Pachinko machine

The gaming machine addresses the issue of player appeal by incorporating a timing-based winning mechanism, allowing both skilled and unskilled players to participate and win, thus enhancing overall player engagement.

JP7691625B2Active Publication Date: 2025-06-12ENTERRISE CO LTD
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Patent Information

Application Number
JP2023143582
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-05
Publication Date
2025-06-12
Estimated Expiration
2043-09-05

AI Technical Summary

Technical Problem

Gaming machines that require timed pressing skills are less appealing to players familiar with Assist Time (AT) machines that do not demand button pressing skills, as these machines offer little impact on the outcome.

Method used

A gaming machine design that includes rotating reels, stop switches, a reel window, and an internal lottery unit, where players can win a prize by correctly timing the operation of stop switches during specific symbol combinations, allowing both skilled and unskilled players to participate.

Benefits of technology

The gaming machine provides an inclusive experience for both advanced and beginner players by allowing them to win prizes based on timing, enhancing player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that allows both advanced players with ability of target stopping and beginners with no ability of target stopping to enjoy the opportunity of target stopping.SOLUTION: Winning combinations include an operation timing winning combination in which correct operation timing of at least one stop switch is defined, and the operation timing winning combination can win when an operation timing flag is satisfied as a winning flag. When the operation timing flag is satisfied and a predetermined symbol group consisting of three or more symbols stops in a reel window for at least one specific reel among multiple rotating reels, the operation timing winning combination wins. The predetermined symbol group includes a same-color symbol group of two or more consecutive symbols of the same color system and a rear symbol arranged behind the same-color symbol group in the rotation direction of the specific reel. A front symbol arranged one step forward from the predetermined symbol group in the rotation direction of the specific reel and the same-color symbol group are the same color system.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, gaming machines equipped with special gaming states such as AT (Assist Time) or ART (Assist Replay Time) have been known. In these AT machines and ART machines, when a push order winning combination (for example, a push order bell) wins during AT or the like, the correct push order is notified. The player can win the push order winning combination by pressing the stop switch according to the notified correct push order, and can relatively easily obtain gaming value.

[0003] On the other hand, gaming machines that require so-called "timed pressing" during the game are known (see Patent Document 1). Timed pressing means that when a timed pressing winning combination, for which the correct operation timing of the stop switch (for example, the timing of pressing the stop switch corresponding to the left rotating reel when the "bar" arranged on the left rotating reel is in the upper stage inside the reel window) is defined, wins, the player operates the stop switch at the correct operation timing to win the timed pressing winning combination.

[0004] In such a gaming machine having a timed pressing winning combination, the player needs a skill to win the timed pressing winning combination by performing "vital pressing" (pressing the stop switch at the correct operation timing).

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, these days, AT machines that do not require the skill of button pressing, or AT machines that, even if there is an opportunity that requires the skill of button pressing, have little impact on the outcome due to missing the button pusher role, are mainstream. From the perspective of players who are familiar with such AT machines, gaming machines that require the skill of button pressing tend to be shunned.

[0007] An object of the present invention is to provide a gaming machine that allows both advanced players with the skill of button pressing and beginner players without the skill of button pressing to enjoy the opportunity of button pressing.

Means for Solving the Problem

[0008] The present invention is a plurality of rotating reels on which a plurality of symbols are respectively displayed, a plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel during rotation based on the operation of the player, a reel window capable of visually recognizing a part of each of the rotating reels, an internal lottery unit capable of determining one winning flag from among a plurality of role flags based on the player's operation of the start switch, and includes the role flags include at least one operation timing role flag in which the correct operation timing of at least one stop switch is defined, the operation timing role may win a prize when the operation timing flag is established as the winning flag, when the operation timing flag is established and for a specific reel that is at least one of the plurality of rotating reels, when a predetermined symbol group composed of three or more symbols stops within the reel window, the operation timing role wins a prize, the predetermined symbol group includes two or more consecutive same-color system same-color symbol groups and a rear symbol arranged on the rear side in the rotation direction of the specific reel relative to the same-color symbol group, The front symbol arranged one position forward in the rotation direction of the specific reel from the predetermined symbol group and the same-color symbol group are of the same color system. It is a gaming machine.

Effect of the Invention

[0009] According to the present invention, it is possible to provide a gaming machine that allows both advanced players with the skill of button pressing and beginner players without the skill of button pressing to enjoy the opportunity of button pressing.

Brief Description of the Drawings

[0010]

Figure 1

Figure 2

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Figure 7

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Figure 10

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Figure 15

Embodiments for Carrying Out the Invention

[0011] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 15. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes both a case where the connection targets are directly connected and a case where the connection targets are indirectly connected via another board or device.

[0012] As shown in FIG. 1, the slot machine 1 of the present embodiment is a rotary type gaming machine in which the quantity of gaming values is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.

[0013] In this slot machine 1, unlike conventional slot machines, it is not necessary to insert physically existing medals, and physically existing medals are not paid out. In the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed rotary gaming machine, etc.

[0014] First, the card unit 7 connected to this slot machine 1 will be described below.

[0015] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0016] In addition, the card unit 7 can store a card 70 that stores game value data as electronic data instead of real medals inside it.

[0017] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of the game value data to the slot machine 1 described below, and conversely, a card 70 ejection process associated with the transfer of the game value data from the slot machine 1.

[0018] In addition, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.

[0019] In addition, the card unit 7 is provided with a lending button 71. When a bill is inserted into the card unit 7 by an operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the medium management unit 620.

[0020] In this specification, the "operator" means all of a player who is a user executing a game, a user who has finished the game (including a user walking inside the store), and store staff, but may be individually referred to as "store staff", "player", etc. as necessary.

[0021] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided.

[0022] The cash management mechanism 73 introduces bills inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bills.

[0023] The card management mechanism 74 introduces and accommodates the inserted card 70 through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the ejection button 72 is operated.

[0024] The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of each of the cash management mechanism 73 and the card management mechanism 74, lending processing of game values, authentication processing of the card 70, data reading processing and writing processing from the card 70, etc.

[0025] The operation processing of the cash management mechanism 73 includes processing for operating the cash management mechanism 73 so that the inserted bill is introduced into the card unit 7, processing for giving an error notification to that effect when the inserted bill jams in the cash management mechanism 73, processing for adding the game value corresponding to the inserted bill to the current lending balance and temporarily storing it in the RAM, etc.

[0026] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in accordance with the operation of the ejection button 72, etc.

[0027] The lending processing of game values includes processing for transmitting the game value data for the lending amount to the slot machine 1 (media management unit 620 mounted on the game value control unit 62 described later) in accordance with the operation of the lending button 71. At that time, processing for subtracting the game value data for the lending amount from the game value data of the lending balance temporarily stored in the RAM in the card unit 7 is also performed.

[0028] In the authentication process of the card 70, when the card 70 is inserted into the opening and the PIN is entered via the display panel, it is determined whether the entered PIN matches the PIN written on the card. When the card unit side control unit 75 determines that the two match, it allows the card 70 to be continuously used as the authentication target. However, when it determines that the two do not match, it may not allow the card 70 to be continuously used (restrict the use).

[0029] In the data reading process from the card 70, if game value data is written on the card 70, it is read out and temporarily stored in the RAM as the loan balance.

[0030] In the writing process to the card 70, when the game value data is transferred to the card unit 7 along with the operation of the counting button 44 of the slot machine 1, the game value data is temporarily stored in the RAM. Then, when the ejection button 72 is operated, the game value data is written to the card 70.

[0031] When the ejection button 72 is operated and game value data is already written on the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0032] As a result, when the ejection button 72 is operated in the card unit 7, the card 70 with at least one of the game value data owned by the player and the data of the loan balance written on it is ejected from the opening.

[0033] In addition, the card unit 7 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, for example, information regarding advantageous gaming states including the number of gaming times in advantageous gaming states (such as AT, CZ, special combination (bonus) execution states described later), the transition of the quantity of gaming values, the number of played games, the ratio of accessory items, and various other information related to the slot machine 1 are sent.

[0034] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress the game without using medals, which are real objects. In the slot machine 1 of the present embodiment, instead of medals, which are real objects, the game is played using gaming value data as electronic data. Hereinafter, in addition to "gaming value data", in some cases, the term "gaming value" is used as a term corresponding to the conventional "medal".

[0035] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0036] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surface of each of the plurality of rotating reels 20, which will be described later, through this reel window 200.

[0037] In the front door 100, near the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10.

[0038] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish real medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the cabinet 10.

[0039] When the store staff performs setting change operations, setting value confirmation operations, maintenance operations, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 can be rotated with respect to the cabinet 10. As a result, the store staff can access the inside of the cabinet 10.

[0040] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration part 102 for performing various effects during the game are provided.

[0041] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.

[0042] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.

[0043] The lighting decoration part 102 is composed of LEDs, etc., and lights up or goes out in a predetermined pattern when, for example, a highly anticipated effect screen is displayed or a winning combination is achieved.

[0044] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. On the lower panel 103, the title of the slot machine 1, etc. are displayed. On the front bottom 104, personal belongings of the operator can be placed.

[0045] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and an effect button 46.

[0046] Near each switch of the operation unit 4, there is a sensor that detects the player's operation and outputs an operation signal to the control unit 6.

[0047] Each of the stop switches 40a, 40b, and 40c is provided corresponding to each of the rotating reels 20 (20a, 20b, 20c). The stop switches 40a, 40b, and 40c receive an operation for stopping the rotation of the corresponding rotating reels 20a, 20b, and 20c while the rotating reels 20a, 20b, and 20c are rotating. That is, when the left stop switch 40a is operated, the rotation of the left rotating reel 20a stops; when the middle stop switch 40b is operated, the rotation of the middle rotating reel 20b stops; and when the right stop switch 40c is operated, the rotation of the right rotating reel 40c stops.

[0048] Inside the stop switches 40a, 40b, and 40c, there are lamps. The lamps can indicate, for example, in a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperable state from when the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state. Also, the lamps can indicate, in a color different from the above-mentioned color (e.g., blue), that the stop switches 40a, 40b, and 40c are in an operable state from when each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0049] Information on the fact that the stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 has been pressed, in what order, and at what timing) is used by the rotating reel control unit 611, game result determination unit 612, game state control unit 615, medium management unit 620, etc., which will be described later.

[0050] The bet switch 41 is used when the operator bets game values. Note that the quantity of the credited game values and the bet game values is managed by the slot machine 1 (media management unit 620). In the following, the term "credited game values" means the game values (game value data) managed by the media management unit 620.

[0051] The lever 42 functions as a start switch that receives an operation for rotating the rotary reels 20a, 20b, and 20c.

[0052] The digital counter 43 digitally displays the credit number of game values, the payout number (winning number) of game values, and so on. The operator can also check during the game how much the quantity of the held game values is by checking the digital counter 43. Also, thereby, the player can play the game without having actual medals in hand.

[0053] Note that in this embodiment, the "payout number of game values" does not mean the operation of paying out actual medals to the outside of the slot machine 1, but means "the game values corresponding to the established combination based on the internal lottery increase according to the combination". That is, the "payout number of game values" means "the increase in the numerical values of the virtual game media converted into electronic data". Also, for example, the "predetermined number of game values" corresponds to the concept of the "predetermined number of medals" in the past.

[0054] The counting button 44 can receive an operation by the operator for transferring the game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives the operation of the operator, a transfer signal is generated by the counting button 44.

[0055] In addition, after the counting button 44 is operated, for example, when the lever 42 is raised and lowered, any amount of game value data specified by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, by the operator operating the button on the card unit 7 side, any amount of game value data specified by the operator may be transferred to the slot machine 1.

[0056] Also, the subtraction amount of the game value data being managed when the counting button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the counting button 44 is being continuously operated (while it is being operated continuously), the credited game value may continue to be subtracted.

[0057] In the present embodiment, the counting button 44 is disposed at a position visible to the operator in the slot machine 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in the present embodiment, it is the front surface of the housing 10.

[0058] More specifically, as shown in FIG. 1, the counting button 44 is disposed on the side of the operation unit 4 closer to the card unit 7 in the front view of the slot machine 1. Thereby, it becomes easier for the player to understand that the counting button 44 is a button related to the card unit 7, and the operation flow from when the counting button 44 is operated until the card 70 is discharged from the card unit 7 becomes smooth.

[0059] Also, the counting button 44 may be provided with a lamp whose emission color changes before and after being operated, inside or around it.

[0060] The cancel button 45 can receive an operation by an operator to change a bet game value from a bet state to a non-bet state. When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the bet game value data in the non-bet state.

[0061] For example, when the cancel button 45 is operated while the bet game value is 1 or more, the medium management unit 620 updates the bet game value to "0" and adds the game value data that has been bet until it becomes "0" to the credited game value data. As a result, the credit number displayed by the digital counter 43 increases by the amount of the game value data that has been bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process of returning the bet game value to the credit number by changing the bet state to the non-bet state.

[0062] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the lever 42 has not been operated yet while in the bet state. On the other hand, the bet cancellation process is invalidated from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is arranged near the bet switch 41.

[0063] The effect button 46 is a button used for performing volume setting, confirmation of game data, and various menu settings related to the game when the player plays the game. In addition, the effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect.

[0064] In addition, the effect button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when it is in an inoperable state. Further, when outputting a hit notification effect for advantageous gaming states such as special roles and ATs triggered by the operation of the effect button 46, the lamp can also blink rapidly in a color different from when it is normally lit, such as red or rainbow color.

[0065] Also, inside the cabinet 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.

[0066] The reset button 51 is operated when canceling various errors and initializing the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game values managed by the medium management unit 620 is cleared to "0", and the second gaming state of the slot machine 1 is set to the "general gaming state" and the game section is set to the "normal section".

[0067] The setting change button 52 is a button that is operated by the store staff when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set to the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0068] During game progress or during game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are unlocked is generally limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0069] The set value represents the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set set value affects the internal lottery. And according to the set value, at least some of the winning probabilities of the winning candidates are different. The set value is set by the store staff before the store opens.

[0070] Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the housing 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0071] As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotating reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200.

[0072] On the surfaces of the rotating reels 20a, 20b, 20c, for example, symbols as shown in FIG. 3 are arranged. The game progresses by the game result determination unit 612 described later determining whether the combination of symbols displayed on the effective line L described later when the rotation of the rotating reels 20a, 20b, 20c stops is a predetermined combination of symbols.

[0073] Hereinafter, the symbols arranged on the rotating reels 20a, 20b, and 20c are denoted as "Bell - Red 7 - Red 7" etc. from the rear side in the rotating direction of the rotating reels 20a, 20b, and 20c. In FIG. 1, when the slot machine 1 is viewed from the left side of the paper surface of FIG. 1, the rotating reels 20a, 20b, and 20c rotate in the clockwise direction (when the slot machine 1 is viewed from the front, the rotating reels 20a, 20b, and 20c on the side visible to the player rotate from top to bottom). Therefore, "Bell - Red 7 - Red 7" on the rotating reel 20b means that, as shown in FIG. 3, they are arranged in the order of Bell, Red 7, and Red 7 from the rear side in the rotating direction (the upper side of the paper surface of FIG. 3).

[0074] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0075] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated during the rotation of the rotating reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c rotate one revolution in 504 steps. Thereby, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.

[0076] The rotation and stop of these rotating reels 20a, 20b, and 20c and the stepping motors 21a, 21b, and 21c are controlled by the rotating reel control unit 611 described later.

[0077] <Flow of the game by the operator> The player bets game values on the slot machine 1 by using the game values credited by operating the bet switch 41. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the active line L is activated. Thereafter, it becomes possible to operate the lever 42, that is, to start the game.

[0078] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values that can execute one game are automatically bet.

[0079] Note that, hereinafter, the gameplay in the "present game" is described. That is, the slot machine 1 of this embodiment does not incorporate a so-called "pseudo game".

[0080] The pseudo game is a kind of so-called freeze effect. Specifically, in the pseudo game, when the lever 42 is operated, the rotating reels 20a, 20b, 20c rotate, and when the player operates the stop switches 40a, 40b, 40c, the rotating reels 20a, 20b, 20c can be pseudo-stopped. This is a reel effect.

[0081] When the rotating reels 20a, 20b, 20c are pseudo-stopped, the rotating reels 20a, 20b, 20c swing (vibrate) up and down at the stop positions in order to indicate that the pseudo game is being executed.

[0082] Also, in the pseudo game, the rotating reels 20a, 20b, 20c only pseudo-stop, and a winning determination for determining whether or not to pay out game values is not executed.

[0083] When the lever 42 is operated again while the rotating reels 20a, 20b, 20c are pseudo-stopped, the freeze state is released, and thereafter the present game is started.

[0084] This game is one in which, after the lever 42 is operated, the rotating reels 20a, 20b, and 20c stop when the player operates the stop switches 40a, 40b, and 40c, a winning determination is executed based on this, and a payout of game value can be executed. Specifically, when a specific symbol is displayed within the reel window 200 during this game, a payout of game value corresponding to that symbol is executed.

[0085] FIG. 1 shows an example in which the effective line L is composed of the lower stage within the reel window 200 for the left rotating reel 20a, the upper stage within the reel window 200 for the middle rotating reel 20b, and the middle stage within the reel window 200 for the right rotating reel 20c (that is, the example in FIG. 1 is an irregular line). The effective line L is a virtual line for determining the winning of a combination. In this embodiment, when making 3 bets (3 - fold bet) which is the MAX BET (maximum bet), the aforementioned effective line L is activated.

[0086] Hereinafter, not only when combinations with a payout of game value such as bells and watermelons align on the effective line L, but also when symbols corresponding to specific combinations such as replay, chance symbols, and special combinations (bonuses) for which no payout of game value is made align on the effective line L, it is expressed as "winning".

[0087] One game (one play) in this embodiment refers to a series of operations by the player to operate the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc., including internal lottery, winning determination processing, and increase - decrease processing of game value data, to obtain a predetermined game result.

[0088] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the winning flag is performed, and the rotation of the rotating reels 20a, 20b, and 20c starts. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process for a predetermined number of game values is executed according to the combination (winning combination) of symbols aligned (winning) on the effective line L. Thereby, one game ends.

[0089] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, the fact that the bet switch 41 was operated, the lever 42 was operated, the stop switch 40 was operated, the internal lottery was executed, a predetermined winning combination was won, the rotating reel rotated, etc.) is managed by the main control unit 61.

[0090] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0091] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for convenience of explanation.

[0092] As shown in FIG. 5, the first game state includes a non - carry - over special winning combination state, a carry - over special winning combination state, and a special winning combination execution state. The non - carry - over special winning combination state, the carry - over special winning combination state, and the special winning combination execution state are in a mutually exclusive relationship.

[0093] The state of not carrying over special winning combinations means a state in which no special winning combination (e.g., one type BB, which is a winning combination continuous operation device for the first type of special winning combination item. Hereinafter, it may be simply referred to as "one type BB") is selected by internal lottery and the winning of the special winning combination is not carried over. The state of not carrying over special winning combinations is set, for example, when the set value described below is changed, when the RAM is initialized (an example of a predetermined condition), when more than a predetermined number of game values are paid out in the state of executing the special winning combination, and the like.

[0094] The state of carrying over special winning combinations means a state in which, although a special winning combination is selected by internal lottery, the winning of that special winning combination is carried over. That is, the state of carrying over special winning combinations means a state in which, by internal lottery, the flag of the special winning combination is selected, but the symbols that should line up when that special winning combination wins are not lined up on the effective line L and the special winning combination has not yet won.

[0095] The state of executing the special winning combination means a state in which the special winning combination selected by internal lottery has won and no more than a predetermined number of game values are paid out.

[0096] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the state of carrying over special winning combinations without causing the carried-over special winning combination to win.

[0097] The slot machine 1 in the present embodiment is an AT (assist time) machine. In the AT of the present embodiment, in the games after shifting to the battle bonus described below, it shifts to the opponent determination period (a period in which the game progresses in an RT state where it is easy to select one type BB), and by winning one type BB during the opponent determination period, it shifts to the battle period (during the execution of one type BB). During this battle period, a battle with an enemy character is executed, and it is determined whether the AT continues (whether to shift to the victory movie after victory, whether to win in the final determination) based on the result of the battle.

[0098] As shown in FIG. 6, the second game state is either a general game state, an AT (an example of a special game state), or a CZ (a chance zone, an example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.

[0099] The general game state is a state that is not an AT or a CZ, that is, a state in which an assist function (for example, an operation sequence navigator) does not occur (or occurs with low probability). For example, after RAM clearing or after the end of an AT (or CZ), the second game state is set to the general game state until an AT draw (or CZ draw) is performed.

[0100] The AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the roles other than the special role selected by internal drawing via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. is operating.

[0101] The AT draw is performed according to the role selected by internal drawing (drawing of a rare role, number of draws of a predetermined role, etc.) when the game section is an advantageous section. When an AT is selected by the AT draw (an AT transition signal is generated) while the game section is an advantageous section, the second game state transitions from the general game state or the CZ to the AT.

[0102] When a predetermined number of games have elapsed since the start of the game in the AT, when the stock number of the AT becomes 0 (zero), when the total number of game values paid out since the start of the game in the AT reaches a predetermined number, when the assist is executed a specified number of times, or when the assist for a specific role (for example, a push-order bell) is executed a specified number of times, etc., the second game state transitions from the AT to the general game state. As a result, the AT ends.

[0103] In FIG. 6, an example of directly shifting from the general gaming state to the AT is also described. However, it is also possible to configure it so that it does not directly shift from the general gaming state to the AT, but always shifts to the AT via the CZ from the general gaming state.

[0104] Unlike the modes described later, CZ is an example of a special gaming state, a zone where it can temporarily stay when it is neither in the general gaming state nor in the AT, and it gives an impression of the winning expectancy of the AT.

[0105] Also, CZ enters when certain conditions are met, such as when winning in the CZ lottery based on the winning combination determined by internal lottery, when the number of played games in the advantageous section reaches the predetermined number of games, or when the accumulated points reach the predetermined value as the game progresses. During this CZ, the AT winning probability becomes higher than in the general gaming state, and the second gaming state becomes more likely to shift to the AT.

[0106] In this embodiment, a plurality of types of ATs and a plurality of types of CZs are prepared.

[0107] For the plurality of types of ATs, the expected value of the total gaming value that the player can obtain is different for each. As the plurality of types of ATs, for example, Battle Bonus, Bonus A, Bonus B, etc. are prepared.

[0108] Also, for the plurality of types of CZs (for example, normal CZ, special CZ, heaven CZ), which of the plurality of types of ATs they are likely to shift to (for example, from the normal CZ, it shifts to the Battle Bonus but not to Bonus A, from the special CZ, it is likely to shift to Bonus B but not to the Battle Bonus, Bonus A, etc.) is different.

[0109] In the following, there are cases where the plurality of types of ATs are collectively referred to simply as "AT", and the plurality of types of CZs are collectively referred to simply as "CZ".

[0110] In addition, in the following, among multiple types of ATs, the battle bonus to which the present invention is applied will be described, and detailed descriptions of bonus A and bonus B will be omitted.

[0111] <Detailed Explanation of Battle Bonus> The basic gameplay of the battle bonus will be described.

[0112] Figure 7 is a diagram showing the state transition between the general gaming state and AT (battle bonus) in the second gaming state. As shown in Figure 7, when transitioning from the general gaming state to the battle bonus, first, the "opponent determination period" starts. By a lottery executed during the opponent determination period, the opponent (enemy character) is determined. A plurality of enemy characters are prepared as candidates for the opponent, and each enemy character has its own set physical strength, and whether the battle bonus can continue (restart) depends on that physical strength.

[0113] In addition, the opponent determination period continues until JAC wins (JAC hits / one type of BB wins) within the game of the opponent determination period. JAC wins when the symbols of one type of BB are aligned in the reel window 200.

[0114] Next, when JAC hits (when one type of BB wins) during the opponent determination period, the "battle period" (during the execution of one type of BB) of fighting against the enemy character determined by the lottery starts. In this battle period, a one-on-one battle is carried out between the friendly character and the enemy character, and according to the lottery result, a game is developed in which the friendly character attacks to reduce the physical strength set for the enemy character.

[0115] And depending on whether the physical strength of the enemy character can be reduced to 0 (zero) before the total number of payouts during one battle period reaches the specified number (see Figure 5. For example, 100), the subsequent state transition (whether the battle bonus continues or transitions to the general gaming state) changes.

[0116] If it was not possible to reduce the enemy character's health to 0 (zero) before the total number of payouts during one battle period reached the specified number (the battle period ended), then "Final Judgment" begins. In this Final Judgment, a victory lottery based on the remaining amount of the enemy character's health is executed.

[0117] In this Final Judgment, if one wins the victory lottery (wins), it is confirmed that the battle bonus continues (AT continues), and thereafter, it transitions to the opponent determination period.

[0118] On the other hand, if one does not win the victory lottery (loses), after it is confirmed that the Final Judgment ends, it transitions to the general game state.

[0119] On the contrary, if it was possible to reduce the enemy character's health to 0 (zero) before the total number of payouts during one battle period reached the specified number, then it transitions from the battle period to the "post - victory movie". In this post - victory movie, a lottery for obtaining points (hereinafter referred to as "point acquisition lottery") that can be used in the stock lottery described later is executed. After the post - victory movie ends (that is, when there is a payout of game value exceeding the specified number with one type of BB), it transitions to the opponent determination period again.

[0120] Note that during the battle bonus, in addition to the aforementioned post - victory movie, a point acquisition lottery is executed according to the winning combination.

[0121] And with this point acquisition lottery, points are obtained / accumulated. When the accumulated points reach a predetermined value, a stock lottery to determine whether the battle bonus continues or not is executed.

[0122] If there is one or more stocks when performing stock drawing, even if it is not possible to conduct a winning draw in the final judgment, the stock is released and the battle bonus is resumed. Even if there is a stock, if the player wins during the battle period, the battle bonus continues without the stock being released. For example, as an example of the effect when the battle bonus is resumed, when losing the winning draw, the stock is released and the victory screen is displayed, or after a screen indicating defeat is displayed, by operating lever 42, a resurrection screen (a screen indicating that the player has not lost) is displayed.

[0123] Next, the role flag that may be drawn during the battle bonus will be explained.

[0124] In the battle bonus, as role flags, for example, a losing flag, a replay flag, a bell order flag, a rare role flag, and a pressing role flag (a flag including pressing roles that require pressing) may be established.

[0125] When the pressing role flag is established during the battle bonus, if a predetermined condition is satisfied, as shown in Fig. 10(a), on the liquid crystal screen 3, the correct operation timing for winning the pressing role is notified (an example of a challenge effect). Specifically, as the correct operation timing, it is notified that the middle stop switch 40b should be operated, and at the timing when "bell - red 7 - red 7" stops in the reel window 200, the stop switch 40b should be operated.

[0126] On the other hand, when the pressing role flag is established during the battle bonus and a predetermined condition is not satisfied, as shown in Figs. 10(b) and (d), the predetermined symbol group to be stopped is not displayed, and the player is not urged to press.

[0127] In this way, when the pressing role flag is established during the battle bonus, the case where the player is urged to press and the case where the player is not urged to press are realized as follows.

[0128] <Pattern 1> In Pattern 1, when transitioning to the battle period, either the "Technical Mode" (a mode in which the player is basically prompted to press a button when the button-pressing role flag is established. An example of the first mode) or the "Assist Mode" (a mode in which the player is not prompted to press a button even when the button-pressing role flag is established. An example of the second mode) is determined by lottery.

[0129] That is, in Pattern 1, · When the Technical Mode and the Assist Mode are alternately selected for each battle period, · When the Technical Mode is selected in the first battle period and the Assist Mode is selected in the second and third battle periods, · When the Assist Mode is selected in both the first and second battle periods etc., various patterns are possible.

[0130] In this embodiment, during the continuously executed battle bonuses, a battle period is executed respectively, and in each battle bonus, the mode can be switched when entering the battle period. However, the selected mode cannot be switched during that battle period.

[0131] And when the button-pressing role flag is established during the battle period in which the Technical Mode is selected, the screen of FIG. 10(a) is displayed, and the player is prompted to press a button.

[0132] On the other hand, when the button-pressing role flag is established during the battle period in which the Assist Mode is selected, the screen of FIG. 10(d) is displayed, and the player is not prompted to press a button. Note that "ANY" in FIG. 10 means that any symbol may stop (the player may operate the stop switch 40b at any timing).

[0133] <Pattern 2> In Pattern 2, when the pressing order bell flag is established during the battle period, a lottery is executed to determine whether to activate a special mode in which an additional attack can be performed in addition to the normal attack on the enemy character.

[0134] Then, in the game immediately following the game in which the special mode is activated, if the eye-pressing role flag or the rare role flag (for example, watermelon, cherry, chance symbol) is established, the physical strength of the enemy character can be greatly reduced by the additional attack.

[0135] Also, when the special mode is activated during the battle period in which the technical mode is selected, and if the eye-pressing role flag is established in the next game, the screen of Fig. 10(b) is displayed and the player is not prompted to press the button. Note that when the special mode is activated during the battle period in which the technical mode is selected, the screen of Fig. 10(b) may be displayed so that the player is not prompted to press the button, or the screen of Fig. 10(b) itself may not be displayed.

[0136] Also, the special mode can be activated in the assist mode. Then, if the eye-pressing role flag is established in the game immediately following the game in which the special mode is activated, the screen of Fig. 10(d) is displayed and the player is not prompted to press the button. Also, similar to when the special mode activation occurs during the battle period in which the technical mode is selected, the screen of Fig. 10(d) itself may not be displayed.

[0137] Note that when the special mode is not activated, the content of the benefits that the player can receive may be different between the case where the player is prompted to press the button and the case where the player is not prompted to press the button. That is, the quality of the benefits is common in reducing the physical strength of the enemy character (increasing the expected value of the continuation or restart of the battle bonus) whether the player is prompted to press the button or not, but the amount of the benefit, that is, the reduction value of the physical strength of the enemy character, may be different between the case where the player is prompted to press the button and the case where the player is not prompted to press the button.

[0138] Specifically, when the player is prompted to press the button, there is a difference in the amount by which the enemy character's health is reduced according to the degree of success of the button press. However, even when the player challenges the button press (when the player operates from the middle stop switch 40b) and the button press fails, the player can always reduce the enemy character's health.

[0139] First, when the screen of FIG. 10(a) is displayed during the battle period in which the technical mode is selected and the player succeeds in pressing the button (that is, when the "bell with symbol number 4 - red 7 with symbol number 3 - red 7 with symbol number 2" of the middle rotating reel 20b stops in the reel window 200 in order from the top), the amount by which the enemy character's health is reduced is determined as the damage amount from the "extra - large table". In the extra - large table, for example, a damage amount of 30 to 50 can be selected.

[0140] On the other hand, when the screen of FIG. 10(a) is displayed during the battle period in which the technical mode is selected and the player's operation on the stop switch 40b is a little too early (when the stop operation is one frame (one symbol) too early. That is, when the "red 7 with symbol number 3 - red 7 with symbol number 2 - cherry with symbol number 1" of the middle rotating reel 20b stops in the reel window 200 in order from the top), the amount by which the enemy character's health is reduced is determined as the damage amount from the "large table". In the large table, for example, a damage amount of 10 to 30 can be selected.

[0141] Also, when the screen of FIG. 10(a) is displayed during the battle period in which the technical mode is selected and the player's operation on the stop switch 40b is a little too late (when the stop operation is one frame late. That is, when the "replay with symbol number 5 - bell with symbol number 4 - red 7 with symbol number 3" of the middle rotating reel 20b stops in the reel 200 in order from the top), the amount by which the enemy character's health is reduced is determined as the damage amount from the "small table". In the small table, for example, a damage amount of 1 to 5 can be selected.

[0142] However, even if the screen of Fig. 10(a) is displayed during the battle period when the technical mode is selected, if the player operates from the left stop switch 40a (when pressing in sequence) and is able to stop the correct symbol on the middle rotating reel 20b, the amount of damage to reduce the enemy character's physical strength is determined from the "middle table". In the middle table, for example, damage amounts from 5 to 15 can be selected.

[0143] On the other hand, even if the screen of Fig. 10(a) is displayed during the battle period when the technical mode is selected, if the player presses in sequence and is unable to stop the correct symbol on the middle rotating reel 20b, or if the player presses in reverse, the damage amount is determined from the small table.

[0144] Also, if the eye-press role flag is established in the game immediately after the game in which the special mode is activated, the screen of Fig. 10(b) is displayed. Regardless of the success degree of the eye-press by the player, by stopping the stop switch 40b at an appropriate timing without performing the eye-press, the damage amount is determined from the extra-large table, which is the same as when the player successfully performs a vit-press on the middle rotating reel 20b when the screen of Fig. 10(a) is displayed in the technical mode.

[0145] Also, if the eye-press role flag is established during the battle period when the assist mode is selected, the screen of Fig. 10(d) is displayed. Regardless of the timing of pressing the stop switch 40b, the damage amount is determined from the extra-large table, which is the same as when the player successfully performs a vit-press on the middle rotating reel 20b when the screen of Fig. 10(a) is displayed in the technical mode.

[0146] Also, when the eye-press role flag is established in the game immediately after the game in which the special mode is activated during the battle period when the assist mode is selected, the screen of Fig. 10(d) is displayed, and the damage amount is determined from the extra-large table even if the player does not perform the eye-press.

[0147] In this way, when the button-pressing bonus flag is established during the battle bonus, the player may be prompted to press the button. However, when the stop symbol of the middle rotating reel 20b in the reel window 200 is "bell - red 7 - red 7" (an example of a predetermined symbol group), it means that the button press for the button-pressing bonus has been successful. In this embodiment, whether the button press for the button-pressing bonus is successful is determined based on the stop symbol in the reel window 200 for the middle rotating reel 20b (specifically, it is determined based on which symbol has stopped at the position on the effective line L of the middle rotating reel 20b).

[0148] Among the middle rotating reel 20b, for the red 7s with symbol numbers 2 and 3 that are the stop targets for button pressing, the symbols on the front side in the rotation direction thereof (specifically, the symbol with symbol number 1 that is adjacent to symbol numbers 2 and 3 on the front side in the rotation direction) are cherries of the same color system (red) as the red 7s. In this embodiment, "red 7 - red 7 - cherry" is an example of a same-color symbol group.

[0149] In this way, since the same-color symbol group "red 7 - red 7 - cherry" is configured such that the red symbols form a block, from the perspective of the player, it is easy to recognize the button-pressing timing and feel easy to aim for the button press.

[0150] However, the actual button-pressing point, that is, the symbol group that should stop in the reel window 200 of the middle rotating reel 20b when the button press is successful, is not this same-color symbol group "red 7 - red 7 - cherry", but "bell - red 7 - red 7". That is, among the same-color symbol group "red 7 - red 7 - cherry" that is easy for the player to recognize, the cherry with symbol number 1 located on the foremost side in the rotation direction of the middle rotating reel 20b is outside the frame of the reel window 200, the red 7 with symbol number 2 adjacent to the cherry is at the lower part inside the frame of the reel window 200, and the red 7 with symbol number 3 located on the rearmost side is at the middle part inside the frame of the reel window 200. When they stop at these positions, it means that the button press has been successful.

[0151] When the red 7 of symbol number 2 stops at the lower part inside the frame of the reel window 200 and the red 7 of symbol number 3 stops at the middle part inside the frame of the reel window 200, the bell of symbol number 4 will naturally stop at the upper part inside the frame of the reel window 200. That is, the point where the predetermined symbol group "bell - red 7 - red 7" stops at the reel window 200 becomes the button-pressing point. The "bell" that constitutes the predetermined symbol group is a yellow symbol and not a symbol of the same color system as the red 7.

[0152] In other words, the actual button-pressing point does not exactly match the symbol point that is easy for the player to recognize when pressing the button. Although some symbols overlap, there are also non-overlapping parts. Also, the points that are easy for the player to recognize are composed only of symbols of the same color, while the actual button-pressing point is not composed only of symbols of the same color.

[0153] With such a symbol configuration, the player will operate the middle stop switch 40b at a timing when the player psychologically feels that the symbol group of the same color "red 7 - red 7 - cherry" stops inside the reel window 200. Therefore, when pressing the button, the player tends to press the stop switch 40b one frame earlier.

[0154] Therefore, while making the player think that it is a relatively easy button-pressing point, when the player actually tries it, it can be an unexpectedly profound button-pressing point.

[0155] Also, summarizing the above description, the expected value of the continuation / resumption of the battle bonus is (1) When the button-pressing role flag is established during the battle period in which the technical mode is selected, and for the middle rotating reel 20b, when the player succeeds in pressing the button, and when the button-pressing role flag is established during the battle period in which the assist mode is selected, (2) When the button-pressing role flag is established during the battle period in which the technical mode is selected, but the player operates the stop switch 40b in a state one frame earlier, (3) During the battle period when the technical mode is selected, if the button-pushing winning flag is established and it is operated (pressed in sequence) from the left stop switch 40a and the player succeeds in stopping the correct symbol, (4) During the battle period when the technical mode is selected, if the button-pushing winning flag is established, but the player operates the stop switch 40b in a state that is one frame or more late, if the player operates the stop switch 40b in a state that is two frames or more early (button-pushing mistake), if the player presses in sequence but fails to stop the correct symbol, and if the player presses in the reverse direction, When distinguished from the above, (1) is the highest and (4) is the lowest, and they are sequentially lower from (1) to (4).

[0156] Thus, in the slot machine 1 of this embodiment, when the button-pushing winning flag is triggered during the battle period when the technical mode is selected and the player actively performs button-pushing, if too much force is applied to the button-pushing, it is assumed that the player will press the stop switch 40b one frame early psychologically. Therefore, the expected value of the continuation / resumption of the battle bonus is set higher for the case of being one frame early than for the case of being one frame or more late and for button-pushing mistakes.

[0157] On the other hand, in the slot machine 1 of this embodiment, when the button-pushing winning flag is established during the battle period when the technical mode is selected, although the player is prompted to challenge button-pushing, regardless of the degree of success of the button-pushing, a benefit is always given to the player. Therefore, when prompted to perform button-pushing, it is possible to make the player have the intention to try challenging button-pushing for the time being.

[0158] The reason why a benefit is given to the player when the button-pushing winning flag is established during the battle period when the technical mode is selected is that it is positioned as a reward for the player's challenge of button-pushing.

[0159] On the other hand, when the special mode is activated immediately after the technical mode is selected and the eye-press role is not assigned in the subsequent game, and when the assist mode is selected and the eye-press role is not assigned, the player is not prompted to press the eye.

[0160] This is because the case where the special mode is assigned and the eye-press role is not assigned in the next game is a rare case. Therefore, even if it is basically a technical mode that allows eye-pressing, it is more user-friendly not to prompt eye-pressing in such cases. Also, regardless of whether it is the technical mode or the assist mode, if eye-pressing is always required when the eye-press role is assigned during the battle period, it is too harsh on the user.

[0161] In addition, there are a technical mode that basically allows eye-pressing when the eye-press role flag is established and an assist mode that does not allow eye-pressing even when the eye-press role flag is established. Furthermore, in the technical mode, the above-mentioned special mode may be activated. Therefore, by selecting one of the modes each time the battle period is entered in a series of battle bonuses, it is possible to provide a game with diverse game developments and that is not easily boring.

[0162] In this way, in this embodiment, even when the eye-press role is assigned, there are cases where the player is prompted to press the eye and cases where the player is not prompted to press the eye, and it is possible to create a mechanism to improve the player's eye-pressing skill while maintaining the balance of the game.

[0163] <Regarding the practice mode> In addition, the slot machine 1 of this embodiment is equipped with a practice mode in which the player can practice operating the stop switch 40b with the vita press points while the main game is being executed over a plurality of games and when the eye-press role flag is established.

[0164] Specifically, when a predetermined period of time has elapsed in a state where no game is being played (hereinafter referred to as "during the standby state"), based on the player's selection operation, when the eye-press winning flag is established in a battle bonus other than during the battle period (the opponent determination period or the victory movie), the player can set whether to activate the practice mode or to set it to the normal mode that is not the practice mode. Here, the state where no game is being played means a state where no single game accompanied by a bet of medium value is being played. In a state where no game is being played, all the rotating reels 20a, 20b, and 20c are in a state of rotation stop. Whether to activate the practice mode or to set it to the normal mode that is not the practice mode can be set by the player from the game menu screen that can be displayed by pressing the production button 46 during the standby state.

[0165] Also, the player can confirm whether the currently set mode is the practice mode or the normal mode by pressing the production button 46 or the like during the standby state.

[0166] When the normal mode is set (an example of a non-execution state), even when the eye-press winning flag is established during the opponent determination period or the victory movie, a screen like Fig. 10(c) (practice screen) will not be displayed. That is, in this case, even if the eye-press winning combination is hit, the player is not urged to press the eye, and the game proceeds as normal.

[0167] On the other hand, when the practice mode is set (an example of an execution state), and when the eye-press winning flag is established during the opponent determination period or the victory movie, since the screen of Fig. 10(c) (practice screen) is displayed, the player can practice pressing the eye. Note that regardless of the success or failure of this eye-press, it has no effect on the progress of the AT game.

[0168] That is, when the practice mode is set and the eye-press winning flag is established during the opponent determination period or the victory movie, the player will challenge the game as practice for pressing the eye.

[0169] Also, even when the practice mode is set, if the button-pressing role flag is established during the battle period, the screen of Fig. 10(a) is displayed, and the screen of Fig. 10(c) (practice screen) is not displayed. And in this case, depending on whether the button-pressing is successful or not, it affects the progress of the AT game.

[0170] In this way, regardless of whether the practice mode is set or not, when the button-pressing role flag is established during the battle period in the technical mode, the player will challenge the game as the real button-pressing.

[0171] Also, when the practice mode is activated, after the third stop, if the player operates the effect button 46 or the like, the degree of success of the button-pressing (button-pressing success, one frame earlier, one frame later, button-pressing miss) is displayed. Thereby, the player can learn the timing when pressing the button.

[0172] Note that not limited to when the practice mode is set, when the button-pressing role fails during the battle period, after the third stop, if the player operates the effect button 46, the degree of success of the button-pressing in the game may be displayed.

[0173] <Regarding the game section> The game section described above is a state (section) for determining whether the process related to the instruction function is performed or not. As shown in Fig. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.

[0174] The process related to the instruction function is, for example, the process of exerting the instruction function (performing assistance), lottery of the game mode (the game mode in which the winning probability of the AT is determined, or the game mode in which the additional winning probability of the AT is determined), game mode transition process, CZ lottery process, CZ process, AT lottery process (including the process related to the continuation of the AT), AT process, and so on.

[0175] The game mode is a zone where it can stay in any of the general gaming state, CZ, or AT. For example, in FIG. 6, for each of the general gaming state, CZ, and AT, game modes (e.g., low probability mode, high probability mode, paradise mode) may be prepared. Also, not limited to the general gaming state, CZ, and AT, it can also stay in the same game mode during the advantageous section.

[0176] In this embodiment, a game mode for one type of BB is provided. For example, there may be a state where one type of BB is executed in the low probability mode (a mode where it is difficult to win AT), or a state where one type of BB is executed in the paradise mode (a mode where it is easy to win AT).

[0177] During the normal section, the process related to the instruction function cannot be executed, but it is a section where the transition process to the advantageous section is executed when the transition condition to the advantageous section is satisfied. Note that while the game section is in the normal section, the second game state is the general gaming state.

[0178] The advantageous section is a section where the process related to the instruction function can be executed. The advantageous section includes an advantageous section where the second game state progresses in the general gaming state (including the high probability mode and the paradise mode), and an advantageous section that progresses in CZ or AT. The state where the game section is in the advantageous section is maintained until a predetermined end condition is satisfied after the game section transitions to the advantageous section.

[0179] Summarizing the combination patterns of the game section and the second game state that can be taken in the slot machine 1, it is as follows. · A pattern where the game section is in the normal section and the second game state is in the general gaming state · A pattern where the game section is in the advantageous section and the second game state is in the general gaming state (including the high probability mode and the paradise mode) · A pattern where the game section is in the advantageous section and the second game state is CZ · A pattern where the game section is in the advantageous section and the second game state is in the AT state

[0180] <Configuration of the control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a game value control unit 62, and a sub-control unit 63.

[0181] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0182] Hereinafter, the connection relationship and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to FIG. 9. In the present embodiment, each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is mounted on a different substrate.

[0183] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and bidirectional serial communication can be executed.

[0184] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not the setting is being changed, commands regarding various errors, a bet request signal for game values due to the operation of the bet button 41, a payout request signal for game values corresponding to winning combinations, a request signal for bet cancellation processing due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 44, and the like.

[0185] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the credit number has reached the upper limit value (a value for prompting the operator to transfer because the credit number is too large), information regarding the presence or absence of communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0186] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication from the main control board P1 to the sub-control board P3 is performed. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information related to game values (e.g., bet / payout information of game values, total number of game values acquired during AT), information indicating the start / end of the game, actuator operation start / end information, information related to various errors, etc.

[0187] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, and one-way serial communication from the game value control board P2 to the sub-control board P3 is performed.

[0188] Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) to be described later, information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game values (e.g., indication of transfer start, during transfer, transfer completion, etc.), information indicating the credit number or the number of acquired values, information indicating that the credit number has reached the upper limit, error information in case of a backup error of the credit number, etc.

[0189] When the functions of the operation unit 4 such as the lever 42 and the stop switches 40a, 40b, 40c are activated as the game progresses, one-way serial communication from the main control unit 61 to the operation unit 4 etc. is performed.

[0190] <Description of the main control unit 61> In the ROM of the main control unit 61 mounted on the main control board P1, programs and various data directly related to game progress (e.g., control of the rotating reels 20a, 20b, 20c, ball output control, transfer request) are stored.

[0191] In the RAM and RWM of the main control unit 61, game data (information related to the progress of the game) necessary for game progress is stored.

[0192] The main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617 by operations using a storage unit (ROM, RAM, RWM; hereinafter the same) by the CPU of the main control unit 61. These functions correspond to the functions of the game control unit.

[0193] That is, in the present embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, 20c, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, and error processing.

[0194] The game data includes, in addition to the current number of games, data indicating the game status (which state or section each game state and game section is in). The game data in the present embodiment includes, for example, data indicating that the first game state is any one of a non-special combination carry-over state, a special combination carry-over state, and a special combination execution state.

[0195] <Internal lottery unit 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and designates one of the flags of a plurality of combination flags as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.

[0196] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) can be used by the rotating reel control unit 611, the game result determination unit 612, the game state control unit 615, and the effect control unit 630.

[0197] The internal lottery table shows information on the roles that may be won by the internal lottery. Based on the internal lottery table, the internal lottery unit 610 conducts an internal lottery according to the game state such as the RT state when the lever 42 is operated.

[0198] Note that in the information on the roles shown in the internal lottery table, one or more combinations of symbols and the roles corresponding to those combinations are associated and set. The roles include losing roles for which no game value is paid out, as well as operation mode roles (e.g., eye-pushing role, cherry, watermelon, push-order replay, push-order bell) for which game values are paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.

[0199] When the operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins, and a plurality (e.g., 8) of game values corresponding to that role can be obtained. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role does not win, or another role (such as a so-called single-role) wins.

[0200] Note that the operation mode role is also won and established during the general game state (e.g., other than AT and CZ). However, when the operation mode role is won during the general game state, basically the correct operation mode is not notified, so the operation mode role may be missed, or the number of game values paid out may be 1. On the other hand, during AT, since the correct operation mode is notified, the possibility of paying out a plurality (e.g., 8) of game values is increased.

[0201] <Rotating Reel Control Unit 611> Based on the operation of lever 42 or each stop switch 40a, 40b, 40c, the rotating reel control unit 611 controls the driving of stepping motors 21a, 21b, 21c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c or rotation stop control to stop the rotation.

[0202] Specifically, when lever 42 is operated in a state where the rotation of all rotating reels 20a, 20b, 20c has stopped, the rotating reel control unit 611 starts the rotation of all rotating reels 20a, 20b, 20c. As described above, when the stop switch 40 (for example, 40c) corresponding to the rotating reel 20 (for example, 20c) in rotation is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).

[0203] In the rotation stop control during the game by the player, based on the operation of stop switches 40a, 40b, 40c, the rotating reel control unit 611 can stop the rotation of rotating reels 20a, 20b, 20c so that the combination of symbols corresponding to the winning combination indicated by the winning flag, which is the internal lottery result, is arranged on the effective line L of the rotating reel 20 and the winning combination wins.

[0204] Also, when a certain time (4.1 seconds, which is the so-called wait time) has elapsed since the start of the rotation of rotating reels 20a, 20b, 20c in the previous game, the rotating reel control unit 611 starts the rotation of rotating reels 20a, 20b, 20c based on the operation of lever 43 by the operator. That is, in this slot machine 1, until 4.1 seconds have elapsed since the start of the rotation of rotating reels 20a, 20b, 20c in the previous game, even if lever 42 is operated, the rotation of rotating reels 20a, 20b, 20c is not started and the game does not progress.

[0205] In addition, in the rotation stop control during the game by the operator, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination determined by internal lottery, and the positions of the rotation reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control for stopping the rotation of the rotation reel 20 by pulling in the symbol corresponding to the winning combination onto the valid line L. Kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to non-winning combinations do not align on the valid line L.

[0206] In addition, when a special combination wins, the rotation reel control unit 611 rotates and stops the rotation reel 20 based on the operation of the lever 42 immediately before the special combination wins and the operation of the stop switch 40 immediately after that, but can prevent the special combination from winning.

[0207] <Explanation of the game result determination unit 612> The game result determination unit 612 (an example of a winning determination unit) determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotation reel 20 stops. The result of the game is determined based on whether the winning combination wins or not based on the symbols aligned on the valid line L.

[0208] Specifically, when the combination of symbols stopped on the valid line L matches a predetermined combination of symbols, it is determined that the winning combination has won. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0209] In addition, the game result determination unit 612 can determine whether or not the eye-press combination has won based on the stop symbol of the middle rotation reel 20b within the reel window 200. Information indicating that the eye-press combination has won is used by the game state control unit 615 and is also transmitted to the effect control unit 630, etc.

[0210] <Explanation of the Set Value Control Unit 613> Based on the operation of the setting change button 52 by the store staff, the game progress control unit 613 conducts game progress using any one of a plurality of types of set values (for example, 1 to 6) with different degrees of advantage in game progress control. This set value is set for each slot machine 1. The information (set value signal) of the set value set by the set value control unit 613 can be used by the internal lottery unit 610, the effect control unit 630, etc.

[0211] Depending on which set value is used, at least one of the degree of advantage in game progress, for example, the machine allocation, the probability of a specific small winning combination such as a bell regardless of the pressing order (also called a common bell), the probability of a special winning combination, the probability of CZ winning, the probability of AT winning, etc. is different. For example, as the set value gets larger (for example, closer to 6), the degree of advantage in game progress becomes larger (for example, the machine allocation becomes larger).

[0212] Note that the slot machine 1 may further include a setting key. The setting key is a key for switching to the setting change mode and is provided inside the housing 10. The set value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0213] <Interval Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets any one of a plurality of game intervals (normal interval and advantageous interval) during the game.

[0214] When the game section is in the normal section, if the transition condition to the advantageous section is satisfied, the section control unit 614 sets (transitions) the game section to the advantageous section. As an example of the transition condition, a game is executed immediately after the game that has transitioned to the normal section, a transition role (other than replay) to the advantageous section appears in the normal section, or a section transition lottery is conducted. When the section transition lottery is conducted, when a predetermined lottery target role (for example, a rare role such as a cherry or a chance symbol) appears, a lottery is conducted to determine whether to conduct the section transition lottery, and if the result is a win, the section transition lottery is conducted.

[0215] Also, when the game section is in the advantageous section, the section control unit 614 determines whether to maintain the state of the advantageous section or transition to the normal section (whether to end the advantageous section).

[0216] Specifically, when the forced end condition including the case where the difference in game value during the advantageous section (the advantageous section difference described later) based on the quantity of game value at the time of transitioning to the advantageous section reaches +2400 is satisfied, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section. The forced end condition may be, for example, that the section control unit 614 did not win the victory lottery in the final determination, that the second game state transitioned from AT to the general game state when the game section was in the advantageous section, or that after entering the CZ which is the pull-back zone after the end of AT, it was unable to pull back AT in the CZ and transitioned to the general game state.

[0217] For example, if the advantageous section difference becomes -1000 after the advantageous section is established, the operator (especially the player) can obtain a maximum of 1000 + 2400 = 3400 game values.

[0218] Also, when the power of the slot machine 1 is turned on or the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section.

[0219] Note that the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) as information regarding the progress of the game to the effect control unit 630 or the like.

[0220] <Game state control unit 615> The game state control unit 615 sets the settings for each of the first game state and the second game state.

[0221] Specifically, the game state control unit 615 sets the first game state to any one of a non - carry - over state of special winning combinations, a carry - over state of special winning combinations, and a special winning combination execution state, and sets the second game state to any one of a general game state, AT, and CZ.

[0222] The game state control unit 615 sets the first game state to the non - carry - over state of special winning combinations, for example, immediately after the RAM of the main control unit 61 is cleared.

[0223] And when a special winning combination is determined by internal lottery and the special winning combination does not win, the game state control unit 615 sets the first game state to the carry - over state of special winning combinations.

[0224] In the carry - over state of special winning combinations, when a predetermined condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 615 shifts the first game state from the carry - over state of special winning combinations to the non - carry - over state of special winning combinations.

[0225] In the non - carry - over state of special winning combinations, when a special winning combination is determined (from this point until the special winning combination wins, it is in the carry - over state of special winning combinations) and the special winning combination wins, the game state control unit 615 shifts the first game state from the non - carry - over state of special winning combinations, via the carry - over state of special winning combinations, to the special winning combination execution state.

[0226] Also, in the carry - over state of special winning combinations, when the special winning combination wins, the game state control unit 615 shifts the first game state from the carry - over state of special winning combinations to the special winning combination execution state.

[0227] In addition, in the special combination execution state, when predetermined conditions are satisfied or when a game value is paid out exceeding a predetermined number, the game state control unit 615 shifts the first game state from the special combination execution state to the special combination non-carry-over state.

[0228] In addition, as shown in FIG. 6, the game state control unit 615 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game section is an advantageous section and the AT lottery is conducted, the game state control unit 615 sets the second game state to AT.

[0229] Returning to FIG. 6, when the AT lottery is not conducted in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.

[0230] In addition, when the AT ends, the game state control unit 615 shifts the second game state from AT to the general game state or CZ.

[0231] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.

[0232] In addition, when the game state control unit 615 shifts the second game state to AT, it can first start the AT preparation state, and start the AT execution state when the AT start combination wins during the AT preparation state.

[0233] In addition, the game state control unit 615 determines which of the plurality of types of ATs (battle bonus, bonus A, bonus B) to shift to based on the lottery flag in the general game state or the lottery flag in CZ, which CZ it is staying in, and the result of the AT lottery.

[0234] In addition, during the battle bonus, when shifting to the battle period (or when it is determined to shift to the battle period), the game state control unit 615 selects a technical mode or an assist mode by lottery.

[0235] Also, as described above, during the present game, the game state control unit 615 executes a battle opponent determination period, a battle period, a victory movie (which may not be executed depending on the result of the battle period), or a final determination as one set of AT (an example of a grouped game state).

[0236] In addition, once the technical mode or the assist mode is selected, the game state control unit 615 maintains the selected technical mode or assist mode until the end of the battle period in that one set of AT (battle bonus).

[0237] Then, when one set of AT (battle bonus) ends and it is shifted to the battle period in one set of AT again, the game state control unit 615 executes a new lottery and selects a technical mode or an assist mode.

[0238] Note that although the AT in the present embodiment is grouped based on the difference in game values (for example, the specified number that can be paid out during the battle period), it may be set as one set according to the number of games (50 games in one set), the number of assists (10 times in one set), etc.

[0239] The game state control unit 615 can give the same benefits to the player when the button-pressing role flag hits in the assist mode as the benefits given to the player who challenges the button-pressing by hitting the button-pressing role flag in the technical mode.

[0240] Note that the expected value of the continuation / resumption of the battle bonus differs according to the selected mode and the success degree of the button-pressing. That is, the expected value of the continuation / resumption of the battle bonus is (1) When the pressing role flag is established during the battle period in which the technical mode is selected, and the player operates from the middle stop switch 40b and succeeds in pressing the middle reel 20b, and when the pressing role flag is established during the battle period in which the assist mode is selected, (2) When the pressing role flag is established during the battle period in which the technical mode is selected, and the player operates from the middle stop switch 40b, but the player operates the stop switch 40b one frame earlier. (3) When the pressing role flag is established during the battle period in which the technical mode is selected, and the player presses in sequence, but the player succeeds in stopping the correct symbol on the middle reel 20b. (4) When the pressing role flag is established during the battle period in which the technical mode is selected, but the player operates the stop switch 40b one or more frames later, or operates the stop switch 40b two or more frames earlier (pressing mistake), when the pressing role flag is established during the battle period in which the technical mode is selected, and the player presses in sequence, but the player fails to stop the correct symbol, and when the player presses in reverse. When distinguished, (1) is the highest and (4) is the lowest, and they decrease sequentially from (1) to (4).

[0241] In this way, the game state control unit 615 can change the quality / quantity of the benefits given to the player according to whether the technical mode or the assist mode is selected, and whether the player has succeeded in pressing. Note that the benefits given in the present invention are not limited to this. When the player succeeds in pressing, the game state control unit 615 can subject the AT stock extraction to the lottery, and when the player operates the stop switch 40b one frame earlier, the game state control unit 615 can execute a point acquisition lottery, etc. The content of the benefits may be varied according to the accuracy of the pressing.

[0242] In addition, when ending the execution of the AT, the game state control unit 615 can shift the second game state to the general game state or CZ.

[0243] In addition, during the advantageous section, the game state control unit 615 selects one of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) for the second game state. Then, the game state control unit 615 executes an AT lottery (or an AT bonus lottery) with an AT winning probability (or a bonus probability) associated with the selected mode.

[0244] In addition, during the battle bonus, the game state control unit 615 executes a point acquisition lottery and accumulates and stores the acquired points in the storage unit.

[0245] In addition, when the accumulated points reach a predetermined value or more, the game state control unit 615 executes an AT stock lottery. The game state control unit 615 stores the number of times of winning the stock lottery (the number of stocks) in the storage unit, and when the friendly character cannot win during the battle period, releases one stock to continue the battle bonus.

[0246] The game state control unit 615 can transmit information related to the first game state and information related to the second game state (for example, whether it is during an AT, during a CZ, during a general game, and if it is during an AT, whether the technical mode is selected, whether the assist mode is selected, whether it is during the battle bonus, whether it is during the battle period, whether the special mode is activated, whether there is an AT stock, etc.) as information related to the progress of the game to the effect control unit 630 and the like.

[0247] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that a replay flag is established as a winning flag is determined in advance. The RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins. Also, for each RT state, an internal lottery table (for example, in RT0, no special combination wins but a replay wins, in RT3, a special combination or a bell wins, etc.) for determining which combination wins by internal lottery is set in advance.

[0248] Also, the RT state control unit 616 can vary the RT state according to at least one of, for example, a first game state and a second game state.

[0249] Also, in the present embodiment, for each RT state, the specifications of the internal lottery process (for example, an internal lottery table that defines which combination flag is established / is likely to be established) executed according to a game start operation (operation on the lever 42) can be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for internal lottery are variously changed, and as a result, the diversity of the game is realized.

[0250] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 with a higher replay winning probability than RT0, etc.) as information regarding game progress to the effect control unit 630 or the like.

[0251] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0252] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63 as information regarding the error.

[0253] Thereby, the game value control unit 62 can perform processing according to the content of the error such as backup processing of the game value being managed, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 101 of the content of the occurred error.

[0254] <Explanation of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored.

[0255] In the RAM and RWM of the game value control unit 62, game data (information regarding the progress of the game) necessary for the management of game values is stored.

[0256] By the operation using the storage unit by the CPU of the game value control unit 62, the game value control unit 62 functions as a medium management unit 620 and a function operation unit 621.

[0257] <Explanation of the medium management unit 620> The medium management unit 620 manages the credit number and bet number of game values.

[0258] The medium management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and executes the following processing.

[0259] Specifically, when game values are bet based on the operation of the player (when an input request is made), the medium management unit 620 decreases the credit number (an example of information regarding the progress of the game) according to the bet number of game values, and when game values are credited based on the operation of the player, the medium management unit 620 increases the credit number.

[0260] In addition, when the winning flag is established by internal lottery and a winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the media management unit 620 increases the credit count according to the number of payouts of the game value based on the type of the winning combination.

[0261] In addition, as shown in FIG. 8, regardless of whether it is a normal section or a favorable section, and regardless of the states of the first game state and the second game state, the media management unit 620 calculates a difference value of game values (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bets of game values from the number of payouts of game values. The difference value of game values is used for, for example, calculating the difference value in the favorable section and determining whether the complete function operates, which will be described later.

[0262] In addition, as shown in FIG. 8, the media management unit 620 calculates a favorable section difference value, which is the difference value of game values in the favorable section (from when the game section shifts from the normal section to the favorable section until it shifts back to the normal section again).

[0263] In this embodiment, when the favorable section difference value becomes +2400, the media management unit 620 initializes the favorable section difference value to 0 (zero). For example, when shifting to the AT state when the difference value becomes -300 after the start of the game in the favorable section, the media management unit 620 initializes the favorable section difference value when 2700 is paid out thereafter (in this case, the favorable section difference value becomes +2400). The media management unit 620 transmits a signal to that effect to the section control unit 614 when the favorable section difference value becomes +2400. Thereby, the section control unit 614 shifts the game section to the normal section.

[0264] In addition, when a predetermined end condition is satisfied and the favorable section ends except when the favorable section difference value becomes +2400, the media management unit 620 can initialize the favorable section difference value to 0 (zero).

[0265] When the gaming section transitions back to the advantageous section, the Media Management Department 620 starts calculating the advantageous section difference number.

[0266] Also, as shown in FIG. 8, the Media Management Department 620 calculates the range (MY), which is the difference between the maximum value and the minimum value of the difference number, using the difference number of gaming values, which is the cumulative value of the number obtained by subtracting the number of bets of gaming values from the number of payouts of gaming values since the power of the previous slot machine 1 was turned on. This range (MY) is different from the aforementioned advantageous section difference number, difference number of gaming values, etc., and is calculated continuously for all gaming sections (advantageous sections and normal sections), that is, as long as the power of the slot machine 1 remains on.

[0267] The information regarding this range (MY) is transmitted to the Function Operation Department 621 and used for the complete function described later.

[0268] When the power of the slot machine 1 is turned off by the store staff, the Media Management Department 620 resets the range (MY).

[0269] Note that the number of bets of gaming values, number of credits, difference number, etc. calculated by the Media Management Department 620 are transmitted to the Game State Control Department 615, the Effect Control Department 630, etc. as information regarding the progress of the game.

[0270] <Function Operation Department 621> The Function Operation Department 621 receives the information regarding the range (MY) transmitted from the Media Management Department 620.

[0271] Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the Function Operation Department 621 generates information regarding a prior notice indicating that the operation of the complete function is approaching.

[0272] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off or on by the store staff.

[0273] The operation related to the game mentioned here means the operation for completing one game, and particularly includes the operation of the bet switch 41 for betting the game value as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated while the complete function is activated, the bet process of the game value is not performed.

[0274] Note that the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function activation unit 621. Thereby, a prior notice is made by the effect control unit 630.

[0275] Also, when the range (MY) becomes less than 18500 which is the first range, the function activation unit 621 stops generating the information regarding the prior notice. Thereby, no prior notice is made by the effect control unit 630.

[0276] Note that the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, the information with the flag being "on" is transmitted to the effect control unit 630. Conversely, when the notification of the prior notice changes from on to off, the information with the flag being "off" is transmitted to the effect control unit 630. In this way, by using a flag for the information regarding the prior notice, it is possible to suppress an excessive number of signals transmitted from the main control unit 610 to the sub-control unit 630.

[0277] Also, when the range (MY) becomes 19000 or more which is the second range, the function activation unit 621 activates the complete function.

[0278] When the store staff turns off the power of the slot machine 1, the complete function is released by the function activation unit 621. When the power of the slot machine 1 is turned on again from off, not only is the complete function released, but the range (MY) is reset to 0 (zero). Therefore, no prior notice is given, and gaming on the slot machine 1 becomes possible in a state where the conditions for the complete function to operate again are far from being met.

[0279] <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to the indirect control of game progress (for example, effect control of the liquid crystal screen 3, LED emission control of the electrical decoration unit 102, audio output control of the speaker 101) are stored.

[0280] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.

[0281] The sub-control unit 63 functions as an effect control unit 630 by the operation of the storage unit by the CPU of the sub-control unit 63.

[0282] <Effect control unit 630> The effect control unit 630 determines at least one of the video / still image output on the liquid crystal screen 3, the sound pattern output from the speaker 101, the light emission pattern of the electrical decoration unit 102 such as an LED, and the light emission pattern of the effect button 46 as an effect pattern by performing effect lottery.

[0283] Specifically, the effect control unit 630 selects an effect lottery table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and performs effect lottery using the selected effect lottery table.

[0284] Also, when the AT is being executed, the effect control unit 630 performs AT effects using an AT-exclusive effect lottery table.

[0285] In addition, in the opponent determination period or the victory movie, when the push-button role flag is established, the effect control unit 630 can control the liquid crystal screen 3 in a practice mode that enables the player to practice operating the stop switch 40b so that the push-button role can win a prize. Note that the effect control unit 630 can include not only the liquid crystal screen 3 but also the speaker 101, the lighting decoration unit 102, etc. as the objects to be controlled in the practice mode.

[0286] During the standby state, the effect control unit 630 can receive an operation of the effect button 46 by the player. On the screen displayed by the operation of the effect button 46, the player can confirm whether the currently set mode is the practice mode or the normal mode.

[0287] In addition, in the menu screen called during the standby state, the player can set whether to activate the practice mode or the normal mode.

[0288] When the practice mode is set based on the player's operation and the push-button role flag is established during either the opponent determination period or the victory movie (an example when a predetermined condition is not satisfied), the effect control unit 630 causes the liquid crystal screen 3 to display the screen of FIG. 10(c) (practice screen).

[0289] Even when the practice mode is set, unless the push-button role flag is established during the opponent determination period or the victory movie, the effect control unit 630 does not activate the practice mode and does not cause the liquid crystal screen 3 to display the screen of FIG. 10(c) (practice screen).

[0290] In addition, even when the practice mode is set, when the battle period is being executed (an example when a predetermined condition is satisfied), the effect control unit 630 causes the liquid crystal screen 3 to display the screen of FIG. 10(a) even if the push-button role flag is established. That is, in this case, the effect control unit 630 does not cause the liquid crystal screen 3 to display the screen of FIG. 10(c) (practice screen).

[0291] Also, when the normal mode is set, even if the button-pressing role flag is established during the opponent determination period or the victory movie, the production control unit 630 does not display the screen of FIG. 10(c) (practice screen) on the liquid crystal screen 3.

[0292] In addition, when the production control unit 630 activates the practice mode, based on the fact that the player has operated the production button 46 or the like after pressing the button, the production control unit 630 displays the degree of success of the button press (button press success, one frame early, one frame late, button press miss) on the liquid crystal screen 3.

[0293] Once the player selects the practice mode, the production control unit 630 maintains the practice mode until the normal mode is selected based on the player's operation.

[0294] Note that even when the store staff clears the RAM and changes the settings while the practice mode is set, the production control unit 630 maintains the practice mode. Thereby, for example, it is possible to prevent "the player recognizes that the settings have been changed by the fact that the practice mode has been canceled".

[0295] <Flow of basic operation processing of slot machine 1> Using FIG. 11, the flow of basic operation processing of the slot machine 1 will be described.

[0296] With the power of the slot machine 1 turned on and the set value changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is operating) (step S101).

[0297] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.

[0298] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, on the condition that game value data is being transmitted from the card unit 7, and accept operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102).

[0299] Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, the medium management unit 620 counts the range (MY) for each game, regardless of whether it is a normal section or an advantageous section.

[0300] Next, the section control unit 614 advances the game in the normal section (step S104).

[0301] The game state control unit 615 advances the game in the general game state (step S105).

[0302] Next, the section control unit 614 determines whether the game section has become an advantageous section due to the fulfillment of the transition condition to the advantageous section, or whether the game section is an advantageous section because the state of the advantageous section is being maintained (step S106).

[0303] If the game section is not an advantageous section (S106: NO), the process returns to step S104.

[0304] On the other hand, when the game section is an advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference (in the game that has transitioned to the advantageous section, the counting of the advantageous section difference is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference while the game section is an advantageous section (in both the general game state and in any of CZ and AT, whether or not a special combination (one type of BB) is not won or is being won).

[0305] Next, the game state control unit 615 determines whether to shift to the second game state to AT (step S108). This AT includes the above-described battle bonus (an AT composed of a period for determining an opponent until a first-class BB is won, a battle period during which a first-class BB is executed, a victory movie or a final determination).

[0306] If the second game state does not shift to AT (S108: NO), the process returns to step S105.

[0307] On the other hand, if the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).

[0308] Next, the function activation unit 621 determines whether to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether the range (MY) has reached 19000 or more.

[0309] If the complete function is activated (S110: YES), the process proceeds to step S113 described later.

[0310] On the other hand, if the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference number has reached +2400 or more (step S111).

[0311] If the advantageous section difference number has reached +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 617 ends the AT, and the medium management unit 620 initializes the advantageous section difference number to zero (0), and then the process returns to step S104.

[0312] On the other hand, if the advantageous section difference number is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).

[0313] When AT ends (S112: YES), the process returns to step S105.

[0314] On the other hand, when AT does not end (S112: NO), the process returns to step S109.

[0315] When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot advance the game on the slot machine 1 (step S113).

[0316] Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0317] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the advantageous section difference count are carried over.

[0318] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0319] <Flow of Battle Bonus Process> Next, the flow of the battle bonus process will be described with reference to FIGS. 12 to 14.

[0320] First, the flow branches depending on whether or not the second game state is in the middle of the battle bonus (step S201).

[0321] When the second game state is not in the battle bonus (S201: NO), the battle bonus process ends.

[0322] When the second game state is in the battle bonus (S201: YES), the flow branches depending on whether the battle period is being executed (step S202).

[0323] When the battle period is not being executed (S202: NO), the process returns to step S201.

[0324] On the other hand, when the battle period is being executed (S202: YES), the flow branches depending on whether the technical mode is selected (step S203).

[0325] When the technical mode is not selected (S203: NO), the process proceeds to step S301 (see FIG. 13) described later.

[0326] When the technical mode is selected (S203: YES), the flow branches depending on whether the button-pressing winning flag is established as a result of the internal lottery (step S204).

[0327] When the button-pressing winning flag is not established (S204: NO), the process proceeds to step S401 (see FIG. 14) described later.

[0328] On the other hand, when the button-pressing winning flag is established (S204: YES), the screen of FIG. 10(a) is displayed, and the flow branches depending on whether the middle stop switch 40b was first operated (pressed in the middle) in that game (step S205).

[0329] If the middle stop switch 40b was not operated first (for example, if the left stop switch 40a was operated first / pressed in sequence) (S205: NO), the flow branches depending on whether a predetermined symbol (for example, "Cherry - Replay - Bell" in the reel window 200) has stopped on the middle rotating reel 20b (step S208).

[0330] If a predetermined symbol has stopped on the middle rotating reel 20b (S208: YES), the main control unit 61 gives the enemy character a damage amount determined by the middle lottery table (step S209). After that, the process returns to step S201.

[0331] On the other hand, if a predetermined symbol has not stopped on the middle rotating reel 20b (S208: NO), the main control unit 61 gives the enemy character a damage amount determined by the small lottery table (step S210). After that, the process returns to step S201.

[0332] Returning to step S205, if the middle stop switch 40b was operated first (S205: YES), the flow branches depending on whether the player successfully pressed the VITA and won the eye - pressing combination (step S206).

[0333] If the player successfully pressed the VITA and won the eye - pressing combination (if "Bell - Red 7 - Red 7" stopped in the reel window 200 for the middle rotating reel 20b) (S206: YES), the main control unit 61 gives the enemy character a damage amount determined by the extra - large lottery table (step S207). After that, the process returns to step S201.

[0334] On the other hand, if the VITA press was not successful (S206: NO), the flow branches depending on whether the rotating reel 20b stopped (the stopped outcome) with the operation timing of the player's stop switch 40b being one frame earlier than the VITA - press timing (step S211).

[0335] When the rotating reel 20b stops with the operation timing of the player being one frame earlier (for the middle rotating reel 20b, "Red 7 - Red 7 - Cherry" stops within the reel window 200) (S211: YES), the main control unit 61 gives the damage amount determined by the large damage lottery table to the enemy character (step S212). Then, the process returns to step S201.

[0336] On the other hand, when the rotating reel 20b stops in a state other than the state where the operation timing of the player is one frame earlier (for the middle rotating reel 20b, "Red 7 - Red 7 - Cherry" does not stop within the reel window 200) (S211: NO), the main control unit 61 gives the damage amount determined by the small damage lottery table to the enemy character (step S213). Then, the process returns to step S201.

[0337] Next, the process when the assist mode (S203: NO) is selected in the battle bonus will be described with reference to FIG. 13.

[0338] First, the flow branches depending on whether or not the button - pressing role flag is established (step S301).

[0339] When the button - pressing role flag is not established (S301: NO), the process proceeds to step S401 (see FIG. 14).

[0340] On the other hand, when the button - pressing role flag is established (S301: YES), the sub - control unit 63 causes the liquid crystal screen 3 to display the screen of FIG. 10(d), and regardless of the operation timing of the player on the stop switch 40b, the main control unit 61 gives the damage amount determined by the extra - large table to the enemy character (step S302). Then, the process returns to step S201.

[0341] Next, the processing when a hit flag other than the forced button flag is established during the battle bonus (S204: NO, S301: NO) will be described with reference to FIG. 14.

[0342] First, the flow branches depending on whether or not the push order bell flag is established (step S401).

[0343] If a flag other than the push order bell flag (here, neither the forced button flag nor the push order bell flag) is established (S401: NO), the process returns to step S201.

[0344] On the other hand, if the push order bell flag is established (S401: YES), a special mode lottery is executed, and the flow branches depending on whether or not the lottery in the special mode is a hit (step S402).

[0345] If the lottery in the special mode is not a hit (S402: NO), the process returns to step S201.

[0346] On the other hand, if the lottery in the special mode is a hit (S402: YES), the flow branches depending on whether or not the forced button flag or the rare character flag is established in the next game after hitting the special mode (step S403).

[0347] If the forced button flag or the rare character flag is established in the next game after hitting the special mode (S403: YES), an additional attack on the enemy character is performed (step S404).

[0348] Specifically, when the button-pressing role flag is established, the sub-control unit 63 causes the liquid crystal screen 3 to display the screen of FIG. 10(b) in the technical mode and the screen of FIG. 10(d) in the assist mode. Also, regardless of the operation timing of the player on the stop switch 40b, the main control unit 61 gives the damage amount due to an additional attack to the enemy character in addition to the damage amount due to the button-pressing role (normal attack). Further, when the rare role flag is established, the main control unit 61 gives the damage amount due to an additional attack to the enemy character in addition to the damage amount due to the rare role (normal attack). Then, the process returns to step S201.

[0349] If the button-pressing role flag or the rare role flag is not established in the next game after entering the special mode (S403: NO), a normal attack on the enemy character is performed according to the established flag (step S405). Specifically, the damage amount due to the losing role (for example, replay, bell, loss) is given to the enemy character. Then, the process returns to step S201. As described above, the battle bonus process of the present invention is executed.

[0350] <Flow of practice mode execution process> Next, the flow of the practice mode execution process will be described with reference to FIG. 15.

[0351] First, based on the operation of the player during the standby state, the flow branches depending on whether the practice mode is set (step S501).

[0352] If the practice mode is not set (S501: NO), the practice mode execution process ends.

[0353] On the other hand, if the practice mode is set (S501: YES), the flow branches depending on whether the battle bonus is being executed (step S502).

[0354] If the battle bonus is not being executed (S502: NO), the process proceeds to step S506.

[0355] When the battle bonus is being executed (S502: YES), the flow branches depending on whether the battle period is being executed (step S503).

[0356] When the battle period is being executed (S503: YES), the process proceeds to step S506. In this case, the main pressing can be executed according to the assignment of the pressing role.

[0357] When the battle period is not being executed (S503: NO), the flow branches depending on whether the pressing role flag is set (step S504).

[0358] When the pressing role flag is not set (S504: NO), the process proceeds to step S506.

[0359] On the other hand, when the pressing role flag is set (S504: YES), the sub-control unit 63 causes the liquid crystal screen 3 to display the screen of FIG. 10(c) (practice screen) (step S505).

[0360] Next, depending on whether the normal mode is set based on the operation of the player during the standby state, the flow branches (step S506).

[0361] When the normal mode is not set (S506: NO), the process returns to step S502.

[0362] On the other hand, when the normal mode is set (S506: YES), the practice mode execution process ends. As described above, the practice mode execution process of the present invention is executed.

[0363] Summarizing the above, the slot machine 1 of the present invention has three rotating reels 20a, 20b, 20c on which a plurality of symbols are respectively displayed, and Three stop switches 40a, 40b, and 40c, which are provided corresponding to each of the rotating reels 20a, 20b, and 20c and can stop the rotating reels 20a, 20b, and 20c during rotation based on the operation of the player, A reel window 200 that allows a part of each of the rotating reels 20a, 20b, and 20c to be visually recognized, An internal lottery unit 610 that can determine one winning flag from among a plurality of role flags based on the operation of the player on the lever 42, and Among the role flags, there is an eye-pushing role flag in which the correct operation timing of the stop switch 40b that should be pressed first when winning is defined, The eye-pushing role may win when the eye-pushing role flag is established as the winning flag, When the eye-pushing role flag is established, for the rotating reel 20b among the three rotating reels 20a, 20b, and 20c, when a predetermined symbol group (for example, bell - red 7 - red 7) composed of three symbol groups stops within the reel window 200, the eye-pushing role wins, The predetermined symbol group (bell - red 7 - red 7) includes two consecutive same-color symbol groups of the same color system (red 7 - red 7), a rear symbol (bell) arranged on the rear side in the rotation direction of the middle rotating reel 20b relative to the same-color symbol group (red 7 - red 7), and a front symbol (cherry) arranged one front side in the rotation direction of the middle rotating reel 20b relative to the predetermined symbol group (bell - red 7 - red 7), The same-color symbol group (red 7 - red 7) is the same color system of red.

[0364] <Advantages of the Invention> Conventionally, there are known gaming machines in which an additional AT is executed by stopping the blue 7 just outside the frame of the reel window during the big bonus, or gaming machines in which a specific role wins by pressing a triple symbol (for example, triple bonus symbol) composed of three consecutive identical symbols within the reel window.

[0365] In addition, there is also known a gaming machine capable of differentiating between the benefits given when a player succeeds or fails in a button press in a state where the reel window frame is small, and the benefits given when a player succeeds or fails in a button press without the reel window frame becoming small.

[0366] However, none of the conventional gaming machines are characterized by the combination of symbols for which the button press should be made.

[0367] In contrast, in the present invention, in the middle rotating reel, as an example of a predetermined symbol group, "Bell - Red 7 - Red 7" is prepared, and as an example of a same - color symbol group, "Red 7 - Red 7 - Cherry" is prepared. Then, while referring to the same - color symbol group, the player challenges the button press so that the predetermined symbol group is displayed within the reel window.

[0368] With such a configuration, it is possible to provide a gameplay that requires a highly difficult button - pressing technique while making the player think that it is an easy button press, such as "winning can be achieved by aiming at the area of the same - color symbol group and making a button press".

[0369] Also, whether the button press is successful or failed, a benefit related to the game balls is given to the player. Therefore, it is possible to give a beginner in button pressing an opportunity to try challenging the button press. Also, an advanced player in button pressing can maximize the benefits of the button - pressing challenge by succeeding in the button press.

[0370] As described above, according to the present invention, it is possible to provide a gaming machine that allows both an advanced player with button - pressing skills and a beginner without button - pressing skills to enjoy the opportunity of button pressing.

[0371] [Other Embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0372] In addition, various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.

[0373] Not limited to the above embodiments, not only when the button-pressing role flag is established during the battle period, but also when the button-pressing role flag is established during the advantageous section (including the general gaming state), the player may be prompted to press the button.

[0374] Also, in the above embodiments, it is described that the gaming state control unit gives benefits corresponding to the operation timing of the stop switch by the player, but the effect control unit may give benefits to the player. In this case, the effect control unit can increase or decrease the quantity of, for example, the effect pattern (e.g., the type of effect video, the light emission pattern, the character voice) according to the operation timing (the success degree of button pressing) of the stop switch by the player.

[0375] Not limited to the above embodiments, when the button-pressing role flag is established, the gaming state control unit may give points that can be used in the AT stock draw according to the operation timing of the stop switch by the player. Specifically, when the button-pressing role flag is established, the gaming state control unit prompts the player to press the button, and in response, for example, when the player successfully presses the button, 10 points are given, when it is 1 frame earlier, 5 points are given, when it is 1 frame later, 3 points are given, and in other cases, 1 point can be given.

[0376] In the above-described embodiment, an example is described in which the technical mode or the assist mode is randomly selected when shifting to the battle period, but the present invention is not limited to this. Specifically, the technical mode or the assist mode may be selected when the battle bonus is started, or during the period for determining the battle opponent. In this case, it may be displayed which mode was selected at the timing when the mode was selected, or it may be displayed which mode was selected when shifting to the battle period.

[0377] Also, in the above-described embodiment, an example is described in which either the technical mode or the assist mode is randomly determined, but the present invention is not limited to this. A plurality of predetermined patterns (for example, in the order of technical mode, technical mode, assist mode, or in the order in which the technical mode and the assist mode are alternately selected) are prepared, and any one of them may be selected according to the state of AT. Also, a setting difference may be provided in which pattern is selected. For example, pattern 2 with many assist modes may be likely to be selected when the setting is high (the setting value is any one of 4 to 6).

[0378] Also, a lottery may be executed every time the button-pressing role flag is established, and either the technical mode or the assist mode may be selected.

[0379] Also, in the above-described embodiment, an example is described in which the selected mode among the technical mode and the assist mode cannot be switched during the battle period, but not only during the battle period but also during the battle bonus, it may not be switchable.

[0380] In addition, in the above-described embodiment, an example is described in which the amount of the benefit given when a player wins a button-pushing winning combination in the technical mode is the same as the amount of the benefit given in the assist mode. However, the present invention is not limited to this. A difference may be provided in the amount of the benefit given to the player between the technical mode and the assist mode. In this case, the game state control unit can make the benefit given when the player successfully presses the button in the technical mode more (or less) than the benefit given in the assist mode.

[0381] In addition, in the above-described embodiment, an example is described in which the same-color symbol group is "Red 7 - Red 7 - Cherry" from the rear side in the rotation direction of the middle rotating reel. However, the present invention is not limited to this. For example, the same-color symbol group may be "Red 7 - Red 7 - Red 7" (an example of the same-color system) from the rear side in the rotation direction of the middle rotating reel. However, even in this case, the predetermined symbol group can be "Bell, replay, blank, etc. symbols other than Red 7 (an example when the color systems are different) - Red 7 - Red 7" from the rear side in the rotation direction. Further, different from this, the predetermined symbol group may be "Cherry - Red 7 - Red 7".

[0382] Note that in the above-described embodiment, an example is described in which it is determined whether or not a button-pushing winning combination has won based on the stopped symbols of the middle rotating reel in the reel window. However, the present invention is not limited to this. For example, for the middle rotating reel, the slot machine determines whether or not a button-pushing winning combination has won when the stop switch corresponding to the middle rotating reel is operated during a state where the predetermined symbol group "Bell - Red 7 - Red 7" can stop in the reel window after it has been determined that Cherry in the same-color symbol group "Red 7 - Red 7 - Cherry" cannot stop in the reel window.

[0383] In addition, in the above-described embodiment, an example is described in which the predetermined symbol group is composed of three symbols and the same-color symbol group is composed of two symbols. However, the present invention is not limited to this. The predetermined symbol group may be composed of four or more symbols, and the same-color symbol group may be composed of two or more symbols.

[0384] In addition, in the above-described embodiment, an example is described in which the cherry, which is a front symbol, and the red 7, which is a group of symbols of the same color, are different symbols although they are of the same color system. However, the front symbol and the group of symbols of the same color may be symbols that are of the same color system but have different shapes, or symbols that have different designs.

[0385] Further, not limited to the above-described embodiment, when the pressing flag is established and the player stops the rotating reel by sequential pressing while aiming at a symbol according to intuition, and the symbol happens to be the correct symbol, it may be treated as a successful pressing.

[0386] Furthermore, whether or not the pressing combination wins may be determined by how many frames or steps the symbol to be stopped in the reel window is off by, by means of a stepping motor or the like.

[0387] Also, in the above-described embodiment, an example in which the player presses the middle rotating reel is described, but the present invention is not limited to this. The player may need to press all (or two) of the rotating reels, or may need to press only the left (or right) rotating reel.

[0388] Further, not limited to the above-described embodiment, when the practice mode is set, the effect control unit may activate the practice mode according to the targeting of the pressing combination even outside the battle bonus (for example, CZ, general game state).

[0389] Also, in the above-described embodiment, the bonus is described as an accessory continuous operation device related to the first type of special accessory, but the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, the accessory continuous operation device related to the first type of special accessory, the second type of special accessory, and the accessory continuous operation device related to the second type of special accessory.

[0390] In addition, in the above-described embodiment, an example where the slot machine is an AT machine is described. However, the slot machine may be an ART (Assist Play Time) machine, or may be a slot machine that only has bonuses without executing AT, ART, etc., or may be a slot machine that can execute both bonuses and AT (or ART).

[0391] Also, by transmitting a signal representing the type of game section from the section control unit to the digital counter, in the digital counter, for example, it may be possible to display whether the game section is a favorable section or not depending on whether dots are displayed or not.

[0392] In addition, not limited to the above-described embodiment, for example, when AT ends, or when the number of consecutive games in the favorable section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the favorable section to the normal section. Also, the slot machine may not have a game section (favorable section and normal section).

[0393] In the above-described embodiment, a range (MY) was used to activate the complete function, but it is not limited to this, and the difference in game value may be used to determine whether to activate the complete function.

[0394] The slot machine in the above-described embodiment is a medal-less machine having a game section. However, the slot machine to which the present invention is applied may not have a game section, and may not be a medal-less machine. When the slot machine is not a medal-less machine, components of a conventional slot machine such as a medal insertion slot, a hopper, a medal payout slot, and a bottom tray are required.

[0395] In addition, the above-described embodiment describes an example of so-called smart slot, but the present invention is not limited thereto. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which the favorable section can be executed.

Explanation of Reference Numerals

[0396] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit 611 Rotating reel control unit 612 Game result determination unit (winning determination unit) 613 Set value control unit 614 Interval control unit 615 Game state control unit (game control unit) 616 RT state control unit 617 Error determination unit 62 Game value control unit 620 Media management unit 621 Function operation unit 63 Sub control unit 630 Effect control unit

Claims

1. A plurality of rotating reels on which a plurality of symbols are respectively displayed, A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel during rotation based on the operation of a player, A reel window capable of visually recognizing a part of each of the rotating reels, An internal lottery unit capable of determining one winning flag from among a plurality of role flags based on the operation of the player on the start switch, Comprising, Among the role flags, there is included an operation timing role flag in which the correct operation timing of at least one stop switch is defined, When the operation timing role flag is established as the winning flag, the operation timing role may win a prize, When the operation timing role flag is established and for a specific reel which is at least one of the plurality of rotating reels, when a predetermined symbol group composed of three or more symbols stops within the reel window, the operation timing role wins a prize, The predetermined symbol group includes two or more consecutive same-color system same-color symbol groups and a rear symbol arranged on the rear side in the rotation direction of the specific reel than the same-color symbol group, A front symbol arranged one position forward in the rotation direction of the specific reel than the predetermined symbol group and the same-color symbol group are of the same color system, The rear symbol and the same-color symbol group are of different color systems, A benefit granting unit capable of granting a benefit to the player when a predetermined condition is satisfied in a game in which the operation timing role flag is established, Further comprising, In a game in which the operation timing role flag is established, when the operation timing of the stop switch by the player is one symbol earlier than the correct operation timing and the symbol related to the role included in the operation timing role flag stops within the reel window, the amount and / or quality of the benefit granted to the player is more and / or higher than the amount and / or quality of the benefit granted to the player when the operation timing of the stop switch by the player is later than the correct operation timing and the symbol related to the role included in the operation timing role flag stops within the reel window, A gaming machine.

2. A plurality of rotating reels on which a plurality of symbols are respectively displayed, A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reels during rotation based on the operation of a player; A reel window capable of visually recognizing a part of each of the rotating reels; An internal lottery unit capable of determining one winning flag from among a plurality of role flags based on the operation of the player on the start switch; Comprising; The role flags include an operation timing role flag in which the correct operation timing of at least one stop switch is defined; The operation timing role may win a prize when the operation timing role flag is established as the winning flag; When the operation timing role flag is established and for a specific reel which is at least one of the plurality of rotating reels, when a predetermined symbol group composed of three or more symbols stops within the reel window, the operation timing role wins a prize; The predetermined symbol group includes two or more consecutive same-color system same-color symbol groups and a rear symbol arranged on the rear side in the rotation direction of the specific reel relative to the same-color symbol group; A front symbol arranged one position forward in the rotation direction of the specific reel relative to the predetermined symbol group and the same-color symbol group are of the same color system; The rear symbol and the same-color symbol group are of different color systems; In a game in which the operation timing role flag is established, a benefit granting unit capable of granting benefits to the player whether the player operates from the stop switch corresponding to the specific reel or the player operates from the stop switch corresponding to a rotating reel other than the specific reel; Further comprising; The benefit granting unit changes the amount and / or quality of the benefits granted to the player depending on whether the player operates from the stop switch corresponding to the specific reel or the player operates from the stop switch corresponding to a rotating reel other than the specific reel when any role included in the operation timing role flag wins a prize, and The amount and / or quality of the benefits granted is in a game in which the operation timing role flag is established When the player operates from the stop switch corresponding to the specific reel, and the operation timing of the stop switch by the player is earlier by one symbol than the correct operation timing, and the symbol related to the combination included in the operation timing combination flag stops within the reel window, When the player operates from the stop switch corresponding to a rotating reel other than the specific reel and the symbol related to the combination included in the operation timing combination flag stops within the reel window, and When the player operates from the stop switch corresponding to the specific reel, and the operation timing of the stop switch by the player is later than the correct operation timing, and the symbol related to the combination included in the operation timing combination flag stops within the reel window, in this order, more and / or higher, gaming machine.

3. A plurality of rotating reels on each of which a plurality of symbols are displayed, a plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel during rotation based on an operation by a player, a reel window capable of visually recognizing a part of each of the rotating reels, an internal lottery unit capable of determining one winning flag from among a plurality of combination flags based on an operation by the player on a start switch, comprising: the combination flags include an operation timing combination flag in which the correct operation timing of at least one stop switch is defined, when the operation timing combination flag is established as the winning flag, the operation timing combination may result in a win, when the operation timing combination flag is established, and for a specific reel which is at least one of the plurality of rotating reels, when a predetermined symbol group composed of three or more symbols stops within the reel window, the operation timing combination wins, the predetermined symbol group includes two or more continuously arranged same-color-system same-color symbol groups and a rear symbol arranged on the rear side in the rotation direction of the specific reel with respect to the same-color symbol group, a front symbol arranged one position forward in the rotation direction of the specific reel with respect to the predetermined symbol group and the same-color symbol group are of the same color system, the rear symbol and the same-color symbol group are of different color systems, For the specific reel, when it is determined that the front symbol cannot stop within the reel window, a winning determination unit that determines whether the operation timing role wins when the stop switch corresponding to the specific reel is operated during the state where the predetermined symbol group can stop within the reel window. Further comprising a gaming machine.

4. A plurality of rotating reels on which a plurality of symbols are respectively displayed, A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel during rotation based on the operation of the player. A reel window capable of visually recognizing a part of each of the rotating reels, An internal lottery unit capable of determining one winning flag from among a plurality of role flags based on the operation of the player on the start switch. Comprising The role flags include an operation timing role flag in which the correct operation timing of at least one stop switch is defined. The operation timing role may win when the operation timing role flag is established as the winning flag. When the operation timing role flag is established, for a specific reel that is at least one of the plurality of rotating reels, when a predetermined symbol group composed of three or more symbols stops within the reel window, the operation timing role wins. The predetermined symbol group includes two or more consecutive same-color system same-color symbol groups and a rear symbol arranged on the rear side in the rotation direction of the specific reel than the same-color symbol group. The front symbol arranged one position forward in the rotation direction of the specific reel than the predetermined symbol group and the same-color symbol group are of the same color system but different symbols. The rear symbol and the same-color symbol group are of different color systems. The same-color symbol groups are the same symbol as each other. A gaming machine.

Citation Information

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