FIG. 4, the power supply board 500 also relays ON / OFF signals from various sensors or switches including the reset switch 512SE and the payout sensor 112SE.
[0068] The 1BET switch 21SW detects the operation of the 1BET button 21 by the player. In addition, an ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the 1BET switch 21SW, the main CPU 301 adds one medal to the bet medals.
[0069] The MAX-BET switch 22SW detects the operation of the MAX-BET button 22 by the player. An ON signal from the MAX-BET switch 22SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the MAX-BET switch 22SW, the main CPU 301 sets a specified number of medals as the bet medals.
[0070] The settlement switch 23SW detects the player's operation of the settlement button 23. An ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.
[0071] When an ON signal is input from the settlement switch 23SW, or when a winning symbol combination is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input to the hopper 520 from the main control board 300 via the power supply board 500. When the hopper drive signal is input, the hopper 520 pays out medals.
[0072] Payout sensor 112SE outputs a payout signal to main control board 300 each time one medal is paid out from hopper 520. Specifically, payout sensor 112SE is provided at a position where a medal passing through discharge slit 521b of hopper 520 is detected. Payout sensor 112SE outputs a payout signal when it detects a medal. The payout signal is input to main control board 300 via power supply board 500. Main CPU 301 can determine the number of medals paid out by counting the number of times the payout signal is input.
[0073] The power switch 511SW is switched to an ON state or an OFF state by operating the power button 511. When the power switch 511SW is in the ON state, power is supplied from the power supply device 510 to the gaming machine 1, and when the power switch 511SW is in the OFF state, power from the power supply device 510 to the gaming machine 1 is cut off. When power is supplied, the power supply device 510 generates a DC voltage. The DC voltage generated by the power supply device 510 is supplied to various devices including the hopper 520 via the power supply board 500.
[0074] The reset switch 512SW is provided in the power supply device 510, and outputs a reset signal to the main control board 300 when the reset button 512 is operated. The reset signal is input to the main control board 300 via the power supply board 500. When the main CPU 301 receives the reset signal, it initializes a predetermined storage area of the main RAM 303, and releases, for example, an error state. Note that a configuration may be provided with a plurality of reset switches 512SW (reset buttons 512). For example, in addition to the reset switch 512SW provided in the power supply device 510, a reset switch may be provided in the locking device 4. In the above configuration, for example, a configuration is preferably adopted in which the front door 3 is unlocked when the key is inserted into the keyhole of the locking device 4 and turned to the right, and a reset signal is output from the reset switch when the key is turned to the left.
[0075] The setting change switch 37SW shown in Fig. 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal is input from the setting change switch 37SW, the main CPU 301 updates the display on the setting display unit 36. Furthermore, when an ON signal is input from the setting change switch 37SW during a period when the setting value is not displayed on the setting display unit 36, the main CPU 301 displays the instructed role ratio (described later) on the stored number display 16. The medal sensor 34SE detects medals inserted from the medal insertion unit 8.
[0076] The main control board 300 receives ON / OFF signals from a plurality of stop switches 25SW (25SWL, 25SWC, 25SWR) via the relay board 200. Among the stop switches 25SW, the stop switch 25SWL corresponds to the stop button 25L, the stop switch 25SWC corresponds to the stop button 25C, and the stop switch 25SWR corresponds to the stop button 25R. The main CPU 301 controls the stop of the reel 12 corresponding to the stop switch 25SW to which the ON signal is input. Specifically, when an ON signal is input from the stop switch 25SWL, the main CPU 301 controls the stop of the reel 12L. Similarly, when an ON signal is input from the stop switch 25SWC, the main CPU 301 controls the stop of the reel 12C, and when an ON signal is input from the stop switch 25SWR, the main CPU 301 controls the stop of the reel 12R.
[0077] The start switch 24SW detects the operation of the start lever 24 by the player. An ON signal from the start switch 24SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the start switch 24SW, the main CPU 301 controls, for example, each stepping motor 101 to rotate each reel 12. In addition, an ON signal from the setting change switch 37SW is input to the main control board 300.
[0078] The start switch 24SW of this embodiment is formed so as to be able to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the push-up operation of pushing up the start lever 24, the push-down operation of pushing down the start lever 24, the right-side operation of tilting it to the right, and the left-side operation of tilting it to the left, as viewed from the player's side. For example, the start switch 24SW is configured with a plurality of sensors including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when the start lever 24 is pushed down, a start switch 24SWR that outputs an ON signal when the start lever 24 is operated to the right, and a start switch 24SWL that outputs an ON signal when the start lever 24 is operated to the left. According to the above configuration, for example, it is possible to make the performance to be executed different between when the start lever 24 is pushed up and when it is pushed up.
[0079] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. The display information includes each identification information corresponding to each game information and ratio information indicating the size of the game information.
[0080] The main display 40 includes a first display section 40X and a second display section 40Y. The first display section 40X displays the above-mentioned identification information. The second display section 40Y displays the above-mentioned ratio information. The first display section 40X is composed of two 7-segment displays, and the second display section 40Y is composed of two 7-segment displays. When the power of the gaming machine 1 is turned on, the main display 40 starts displaying display information, and continues to do so until the power is turned off. As will be described in detail later, the main display 40 displays a plurality of pieces of display information corresponding to various kinds of game information. Each piece of display information is switched and displayed at a predetermined time interval (about 5 seconds).
[0081] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, the speakers (31, 32) and each lamp (for example, the performance lamp 28). As shown in Fig. 4, the sub-control board 400 is composed of multiple boards including a performance control board 410, an image control board 420 and a sound board 430. In addition, various sensors including the performance button switch 26SW and the direction designation switch 27SW, and various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, the lever performance lamp 42 and the upper lamp 35 are electrically connected to the sub-control board 400.
[0082] As shown in Fig. 4, a volume adjustment switch 44 is electrically connected to the sub-control board 400. The volume adjustment switch 44 is used to adjust the master volume of the gaming machine 1. For example, a DIP switch is preferably used as the volume adjustment switch 44. As described above, the master volume can also be adjusted by operating the direction designation button 27. That is, the master volume is adjusted by operating either the direction designation button 27 or the volume adjustment switch 44.
[0083] In this embodiment, the adjustable master volume differs between when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated. Specifically, when the direction designation button 27 is operated, the master volume can be adjusted to any of the numbers "1" to "5" (five levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any of the numbers "1", "3" and "5" (three levels). Note that the adjustable master volume may be the same when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated.
[0084] 4, the performance control board 410 includes an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, and the lever performance lamp 42, and the sound board 430. The performance control board 410 also gives commands to the image control board 420 to cause the liquid crystal display device 30 to display each image.
[0085] The sub ROM 413 stores various data and a control program executed by the sub CPU 412. For example, the sub ROM 413 stores an effect selection table for determining the type of effect and lamp data indicating the blinking patterns of various lamps.
[0086] The sub-RAM 414 functions as a work area for volatilely storing various data. The I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, the main control board 300 is configured not to receive commands from the sub-control board 400. The command received by the I / F circuit 411 is supplied to the sub-CPU 412. The command received by the I / F circuit 411 is, for example, a display winning combination command that indicates the type of winning combination that has stopped on the pay line.
[0087] The sub-CPU 412 executes a control program stored in the sub-ROM 413, and controls various lamps (for example, the case lamp 5) and the sound board 430 based on each data stored in the sub-ROM 413. For example, the sub-CPU 412 reads data indicating a blinking pattern of the case lamp 5 from the sub-ROM 413, and blinks the case lamp 5. The sub-CPU 412 also generates a random number value R4 used in a performance control process, which will be described later. For example, a random number in the range of 0 to 65535 is suitably adopted as the random number value R4. The sub-ROM 413 may be configured with a single electronic component, or may be configured with a plurality of electronic components (storage devices).
[0088] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. The image control board 420 includes an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425, as shown in FIG.
[0089] The image control CPU 421 executes a control program stored in the image control ROM 422, and gives instructions to the VDP 423 according to commands from the performance control board 410. The CGROM 424 stores compressed and encoded image data (e.g., texture data). The VDP 423 includes an image decoder and a drawing circuit (both not shown). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder reads image data from the CGROM 424 according to the instruction. The image decoder expands (decodes) the read image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 according to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be transmitted to the sound source IC 431.
[0090] The sound board 430 generates an audio signal under the control of the image control CPU 421. The audio signal generated by the sound board 430 is supplied to the speaker 31 and the speaker 32, and is output as a sound wave. As shown in Fig. 4, the sound board 430 includes a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to a command from the sub CPU 412.
[0091] The sound source ROM 432 compresses and stores a plurality of sound data. Each sound data is data indicating each sound including, for example, a music piece in a specific game state, a sound output every time the player operates the stop button 25, and an error sound output in an error state.
[0092] The sound source IC 431 generates an audio signal from the audio data in the sound source ROM 432. The sound source IC 431 includes a decoder, a control register, and an A / D converter (all not shown). The decoder of the sound source IC 431 reads out audio data from the sound source ROM 432 in response to an instruction from the sub CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. The control register stores a plurality of audio data, and the audio data stored in the control register are supplied to the A / D converter in the order in which they were stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to the speaker 31 and the speaker 32. A CPU that controls the sound source IC 431 may be provided separately from the sub CPU 412 and the image control CPU 421.
[0093] <Data used by the main CPU> This concludes the explanation of each circuit in the gaming machine 1. Various data stored in the main ROM 302 will now be explained with reference to the drawings.
[0094] FIG. 5 is a conceptual diagram of a winning area selection table. In an internal selection process described later, the main CPU 301 determines a winning area using the winning area selection table and a random value R1. As shown in FIG. 5, each winning area selection table includes a plurality of winning areas and selection values corresponding to each winning area. FIG. 5 shows the name of each winning area. The winning area selection table is stored in the main ROM 302 for each set value (1 to 6).
[0095] FIG. 5 illustrates an example of a winning area lottery table that is referenced when the setting value is "2." Although details will be described later, the gameplay when the setting value is "1" is significantly different from the gameplay when other setting values are set. Specifically, when the setting value is "1," the gambling element is significantly reduced compared to when other setting values are set. Therefore, some players may find the game less interesting. For these reasons, some managers of the gaming machine 1 do not set the setting value to "1" as a general rule.
[0096] Each winning area in the winning area lottery table specifies each winning role defined in the winning role determination table shown in FIG. 6. For example, assume that "Replay 1" in winning area number "01" is determined by the internal lottery process. As shown in FIG. 6, winning area number "01" specifies the winning roles "middle replay" and "upper right replay". In other words, in a game in which the winning area "Replay 1" is won, multiple types of winning roles are specified in overlapping fashion. The combination of symbols of the winning role specified in the winning area is permitted to stop on an active line.
[0097] Each lottery value in the winning area lottery table is subtracted to a random number value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU301 subtracts each lottery value corresponding to each winning area from the random number value R1 in ascending order of the winning areas. In the internal lottery process, a winning area in which the result of subtracting the lottery value from the random number value R1 is a negative number is determined. The probability that the number will be negative when subtracted from the random number value R1 increases as the lottery value increases, so the probability of winning increases for winning areas with larger lottery values.
[0098] As shown in FIG. 5, the winning area selection table includes each selection value for each internal state. Each internal state includes a non-internal state, an internal state, and a bonus activation state. In this embodiment, the specified number in each internal state is three coins. Among the internal states, a transition to the non-internal state occurs when a set value is set (changed) or after the bonus activation state ends. Note that if the set value is changed in the internal state, the internal state may be configured to be maintained.
[0099] The internal intermediate state is an internal state in which the winning state of the RBB role is carried over (hereinafter, simply described as "the RBB role is carried over"). Specifically, in this embodiment, various winning roles including the RBB role are determined in each game. Winning roles other than the RBB role are not carried over to the next game, regardless of whether the symbol combination of the winning role is stopped and displayed or not. On the other hand, if the symbol combination of the RBB role is not stopped and displayed in the current game, the RBB role is carried over to the next game and thereafter.
[0100] For example, as shown in FIG. 6, in a game in which the winning area "overlapping role 1" is determined, in addition to the RBB role, the symbol combination of reach eyes (3, 4, 7) and left auxiliary role 2 can be stopped and displayed. If the symbol combination of the RBB role is not stopped and displayed in a game in which the winning area "overlapping role 1" is determined, the RBB role is carried over to the next game (transition to the internal state), and other winning roles are not carried over to the next game. The internal state described above is maintained until the bonus operation state is started. Note that the internal state in this embodiment includes a game in which the RBB role is won.
[0101] The bonus activation state is entered when a symbol combination related to the RBB role is stopped and displayed on an active line. The bonus activation state ends when more than 55 medals are paid out. When the bonus activation state ends, the main CPU 301 enters a non-internal state. In each game in the bonus activation state, the winning area "All Role", the winning area "9 All", the winning area "1 All" or the winning area "Replay 3" is won.
[0102] In a game in which the winning area "All Role" is won, a winning role with a payout number of 15 coins (upper row bell B) is stopped and displayed on the valid line, in a game in which the winning area "9 coins All" is won, a winning role with a payout number of 9 coins (middle row bell A, etc.) is stopped and displayed on the valid line, and in a game in which the winning area "1 coin All" is won, a winning role with a payout number of 1 coin (auxiliary role 1, etc.) is stopped and displayed on the valid line. In a game in which the winning area "Replay 3" is won, a middle row replay is stopped and displayed on the valid line. Each of the above winning roles is stopped and displayed on the valid line regardless of the stop operation order and the stop operation position. In this embodiment, the RBB role can be stopped and displayed only when the winning area "RBB" is won (when the RBB role is won alone) in the non-internal state.
[0103] FIG. 7 is a conceptual diagram of the symbol combination table. The symbol combination table specifies the symbol combinations that are permitted to stop on a valid line in a game in which each winning role is won. For example, in a game in which the winning role "RBB role" is won, the symbol combination "Blank 1-Cherry-BAR" is permitted to stop on a valid line. Also, for example, in a game in which the winning role "Middle Replay" is won, the symbol combinations "Replay-Replay-Red Seven", "Replay-Replay-Gold Seven", "Replay-Replay-Blank 1", and "Replay-Replay-Blank 2" can stop on a valid line.
[0104] As shown in Fig. 7, the symbol combination table is composed of the permission bit number of each symbol combination and the number of medals to be paid out when the symbol combination for each winning role stops on an active line. Fig. 7 shows the number of medals to be paid out when the symbol combination for each winning role stops on an active line. For example, when the symbol combination of middle row Bell A, "Bell 1-Bell 1-Watermelon", stops on an active line, the number of medals to be paid out is "9". Also, when the symbol combination of RBB role stops on an active line, the number of medals to be paid out is "0".
[0105] As shown in FIG. 7, when a symbol combination related to any of the winning roles including "upper bell A, B", "middle bell A, B", "lower bell A, B", "upper right upward bell A, B", "right downward bell A, B", "support role 1-47", "left support role 1-7", "reach eye 1-7", "cherry role", and "watermelon role" is displayed on an active line, a payout number of medals according to the winning role is awarded to the player. In this embodiment, a winning role that pays out medals when displayed on an active line is called a "winning role". In addition, the symbol combination of a winning role that is stopped and displayed on an active line may simply be called a "winning role".
[0106] When any of "middle row replay", "lower row replay" and "upper right replay" is displayed on an active line, the next game is set to replay. In this embodiment, a winning combination that will result in a replay in the next game when displayed on an active line may be collectively referred to as a "replay". When multiple winning combinations are won at the same time, a replay is displayed stopped on an active line in priority over other winning combinations, and an RBB combination has a lower priority than other winning combinations. However, a configuration in which a bonus combination has a higher priority than a prize winning combination may also be used.
[0107] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of the main RAM 303. The display permission bit storage area is configured to include multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, assume that "Replay 1" in winning area number "01" wins, and the symbol combination of winning roles "Middle Replay" and "Top Right Replay" is permitted to stop on the active line. In the above case, the display permission bit specified by permission bit number "01" and the display permission bit specified by permission bit number "03" in the display permission bit storage area are set to "1", and the others are set to "0".
[0108] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area includes a plurality of displayable bits, and each displayable bit corresponds to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" when there is a possibility that the symbol combination related to the winning role corresponding to the displayable bit will stop on an active line, and is set to "0" when there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, all the displayable bits are set to "1" because there is a possibility that the symbol combinations related to all the winning roles will stop on an active line. Each displayable bit in the display role storage area is updated every time each reel 12 stops, and when all the reels 12 stop, only the displayable bit corresponding to the symbol combination related to the winning role that actually stopped on the active line becomes "1".
[0109] A winning combination won in the internal lottery process stops on an effective line according to the operation mode of each stop button 25 by the player. Specifically, each winning combination stops on an effective line according to the stop operation position and the order of the stop operation of each stop button 25. For example, symbols located within a range of four frames (five frames including the stop operation position) from the stop operation position (hereinafter referred to as the "pulling range") can be stopped on an effective line, and symbols located outside the pulling range cannot be stopped on an effective line even if they are symbols that constitute a winning combination (so-called "missing" occurs). Also, as described above, multiple types of winning combinations may be won in one game. In a game in which multiple types of winning combinations are won, for example, a symbol combination related to a winning combination according to the order and position of the stop operation stops on an effective line. In this embodiment, a combination of the type of winning combination won in the current game, the stop operation order, and the stop operation position is associated one-to-one with the symbol combination to be displayed as stopped.
[0110] 8(a) and 8(b) are explanatory diagrams of the correspondence between the winning area, the stop operation sequence, and the winning combination (the combination of symbols that stop on the winning line) that stops on the winning line. Specifically, in this embodiment, in a game in which a winning area belonging to a specific group wins, the winning combination that wins changes according to the stop operation sequence. In FIG. 8(a) and FIG. 8(b), the winning combination that wins in a game in which a winning area belonging to a specific group wins is shown for each stop operation sequence.
[0111] The specific group includes CLR bell A (1, 2) and CLR bell B (1, 2) (hereinafter may be collectively referred to as "CLR bells"), CRL bell A (1, 2) and CRL bell B (1, 2) (hereinafter may be collectively referred to as "CRL bells"), RLC bell A (1, 2) and RLC bell B (1, 2) (hereinafter may be collectively referred to as "RLC bells"), RCL bell A (1, 2) and RCL bell B (1, 2) (hereinafter may be collectively referred to as "RCL bells"), fixed hand 1 and fixed hand 2. As will be described in detail later, the main CPU301 (main control board 300) transmits a command (first command) according to the winning area to the sub CPU412 (sub control board 400). However, in a game in which the specific group wins, a common first command is transmitted regardless of the type of winning area.
[0112] For the sake of explanation, the CLR bell, CRL bell, RLC bell, and RCL bell from the specific group may be collectively referred to as "batting order bells." In addition, in a game in which the batting order bell is won, one of the middle bells (A, B), the upper right upward bell (A, B), the right downward bell (A, B), and the lower bell (A, B) is stopped and displayed according to the stopping operation sequence. In this embodiment, each of the above bell roles (9-piece roles) may be collectively referred to as "correct bells." In addition, the stopping operation sequence in which the correct bell is stopped and displayed may be described as the "correct pressing sequence." On the other hand, the stopping operation sequence other than the correct pressing sequence may be described as the "incorrect pressing sequence."
[0113] In addition, in this embodiment, for example, a stop operation sequence of "left first stop, center second stop, right third stop" may be simply described as "left center right", etc. Furthermore, among the six stop operation sequences (left center right, left and right center, center left and right, center right left, right left center, right center left), the stop operation sequences (center left and right, center right left, right left center, right center left) other than left first stop (left center right, left and right center) may be described as "irregular push order", and performing a stop operation in an irregular push order may be described as "irregular push".
[0114] Although the details will be described later, even if the stop operation sequence is the same when a specific group is won in the internal state (see FIG. 8(a)) and when it is won in the non-internal state (see FIG. 8(b)), the winning combination that can win a prize may differ. FIG. 8(a) shows a specific example of the internal state. As mentioned above, the RBB combination can only be displayed in a limited game in the non-internal state (a game in which the RBB combination is a single winning combination). Also, once the RBB combination is lost, another winning combination will always be won in the subsequent internal state, so the RBB combination cannot be displayed in a stopped state. In other words, in principle, the game is played in the internal state.
[0115] As shown in Fig. 8(a), for example, in a game in which the CLR bell A1 is selected among the batting order bells, the correct pressing order is "middle left and right". Specifically, in a game in which the CLR bell A1 is selected, the middle bell A, auxiliary role 1, and left auxiliary role 4 can be stopped and displayed (see Fig. 6 above). In the game in which the CLR bell A1 is selected, if the correct pressing order (middle left and right) is selected, the middle bell A (correct bell) will win.
[0116] On the other hand, in a game in which CLR Bell A1 wins, if the stop operation is performed in the incorrect button press sequence (first left stop, center right left, first right stop), left auxiliary role 4 or auxiliary role 1 may win. Specifically, in a game in which CLR Bell A1 wins, if the stop operation is performed at the first left stop, left auxiliary role 4 wins regardless of the stop operation position (no missed win). In a game in which CLR Bell A1 wins, if the stop operation is performed at the first right stop, auxiliary role 1 will be displayed as stopped depending on the stop operation position, but auxiliary role 1 will be missed depending on the stop operation position. Similarly, if the stop operation is performed in the incorrect button press sequence of "center right left", auxiliary role 1 will be displayed as stopped depending on the stop operation position.
[0117] In a game in which the CLR Bell A2 is selected among the batting order bells, the correct pressing order is "center left and right," just like in a game in which the CLR Bell A1 is selected. In a game in which the CLR Bell A2 is selected among the batting order bells, if the correct pressing order is used, the middle bell A will win. Also, in a game in which the CLR Bell A2 is selected, if the stop operation is performed at the first left stop (incorrect pressing order), the left auxiliary role 4 will win regardless of the stop operation position. Also, if the stop operation is performed in an irregular pressing order (center right left, right left center, right center left) among the incorrect pressing orders, the auxiliary role 2 may win or may miss out depending on the stop operation position.
[0118] In a game in which the CLR Bell B1 of the batting order bells is won, the correct pressing order is "middle left and right," just like in a game in which the CLR Bell A (1, 2) is won. In a game in which the CLR Bell B1 of the batting order bells is won, if the stop operation is performed in the correct pressing order, the middle bell B will win. Also, in a game in which the CLR Bell B1 is won, if the stop operation is performed at the first left stop (incorrect pressing order), the left auxiliary role 5 will win regardless of the stop operation position. Also, if the stop operation is performed in an irregular pressing order (middle right left, right left center, right center left) among the incorrect pressing orders, the auxiliary role 3 may win or may miss out depending on the stop operation position.
[0119] In a game in which the CLR Bell B2 of the batting order bells is won, the correct pressing order is "middle left and right," just like in a game in which the CLR Bell B1 is won. In a game in which the CLR Bell B2 of the batting order bells is won, if the stop operation is performed in the correct pressing order, the middle bell B will win. Also, in a game in which the CLR Bell B2 is won, if the stop operation is performed at the first left stop (incorrect pressing order), the left auxiliary 5 will be displayed as stopped regardless of the stop operation position. Also, if the stop operation is performed in an irregular pressing order (middle right left, right left center, right center left) among the incorrect pressing orders, the auxiliary 4 may win or may miss out depending on the stop operation position.
[0120] In the games where the CLR bells (A1, A2, B1, B2) are won, the correct button press order is "middle left right", whereas in the games where the CRL bells (A1, A2, B1, B2) are won, the correct button press order is "middle right left". In the games where the CRL bells are won, if the correct button press is used, the top right bell (A, B) will win. Also, in the games where the CRL bells are won, if the button is stopped at the first left stop (incorrect button press order), the left auxiliary role (2, 3, 6, 7) will be stopped and displayed regardless of the stop operation position. Also, if the button is stopped at an irregular button press order (middle left right, right left center, right center left) among the incorrect button press orders, the auxiliary role (5-12) may win or may be missed depending on the stop operation position.
[0121] Similarly, in a game in which the RLC bell (A1, A2, B1, B2) is won among the batting order bells, the correct pressing order is "right left center," and if the buttons are stopped in the correct pressing order, the right-down bell A or the lower bell A will win. Also, in a game in which the RLC bell is won, if the buttons are stopped on the first left stop (incorrect pressing order), the left auxiliary role (1, 3, 7) will win regardless of the position of the stop operation. Also, if the buttons are stopped in an irregular pressing order (center left right, center right left, right center left) among the incorrect pressing orders, the auxiliary roles (13-22, 25, 26, 29, 30) may win or may not win depending on the position of the stop operation.
[0122] Similarly, in a game in which the RCL bell (A1, A2, B1, B2) is won among the batting order bells, the correct pressing order is "right center left," and if the correct pressing order is used, the right-down bell B or the lower bell B will win. Also, in a game in which the RCL bell is won, if the left first stop (incorrect pressing order) is used, the left auxiliary role (1, 3, 6, 7) will win regardless of the stop operation position. Also, if the incorrect pressing order is used to stop the machine, the auxiliary role (16-37) may win or may be missed depending on the stop operation position.
[0123] As described above, the specific group includes the fixed role 1 and the fixed role 2. As shown in FIG. 8(a), in a game in the internal middle state where the fixed role 1 is won, if the stop operation is performed at the first left stop, the reach eye (1, 2) is won. On the other hand, in a game in the internal middle state where the fixed role 1 is won, if the stop operation is performed with the irregular pressing order, the middle bell A is won. Also, in a game in the internal middle state where the fixed role 2 is won, if the stop operation is performed at the first left stop, the reach eye (5) is won. On the other hand, in a game in the internal middle state where the fixed role 2 is won, if the stop operation is performed with the irregular pressing order, the right-down bell B is won. As described above, the middle bell A and the right-down bell B can be won even if they are pressed in an irregular manner other than in a game where the fixed role (1, 2) is won. Therefore, when the stop operation is performed with the irregular pressing order, it is difficult for the player to know whether the fixed role (1, 2) or the hitting order bell is won (including cases where it is practically impossible).
[0124] In the above embodiment, the expected value of medals (one example of game media) in a game in which a specific group wins is higher when the player operates the stop operation in the irregular push order (second mode) than when the player operates the stop operation in the first left stop (first mode). Specifically, the expected value of medals (one example of game media) in a game in which a specific group wins is calculated by the following formula 1.
[0125]
number
[0126] In this embodiment, for the sake of explanation, each of the six types of stop operation sequences, "left center right", "left right center", "center right left", "center right left", "right left center", and "right center left", may be referred to as "sequence 1", "sequence 2", "sequence 3", "sequence 4", "sequence 5", and "sequence 6". Any one of the above stop operation sequences may be simply referred to as "sequence m". "m" is an integer from the number "1" to the number "6" (the same applies to number 1).
[0127] Also, the expected value of medals to be acquired when the specific group performs a stop operation in order 1 in a game in which the specific group wins may be described as "expected acquisition value X1". Similarly, the expected value of medals to be acquired when the specific group performs a stop operation in order 2 in a game in which the specific group wins may be described as "expected acquisition value X2", the expected value of medals to be acquired when the specific group performs a stop operation in order 3 may be described as "expected acquisition value X3", the expected value of medals to be acquired when the specific group performs a stop operation in order 4 may be described as "expected acquisition value X4", the expected value of medals to be acquired when the specific group performs a stop operation in order 5 may be described as "expected acquisition value X5", and the expected value of medals to be acquired when the specific group performs a stop operation in order 6 may be described as "expected acquisition value X6". Also, in this embodiment, for the sake of explanation, each of the 18 winning areas of the specific group is assigned an intra-group number n (see FIG. 8(a)(b)). In number 1, "n" means an intra-group number (n=1, 2, 3...18).
[0128] "Hnm" in number 1 means the number of payouts that can be awarded when the winning area with the group number n wins in a game in which the winning area with the group number n wins and the stop operation is performed in the order m. In other words, the payout number Hnm means the number of payouts of a winning combination that can be awarded when the winning area with the group number n wins in a game in which the winning area with the group number n wins and the stop operation is performed in the order m. As described above, even in a game in which a common winning area wins, the winning combination that can be awarded changes depending on the stop operation order. Therefore, the payout number Hnm changes depending on the order m even if the winning area is common (even if n is common).
[0129] For example, assume that the CLR bell A1, which is number 1 in the group, wins (n=1). In the above game, if the stop operation is performed in order 1 (left, center, right: incorrect push order) (m=1), the left auxiliary role (1-coin role) can win. Therefore, the payout number H11 in order 1 in the game in which the CLR bell A1 wins is "1" (if n=1, m=1, H11=1). On the other hand, in the game in which the CLR bell A1, which is number 1 in the group, wins, if the stop operation is performed in order 3 (center, left, right: correct push order) (m=3), the correct bell (9-coin role) can win. Therefore, the payout number H13 in order 3 in the game in which the CLR bell A1 wins is "9" (if n=1, m=3, H13=9). Similarly, in a game in which CLR Bell A1, number 1 in the group, wins, if the stop operation is performed in sequence 4 (middle, right, left) (m=4), a supplementary role (1-coin role) can be won, so the payout number H14 is "1" coin (if n=1, m=4, H14=1).
[0130] "Pan" in number 1 means the probability that the winning area with the group number n wins when a specific group wins. In other words, the probability Pan means the ratio of the winning area with the group number n winning among the winning cases of a specific group. Specifically, when the set value is "2", the sum of the lottery values of each winning area of a specific group (see FIG. 5 above) is "45608" (2850×16+4×2). Also, for example, the lottery value of CLR bell A1 with the group number 1 is "2850". Therefore, the probability Pa1 is "2850 / 45608" (Pa1≒1 / 16).
[0131] "Pbnm" in the formula 1 means the probability of winning a winning combination when the winning area with the number n in the group is won and the stop operation is performed in the order m. The above-mentioned probability of winning is the probability of winning a winning combination when the stop button 25 is operated at a random stop operation position when the winning combination is stopped in the order in which the winning combination is stopped and displayed (the order in which the winning combination is targeted for winning). As described above, in a game in which a specific group is won, even if a common winning area is won, the winning combination that is targeted for winning changes depending on the stop operation order (see FIG. 8). Therefore, even if a common winning area is won, the probability of winning Pbnm changes depending on the stop operation order.
[0132] For example, in a game in which CLR bell A1, number 1 in the group, wins (n=1), if the stop operation is performed in order 1 (m=1), the left auxiliary role will win regardless of the stop operation position. Therefore, the probability of winning Pb11 will be "1" (if n=1, m=1, Pb11=1). Also, in a game in which CLR bell A1, number 1 in the group, wins (n=1), if the stop operation is performed in order 3 (correct pressing order) (m=3), the correct bell will win regardless of the stop operation position. Therefore, the probability of winning Pb13 will be "1" (if n=1, m=3, Pb13=1). On the other hand, in a game in which CLR bell A1, number 1 in the group, wins (n=1), if the stop operation is performed in order 4 (m=4), the auxiliary role will win with a probability of about 1 / 2. Therefore, the attraction probability Pb1 is approximately 1 / 2 (when n=1, m=4, Pb14≒1 / 2).
[0133] As can be seen from FIG. 8(a), when the stop operation is performed in sequence 1 (m=1), regardless of which winning area of a specific group wins, a 1-coin role (left auxiliary role, reach eye) will be displayed regardless of the stop operation position. In the above configuration, when m is the number "1", the draw probability Pbn1 will be the number "1" regardless of the group number n. Also, when m is the number "1", the payout number Hn1 will be the number "1" regardless of the group number n. In other words, when m is the number "1", "Hn1 x Pbn1" in the above formula 1 will be the number "1" regardless of the group number n.
[0134] As can be understood from the above explanation, the expected acquisition value X1 is expressed as "Pa1+Pa2+Pa3...+Pa18". However, "Pa1+Pa2+Pa3...+Pa18" means the sum of the probability of each winning area winning, which is the numerical value "1". Therefore, the expected acquisition value X1 is "1". Similarly, when the stop operation is performed in order 2, even if any winning area of a specific group wins, a 1-coin role (left auxiliary role, reach eye) is stopped and displayed regardless of the stop operation position. Therefore, the expected acquisition value X2 is "1".
[0135] As described above, in the internal middle state, when the stop operation is performed by the first left stop (order 1, order 2) in a game in which a specific group wins, the expected acquisition value X (1, 2) becomes "1" (see FIG. 8(a)). On the other hand, in the internal middle state, when the stop operation is performed by the irregular push order (order 3-6) in a game in which a specific group wins, as shown in FIG. 8(a), the expected acquisition value X (3-6) becomes about "2.75". In other words, in a game in which a specific group wins, the expected acquisition value becomes larger when the stop operation is performed by the irregular push order than when the stop operation is performed by the first left stop (irregular push order is unilaterally advantageous). In this embodiment, in a game in which a specific group does not win (including the non-internal middle state, the internal middle state, and the bonus operation state), the expected acquisition value for each stop operation order is approximately the same.
[0136] Although the details will be described later, a command (first command) capable of identifying that a specific group has won is sent from the main CPU301 to the sub CPU412 (however, the specific type of winning area is not identified from the command). In the above configuration, it is assumed that a fraudulent device may receive (wiretap) the command and identify a one-sidedly advantageous pressing sequence (irregular pressing sequence).
[0137] However, in this embodiment, in a game in which a specific group wins, regardless of which stop operation sequence is used, the expected number of medals to be won does not exceed the specified number of three medals. Specifically, regardless of which set value (1 to 6) is set, the expected number of medals to be won in each stop operation sequence in a game in which a specific group wins is less than the specified number. Therefore, even if the above-mentioned fraudulent behavior is committed, it is difficult to win more medals than were used in the game, which has the advantage of suppressing such fraudulent behavior.
[0138] Fig. 8(b) is a diagram for explaining the winning combinations that are won when a specific group wins in a non-internal state for each stop operation sequence. That is, while Fig. 8(a) above shows a specific example of an internal state, Fig. 8(b) shows a specific example of a non-internal state. As described above, even if the stop operation is performed in the same order when a specific group wins in an internal state and when a specific group wins in a non-internal state, the winning combinations that can be won may differ.
[0139] Specifically, as can be understood from the above-mentioned FIG. 8(a), in a game in which CLR bell A (1, 2) is won in the internal middle state, the correct bell is won if the correct push order (middle left / right) is pressed to stop. On the other hand, as shown in FIG. 8(b), in a game in which CLR bell A (1, 2) is won in the non-internal middle state, the left auxiliary role is won if the correct push order (middle left / right) is pressed to stop. However, in a game in which CLR bell B (1, 2) is won in the non-internal middle state, the correct bell is won if the correct push order (middle left / right) is pressed to stop, as in the internal middle state.
[0140] Similarly, in a game in which CRL bell A (1, 2) is won in a non-internal middle state, the left auxiliary role wins if the stop operation is performed in the correct push order (middle, right, left). In addition, in a game in which RLC bell A (1, 2) is won in a non-internal middle state, the left auxiliary role wins if the stop operation is performed in the correct push order (right, left, middle). Furthermore, in a game in which RLC bell A (1, 2) is won in a non-internal middle state, the left auxiliary role wins if the stop operation is performed in the correct push order (right, left, middle). In addition, in a game in which fixed role 1 is won in a non-internal middle state, the left auxiliary role is stopped and displayed regardless of the stop operation order. In a game in which fixed role 2 is won in a non-internal middle state, the right downward bell B is stopped and displayed regardless of the stop operation order. In addition, the left auxiliary role wins regardless of the stop operation position. In addition, the expected winning value in a non-internal middle state for each stop operation order in a game in which a specific group does not win is the same as that in an internal middle state.
[0141] In the above configuration, as shown in FIG. 8(b), in the non-internal state, when a specific group wins and a stop operation is performed with the first left stop (order 1, order 2), the expected winning value X(1, 2) is about "1". On the other hand, in the non-internal state, when a specific group wins and a stop operation is performed with the irregular push order (order 3-6), the expected winning value X(3-6) is about "1.63". In other words, in the non-internal state, as in the internal state, in a game in which a specific group wins, the expected winning value is higher when the stop operation is performed with the irregular push order than when the stop operation is performed with the first left stop (irregular push order is unilaterally advantageous).
[0142] However, the expected winning value X(3-6) when pressing irregular buttons in a game where a specific group wins is less in the non-internal state than in the internal state. According to the above configuration, the effect of suppressing fraudulent acts using the above-mentioned fraudulent device is particularly remarkable compared to a configuration in which the expected winning value X(3-6) is common to the internal state and the non-internal state. It is also possible to adopt a configuration in which the expected winning value X(3-6) is common to the internal state and the non-internal state.
[0143] In this embodiment, when the first left stop is played, a 1-coin role is won in principle. The above configuration has the advantage that roles other than 1-coin roles are not frequently won, and it is easy to maintain a low ratio of instructed roles, which will be described later. In this embodiment, when a 9-coin role is won, the backlight of each reel 12 is displayed blinking (a backlight effect is executed), and a coin payout sound is output. On the other hand, when a left auxiliary role or an auxiliary role (1-coin role) is stopped and displayed, the backlight effect is not executed, and a coin payout sound is not output.
[0144] Suppose that in a configuration where a 1-coin role is won in almost all games, a backlight effect is executed when a 1-coin role is won, and a medal payout sound is output. In the above configuration, the backlight effect is executed frequently, and some players may find the backlight effect annoying. In addition, the payout sound is output almost every time a game is played, and some players may find the payout sound annoying. The configuration of this embodiment has the advantage of suppressing the above inconveniences.
[0145] Fig. 9(a) is a diagram for explaining the transition of the game state of the main CPU 301. As shown in Fig. 9(a), the main CPU 301 controls the game in either the non-advantageous zone or the advantageous zone.
[0146] A non-advantageous zone is a zone in which no processing related to the instruction function (processing related to the transition of the game state (update processing, lottery processing), processing for executing instructions on the instruction display 16, etc.) is executed, except for the processing at the time of transition to the advantageous zone described below. In other words, a non-advantageous zone is a zone in which instructions on the instruction display 16 are not executed. On the other hand, an advantageous zone is a zone in which processing related to the instruction function is executed. In other words, it is a zone in which instructions on the instruction display 16 may be executed.
[0147] In this embodiment, a game status flag indicating a current game status is stored in the main RAM 303. The main CPU 301 transmits a game status command indicating the game status flag in each game to the sub CPU 412. The sub CPU 412 determines the presentation according to the game status indicated by the game status command.
[0148] In principle, the advantageous zone ends when a non-advantageous zone is determined by a transition lottery, which will be described later. However, there are cases where the advantageous zone ends for reasons other than the above. Specifically, the advantageous zone ends when the number of plays in the advantageous zone reaches 1,500. The advantageous zone also ends when the net increase in the number of medals since the medal increase began reaches 2,400. If any of the above reasons occur, the advantageous zone will be forcibly ended, regardless of the current game state and internal state.
[0149] In this embodiment, the above-mentioned net increase in number of coins is counted by the MY counter. Also, the number of times of play in the advantageous zone is counted by the advantageous zone counter. Each of the above counters is provided, for example, in the main RAM 303. Note that the advantageous zone may be configured to end when the number of times of play in the advantageous zone reaches 3000. Also, the advantageous zone may be forcibly ended only when the MY counter reaches the value "2400".
[0150] As shown in FIG. 9(a), in the advantageous zone, it is possible to transition to each game state including the normal state, the pullback state, the heaven chance state, the heaven state, the super heaven state, the BB state, and the EDBB state. Hereinafter, among the game states, the game states in which the instruction on the instruction indicator 16 is executed (so-called "AT state") may be collectively referred to as the "instruction period". In addition, the game states in which the instruction on the instruction indicator 16 is not executed may be collectively referred to as the "non-instruction period". In this embodiment, the BB state and the EDBB state are the instruction periods, and the other game states are the non-instruction periods.
[0151] In the non-advantageous zone, when a predetermined winning area is won, a transition occurs to a specific game state (pullback state, heaven chance state, BB state) among the game states of the advantageous zone. In this embodiment, a transition from the non-advantageous zone to the advantageous zone occurs when a winning area other than the "normal role", "RBB", and "overlapping role 4" (see FIG. 5 above) is won. In a game in which a non-advantageous zone transition occurs, a process at the time of transition to the advantageous zone is executed. In this embodiment, a configuration is adopted in which a favorable zone is always started in a game in which the above-mentioned winning area is won. However, a configuration may also be adopted in which a predetermined lottery is executed when the winning area is won, and a favorable zone is started if the lottery is won, and a non-advantageous zone is maintained if the lottery is lost.
[0152] The contents of the advantageous zone transition process change depending on the internal state (non-internal state, internal state). Specifically, as described above, except immediately after the setting value is changed (immediately after the game center opens), the game is generally executed in the internal state. Therefore, the advantageous zone transition process is generally executed in the internal state. Note that when the advantageous zone transition process is executed in a game in which the RBB role (duplicate roles 1 to 3) is won, the contents of the advantageous zone transition process become the internal state.
[0153] In the process of moving to the favorable zone in the internal middle state, a special lottery is executed. In the above special lottery, a transition to the BB state is determined with a probability of about 27.3% when a cherry (or overlapping role 3 (cherry + RBB)) is won. In addition, in the special lottery, if a fixed role is won, a transition to the BB state is determined with a probability of 100%. In the special lottery, a transition to the BB state is determined with a probability of about 0.1% when a role other than a cherry or a fixed role is won. In addition, in the special lottery, if a fixed role is won, a configuration may be adopted in which a transition to the premium BB state is made in the modified example described below. When a transition to the BB state is determined in the special lottery, a transition to the BB state occurs from the next game (the first game in the favorable zone) (trigger (A) in FIG. 9(a)).
[0154] In addition, in the first game in the BB state, immediately after the start operation, a performance is executed to inform the player that the game will move to the BB state. In addition, in the first game in the BB state, before the stop operation becomes possible (before each reel 12 starts to rotate steadily), a pseudo game is executed. As a configuration for executing the pseudo game, for example, the configuration described in Patent Publication No. 6867053 can be adopted. In the pseudo game described above, three seven symbols (red seven symbols and gold seven symbols) are displayed on one of the lines, and then each reel 12 starts to rotate steadily. On the other hand, if the transition to the BB state is not determined in the special lottery, the game then moves to the Heaven Chance state (trigger (B) in FIG. 9(a)).
[0155] In the favorable zone transition process in the non-internal state, the special lottery is not executed. A specific example of the favorable zone transition process being executed in the non-internal state is when the favorable zone transition process is executed in the non-internal state immediately after the setting value is changed, before the RBB role (overlapping roles 1 to 4) is won. When the favorable zone transition process is executed in the non-internal state, in principle, the favorable zone transition state will be transitioned to the pullback state (trigger (C) in Figure 9 (a)).
[0156] However, in the processing at the time of the transition to the favorable zone in the non-internal state, a transition to the BB state may be determined. Specifically, in the non-favorable zone in the non-internal state, if the fixed role 2 is won, a transition to the BB state is determined in the processing at the time of the transition to the favorable zone. In addition, a configuration may be adopted in which a transition to the normal state may be determined in the processing at the time of the transition to the favorable zone in the non-internal state. In the above configuration, a configuration in which a high probability transition lottery, which will be described later, is executed in the processing at the time of the transition to the favorable zone when transitioning from the non-favorable zone to the normal state is preferable.
[0157] In each game in the Heaven Chance state, a special lottery is executed. In the special lottery, whether or not to transition to the BB state is determined by lottery. Note that, as will be described in detail later, the special lottery is realized by various processes including the judgment condition lottery process executed at the third stop of the previous game and the BB judgment process executed at the start operation of the current game (see FIG. 15(a) described later). Also, the special lottery has a higher probability of determining a transition to the BB state compared to the normal lottery (described later) executed in the pull-back state and the normal state.
[0158] When the BB state is won in the Heaven Chance state, it is easier to transition to the Heaven state after the BB state ends (the Heaven state is more likely to be determined by the transition lottery described below) compared to when the BB state is won in the pull-back state or normal state. In other words, the Heaven Chance state is a game state that provides a chance to transition to the Heaven state. When a transition to the BB state is determined in the Heaven Chance state, the game will transition to the BB state from the next game (trigger (D) in FIG. 9).
[0159] The Heaven Chance state ends when 98 games have been played without a decision to transition to the BB state. In the above cases, the Heaven Chance state transitions to the Pull Back state (Trigger (E) in FIG. 9(a)). Specifically, at the start of the Heaven Chance state, an initial value of "98" is stored in the Heaven Chance counter. The Heaven Chance counter described above is provided, for example, in the main RAM 303. With each game in the Heaven Chance state, the Heaven Chance counter is decremented by "1", and when it reaches the value "0", the state transitions to the Pull Back state from the next game.
[0160] In each game in the pull-back state, a normal lottery is executed. In the normal lottery, as with the special lottery in the Heaven Chance state, whether or not to transition to the BB state is determined by lottery. If a transition to the BB state is determined in the normal lottery, the next game will transition to the BB state (trigger (F) in FIG. 9(a)). In this embodiment, a transition to the BB state is more likely to be determined in a special lottery than in a normal lottery. For example, if a cherry is won, a transition to the BB state is determined with a probability of about 27.3% in the special lottery. On the other hand, if a cherry is won, a transition to the BB state is determined with an average probability of about 2.4% in the normal lottery.
[0161] However, since the non-advantageous zone is a period in which the instruction by the instruction display 16 is not executed, some players may be more likely to stop playing when they move to the non-advantageous zone. Taking the above into consideration, in this embodiment, when a cherry is won in the non-advantageous zone, it is more likely to move to the BB state than when a cherry is won in the normal state of the advantageous zone. Specifically, it is more likely to determine a move to the BB state in a special lottery in the non-advantageous zone than in a normal lottery in the normal state. According to the above embodiment, there is an advantage in that the inconvenience of being more likely to stop playing in the non-advantageous zone is suppressed.
[0162] In each game in the pull-back state, a fall lottery is executed. In the fall lottery, it is determined whether or not to transition to the normal state. If the fall lottery determines that the state will transition to the normal state, the state will transition to the normal state from the next game (trigger (G) in FIG. 9(a)). In the fall lottery, the transition to the normal state is determined with a probability of, for example, about 1 / 96.3. However, if the fall lottery does not determine that the state will transition to the normal state and the pull-back state continues a predetermined number of times (332 times or 234 times), the state will then transition to the BB state (trigger (H) in FIG. 9(a)).
[0163] For example, when the Heaven Chance state starts, the pull-back ceiling counter is set to an initial value of "332". The pull-back ceiling counter is provided in the main RAM 303, and is decremented by one each time the Heaven Chance state and the pull-back state are played. In the Heaven Chance state, the drop lottery described above is not executed. In the above configuration, when the Heaven Chance state (98 games) ends and the pull-back state starts, the pull-back ceiling counter is decremented to the value of "234". Therefore, if the pull-back state continues 234 times without a transition to the normal state being determined in the drop lottery, the state then transitions to the BB state.
[0164] As mentioned above, there are cases where the non-advantageous zone transitions directly to the pull-back state. In the above cases, the pull-back state starts without going through the Heaven Chance state. Therefore, at the time the pull-back state starts, the pull-back ceiling counter remains at the initial value "332". In the above cases, if the pull-back state continues 332 times without the transition to the normal state being determined by the fall lottery, the state then transitions to the BB state. In the above configuration, in the pull-back state transitioned to via the Heaven Chance state, it is less likely that the transition to the normal state will be determined by the fall lottery before the pull-back ceiling counter reaches the value "0", compared to the pull-back state transitioned to without going through the Heaven Chance state.
[0165] In the pull-back state, a high probability transition lottery is executed, as in the normal state described below. If the high probability transition lottery is won, the high probability period begins. In the normal state of the high probability period, the transition to the BB state is more likely to be determined in the normal lottery compared to a period that is not a high probability period (hereinafter referred to as the "low probability period"). Specifically, in a game in which a winning area other than cherries and replays (1, 2) (such as a batting order bell) is won, the high probability transition lottery is executed. Also, in a game in which a watermelon is won, the transition to the high probability period is determined with a higher probability than in a game in which other winning areas are won. In addition, in a game in which a fixed role (1 to 4) is won, the transition to the BB state is determined, so the high probability transition lottery is not executed. The above high probability transition lottery is executed in the stop processing described below.
[0166] Specifically, when the high probability transition lottery is won, an initial value is set in the high probability guarantee counter, and the high probability period begins. The high probability guarantee counter is provided, for example, in the main RAM 303. The initial value of the high probability guarantee counter is determined by lottery. In each game during the high probability period, the high probability guarantee counter is decremented by a value of "1". In the high probability period after the high probability guarantee counter is decremented to the value of "0", a high probability fall lottery is executed. In the high probability fall lottery, whether or not to end the high probability period (whether or not to transition to a low probability period) is determined by lottery. When it is determined that the high probability period is to end, the transition to the low probability period occurs from the next game. The above high probability fall lottery is executed in the start processing described below, regardless of the winning area.
[0167] In the normal state, a normal lottery is executed in each game, as in the pulled-back state. The mode of the performance execution means (liquid crystal display device 30, etc.) is the same for the normal state and the pulled-back state. In the pulled-back state, the fact that a transition to the normal state has been determined by the fall lottery is not notified. Therefore, the player cannot know whether the current game state is the normal state or the pulled-back state from the mode of the performance execution means. However, the normal state and the pulled-back state may be configured to have different frequencies of performance execution. Also, there may be a performance that is not executed in the normal state but is executed in the pulled-back state.
[0168] When a transition to the BB state is determined in a normal lottery in the normal state, a pseudo game is executed in the next game, resulting in a transition to the BB state (trigger (I) in Figure 9(a)). Also, in each game in the normal state, a high probability transition lottery is executed, similar to the above-mentioned pull-back state. In the normal state during the high probability period, a transition to the BB state is more likely to be determined in the normal lottery compared to the low probability period. In the high probability period in the normal state, a high probability fall lottery is executed, similar to the high probability period in the pull-back state.
[0169] When the normal state starts, the BB ceiling counter is set to an initial value of "666". In each game in the normal state, the BB ceiling counter is decremented by "1". When the BB ceiling counter is decremented to "0", the next game will transition to the BB state (trigger (J) in FIG. 9(a)).
[0170] In this embodiment, the maximum number of times of play from the end of the BB state to the transition to the normal state via the Heaven Chance state and the Pullback state is 332 times. In the above configuration, after the end of the previous BB state, the BB ceiling counter (initial value is "666") is subtracted to the value "0" before 998 times of play are executed, and a transition to a new BB state occurs. Also, the maximum number of times of play from the transition from the non-advantageous zone to the Heaven Chance state or the Pullback state to the transition to the normal state is 332 times. In the above configuration, after the transition from the non-advantageous zone to the Heaven Chance state or the Pullback state, the BB ceiling counter is subtracted to the value "0" before 998 times of play are executed, and a transition to the BB state occurs.
[0171] The BB state is an instruction period, and instructions on the instruction display 16 are executed. That is, in the BB state, a stop operation sequence advantageous to the player is instructed. Specifically, in the BB state, when a specific group (see FIG. 8) is won, a stop operation sequence that allows a 9-coin combination to be won is instructed. For example, in the BB state, when the batting order bell is won, the correct pressing sequence corresponding to the batting order bell is instructed. Also, in the BB state, when the fixed combination 1 is won, a stop operation sequence that allows the middle bell A to be won is instructed, and when the fixed combination 2 is won, a stop operation sequence that allows the right-downward bell B to be won is instructed (see FIG. 11 described later).
[0172] Although the details will be described later, when a transition to the BB state is decided, a stock lottery process is executed. Also, in each game in the BB state, a stock lottery process is executed. In the stock lottery process, whether or not to award 1G consecutive stocks and super heaven stocks is decided by lottery. When 1G consecutive stocks are awarded, the 1G consecutive stock counter is incremented. Also, when super heaven stocks are awarded, the super heaven stock counter is incremented.
[0173] The BB state ends after a predetermined number of plays. In this embodiment, the BB state ends after 50 plays. If the 1G consecutive stock counter is equal to or greater than the value "1" at the time the BB state ends, the value "1" is subtracted from the 1G consecutive stock counter, a pseudo game is executed in the next play, and a new BB state begins (trigger (K) in FIG. 9(a)). In other words, the BB state continues until the 1G consecutive stock counter reaches the value "0".
[0174] At the time when the BB state ends, if the 1G consecutive stock counter is the value "0", it is determined whether the Super Heaven stock counter is the value "1" or greater. If the Super Heaven stock counter is the value "1" or greater, the value "1" is subtracted from the Super Heaven stock counter, and the Super Heaven state begins from the next play (trigger (L) in Figure 9(a)). At the time when the BB state ends, if both the 1G consecutive stock counter and the Super Heaven stock counter are the value "0", a transition lottery is executed.
[0175] FIG. 9(b) is a conceptual diagram of a transition lottery table. The main CPU 301 uses the transition lottery table in the transition lottery to determine the game state to transition to next. Specifically, one of the non-advantageous zone, the heaven chance state, and the heaven state is determined in the transition lottery. As shown in FIG. 9(b), the transition lottery table provides lottery values for each game state for each consecutive win mode. The consecutive win modes include "HI", "MID", and "LOW". Also, the consecutive win modes "HI", "MID", and "LOW" are more likely to determine a transition to the heaven state in that order.
[0176] When the transition to the BB state is determined, the main CPU301 determines one of the consecutive win modes based on the current game state and the winning area. Specifically, in the Heaven Chance state, Heaven state, and Super Heaven state, a favorable consecutive win mode is more likely to be determined compared to other game states (such as the normal state). In the above configuration, in the Heaven Chance state, Heaven state, and Super Heaven state, it is more likely to transition to the Heaven state after the BB state ends compared to other game states. Note that the above process of determining the consecutive win mode and the transition lottery are not disadvantageous due to the main penalty control described below.
[0177] Returning to the explanation of Figure 9(a), if a non-advantageous zone is determined in the transition lottery, a transition to the non-advantageous zone will occur after the BB state ends (trigger (M) in Figure 9(a)). If a Heaven Chance state is determined in the transition lottery, a transition to the Heaven Chance state will occur after the BB state ends (trigger (N) in Figure 9(a)). If a Heaven state is determined in the transition lottery, a transition to the Heaven state will occur after the BB state ends (trigger (O) in Figure 9(a)).
[0178] In each game in the Heaven state, whether or not to transition to the BB state is determined by a special lottery, similar to the Heaven Chance state. However, in each game in the Heaven state, the transition to the BB state may be determined more easily than in each game in the Heaven Chance state. When the transition to the BB state is determined in the Heaven state, a pseudo game is executed in the next game, and the transition to the BB state occurs (trigger (P) in FIG. 9(a)).
[0179] In addition, when the Heaven state starts, the Heaven ceiling counter is set to an initial value of "98". With each play in the Heaven state, the Heaven ceiling counter is decremented by "1", and when it reaches the value "0", it transitions to the BB state (trigger (Q) in FIG. 9(a)). In the Heaven state described above, even if the transition to the BB state is not determined by a special lottery, it is possible to transition to the BB state after 98 plays.
[0180] In each game in the Super Heaven state, whether or not to transition to the BB state is determined by a special lottery, similar to the Heaven state and the Heaven Chance state. However, in each game in the Super Heaven state, the configuration may be such that transition to the BB state is more likely to be determined compared to each game in the Heaven state and the Heaven Chance state. When transition to the BB state is determined in the Super Heaven state, a pseudo game is executed in the next game, and the game transitions to the BB state (trigger (R) in FIG. 9(a)).
[0181] In addition, when the Super Heaven state starts, the Super Heaven ceiling counter is set to an initial value of "32." With each play in the Super Heaven state, the Super Heaven ceiling counter is decremented by one, and when it reaches the value of "0," it transitions to the BB state (trigger (S) in FIG. 9(a)). In the above-described Super Heaven state, even if the transition to the BB state is not determined by lottery, it is possible to transition to the BB state after 32 plays.
[0182] In this embodiment, when moving from a non-advantageous zone to an advantageous zone, the initial value "1350" is set to the advantageous zone ceiling counter. The advantageous zone ceiling counter is decremented by a value of "1" in each game in each game state of the advantageous zone (BB state, Super Heaven state, Heaven state, Heaven Chance state, Pullback state, and Normal state). However, as will be described in detail later, in a game in which the stop operation is performed in an irregular push order during a non-instruction period in the advantageous zone, the advantageous zone ceiling counter is not decremented (a penalty is given).
[0183] When the advantageous zone ceiling counter reaches the value "0" in the normal state, the pullback state, or the heaven chance state in the advantageous zone, a pseudo game is executed in the next game, and the state transitions to the BB state (trigger (X) in FIG. 9(a)). As described above, when the advantageous zone starts, the initial value "1500" is set in the advantageous zone counter, and the advantageous zone counter is decremented by "1" in each game in the advantageous zone. In the above configuration, if the stop operation is not performed in the irregular push order during the non-instruction period (if no penalty is given), in the game in which the advantageous zone ceiling counter reaches the value "0", the advantageous zone counter is decremented to the value "150". In other words, this embodiment can be said to be able to transition to the BB state when the number of remaining games in the advantageous zone becomes 150 or less.
[0184] If a transition to the BB state is triggered by the advantageous zone ceiling counter reaching the value "0", the advantageous zone counter will be equal to or less than the value "100" at the time the BB state (50 games) ends. Also, in this embodiment, if the advantageous zone counter is equal to or less than the value "100" at the time the BB state ends, the transition lottery described above is not executed and a decision is made to transition to a non-advantageous zone (trigger (Y) in Figure 9(a)). Therefore, if a transition to the BB state is triggered by the advantageous zone ceiling counter reaching the value "0", a transition to a non-advantageous zone will occur after the BB state ends.
[0185] When the advantageous zone ceiling counter reaches the value "0" in the Heaven state or Super Heaven state of the advantageous zone, a pseudo game is executed in the next play and the state transitions to the EDBB state (trigger (Z) in FIG. 9(a)). In other words, the above embodiment can be said to transition to the EDBB state when the number of remaining plays in the advantageous zone falls to 150 or less. In the pseudo game at the start of the EDD state, the "BAR-BAR-BAR" pattern combination is displayed.
[0186] The EDBB state is an instruction period during which an instruction on the instruction display 16 is executed. Therefore, in the EDBB state, similar to the BB state, when a specific group (see FIG. 8) is won, a stopping operation sequence that allows a 9-coin winning combination is instructed. The EDBB state ends when the advantageous zone counter reaches the value "0." In other words, the EDBB state ends when the advantageous zone is forcibly ended. Therefore, when the EDBB state ends, a transition to a non-advantageous zone occurs (trigger (T) in FIG. 9(a)).
[0187] For example, let us assume that in the Heaven state, the advantageous zone ceiling counter reaches the value "0" and transitions to the EDBB state. In the above case, in principle, the advantageous zone counter is the value "150" at the start of the EDBB state. Therefore, the EDBB state will continue for 150 plays.
[0188] However, as will be described in detail later, there are cases where penalty control (main penalty control, sub penalty control) is executed in the advantageous zone. In games where the above penalty control is executed, the update process of various counters including the advantageous zone ceiling counter is omitted (see FIG. 18(b-2) described below). In other words, the above penalty control essentially extends the number of games required to subtract the advantageous zone ceiling counter to the value "0". In other words, when the penalty control is executed, the number of games until the transition to the EDBB state is extended.
[0189] In this embodiment, regardless of the presence or absence of penalty control, the update process of the advantageous zone counter and the MY counter is executed. In the above configuration, when the penalty control is executed, the number of remaining games in the advantageous zone at the time of transition to the EDBB state is reduced compared to when the penalty control is not executed. In other words, when the penalty control is executed, the number of games in the EDBB state is substantially shortened.
[0190] The above penalty control is executed when a stop operation is performed in an irregular push order during a non-instruction period. In consideration of the above circumstances, in this embodiment, when a stop operation is performed in an irregular push order, an irregular push notification is configured to be executed. With the above configuration, the irregular push notification indicates to the player that the penalty control has been executed.
[0191] Fig. 9(c) is a diagram for explaining the presence or absence of penalty control and the presence or absence of irregular push notification in each game state. As shown in Fig. 9(c), in a non-indication period (such as a normal state) in the advantageous zone, when a stop operation is performed in an irregular push order, an irregular push notification is executed and a penalty control is executed. Also, as shown in Fig. 9(c), in an indication period (such as a BB state) in the advantageous zone, even if a stop operation is performed in an irregular push order, an irregular push notification is not executed and a penalty control is not executed.
[0192] Specifically, when a specific group (such as a batting order bell) is won during the instruction period, the instruction display 16 executes an instruction for the stop operation sequence. In this embodiment, when a stop operation is performed in an irregular push order according to an instruction from the instruction display 16, penalty control is not executed. Also, in a game in which a stop operation sequence is instructed by the instruction display 16, even if a stop operation is performed in a push order (including an irregular push order) that does not follow the instruction, penalty control is not executed. Also, in a game in which a specific group is not won during the instruction period (a game in which an instruction is not executed), even if a stop operation is performed in an irregular push order, penalty control is not executed.
[0193] As shown in FIG. 9(c), penalty control is not executed in the non-advantageous zone. Specifically, in the game in the non-advantageous zone where the advantageous zone transition processing is not executed, the processing related to the instruction function of the instruction display 16 is not executed at all as described above (all parameters are not updated from the initial value). Also, in the game in the non-advantageous zone where the advantageous zone transition processing is executed, the advantageous zone transition processing is common whether the stop operation is performed in the irregular push order or the left first stop operation. However, if the stop operation is performed in the irregular push order in the non-advantageous zone, an irregular push notification is executed.
[0194] Let us assume a comparative example in which irregular push notification is executed during the non-instruction period of the advantageous zone, and irregular push notification is not executed during the non-advantageous zone. In the comparative example above, during the period in which the instruction of the instruction display 16 is not executed, there are periods in which irregular push notification is executed and periods in which it is not executed. Therefore, depending on the player, there may be an inconvenience in which the player is confused as to whether or not penalty control is executed when a stop operation is performed in an irregular push order during a non-instruction period. In this embodiment, irregular push notification is executed even in the non-advantageous zone, so there is an advantage in that the above inconveniences are suppressed compared to the comparative example, for example.
[0195] 10(a) and 10(b) are conceptual diagrams of each instruction determination table (A, B). In each game, the main CPU301 determines an instruction number based on the instruction determination table, and displays instruction information corresponding to the instruction number ("01" to "04", "99") on the instruction display 16. The main CPU301 also transmits a command (a second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU412).
[0196] Each instruction determination table includes an instruction determination table A (FIG. 10(a)) and an instruction determination table B (FIG. 10(b)). The instruction determination table A is used to determine the instruction number for each game during the non-instruction period (normal state, etc.). Also, the instruction determination table B is used to determine the instruction number for each game during the instruction period (BB state, etc.). Also, as shown in FIG. 10, each instruction determination table is composed of each instruction number for each winning area.
[0197] As shown in FIG. 10(a), in the non-instruction period, regardless of which winning area wins, the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which the instruction information is displayed. According to the above configuration, in the non-instruction period, the instruction display 16 does not instruct the stop operation mode.
[0198] As shown in FIG. 10(b), in each game during the instruction period, when the CLR bell (A1, A2, B1, B2) is won, the main CPU301 determines the instruction number "01". When the instruction number "01" is determined, the main CPU301 displays the number "1" (hereinafter, described as "instruction information "1") on the instruction display 16 as instruction information. As described above, the correct pressing order for the correct bell when the CLR bell is won is "middle left right". In the above configuration, in a game in which the instruction information "1" is displayed, if the stop operation is performed in the order of "middle left left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "1" is displayed on the instruction display 16, the player performs the stop operation in the order of "middle left left". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "middle left left".
[0199] As shown in FIG. 10(b), in each game during the instruction period, if the CRL bell (A1, A2, B1, B2) is won, the main CPU301 determines the instruction number "02". When the instruction number "02" is determined, the main CPU301 displays the number "2" (hereinafter, referred to as "instruction information "2") on the instruction display 16 as instruction information. As described above, the correct pressing order for the correct bell when the CRL bell is won is "middle, right, left". In the above configuration, in a game in which the instruction information "2" is displayed, if the stop operation is performed in the order of "middle, right, left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "2" is displayed on the instruction display 16, the player performs the stop operation in the order of "middle, right, left". In other words, the above configuration instructs the player to perform the stop operation in the order of "middle, right, left" by displaying the instruction information "2".
[0200] As shown in FIG. 10(b), in each game during the instruction period, if the RLC bell (A1, A2, B1, B2) is won, the main CPU301 determines the instruction number "03". When the instruction number "03" is determined, the main CPU301 displays the number "3" (hereinafter, referred to as "instruction information "3") on the instruction display 16 as instruction information. As described above, the correct pressing order for the correct bell when the RLC bell is won is "right, left, center". In the above configuration, in a game in which the instruction information "3" is displayed, if the stop operation is performed in the order of "right, left, center", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "3" is displayed on the instruction display 16, the player performs the stop operation in the order of "right, left, center". In other words, the above configuration instructs the player to perform the stop operation in the order of "right, left, center" by displaying the instruction information "3".
[0201] As shown in FIG. 10(b), in each game during the instruction period, when the fixed role 1 is won, the main CPU 301 determines the instruction number "01" and displays the number "1" (instruction information "1") as instruction information on the instruction display 16, similarly to the case where the CLR bell is won. As described above, when the fixed role 1 is won, the middle bell A is won by performing a stop operation in an irregular push order (including the push order of "middle left and right"), which is more advantageous than performing a stop operation with the first left stop. In this embodiment, in a game during the instruction period when the fixed role 1 is won, the instruction information "1" is displayed and the stop operation order of "middle left and right" is instructed. In other words, in a game during the instruction period when the fixed role 1 is won, a stop operation order advantageous to the player is instructed.
[0202] As shown in FIG. 10(b), in each game during the instruction period, when the fixed role 2 is won, the main CPU 301 determines the instruction number "04" and displays the number "4" (instruction information "4") as instruction information on the instruction display 16, similar to the case where the RCL bell is won. As described above, when the fixed role 2 is won, if the player performs a stop operation in an irregular push order (including the push order of "right, center, left"), the right-downward bell B is won, which is more advantageous than performing a stop operation with the first left stop. In this embodiment, in a game during the instruction period when the fixed role 2 is won, the instruction information "4" is displayed and the stop operation order of "right, center, left" is instructed. In other words, in a game during the instruction period when the fixed role 2 is won, a stop operation order advantageous to the player is instructed.
[0203] In addition, in a game in which the fixed role 1 or fixed role 2 is won, even if the player performs the stop operation in an irregular pressing sequence other than the instructed stop operation sequence, the bell role (middle bell A, right downward bell B) will win. In consideration of the above circumstances, a configuration may be made in which an instruction number that instructs "to perform the stop operation in any of the irregular pressing sequences" can be determined. As an example of the above configuration, in a game in which the fixed role 1 or fixed role 2 is won, an instruction number "05" different from the game in which the hitting order bell is won is determined, and instruction information "5" is displayed. Even in the above configuration, in a game in which the fixed role 1 or fixed role 2 is won, a stop operation sequence in which the bell role can win is instructed.
[0204] However, in a configuration in which different instruction information is displayed in a game in which fixed role 1 or fixed role 2 is won from a game in which the batting order bell is won, the player can understand from the instruction information that fixed role 1 or fixed role 2 has been won. In this embodiment, it is not possible to know from the instruction information whether fixed role 1 or the CLR bell has been won. Another advantage is that it is not possible to know from the instruction information whether fixed role 2 or the RCL bell has been won. If a player other than the specific group wins during the instruction period, the main CPU301 determines the instruction number "99", and the instruction display 16 does not display any instruction information.
[0205] FIG. 10(c) is a schematic diagram of a segment display D. The segment display D includes the indication display 16 described above. The indication display 16 is a single-digit seven-segment display. FIG. 10(c) illustrates an indication display 16 that displays indication information "1". As shown in FIG. 10(c), the segment display D includes a favorable zone indicator 38. The favorable zone indicator 38 is in the ON state (lit) in the favorable zone. As described above, each indication period (BB state, EDBB state) is included in the favorable zone. Therefore, during the indication period in which indication information is displayed on the indication display 16, the favorable zone indicator 38 is lit.
[0206] Fig. 10(d) is a diagram for explaining the timing at which the advantageous zone indicator 38 lights up. Fig. 10(d) shows the game state (non-advantageous zone, advantageous zone) at each time point, the lighting state (off, on) of the advantageous zone indicator 38, and the duration of each game (...n-1th game, nth game, n+1th game...).
[0207] In the specific example of FIG. 10(d), it is assumed that a transition to the advantageous zone is determined in the "n"th game. In other words, it is assumed that the advantageous zone transition processing is executed in the "n"th game. In the above case, the non-advantageous zone is up to the "n"th game, and the advantageous zone is from the "n+1"th game onwards. FIG. 10(d) shows the start time ts (the time when the start lever 24 is operated) and the end time te (the time of the third stop) of the "n"th game.
[0208] As shown in FIG. 10(d), the advantageous zone indicator 38 in this embodiment lights up when a transition to the advantageous zone is determined. Specifically, the advantageous zone indicator 38 lights up from the start of the game in which the advantageous zone transition process is executed. That is, in this embodiment, as shown in FIG. 10(d), the advantageous zone indicator 38 lights up in advance from the non-advantageous zone immediately before the advantageous zone starts. The timing at which the advantageous zone indicator 38 lights up can be changed as appropriate. For example, the advantageous zone indicator 38 may be configured to light up at the time when the game in which the advantageous zone transition process is executed ends (time te in the specific example of FIG. 10(d)). Also, the advantageous zone indicator 38 may be configured to light up at the time when an instruction is first executed by the instruction indicator 16.
[0209] 11 is a diagram for explaining each command (first command, second command) transmitted from the main CPU 301 to the sub CPU 412. The main CPU 301 transmits various commands including the first command and the second command to the sub CPU 412 during the period from the time of the start operation of the game to the time of the stop operation becoming possible.
[0210] As shown in FIG. 11, the main CPU301 transmits a first command (such as "A00") to the sub CPU412 according to the winning area. For example, if the winning area for the current game is a miss, the main CPU301 transmits the command "A00" to the sub CPU412. In addition, if Replay 1 is a win, the main CPU301 transmits the command "A01", if Replay 2 is a win, the command "A02", and if Replay 3 is a win, the command "A03". If Common Bell 1 is a win, the main CPU301 transmits the command "A04", and if Common Bell 2 is a win, the command "A05".
[0211] In this embodiment, when any of the batting order bell, fixed role 1, and fixed role 2 is won, the main CPU301 judges that the winning area belonging to the specific group is won, and transmits a common first command. Specifically, the main CPU301 transmits the command "A06" in common regardless of whether the CLR bell, CRL bell, RLC bell, or RCL bell (batting order bell) is won. In addition, when the fixed role 1 is won, the main CPU301 transmits the command "A06" in the same way as when the batting order bell is won. In addition, when the fixed role 2 is won, the main CPU301 transmits the command "A06" in the same way as when the fixed role 1 or the batting order bell is won.
[0212] When the right-downward bell 1 is won, the main CPU 301 transmits the command "A07". When the right-downward bell 2 is won, the main CPU 301 transmits the command "A08". Similarly, when another winning area (such as fixed role 3) is won, the main CPU 301 transmits the first command (a command that specifies that the winning area is won) corresponding to the winning area.
[0213] When the sub CPU 412 receives the first command, it determines various effects according to the first command. For example, when the command "A12" for when a watermelon is won is received, the sub CPU 412 determines the effect to notify that a watermelon is won.
[0214] In addition to the first command, the main CPU301 transmits to the sub CPU412 a second command (such as "B01") corresponding to the instruction number (instruction information) of the current game. Specifically, when the instruction number "99" (no instruction) is determined in the current game, the main CPU301 transmits the command "B99" to the sub CPU412 as shown in FIG. 11. As described above, the instruction number "99" is determined in each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is transmitted in each game. Also, the instruction number "99" is determined when a winning area (miss, etc.) other than the specific group is won during the instruction period.
[0215] 11, if the CLR bell is won during the instruction period and the instruction number "01" (center, left, right) is determined, the main CPU301 transmits the command "B01". Also, if the CRL bell is won during the instruction period and the instruction number "02" (center, right, left) is determined, the main CPU301 transmits the command "B02", if the RLC bell is won during the instruction period and the instruction number "03" (right, left, center) is determined, the main CPU301 transmits the command "B03", and if the RCL bell is won during the instruction period and the instruction number "04" (right, center, left) is determined, the main CPU301 transmits the command "B04".
[0216] When the main CPU301 determines the command number "01" (the order of center, left, right) during the instruction period, it transmits the command "B01" in the same way as when the CLR bell is won. Similarly, when the main CPU301 determines the command number "04" (the order of right, center, left) during the instruction period, it transmits the command "B04" in the same way as when the RCL bell is won.
[0217] When the sub-CPU 412 receives the second command described above, the sub-CPU 412 determines an instruction effect that instructs the stop operation sequence of the instruction number specified by the second command. In the instruction effect, for example, the liquid crystal display device 30 instructs the same stop operation sequence as the stop operation sequence instructed by the instruction information. As described above, the second command transmitted in the non-instruction period is only the command "B99" (no instruction). Therefore, in principle, the instruction effect is not executed in the non-instruction period. However, the configuration may be such that an effect is executed that instructs a stop operation sequence that does not affect (has a small effect on) the payout rate.
[0218] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. To calculate the above game information, the main CPU 301 counts the number of games played during the period from when the power to the gaming machine 1 is first turned on until the number of games reaches 175,000 (hereinafter referred to as the "total game count period").
[0219] 12(a) is a diagram for explaining each storage area (G1 to G3, g1, g2) of the main RAM 303. Each of the storage areas is provided for storing each piece of game information (consecutive win ratio, etc.) described above, and includes storage area G1, storage area G2, storage area G3, storage area G4, storage area g1, and storage area g2. For example, each of the storage areas can store 1 byte of information.
[0220] Hereinafter, for the sake of explanation, the period during which the so-called "continuous operation device for the first type special feature" operates may be simply described as "first feature period". Similarly, the period during which the so-called "continuous operation device for the second type special feature" operates may be simply described as "second feature period". The first feature period and the second feature period end with the payout of a predetermined number of medals. In addition, the period during which the so-called "first type special feature" operates may be simply described as "in the first feature", and the period during which the so-called "second type special feature" operates may be simply described as "in the second feature". The first feature period ends after eight plays, and the second feature period ends after one play. In addition, the period during which the so-called "normal feature" operates may be simply described as "in the normal feature". The normal feature period ends after one play.
[0221] The bonus operation state in this embodiment is the first role sequence, and all games are during the first role sequence. In addition, a "first role sequence general" may be provided in the first role sequence. In the first role sequence general, a winning role (RB role) that activates the first type special role is more likely to be won compared to internal states other than the first role sequence general. In addition, when a second role sequence is provided, a "second role sequence general" may be provided in the second role sequence. In the second role sequence general, a winning role (CB role) that activates the second type special role is more likely to be won compared to internal states other than the second role sequence general.
[0222] The consecutive role ratio is the ratio of the number of medals (hereinafter "consecutive role medal number B") won in the first role (including the first role in the first role sequence) to the number of medals (hereinafter "total medal number A") won from the first power-on to the present (consecutive role ratio = B / A). In this embodiment, the consecutive role medal number B is the number of medals won in the bonus activation state (in the first role in the first role sequence). As shown in Figure 12(a), the consecutive role ratio is stored in memory area G1.
[0223] The main CPU 301 calculates the consecutive win ratio every 400 games and stores the calculation result in the memory area G1. If the calculation result includes a decimal portion, the main CPU 301 truncates the decimal portion and stores only the integer portion as the consecutive win ratio in the memory area G1.
[0224] The role ratio is the ratio of the sum of the number of medals won in the first role, the second role and the normal role (hereinafter referred to as "number of medals C in the role") to the total number of medals A (role ratio = C / A). As shown in FIG. 12(a), the role ratio is stored in memory area G2. In this embodiment, the number of medals C in the role is the number of medals won in the first role (bonus activation state) since it is not provided in the second role and the normal role.
[0225] The main CPU 301 calculates the ratio of the bonus items every 400 plays and stores the calculation result in the memory area G2. If the calculation result includes a decimal portion, the main CPU 301 truncates the decimal portion and stores only the integer portion as the bonus item ratio in the memory area G2.
[0226] The instructed role ratio is the ratio of the total number of medals (C+D) obtained by combining the total number of medals won in a game instructed by the instruction display 16 in the pressing order (hereinafter referred to as the "instructed game medal number D") and the number of role medals C to the total number of medals A (instructed role ratio = (C+D) / A). In this embodiment, when a specific group wins in a game during the instructed period (BB state, EDBB state) in the advantageous zone, the stopping operation sequence for winning a 9-coin role (correct bell) is instructed.
[0227] The instructed number of game medals D in this embodiment can be said to be the total number of medals won by a specific group in games during the instructed period in which the specific group won. In this embodiment, even if the instruction display 16 instructs a pressing order and the player performs a stop operation other than the pressing order (if the player makes a mistake in the pressing order) in a game, the auxiliary role, the left auxiliary role, or a reach eye may be stopped and displayed. Furthermore, when each of the above winning roles is stopped and displayed, one medal is paid out. In the above cases, the value "1" is added to the instructed number of game medals D.
[0228] The main CPU301 calculates the instruction-included feature ratio every 400 plays and stores the calculation result in the memory area G3. If the calculation result includes a decimal part, the main CPU301 rounds down the decimal part and stores only the integer part as the instruction-included feature ratio in the memory area G3. In addition, in a game in which a specific group wins during a non-instruction period, the main CPU301 transmits a first command to the sub-CPU412, which indicates that the irregular push order is unilaterally advantageous. However, in the above games, even if medals are awarded, the instruction game medal number D is not added.
[0229] The most recent consecutive role ratio is the ratio of the number of medals (hereinafter "number of medals in the most recent consecutive role b") acquired in the first role (including the first role in the first consecutive role) to the number of medals acquired in the most recent 6000 plays (hereinafter "total number of medals a in the most recent play") (most recent consecutive role ratio = b / a). In this embodiment, the most recent consecutive role medal number b is the number of medals acquired in the bonus operating state (in the first role in the first consecutive role) in the most recent 6000 plays. As shown in FIG. 12(a), the most recent consecutive role ratio is stored in the memory area g1. Note that if the number of plays in the total play period is 6000 or less, the consecutive role ratio and the most recent consecutive role ratio are the same (B / A = b / a).
[0230] The main CPU 301 calculates the most recent consecutive win ratio every 400 games and stores the calculation result in the memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent consecutive win ratio in the memory area g1.
[0231] The most recent role ratio is the ratio of the sum of the number of medals acquired in the first role, the second role, and the normal role (hereinafter referred to as "number of medals c") to the most recent total number of medals a (role ratio = c / a). In this embodiment, the number of medals c is not set in the second role or the normal role, so it is the number of medals acquired in the first role (bonus operating state) in the most recent 6000 plays. As shown in FIG. 12(a), the most recent role ratio is stored in the memory area g2. Note that if the number of plays in the total play period is 6000 or less, the role ratio and the most recent role ratio are the same (C / A = c / a).
[0232] The main CPU 301 calculates the nearest role ratio every 400 plays and stores the calculation result in the memory area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the nearest role ratio in the memory area g2.
[0233] The bonus play ratio is the ratio of the bonus play count F, which is the sum of the number of plays of the first role (including the first role), the number of plays of the second role (including the second role), the number of plays of the first role (excluding the first role), the number of plays of the second role (excluding the second role), and the number of plays of the normal role, out of the total number of plays E during the total play period (bonus play ratio = F / E). The bonus play count F in this embodiment is the total number of plays in the bonus operating state.
[0234] 12(a), the bonus game ratio is stored in the memory area G4. The main CPU301 calculates the bonus game ratio for each game and stores the calculation result in the memory area G4. If the calculation result includes a decimal portion, the main CPU301 rounds down the decimal portion and stores only the integer portion as the bonus game ratio in the memory area G4.
[0235] The total number of medals A, the number of consecutive medals B, the number of accessory medals C, the number of instructed game medals D, the total number of games E, the number of bonus games F, the most recent total number of medals a, the most recent number of consecutive medals b, and the number of accessory medals c are stored separately in a dedicated counter provided in the main RAM 303, and are added up at each of the above-mentioned triggers. For example, when a medal is awarded in each game for which an instruction has been executed, the instructed game medal number D is added up. Also, when a medal is awarded in a bonus operating state, the number of accessory medals C is added up. Furthermore, when a game medium is awarded in each game, the total number of medals A is added up regardless of whether or not a stop operation sequence is instructed.
[0236] In this embodiment, when the total number of times of play E reaches 175,000 times, the update of the consecutive role ratio, the role ratio, the role ratio with instruction, and the bonus game ratio is stopped. On the other hand, the most recent consecutive role ratio and the most recent role ratio are updated even after the total number of times of play E reaches 175,000 times.
[0237] 12(b-1) is a schematic diagram of the main display 40 displaying the display information HA. When the display information HA is displayed, the first display section 40X of the main display 40 displays the character string "6A" corresponding to the consecutive roll ratio, and the second display section 40Y displays the current value of the memory area G1 (the magnitude of the consecutive roll ratio).
[0238] In addition, when the display information HA is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (G1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HA is displayed and the number of games played in the total game period is less than 17,500, the first display section 40X displays the identification information by blinking.
[0239] 12(b-2) is a schematic diagram of the main display 40 displaying the display information HB. When the display information HB is displayed, the first display section 40X of the main display 40 displays the character string "7A" corresponding to the role ratio, and the second display section 40Y displays the current value of the memory area G2.
[0240] In addition, when the display information HB is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G2≧70), the second display unit 40Y displays the ratio information by blinking. In addition, when the display information HB is displayed and the number of games played in the total game period is less than 17,500, the first display unit 40X displays the identification information by blinking.
[0241] 12(b-3) is a schematic diagram of the main display 40 displaying the display information HC. When the display information HC is displayed, the first display section 40X of the main display 40 displays the character string "7P" corresponding to the command-included role ratio, and the second display section 40Y displays the current value of the memory area G3.
[0242] In addition, when the display information HC is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G3≧70), the second display unit 40Y displays the ratio information by blinking. In addition, when the display information HC is displayed and the number of games played in the total game period is less than 175000 (E<175000), the first display unit 40X displays the identification information by blinking.
[0243] 12(b-4) is a schematic diagram of the main display 40 displaying the display information HD. When the display information HD is displayed, the first display section 40X of the main display 40 displays the character string "6Y" corresponding to the most recent consecutive win ratio, and the second display section 40Y displays the current value of the memory area g1.
[0244] In addition, when the display information HD is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (g1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HD is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.
[0245] Fig. 12(b-5) is a schematic diagram of the main display 40 displaying the display information HE. When the display information HE is displayed, the first display section 40X of the main display 40 displays the character string "7Y" corresponding to the most recent role ratio, and the second display section 40Y displays the current value of the memory area g2.
[0246] When the display information HE is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "70" (g2≧70), the second display section 40Y displays the ratio information by blinking. When the display information HE is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.
[0247] 12(b-6) is a schematic diagram of the main display 40 displaying the display information HF. When the display information HF is displayed, the first display portion 40X of the main display 40 displays the character string "5F" corresponding to the bonus game ratio, and the second display portion 40Y displays the current value of the memory area G4.
[0248] When the display information HF is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "50" (G4≧50), the second display unit 40Y displays the ratio information by blinking. When the display information HF is displayed and the number of games played during the total game period is less than 175,000, the first display unit 40X displays the identification information by blinking.
[0249] As described above, the above display information is switched and displayed at predetermined time intervals (approximately 5 seconds). Specifically, when the power is turned on, the main display 40 displays a test pattern for approximately 5 seconds. In the above test pattern, all segments of the main display 40 flash. Thereafter, the main display 40 displays each piece of display information for approximately 5 seconds in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. In addition, after display information HF is displayed, each piece of display information is repeatedly displayed from the beginning (starting with display information HC).
[0250] The main display 40 may be configured to display a test pattern during other periods as well as immediately after power is turned on. For example, the main display 40 may be configured to display a test pattern during a period in which a set value can be changed. Also, the main display 40 may be configured to display a test pattern during a period in which a set value can be confirmed. The test pattern may be different between the period immediately after power is turned on and other periods.
[0251] <Data used by the sub-CPU> Hereinafter, with reference to the drawings, a description will be given of various data stored in the sub ROM 413. The sub ROM 413 stores various data including a notification performance determination table.
[0252] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the notification effects based on the notification effect determination table. When the sub-CPU 412 determines an notification effect, it transmits a performance control command indicating the notification effect to the image control board (image control CPU 421) 420.
[0253] When the image control CPU 421 receives a presentation control command indicating a notification presentation, it causes each image of the notification presentation to be displayed on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command specifying a stop operation sequence advantageous to the player (when the main CPU 301 transmits the second command), the sub-CPU 412 always notifies the player of the stop operation mode (stop operation sequence) corresponding to the second command.
[0254] The first command "A06", which indicates that a specific group has won, specifies a stop operation sequence (irregular button press sequence) that will be unilaterally advantageous in the current game. However, the first command does not specifically specify a stop operation sequence (correct button press sequence) that is advantageous to the player. The sub-CPU 412 does not notify the stop operation sequence even if it receives the first command during a non-instruction period.
[0255] 13 is a conceptual diagram of the notification effect determination table. When the sub CPU412 receives any of the commands "B01" to "B04" as the second command, it determines the notification effect according to the notification effect determination table. As described above, the commands "B01" to "B04" are transmitted during the command period and are not transmitted during the non-command period. That is, the sub CPU412 determines the notification effect according to the notification effect determination table during the game in the command period of the main CPU301.
[0256] Specifically, when the second command "B01" is received in a game in which the first command "A06" is received (a winning game of a specific group), the notification performance X1 is determined. In the notification performance X1, the liquid crystal display device 30 or the like notifies the stop operation sequence of "center, left, right".
[0257] In addition, in a game in which the first command "A06" is received, if the second command "B02" is received, the notification effect X2 is determined, if the second command "B03" is received, the notification effect X3 is determined, and if the second command "B04" is received, the notification effect X4 is determined. In the notification effect X2, the stop order of "center, right, left" is notified, in the notification effect X3, the stop order of "right, left, center" is notified, and in the notification effect X4, the stop order of "right, center, left" is notified. In each of the notification effects X (1 to 4) above, the correct push order for the bell role (9-piece role) is notified.
[0258] FIG. 14(a) and FIG. 14(b) are diagrams for explaining the tables used in the special lottery and the normal lottery (see FIG. 9(a) above). Hereinafter, for the sake of explanation, the special lottery and the normal lottery may be collectively referred to as the "BB lottery." As will be explained in detail with reference to FIG. 15(a), the BB lottery is realized by a judgment condition lottery process and a BB judgment process. The judgment condition lottery process is a process for determining the judgment condition Dh. The BB judgment process is a process for determining whether or not to transition to the BB state based on the judgment condition Dh determined in the judgment condition lottery process.
[0259] FIG. 14(a) is a conceptual diagram of a specific example of a judgment condition determination table. In the judgment condition lottery process, the main CPU 301 determines the judgment condition Dh by lottery using the judgment condition determination table. As shown in FIG. 14(a), the judgment condition determination table includes each lottery value of each judgment condition Dh (0 to 5). Each lottery value is set for each set value. In the judgment condition lottery process, the judgment condition Dh with a larger lottery value in the judgment condition determination table is more likely to be determined. As shown in FIG. 14(a), six types of judgment conditions Dh are set, from judgment condition "0" to judgment condition "5". As can be understood from FIG. 14(a), the judgment condition lottery process is a process that does not depend on the winning area.
[0260] Fig. 14(b) is a conceptual diagram of a specific example of the BB judgment table. In the BB judgment process, the main CPU 301 judges whether or not to transition to the BB state by referring to the BB judgment table using a judgment condition Dh determined in advance. Specifically, in the BB judgment process, it is judged whether or not to transition to the BB state according to a combination of the winning area determined in the current game and the judgment condition Dh determined in advance.
[0261] For example, when the judgment condition "0" is determined, if a fixed combination (1-4) is won in the game in which the BB judgment process is executed, a transition to the BB state is determined. Also, when the judgment condition "1" is determined, if a fixed combination or cherry is won in the game in which the BB judgment process is executed, a transition to the BB state is determined. When the judgment condition "2" is determined, if a fixed combination or watermelon is won in the game in which the BB judgment process is executed, a transition to the BB state is determined.
[0262] Similarly, when the judgment condition "3" is determined, if a fixed combination, cherry, or watermelon is won in the game in which the BB judgment process is executed, a transition to the BB state is determined. Also, when the judgment condition "4" is determined, if a fixed combination, cherry, watermelon, or replay 1 is won in the game in which the BB judgment process is executed, a transition to the BB state is determined. When the judgment condition "5" is determined, a transition to the BB state is determined regardless of the type of winning area in the game in which the BB judgment process is executed (for all winning areas).
[0263] Returning to FIG. 14(a), the explanation is given. FIG. 14(a) shows the judgment condition determination table referred to in the low probability period of the normal state. The above judgment condition determination table is also referred to in the low probability period of the pull-back state. The main CPU 301 uses different judgment condition determination tables for the low probability period and the high probability period. When the judgment condition determination table for the high probability period is used, a more advantageous judgment condition Dh is more likely to be determined than when the judgment condition determination table for the low probability period is used. In the above configuration, a transition to the BB state is more likely to be determined in the high probability period than in the low probability period. Also, in the heaven chance state, heaven state, and super heaven state (special lottery), a more advantageous judgment condition determination table is referred to than in the normal state and the pull-back state (normal lottery).
[0264] As described above, in this embodiment, when the stop operation is performed in an irregular pressing sequence, a penalty control (main penalty control, sub penalty control) may be executed. When the penalty control is executed, a penalty occurs that makes it difficult to determine a transition to the BB state in the BB lottery. The above configuration will be described in detail below.
[0265] 15(a) and 15(b) are diagrams for explaining a specific example of main penalty control executed by the main CPU 301 among the penalty controls. When the main penalty control is executed, it becomes difficult to determine a transition to the BB state during a non-indicated period. For example, when the main penalty control is executed, it becomes difficult to determine a transition to the BB state in a BB lottery. The above BB lottery (BB judgment process, judgment condition lottery process) is executed in each game of the non-indicated states (normal state, pullback state, heaven chance state, heaven state, super heaven state) during the advantageous zone.
[0266] FIG. 15(a) is a diagram for explaining a specific example of the BB lottery. In the specific example of FIG. 15(a), it is assumed that the main penalty control is not executed. Each process in FIG. 15(a) is executed by the main CPU 301 in the order from the process shown on the upper side to the process shown on the lower side. Note that FIG. 15(a) shows a part of each process in the Nth game and the N+1th game. Also, the judgment condition Dh is stored (held) in a specific storage area of the main RAM 303. FIG. 15(a) shows the judgment condition Dh stored in the main RAM 303 at each time point. The same applies to FIG. 15(b) described later.
[0267] As shown in FIG. 15(a), when a game start operation (operation of the start lever 24) is performed, a start processing is executed. The above start processing is completed before the first stop operation becomes acceptable. The start processing includes a BB judgment processing (Sa1 in FIG. 15(a)) and a processing for initializing the judgment condition Dh (Sa2 in the same figure). As described above, in the BB judgment processing, it is determined whether or not to transition to the BB state using the judgment condition Dh. Specifically, in the BB judgment processing in the current game, it is determined whether or not to transition to the BB state using the judgment condition Dh determined in the previous game. For example, in the BB judgment processing in the Nth game shown in FIG. 15(a), the judgment condition Dh determined in the N-1th game is used.
[0268] In the specific example of FIG. 15(a), it is assumed that the judgment condition "1" is determined in the N-1th game (Dh=1). In the above case, in the BB judgment process in the Nth game, it is determined whether or not to transition to the BB state with the judgment condition "1". In the specific example of FIG. 15(a), it is assumed that the transition to the BB state is not determined in the BB judgment process in the Nth game. As shown in FIG. 15(a), in the start processing after the BB judgment process is executed, the judgment condition Dh is initialized to the judgment condition "0".
[0269] As shown in FIG. 15(a), when all the stop buttons 25 are operated to stop, the stop time process is executed. The stop time process is completed before it becomes possible to insert bet medals for the next game. The above stop time process includes the judgment condition lottery process (Sa3 in the same figure). However, as will be described later with reference to FIG. 15(b), if the stop operation is performed in an irregular pressing sequence in the current game, the judgment condition lottery process for that game is omitted. In the specific example of FIG. 15(a), it is assumed that the stop operation is performed on the first left stop in the Nth game (hereinafter, may be referred to as "sequential pressing"). In the above cases, the judgment condition lottery process is executed in the Nth game.
[0270] In the judgment condition lottery process, the judgment condition Dh to be used in the next game is determined by lottery. As described above, the judgment condition Dh used in the BB judgment process in the current game is initialized (in the above-mentioned Sa2) before the judgment condition lottery process is executed in the game. Therefore, the judgment condition Dh in the main RAM 303 becomes the initial value "0" immediately before the judgment condition lottery process is executed.
[0271] In the specific example of FIG. 15(a), it is assumed that the judgment condition "2" is determined in the Nth game. In the above case, the judgment condition "0" stored in the main RAM 303 is rewritten to the judgment condition "2" in the Nth game. As shown in FIG. 15(a), the judgment condition "2" determined in the Nth game is used in the N+1th BB judgment process. The timing of executing the process (Sa2) for initializing the judgment condition Dh may be changed as appropriate. For example, the judgment condition Dh may be initialized in the stop time process immediately before the judgment condition lottery process is executed.
[0272] FIG. 15(b) is a diagram for explaining another specific example of the BB lottery. In the specific example of FIG. 15(b), as in the specific example of FIG. 15(a) described above, a case where the transition to the BB state is not determined in the BB determination process of the Nth game is assumed. However, while the above-mentioned FIG. 15(a) shows a specific example where the main penalty control is not executed, the specific example of FIG. 15(b) assumes a case where the main penalty control is executed in the Nth game. When the main penalty control is executed in the Nth game, it becomes more difficult to determine the transition to the BB state in the N+1th game compared to a case where the main penalty control is not executed in the Nth game.
[0273] Specifically, if a stop operation is performed in an irregular push order in the current game, the judgment condition lottery process is omitted in the stop time processing in the game. For example, in the specific example of FIG. 15(b), a case is assumed where a stop operation is performed in an irregular push order in the Nth game. In the stop time processing of each game in the non-instruction period, the main CPU301 judges whether the stop operation sequence in the game is an irregular push order or not. If it is determined that the stop operation sequence is not an irregular push order, the main CPU301 executes the judgment condition lottery process in the stop time processing. On the other hand, if it is determined that the stop operation sequence is an irregular push order, the main CPU301 does not execute the judgment condition lottery process in the stop time processing.
[0274] As described above, since the judgment condition Dh is initialized in the start processing, the judgment condition Dh has an initial value of "0" at the time when the stop processing is executed. Therefore, if the judgment condition lottery process is omitted in the stop processing of the current game, the judgment condition "0" is used in the BB judgment processing (start processing) of the next game. For example, in the specific example of FIG. 15(b), since the judgment condition lottery process in the Nth game is omitted, the judgment condition "0" (initial value) is used in the BB judgment processing in the N+1th game.
[0275] When the judgment condition "0" is used, it is difficult to determine a transition to the BB state in the BB judgment process, compared to when other judgment conditions Dh (1 to 5) are used. Therefore, in this embodiment, when irregular pressing is performed in the current game (when penalty control is executed), it is difficult to determine a transition to the BB state in the next game, compared to when regular pressing is performed in the game.
[0276] In this embodiment, if the buttons are pressed irregularly in the current game, it becomes difficult to determine a transition to the BB state in the next game, but if the buttons are pressed in order in the next game, the transition to the BB state is determined with normal probability in the game after the next. The above configuration has the advantage that the games that are disadvantageous due to one main penalty control are limited. In addition, in the bonus operating state, the BB judgment process and the judgment condition lottery process are not executed regardless of the stop operation sequence and the game state. Specifically, in the bonus operating state, the process related to the instruction function of the instruction display 16 is not executed except for the update process of the advantageous zone counter and the MY counter.
[0277] As described above, a high probability transition lottery is executed in each game in the normal state and the pull-back state. The above high probability transition lottery is included in the stop time processing. In this embodiment, if the stop operation is performed in the irregular push order in the current game, the high probability transition lottery is not executed. Also, as described above, a high probability fall lottery is executed in the high probability period. The above high probability fall lottery is included in the start time processing executed at the start of the game, and is executed regardless of the stop operation order of the game.
[0278] FIG. 16(a) and FIG. 16(b) are diagrams for explaining the stock lottery process. As described above, in this embodiment, when a transition to the BB state is determined, the stock lottery process is executed. In the stock lottery process, it is determined by lottery whether or not the above-mentioned 1G consecutive stock and super heaven stock (hereinafter sometimes collectively referred to as "BB stock") will be awarded. Specifically, in the stock lottery process, a stock number (0 to 9) is determined by lottery using the stock determination table shown in FIG. 16(a). In addition, BB stock according to the stock number is awarded (see FIG. 16(b)).
[0279] As shown in FIG. 16(a), the stock determination table includes each lottery value of each stock number. The larger the lottery value of the stock number, the higher the probability of being determined in the stock lottery process. For example, when stock number "0" is determined, as shown in FIG. 16(b), no super heaven stock is given, and no 1G consecutive stock is given. Also, when stock number "1" is determined, one super heaven stock is given, and no 1G consecutive stock is given. Similarly, when stock number "2" is determined, two super heaven stocks are given, when stock number "3" is determined, three super heaven stocks are given, and when stock number "4" is determined, four super heaven stocks are given. When stock number "5" is determined, no super heaven stock is given, and one 1G consecutive stock is given. Similarly, when stock number "6" is determined, no super heaven stock is given, and two 1G consecutive stocks are given. When stock number "7" is determined, one super heaven stock is given, and one 1G consecutive stock is given. Similarly, if stock number "8" is selected, two Super Heaven stocks and one 1G consecutive stock are also given. If stock number "9" is selected, three Super Heaven stocks and one 1G consecutive stock are also given.
[0280] As shown in FIG. 16(a), the lottery values of each stock number are different when the stock preferential flag is ON or OFF. Details will be explained later with reference to FIG. 17(a), but when a transition to the BB state is determined, in principle, the stock preferential flag is changed from OFF to ON before the stock lottery process is executed. In other words, the stock lottery process is usually executed with the stock preferential flag in the ON state. On the other hand, when the main penalty control is executed (when a stop operation is performed with an irregular pressing sequence) in a game in which a transition to the BB state is determined, the stock preferential flag becomes OFF when the stock lottery process is executed (see FIG. 17(b)).
[0281] The stock determination table of this embodiment is configured such that BB stocks are less likely to be awarded when the stock preferential flag is OFF than when the stock preferential flag is ON. Specifically, as shown in FIG. 16(a), when the stock preferential flag is ON, stock numbers "1" to "9" can be determined. As shown in FIG. 16(b), when stock numbers "1" to "9" are determined, BB stocks (1G consecutive stocks and / or super heaven stocks) are awarded. On the other hand, as can be seen from FIG. 16(a), when the stock preferential flag is OFF, only stock number "0" is determined, and stock numbers "1" to "9" are not determined. As shown in FIG. 16(b), when stock number "0" is determined, BB stocks are not awarded. Therefore, when the stock preferential flag is OFF, BB stocks are not awarded.
[0282] As described above, when the main penalty control is executed (when the stop operation is performed in the irregular push order) in a game in which the transition to the BB state has been determined, the stock lottery process is executed with the stock preferential flag in the OFF state. The above configuration can also be said that when the stop operation is performed in the irregular push order in a game in which the transition to the BB state has been determined, the BB stock is not awarded.
[0283] The contents of the stock lottery process can be changed as appropriate. For example, when the number of remaining plays in the advantageous zone is equal to or less than a threshold (e.g., 400 plays), the BB stock may be less likely to be awarded. Also, when the number of remaining plays in the advantageous zone is equal to or less than a threshold, the BB stock may be more likely to be awarded. Also, even when the main penalty control is executed, the BB stock may be awarded with a lower probability than when the main penalty control is not executed.
[0284] 17(a-1), 17(a-2), 17(b-1) and 17(b-2) are diagrams for explaining other specific examples when the main penalty control is executed. As described above, when the main penalty control is executed, a penalty occurs in which BB stock is not awarded in the stock lottery process.
[0285] FIG. 17(a-1) is a diagram for explaining a specific example when the stock lottery process is executed. In the specific example of FIG. 17(a-1), it is assumed that the main penalty control is not executed. Each process in FIG. 17(a-1) is executed by the main CPU 301 in the order from the process shown on the upper side to the process shown on the lower side. Note that 17(a-1) shows a part of each process. Also, the above-mentioned stock preferential flag is stored (held) in a specific storage area of the main RAM 303. FIG. 17(a-1) shows the state (ON / OFF) of the stock preferential flag (Fg) stored in the main RAM 303 at each point in time. The same applies to FIG. 17(a-2).
[0286] As described above, when a game start operation is performed, a start processing is executed. The start processing includes the BB determination processing. As described above, the BB determination processing determines whether or not to transition to the BB state. In the specific example of FIG. 17(a-1), a case is assumed in which a transition to the BB state is determined in the BB determination processing. Note that in this embodiment, the stock preferential flag is generally in the OFF state in game states other than the BB state. As shown in FIG. 17(a-1), at the time when a transition to the BB state is determined (at the time when the start processing is executed), the stock preferential flag is in the OFF state.
[0287] When the last stop operation is executed in a game, the stop time processing is executed as described above. In the stop time processing in each game, it is determined whether or not the transition to the BB state has been determined in the BB determination processing (start time processing) of the game. If it is determined that the transition to the BB state has been determined, the stock preferential flag is changed from the OFF state to the ON state (Sb1 in FIG. 17(a-1)). However, as will be described later with reference to FIG. 17(a-2), if the stop operation is performed in an irregular push order, the step (Sb1) of turning the stock preferential flag to the ON state is omitted even in a game in which the transition to the BB state has been determined. In the specific example of FIG. 17(a-2), a case where the buttons are pushed in order in a game in which the transition to the BB state has been determined is assumed. In the above cases, the stock preferential flag is turned ON in the game.
[0288] As shown in FIG. 17(a-1), in a game in which a transition to the BB state has been determined, a stock lottery process (Sb2 in the same figure) is executed. As described above, in the stock lottery process, it is determined whether or not BB stocks will be awarded with a probability according to the state of the stock preferential flag. When the stock preferential flag is in the ON state, a lottery is held to determine whether or not BB stocks will be awarded with the normal probability (the probability that BB stocks may be awarded).
[0289] Fig. 17(a-2) is a diagram for explaining another specific example when the stock lottery process is executed. In the specific example of Fig. 17(a-2), a case where a transition to the BB state is determined is assumed, similar to the specific example of Fig. 17(a-1) described above. However, while the above-mentioned Fig. 17(a-1) shows a specific example where the main penalty control is not executed, the specific example of Fig. 17(a-2) assumes a case where the main penalty control is executed. When the main penalty control is executed in a game where a transition to the BB state is determined, a penalty occurs in which BB stock is not awarded.
[0290] Specifically, the main CPU301 judges whether the stop operation sequence in each game is an irregular push order in the stop processing of the game. As explained in FIG. 17(a-1) above, if it is judged that the push order is not an irregular push order, the main CPU301 sets the stock preferential flag to the ON state in the stop processing (executes step Sb1). On the other hand, if it is judged that the push order is an irregular push order, the main CPU301 omits step Sb1. In the above cases, the stock preferential flag is maintained in the OFF state during the period after the stop processing.
[0291] In the above configuration, when a stop operation is performed by the irregular pressing sequence in a game in which a transition to the BB state has been determined, the stock preferential flag is turned OFF at the time when the stock lottery process is executed. Therefore, the stock lottery process is executed with a low probability (the probability that BB stock is awarded is 0).
[0292] In this embodiment, BB stocks may be awarded in each game in the BB state, as will be described in detail with reference to Fig. 17(b-1). However, in the case where the main penalty control is executed in the game in which the transition to the BB state is determined (when the stock preferential flag is not changed to the ON state), BB stocks are not awarded in the subsequent BB state, as will be described in detail with reference to Fig. 17(b-2).
[0293] 17(b-1) and 17(b-2) are diagrams for explaining the stock lottery process in the BB state. In the stock lottery process in the BB state, it is determined whether or not to grant one 1G consecutive stock with a probability according to the winning area of each game.
[0294] Specifically, if Replay 2 is won in the BB state, 1G consecutive stocks are awarded with a probability of approximately 1 / 128. If Fixed Role 3 or Fixed Role 4 is won in the BB state, 1G consecutive stocks are awarded with a probability of approximately 1. If Cherry is won in the BB state, 1G consecutive stocks are awarded with a probability of approximately 1 / 64. If Watermelon is won in the BB state, 1G consecutive stocks are awarded with a probability of approximately 1 / 14. If any other winning area is won in the BB state, 1G consecutive stocks are not awarded. However, if main penalty control is executed in a game where a transition to the BB state has been decided (if the stop operation is performed with an irregular push order), 1G consecutive stocks are not awarded in the BB state.
[0295] FIG. 17(b-1) is a diagram for explaining a specific example when the main penalty control is not executed. FIG. 17(b-1) shows the state (ON / OFF) of the stock preferential flag, the contents of the stock lottery process, and the game state at each time point. In addition, in the specific example of FIG. 17(b-1), a case is assumed in which a transition to the BB state is determined in the Nth game in the normal state. Specifically, a case is assumed in which a transition to the BB state is determined at the start operation time t1 of the game, and a stock lottery process is executed at the final stop operation time t2 of the game. The same applies to FIG. 17(b-2) described later.
[0296] In the specific example of FIG. 17(b-1), it is assumed that the buttons are pressed in order during the Nth game. In the above case, the stock preferential flag is changed to ON at the third stop during the game, and the stock lottery process is executed with the normal probability. In addition, the game state transitions to the BB state from the next game after the Nth game.
[0297] In each game in the BB state, it is determined whether the stock preferential flag is ON or not, and if the stock preferential flag is ON, a stock lottery process is executed. As shown in FIG. 17(b-1), when the stock preferential flag is changed to ON in a game in which the BB state is won, the stock preferential flag is maintained in the ON state until the BB state ends. Therefore, when the stock preferential flag is changed to ON in a game in which the BB state is won, a stock lottery process is executed in each game in the BB state.
[0298] Fig. 17(b-2) is a diagram for explaining a specific example when the main penalty control is executed. Specifically, in the specific example of Fig. 17(b-2), a case is assumed in which a stop operation is performed in an irregular push order in the Nth game in which a transition to the BB state is determined. In the above case, in the Nth game, the stock preferential flag is not changed to the ON state at the third stop (the OFF state is maintained), and the stock lottery process is executed with a low probability.
[0299] As described above, in each game in the BB state, it is determined whether the stock preferential flag is ON or not, and if the stock preferential flag is ON, the stock lottery process is executed. However, as shown in FIG. 17(b-2), if the stock preferential flag is not changed to ON in a game in which a transition to the BB state is determined, the stock preferential flag is maintained in OFF state until the BB state ends. Therefore, if the stock preferential flag is not changed to ON in a game in which a transition to the BB state is determined, the stock lottery process is not executed in each game in the BB state. In other words, if the main penalty control is executed in a game in which a transition to the BB state is determined, 1G consecutive stocks are not awarded in the subsequent BB state.
[0300] In the above embodiment, when the main penalty control is executed in a game in which a transition to the BB state is determined, 1G consecutive stocks are not awarded in the game in which a transition to the BB state is determined and during the BB state, so that the 1G consecutive stocks become 0 at the time the BB state ends. In other words, the BB state ends in a single shot. Note that even if the main penalty control is executed in a game in which a transition to the BB state is determined, if the player presses the buttons in order in a game in which a transition to a new BB state is determined during the subsequent non-instruction period, the stock lottery process is executed as usual in the game in which the new BB state is won and during the BB state.
[0301] Furthermore, even if main penalty control is executed in a game in which a transition to the BB state has been determined, the transition lottery at the end of the BB (see FIG. 9(a)) is executed as normal. However, when main penalty control is executed in a game in which a transition to the BB state has been determined, the transition lottery at the end of the BB may be configured to be less favorable than when main penalty control is not executed. In addition, in the bonus activation state, the stock lottery process is not executed regardless of the stop operation sequence and the game state.
[0302] Figures 18(a), 18(b-1) and 18(b-2) are diagrams for explaining other specific examples when the main penalty control is executed. As will be described in detail below, when the main penalty control is executed, the number of games required for various counters to reach predetermined threshold values is extended.
[0303] 18(a) is a diagram for explaining various counters provided in the main RAM 303. As described above, the main RAM 303 is provided with a high guarantee certificate counter, a heaven chance counter, a favorable zone ceiling counter, a BB interval ceiling counter, a pullback ceiling counter, a heaven ceiling counter, and a super heaven ceiling counter. Hereinafter, for the sake of explanation, each of the above counters may be collectively referred to as a "specific counter."
[0304] FIG. 18(a) shows the initial value of the specific counter, the update time, and the control when the value "0" is reached. It is assumed that the bonus operation state is entered at the time of updating the specific counter. In the above case, the specific counter is not updated in the bonus operation state, and the update is resumed after the bonus operation state ends. However, the specific counter may be configured to be updated even in the bonus operation state. Although explanation using figures is omitted, the advantageous zone counter and the MY counter are updated in all games in the advantageous zone, regardless of the internal state, game state, and the presence or absence of main penalty control.
[0305] FIG. 18(b-1) and FIG. 18(b-2) are diagrams for explaining specific examples of update processing of specific counters in each game. FIG. 18(b-1) shows a specific example when main penalty control is not executed. On the other hand, FIG. 18(b-2) shows a specific example when main penalty control is executed. As described above, start processing is executed in response to the start operation of a game. As shown in FIG. 18(b-1) and FIG. 18(b-2), the high security certificate counter, which is one of the specific counters, is subtracted in the start processing (Sc1 in the figure).
[0306] As shown in Fig. 18(b-1) and Fig. 18(b-2), in the stop processing executed in response to the third stop operation, the specific counter other than the high probability guarantee counter is decremented (Sc2). However, in the stop processing for each game, it is determined whether or not the stop operation was performed by the irregular push order in the game, and if the push order was performed, the specific counter is decremented (Fig. 18(b-1)), but if the stop operation was performed by the irregular push order, the process of decrementing the specific counter is omitted (Fig. 18(b-2)).
[0307] According to the above configuration, the high probability guarantee counter is decremented regardless of whether the main penalty control is performed or not. Therefore, there is an advantage that the number of games until the high probability guarantee counter is decremented to the value "0" cannot be illegally extended by stopping the buttons in an irregular push order. In addition, the high probability fall lottery is executed regardless of whether the main penalty control is performed or not. Therefore, the high probability period cannot be illegally extended by stopping the buttons in an irregular push order.
[0308] Furthermore, when the main penalty control is executed, the number of plays required for the heaven ceiling counter to reach the value "0" is extended. In the above configuration, when the main penalty control is executed, the average number of plays required to transition from the heaven state to the BB state is extended, which is disadvantageous to the player. Similarly, when the main penalty control is executed, the number of plays required for the super heaven ceiling counter to reach the value "0" is extended, which is disadvantageous to the player.
[0309] When main penalty control is executed, the number of games required for the advantageous zone ceiling counter to reach the value "0" is extended. In other words, the average number of games required to transition to the BB state or the EDBB state is extended. Also, when the number of games required for the advantageous zone ceiling counter to reach the value "0" is extended, the number of games in the EDBB state is shortened, as described above. Therefore, it is disadvantageous for the player. Also, when main penalty control is executed, the number of games required for the BB interval ceiling counter to reach the value "0" is extended, which is disadvantageous for the player.
[0310] When the main penalty control is executed, the number of plays required for the pull-back ceiling counter to reach the value "0" is extended, which is disadvantageous to the player. As described above, in each game in the pull-back state, the pull-back ceiling counter is decremented and a fall lottery is executed. In this embodiment, when the main penalty control is executed in the pull-back state (when a stop operation is performed in an irregular push order), the decrement process of the pull-back ceiling counter is omitted, but the fall lottery is executed.
[0311] When the main penalty control is executed, the number of plays required for the Heaven Chance counter to reach the value "0" is extended. In other words, the Heaven Chance state is extended. As described above, after the Heaven Chance state ends, the game transitions to the Pull Back state. Also, in the Heaven Chance state, the Pull Back Ceiling Counter is not decremented. Therefore, when the Heaven Chance state is extended, the number of plays required for the Pull Back Ceiling Counter to reach the value "0" is essentially extended.
[0312] In this embodiment, when the heaven ceiling counter, super heaven ceiling counter, advantageous zone ceiling counter, BB interval ceiling counter and pullback ceiling counter (hereinafter collectively referred to as "ceiling counters") are subtracted to the value "0" and transition to the BB state occurs, the above-mentioned stock lottery process is executed. Also, as described with reference to FIG. 18(b-2), the ceiling counter is not subtracted in a game in which the stop operation is performed in an irregular push order (a game in which the main penalty control is executed). That is, in a game in which the ceiling counter is subtracted to the value "0", the main penalty control is not executed. In the above configuration, when transition to the BB state occurs due to the ceiling counter being subtracted to the value "0", the stock preferential flag is in the ON state when the stock lottery process is executed.
[0313] As can be understood from the above explanation, the main penalty control of this embodiment is executed only in a game in which the stop operation is performed in an irregular push order. Let us assume a configuration in which the main penalty control is executed in multiple games including a game in which the stop operation is performed in an irregular push order. For example, let us assume a configuration in which a transition to a low probability period is determined over multiple games when a stop operation is performed in an irregular push order. In the above configuration, if the previous player stops playing immediately after performing a stop operation in an irregular push order, a penalty is also given to the next player, which is inconvenient. According to this embodiment, the above inconvenience is suppressed. This concludes the explanation of the main penalty control.
[0314] The sub-penalty control will be described below with reference to Fig. 19(a). When the main penalty control is executed by the main CPU 301, a penalty related to the instruction function of the instruction display device 16, such as making it difficult to transition to the BB state, is given. On the other hand, even if the sub-penalty control is executed by the sub-CPU 412, a penalty related to the instruction function of the instruction display device 16 is not given (there is no effect on the ball payout rate).
[0315] Fig. 19(a) is a diagram for explaining a specific example when sub-penalty control is executed. When sub-penalty control is executed, the mode of presentation changes compared to when sub-penalty control is not executed. In principle, sub-penalty control is executed when main penalty control is executed. Therefore, by changing the mode of presentation by sub-penalty control, it is essentially notified that main penalty control will be executed.
[0316] Fig. 19(a) shows the control contents of the main CPU 301, the control contents of the sub CPU 412, the sounds (voice, music, sound effects) output from the speaker, and the images displayed on the liquid crystal display device 30 at each point in time. The specific example of Fig. 19(a) assumes the case of a non-instruction period. In the non-instruction period, penalty control is executed when a stop operation is performed in an irregular pressing sequence.
[0317] The sub-CPU 412 executes an effect lottery process in response to a game start operation. In the effect lottery process, the effect to be executed in the current game is determined by lottery. In each game, the effect determined in the effect lottery process is executed. The above effects include, for example, an effect that notifies (indicates) the winning area determined in the current game, and an effect that makes the player hope for winning in the BB state. In the above effects, an effect sound corresponding to the effect is output from the speaker, and an effect image corresponding to the effect is displayed on the liquid crystal display device 30. However, there are cases in which no effect is determined in the effect lottery process.
[0318] For the sake of explanation, the state of each effect execution means during the period when the effect determined by the effect lottery process is not executed may be referred to as the "default state." For example, in the default state, the liquid crystal display device 30 displays an image of a specific character walking (see FIG. 20(a) described later). On the other hand, during the period when the effect is executed, the liquid crystal display device 30 displays a character GC performing an action (such as singing) corresponding to the effect (see FIG. 20(b) described later).
[0319] In the default state, the speaker does not output sound. On the other hand, during a period in which a performance is being executed, a performance sound corresponding to the performance is output from the speaker. However, depending on the game state, a specific background music may be output from the speaker in the default state. For example, in a game in which execution of a performance has not been determined, each performance execution means is in the default state. Also, during a non-play period, each performance execution means is in the default state.
[0320] In the specific example of FIG. 19(a), it is assumed that the start operation of the Nth game is executed at time ts1. It is also assumed that the penalty control is not executed (sequential pressing) in the game (N-1th time) before the game. In the above case, the sub-CPU 412 executes the effect lottery process immediately after time ts1. In the specific example of FIG. 19(a), it is also assumed that it is determined that an effect will be executed in the Nth game. In the above case, as shown in FIG. 19(a), in response to the start operation of the game, an effect sound corresponding to the effect is output from the speaker, and an effect image corresponding to the effect is displayed on the liquid crystal display device 30.
[0321] In the specific example of FIG. 19(a), a case is assumed where a stop operation is performed at the first intermediate stop (an example of an irregular push sequence) at time tx of the Nth game. In the above case, the sub-CPU 412 transitions to the sub-penalty state (executes sub-penalty control) immediately (almost simultaneously) after the first stop operation is performed. In the sub-penalty state, each effect determined in the effect lottery process is not executed as a rule. If an effect is executed at the time of transition to the sub-penalty state, the effect is canceled. However, an effect that is exceptionally executed in the sub-penalty state may be provided. For example, an effect that notifies of a transition to the BB state may be configured to be executed even in the sub-penalty state.
[0322] Specifically, when the first center stop or the first right stop occurs during a non-instruction period, a notification sound is output for a predetermined time immediately thereafter (an example of irregular push notification). The notification sound is a sound for notifying the player of the order of the stop operations actually performed (see FIG. 19(b)). When the notification sound is output, the output of the effect sound that was output before the first stop operation is stopped.
[0323] Also, if the first center stop or first right stop is performed during the non-instruction period, a notification image is displayed for a predetermined time immediately after the first stop operation (an example of irregular push notification). The notification image is an image for informing the player of the order of stop operations actually performed (see FIG. 19(b)). During the instruction period, regardless of whether the stop operation mode is notified or not, even if a stop operation is performed in an irregular push order, no notification image is displayed and no notification sound is output.
[0324] In the specific example of FIG. 19(a), it is assumed that the third stop operation of the Nth game is executed at time te1. As described above, in a game where the stop operation is performed in an irregular pressing sequence, when the third stop operation is executed, the main CPU 301 executes the main penalty control. In other words, the above configuration is such that the time (tx) at which the sub penalty control is executed is different from the time (te1) at which the main penalty control is executed. According to the above configuration, compared to a configuration in which the sub penalty control is executed simultaneously with the main penalty control, for example, there is an advantage that the degree of freedom of the timing at which the sub penalty control is executed is improved. In other words, there is an advantage that the degree of freedom of the timing at which the notification sound is output and the notification image is displayed is improved.
[0325] As shown in FIG. 19(a), if a sub-penalty state is entered in the current game, the sub-penalty state will continue in the next game. Specifically, if a sub-penalty state is entered, the sub-penalty state will continue until a stop operation is performed at the first left stop, the state transitions to the BB state, or the power is turned OFF / ON. Also, in the sub-penalty state, the performance lottery process is not executed. In the above configuration, the performance lottery process is not executed in the game following the game that transitioned to the sub-penalty state. Therefore, the performance is not executed in the game following the game that transitioned to the sub-penalty state.
[0326] For example, in the specific example of FIG. 19(a), the sub-penalty state is in effect from the time tx when the first stop operation is performed in the Nth game to the time ty when the first stop operation is performed in the N+1th game. Therefore, the sub-penalty state is in effect at the time of the start operation of the N+1th game. In other words, the sub-penalty state continues at the time when the effect lottery process in the N+1th game is normally executed. In the above cases, the effect lottery process in the N+1th game is not executed, and no effect is executed in that game (each effect execution means is in a default state). Note that, in the specific example of FIG. 19(a), since the sub-penalty state ends in the N+1th game, the effect lottery process is executed in the N+2th game, and the effect may be executed.
[0327] Fig. 19(b) is a diagram for explaining a specific example of the notification image and the notification sound. As shown in Fig. 19(b), in this embodiment, the combination of the notification image and the notification sound differs depending on the stop button 25 (center or right) that is operated for the first stop.
[0328] Specifically, when a stop operation is performed at the middle first stop during the non-instruction period, an annunciation image GM1 is displayed. The annunciation image GM1 is an image that displays a message saying "Pushing from the middle" (see FIG. 20(c-1) described later). Also, when a stop operation is performed at the middle first stop during the non-instruction period, an annunciation sound saying "Pushing from the middle" is output. On the other hand, when a stop operation is performed at the right first stop during the non-instruction period, an annunciation image GM2 is displayed. The annunciation image GM2 is an image that displays a message saying "Pushing from the right" (see FIG. 20(c-2) described later). Also, when a stop operation is performed at the right first stop during the non-instruction period, an annunciation sound saying "Pushing from the right" is output. Even if a stop operation is performed at the left first stop during the non-instruction period, no annunciation image is displayed and no annunciation sound is output.
[0329] As described above, when playing with an irregular push order, the processing related to the instruction function of the instruction display 16 (judgment condition lottery processing, stock lottery processing, ceiling counter decrement) is disadvantageous compared to playing with the first left stop. On the other hand, when playing with an irregular push order, the expected number of medals to be acquired is higher compared to playing with the first left stop (see FIG. 8 above). In other words, the gameplay changes between playing with the first left stop and playing with an irregular push order. In the above embodiment, depending on the player, there may be cases where the gameplay when playing with the first left stop is preferred, and cases where the gameplay when playing with an irregular push order is preferred.
[0330] However, if a warning is given when a player plays with an irregular push order, even if the player likes the playability of playing with an irregular push order, the player may feel that they have to play with the first left stop. For example, in a case where a warning is given saying "Please push from the left" when a player performs a stop operation with an irregular push order, some players may stop playing with the irregular push order.
[0331] Considering the above circumstances, this embodiment employs an annunciation image and an annunciation sound that are difficult to judge as warnings that the stop operation has been performed in an irregular pressing order. Specifically, the annunciation image and an annunciation sound of this embodiment are not intended to instruct the left first stop, but simply to inform the fact that the stop operation has been performed in an irregular pressing order. The above configuration has the advantage that the above-mentioned inconveniences are suppressed compared to the above-mentioned comparative example.
[0332] 20(a), 20(b), 20(c-1) and 20(c-2) are diagrams for explaining images displayed before and after the execution of the sub-penalty control. Each of the above diagrams shows a specific example of each image displayed in the normal state or the pulled back state. As described above, the same image is displayed on the liquid crystal display device 30 in the normal state and the pulled back state.
[0333] FIG. 20(a) shows a specific example of each image displayed in the default state (when no performance is being performed). In the default state, the liquid crystal display device 30 of this embodiment displays various images including, for example, a character GC and a game count image GE. Also, in the default state, a background image GHa is displayed behind each image. Immediately after the liquid crystal display device 30 transitions to the default state, the character GC is displayed at the initial position P in FIG. 20(a), and then moves back and forth (walks) in the direction of the black arrow shown in the same figure. In FIG. 20(a), the character GC displayed at the initial position P is indicated by a dashed line.
[0334] The play count image GE is an image for displaying the number of plays since the previous BB state ended. Specifically, with each start operation of a game, the number on the play count image GE is incremented by "1". However, the number on the play count image GE may be incremented at the third stop. As described above, the BB state is transitioned to after 998 plays since the previous BB state ended (the ceiling function is activated). The player can know the number of plays until the ceiling function is activated from the play count image GE.
[0335] FIG. 20(b) is a diagram for explaining a specific example of a performance image. The specific example of FIG. 20(b) shows a case where a continuous performance is executed among the performances. In the continuous performance, various performance images including a singing character GC are displayed. Also, the game count image GE is displayed during the period in which the performance image is displayed. However, the game count image GE may be temporarily hidden during the period in which the performance image is displayed, and may be displayed again when the performance ends and transitions to the default state. In each performance, a background image corresponding to the performance is displayed. For example, in the continuous performance of FIG. 20(b), a background image GHb is displayed behind each image.
[0336] The continuous performance of this embodiment continues for a maximum of three plays. The number of plays of the continuous performance is determined by lottery, and the number of plays in the high probability period is likely to be longer than the low probability period. Note that a premonition period consisting of multiple plays may be provided between the determination of the transition to the BB state and the actual transition, and the continuous performance may be executed during the premonition period. In the above continuous performance, the transition to the BB state is finally notified.
[0337] FIG. 20(c-1) and FIG. 20(c-2) are diagrams for explaining images displayed immediately after the sub-penalty control is executed (immediately after transition to the sub-penalty state).
[0338] Fig. 20(c-1) shows a specific example of each image displayed immediately after the stop operation is performed at the first stop in the middle (irregular push order). When the stop operation is performed at the first stop in the middle and the sub-penalty state starts, the notification image GM1 is displayed near the center of the screen. As shown in Fig. 20(c-1), the notification image GM1 displays the message "Pressing from the middle".
[0339] Fig. 20(c-2) shows a specific example of each image displayed immediately after the stop operation is performed at the first right stop (irregular push order). When the stop operation is performed at the first right stop and the sub-penalty state starts, the notification image GM2 is displayed near the center of the screen. As shown in Fig. 20(c-2), the notification image GM2 displays the message "Pressing from the right".
[0340] As described above, when the sub-penalty control is executed, the liquid crystal display device 30 is in the default state. Therefore, when the sub-penalty control is executed, the images (character GC, game count image GE, background image Ha) shown in Fig. 20(a) are displayed in place of the images displayed immediately before the sub-penalty control was executed. However, as shown in Fig. 20(c-1) and Fig. 20(c-2), the notification images GM(1, 2) are displayed in priority (in front) over other images.
[0341] Specifically, when sub-penalty control is executed during the period in which the performance is executed, a notification image GM corresponding to the type of the stop button 25 that has been operated to perform the first stop is displayed, and each image displayed in the default state is displayed in place of each performance image being displayed. For example, in the above-mentioned continuous performance (see FIG. 20(b)), when sub-penalty control is executed, the singing character GC and the like are hidden, and each image displayed in the default state is displayed. In the above cases, as shown in FIG. 20(c-1) and FIG. 20(c-2), the character GC starts to be displayed from the initial position P. Also, in the above cases, the background image GHb during the continuous performance is replaced by the background image GHa in the default state.
[0342] The above configuration can also be said to stop the currently running performance when the sub-penalty control is executed. Also, assume that it is decided that the continuous performance will be executed over three games. Even in the above case, if the stop operation is performed in the irregular pressing order in the first or second game of the continuous performance, the continuous performance will be stopped at that point (the point when the first button in the middle or the first button on the right stops) and the remaining continuous performance will not be executed.
[0343] However, if an image is suddenly hidden without fading out, the screen may look unnatural. For the above reasons, when a displayed image is to be hidden, the image is usually faded out. In this embodiment, for example, when a performance image is to be hidden without using sub-penalty control (when the performance ends), the performance image is faded out.
[0344] However, when an effect being executed is stopped by sub-penalty control, the effect image in the effect is not faded out but hidden. According to the above configuration, when the sub-penalty control is executed, the effect image is hidden in an unnatural manner, which has the advantage that the player can easily recognize that the sub-penalty control has been executed.
[0345] In addition, a configuration may be adopted in which a predetermined switching image (eye-catching image) is displayed on the entire screen before and after the performance image is made non-displayed. When the above configuration is adopted, when the performance is ended without using the sub-penalty control, the switching image is displayed and then each image in the default state is displayed, whereas when the performance being performed is stopped by the sub-penalty control, each image in the default state is displayed without displaying the switching image.
[0346] According to the above configuration, when the sub-penalty control is executed, the switching image that is normally displayed at the end of the presentation is not displayed, which has the advantage that the player can easily recognize that the sub-penalty control has been executed. However, even when the presentation is forcibly stopped by the sub-penalty control, the switching image may be displayed. With the above configuration, it is possible to suppress the inconvenience of the screen appearing excessively unnatural when the presentation is forcibly stopped.
[0347] When the sub-penalty control is executed during the period in which each image in the default state is displayed, the notification image GM corresponding to the type of the stop button 25 operated for the first stop is displayed, and each image displayed in the default state continues to be displayed. However, when the sub-penalty control is executed during the period in which each image in the default state is displayed, the display mode of each image is returned to the display mode immediately after the default state is started.
[0348] For example, in the default state, the character GC starts moving from the initial position P. In the above configuration, if the character GC is located at a position other than the initial position P at the time when the sub-penalty control is executed (at the time when the first stop operation of the irregular pressing sequence is performed), the character GC is returned to the initial position P. Specifically, when the sub-penalty control is executed, the character GC instantly moves to the initial position P. In the above configuration, some players may feel that the display position of the character GC has changed unnaturally when the sub-penalty control is executed.
[0349] The above configuration has the advantage that it is easier for the player to recognize that the sub-penalty control has been executed, compared to a configuration in which the display mode of each image in the default state does not change at all before and after the sub-penalty control is executed. Note that in the above configuration, the display of the notification image GM may be omitted when the sub-penalty control is executed.
[0350] As described above, when the main penalty control is executed (when an irregular button is pressed), the update process of the ceiling counter is omitted. Taking the above circumstances into consideration, in this embodiment, when the main penalty control is executed, the number of plays image GE is not updated. Note that in the above configuration, when the main penalty control is executed, the game count image GE may be temporarily hidden. Specifically, the game count image GE may be hidden during the sub-penalty state.
[0351] 21(a) and 21(b) are diagrams for explaining specific examples of other images displayed on the liquid crystal display device 30. FIG.
[0352] As described above, various counters for controlling the game state are provided in the main RAM 303. For example, the main RAM 303 is provided with an advantageous zone counter and a MY counter that are updated in an advantageous zone. When the advantageous zone ends, all counters for controlling the game state (balls dispensed), including the above counters, are initialized. The above configuration can be said in other words that the flow of the game is interrupted when the advantageous zone ends. Therefore, depending on the player, the end of the advantageous zone may cause an inconvenience in which the player's motivation to play decreases.
[0353] Considering the above circumstances, the sub-control board 400 (sub-CPU 412, etc.) of this embodiment is configured to easily maintain the player's motivation to play during the period from the end of the current advantageous zone to the start of the next advantageous zone. The above configuration will be described in detail below.
[0354] Fig. 21(a) is a schematic diagram of a screen displayed in the BB state. In the BB state, various images including an instruction image GS, a consecutive win count image GX, and a number display image GY are displayed. The instruction image GS is displayed in the above-mentioned notification effect X (1-4) (see Fig. 13), and notifies, for example, the correct pressing order of the batting order bell. The specific example of Fig. 21(a) assumes that notification effect X4, which notifies the stop operation order of "right, center, left" among notification effects X, is executed.
[0355] The consecutive win count image GX displays the number of times the BB state has been won again before 99 games have been played since the BB state ended (hereinafter referred to as the "consecutive win count"), including the first BB state. FIG. 21(a) shows a specific example of a BB state with three consecutive wins. Hereinafter, for the sake of explanation, the period from the start of the first BB state to the end of the Heaven Chance state may be referred to as the "consecutive win period". Note that if the EDBB state is entered during a consecutive win period, the consecutive win period will end when the EDBB state ends. The number display image GY displays the number of medals awarded during the consecutive win period (the difference between the number of medals paid out and the number of medals inserted; hereinafter referred to as the "number of medals acquired"). FIG. 21(a) shows a specific example of a case where the number of medals acquired is 237.
[0356] In the sub-RAM 414 of this embodiment, various counters for controlling the effects are provided. For example, a number display counter for storing the current value of the number of acquired medals, a consecutive win counter for storing the current value of the consecutive win count, and a performance control counter are provided in the sub-RAM 414. The number display counter is incremented each time medals are paid out during a consecutive win period. For example, when nine medals are paid out during a consecutive win period, the number "9" is added to the number display counter. Also, in each game during the consecutive win period, the number of medals used in that game is subtracted from the number display counter.
[0357] The counter for controlling effects is decremented by "1" for each game in a game state other than the BB state (heaven chance state) during the consecutive win period. When the counter for controlling effects described above is decremented to "0", it is determined that the current consecutive win period has ended. For the sake of explanation, the above counters in the sub-RAM 414 are collectively referred to as "sub-counters". In this embodiment, the sub-counters are configured to be maintained without being initialized when the advantageous zone ends.
[0358] Fig. 21(b) is a diagram for explaining the values of the sub-counters at each time point. Fig. 21(b) shows the values of the sub-counters (Cs1, Cs2, Cs3) at each time point. Fig. 21(b) also shows the values of the heaven chance counter (Cm), MY counter (Cx) and advantageous zone counter (Cy) of the main RAM 303. Fig. 21(b) also shows the game state at each time point.
[0359] In this embodiment, the sub-CPU 412 transitions to a presentation state corresponding to the gaming state (the state of the main CPU 301). Each presentation execution means (such as the liquid crystal display device 30) is controlled in a manner corresponding to the presentation state. FIG. 21(b) shows the presentation state at each point in time. For example, during a period in which the gaming state is in the BB state, the presentation state becomes the bonus presentation state. In the bonus presentation state, for example, each image shown in the above-mentioned FIG. 21(a) is displayed on the liquid crystal display device 30. Also, during a period in which the gaming state is in the normal state or the pullback state, the presentation state becomes the normal presentation state. In the normal presentation state, for example, each image shown in the above-mentioned FIG. 20(a) is displayed.
[0360] As shown in FIG. 21(b), during the period when the game state is in the Heaven state, during the non-advantageous section after the end of the BB, and during the subsequent Heaven Chance state, the presentation state is the consecutive win presentation state. In other words, the consecutive win presentation state is a presentation state in a game state where the expectation of transition to the BB state is high. In the consecutive win presentation state described above, for example, various presentations are executed that suggest that the expectation of transition to the BB state is high. For example, the cabinet lamp 5 is generally turned off in the normal presentation state, but is lit in red in the consecutive win presentation state.
[0361] In the specific example of FIG. 21(b), it is assumed that the state transitions to the BB state at time t1 in the Heaven state. It is also assumed that the consecutive win count counter (Cs2) is the number "Nb-1" (Nb is an integer equal to or greater than 2) immediately before the transition to the BB state. In the above case, at time t1, the consecutive win count counter is incremented to the number "Nb" (the number "1" is incremented). Also, in the BB state (bonus performance state), a consecutive win count image GX displaying the number "Nb" is displayed.
[0362] In the specific example of FIG. 21(b), it is assumed that in the BB state, the number display counter is incremented from the value "Nas" to the value "Nae" (Nas and Nae are positive integers). In the above case, at the end of the BB state (time t2), the number display image GY displays the number "Nae". Note that the configuration may be such that the presentation mode (BGM, etc.) in the bonus presentation state (BB state) changes depending on the number of consecutive wins. Also, the configuration may be such that the presentation mode in the consecutive win presentation state changes depending on the number of consecutive wins. Similarly, the presentation mode in the bonus presentation state may be changed depending on the number of coins acquired, and the presentation mode in the consecutive win presentation state may be changed depending on the number of coins acquired.
[0363] In the specific example of FIG. 21(b), it is assumed that the transition to the non-advantageous zone is determined in the transition lottery at the end of the BB state. In the above case, each counter (Cm, Cx, Cy) of the main RAM 303 is initialized. On the other hand, the sub-counters are maintained without being initialized even if the transition to the non-advantageous zone occurs.
[0364] For example, in the specific example of FIG. 21(b), the number display counter at time t2 when the advantageous period ends is the value "Nae", and the consecutive win counter is the value "Nb". The values of the above counters are not initialized before and after the end of the advantageous period. In addition, the values of the counters are not initialized before and after the start of a new advantageous period.
[0365] In the specific example of FIG. 21(b), it is assumed that a decision is made to move to a new advantageous zone during the first play in the non-advantageous zone (time t3). Specifically, it is assumed that a move to the Heaven Chance state occurs at the start of the new advantageous zone. As shown in FIG. 21(b), at the start of the advantageous zone, the MY counter (Cx) is at its initial value "0", and the advantageous zone counter is set to its initial value "1500".
[0366] In this embodiment, at each point in the consecutive win period, the value of the presentation control counter and the value of the heaven chance counter basically match. Specifically, when the heaven chance state starts, the heaven chance counter is set to an initial value of "98", and the presentation control counter is also set to an initial value of "98". In addition, the heaven chance counter and the presentation control counter are each decremented by "1" in each game.
[0367] As described above, when the stop operation is performed in the irregular push order during the Heaven Chance state, which is a non-instruction period, the main CPU 111 omits the update process of the Heaven Chance counter. The sub-CPU 412 of this embodiment omits the update process of the performance control counter in the next game in which the update process of the Heaven Chance counter is omitted. Note that the update process of the performance control counter may be omitted in a game in which the update process of the Heaven Chance counter is omitted.
[0368] In the above embodiment, the time when the Heaven Chance state ends and the time when the consecutive win presentation state ends (the time when the consecutive win period ends) can be made to coincide. In other words, the actual game state and the presentation state (the mode of the presentation execution means) can be synchronized. In this embodiment, the non-advantageous section is set to the consecutive win presentation state, but the consecutive win presentation state may be shifted to during the period after the start of a new advantageous section, or simultaneously with the start of a new advantageous section. In addition, during consecutive win periods other than the BB state, the number of consecutive wins may be displayed, or the number of winning coins may be displayed. As shown in FIG. 21(b), when the consecutive win period ends (when it is determined that the presentation control counter has reached the value "0"), the sub-counter is initialized.
[0369] FIG. 21(c) is another diagram for explaining the values of each counter at each time point. FIG. 21(c) shows the value of the MY counter (Cx) and the value of the number display counter (Cs1) in the advantageous zone X and the advantageous zone Y following the advantageous zone X. In the specific example of FIG. 21(c), it is assumed that the advantageous zone X starts at time ta, and then the first BB state starts at time tb. In the above case, the MY counter does not increase or decrease in principle during the non-instruction period from time ta to time tb (it becomes approximately the value "0"). In addition, a consecutive win period starts at time tb. The number display counter is the value "0" at the start time tb of the consecutive win period.
[0370] In the BB state, the MY counter (Cx) and the number display counter (Cs1) generally increase. In the specific example of FIG. 21(c), it is assumed that the first BB state in the favorable zone X ends at time tc. In the above cases, each counter generally increases from time tb in the BB state to time tc. In addition, in the specific example of FIG. 21(c), it is assumed that the favorable zone X continues at the end time tc of the BB state. In the above cases, the MY counter is not initialized. Note that, as described above, the number display counter is not initialized regardless of whether the favorable zone continues or not. In the specific example of FIG. 21(c), the period from time tc to time td is not an indication period, so the number display counter and the MY counter generally decrease.
[0371] In the specific example of FIG. 21(c), it is assumed that the second BB state in the advantageous zone X starts at time td during the consecutive win period. It is also assumed that the advantageous zone X ends at the end time te of the BB state. In the above cases, the MY counter is initialized. Note that, if the value of the MY counter (Cx) and the value of the counter for displaying the number of coins (Cs1) are the same at the start of the first BB state in the advantageous zone (if the value is "0"), the values of the counters will be approximately the same until the advantageous zone ends (until the MY counter is initialized). In the specific example of FIG. 21(c), the values of the counters will be approximately the same from the time-saving tb to time te.
[0372] In the specific example of FIG. 21(c), it is assumed that a new advantageous zone Y starts at time tf. In the above case, the MY counter at time tf becomes the value "0". On the other hand, the counter for displaying the number of coins is not initialized regardless of whether the advantageous zone continues or not, so it becomes a larger value than the MY counter during the period after time tf (excluding the period after the consecutive win period ends).
[0373] In the specific example of FIG. 21(c), it is assumed that the first BB state in the advantageous zone Y starts at time tg. Time tg is a consecutive win period. In other words, it is assumed that the third BB state in the consecutive win period starts at time tg. In the above case, the number display counter continues to be updated without being initialized during the period from time tb when the consecutive win period starts until time tg.
[0374] In the specific example of FIG. 21(c), the period from time tf to time tg is not an instruction period, so the counter for displaying the number of coins will generally decrease. On the other hand, the MY counter initialized at time tf will generally not increase or decrease during the consecutive win period from time tf to time tg (it will become approximately the value "0"). In the specific example of FIG. 21(c), it is assumed that the first BB state in the advantageous zone Y has ended at time th. It is also assumed that the advantageous zone Y has continued at time th. In the above cases, neither the MY counter nor the counter for displaying the number of coins will be initialized.
[0375] As can be understood from the above explanation, in this embodiment, the counter for displaying the number of coins can be incremented to a value larger than the MY counter (see the period after time tf in Figure 21 (c)). The counter for displaying the number of coins in this embodiment can be incremented to a value larger than the threshold value "2400" at which the MY counter is initialized. However, with the above configuration, there is a problem in that the player's gambling spirit is likely to be excessively stimulated. Taking the above into consideration, an upper limit value may be set for the counter for displaying the number of coins. For example, in the above-mentioned embodiment, the counter for displaying the number of coins may be configured not to be incremented to more than "2400".
[0376] However, in the above configuration, the number display counter may exceptionally be incremented to the upper limit value "2400" or more. For example, assume that 9 medals are paid out during a game in which the MY counter is at the value "2399" and the advantageous zone is forcibly ended. In the above case, the number display counter may be incremented to the value "2408" (=2399+9), and the number "2408" may be displayed as the final number of medals won.
[0377] In this embodiment, a configuration is assumed in which the instruction period (e.g., EDBB state) may be forcibly terminated when the advantageous zone ends. In the above configuration, a configuration may be made in which the number of medals until the advantageous zone ends (the number of medals until the MY counter reaches the number "2400") is displayed immediately before the advantageous zone (instruction period) ends. The above configuration has the advantage that even if the MY counter and the counter for displaying the number do not match, it is possible to know the number of medals until the MY counter reaches the number "2400".
[0378] Also, in the above configuration, a configuration may be made in which a message is displayed to the effect that the advantageous zone is about to end. A specific example of the above configuration is a configuration in which a message is displayed saying "The advantageous zone will end with XX coins remaining" during play after the MY counter has been incremented to a value of "2350" or more. Furthermore, in the above specific example, when the MY counter reaches the threshold value "2400" and the advantageous zone ends, a message to that effect (for example, a message saying "The number of coins acquired during the advantageous zone has exceeded 2400 coins. The advantageous zone is ending.") may be displayed.
[0379] <Processing performed by the main CPU> The main CPU 301 executes various processes using the above-mentioned data. The main CPU 301 executes a startup process when a reset signal is input from the reset circuit. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, when the power switch 511SW is turned on to start supplying the power supply voltage to the main control board 300, the startup process is executed. In the startup process, the main CPU 301 initializes each register of the main control board 300.
[0380] In addition, in the startup process, the main CPU301 executes various processes (processes for transitioning to a playable state) including a process for changing a set value. Note that the main CPU301 may execute a security check process for determining the validity of the control program stored in the main ROM302 prior to the startup process. After completing the startup process, the main CPU301 transitions to a game control process. In this embodiment, when the set value is changed, the internal state transitions to a non-internal state, and the game state becomes a non-advantageous zone. Also, a memory area including a specific counter (see FIG. 18(a)) is initialized.
[0381] FIG. 22 is a flowchart of the game control process of the main CPU301. The game control process is executed every time the player plays a game. Although the details will be described later, the main CPU301 executes interrupt processes at a predetermined time interval (for example, 1.49 ms) during the period in which the game control process is executed. That is, the main CPU301 executes game control processes and interrupt processes alternately. For example, a command to be sent to the sub-control board 400 is set in the game control process and sent to the sub-control board 400 in the interrupt process. Commands indicating the results of various lotteries executed by the main CPU301 or the values of various counters provided in the main RAM303 are appropriately sent to the sub-control board 400. In addition, each timer (for example, a wait timer) set in the game control process is subtracted in the interrupt process.
[0382] When the main CPU301 starts the game control process, it executes the initial setting process (S101). The initial setting process is executed every time one game ends. In the initial setting process, the main CPU301 initializes a storage area of the main RAM303 that is initialized for each game. For example, the winning area storage area in which the winning area (winning area number) of the previous game is stored is initialized in the initial setting process.
[0383] After the initial setting process, the main CPU 301 proceeds to the automatic insertion process (S102). In the automatic insertion process, if a symbol combination related to a replay is aligned on an active line as a result of the previous game, the main CPU 301 sets the same number of bet medals as in the previous game as the bet medals for the current game.
[0384] After the automatic insertion process, the main CPU301 transitions to pre-game processing (S103). In the pre-game processing, the main CPU301 detects medals from the medal insertion unit 8 and detects operation of the settlement button 23. If the insertion of medals is detected in the pre-game processing, the main CPU301 adds the bet medals or credits. Furthermore, if the operation of the settlement button 23 is detected in the pre-game processing, the main CPU301 pays back the bet medals or credits. Furthermore, in the pre-game processing, the main CPU301 detects operation of the start lever 24 (i.e., an operation to start a game).
[0385] When the main CPU301 detects a game start operation in the pre-game start processing, the process proceeds to a setting value confirmation process (S104). In the setting value confirmation process, the main CPU301 judges whether the setting value is appropriate. Specifically, in the setting value confirmation process, the main CPU301 judges whether the setting value is within the range of the numbers "1" to "6". If the main CPU301 judges that the setting value is not within the range of the numbers "1" to "6", the main CPU301 stores a setting value abnormality command indicating an abnormality in the setting value in the command storage area, and proceeds to a setting value error process.
[0386] If the main CPU301 determines that the setting values are appropriate in the setting value confirmation process, it acquires random number values R1, R2, and R3 (S105). The random number value R1 is a hardware random number generated by the random number generator 304, and is used in the internal lottery process. The random number value R2 is a software random number acquired from a register built into the main CPU301, and is used in the reel performance determination process, etc. The random number value R3 is used in the ART determination process. The main CPU301 stores the acquired random number value R1 in the random number value R1 storage area of the main RAM303. Similarly, the main CPU301 stores the acquired random number value R2 in the random number value R2 storage area of the main RAM303, and stores the random number value R3 in the random number value R3 storage area of the main RAM303.
[0387] After storing the random number values R1, R2, and R3 in the main RAM 303, the main CPU 301 proceeds to start processing (S106). The start processing is composed of various processes including an internal lottery process for determining a winning area by the random number value R1, a BB determination process for determining a transition to a BB state, and a reel performance determination process for determining a reel performance by the random number value R2. The start processing also includes an instruction number determination process for determining an instruction number.
[0388] After executing the start processing, the main CPU 301 executes the reel performance processing (S107). For example, in the reel performance processing, various game operations are accepted, and processing for switching the state of the reel 12 (acceleration, variable display, stop, stillness, vibration) is executed. In addition, in the reel performance processing, the main CPU 301 sets the above-mentioned delay time by lottery. Note that the remaining time of the wait period is also subtracted in the reel performance processing.
[0389] After executing the reel performance process, the main CPU 301 executes a wait process (S108). The wait process is a process for making the time length of each game longer than a predetermined length. In the wait process, the main CPU 301 determines whether the wait period has elapsed, and if it determines that the wait period has not elapsed, it does not move from the wait process to the pre-stop process described later.
[0390] On the other hand, when it is determined that the wait period has elapsed, the main CPU 301 proceeds to pre-stop processing (S109). In the pre-stop processing, various data (such as priorities described below) are stored in the main RAM 303 according to the winning area determined in the internal lottery processing. In the stop control processing described below, each reel 12 is stopped according to each data stored in the pre-stop processing, and the symbol combination related to the winning role specified in the winning area is stopped and displayed on the pay line.
[0391] After executing the pre-stop process, the main CPU 301 proceeds to the stop control process (S110). By the stop control process, the main CPU 301 stops the reel 12 corresponding to each stop button 25 every time the stop button 25 is operated. Each reel 12 stops at a symbol position according to each data set in the above-mentioned pre-stop process.
[0392] When all the reels 12 are stopped in the stop control process, the main CPU301 proceeds to a display determination process (S111). In the display determination process, the main CPU301 determines the combination of symbols displayed on the active line. The main CPU301 also sets various data according to the type of the combination of symbols displayed on the active line. For example, when it is determined that a symbol combination related to a replay is stopped and displayed on an active line, the main CPU301 sets a replay operation flag to an ON state. When it is determined that a symbol combination related to a winning combination is stopped on an active line, the main CPU301 adds a number of medals according to the type of the winning combination to the credit amount.
[0393] After executing the display determination process, the main CPU301 executes the stop time process (S112). In the stop time process, the main CPU301 transitions the game state. The above stop time process includes the above-mentioned determination condition lottery process and stock lottery process. Furthermore, in the stop time process, the main CPU301 starts or ends an advantageous zone in association with the transition of the game state. Specifically, the main CPU301 executes an advantageous zone control process, which will be described later. When the main CPU301 ends the stop time process, the process returns to step S101.
[0394] FIG. 23 is a flowchart of the advantageous zone control process. The main CPU301 executes the advantageous zone control process in the above-mentioned stop time process. When the advantageous zone control process is started, the main CPU301 judges whether or not the current game is in an advantageous zone (Sx0). If it is judged not to be in an advantageous zone (Sx0: No), that is, in a non-advantageous zone, the main CPU301 ends the advantageous zone control process. On the other hand, if it is judged to be in an advantageous zone (Sx0: Yes), the main CPU301 judges whether or not a replay has been stopped and displayed on a pay line in the current game (Sx1).
[0395] When it is determined that the replay is not stopped (Sx1: No), the main CPU301 executes a MY counter update process (Sx2). In the MY counter update process, the MY counter is updated. Specifically, the number of medals bet (3 medals) is subtracted from the number of medals paid out in the current game, and the result is added to the MY counter. For example, if the number of medals paid out is 9 medals, the number "6" is added to the MY counter. Also, if the number of medals paid out is 0 medals, the number "3" is subtracted from the MY counter. After executing the MY counter update process, the main CPU301 advances the process to step Sx3. When it is determined that the replay is stopped in the current game (Sx1: Yes), the main CPU301 advances the process to step Sx3, skipping the MY counter update process.
[0396] In step Sx3, the main CPU301 judges whether the MY counter is greater than the value "2400". If it is judged that the MY counter is greater than the value "2400" (Sx3: Yes), the main CPU301 initializes all parameters related to the instruction functions stored in the main RAM303 (Sx5) and ends the advantageous zone control process. In step Sx5, for example, the above-mentioned specific counter is initialized and the game state transitions to a non-advantageous zone. Note that even if the game state transitions to a non-advantageous zone, the internal state does not change.
[0397] If the main CPU301 determines that the MY counter is not greater than the value "2400" (Sx3: No), it determines whether the advantageous zone counter has been decremented to the value "0" (Sx4). The advantageous zone counter is decremented by "1" in the above-mentioned start-up process. If the main CPU301 determines that the advantageous zone counter is the value "0" (Sx4: Yes), it executes the above-mentioned step Sx5 to end the advantageous zone control process. Note that a case where "Yes" is determined in step Sx5 (when the advantageous zone is forcibly terminated) is assumed to be a case where the advantageous zone counter has been decremented to the value "0" in the EDBB state. In this embodiment, except for the above cases, the advantageous zone is configured to end before the advantageous zone counter is decremented to the value "0".
[0398] If it is determined that the advantageous zone counter is not the number "0" (Sx4: No), the main CPU301 judges whether the MY counter is smaller than the number "0" (whether it is a negative number) (Sx6). If the MY counter is a negative number (Sx6: Yes), the main CPU301 sets the MY counter to the number "0" (Sx7) and ends the advantageous zone control processing. On the other hand, if the MY counter is equal to or greater than the number "0" (Sx6: No), step Sx7 is omitted and the advantageous zone control processing ends.
[0399] <Processes performed by the sub-CPU> 24 is a flowchart of the sub-start-up process of the sub-CPU 412. The sub-CPU 412 executes the sub-start-up process when a reset signal is input from the reset circuit. The reset circuit outputs a reset signal when the power supply voltage supplied to the sub-control board 400 exceeds a predetermined threshold. For example, the sub-start-up process is executed when the supply of power supply voltage to the sub-control board 400 is started.
[0400] When the sub startup process is started, the sub CPU 412 executes a startup initialization process (S301). In the startup initialization process, the sub CPU 412 initializes various registers of the sub control board 400, for example.
[0401] In the startup initialization process, the sub CPU 412 determines whether or not there is a backup abnormality in the sub RAM 414. If there is a backup abnormality, the sub CPU 412 initializes the backup data. In addition, in the startup initialization process, the sub CPU 412 determines whether or not the data stored in various ROMs including the CGROM 424 is correct. For example, the sub CPU 412 reads data stored at a specific address in each ROM and determines whether or not the data is correct. If an abnormality is found in various ROMs, the sub CPU 412 transitions to a predetermined error process.
[0402] In the sub startup process, the sub-CPU 412 starts a lamp control task (S302), a sound control task (S303), an image control board communication task (S304), a main control board communication task (S305), and a performance button input task (S306).
[0403] The sub-CPU 412 controls various lamps including the case lamp 5 and the performance lamp 28 by a lamp control task. The sub-CPU 412 also controls the speakers (31, 32) by an audio control task. The sub-CPU 412 also transmits commands to the image control board 420 by an image control board communication task, receives commands from the main control board 300 by a main control board communication task, and accepts operations of the performance button 26 and the direction designation button 27 by a performance button input task.
[0404] A timer interrupt signal is input at a predetermined time interval to the sub CPU 412. When the sub CPU 412 receives the timer interrupt signal, it executes one of the tasks. That is, the peripheral devices including the various lamps and speakers (31, 32) are controlled in a time-division manner.
[0405] However, the total number of medals acquired in a given number of games is required to be within a predetermined range, regardless of the set value. Specifically, the total number of medals acquired in 400 games is required to be more than one-third of the total number of medals inserted, and less than 2.2 times. The total number of medals acquired in 1600 games is required to be more than two-fifths of the total number of medals inserted, and less than 1.5 times. The total number of medals acquired in 6000 games is required to be more than one-half of the total number of medals inserted, and less than 1.26 times. The total number of medals acquired in 17500 games is required to be more than three-fifths of the total number of medals inserted, and less than 1.15 times.
[0406] Whether or not the above criteria (hereinafter "ball-out criteria") are met is usually confirmed by testing. If the number of medals is excessively likely to be lost in a given number of games, there is a high possibility that the ball-out criteria will not be met in the test. Also, if an excessively large number of medals is likely to be won in a given number of games, there is a high possibility that the ball-out criteria will not be met in the test. In other words, the more gambling-like a gaming machine is, the more likely it is that it will be determined that the ball-out criteria are not met in the test.
[0407] Considering the above circumstances, the gaming machine 1 of this embodiment adopts a configuration in which a specific set value has a significantly lower gambling nature than other set values. Specifically, a configuration is adopted in which, when the set value "1" is set among the set values, the possibility of satisfying the ball output standard in the test is significantly higher than when other set values are set. For example, in this embodiment, by transitioning to the instruction period (BB state), many medals can be acquired. When the set value "1" is set, the probability of transitioning to the instruction period (initial hit probability) is relatively high, but the instruction period is likely to end in a short period of time (continuous wins are difficult to achieve). According to the above configuration, when the set value "1" is set, the probability of satisfying the ball output standard in the test is high.
[0408] However, when the set value "1" is set, the gambling aspect is significantly reduced, and many players find the game less interesting. Therefore, if the configuration does not allow players to know whether the set value "1" is set before playing, some players may be reluctant to play with the gaming machine 1. In consideration of the above circumstances, this embodiment employs a configuration that allows players to know whether the set value "1" is set before playing. The above configuration will be described in detail below.
[0409] 25(a) is a flowchart of the power-on process by the sub CPU 412. The sub CPU 412 executes the power-on process immediately after the power is turned on. The power-on process is usually completed before the main CPU 301 is able to execute the game control process. In other words, the sub CPU 412 completes the power-on process before the game becomes possible.
[0410] When the power-on process starts, the sub CPU 412 checks the setting value set on the main CPU 301 side. Specifically, the main CPU 301 transmits a command indicating the setting value to the sub CPU 412 immediately after the power is turned on. In step Sy1, the sub CPU 412 checks the setting value indicated by the command. Thereafter, the sub CPU 412 determines whether the setting value checked in step Sy1 is "1" (Sy2).
[0411] If it is determined that the set value is not "1" (Sy2: No), the sub-CPU 412 determines the normal control mode (Sy3) and ends the power-on processing. On the other hand, if it is determined that the set value is "1" (Sy2: Yes), the sub-CPU 412 determines the special control mode (Sy4) and ends the power-on processing. As will be explained in detail below, when the normal control mode is determined, the state of the performance execution means (stop button 25, speaker, liquid crystal display device 30) differs from when the special control mode is determined.
[0412] Fig. 25(b) is a diagram for explaining the mode of the performance execution means in each control mode. As shown in Fig. 25(b), in the normal control mode, the stop button 25 emits red light during a period when the operation of the stop button 25 is invalid (for example, during a period when the corresponding reel is stopped). On the other hand, in the special control mode, the stop button 25 emits green light during a period when the operation of the stop button 25 is invalid.
[0413] In the above configuration, the player can determine whether or not the setting value "1" has been set before playing the game by checking the color of the stop button 25. However, as shown in FIG. 25(b), the color of the stop button 25 during the period when the stop operation is possible is blue, which is common to all control modes. Let us assume a configuration in which the color of the stop button 25 during the period when the stop operation is possible differs between control modes. In the above configuration, it is expected that, depending on the player, there may be an inconvenience in that it becomes difficult to intuitively determine whether or not the stop operation is valid. According to this embodiment, the above inconvenience is suppressed.
[0414] As described above, in this embodiment, the player can adjust the master volume by operating the direction designation button 27. Specifically, as shown in FIG. 25(b), when the control mode is the normal control mode, the player can adjust the master volume. On the other hand, when the control mode is the special control mode, the master volume cannot be changed. With the above configuration, when the master volume cannot be changed, the player can identify that the setting value "1" is set. However, in any control mode, the error sound for notifying an error is output at the maximum volume.
[0415] As described above, in this embodiment, the player can change the presentation mode (enjoy mode, normal mode, simple mode) by operating the direction designation button 27. Specifically, as shown in FIG. 25(b), when the control mode is the normal control mode, the player can change the presentation mode. On the other hand, when the control mode is the special control mode, the presentation mode cannot be changed. According to the above configuration, when the presentation mode cannot be changed, the player can identify that the setting value "1" is set.
[0416] In this embodiment, when the sub-CPU 412 recovers from a power-off state, the power-on process is immediately executed, and the stop button 25 is displayed in green. The above configuration has the advantage that, for example, when the administrator of the gaming machine 1 who has turned on the power sees that the stop button 25 is displayed in green, the administrator can immediately know that the setting value "1" is set.
[0417] The image on the liquid crystal display device 30 during the non-play period may be different between the normal control mode and the special control mode. In the above configuration, as in this embodiment, it is possible to identify whether the setting value "1" is set before playing. However, the time from when the power is turned on to when the lamps (including the lamp of the stop button) are restored is usually shorter than that of the liquid crystal display device 30. Therefore, this embodiment has the advantage that the time from when the power is turned on to when it becomes possible to identify that the setting value "1" is set is shortened, compared to a configuration in which only the image on the liquid crystal display device 30 changes in each control mode, for example.
[0418] <Modification> The above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments selected from the following examples can be appropriately combined.
[0419] (1) In each embodiment, a notification image and a notification sound are exemplified as a configuration for notifying that a stop operation has been performed in an irregular pressing sequence without causing a warning. However, the configuration for notifying that a stop operation has been performed in an irregular pressing sequence is not limited to the above examples. For example, instead of a configuration for notifying that a message "You are pressing from the center (right)", a configuration for notifying that a message "You are pressing in an irregular manner" may be used. Furthermore, a configuration for notifying that a message "It is recommended to press left" may be used.
[0420] FIG. 26(a) is a schematic diagram of the notification image GM3 in a modified example. In this modified example, when the stop operation is performed in the irregular pressing order during the non-instruction period, the notification image GM3 is displayed on the liquid crystal display device 30. For example, the notification image GM3 is displayed at the first stop, and then is displayed until the third stop. However, the time when the notification image GM3 is displayed may be changed as appropriate. For example, the notification image GM3 may be configured to be displayed for a predetermined time from the third stop. Also, the notification image GM3 may be configured to continue to be displayed over multiple games. The notification image GM3 in the modified example is not displayed when the first left stop is performed, similar to the notification image GM(1, 2) in the first embodiment.
[0421] As shown in FIG. 26(a), the notification image GM3 indicates that when the first left stop is played, the transition to the BB state is more likely to be determined, but the expected number of medals to be acquired in each game is smaller. Also, the notification image GM3 indicates that when the irregular push order is played, the transition to the BB state is less likely to be determined, but the expected number of medals to be acquired in each game is larger. According to the notification image GM3 described above, it is easy for the player to recognize that the game characteristics change when playing with the first left stop and when playing with the irregular push order. Also, by displaying the notification image GM3 immediately after the stop operation is performed with the irregular push order, there is an advantage that the player can easily notice that the stop operation is performed with the irregular push order.
[0422] 26(b) is a diagram for explaining another modified example. In this modified example, the control executed by the sub-CPU 412 is changed depending on whether the stop operation is performed with the left first stop or with the irregular pressing order.
[0423] Specifically, in this modified example, similarly to the first embodiment described above, each backlight corresponding to each reel 25 is provided. Also, at the third stop (when the medals are paid out), a backlight effect may be executed. When the backlight effect is executed, each backlight blinks or turns off in a predetermined manner. On the other hand, during a game period in which the backlight effect is not executed, the backlight is turned on. In the above configuration, when a stop operation is performed in an irregular push order during a game in a non-instruction period, all backlights are turned off at the third stop. Specifically, regardless of whether or not it has been determined that a backlight effect is to be executed, all backlights are turned off at the end of a game in which a stop operation is performed in an irregular push order.
[0424] As shown in FIG. 26(b), in this modified example, the stop sound of each reel 12 changes depending on whether the reel is stopped in an irregular push order during a non-instruction period or on the first left stop. Specifically, when the reel is stopped in the first left stop, a normal stop sound is generally output when each reel 12 (L, C, R) stops. On the other hand, when the reel is stopped in an irregular push order, a special stop sound is output when each reel 12 (L, C, R) stops.
[0425] The above special stop sound can be adopted as a normal stop sound instead of a warning sound. In the above specific example, the special stop sound is output at the first to third stops, but the special stop sound may be output only at the first stop, and the normal stop sound may be output at the second and third stops. In the above configuration, the stop sound may not be output at the second and third stops. Furthermore, when the stop operation is performed in an irregular pressing order, the stop sound may not be output at the first to third stops.
[0426] As shown in FIG. 26(b), in this modified example, the color of each image displayed by the liquid crystal display device 30 changes depending on whether the stop operation is performed in the irregular push order during the non-instruction period or the first left stop. Specifically, when the stop operation is performed in the first left stop, each image does not darken. On the other hand, when the stop operation is performed in the irregular push order, each image darkens. The timing for darkening each image may be at the first stop or at the third stop. In addition, the timing for returning each darkened image to its original state may be at the third stop if it is darkened at the first stop. In addition, each darkened image may be returned to its original state when a bet medal is inserted to start the next game or when the start operation for the next game is performed.
[0427] As shown in FIG. 26(b), in this modified example, the presence or absence of a medal payout sound changes depending on whether the stop operation is performed in an irregular push order during a non-instruction period or the first left stop. Specifically, when a winning combination is achieved in a game in which the stop operation is performed in the first left stop, a payout sound corresponding to the winning combination (the number of medals to be paid out) is output. On the other hand, when a winning combination is achieved in a game in which the stop operation is performed in an irregular push order, a payout sound corresponding to the winning combination is not output. Note that the payout sound may be configured to change depending on whether the stop operation is performed in an irregular push order or the first left stop (the payout sound itself is output in each case).
[0428] In the above-described modified example, some of the controls such as turning off the backlight completely, changing the stopping sound, turning the LCD display 30 dark, and omitting the payout sound may be executed when the stopping operation is performed with an irregular button press sequence.
[0429] Figure 26(c-1) and Figure 26(c-1) are diagrams for explaining yet another modified example. Although the details will be described later, even in this modified example, the player can be prompted to play with the left first stop without being warned.
[0430] FIG. 26(c-1) is a diagram for explaining the stop time performance. FIG. 26(c-1) is a schematic diagram of each image displayed in the stop time performance. For the following explanation, when the screen of the liquid crystal display device 30 is divided into three equal parts in the left-right direction, the left area in the front view is described as the left area ML, the central area is described as the middle area MC, and the right area is described as the right area MR. In other words, the left area ML corresponds to the left stop button 25L, the middle area ML corresponds to the middle stop button 25C, and the right area MR corresponds to the right stop button 25R. In this modified example, whether or not to execute the stop time performance in the game is determined when the start operation of the game is performed (before the stop operation).
[0431] The specific example in Fig. 26(c-1) assumes a situation immediately after the first stop operation is performed in a game in which a stop-time performance is performed. As shown in Fig. 26(c-1), when the first stop operation is performed in a game in which a stop-time performance is performed, a stop-time image GX is displayed in the left area ML. In the above stop-time performance, when the stop operation is performed on the left first stop, the stop-time image GX is displayed in the left area ML corresponding to (located close to) the left stop button 25L, which has the advantage of making it easier to draw attention to the stop-time image GX.
[0432] Fig. 26(c-2) is a diagram for explaining the area where the stop image GX is displayed in the stop performance. As described above, when the stop operation is performed at the first left stop, the stop image GX is displayed in the left area ML. Also, even when the stop operation is performed at the first center stop, the stop image GX is displayed in the left area ML, and even when the stop operation is performed at the first right stop, the stop image GX is displayed in the left area ML.
[0433] In the above configuration, when the stop operation is performed in an irregular pressing order, the stop image GX is not displayed in the area (MC, MR) corresponding to the stop button 25 that was operated to stop first, and the stop image GX is displayed in the left area ML. Therefore, the player can feel that the display area of the stop image GX when the stop operation is performed in an irregular pressing order is unnatural, and is encouraged to play with the left first stop.
[0434] (2) In each embodiment, the notification image and notification sound that notify that a stop operation has been performed in an irregular pressing sequence may be changed as appropriate. In addition, multiple types of notification images may be provided. For example, different notification images may be provided for each presentation mode. Similarly, different notification sounds may be provided for each presentation mode. However, the notification images may be configured in common for each presentation mode. Similarly, the notification sounds may be configured in common for each presentation mode.
[0435] (3) In each form, multiple types of normal states may be provided. For example, three types of normal states may be provided: normal state A, normal state B, and normal state C. In addition, the above normal states may be configured to change the likelihood of winning the BB state. As the above configuration, for example, a configuration in which the probability of transitioning to a high probability period is higher in the order of normal state A, normal state B, and normal state C is considered.
[0436] Also, a configuration may be adopted in which the normal state transitions to another normal state upon a specific opportunity. For example, in a game in which a specific winning area (Replay 2 (lower replay)) is won, a mode transition lottery process is executed in the stop time process. A configuration may be adopted in which the normal state transitions upon a winning opportunity in the above mode transition lottery process. Furthermore, a configuration in which the normal state A transitions to normal state B or normal state C, but the normal state B or normal state C does not transition to normal state A, is preferable. Similarly, a configuration in which the normal state B transitions to normal state C, but the normal state C does not transition to normal state B, is preferable. In this modified example, when a stop operation is performed in an irregular push order in a game in which a specific winning area is won, the above-mentioned mode transition lottery process may be omitted. Also, a configuration in which the win probability in the mode transition lottery process is changed to a low probability when a stop operation is performed in an irregular push order may be adopted.
[0437] (4) In each form, in a game in which a specific group won, the second command "B99" was sent as a "command that does not identify the correct answer mode" during the non-instruction period. Also, in a game in which a specific group won, the second commands "B01" to "B04" corresponding to the instruction numbers (01 to 04) were sent as "commands that can identify the correct answer mode" during the instruction period. However, the "commands that do not identify the correct answer mode" and the "commands that can identify the correct answer mode" are not limited to the above examples.
[0438] For example, in a game in which a specific group wins, the first command "A06" may be transmitted as a "command that does not identify the correct answer state", and the first command "A06-1" may be transmitted as a "command that can identify the correct answer state" when a CLR bell (A, B) is won, the first command "A06-2" may be transmitted as a "command that can identify the correct answer state" when a CLR bell (A, B) is won, the first command "A06-3" may be transmitted as a "command that can identify the correct answer state" when a RLC bell (A, B) is won, and the first command "A06-4" may be transmitted as a "command that can identify the correct answer state". In the above configuration, the correct answer state can be identified from the first command in the non-instruction period. However, in the above configuration, the second command may be transmitted as in the first embodiment.
[0439] (5) In each embodiment, the configuration for notifying a specific setting value (setting value "1") can be changed as appropriate. For example, a configuration is assumed in which a period during which a demo screen is displayed (hereinafter "demo period") begins when a non-play period continues for a predetermined time. In the above configuration, the mode of the performance execution means during the period during which a demo screen is displayed (hereinafter "demo period") may be different between a special control mode (a control mode in which a setting value "1" is set) and a normal control mode (a control mode in which a setting value other than "1" is set).
[0440] For example, a configuration is conceivable in which during the demo period, the waist panel 6 (internal lamp) is turned on in the normal control mode, and the waist panel 6 is turned off in the special mode. Even in the above configuration, the player can know whether the setting value "1" has been set before playing. In addition, in the above configuration, it is preferable that the demo period starts immediately after the setting value is changed (immediately after the setting change mode ends).
[0441] (6) In each embodiment, when an irregular pressing sequence is executed in a non-advantageous zone, the main penalty control is not executed. However, the main penalty control may be executed. As the above configuration, for example, a configuration is conceivable in which the main penalty control is executed so that the processing at the time of transition to the advantageous zone is disadvantageous.
[0442] (7) In the first embodiment, when the stop operation is performed in the irregular push order during the non-instruction period (excluding the non-advantageous zone), the main penalty control is executed regardless of the type of winning area. However, in a game in which a specific winning area is won, the main penalty control may not be executed. For example, in a game in which a cherry, watermelon, fixed role (3, 4), or replay 2 (hereinafter collectively referred to as "rare role") is won, the main penalty control may not be executed. For example, in a game in which a rare role is won, even if the stop operation is performed in the irregular push order, the judgment condition lottery process may be executed and the specific counter may be updated. In addition, when a rare role is won in a game in which a transition to the BB state is determined, the stock lottery process may be executed even if the stop operation is performed in the irregular push order.
[0443] In a game in which the rare role is won, the expected number of medals to be won does not change regardless of the order in which the stop operation is performed. In other words, even if the main penalty control is not executed when the stop operation is performed in an irregular pressing order, the advantage level is the same for each stop operation order in a game in which the rare role is won. Note that in a game in which a specific winning area (e.g., a rare role) is won, a configuration may be adopted in which some of the main penalty control is not executed. For example, in a game in which a rare role is won, a configuration may be adopted in which the judgment condition lottery process is executed, but the update process of the specific counter is omitted.
[0444] (8) In the first embodiment, a configuration is adopted in which the stock preferential flag is set to ON in a game in which the ceiling counter reaches the value "0". However, if the ceiling counter is configured to be decremented even when the stop operation is performed in an irregular push order, the stop operation sequence in a game in which the ceiling counter reaches the value "0" may be an irregular push order. In the above cases, a configuration may be adopted in which the stock preferential flag is set to OFF and the stock lottery process can be executed when the stop operation is performed in an irregular push order in a game in which the ceiling counter reaches the value "0".
[0445] (9) In each embodiment, the stock lottery process may be executed even in the BB state where the stock preferential flag is OFF. For example, assume a configuration in which a premier BB state is provided as the BB state. In the above-mentioned premier BB state, BB stocks are awarded with a high probability in the stock lottery process of each game, compared to the BB state. In the above-mentioned configuration, when the stock preferential flag is OFF, the stock lottery process is not executed during the BB state, but the stock lottery process may be executed exceptionally in the premier BB state.
[0446] However, in the above modified examples, it is preferable that some kind of penalty is given when the stop operation is performed in an irregular push order in a winning game in the premier BB state. For example, assume that when 1G consecutive stock is given in the premier BB state, the premier BB state is followed by a transition to the BB state (the BB state wins one game in a row). In the above configuration, it is preferable that when the stop operation is performed in an irregular push order in a winning game in the premier BB state, the stock lottery process is not executed in each game in the BB state that wins one game in a row.
[0447] In the above configuration, the stock lottery process may not be executed in the BB state until all of the 1G consecutive stocks granted in the premier BB state are consumed. Also, the stock lottery process may not be executed in some BB states (for example, the first BB state) in which one game is consecutively won, and the stock lottery may be executed in other BB states (the second and subsequent BB states).
[0448] (10) In each embodiment, the main penalty control can be changed as appropriate. For example, in the above-mentioned first embodiment, if the stop operation is performed in an irregular push order in the current game, the probability of winning the BB state in the next game is lowered. Instead of the above configuration, if the stop operation is performed in an irregular push order in the current game, the probability of winning the BB state in the current game may be lowered. Also, in the first embodiment, the main penalty control is configured to omit the update process of the ceiling counter, but the main penalty control may be configured to increment the ceiling counter.
[0449] Also, assume a configuration in which a lottery (BB lottery) is executed in the start-time processing to determine whether or not to transition to the BB state. In the above configuration, if a stop operation is performed in an irregular push order in the current game, the result of the BB lottery in that game may be rewritten. For example, assume a game in which the BB state is won in the BB lottery in the start-time processing. Also assume a case in which a stop operation is performed in an irregular push order in that game. In the above case, for example, a configuration in which the result of the BB state is rewritten to "miss" in the stop-time processing may be considered. Also, a main penalty control that invalidates the result of the BB state may be adopted in the stop-time processing.
[0450] Furthermore, in a configuration in which a BB lottery is executed in the start processing and the result of the BB lottery is invalidated in the stop processing, a configuration may be adopted in which a command indicating the result of the BB lottery is transmitted to the sub-CPU 412 immediately after the BB lottery is executed. In the above configuration, although there is a possibility that the result of the BB lottery may be invalidated depending on the order of subsequent stop operations, it is possible to execute an effect in which the result of the BB lottery is notified early (for example, substantially simultaneously with the start operation).
[0451] In a configuration in which a BB lottery is executed in the start processing and the result of the BB lottery is invalidated in the stop processing, a configuration in which an effect of notifying the result of the BB lottery is executed at the time when a stop operation is performed at the left first stop may be configured. In the above configuration, the result of the BB lottery can be notified to the player at the time when it is substantially confirmed that the result of the BB lottery will not be invalidated.
[0452] In the main penalty control of the first embodiment described above, the update process of the specific counter (ceiling counter, etc.) except for the high security certificate counter in a game in which the stop operation is performed in an irregular push order is omitted. Instead of the above configuration, the update process of the specific counter may be executed in the start processing of the game, and when the stop operation is performed in an irregular push order in the game, the specific counter may be returned to the value immediately before the update process in the stop processing.
[0453] In the first embodiment described above, when the stop operation is performed in an irregular pressing order, both the judgment condition lottery process and the high probability transition lottery are omitted. Instead of the above configuration, only one of the lotteries may be omitted.
[0454] (11) In each embodiment, when a stop operation is performed in a non-advantageous section by an irregular pressing sequence, sub-penalty control may be executed. Specifically, when a stop operation is performed in a non-advantageous section by an irregular pressing sequence, main penalty control may not be executed, while sub-penalty control may be executed, and the currently executing performance may be stopped.
[0455] (12) In each embodiment, the contents of the sub-penalty control may be changed as appropriate. For example, assume a configuration in which a plurality of types of presentation stages are provided in a specific game state (e.g., normal state) during a non-instruction period. In each presentation stage, for example, the location (background image) where the character GC stays is different. As each of the above presentation stages, a presentation stage on which an image of the character GC staying in a mountain is displayed, and a presentation stage on which an image of the character GC staying in a town is displayed are conceivable. Each of the above presentation stages is switched, for example, at random timing. Also, when the presentation stage is switched, a switching image is displayed on the entire screen.
[0456] In the above configuration, when sub-penalty control is executed, a specific presentation stage (hereinafter, "default stage") may be forcibly switched to. In a configuration in which a presentation stage that is likely to be reached during a high probability period (hereinafter, "high probability suggestion stage") and a presentation stage that is likely to be reached during a low probability period (hereinafter, "low probability suggestion stage") are provided, it is preferable to adopt the low probability suggestion stage as the default stage. In addition, when switching to the default stage by sub-penalty control, it is preferable to have a configuration in which the switching image is not displayed at all.
[0457] (13) In each embodiment, at the first stop (middle first stop, right first stop), the notification image is displayed and the performance image is switched to the default image at approximately the same time. However, the timing at which the notification image is displayed and the timing at which the performance image is switched to the default image may be different. For example, instead of the above configuration, the notification image may be displayed at the first stop, and then the performance image may be displayed until the third stop, and the default image may be displayed when the third stop is operated.
[0458] (14) In each form, the symbol combination displayed in the pseudo game (reel performance) may be changed depending on the presence or absence of the main penalty control. For example, assume a structure in which any one of the symbol combinations "Red Seven-Red Seven-Red Seven", "Gold Seven-Gold Seven-Gold Seven" or "BAR-BAR-BAR" is displayed in the pseudo game when the BB state or the EDBB state is started. When the EDBB state is started, "BAR-BAR-BAR" is displayed in the pseudo game. Also, when the BB state is started, either "Red Seven-Red Seven-Red Seven" or "Gold Seven-Gold Seven-Gold Seven" is determined by lottery, and the determined symbol combination is displayed in the pseudo game.
[0459] In the above configuration, a configuration is conceivable in which the symbol combination to be displayed in the pseudo game is selected by lottery according to the number of BB stocks when the BB state is started. Specifically, the greater the number of BB stocks, the easier it is to determine "gold seven-gold seven-gold seven." As described above, when the main penalty control is executed, the stock lottery process becomes unfavorable. Therefore, when the main penalty control is executed, it becomes easier to determine "red seven-red seven-red seven" at the start of the BB state.
[0460] However, the presence or absence of the main penalty control may be configured not to affect the symbol combination displayed in the pseudo game. As the above configuration, for example, a configuration in which the symbol combination displayed in the pseudo game is determined regardless of the number of BB stocks at the start of the BB state is considered. Also, as in the above-mentioned modified example, a configuration in which a premier BB state is provided and a predetermined dedicated pseudo game (reel performance) is executed when the premier BB state is won, regardless of the presence or absence of the main penalty control, may be used.
[0461] (15) In each form, a period in which the main penalty control is not executed may be provided during a non-instruction period (a period in which an instruction by the instruction display 16 is not executed) in the advantageous zone, even if the stop operation is performed in an irregular pressing sequence. For example, a chance state in which a transition to the BB state is likely to be determined may be provided, and the main penalty control may not be executed in the chance state. In the above configuration, the main penalty control may be not executed only in a specific game in the chance state. Also, the main penalty control may be not executed in a non-internal state.
[0462] (16) In each form, the winning area included in the specific group can be changed as appropriate. For example, in the internal state, the winning area in which a 1-coin role is won regardless of the stop operation position regardless of the stop operation sequence may be included in the specific group. In the above configuration, the effect of suppressing the expected value X (3 to 6) of the irregular push order is particularly remarkable.
[0463] (17) In the first embodiment, in the non-internal state, among the processes related to the instruction function, only the advantageous zone transition process and the advantageous zone control process were executed. Also, in the bonus operating state, only the advantageous zone control process was executed. However, in the bonus operating state, the advantageous zone start time process may be executed.
[0464] For example, in the non-internal state, assume a configuration in which cherries win in the winning area with a probability of "X / 65536" and overlapping role 3 (cherries) win with a probability of "Y / 65536" (X and Y are positive integers). In the above configuration, in the internal state, cherries win with a probability of "(X+Y) / 65536". Furthermore, in the bonus activation state, cherries win with a probability of "X / 65536". In the above configuration, if cherries win or overlapping role 3 wins in the non-internal state, the advantageous zone starts. Also, if cherries win in the bonus activation state, the advantageous zone starts. However, if cherries win in the internal state (the internal state in which you generally stay), the advantageous zone does not start.
[0465] In the above configuration, the processing at the time of transition to the advantageous zone when a cherry is won may be configured to be more advantageous than when another winning area (hereinafter, "unfavorable winning area") is won. For example, the processing at the time of transition to the advantageous zone when a cherry is won may be configured to always determine a transition to the BB state. In the above configuration, for example, when a transition to the bonus operating state occurs in the BB state, the advantageous zone ends in the bonus operating state, and then a cherry is won during the bonus operating state to start the advantageous zone, the initial game state of the advantageous zone becomes the BB state.
[0466] However, by stopping the display of the RBB role, it is possible to transition to the bonus operating state at any time. Therefore, if the advantageous zone is likely to end in the bonus operating state (a new advantageous zone is likely to start in the bonus operating state), the player may be disadvantageously given an excessive advantage. In consideration of the above circumstances, a configuration in which the advantageous zone ends in the bonus operating state only when a predetermined trigger is established is preferable. For example, a configuration in which the main CPU 301 executes a predetermined lottery, the advantageous zone ends in the bonus operating state after the lottery is won, and the advantageous zone does not end in the bonus operating state to which the player transitions if the lottery is not won is conceivable. 【04...
Claims
[Claim 1] A game control means for controlling the progress of a game; A performance control means for controlling the performance; a symbol display means for variably displaying a plurality of types of symbols in each game and for statically displaying a symbol combination as a result of the game; A plurality of stop operation means capable of performing stop operation in a normal push sequence or an irregular push sequence; A gaming machine comprising: The game control means includes: A game starting means for starting a game using a specified number of game values; A winning area determination means for determining one of a plurality of winning areas in each game; A symbol variation control means for stopping and displaying the symbol combination in accordance with the winning area and the stop operation pressing sequence; a special game state transition means for transitioning to a special game state when a symbol combination corresponding to a special winning area among the symbol combinations is stopped and displayed; An internal state transition means for transitioning to an internal state in which, when the special winning area is won in a non-internal state, the state in which the special winning area is won can be maintained for a plurality of games; and a game value awarding means for awarding a number of game values corresponding to the symbol combination. The winning areas belonging to a specific group include multiple types of specific winning areas, In a game in which the specific winning area is won, a first game value can be awarded when a stop operation is performed in a correct push sequence, which is one of a plurality of irregular push sequences, and a second game value lower than the first game value can be awarded when a stop operation is performed in a normal push sequence or an incorrect push sequence, which is an irregular push sequence different from the correct push sequence. The correct button press sequence corresponding to the specific winning area may differ depending on the type of the specific winning area. When the game is controlled to the non-internal state, the expected value of the game value to be acquired in a game in which the winning area belonging to the specific group is won is set to be greater when the stop operation is performed in the irregular push order than when the stop operation is performed in the normal push order, while the expected value of the game value to be acquired is set to be equal to or less than the specified number regardless of the push order used for the stop operation. The expected value of the game value to be acquired in a game in which the winning area belonging to the specific group wins when the internal state is controlled is set to be greater when the stop operation is performed in the irregular push order than when the stop operation is performed in the normal push order, while the expected value of the game value to be acquired in any push order is set to be equal to or less than the specified number. Amusement machine.
Citation Information
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