Pachinko machine
The game table's translucent panel with decorative sheet and light-emitting features addresses the lack of innovation in conventional panels, offering improved visual appeal and engagement.
Patent Information
- Application Number
- JP2024052239
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-27
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2044-03-27
AI Technical Summary
Conventional game tables lack innovative features in their panels, which can enhance player engagement and visual appeal.
The game table incorporates a translucent panel with a decorative sheet having different surface roughness areas and integrated light-emitting means to create distinct displays, including character and warning displays, enhancing visual appeal and interaction.
The solution provides a game table with enhanced visual characteristics and interactive elements, improving player engagement and overall gaming experience.
Smart Images

Figure 0007697720000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game table represented by a pachinko machine, a spinning reel game machine (slot machine), an enclosed game machine, or a medal-less slot machine.
Background Art
[0002] Conventionally, a game table equipped with a panel has been widely known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there is room for improvement in the panel of the conventional game table.
[0005] An object of the present invention is to provide a game table having characteristics in the panel.
Means for Solving the Problems
[0006] The gaming table according to the present invention is a gaming table provided with a translucent panel having translucency, and includes a decorative sheet. The translucent panel has a first area and a second area on the front surface. The surface of the second area is rougher than that of the first area. The second area is provided along the edge of the translucent panel. The decorative sheet is smaller than the translucent panel. The decorative sheet is disposed at a position overlapping at least a part of the first area and at least a part of the second area behind the translucent panel. The decorative sheet is visible from the front through the translucent panel. The decorative sheet is provided with a first display and a second display. The first display is provided at a position overlapping at least a part of the second area. The second display is provided at a position not overlapping the second area. The first display is a character display. The second display is a warning display. The gaming table is provided with first light-emitting means. The first light-emitting means is provided at a position where light emitted from the first light-emitting means reaches at least a part of the second area from outside the translucent panel. Furthermore, the gaming machine according to the present invention is a gaming machine provided with a translucent panel having translucency, comprising a decorative sheet, wherein the translucent panel has a first area and a second area on the front surface, the surface of the second area is rougher than that of the first area, the second area is provided along the edge of the translucent panel, the decorative sheet is smaller than the translucent panel, and the decorative sheet is disposed at a position overlapping at least a part of the first area and at least a part of the second area behind the translucent panel. The decorative sheet is visible from the front through the translucent panel, and the decorative sheet is provided with a first display and a second display. The first display is provided at a position overlapping at least a part of the second area, and the second display is provided at a position not overlapping the second area. The first display is a character display, and the second display is an intellectual property-related display. The gaming machine is characterized by comprising first light-emitting means, and the first light-emitting means is provided at a position where light emitted from the first light-emitting means reaches at least a part of the second area from outside the translucent panel.
Effects of the Invention
[0007] An object of the present invention is to provide a gaming machine having characteristics on a panel.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0010] In the slot machine of this embodiment, a predetermined number of game media are inserted, and a plurality of reels, each with a plurality of types of symbols, start rotating when they receive a predetermined rotation start instruction operation. Based on receiving the rotation start instruction operation, the winning or losing of internal winning of a plurality of types of combinations is determined by lottery. Each of the plurality of reels stops rotating individually when it receives a predetermined rotation stop instruction operation. If the combination determined by the combination of symbols when the combination based on the lottery result and the plurality of reels stop meets the predetermined payout conditions, the game media are paid out and the game ends. If not, the game ends without paying out the game media, and it is a game table that progresses a series of games.
[0011] <Overall Configuration> First, the overall configuration of the slot machine 100 will be described with reference to FIGS. 1 and 2. FIG. 1 is an external perspective view of the slot machine 100 seen from the front side (the player side). FIG. 2 is a front view showing the slot machine 100 with the front door 102 opened. FIG. 3(a) is a view showing the winning line.
[0012] The slot machine 100 shown in FIG. 1 corresponds to an example of the game table of the present invention and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing with respect to the main body 101. Inside the center of the main body 101 (not shown), three reels (left reel 110, middle reel 111, right reel 112) with a plurality of types of symbols arranged on the outer peripheral surface are housed and configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.
[0013] In this embodiment, a suitable number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame member to form each of the reels 110 to 112. When viewed by the player, the symbols on the reels 110 to 112 are generally displayed vertically in three rows through the reel windows 113 provided in front of each of the reels 110 to 112, and a total of nine symbols can be seen. Specifically explaining with reference to Fig. 3(a), the symbol displayed in the upper row of the left reel 110 (the position shown as 1 in the figure; also referred to as symbol position 1) is the upper-row symbol of the left reel, the symbol displayed in the middle row of the left reel 110 (the position shown as 2 in the figure; also referred to as symbol position 2) is the middle-row symbol of the left reel, the symbol displayed in the lower row of the left reel 110 (the position shown as 3 in the figure; also referred to as symbol position 3) is the lower-row symbol of the left reel, the symbol displayed in the upper row of the middle reel 111 (the position shown as 4 in the figure; also referred to as symbol position 4) is the upper-row symbol of the middle reel, the symbol displayed in the middle row of the middle reel 111 (the position shown as 5 in the figure; also referred to as symbol position 5) is the middle-row symbol of the middle reel, the symbol displayed in the lower row of the middle reel 111 (the position shown as 6 in the figure; also referred to as symbol position 6) is the lower-row symbol of the middle reel, the symbol displayed in the upper row of the right reel 112 (the position shown as 7 in the figure; also referred to as symbol position 7) is the upper-row symbol of the right reel, the symbol displayed in the middle row of the right reel 112 (the position shown as 8 in the figure; also referred to as symbol position 8) is the middle-row symbol of the right reel, and the symbol displayed in the lower row of the right reel 112 (the position shown as 9 in the figure; also referred to as symbol position 9) is respectively called the lower-row symbol of the right reel. Each symbol of each of the reels 110 to 112 is vertically displayed in three rows, a total of nine, through the reel window 113 on each of the reels 110 to 112. By rotating each of the reels 110 to 112, the combination of symbols visible to the player will change. That is, each of the reels 110 to 112 functions as a display device that can variably display a plurality of types of symbol combinations. In addition, as such a display device, in addition to the reel, an electronic image display device such as a liquid crystal display device can also be adopted. Further, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.
[0014] On the back of each of the reels 110 to 112, a reel backlight (not shown) for illuminating the individual symbols displayed in the reel window 113 is arranged. It is desirable that the reel backlight be shielded for each symbol so that each symbol can be evenly irradiated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light projecting section and a light receiving section is provided in the vicinity of each of the reels 110 to 112. A light shielding piece of a certain length provided on the reel is configured to pass between the light projecting section and the light receiving section of this optical sensor. Based on the detection result of this sensor, the rotational direction position of the symbol on the reel is judged, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.
[0015] In this embodiment, one winning line 114 of the middle winning line L1 composed of the left reel middle symbol (symbol position 2), the middle reel middle symbol (symbol position 5), and the right reel middle symbol (symbol position 8) is provided. The winning line 114 is a line set at the stop position of the symbol that can be visually recognized through the reel window 113, and is a line for determining whether or not a symbol combination corresponding to a winning combination is displayed. This winning line L1 is shown in Fig. 3(a). The effective winning line (hereinafter sometimes simply referred to as the "effective line") 114 is determined in advance according to the number of medals bet as a gaming medium. The slot machine 100 of this embodiment is a dedicated machine for betting three medals. When the number of inserted medals is less than three, the winning line 114 is not effective, and when the number of inserted medals is three, the winning line 114 becomes effective. When the winning line 114 becomes effective, the game can be started by operating the start lever 135.
[0016] Note that the valid line (winning line) is not limited to the single middle winning line L1 described above. For example, it may be one upper valid line composed of the upper symbols on the left reel (symbol position 1), the upper symbols on the middle reel (symbol position 4), and the upper symbols on the right reel (symbol position 7). It may also be one lower valid line composed of the lower symbols on the left reel (symbol position 3), the lower symbols on the middle reel (symbol position 6), and the lower symbols on the right reel (symbol position 9). Further, it may be one downward-right valid line composed of the upper symbol on the left reel (symbol position 1), the middle symbol on the middle reel (symbol position 5), and the lower symbol on the right reel (symbol position 9). It may also be one upward-right valid line composed of the lower symbol on the left reel (symbol position 3), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Additionally, it may be one irregular valid line composed of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Also, the number of winning lines 114 is not limited to one line. For example, in addition to the middle winning line L1, it may be set that a total of three lines, namely the downward-right winning line and the upward-right winning line composed of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel, are valid winning lines, or the number of winning lines corresponding to the number of bets may be set as valid winning lines.
[0017] The notification lamp 123 is, for example, a lamp that notifies the player that a specific winning combination (specifically, the bonus combination) has been internally won in the internal lottery for winning combinations described later, or that a bonus game is in progress. The game medal insertable lamp 124 is a lamp for notifying the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (i.e., no medal insertion is required) when the player won a replay combination (details will be described later), which is one of the winning combinations in the previous game.
[0018] The medal insertion buttons (also referred to as bet buttons) 130 to 132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In the present embodiment, each time the bet button 130 is pressed, one medal is inserted, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the operation on the bet buttons 130 to 132 is also referred to as a bet operation, and the bet button 132 is also referred to as the MAX bet button. In the present embodiment, a light emitter (referred to as a bet button lamp) is provided inside the bet buttons 130 to 132, and when the bet buttons 130 to 132 can be operated, the light emitter can be lit to notify the player. Note that the game medal insertion lamp 129 lights a number of lamps corresponding to the number of inserted medals, and when a specified number of medals are inserted, the game start lamp 121 that notifies that the game start operation is possible lights up.
[0019] The medal insertion port 141 is an insertion port for the player to insert medals when starting the game. That is, medals can be inserted electronically by the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion port 141, and "insertion" means including both.
[0020] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medal payouts during the bonus game) numerically. The payout number display 127 is a display for displaying the number of medals paid out to the player as a result of winning a certain winning combination. In the present embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are composed of 7-segment (SEG) displays.
[0021] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals is inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated to operate the start lever 135, the reels 110 to 112 start to rotate. The operation on the start lever 135 is called the start operation of the game.
[0022] The stop button unit 136 is provided with stop buttons 137 to 139 composed of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and are respectively provided in association with the respective reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139 can.
[0023] Hereinafter, the operation on the stop buttons 137 to 139 is referred to as a stop operation. The first stop operation is called the first stop operation, the next stop operation is called the second stop operation, and the last stop operation is called the third stop operation. Also, the reel targeted by the first stop operation is called the first stop reel, the reel targeted by the second stop operation is called the second stop reel, and the reel targeted by the third stop operation is called the third stop reel. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all the rotating reels 110 to 112 is called the operation order or the pressing order. The operation order of the stop operation with the first stop reel being the left reel 110 and the second stop reel being the middle reel 111 is called the "forward pressing operation order" or simply "forward pressing". The operation order of the stop operation with the first stop reel being the left reel 110 and the second stop reel being the right reel 112 is called "forward sandwiching". The operation order of the stop operation with the first stop reel being the middle reel 111 is called the "middle pressing operation order" or simply "middle pressing". The operation order of the stop operation with the first stop reel being the right reel 112 and the second stop reel being the middle reel 111 is called the "reverse pressing operation order" or simply "reverse pressing". The operation order of the stop operation with the first stop reel being the right reel 112 and the second stop reel being the left reel 110 is called "reverse sandwiching". In this embodiment, a light emitter (referred to as a stop button lamp) is provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitter can be lit to notify the player.
[0024] The medal return button 133 is a button for pressing to remove jammed inserted medals. The settlement button 134 is a button for settling the medals electronically stored in the slot machine 100 and the bet medals and discharging them from the medal payout port 155. The door keyhole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The medal payout port 155 is a payout port for paying out medals.
[0025] Below the stop button unit 136, a title panel 162 for displaying the model name and attaching various certificates is provided. Below the title panel 162, a medal payout port 155 and a medal tray 161 are provided. The sound hole 145 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right parts of the front door 102 are decorative lamps for enlivening the game. Above the front door 102, a title panel 160 and a sound hole 143 are provided.
[0026] In the area including the reel window 113 and its surroundings, a liquid crystal display device (effect image display device) 157 is provided. Among these, in the area inside the reel window 113 (the area covering the reel window 113), it is a so-called transmissive liquid crystal where the reels 110 to 112 are visible through the reel window 113.
[0027] The PUSH button 192 is a button that can be operated when executing a predetermined effect. In the present embodiment, based on the operation of the PUSH button 192, the acquisition number history of the previous AT state can be displayed. In the present embodiment, a light emitter (referred to as a PUSH button lamp) is provided inside the PUSH button 192, and when the operation of the PUSH button 192 is possible (acceptable as a valid operation), the light emitter can be lit to notify the player.
[0028] FIG. 2 is a front view showing the slot machine 100 with the front door 102 opened. The main body 101 is a box body surrounded by an upper surface plate 261, a left side surface plate 260, a right side surface plate 260, a lower surface plate 264, and a back surface plate 242, and is open at the front. Inside the main body 101, at a position that does not overlap with the ventilation hole 249 provided at the upper part of the back surface plate 242, a main control board storage case 210 for storing the main control board inside is arranged. Below this main control board storage case 210, three reels Reels 110 to 112 are arranged. On the side of the main control board storage case 210 and the reels 110 to 112, that is, on the left side panel 260 facing it, there is a first sub-control board storage case 220 that houses the first sub-control board that constitutes the first sub-control unit 400 inside. Also, on the right side panel 260 facing it, an external centralized terminal board 248 that is connected to the main control board and outputs the information of the slot machine 100 to an external device is attached.
[0029] And on the bottom panel 264, a medal payout device 180 (a device that pays out medals accumulated in a bucket) is arranged. Above this medal payout device 180, that is, below the reels 110 to 112, a power supply device 252 having a power supply board is arranged, and a power switch 244 is arranged on the front of the power supply device 252. The power switch 244 can be operated by opening the front door 102, and it is difficult or impossible to operate in the closed state.
[0030] The power supply device 252 converts the AC power supplied from the outside to the slot machine 100 into DC power, converts it to a predetermined voltage, and supplies it to each control unit such as the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500, and each device described later. Furthermore, it is equipped with a power storage circuit (for example, a capacitor) for supplying power to a predetermined component (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut off.
[0031] On the right side of the medal payout device 180, a medal auxiliary storage 240 is arranged, and an overflow terminal is arranged behind this (not shown in the figure). The power supply device 252 is provided with a power cord connection part for connecting a power cord 265, and the power cord 265 connected here extends to the outside through a power cord hole 262 opened in the back panel 242 of the main body 101.
[0032] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276. Above the liquid crystal display device 157, a second sub-board case 230 for housing a second sub-control board that constitutes the second sub-control unit 500 and an upper speaker 272 are provided. Below the liquid crystal display device 157, a medal selector 170 for sorting the inserted medals and a passage 266 through which the medals pass when the medal selector 170 drops an illegal medal or the like onto the medal tray 161 are provided. Further, a woofer 277 is provided at a position corresponding to the sound hole 145.
[0033] Referring to FIGS. 1 and 2, the liquid crystal display device 157 is a liquid crystal display including a transmissive color liquid crystal panel 157A having a color filter and a backlight 157B that illuminates the color liquid crystal panel 157A with white light from the back side. The liquid crystal panel 157A is a rectangular panel extending into both the inner region and the outer region of the reel window 113, and a well-known liquid crystal panel can be adopted. The liquid crystal panel 157A includes, for example, R, G, B (red, green, blue) filters for each pixel, and a liquid crystal layer is formed by enclosing liquid crystal between transparent substrates such as glass on which signal lines, switching elements, pixel electrodes, etc. are formed. This liquid crystal layer is sandwiched between polarizing plates. To indicate the winning line, the liquid crystal panel 157A may be of the normally white type, but in this embodiment, it is of the normally black type.
[0034] The backlight 157B includes a light guide plate, a light source such as an LED that irradiates the light guide plate with light, and optical members such as a diffusion sheet. The light source is arranged, for example, along the end of the light guide plate, and the light propagating inside the light guide plate is reflected to the liquid crystal panel 157A. In the case of this embodiment, the backlight 157 has an opening 157b penetrating in its thickness direction formed in the inner region of the reel window 113, and the player can visually recognize each reel 110 - 112 without passing through the light guide plate or the like. In this embodiment, for the illumination from behind the overlapping portion of the liquid crystal panel 157A and the opening 157b, the backlights provided for each reel 110 - 112 are used. Since the reel tape has a white (or milky white) color, the illumination that is not much different from the backlight 157 is provided for each reel 1 It can be realized by 10 to 112, and the backlights of each reel 110 to 112 can also be referred to as a backlight unit, which is part of or all of the backlight 157.
[0035] In the case of this embodiment, the opening 157b is a single rectangle whose contour conforms to the reel window 113, but it may also be three rectangles corresponding to each of the reels 110 to 112 so as to fill the gaps between the respective reels 110 to 112. The sharpness of the image displayed at the position of the gap between the reels can be improved.
[0036] In the liquid crystal panel 157A, by blocking the transmission of light, it will appear to the player that a black image is being displayed. Also, by evenly transmitting the backlight light in R, G, and B, it will appear to the player that a white image is being displayed. When a white image is being displayed, it can also be said that the transmissivity of the liquid crystal panel 157A has increased, and when R, G, and B are each controlled to the maximum brightness, it can be said that it is the state with the highest light transmissivity. Such display of black, white, or other colors can be controlled on a pixel-by-pixel basis.
[0037] The operation of this liquid crystal display device 157 will be described with reference to FIGS. 3(b) to (d). This figure is a diagram showing an example of the operation of the liquid crystal display device 157.
[0038] FIG. 3(b) shows the state of the liquid crystal display device 157 when power is not supplied to the slot machine 100. As described above, in the case of this embodiment, the liquid crystal display device 157 is a normally black type liquid crystal display, and in the power-off state, it appears to the player that a black image is being displayed, and the reels 110 to 112 are in a state where they are difficult to visually recognize.
[0039] FIG. 3(c) shows an example of the operation of the liquid crystal display device 157. In this figure, it is shown that an image is being displayed using the entire liquid crystal display device 157. At this time, in the area inside the reel window 113, light from the reels 110 to 112 etc. serves as a backlight, and the image of the liquid crystal display device 157 becomes visible in this area. However, due to the image display of the liquid crystal display device 157, the visibility of the symbols on the reels 110 to 112 will decrease (become less visible).
[0040] FIG. 3(d) shows an example of the operation of the liquid crystal display device 157 different from that in FIG. 3(c). In this figure, the area inside the reel window 113 is different from the example in (c) above. Specifically, by displaying a white image in the area inside the reel window 113, the visibility of the reels 110 to 112 is ensured. In the present embodiment, this state is achieved after a medal is inserted within one game. That is, in order to ensure the visibility of the reels 110 to 112, at least the state shown in FIG. 3(d) is maintained from the start to the stop of the rotation of the reels 110 to 112.
[0041] In the example of the effect display of the liquid crystal display device 157 described later, it is an example displayed in the upper part of the liquid crystal panel 157A than the reel window 113.
[0042] Note that a stored number display section 125L is provided on the left side of the reel window 113, and a payout number display section 127L is provided on the opposite right side. The same value as the stored number displayed on the stored number display 125 is displayed on the stored number display section 125L, and the same value as the payout number displayed on the payout number display 127 is displayed on the payout number display section 127L.
[0043] As described above, in this embodiment, an area covering the reel window 113 is provided for the liquid crystal display device 157, and a white image is displayed to make the reels 110 to 112 visible. When an image other than white is displayed, the visibility of the reels 110 to 112 is reduced. In addition, in order to improve the visibility of the reels 110 to 112, the transmittance of each pixel constituting the image in the area covering the reel window 113 can be set, and a setting may be made to set the transmittance to 100% (transmission state).
[0044] Note that the device for displaying an image is not limited to a liquid crystal display device, and any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device including a projector and a screen may be used. Further, the display screen is rectangular and configured such that the entire screen can be visually recognized by the player. In the case of this embodiment, the display screen is rectangular, but it may be square. Further, a decoration (not shown) may be provided at the periphery of the display screen, and as a result, a part of the periphery of the display screen is hidden by the decoration, so that the display screen may appear to have an irregular shape. In the case of this embodiment, the display screen is a flat surface, but it may be a curved surface.
[0045] <Circuit Configuration of Control Unit> Next, with reference to FIG. 4, the circuit configuration of the control unit of the slot machine 100 will be described. Note that this figure is a circuit block diagram of the control unit.
[0046] The control unit of the slot machine 100 is roughly divided into a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls main effects in response to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400.
[0047] <Main Control Unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during internal lottery for winning combinations, symbol arrays of reels, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input / output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and the same applies to the first sub-control unit 400 and the second sub-control unit 500 described later. In this embodiment, however, a ROM, which is a storage device having a storage area for storing data non-volatilely, and a RAM, which is a storage device having a storage area for temporarily storing data, are used in combination.
[0048] The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output from a crystal oscillator 315b as a system clock. Further, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 executes monitoring of each sensor, etc. and transmission of drive pulses in response to this interrupt request. For example, when the clock signal output from the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256×47÷8 MHz = 1.504 ms.
[0049] The main control unit 300 includes a random number generation circuit 316 that is used as a hardware random number counter that varies a numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start signal output circuit 338 that outputs a start signal (reset signal) when the power is turned on. The CPU 304 receives the start signal from this start signal output circuit 338. When a force is applied, start game control (start the main control unit main process described later).
[0050] In addition, the main control unit 300 includes a sensor circuit 320. The CPU 304 monitors the states of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal reception sensor for medals inserted from the medal insertion port 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, index sensor for the left reel 110, index sensor for the middle reel 111, index sensor for the right reel 112, PUSH button 192 sensor, etc.) at each interrupt time.
[0051] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. The random number generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores the random number value used for the lottery.
[0052] Two medal reception sensors are installed in the internal passage of the medal insertion port 141 to detect the passage of medals. Two start lever 135 sensors are installed inside the start lever 135 to detect the start operation by the player. The left stop button 137 sensor, the middle stop button 138 sensor, and the right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, to detect the operation of the stop buttons by the player.
[0053] The bed button 130 sensor, the bed button 131 sensor, and the bed button 132 sensor are each installed on the corresponding medal insertion buttons 130 to 132, and detect the insertion operation when inserting the medals electronically stored in the RAM 308 as the inserted medals for the game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the electronically stored medals are settled. The medal payout sensor is a sensor for detecting the medals paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0054] The index sensor of the left reel 110, the index sensor of the middle reel 111, and the index sensor of the right reel 112 are installed at predetermined positions on the mounting bases of the respective reels 110 to 112, and become the L level each time the light-shielding piece provided on the reel frame passes through. The rotational position information indicating how much the reel has rotated from the reference position between the time it once becomes the L level and the next time it becomes the L level is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has rotated once and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0055] The main control unit 300 includes a drive circuit 322 for driving the stepping motors provided on the reels 110 to 112, a drive circuit 324 for driving the solenoid provided on the medal selector 170 that sorts the inserted medals, a drive circuit 326 for driving the motor provided on the medal payout device 180, and a drive circuit 328 for driving various lamps 339 (notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number display 125, game information display 126, payout number display 127).
[0056] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (for example, information indicating the game state) of the slot machine 100 to an information input circuit 652 provided in an external host computer (not shown) or the like via this information output circuit 334.
[0057] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown). When the voltage value of the power supply is less than a predetermined value (9V in this embodiment), the voltage monitoring circuit 330 outputs a low voltage signal indicating that the voltage has dropped to the basic circuit 302.
[0058] The main control unit 300 also includes an output interface for transmitting commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. The information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication. The main control unit 300 is configured to be able to transmit signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to be able to transmit signals such as commands to the main control unit 300.
[0059] <Sub-control unit> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control commands transmitted by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on this control command. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as a system clock. The first sub-control unit 400 is also provided with a ROM 406 in which a control program and data for controlling the entire first sub-control unit 400, data for controlling the lighting pattern of the backlight and various displays, etc. are stored.
[0060] The CPU 404 transmits, at a predetermined timing, the data for frequency division stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus. The counter timer 412 determines the interrupt time based on the received data for frequency division, and transmits an interrupt request to the CPU 404 at each such interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0061] Also, the first sub-control unit 400 is provided with a sound source IC 418, and speakers 272 and 277 are provided to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272 and 277 in response to an instruction from the CPU 404. An S-ROM (Sound ROM) storing audio data is connected to the sound source IC 418, and the audio data acquired from this ROM is amplified by the amplifier and output from the speakers 272 and 277.
[0062] Also, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, game medal insertable lamp 124, bet button lamp, reel backlight, stop button 137 - 139 lamps, PUSH button lamp, etc.) are connected to the drive circuit 422 via an input / output interface.
[0063] Also, the first sub-control unit 400 is provided with a sensor circuit 423, and the CPU 404 monitors the detection result of a door sensor 421 that detects the opening of the front door 102.
[0064] Also, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via an output interface. The second sub-control unit 500 controls the display of the liquid crystal display device 157.
[0065] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 receives the control command transmitted by the first sub-control unit 400 via the input interface, and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on this control command. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as a system clock. Further, the second sub-control unit 500 is provided with a ROM 506 in which a control program and data for controlling the entire second sub-control unit 500, data for image display, etc. are stored.
[0066] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 every this interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0067] Also, the second sub-control unit 500 is provided with a VDP 534 (Video Display Processor), and the ROM 506 and VRAM 536 are connected to the VDP 534 via a bus. The VDP 534 reads out the image data etc. stored in the ROM 506 based on the signal from the CPU 504, generates a display image using the work area of the VRAM 536, and displays the image on the liquid crystal display device 157.
[0068] <Symbol Arrangement> Using FIG. 5, the symbol arrangements applied to each of the above-described reels 110 to 112 will be described. Note that this figure is a diagram showing the arrangements of the symbols applied to each reel (left reel 110, middle reel 111, right reel 112) developed in a plane.
[0069] On each of the reels 110 to 112, a plurality of types (10 types in this embodiment) of symbols shown on the right side of the figure are arranged for a predetermined number of frames (20 frames numbered 0 to 19 in this embodiment). Also, the numbers 0 to 19 shown at the left end of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, the "bell symbol" is arranged in the 0th frame of the left reel 110, the "replay symbol" is arranged in the 1st frame of the middle reel 111, and the "watermelon 1 symbol" is arranged in the 1st frame of the right reel 112.
[0070] Note that the "blue seven 2 symbol" and the "watermelon 2 symbol" are marked with a star. This means that the "blue seven 2 symbol" and the "watermelon 2 symbol" have the same design as the "blue seven 1 symbol" and the "watermelon 1 symbol" but are different symbols (also referred to as the same type of symbols). The "same design" means that the characters depicted are the same but the expressions are different, or the objects depicted (watermelons) are the same but the patterns are different, etc. And in this embodiment, a star mark is attached to make it easier to distinguish the same type of symbols.
[0071] <Types of winning combinations> Next, the types of winning combinations of the slot machine 100 will be described.
[0072] The winning combinations of the slot machine 100 include a replay winning combination and minor winning combinations. Note that the types of winning combinations are not limited to these combinations and can be arbitrarily adopted. Among the winning combinations in this embodiment, the replay winning combination is sometimes distinguished from the winning combinations as an operating combination that enables replay without inserting new medals and is called an "operating combination". In this embodiment, the "winning" includes the case where a combination of symbols of an operating combination without medal payout (without medal payout) is displayed on the effective line, for example, also includes the winning of the replay winning combination.
[0073] A replay winning combination is a winning combination (activated combination) that allows a player to play the next game without inserting medals (game media) when winning, and the next game can be played with the bet number set in the game, and no medals are paid out. A small winning combination is a winning combination where a predetermined number of medals are paid out when winning.
[0074] The winning combinations in the game are any of the combinations corresponding to the internal winning combinations. These internal winning combinations are determined by a lottery (winning combination internal lottery) at the start of the game.
[0075] Fig. 6(a) is a diagram showing the internal winning combinations of the slot machine 100 shown in Fig. 1 in summary.
[0076] The winning probability of the internal winning combination is obtained by dividing the numerical data corresponding to the range of the lottery data associated with each internal winning combination by the numerical data of the range of the random number value obtained during the internal lottery described later (65536 in this embodiment). The lottery data is divided into several numerical ranges in advance, and each internal winning combination and a loss are associated with each numerical range. In the winning combination internal lottery process described later, it is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to any of the internal winning combinations, and the internal winning combination is determined. Actually, at least six settings (Setting 1 to Setting 6) with different winning probabilities for at least one internal winning combination are prepared for this lottery data, and a staff member of a game parlor or the like can arbitrarily select and set any of the setting values.
[0077] Regarding the setting values, while the winning probability of the internal winning combination is common for each setting value, the winning probability of the AT described later (ease of transition to AT) may be made different for Setting 1 to Setting 6. For example, when a certain internal winning combination is determined in Setting 1, the AT lottery probability is set to probability A, while in Setting 6, when a certain internal winning combination is determined, the AT lottery probability is set to a probability B higher than probability A.
[0078] In Fig. 6(a), the range of lottery data (lottery value) is indicated by alphabet letters. For Replays 4 to 7, (g) is shown for all of them, which represents that the lottery values are the same. For example, (g) = 3000 / 65535. For One Coin Jackpots 1 to 8, (m) is shown for all of them, which also represents that the lottery values are the same. For Bell CLR1 to Bell RCL3, (n) is shown for all of them, which also represents that the lottery values are the same.
[0079] The relationship of the lottery values indicated by alphabet letters is such that (a) + (b) + (c) + (d) < (e) + (f) + (g) + (h) + (i) + (j) + (k) + (l) + (m) + (n).
[0080] Note that the Watermelon Jackpot and Cherry Jackpot become rare jackpots with small lottery values.
[0081] <Types of Internal Winning Jackpots> Next, with reference to Fig. 6(b), the internal winning jackpots (condition devices) of the slot machine 100 will be described.
[0082] Fig. 6(b) is a table showing the display modes and payout numbers for each operation content of the common bell and the pressing order jackpot among the internal winning jackpots. The pressing order jackpot refers to an internal winning jackpot in which the winning jackpot (display modes of Reels 110 to 112) differs according to the content of the stop operation (in this embodiment, the operation order from the first stop operation to the third stop operation).
[0083] In addition, in this embodiment, (1) the stop operation of left, center, right (the stop operation with the first stop reel being the left reel 110, the second stop reel being the center reel 111, and the third stop reel being the right reel 112) is referred to as the LCR operation, (2) the stop operation of left, right, center (the stop operation with the first stop reel being the left reel 110, the second stop reel being the right reel 112, and the third stop reel being the center reel 111) is referred to as the LRC operation, (3) the stop operation of center, left, right (the stop operation with the first stop reel being the center reel 111, the second stop reel being the left reel 110, and the third stop reel being the right reel 112) is referred to as the CLR operation, (4) the stop operation of center, right, left (the stop operation with the first stop reel being the center reel 111, the second stop reel being the right reel 112, and the third stop reel being the left reel 110) is referred to as the CRL operation, (5) the stop operation of right, left, center (the stop operation with the first stop reel being the right reel 112, the second stop reel being the left reel 110, and the third stop reel being the center reel 111) is referred to as the RLC operation, and (6) the stop operation of right, center, left (the stop operation with the first stop reel being the right reel 112, the second stop reel being the center reel 111, and the third stop reel being the left reel 110) may be referred to as the RCL operation.
[0084] For example, in the case where the pressing order bells _CLR1 to 3 are internally selected in the winning combination internal lottery, (1) when the LCR operation or the LRC operation is performed, it is a loss or a winning of a single medal combination, and 0 or 1 medal is paid out; (2) when the CLR operation is performed, it wins the bell, and 9 medals are paid out; (3) when the CRL operation is performed, it wins the single medal combination, and 1 medal is paid out; (4) when the RLC operation or the RCL operation is performed, it is a loss or a winning of a single medal combination, and 0 or 1 medal is paid out. That is, the pressing order bells _CLR1 to 3 win the bell when the CLR operation is performed, and the maximum number of medals is paid out. Hereinafter, when the pressing order combination is internally selected, the operation content when the maximum number of medals is paid out may be referred to as the "correct operation". In this embodiment, the correct operation means that the operation order from the first stop operation to the third stop operation is correct.
[0085] Similarly, for the push - order bells _CRL1 - 3, if the CRL operation is the correct operation, when the CRL operation is performed, the bell wins and 9 medals are paid out. Also, for the push - order bells _RLC1 - 3, if the RLC operation is the correct operation, when the RLC operation is performed, the bell wins and 9 medals are paid out. For the push - order bells _RCL1 - 3, if the RCL operation is the correct operation, when the RCL operation is performed, the bell wins and 9 medals are paid out.
[0086] On the other hand, for example, when the common bell is internally selected in the winning combination internal lottery, regardless of the operation content, the bell wins and 9 medals are paid out. Hereinafter, the above - mentioned push - order bells _CLR1 - 3, push - order bells _CRL1 - 3, push - order bells _RLC1 - 3, and push - order bells _RCL1 - 3 are collectively referred to as "push - order bells". Among these "push - order bells", for the sake of convenience of explanation, the push - order bells _CLR1 - 3 and push - order bells _CRL1 - 3 are called "middle first bells", and the push - order bells _RLC1 - 3 and push - order bells _RCL1 - 3 may be called "right first bells". Also, regarding the number of medals paid out for the common bell, it is set to 9, the same as the number of push - order bells, but it is not limited to this, and it may be less than the number of push - order bells. By reducing the number of common bells, the medal payout in the normal state can be suppressed.
[0087] In this embodiment, there is no push - order bell that takes the LCR operation or LRC operation (sequential push or sequential pinch) as the correct answer, and there is a specification in which there are push - order bells that take the CLR operation or CRL operation (middle push) and the RLC operation or RCL operation (reverse push or reverse pinch) as the correct answer. That is, it is a specification called a biased bell. By setting it as a biased bell, the number of balls coming out in the normal state (non - AT state) can be reduced and the number of balls coming out in the AT state can be increased. Note that a biased bell is a specification in which a push - order other than the left first stop is more advantageous for the game than the left first stop (for example, the number of paid - out medals is large, or the winning probability is high).
[0088] Note that the display modes and the number of payout coins for each operation content when the internal winning combination (condition device) is a single winning combination 1 to 8 and replay 1 to 7 are as shown in Fig. 6(b). In Fig. 6(b), "S Blue 7 / BAR" means whether the "Blue Seven 1 symbol" aligns on the single (1 line) winning line or the "BAR symbol" aligns. "Fake" means that even if the symbol to aim for is notified and a button press is made, the notified symbol does not align. "Replay (Peach 7 / W Blue 7 Fake)" means that a notification is made to aim for the Peach Seven symbol or to aim for the Blue Seven symbol on the double (2 lines) winning line, etc., but even if a button press is made, the replay symbol does not align.
[0089] <Type of game state> Next, the types and transitions of the game states of the slot machine 100 will be described. Fig. 7 is a transition diagram of the game states (specifically, the AT-based game states) of the main control unit 300 of the slot machine 100. The AT-based game states are game states related to the presentation.
[0090] The game states of the slot machine 100 are roughly classified into a normal state and an AT state. The normal state is a state in which the operation navigator is not executed, and the AT state is a state in which the operation navigator may be executed. Here, the operation navigator is a notification presentation that notifies the stop operation mode (information regarding the content of the stop operation), and performing a stop operation according to the notified content of the operation navigator brings a favorable result to the player. The operation navigator is roughly classified into (1) a press order navigator that notifies information including the operation order (press order) of the stop operation, and (2) a symbol navigator that notifies information including the operation timing (for example, the symbol of the stop target, etc.). In other words, the press order navigator is an operation navigator that does not include the button press timing, and the symbol navigator is an operation navigator that includes the button press timing. In the case of this embodiment, for example, in the AT state, when the press order bell is internally won, the correct operation content (operation order) may be notified.
[0091] The normal state includes a normal stage, a challenge zone (hereinafter abbreviated as CZ), and a pull-back zone. The AT state includes a bonus state, an AT normal state, a stacking zone, and an ending state.
[0092] Also, apart from the seven gaming states described above, concepts of a favorable section and an unfavorable section are provided. The unfavorable section is composed of a part of the period of the normal stage and a part of the period of the pull-back zone, and the favorable section is the period other than those. Therefore, the AT state is a mode of the favorable section. The favorable section in this embodiment is a period during which the upper limit difference number of medals is set. Specifically, the upper limit difference number of medals is 2,400. Here, the difference number of medals is the cumulative value of the difference (payout number of medals - inserted number of medals) between the inserted number of medals and the payout number of medals in one game. The upper limit difference number of medals in the favorable section is a value for determining the end of the favorable section, and the difference number of medals is updated according to the result of one game. Note that the favorable section may be a period during which an upper limit number of games is set together with the upper limit difference number of medals, but in the slot machine 100 of this embodiment, there is no upper limit on the number of games in the favorable section. Also, although the favorable section must end when the upper limit difference number of medals is reached, it can also end without reaching the upper limit difference number of medals. Furthermore, although the upper limit difference number of medals is provided as the favorable section, the technical idea in this embodiment is also applicable to medal-less gaming machines that do not use gaming media such as medals.
[0093] In the unfavorable section, a lottery for determining whether to shift from the normal state to the AT state is not conducted. Therefore, it is a section where the operation guide is not executed. On the other hand, in the favorable section, a lottery for determining whether to shift from the normal state to the AT state is conducted. Therefore, if one wins the lottery and shifts to the AT state, the operation guide may be executed. The favorable section is a section where it is possible to shift to the AT state, and the unfavorable section is a section where it is impossible to shift to the AT state.
[0094] When a setting change is made, it is set to the disadvantageous section and becomes the normal stage. If a winning combination other than a losing combination is selected in the normal stage of the disadvantageous section, it shifts to the advantageous section. When either the upper limit number of games or the upper limit difference number of medals reaches in the advantageous section, it shifts to the disadvantageous section. Even in the disadvantageous section (return zone) shifted from the advantageous section, if a winning combination other than a losing combination is selected, it shifts to the advantageous section.
[0095] Generally, in order to realize a game property of increasing medal payout in a state advantageous to players such as the AT state, it is necessary to suppress the medal payout in the normal state. Also, regarding the stop operation of the game machine, it is often recommended that the first stop operation for the player be a stop operation with the left as the correct answer (sequential pressing or sequential pinching). Therefore, when providing a pressing order winning combination, as a method of realizing a game property of suppressing the medal payout in the normal state, in this embodiment, as shown in FIG. 6, a biased bell type pressing order bell (there is no pressing order bell with the first stop operation left as the correct answer, and there is a pressing order bell with the first stop operation center or right as the correct answer) is adopted.
[0096] In this embodiment, there is no pressing order bell with the first stop operation left as the correct answer, but it may be provided separately. In this case, the internal winning probability of the pressing order bell with the first stop operation left as the correct answer may be set lower than the sum of the internal winning probabilities of the pressing order bell with the first stop operation center as the correct answer and the pressing order bell with the first stop operation right as the correct answer.
[0097] Also, in this embodiment, a game property is adopted in which when the number of games in the normal state after the end of the AT state reaches a predetermined threshold (hereinafter referred to as the ceiling number of games), it shifts to the AT state.
[0098] Furthermore, in the present embodiment, a stop operation (sequential press or sequential pinch) with the first stop operation to the left is recommended in the normal state. In a game where the push order bell is internally elected in the normal state (non-AT state) of the advantageous section, when a stop operation other than the first stop operation to the left (specifically, during the first stop operation, the first stop operation to the right) is performed, a penalty is imposed. Here, the penalty is specifically a penalty related to the transition from the normal state to the AT state. In the present embodiment, (1) a lottery for determining whether to transition from the normal state to the AT state in the game is not performed. Note that even if the lottery is performed, it may be a penalty of not winning the transition to the AT state. Also, (2) the value of a counter (hereinafter referred to as the ceiling counter) that counts the number of games in the normal state up to the ceiling number of games is not updated (not incremented). In the present embodiment, the contents of these penalties (1) and (2) are adopted, but are not limited thereto, and other contents may be used as long as they are penalties related to the transition from the normal state to the AT state. For example, when a stock lottery is performed according to the internally elected winning combination during the precursor in which AT has already been determined (so-called, during this precursor), an example is that the stock lottery is not performed, or when an AT upgrade lottery for transitioning to a better AT according to the internally elected winning combination during this precursor is performed, an example is that the upgrade lottery is not performed, or other penalties that suppress or do not execute preferential treatments may be used. Also, although it is a penalty related to the transition to the AT state, a penalty related to the transition to CZ may be provided. In this way, when an irregular push is made, some unfavorable processes that would not be performed if it were a recommended push are performed, or processes that would be performed if it were a recommended push are not performed (processes that do not pass through the route of the processes to be executed), which are configured as penalties.
[0099] FIG. 7 shows the seven game states described above, and the transition conditions are described above the arrows. When the transition conditions corresponding to each arrow are satisfied, the game state transitions in the direction of that arrow.
[0100] The normal stage is the initial state after the setting change. When condition A is satisfied in the normal stage When (specifically, after winning a non-losing hand in the normal stage of the non-favorable section in the initial state and transitioning to the favorable section, and then winning a specific production lottery based on winning a rare hand (e.g., a strong cherry) in the normal stage of the favorable section, starting the specific production and completing the specific production), it transitions to the AT normal state. In this embodiment, the specific production is a continuous production over multiple games. The continuous production may be, for example, a duel production or a freeze production. Also, the continuous production only needs to be a production over multiple games, and in some cases, it may be referred to as a precursor production because it is before the AT state transition. The above specific production lottery may be in a mode of winning 100%, or in a mode where it is certain to transition to the AT normal state when winning a rare hand.
[0101] When condition B is satisfied in the normal stage (specifically, after winning a non-losing hand in the normal stage of the non-favorable section in the initial state and transitioning to the favorable section, and then winning the CZ transition lottery based on the winning hand in the normal stage of the favorable section), it transitions to CZ. CZ is a gaming state with a fixed number of games (e.g., 10 games) in a finite period. When condition D is satisfied in CZ (specifically, when winning the bonus transition lottery based on the winning hand in CZ), it transitions to the bonus state, and when condition C is satisfied in CZ (specifically, when not winning the bonus transition lottery in CZ), it transitions to the normal stage.
[0102] The bonus state is a gaming state with a fixed number of games (e.g., 30 games) in a finite period. Note that the bonus here is a pseudo-bonus. When condition F is satisfied in the bonus state (specifically, when winning the AT lottery based on the winning hand in the bonus state), it transitions to the AT normal state. When winning the AT lottery, the number of games that can be stayed in the AT normal state (hereinafter referred to as the AT granted number of games) is granted. On the other hand, when condition E is satisfied in the bonus state (specifically, when not winning the AT lottery in the bonus state), it transitions to the normal stage.
[0103] The slot machine 100 of this embodiment is configured to increase the payout balls in the normal AT state. When condition G is satisfied in the normal AT state (specifically, when winning the additional zone transition lottery based on the winning combination), it transitions to the additional zone. The additional zone is a state in which an additional lottery for increasing the number of AT - awarded games is executed. That is, in the normal AT state, the number of games that can be played is the number of games obtained by adding the number of games awarded in this additional zone to the initial number of AT - awarded games immediately after winning the AT lottery. The additional zone is a game state with a fixed number of games (for example, 10 games) for a finite period. When condition H is satisfied in the additional zone (specifically, when the additional zone ends due to the exhaustion of the number of games), it transitions to the normal AT state. Note that it may be configured such that the number of AT - awarded games is not given immediately after winning the AT lottery, and the initial number of games in the normal AT state is determined in the additional zone.
[0104] Also, when condition J is satisfied in the normal AT state (specifically, when the ending transition condition is satisfied), it transitions to the ending state. Here, the case where the ending transition condition is satisfied means that the difference in the number of sheets in the advantageous section is equal to or more than the specified number of sheets (here, 2200 sheets). That is, when the remaining number of sheets until reaching the upper limit difference in the number of sheets (here, 2400 sheets) at which the advantageous section ends becomes a predetermined number of sheets (here, 200 sheets) or less, condition J is satisfied.
[0105] The ending state is the final state of the AT state (advantageous section). When condition L is satisfied in the ending state (specifically, when the advantageous section end condition is satisfied and winning the draw - back zone transition lottery), it transitions to the draw - back zone. The case where the advantageous section end condition is satisfied means that the difference in the number of sheets in the advantageous section reaches the upper limit difference of 2400 sheets. Note that Since the upper limit of the number of sheets is 2400 sheets, it is also possible for the advantageous section to end exceeding 2400 sheets in consideration of the negative amount until reaching the AT state.
[0106] FIG. 8(a) is a diagram showing the winning probability of the draw - back zone transition lottery.
[0107] In the RAM 308 of the main control unit 300, in addition to a difference count counter that counts the upper limit difference count in the advantageous section, the above-mentioned ceiling counter, a counter that counts the number of AT-imparted games, etc., there is provided an AT acquisition count counter that counts the number of acquired counts in the normal AT state. When the CPU 304 of the main control unit 300 determines that this AT acquisition count counter has reached a predetermined second value (here, 500 counts), it executes a draw for shifting to the pull-back zone. In this case, as shown in Fig. 8(a), the winning probability of the draw for shifting to the pull-back zone is about 10%, and there is a case where it shifts to the pull-back zone. Strictly speaking, the winning probability (the probability of shifting) is 25 / 256, and the probability of not shifting is 231 / 256. If the draw for shifting to the pull-back zone is won at this stage, in the normal AT state, when all the AT-imparted game counts are consumed before reaching the upper limit difference count at which the advantageous section ends, condition K is satisfied, and it shifts to the pull-back zone. When it thus shifts to the pull-back zone, it remains in the advantageous section. On the other hand, when the number of acquired counts in the normal AT state does not reach the predetermined second value (500 counts), the draw for shifting to the pull-back zone is not executed. Therefore, in this case, the winning probability of the draw for shifting to the pull-back zone is 0%. Before the number of acquired counts in the normal AT state reaches the predetermined second value (500 counts), when all the AT-imparted game counts are consumed and condition I is satisfied, it returns to the normal stage. When it thus returns to the normal stage, it remains in the advantageous section.
[0108] Also, when the AT acquisition count reaches a predetermined second value (here, 500 sheets), the draw for shifting to the pull-back zone fails. When the AT acquisition count reaches a predetermined first value (a value less than the upper limit difference number of sheets at which the advantageous section ends, here, 1000 sheets), the draw for shifting to the pull-back zone is executed again. As shown in Fig. 8(a), the winning probability when reaching 1000 sheets is 100%. After the number of acquired sheets in the normal AT state reaches the predetermined first value (1000 sheets) (winning the draw for shifting to the pull-back zone), when all the AT-imparted game numbers are consumed before reaching the upper limit difference number of sheets at which the advantageous section ends in the normal AT state, condition K is satisfied and the game shifts to the pull-back zone. Even when shifting to the pull-back zone in this way, the advantageous section remains. Also, when shifting to the ending state and reaching the upper limit difference number of sheets (2400 sheets) at which the advantageous section ends, condition L is satisfied and the game shifts to the pull-back zone. When shifting from the ending state to the pull-back zone, the game shifts to the non-advantageous section. The fact that the difference number of sheets in the advantageous section has reached the upper limit difference number of sheets, which is 2400 sheets, means that the number of acquired sheets in the normal AT state has reached 1000 sheets, and it is certain to shift to the pull-back zone from the ending state.
[0109] Also, when the number of acquired sheets in the normal AT state reaches the second value (500 sheets), the probability of failing the draw for shifting to the pull-back zone is about 90%. When the number of acquired sheets in the normal AT state fails the draw at the time of reaching the second value and all the AT-imparted game numbers are consumed before reaching the first value, condition I is satisfied and the game returns to the normal stage. Even when returning to the normal stage in this way, the advantageous section remains.
[0110] As described above, the pull-back zone transition lottery is not executed unless the number of acquired medals in the normal AT state has reached 500. If it has reached 500, it is executed, and if it has reached 1000, it will surely transition to the pull-back zone. Thereby, it is possible to give the player a game goal during the normal AT state, and also to give a sense of expectation such as "if a lot comes out, maybe even more will come out". Here, although the AT acquisition medal counter counts the number of acquired medals in the normal AT state, it may count the total number of acquired medals in the normal AT state and the bonus state, or it may count the number of acquired medals in the entire AT state. Also, the winning probability of the pull-back zone transition lottery may be made different according to the set value, and the winning probability of the pull-back zone transition lottery may be higher for a higher setting (for example, setting 6) than for a lower setting (for example, setting 1). By doing so, it is possible to obtain even more game value for a higher setting. On the other hand, the winning probability of the pull-back zone transition lottery may be higher for a lower setting (for example, setting 1) than for a higher setting (for example, setting 6). By doing so, it is possible to obtain a lot of game value even for a lower setting. In the normal AT state, a display such as "Maybe it's certain to transition to the pull-back zone when 1000 medals are reached" may be shown so that the game goal during AT can be visually recognized. Alternatively, in the normal AT state after winning the pull-back zone transition lottery and obtaining the right to transition to the pull-back zone, by performing a display that allows the player to identify that they will transition to the pull-back zone later, the player's willingness to continue the game can be enhanced.
[0111]
[0112] Note that the backward zone transition lottery may be executed at the timing when the upper limit difference number of sheets at which the advantageous section ends is reached, or at the timing when all the AT awarding game numbers have been exhausted. In this case, depending on whether the number of sheets acquired at the execution timing in the normal AT state has reached a predetermined second value (500 sheets) or a predetermined first value (1000 sheets), as shown in Fig. 8(a), the winning probability for the transition will be different. Alternatively, the backward zone transition lottery may be executed at each timing when the number of sheets acquired in the normal AT state has reached the predetermined second value and the predetermined first value, respectively, and at the timing when all the AT awarding game numbers have been exhausted.
[0113] Also, in the case of transitioning to the backward zone after exhausting all the AT awarding game numbers after reaching the predetermined second value (500 sheets) or the predetermined first value (1000 sheets), the advantageous section continues without transitioning to the non-advantageous section. However, at the point when all the AT awarding game numbers have been exhausted, it may be determined whether to end the advantageous section and transition to the non-advantageous section depending on whether it is possible to acquire a sufficient number of sheets within the remaining period of the current advantageous section. The sufficient number of sheets may be, for example, 2400 sheets, or it may be 1500 sheets which is less than 2400 sheets. That is, if it is not possible to acquire a sufficient number of sheets, the current advantageous section may be ended and transitioned to the non-advantageous section so that a new advantageous section can be started. This is to prevent the occurrence of an event where, despite winning the AT in the backward zone and returning to the AT, the number of sheets acquired with the returned AT is small and the player is dissatisfied as they immediately transition to the ending state.
[0114] The backward zone is in a gaming state with a fixed number of games (e.g., 15 games) for a finite period. The number of games in the backward zone is less than the number of games in the bonus state but more than the number of games in the topping-up zone.
[0115] Fig. 8(b) is a diagram showing the AT winning probability of the in-backward-zone AT lottery executed in the backward zone.
[0116] If the player wins the AT lottery, which is conducted for all players in 15 games (when condition M shown in FIG. 7 is satisfied), after the end of the pull-back zone, the game will shift back to the normal AT state. If the player loses the AT lottery (when condition N shown in FIG. 7 is satisfied), the game will shift to the normal stage. Since the player has just entered the pull-back zone and is in an unfavorable interval, if the player wins a losing outcome, the AT lottery will not be conducted. Alternatively, even if the AT lottery is conducted and the player wins, the win will be treated as invalid. If the player wins a non-losing outcome and moves to the favorable interval, there is a possibility of winning the AT lottery even if the player wins a losing outcome. The diagram shown in FIG. 8(b) is just an example. Alternatively, watermelons and weak cherries can be considered weak rare roles, strong cherries and chance eyes can be considered strong rare roles, and the AT winning probability can be distributed such that it is 45% for weak rare roles and 100% for strong rare roles. Also, the AT lottery during the pull-back zone may vary according to the set value, and the AT winning probability may be higher for a higher setting (e.g., setting 6) than for a lower setting (e.g., setting 1). By doing so, it becomes possible to obtain even more game value with a higher setting. On the other hand, the AT winning probability may be higher for a lower setting (e.g., setting 1) than for a higher setting (e.g., setting 6). By doing so, it becomes possible to obtain a lot of game value even with a lower setting.
[0117] Note that even if the player wins the AT lottery, the pull-back zone will be maintained until 15 games are completed. However, the game may shift to the normal AT state starting from the next game after winning the AT lottery. Also, before shifting from the ending to the pull-back zone, a preparation state for the pull-back zone for several games may be provided, and in this preparation state for the pull-back zone, an opportunity to return from the unfavorable interval to the favorable interval may be given. In this case, a preparation performance that can identify or suggest that it is the preparation state for the pull-back zone may be executed. And when shifting to the favorable interval in the preparation state, the pull-back zone will be started.
[0118] FIG. 9 is a graph showing an example of the increase or decrease in the number of difference cards when passing through the pull-back zone.
[0119] In FIG. 9, the vertical axis represents the number of gaming media (number of medals), and the horizontal axis represents the passage of time. The difference number represented by the graph in FIG. 9 is, as described above, the cumulative value of the difference between the number of medals inserted and the number of medals paid out in one game (number of medals paid out - number of medals inserted). When a setting change is made, the difference number is reset to 0. Also, due to the setting change, the gaming state is in the normal state. During the normal state, the difference number decreases, but when it shifts to the AT state (first time), it turns to increase. When the number of AT-awarded games is exhausted in the AT normal state, the number of medals acquired in the AT normal state has reached 500, and a draw for shifting to the pull-back zone is executed. However, if it fails with a winning probability of about 10% shown in FIG. 8(a) (fulfillment of condition I shown in FIG. 7), it shifts to the second normal state. Even during the second normal state, the difference number decreases, but when it shifts to the AT state (second time), it turns to increase, and the difference number increases to a positive value. Eventually, the number of AT-awarded games is also exhausted in the AT state (second time). The number of medals acquired in the AT normal state exceeds 1000 (fulfillment of condition K shown in FIG. 7), and it shifts to the pull-back zone. Since the pull-back zone is in the normal state and the operation navigator is not executed, the difference number decreases. If it wins the AT lottery during the pull-back zone and after 15 games in the pull-back zone end, it shifts to the AT state (third time). In the AT state (third time), the difference number reaches the upper limit difference number of 2400. As a result, condition L shown in FIG. 7 is fulfilled, and it shifts to the pull-back zone. Also, the advantageous section is reset and becomes a non-advantageous section. In the pull-back zone, the difference number decreases, it cannot win the AT lottery during the pull-back zone, and after 15 games in the pull-back zone end, it shifts to the normal state.
[0120] As described above, in the slot machine 100 of the present embodiment, if the number of acquired medals reaches 1000 or more in one AT state, it will definitely shift to the pull-back zone. Also, the pull-back zone transition lottery is executed when the advantageous section end condition is satisfied and when the number of AT-imparted games is exhausted in the normal AT state. In addition, a pull-back zone transition lottery may be conducted even when shifting to the normal AT state or when the number of acquired medals reaches 500. If a win occurs, the right to shift to the pull-back zone may be reserved until the number of AT-imparted games is exhausted. By doing so, even if the number of acquired medals does not reach 1000, the opportunity to acquire the right to shift to the pull-back zone increases, and it becomes easier to perform exciting effects during the AT state or at the stage when the number of AT-imparted games is exhausted. As exciting effects, for example, an effect that can identify or suggest that the player will shift to the pull-back zone when winning the pull-back zone transition lottery may be executed. Also, when the number of acquired medals approaches 500 (for example, when it reaches 450), the display of the number of acquired medals on the AT state screen may blink or change color, and it may also blink or change color when it reaches 500. This is good.
[0121] Note that instead of the number of acquired medals in one AT state, the number of acquired medals in one advantageous section may be used. Also, when the number of AT-imparted games is exhausted without any additional AT-imparted games, the winning probability of the pull-back zone transition may be increased to more than around 10%.
[0122] Note that the number of acquired medals may refer to the virtual difference number of medals instead of the actual number of acquired medals. The virtual difference number of medals mentioned here refers to the expected number of medals assuming that the game value has been acquired as expected on the gaming table. For example, in the normal state (non-AT state), the number of medals actually acquired by sequential pressing is counted. The number of medals acquired by irregular pressing in the normal state is treated as 0 (not counted). Since the game value obtained by an improper playing method is not counted, a fair gaming table can be provided. Even when the operation navigator is not followed in the AT state, the number of medals that can be acquired by operating in the correct operation sequence is counted. That is, even if the pressing order navigator is ignored, the number of medals is counted as if the pressing order navigator has been followed. Even if the pressing order is incorrect during the AT state, in the draw for shifting to the pull-back zone, the draw for shifting will be performed as if the correct operation has been carried out. As a result, even if the actual number exceeds 1000 medals, due to an incorrect pressing order, only 990 medals can be acquired, and it is ensured that the player will not fail in the draw for shifting to the pull-back zone and be unable to shift to the pull-back zone, thus preventing any disadvantage to the player.
[0123] In addition to the difference number counter that counts the pure difference number of medals, the gaming table is also provided with a counter (virtual difference number counter) that counts the virtual difference number of medals. The initial value of this virtual difference number counter is greater than 0. Even if the count value falls below the initial value depending on the gaming situation, there is a margin up to the negative range, and the period for counting without considering negative values becomes longer. Also, the absolute value on the negative side (the second absolute value) is larger than the absolute value on the positive side (the first absolute value) with respect to the initial value of the virtual difference number counter. Even if the acquisition difference exceeds the value obtained by subtracting the first absolute value from the initial value depending on the player's gaming situation, room for the player to recover can be left.
[0124] Furthermore, the difference count counter counts the positive difference (ignoring the negative part of the number of paid-out coins minus the number of inserted coins and only counting the positive part), and there is also an actual measurement counter that counts the actual number of paid-out coins minus the number of inserted coins for the whole day including the negative part. The difference count counter and the virtual difference count counter are not initialized upon power failure and restoration, while the actual measurement counter is initialized upon power failure and restoration. By preventing the difference count counter and the virtual difference count counter from being initialized upon power failure and restoration, it is expected that the operation of the gaming machine immediately after opening can be improved by not initializing them even when power is turned on before opening and inheriting the count value of the previous day.
[0125] According to the above description, “a gaming machine including reels [e.g., left reel 110, middle reel 111, right reel 112] that stop rotating by a stop operation, notification means [e.g., liquid crystal display device 157], and control means [e.g., main control unit 300] for controlling the transition of the gaming state, wherein the control means is capable of transitioning the gaming state to a notified gaming state [e.g., AT state (AT normal state, ending state)] that can be notified by the notification means with an operation mode advantageous to the player in the stop operation [e.g., a stop operation where the first stop reel is the middle reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110], and the control means is configured to, when a first condition [e.g., the number of gaming media acquired in the AT state is 1000 or more] is satisfied in the notified gaming state, transition to a special gaming state [e.g., pull-back zone] that can transition to the notified gaming state after the end of the notified gaming state. A gaming machine characterized by the above.” has been described.
[0126] According to this gaming machine, in the notification gaming state, the player may aim to satisfy the first condition, and it can be expected that the player's willingness to participate will be improved. In addition, since the special gaming state is prepared even after the notification gaming state ends, the player can be given a motivation to continue the game, and the player's gaming desire can be actively enhanced.
[0127] Also, 'The control means is a means that may shift to the special gaming state when the notification gaming state ends even if the first condition is not satisfied in the notification gaming state [for example, even if the number of acquired game media in the AT state is less than 1000 but 500 or more, there is a case of winning the transfer lottery].' A gaming machine characterized by this. has also been described.
[0128] Also, 'The first condition is a condition that is satisfied when the acquisition status of the game value [for example, medals] in the notification gaming state is a predetermined first situation [for example, 1000 or more].' A gaming machine characterized by this. has also been described.
[0129] It is possible to give an expectation that more game balls may be obtained if the acquisition status of the game value is the predetermined first situation.
[0130] Also, 'The control means is a means that shifts to the special gaming state when the notification gaming state ends when the first condition is not satisfied but the second condition is satisfied in the notification gaming state, The second condition is a condition that is satisfied when the acquisition status of the game value in the notification gaming state is a predetermined second situation [for example, 500 or more and less than 1000] that does not satisfy the predetermined first situation and wins the transfer lottery [for example, the draw-back zone transfer lottery] [for example, the winning probability of about 10% shown in Fig. 8(a)].' A gaming machine characterized by the following. has also been described.
[0131] Since the opportunity to shift to the special gaming state can be given even if the predetermined first situation is not satisfied, it is possible to suppress a decrease in the interest of the game.
[0132] Also, ‘It has an advantageous section that is advantageous to the player, the notification gaming state is one of the gaming states in the advantageous section, the advantageous section is a section that may end when the acquisition status of the gaming value in the advantageous section reaches a predetermined third situation [for example, 2,400 or more], the notification gaming state is a state that may end when the acquisition status of the gaming value in the advantageous section reaches the predetermined third situation, the predetermined third situation is a situation that exceeds the predetermined first situation, When the advantageous section ends and a transition is made from the notification gaming state to the special gaming state [for example, when the condition L shown in FIG. 7 is satisfied], the special gaming state may be a gaming state in a new advantageous section [for example, an internal win for a non-losing combination], selection, A gaming machine characterized by the following. has also been described.
[0133] If a new advantageous section is started in the special gaming state, it is possible to maximize the amount of gaming value that can be acquired in the advantageous section.
[0134] <Operation of the slot machine> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be described with reference to the drawings.
[0135] <Main processing of the main control unit> First, with reference to FIG. 10, the main control unit main process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit main process.
[0136] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 that receives this start signal starts reset by a reset interrupt and executes the main control unit main process shown in FIG. 10 according to the control program stored in advance in the ROM 306.
[0137] When the power is turned on, first, the main control unit initial setting process is performed in step S101. In this main control unit initial setting process, the setting of the stack initial value to the stack pointer (SP) of the CPU 304, the setting of interrupt prohibition, the initial setting of the I / O 310, the initial setting of various variables stored in the RAM 308, the operation permission and initial value setting to the WDT 314, etc. are performed.
[0138] In step S103, the game start process is executed. In this process, the presence or absence of medal insertion (manual insertion or operation of the bet buttons 130 to 132) is checked, and when a medal is inserted, the transmission preparation of an insertion command indicating this is performed. Note that if a replay win occurred in the previous game, since the process of inserting the same number of medals as the number of medals inserted in the previous game is performed, it is not necessary for the player to insert medals. Also, a check is made as to whether the start lever 135 has been operated in a state where the specified number (2 or 3) of medals have been used. If the start lever 135 has been operated, the number of inserted medals and the valid winning lines are determined, and the game is started.
[0139] In step S105, various lottery processes including the internal winning combination lottery process are executed.
[0140] In step S107, based on the result of the internal winning combination lottery, reel stop data corresponding to the first stop operation is prepared. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0141] In step S109, the rotation of reels 110 to 112 is started on the condition that the game interval timer (subtracted in the timer update process described later) is 0, and an initial value is set for the game interval timer. Also, preparations are made to send a reel rotation start command to the first sub-control unit 400 at the start of the rotation of reels 110 to 112. After that, when reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel are detected to grasp the symbol positions of each reel, the stop operations for stop buttons 137 to 139 are enabled. Note that the game interval counter ensures the minimum time required for one game (4.1 s in this embodiment) and suppresses the gambling nature.
[0142] Step S111 executes the reel stop control process. In this process, after the stop operation is enabled, when any of stop buttons 137 to 139 is pressed, the corresponding reels 110 to 112 are stopped. Specifically, each time a stop operation is performed, the stop table of the reel stop data is referred to, and the corresponding reels 110 to 112 are stopped according to the number of drawing commands set in the stop table. Also, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparations are made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and for each time reels 110 to 112 stop, preparations are made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all reels 110 to 112 stop, the process proceeds to step S113.
[0143] In step S113, a winning determination process is performed. Here, when a symbol combination corresponding to any winning combination is displayed on the activated winning line, it is determined that a win has occurred for that winning combination. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0144] In step S115, if a win has occurred for any winning combination with a payout, medals corresponding to the number of that winning combination are awarded (paid out), and the number of awarded medals is displayed using the payout display 127.
[0145] In step S117, a state update process for updating various states in the slot machine 100 is executed. For example, updates to the difference count counter that counts the upper limit difference number of medals in the advantageous section provided in the RAM 308 of the main control unit 300, updates to the above-mentioned ceiling counter, updates to the counter that counts the number of AT award games, updates to the above-mentioned AT acquisition medal counter, etc. are performed.
[0146] Thus, one game ends. Thereafter, the game progresses by returning to step S103 and repeating the above-described process.
[0147] <Main control unit 300 timer interrupt process> Next, with reference to FIG. 11, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0148] The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined period (once every approximately 2 ms in this embodiment), and based on this timer interrupt signal, the main control unit timer interrupt process is started at a predetermined period.
[0149] In step S201, a timer interrupt start process is performed. In this timer interrupt start process, processes such as temporarily saving the values of each register of the CPU 304 in the stack area are performed.
[0150] In step S203, the WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).
[0151] In step S205, an input port state update process is performed. In this input port state update process, the detection signal of the sensor circuit 320 of each sensor 318 is input via the input port of the I / O 310, the presence or absence of the detection signal is monitored, and it is stored in the signal state storage area provided in the RAM 308 partitioned for each sensor 318. Note that the state of the optical sensor is confirmed in this process.
[0152] In step S207, various game processes are executed, and processes corresponding to the interrupt status are executed.
[0153] In step S209, a timer update process is performed. For example, a process of updating various timers according to their respective time units, such as subtracting the game interval timer, is executed.
[0154] In step S211, command setting transmission processing is performed to transmit various commands prepared for transmission in the main processing of the main control unit 300, timer interrupt processing, etc. to the first sub-control unit 400. Note that the output schedule information to be transmitted to the first sub-control unit 400 includes strobe information (when on, indicating that data is being set), command type (in this embodiment, basic command, input command, start lever reception command, internal winning command, effect command associated with the effect lottery process, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with the reception of operations of stop buttons 137 to 139, first to third stop commands associated with the stop of reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, item addition command, acquired point command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0155] In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine the effect control according to the change in game control in the main control unit 300, and based on the information of the command data included in the output schedule information, the effect control content can be determined.
[0156] In step S213, external signal setting processing is performed. In this external signal setting processing, the game information stored in the RAM 308 is output to an information input circuit 652 separate from the slot machine 100 via the information output circuit 334.
[0157] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of various sensors 318 stored in the signal state storage area in step S205 are read out to monitor the presence or absence of errors related to medal input abnormalities and medal payout abnormalities, etc., and when an error is detected (not shown), error processing is executed. Further, according to the current game state, the medal blocker 171, various lamps 339, and the settings of various 7-segment (SEG) displays are performed.
[0158] In step S217, it is monitored whether the low-voltage signal is on. When the low-voltage signal is received (when power-off is detected), the process proceeds to step S221. When the low-voltage signal is not received (when power-off is not detected), the process proceeds to step S219.
[0159] In step S219, timer interrupt end processing is performed. In this timer interrupt end processing, processing such as setting the values of the respective registers temporarily saved in step S201 to the original respective registers is performed. Then, the process returns to the main control unit main processing shown in FIG. 10.
[0160] On the other hand, in step S221, information such as specific variables and stack pointers that need to be saved for returning to the state at the time of power-off at the time of power restoration is saved in a predetermined area of the RAM 308, and a checksum value for a predetermined area including at least the used area of the RAM 308 is derived and stored in the RAM 308 and a power flag indicating that the power-off process has been performed is set to on.
[0161] <Processing of the First Sub-Control Unit> Next, with reference to FIG. 12, the processing of the first sub-control unit 400 will be described. Note that FIG. 12(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. FIG. 12(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. FIG. 12(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0162] First, with reference to FIG. 12(a), the main processing of the first sub-control unit 400 will be described.
[0163] When power is turned on, first, initialization processing is executed in step S301. In this initialization processing, initial setting of input / output ports, initialization processing of storage areas in the RAM 408, and the like are performed. In this processing, an area for storing internal winning information, which is information representing the result of internal winning, and an area for storing RT update information, which is information representing the game state, are respectively provided in the RAM 408.
[0164] In step S302, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S303.
[0165] In step S303, 0 is assigned to the timer variable.
[0166] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0167] In step S305, effect control processing is performed. Here, preparation for the effect is carried out according to the effect reservation information in the effect reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading effect data from the ROM 406, and when updating of the effect data is necessary, updating processing of the effect data is included.
[0168] In step S306, sound control processing is performed based on the processing result of step S305. For example, when there is an instruction to the sound source IC 418 in the effect data read in step S305, this instruction is output to the sound source IC 418.
[0169] In step S307, lamp control processing is performed based on the processing result of step S305. For example, when there is an instruction to the various lamps 420 in the effect data read in step S305, this instruction is output to the drive circuit 422.
[0170] In step S309, information output processing for setting to transmit a command to the second sub-control unit 500 based on the processing result of step S305 is performed. For example, when there is a command to be transmitted to the second sub-control unit 500 in the effect data read in step S305, setting to output this control command is performed, and the process returns to step S302.
[0171] Next, with reference to FIG. 12(b), the command reception interrupt process of the first sub-control unit 400 will be described. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt process, the command output by the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.
[0172] Next, with reference to FIG. 12(c), the first sub-control unit timer interrupt process executed by the CPU 404 of the first sub-control unit 400 will be described. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt process is executed at a predetermined period.
[0173] In step S501, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S302 in the first sub-control unit main process shown in FIG. 12(a), and the result is stored in the original timer variable storage area. Therefore, in step S302, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).
[0174] In step S502, the command is transmitted to the second sub-control unit 500 set in step S309, the update process of the effect random number value, etc. are performed.
[0175] <Processing of the second sub-control unit> Next, with reference to FIG. 13, the processing of the second sub-control unit 500 will be described. Note that FIG. 13(a) is a flowchart of the main process executed by the CPU 504 of the second sub-control unit 500. FIG. 13(b) is a flowchart of the command reception interrupt process of the second sub-control unit 500. FIG. 13(c) is a flowchart of the timer interrupt process of the second sub-control unit 500. FIG. 13(d) is a flowchart of the image control process of the second sub-control unit 500.
[0176] First, in step S601 of FIG. 13(a), various initial settings are performed. When the power is turned on, first, the initialization process is executed in step S601. In this initialization process, initial settings of input / output ports, initialization processes of storage areas in RAM508, initialization processes of storage areas in VRAM518, etc. are performed.
[0177] In step S602, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S603.
[0178] In step S603, 0 is assigned to the timer variable.
[0179] In step S604, command processing is performed. In the command processing, the CPU504 of the second sub-control unit 500 discriminates each command received from the CPU404 of the first sub-control unit 400.
[0180] In step S605, effect control processing is performed. Specifically, when there is a new command in step S604, the process corresponding to this command is performed. For example, a process of reading out effect data for performing image control related to the background image from ROM506 is executed. Also, processes such as reading out other effect data from ROM506 are performed, and when the update of the effect data is necessary, the update process of the effect data is included.
[0181] In step S606, image control processing (specifically described later) is performed based on the processing result of step S605. For example, when there is an image control instruction in the effect data read out in step S605, the image control corresponding to this instruction is performed. For example, image control related to the display image (notification image, background image) is executed. When this image control processing ends, the process returns to step S602.
[0182] Next, with reference to FIG. 13(b), the command reception interrupt process of the second sub-control unit 500 will be described. This command reception interrupt process is a process executed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400.
[0183] In step S701 of the command reception interrupt process, the command output by the first sub-control unit 400 is stored in the command storage area provided in the RAM 508 as an unprocessed command.
[0184] Next, with reference to FIG. 13(c), the second sub-control unit timer interrupt process executed by the CPU 504 of the second sub-control unit 500 will be described. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt process is executed at a predetermined period.
[0185] In step S801, 1 is added to the value in the timer variable storage area of the RAM 508 described in step S602 in the second sub-control unit main process shown in FIG. 13(a), and the result is stored in the original timer variable storage area. Therefore, in step S602, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).
[0186] In step S802, an update process for the effect random number value and the like is performed.
[0187] Next, with reference to FIG. 13(d), the image control process in step S606 in the main process of the second sub-control unit 500 will be described. This figure is a diagram showing a flowchart indicating the flow of the image control process.
[0188] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas in the display areas A and B of the VRAM 536. As a result, one frame of the image stored in the display area not designated as the drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets, in the attribute register of the VDP 516, the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. based on the position information table, etc., and then sets an instruction to start the transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0189] In step S902, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S903. Otherwise, it waits until the transfer end interrupt signal is input.
[0190] In step S903, parameter settings are performed based on the production scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 with information on the image data constituting the display image (coordinate axes of the VRAM 518, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in the display area A or B of the VRAM 518 based on the image data transferred to the VRAM 518 in step S901. The VDP 516 performs parameter settings according to the attribute based on the instruction stored in the attribute register.
[0191] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing the image in the frame buffer according to the instruction of the CPU 504.
[0192] In step S905, it is determined whether or not an end generation interrupt signal from the VDP516 based on the end of image drawing has been input. If the end generation interrupt signal has been input, the process proceeds to step S906. Otherwise, it waits for the end generation interrupt signal to be input.
[0193] In step S906, the scene display counter that is set in a predetermined area of the RAM508 and counts which scene's image has been generated is incremented (+1), and the process ends.
[0194] Subsequently, an example of an effect that transitions from a continuous effect to the AT state will be described.
[0195] A precursor G number A counter is provided in the RAM308 of the main control unit 300, and a precursor G number B counter is provided in the RAM408 of the first sub-control unit 400. Under condition A shown in FIG. 7, it transitions to the AT state (AT normal state) on the condition that the continuous effect ends. Here, the continuous effect is a duel effect and is executed over four games. When that duel effect ends, it transitions to the AT state. The games during the execution of the continuous effect correspond to the games that are precursors to the transition to the AT state. Both the precursor G number A counter and the precursor G number B counter are counters that count the remaining number of games that are precursors before the transition to the AT state. Note that the precursor G number A counter is a counter for managing the transition to the AT state for earning points, and is managed by the main control unit 300. On the other hand, the precursor G number B counter is a counter for effect management and is managed by the first sub-control unit 400.
[0196] FIG. 14 is a diagram for pointing out problems in an example where a continuous effect is started and then the machine shifts to the AT state in a conventional slot machine. In this FIG. 14, whether it is the upper FIG. 14(a) or the lower FIG. 14(b), it progresses from left to right. FIG. 14 shows the number of games, winning combinations, pressing order, display screen of the liquid crystal display device 157, occurrence of penalties, progress of the effect, count value of the precursor G number A counter, and count value of the precursor G number B counter, respectively. The display screen of the liquid crystal display device 157 is controlled based on the value of the precursor G number B counter managed by the first sub-control unit 400.
[0197] In the upper FIG. 14(a) shown, a rare combination (for example, a strong cherry) is won, and the continuous effect starts from the NG game. That is, effect 1 of the continuous effect is executed, and a notification image (mission image of "defeat the swordsman") notifying that the duel effect is started is displayed on the display screen of the liquid crystal display device 157. At the stage of winning a rare combination (for example, a strong cherry), the value of "4" is set in both the precursor G number A counter and the precursor G number B counter. The count value of the precursor G number A counter in this NG game is updated from "4" to "3", and the count value of the precursor G number B counter is also updated from "4" to "3".
[0198] In the N + 1G game, effect 2 of the continuous effect is executed, and a scene where the enemy swordsman appears is displayed on the display screen of the liquid crystal display device 157. The count value of the precursor G number A counter in this N + 1G game is decreased by one by the update to "2", and the count value of the precursor G number B counter is also "2".
[0199] In the N+2G game, Production 3 of the continuous production is executed, and on the display screen of the liquid crystal display device 157, a scene where the protagonist lord and the enemy swordsman are facing each other is displayed. The count value of the precursor G number A counter in this N+2G is further decreased by 1 by the update to be "1", and the count value of the precursor G number B counter is also "1". Here, the winning role is the push-order bell although the previous winning roles were losses. However, since it is in the normal state (not the AT state), the operation navigation is not executed, and a stop operation of pressing in order with the first stop operation to the left is being performed.
[0200] In the N+3G game (the 4G game since the start of the continuous production), Production 4 (corresponding to the last production) of the continuous production is executed, and on the display screen of the liquid crystal display device 157, a scene where the protagonist lord has won against the enemy swordsman is displayed, and the AT transition is announced. As a result of the update, the count value of the precursor G number A counter in this N+3G is "0", and the count value of the precursor G number B counter is also "0" as a result of the update.
[0201] In the N+4G game, it is transitioning from the normal state to the AT state (AT normal state). Based on the fact that the count value of the precursor G number B counter was "0", on the liquid crystal display device 157, a notification screen (AT start screen with "AT start" displayed) notifying the transition to the AT state is displayed. Also, based on the fact that the count value of the precursor G number A counter was "0", the main control unit 300 permits the transmission of information regarding the operation order of the winning role to the first sub-control unit 400. As a result, on the display screen of the liquid crystal display device 157, a display of "321" (reverse-press operation navigation display) notifying the correct operation of the winning push-order bell is displayed.
[0202] In FIG. 14(b) shown below, similar to FIG. 14(a) above, continuous production is executed, and it is a diagram showing an example where a penalty occurred during the game in the middle of the continuous production. Hereinafter, the description will focus on the differences from the example shown in FIG. 14(a) above.
[0203] Here, let's summarize the penalties once again. First, (a) being in the normal state of the advantageous section (not being in the non-advantageous section or the AT state), (b) being a game in which the internal winning is selected for the push order bell, and (c) a stop operation other than the left of the first stop operation (specifically, the right of the first stop operation during the first stop operation), so-called irregular push, has been performed. The actions when all of the conditions (a) to (c) are satisfied become the target actions of the penalty. That is, just performing an irregular push does not result in a penalty. This prevents both the discovery of a strategy by repeating the irregular push and excessive penalties. However, a penalty may be imposed regardless of the winning role such as the push order bell ((a) + (c) for imposing a penalty). Also, as will be described later, when an irregular push is performed, regardless of whether a penalty is imposed or not, an operation recommendation display such as "It is recommended to push left" is displayed on the liquid crystal display device 157 to inform the player of the recommended push. Regarding the display start timing of the operation recommendation display, it may be the timing of the first stop operation in which the irregular push is performed, or it may be the timing after the irregular push is performed (for example, the timing of the third stop operation). Also, the operation recommendation display may become non-displayed after a predetermined time has elapsed since the display was started, or may become non-displayed after a predetermined time has elapsed from the third stop operation. These "predetermined times" are shorter than the time until the transition to the demo screen after the final stop operation, and the operation recommendation display is non-displayed when the demo screen ends and the game screen returns. Also, the operation recommendation display may be made displayable until the transition to the demo screen and become non-displayed when the demo screen ends and the game screen returns. Alternatively, the operation recommendation display may become non-displayed after the reception of the start operation of the next game (operation of the start lever 135) becomes effective, or may become non-displayed after the start operation of the next game is performed.
[0204] Also, no penalty is incurred in the non - advantageous section. This is because if a shift to the advantageous section is prohibited when an irregular push is made in the non - advantageous section, it would be possible to continuously make irregular pushes in the non - advantageous section and obtain a large number of medals. There is also a meaning in preventing such a situation. Also, as the timing of shifting from the non - advantageous section to the advantageous section, the first G after the setting change can be considered. However, the first G after the setting change often occurs at the opening of the game arcade. In the early morning, the reels are not warmed up, it takes time for the reels to accelerate, and the timing when the stop operation can be accepted tends to be slightly delayed. Therefore, even though the player presses the left stop button 137 in the first operation, there is a possibility that due to the deviation of the timing, the actual timing of pressing the middle stop button 138 becomes the above - mentioned timing. Even in such a case, it is too harsh on the player to impose a penalty, so no penalty is incurred in the non - advantageous section.
[0205] When the target act of the penalty is performed, (1) a lottery to determine whether to shift from the normal state to the AT state in the game is not conducted. (2) The value of the ceiling counter that counts the number of games in the normal state up to the ceiling number of games is not updated. Further, in this example, (3) the count value of the precursor G - number A counter is also not updated. Such penalties occur. Note that in some cases, the penalty may be that no active processing is performed because no lottery is conducted and no value is updated.
[0206] In the example shown in FIG. 14(b), in the game of the (N + 2) - th G (performance 3 of the continuous performance), a stop operation with the first stop operation to the right is performed. The stop operation with the first stop operation to the right is an irregular push. Here, since an internal winning is selected in the bell of the push order in the normal state of the advantageous section, it becomes the target act of the penalty, a penalty occurs, and even when the (N + 3) - th G of the next game starts, the count value of the precursor G - number A counter remains "1". On the other hand, the count value of the precursor G - number B counter is updated and becomes "0".
[0207] In this example, the game shifts from the normal state to the AT state (AT normal state) in the N+4th game. The liquid crystal display device 157 displays the AT start screen based on the fact that the premonition G number B counter count value was "0". On the other hand, since the premonition G number A counter count value was not "0", the main control unit 300 did not transmit information regarding the operation sequence of the winning role to the first sub-control unit 400, and the display screen of the liquid crystal display device 157 does not display the operation navigation display that notifies the correct operation of the push order bell, which is the winning role. Thus, in conventional slot machines, there is a problem that a gap occurs between the start of the operation navigation and the performance due to the occurrence of a penalty.
[0208] The slot machine 100 of this embodiment is devised to solve this problem.
[0209] FIG. 15 is a detailed timing chart of the (N+2)th and (N+3)th pixels described with reference to FIG. 14(a) and shows the display screen of the liquid crystal display device 157 at each timing.
[0210] In this Figure 15, time elapses from left to right. Also shown in Figure 15 as "game progress" are the "start operation" which is the operation of the start lever 135, "first stop", "second stop", and "third stop". Below that, the receptive states of the "left stop Sw" which is the left stop button 137 sensor, the "middle stop Sw" which is the middle stop button 138 sensor, and the "right stop Sw" which is the right stop button 139 sensor are also shown. Each Sw becomes receptive after the start operation, and when it receives a stop operation in the receptive state, the receptive state ends. Below that, the rotating states of the left reel 110, middle reel 111, and right reel 112 are also shown. Further below, the display content of the "liquid crystal display device" which is the liquid crystal display device 157 is also shown. In this example, in the continuous effect, there is a period (the period from the third stop to the start of the next game) during which the character display NTG of "NEXT" indicating that the effect continues to the next game is displayed in the lower right part of the display screen of the liquid crystal display device 157. Further, the game number display GMV is displayed in the lower left of the display screen of the liquid crystal display device 157. The value of this game number display GMV is the number of games managed by the first sub-control unit 400, and for example, it is a value that increases by 1 each time the main control unit 300 receives a start lever reception command after power-on. The matters described above are the same in Figures 16 and 17.
[0211] The timing when the start operation is performed is the timing of (A1), the (N + 2)th game starts, and the execution of effect 3 in the continuous effect starts. In the (N + 2)th game, it internally wins according to the pressing order bell. On the display screen of the liquid crystal display device 157 at the timing of (A1), an up screen of the main character lord is displayed. Also, due to the start of the game, the game number display GMV is updated from "99G" to "100G". Thereafter, "100G" continues to be displayed on the game number display GMV until otherwise noted.
[0212] In the (N + 2)nd game in the normal state, first, the left stop button 137 is operated and the first stop is performed. Since the left stop button 137 is operated first, this is not an irregular press, and the first stop action here is not an action subject to penalty. The timing at which the first stop operation is performed is the timing of (A2), and the left reel 110 stops. On the display screen of the liquid crystal display device 157 at the timing of (A2), an up screen of the villain swordsman is displayed.
[0213] Next, the middle stop button 138 is operated and the second stop is performed, and the middle reel 111 stops. Finally, the right stop button 139 is operated and the third stop is performed. The timing at which the third stop operation is performed is the timing of (A3), and the right reel 112 stops. On the display screen of the liquid crystal display device 157 at the timing of (A3), the same scene as shown on the display screen of the (N + 2)nd game liquid crystal display device 157 in FIG. 14, where the protagonist lord and the villain swordsman are confronting each other, is displayed. Further, in this example, a character display "NEXT" NTG is added in the lower right corner triggered by the third stop operation.
[0214] The timing from after the third stop until the start of the next game is the timing of (A4). The display screen of the liquid crystal display device 157 at this timing of (A4) is the same as the display screen of the liquid crystal display device 157 at the previous timing of (A3).
[0215] Then, when the start lever 135 is operated and the start operation is performed, the next game ((N + 3)rd game) starts, and this time, the execution of production 4 in the continuous production starts. The timing at which the (N + 3)rd game starts is the timing of (A5). In the (N + 3)rd game, it wins internally in the replay. On the display screen of the liquid crystal display device 157 at the timing of (A5), the protagonist lord is displayed in the upper half and the villain swordsman is displayed in the lower half. Also, with the start of the game, the character display "NEXT" NTG disappears, and the game number display GMV is updated from "100G" to "101G".
[0216] Even in the N+3G stage, first the left stop button 137 is operated to effect the first stop. The timing at which the first stop operation is performed is the timing of (A6), and the left reel 110 stops. On the display screen of the liquid crystal display device 157 at the timing of (A6), a scene after the protagonist lord and the enemy swordsman have fought is displayed. Also, the game number display GMV of "101G" continues to be displayed.
[0217] Next, the middle stop button 138 is operated to effect the second stop and the middle reel 111 stops, and finally the right stop button 139 is operated to effect the third stop. The timing at which the third stop operation is performed is the timing of (A7), and the right reel 112 stops. On the display screen of the liquid crystal display device 157 at the timing of (A7), a scene where the enemy swordsman has been slain is displayed. Even after the third stop, since this N+3G stage is the last game (the fourth game) of the continuous production, there is no subsequent continuous production, and the character display NTG of "NEXT" is not additionally displayed. However, the game number display GMV of "101G" continues to be displayed.
[0218] The timing from after the third stop until the start of the next game (until transitioning to the AT state) is the timing of (A8). The display screen of the liquid crystal display device 157 at this timing of (A8) is the same as the scene shown on the display screen of the liquid crystal display device 157 in the N+3G stage of FIG. 14, a scene where the protagonist lord has won against the enemy swordsman is displayed, and the transition to AT is announced. Also here, the game number display GMV of "101G" continues to be displayed.
[0219] FIG. 16 is a diagram showing the detailed timing charts of the N+2G stage and the N+3G stage described with reference to FIG. 14(b), and the display screens of the liquid crystal display device 157 at each timing. Hereinafter, the description will focus on the differences from FIG. 15, and overlapping descriptions may be omitted.
[0220] The N + 2G-th stage starts, and the execution of Performance 3 in the continuous performance starts. In this N + 2G-th stage, an internal winning is made for the push order bell. The game number display GMV on the display screen of the liquid crystal display device 157 is updated to "100G". In this example, at the N + 2G-th stage in the normal state, first, the right stop button 139 is operated and the first stop is made. The first stop action here is an irregular push, and since it has internally won the push order bell in the normal state of the advantageous section, it is an action subject to penalty. On the display screen of the liquid crystal display device 157 at the timing (A2) when the first stop operation is performed, an operation recommendation display REC such as "It is recommended to push left" is displayed so as to overlap with the up screen of the enemy swordsman. At the timing when the operation recommendation display REC is displayed, the game number display GMV remains at the display of "100G".
[0221] Next, the middle stop button 138 is operated and the second stop is made, and the middle reel 111 stops. Finally, the right stop button 139 is operated and the third stop is made. A fade-out display is added to the display screen of the liquid crystal display device 157 at the timing (A3) when the third stop operation is performed. That is, similar to (A3) in FIG. 15, on the display screen of the liquid crystal display device 157, a scene where the protagonist lord and the enemy swordsman are confronting each other is displayed, but a fade-out display is added, making the scene difficult to view. The addition of the fade-out display suggests that a penalty has occurred in that game. Also, whether the character display NTG of "NEXT" is additionally displayed or not, it is difficult to view due to the fade-out display. On the other hand, no fade-out display is added to the operation recommendation display REC and the game number display GMV, and those displays REC, GMV are easy to view. The game number managed by the first sub-control unit 400 is returned by one game at the timing when the third stop is made (the timing when the fade-out display is added), and the game number display GMV has switched to the display of "99G".
[0222] After the third stop, until the next game starts, the display screen of the liquid crystal display device 157 at the timing of (A4) is the same as the display screen of the liquid crystal display device 157 at the timing of the previous (A3). That is, the fade-out display continues, but the operation recommendation display REC and the game number display GMV of "99G" are visible.
[0223] Then, when the start lever 135 is operated and the start operation is performed, the next game (N + 3 game) starts. On the display screen of the liquid crystal display device 157 at the timing of (A5) when the N + 3 game starts, the fade-out display ends and the operation recommendation display REC also ends. As described above, since the number of games managed by the first sub-control unit 400 is returned by one game, the game number display GMV is updated to "100G". That is, it is returned by one in the game where the penalty occurred and advanced by one at the start of the next game. For this reason, the continuous effect is also re-executed for effect 3 among the continuous effects according to the number of games managed by the first sub-control unit 400. The same display screen as at the timing of (A1) is displayed on the display screen of the liquid crystal display device 157.
[0224] In the N + 3rd game, there is an internal winning for replay. First, the left stop button 137 is operated and the first stop is performed. The first stop action here is not an action subject to penalty. On the display screen of the liquid crystal display device 157 at the timing of (A6) when this first stop operation is performed, the same display screen as at the timing of (A2) is displayed, but the operation recommendation display REC is not displayed.
[0225] Next, the middle stop button 138 is operated, the second stop is performed, and the middle reel 111 stops. Finally, the right stop button 139 is operated and the third stop is performed. On the display screen of the liquid crystal display device 157 at the timing of (A7) when the third stop operation is performed, the same display screen as at the timing of (A3) in FIG. 15 is displayed. That is, a scene where the protagonist lord and the enemy swordsman are facing each other is displayed, and the character display NTG of "NEXT" is added at the lower right. Also, the game number display GMV of "100G" is continuously displayed at the lower left.
[0226] After the third stop and until the next game starts (until it transitions to the AT state), the display screen of the liquid crystal display device 157 at the timing of (A8) is the same as the display screen of the liquid crystal display device 157 at the timing of the previous (A7).
[0227] In the slot machine 100 of this embodiment, as described above, the number of games managed by the first sub-control unit 400 is decremented by 1 in the game where a penalty occurs and incremented by 1 at the start of the next game. As a result, the number of games in the game where a penalty occurs and the number of games in the next game become the same. This is the same as the precursor G number A counter managed by the main control unit 300, which was explained with reference to FIG. 14. By re-executing the effect of the game where a penalty occurs, the problem of a deviation occurring between the start and the effect of the subsequent operation navigation is solved. Moreover, during the game where a penalty occurs, a fade-out display is performed and the game number display GMV is also decremented by 1. Therefore, it is easy to identify the game where a penalty occurs, and it does not give the player the misunderstanding that a penalty has occurred in the next game either, and the interest of the game is less likely to decline.
[0228] Note that the timing of starting the fade-out display may be the same as the timing of starting the recommended operation display REC. Alternatively, the timing of starting the fade-out display may be the timing of (A2), and the timing of starting the recommended operation display REC may be the timing of (A3). Furthermore, the timing of starting the fade-out display may be the timing of the second stop, or the timing of starting the recommended operation display REC may be the timing of the second stop. Also, the timing at which the fade-out display ends is not limited to the timing of (A5), and may be the timing after a certain period has elapsed since the third stop operation of the game with the irregular press, or may be the timing at which the bet number setting operation related to the next game is performed. Also, the timing at which the value of the game number display GMV is reset to 1 may be within the game in which the penalty occurred, may be the timing of (A2), may be the timing of (A4), or may be the timing of the second stop. Note that even if the value of the game number display GMV is reset to 1 in the game in which the penalty occurred, as described later, the presentation itself proceeds as it is, and the standby game for the number of games for which the penalty was incurred may be generated after the series of presentations ends, or may be generated before the AT state is started.
[0229] FIG. 17 is a diagram showing a detailed timing chart of the (N + 2)th game and the (N + 3)th game in which an irregular press was performed but no penalty occurred, and the display screen of the liquid crystal display device 157 at each timing. Hereinafter, the description will focus on the differences from FIG. 16, and duplicate descriptions may be omitted.
[0230] The N+2Gth eye starts, and the execution of Performance 3 in the continuous performance starts. In this N+2Gth eye, it internally wins not by the push order bell but by a miss. Also in this example, in the N+2Gth eye in the normal state, first the right stop button 139 is operated and the first stop is performed. The first stop action here is an irregular push. Although it is in the normal state of the advantageous section, since it has not internally won by the push order bell, it is not an action subject to penalty. On the display screen of the liquid crystal display device 157 at the timing when the first stop operation is performed (A2), due to the irregular push being performed, an operation recommendation display REC such as "It is recommended to push left" is displayed so as to overlap the up screen of the enemy swordsman.
[0231] Next, the middle stop button 138 is operated, the second stop is performed, the middle reel 111 stops, and finally the right stop button 139 is operated and the third stop is performed. On the display screen of the liquid crystal display device 157 at the timing when the third stop operation is performed (A3), since no penalty has occurred, no fade-out display is added, and a scene where the protagonist lord and the enemy swordsman are facing each other is displayed as in (A3) in FIG. 15. However, the operation recommendation display REC is displayed so as to overlap. Also, the game number display GMV remains displayed as "100G" in the lower left, and the character display NTG of "NEXT" triggered by the third stop operation is added in the lower right.
[0232] After the third stop and until the next game starts, on the display screen of the liquid crystal display device 157 at the timing of (A4), the operation recommendation display REC disappears (becomes non-displayed), and the same display screen as at the timing of (A4) in FIG. 15 is displayed. The timing at which the operation recommendation display REC disappears may be after a while after the third stop, may be simultaneous with the third stop, or may be simultaneous with the second stop. Alternatively, the operation recommendation display REC may disappear when a predetermined time has elapsed from the start of display regardless of the operation. However, since it is difficult to distinguish the operation recommendation display REC from the effect of the stop operation opportunity when it is displayed only for an instant, it is preferable that the operation recommendation display REC is continuously displayed at least until the third stop. Also, in the case of irregular pressing during continuous effects, the display mode of the operation recommendation display REC differs depending on the winning role. That is, as in the example shown in FIG. 17, when not winning in the order-of-pressing bell, when an irregular press is performed, the operation recommendation display REC is displayed, but an effect triggered by the third stop is executed, and the operation recommendation display REC becomes non-displayed after a while after the third stop. On the other hand, as in the example shown in FIG. 16, when winning in the order-of-pressing bell, when an irregular press is performed, the operation recommendation display REC is displayed, and the effect triggered by the third stop is not executed (it becomes difficult to visually recognize due to fade-out display), and the operation recommendation display REC continues to be displayed until immediately before the next game starts.
[0233] Thereafter (at each timing of (A5) to (A8)) is the same as the example in FIG. 15.
[0234] As in this example, regardless of whether a penalty occurs, when an irregular press is performed, the operation recommendation display REC is displayed. When a penalty occurs, the operation recommendation display REC is continuously displayed until the game in which the irregular press was performed ends (until the next game starts), as in the example shown in FIG. 16. However, when no penalty occurs, it disappears earlier than when a penalty occurs. Alternatively, the display period of the operation recommendation display REC is fixed and it disappears even if the player does not perform an operation. Also, even when an irregular press is performed, if no penalty occurs, there is no change in the number of games managed by the first sub-control unit 400 (it is not returned by 1), and the value of the game number display GMV continues to be displayed without changing.
[0235] Next, a comparison is made between the case where an irregular press is performed during continuous presentation and the case where an irregular press is performed during non - continuous presentation.
[0236] FIG. 18 is a diagram showing an example of the case where an irregular press is performed during continuous presentation and an example of the case where an irregular press is performed during non - continuous presentation, respectively.
[0237] The upper diagram 18(a) of FIG. 18 is a diagram showing an example of the case where an irregular press is performed during continuous presentation, and the lower diagram 18(b) is a diagram showing an example of the case where an irregular press is performed during non - continuous presentation. Both the upper diagram 18(a) and the lower diagram 18(b) progress from left to right. Also, both in the upper diagram 18(a) and the lower diagram 18(b), In this FIG. 18, the number of games (number of plays), winning combination, pressing order, display screen of the liquid crystal display device 157, occurrence of penalty, progress of presentation, and the value of the game number display GMV displayed at the lower left in the display screen of the liquid crystal display device 157 are each shown. Note that the value of the game number display GMV becomes the value of the number of games managed by the first sub - control unit 400.
[0238] The example shown in Fig. 18(a) in the upper section is the same as the examples described so far, and the continuous performance is a duel performance. Winning a rare role (e.g., a strong cherry), the continuous performance starts from a game with an NG result. That is, performance 1 among the continuous performances is executed, and on the display screen of the liquid crystal display device 157, a notification image (mission image of "Defeat the swordsman") notifying the start of the duel performance is displayed. The game number display GMV shows "98G".
[0239] In the (N + 1)th game, performance 2 among the continuous performances is executed, and on the display screen of the liquid crystal display device 157, a scene where the enemy swordsman appears is displayed. The value of the game number display GMV has been updated and shows "99G".
[0240] In the (N + 2)th game, it is internally selected for the push order bell, and first, the right stop button 139 is operated to perform the first stop. The first stop action here is an irregular push. Since it is internally selected for the push order bell in the normal state of the advantageous section, it is an action subject to a penalty, and a penalty occurs. In the (N + 2)th game, performance 3 among the continuous performances is executed, and on the display screen of the liquid crystal display device 157, a scene where the protagonist lord and the enemy swordsman are confronting each other is displayed. Also, due to the irregular push, an operation recommendation display REC such as "It is recommended to push left" is displayed overlapping the display of the above scene. Also, because a penalty has occurred, the game number managed by the first sub-control unit 400 is returned by one game, and the value of the game number display GMV changes from "100G" to "99G". In this example, although the fade-out display is not shown, it may be shown later, or a modified example where the fade-out display is not shown may also be possible.
[0241] The game at N+3G becomes the game at 4G after the continuous performance starts. However, since the number of games managed by the first sub-control unit 400 is returned by one game at N+2G, the game number display GMV is updated in value and "100G" is displayed again. Also, in accordance with the number of games managed by the first sub-control unit 400, performance 3 among the continuous performances is re-executed. On the display screen of the liquid crystal display device 157, a scene where the protagonist lord and the enemy swordsman are confronting each other, which is the same as that at N+2G, is displayed. The operation recommendation display REC is not displayed.
[0242] Note that for the re-execution of the performance, the exactly same performance may be executed. However, in the case of preparing multiple types of performances and selecting the performance by lottery, the performance may be re-selected by lottery.
[0243] At N+4G, performance 4 (corresponding to the last performance) among the continuous performances is executed. On the display screen of the liquid crystal display device 157, a scene where the protagonist lord has won against the enemy swordsman is displayed, and the AT transition is announced. The game number display GMV is updated in value and "101G" is displayed.
[0244] The example of FIG. 18(b) shown below becomes a state where the continuous performance is not executed (during non-continuous performance) in the normal state of the advantageous section. More specifically, it is an example in the normal stage shown in FIG. 7.
[0245] In the game at NG, a cherry, which is one of the minor roles, is internally won, and the minor role performance 1 is executed. On the display screen of the liquid crystal display device 157, a scene where the lord is surprised by the appearance of the cherry is displayed. The game number display GMV shows "99G".
[0246] When the game at N+1G starts, the game number display GMV is updated to "100G". In this N+1G, the push order bell is internally won, and the normal performance is executed. This In the game, an irregular press with the first stop operation to the right is performed, and an operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. Here, since it is internally selected for the winning bell in the normal state of the advantageous section, this irregular press becomes an act subject to a penalty, a penalty occurs, the number of games managed by the first sub-control unit 400 is returned by one game, and the value of the game number display GMV changes from "100G" to "99G".
[0247] When the game at the N + 2G-th game starts, the game number display GMV is updated and becomes "100G" again. In this N + 2G-th game, watermelon, which is one of the minor winning combinations, is internally selected, and the minor winning combination production 2 is executed. Since it is not a continuous production, the production itself is not re-executed (not returned to the normal production at the N + 1G-th game), and a scene where the lord is surprised at the appearance of the watermelon is displayed on the display screen of the liquid crystal display device 157.
[0248] When the game at the N + 3G-th game starts, the game number display GMV is updated and becomes "101G". In this N + 3G-th game, cherry is internally selected, and the minor winning combination production 1 is executed. Also in this game, an irregular press with the first stop operation to the right is performed, and an operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. Here, although it is in the normal state of the advantageous section, since it is internally selected for cherry instead of the winning bell, this irregular press does not become an act subject to a penalty, and no penalty occurs. Therefore, the number of games managed by the first sub-control unit 400 is not returned, and the value of the game number display GMV does not change either.
[0249] When the game at the N + 4G-th game starts, the game number display GMV is updated and becomes "102G". In this N + 4G-th game, a losing combination is internally selected, and the normal production is executed. Note that no penalty has occurred for the irregular press at the N + 3G-th game, and since it is not a continuous production, the production itself is not re-executed (not returned to the minor winning combination production 1 at the N + 3G-th game).
[0250] When the game of the N + 5G stage starts, the game number display GMV is updated to "103G". In this N + 5G stage, it is internally won for replay, and the normal performance is executed. Also in this game, an irregular push with the first stop operation to the right is performed, and the operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. In this game, although it is in the normal state of the advantageous section, since it is internally won for replay instead of the push-order bell, this irregular push does not become an act subject to penalty, and no penalty occurs. Therefore, the game number managed by the first sub-control unit 400 is not restored, and the value of the game number display GMV also does not change.
[0251] The operation recommendation display REC in the N + 2G stage in the example of FIG. 18(a) shown in the upper part, and the operation recommendation display REC in the N + 1G stage, the operation recommendation display REC in the N + 3G stage, and the operation recommendation display REC in the N + 5G stage in the example of FIG. 18(b) shown in the lower part are all displayed in a common manner. The operation recommendation display REC is displayed in a common manner regardless of the type of performance being executed. Also, the operation recommendation display REC is displayed in a common manner even if the performance stage is different. By doing so, it is possible to prevent the operation recommendation display REC from being misrecognized as a kind of anticipatory feeling performance.
[0252] As compared above, in the normal state, an irregular push in a game in which the push-order bell is won is an act subject to penalty, and during continuous performance, the performance is re-executed in the next game, but during non-continuous performance, the performance is not re-executed in the next game. In the continuous performance (precursor performance) immediately before transitioning to the AT state, as described with reference to FIG. 14(b), there is a problem that a deviation occurs between the start of the operation navigation and the performance, but such a problem does not occur if it is not during the continuous performance (precursor performance), so the performance is not re-executed. However, when a penalty occurs, the value of the ceiling counter managed by the main control unit 300 is not updated, so the game number managed by the first sub-control unit 400 is also made not to be updated at the stage of the next game as if it were not updated in accordance with the ceiling counter. The ceiling counter is updated at the third stop. On the other hand, the first sub-control unit 40 The number of games managed by 0 is updated when a reel rotation start command indicating the start of a game is received. Therefore, in the number of games managed by the first sub-control unit 400, within the game in which a penalty has occurred, the number of games is temporarily returned by one game, and in the next game, the number of games is updated at the start of the game in the same manner as usual. As a result, it will match the value of the ceiling counter at the third stop of the next game.
[0253] Next, the relationship between the ceiling counter and the game number display GMV when a setting change is made or when power is cut and restored will be described.
[0254] FIG. 19 is a diagram showing the relationship between the ceiling counter and the game number display GMV when a setting change is made or when power is cut and restored. In this FIG. 19, the thick white arrow indicates the flow when a normal press (recommended operation) is performed, and the thick black arrow indicates the flow when an irregular press (non-recommended operation) is performed.
[0255] It is determined whether or not to update the count value of the ceiling counter at the third stop. Note that it is not limited to the third stop as long as it is the timing after the first stop within one game. The CPU 304 of the main control unit 300 can determine whether or not a penalty has occurred and whether or not to update the count value as long as it is after the first stop. The ceiling counter does not update the count value (the count value remains the same) when a penalty occurs, and updates the count value (the count value is incremented by 1) when a penalty does not occur. On the other hand, the CPU 404 of the first sub-control unit 400 updates (+1) the game number display GMV when receiving a reel rotation command from the main control unit 300.
[0256] FIG. 19(a) is a diagram showing an example when it is determined to shift to the advantageous section from the first game when a setting change is made.
[0257] When a setting change is made, the ceiling counter provided in the main control unit 300 becomes 0G, and the game number display GMV on the liquid crystal display device 157 also becomes 0G. Also, the game state is a game state in the non-advantageous section.
[0258] The first game (1G) starts. If a winning combination other than a losing one is obtained and the game transitions to the advantageous section. Hereinafter, the game in which it is determined to transition to the advantageous section is referred to as an advantageous-section transition game. Note that the advantageous-section transition game is a game in the non-advantageous section. The ceiling counter is not updated in the non-advantageous section, but even in the non-advantageous section, if it is an advantageous-section transition game, it is updated at the timing of the third stop. The game count display GMV is also not updated in the non-advantageous section, but even in the non-advantageous section, if it is an advantageous-section transition game, it is updated at the timing of the game start.
[0259] When consecutive pressing is performed in an advantageous-section transition game, as indicated by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G. Even when irregular pressing is performed, as indicated by the thick black arrow, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G. The winning combination may or may not be the pressing-order bell. In the advantageous-section transition game, performing irregular pressing does not result in a penalty. As a result, the ceiling counter is updated as normal at the third stop. Also, the game count display GMV updated at the game start remains at 1G at the third stop.
[0260] When the second game (2G) starts, it transitions to the advantageous section, but it is in the normal state. The game count display GMV is updated to 2G at the timing of the start of the second game. When consecutive pressing is performed, as indicated by the thick white arrow, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G. When irregular pressing is performed in a state where the pressing-order bell is the winning combination, a penalty occurs, and as indicated by the thick black arrow, the ceiling counter is not updated and remains at 1G at the third stop. Also, the game count display GMV is returned by 1G and becomes 1G. Note that when irregular pressing is performed in a state where a combination other than the pressing-order bell is the winning combination, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G. When the second game (2G) starts, it transitions to the advantageous section, but it is in the normal state. The game count display GMV is updated to 2G at the timing of the start of the second game. When consecutive pressing is performed, as indicated by the thick white arrow, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G. When irregular pressing is performed in a state where the pressing-order bell is the winning combination, a penalty occurs, and as indicated by the thick black arrow, the ceiling counter is not updated and remains at 1G at the third stop. Also, the game count display GMV is returned by 1G and becomes 1G. Note that when irregular pressing is performed in a state where a combination other than the pressing-order bell is the winning combination, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G.
[0261] FIG. 19(b) is a diagram showing an example when the setting is changed and the first game is not an advantageous section transition game.
[0262] The first game starts and a losing combination is won, and the second game remains in the non-advantageous section. The ceiling counter is not updated in the non-advantageous section except for the advantageous section transition game. The game number display GMV is also not updated in the non-advantageous section except for the advantageous section transition game. Also, no penalty occurs in the non-advantageous section, and even if an irregular press is performed, as shown by the thick black arrow, the ceiling counter remains at 0G without being updated at the third stop, and the game number display GMV also remains at 0G.
[0263] The second game starts and a combination other than a losing combination is won, and the second game becomes an advantageous section transition game. The game number display GMV is updated to 1G at the timing of the start of the second game. Also, when a regular press is performed, as shown by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the game number display GMV remains at 1G. Also, as described above, in the advantageous section transition game, since no penalty occurs even if an irregular press is performed regardless of the winning combination, as shown by the thick black arrow, the ceiling counter is updated to 1G at the third stop, and the game number display GMV remains at 1G.
[0264] FIG. 19(c) is a diagram showing an example when the ceiling counter is 1G or more at the time of power failure recovery.
[0265] In this example, the ceiling counter is 100G at the time of power failure recovery. On the other hand, when the power failure is recovered, the game number display GMV becomes 0G. Note that the game state at the time of power failure recovery is the normal state of the advantageous section.
[0266] The first game (1G) starts, and the game number display GMV is updated to 1G. When a normal press is made, as indicated by the thick white arrow, the ceiling counter is updated at the third stop to 101G, and the game number display GMV remains at 1G. When an irregular press is made while winning on the pressing order bell (when a penalty occurs), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 100G. On the other hand, the game number display GMV updated at the start of the game remains at 1G. Even if a penalty occurs in the first game after power restoration, the value of the game number display GMV is not reset. When an irregular press is made while winning on something other than the pressing order bell, the ceiling counter is updated at the third stop to 101G, and the game number display GMV remains at 1G.
[0267] When the second game (2G) starts, the game number display GMV increases by 1G. When a normal press is made, as indicated by the thick white arrow, the ceiling counter increases by 1G at the third stop, and the game number display GMV remains increased by 1G. When an irregular press is made while winning on the pressing order bell (when a penalty occurs), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 100G. Also, the game number display GMV is reset by 1G and becomes 1G. When an irregular press is made while winning on something other than the pressing order bell, the ceiling counter is updated at the third stop to 101G, and the game number display GMV remains at 2G.
[0268] Figure 19(d) is a diagram showing an example when the ceiling counter is 0G at the time of power failure and restoration. Note that the game state at the time of power failure and restoration is the normal state in the advantageous section.
[0269] The first game (1G) starts, and the game number display GMV is updated to 1G. When a normal press is made, as indicated by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the game number display GMV remains at 1G. When an irregular press is made while winning the press order bell (when a penalty occurs), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G. On the other hand, as described above, even if a penalty occurs in the first game (1G) after power restoration, the numerical value of the game number display GMV is not reset, so the game number display GMV remains at 1G. When an irregular press is made while winning on something other than the press order bell, the ceiling counter is updated to 1G at the third stop, and the game number display GMV remains at 1G.
[0270] When the second game (2G) starts, the game number display GMV increases by 1G. When a normal press is made, as indicated by the thick white arrow, the ceiling counter increases by 1G at the third stop, and the game number display GMV remains increased by 1G. When an irregular press is made while winning the press order bell (when a penalty occurs), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G. Also, the game number display GMV is reset by 1G and becomes 1G. When an irregular press is made while winning on something other than the press order bell, the ceiling counter is updated to 1G at the third stop, and the game number display GMV remains at 2G.
[0271] When setting changes are made before the store opens, it will be as shown in Fig. 19(a) or (b). On the other hand, when no setting changes are made before the store opens, only the power is turned on, and it will be as shown in Fig. 19(c) or (d). If the player realizes that no setting changes have been made, the operation of the slot machine immediately after the store opens may decrease. Therefore, it is preferable to make the display of the game number display GMV consistent whether or not there are setting changes. Thus, in the gaming table where setting changes have been made, if the store clerk plays a game in the advantageous section transition game before the store opens, the game number display GMV will not become 0G, so the player will not be able to tell whether there have been setting changes or not. On the other hand, when setting changes are made, the difference count counter (including the virtual difference count counter) in the advantageous section is reset, and the expected number of game value acquisition in the advantageous section decreases. Therefore, there may be players who perceive the setting change as a bad impression, and there is a risk that the operation of the gaming machine immediately after the store opens will not extend. Even in such a case, by making the behavior of the game number display GMV the same whether or not there is a setting change, it becomes difficult to tell whether a setting change has been made, and a decrease in operation immediately after the store opens can be prevented.
[0272] Subsequently, an example different from the examples described so far will be described.
[0273] Fig. 20(a) is a schematic diagram of the case where a penalty occurs during the continuous performance described so far.
[0274] When a penalty occurs during the continuous performance, it is a mode in which the performance is re-executed in the next game. In this mode, when the number of games until the transition to the AT state is managed by both the main control unit 300 side and the first sub-control unit 400 side (so-called game number management type / mode management type), the number of games managed by the first sub-control unit 400 side can be added to the number of games managed by the main control unit 300 side. Also, it is a mode with good compatibility when game number management is performed even in the continuous performance of gas (continuous performance that does not transition to the AT state even after the continuous performance ends).
[0275] FIG. 20(b) is a diagram showing an example of the display of the game count display GMV when a penalty has occurred as described so far.
[0276] The game count display GM is updated at the start of the game, and the game count increases by 1. When a penalty occurs, the game count display GM returns by one game at the timing of the third stop of the game in which the penalty has occurred. Then, when the next game starts, the game count display GM increases by 1. Here, even when a penalty occurs, it is conceivable that there is no change in the game count display GM, and when the next game starts, the game count display GM increases by 1. However, when a penalty occurs, since the ceiling counter controlled by the main control unit 300 is not updated, a deviation from the ceiling counter occurs. Also, it is conceivable that the game count display GM does not advance when the next game starts. However, this may be misinterpreted as a penalty being imposed in the next game. On the other hand, if the game count display GM is set to return by one game within the game in which the penalty has occurred, it can suggest that the penalty is completed in that game, and there is also an effect that no deviation from the ceiling counter occurs.
[0277] FIG. 20(c1) is a conceptual diagram of an example in which a standby game is performed, different from the previous examples, when a penalty occurs during continuous presentation.
[0278] In the example shown in FIG. 20(c1), even when a penalty occurs, the continuous presentation is executed until the end as it is, and the confirmed presentation (the presentation for displaying the AT confirmed screen) that is executed following the continuous presentation is repeatedly executed. That is, by sandwiching a standby game that performs an extra presentation immediately before transitioning to the AT state (at the end of the normal state), a mode is adopted to eliminate the deviation from the ceiling counter. While the extra confirmed presentation is being performed (during the standby game), characters such as "Standby" are displayed on the display screen.
[0279] FIG. 20(c2) is a diagram for explaining an example in which a standby game different from that in FIG. (c1) is performed when a penalty occurs during continuous presentation.
[0280] In the example shown in FIG. 20(c2), even if a penalty occurs, the continuous effect is executed until the end as it is, and the last effect 4 (victory effect) of the continuous effect is repeatedly executed. That is, instead of the determined effect, a standby game that repeatedly performs the effect (victory effect) during the continuous effect is inserted to eliminate the deviation from the ceiling counter. While the victory effect is being performed additionally, characters such as "waiting" are displayed on the display screen of the victory effect on the liquid crystal display device 157.
[0281] In the case of the continuous effect of gaser, the continuous effect is similarly executed until the end as it is, but no additional effect is performed at any timing.
[0282] Also, it is a compatible mode when the number of games until the transition to the AT state is managed only on the main control unit 300 side among the main control unit 300 side and the first sub-control unit 400 side, or when the number of games is not managed in the continuous effect of gaser. Also, it is a compatible mode for a specification in which the transition to the AT state is not determined depending on the number of games or the mode, but an AT lottery is performed based on the winning combination.
[0283] In addition, when an irregular press is performed and a penalty occurs, if an internal winning occurs for a rare combination in the game next to the game in which the penalty occurred, special processing (rare combination avoidance navigation) may be executed to perform push order navigation so as not to win the rare combination. Since a player who recognizes the occurrence of a penalty by means of a fade-out display or the like may be discouraged if they win a rare combination immediately after the penalty, the rare combination avoidance navigation is deliberately executed so that the player is not discouraged.
[0284] Also, in the game in which a penalty occurs, the AT lottery is not performed, but in the next game, the AT lottery is performed. However, the preferential processing related to AT (for example, the bonus lottery for the number of games with AT) that may be executed when winning the AT lottery is not performed in the game next to the game in which the penalty occurred.
[0285] Next, the display mode of the operation recommendation display REC will be described.
[0286] FIG. 21 is a diagram showing a plurality of examples of the display mode of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157.
[0287] FIG. 21(a) is the display screen of the liquid crystal display device 157 before the reels 110 to 112 start rotating, and an image is displayed using the entire display screen.
[0288] Continuing from FIG. 21(a), FIG. 21(b) is the display screen of the liquid crystal display device 157 when the start lever 135 is operated and all three reels 110 to 112 are rotating. On this display screen, a production image of a normal production (a scene where an old man is reading a document aloud to a lord in a keep) is displayed.
[0289] Continuing from FIG. 21(b), in FIG. 21(c1), a speech display SPE of the lord such as "I feel a good opportunity" is displayed. All three reels 110 to 112 continue to rotate.
[0290] Continuing from FIG. 21(c1), in FIG. 21(c2), only the middle reel 111 of the three reels 110 to 112 has stopped. That is, as the first stop operation, the middle stop button 138 is operated and an irregular press is performed. On the display screen of the liquid crystal display device 157 shown in FIG. 21(c2), the operation recommendation display REC is displayed at a position above the speech display SPE such as "I feel a good opportunity". That is, the operation recommendation display REC and the speech display SPE do not overlap. Also, the operation recommendation display REC does not overlap with the left storage number display section 125L, and the operation recommendation display REC does not overlap with the right payout number display section 127L.
[0291] Note that the display mode of the operation recommendation display REC is a common display mode regardless of the type of production being executed (for example, normal production, minor role production, duel production, freeze production, etc.).
[0292] Figure 21(c3) is a diagram showing another display mode of the operation recommendation display REC. The operation recommendation display REC shown in this figure is a full-screen display excluding the three reels 110 to 112. That is, characters such as "Recommended to press left" are displayed on the gray background.
[0293] Figure 21(c4) is a diagram showing the relationship between the operation recommendation display REC and the error display.
[0294] The error display ERR with characters such as "Error" displayed on the gray background is a full-screen display excluding the three reels 110 to 112. Whether the operation recommendation display REC was displayed before this error display ERR or after this error display ERR, the error display ERR overlaps the operation recommendation display REC, making the operation recommendation display REC difficult to view. In this Figure 21(c4), the operation recommendation display REC overlapped by the error display ERR is represented by a dotted line. In this example, the operation recommendation display REC is entirely overlapped by the full-screen error display ERR, but it may be at least partially overlapped. Specific errors of the error display ERR include door opening error, hopper clogging error, hopper empty error, medal passing number error, etc. (the same applies in the following explanations).
[0295] As described above, the operation recommendation display REC is displayed in an area that overlaps with the error display ERR but does not overlap with the caption display SPE, so that part of the effect can be grasped. Also, the operation recommendation display REC is displayed approximately in the center of the display screen.
[0296] In a medal-less gaming machine, since counting can be done at any time, even the operation recommendation display REC can be counted, and the operation recommendation display REC may be displayed during counting.
[0297] Subsequently, an example of the case where the error display ERR is displayed while the operation recommendation display REC is being displayed and the error is restored will be described.
[0298] FIG. 22 is a diagram showing an example when an error display ERR is displayed or power failure recovery occurs while an operation recommendation display REC is being displayed. In FIG. 22, the display screen of the liquid crystal display device 157 is shown in time series from left to right.
[0299] As described above, the operation recommendation display REC is a display that is shown when an irregular press is detected. However, even if an irregular press is performed, there are cases where a penalty occurs and cases where it does not. When a penalty occurs, the operation recommendation display REC remains displayed even after the third stop and disappears when the next game starts (see the example shown in FIG. 16). However, when no penalty occurs, it disappears at a timing earlier than when a penalty occurs (see the example shown in FIG. 17).
[0300] FIG. 22(a1) is a diagram showing an example when an irregular press is performed and a penalty occurs.
[0301] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is shown overlapping the normal effect display. While the operation recommendation display REC is being displayed, an error is detected and the error display ERR is shown on the entire display screen, and the operation recommendation display REC becomes invisible (non-display). That is, an error is detected in the game where a penalty has occurred. After that, the error is resolved and error recovery occurs in the game where a penalty has occurred, the error display ERR disappears, and the operation recommendation display REC returns to the state where it is displayed again. When the start lever 135 is operated and the next game starts, the operation recommendation display REC disappears, and the effect display (minor role effect display) of the next game is shown on the display screen.
[0302] FIG. 22(a2) is a diagram showing an example when an irregular press is performed but no penalty occurs.
[0303] On the display screen of the liquid crystal display device 157 shown at the far left, an operation recommendation display REC is displayed overlapping the normal production display. Before the third stop is performed, if an error is detected, an error display ERR is displayed on the entire display screen, and the operation recommendation display REC becomes invisible (non-displayed). After that, when the third stop is performed and the error is resolved and error recovery occurs before a predetermined time has elapsed since the third stop, the error display ERR disappears and the operation recommendation display REC returns to the state where it is displayed again. On the other hand, when the error is resolved and error recovery occurs after a predetermined time has elapsed since the third stop, the operation recommendation display REC is not displayed on the display screen after the error display ERR has disappeared.
[0304] Note that the timing of error detection in this example may be within the period before the above-mentioned predetermined time has elapsed after the third stop.
[0305] As described above, when an error occurs during the display of the operation recommendation display REC, the error display ERR is displayed on the entire screen. If the error is recovered within the display period of the operation recommendation display REC, the operation recommendation display REC remains, but if the error is recovered after exceeding the display period, the operation recommendation display REC does not remain.
[0306] Next, an example of the case where power failure and restoration occur while the operation recommendation display REC is being displayed will be described.
[0307] FIG. 22(b1) is a diagram showing an example of the case where power failure and restoration occur after the third stop and before the next game is started.
[0308] The display screen of the liquid crystal display device 157 shown at the far left is the display screen after the third stop (while the reel is stopped), and an operation recommendation display REC is displayed overlapping the normal production display. Before the start lever 135 is operated (before the next game starts), a power failure and subsequent power restoration occur, and a startup screen (a screen with the characters "Starting up" displayed) is displayed on the display screen after the power restoration. This example shows that when a power failure and subsequent power restoration occur while the reel is stopped with the operation recommendation display REC being displayed, a demo screen is displayed after the startup screen. On the demo screen, the operation recommendation display REC has disappeared, and when the start lever 135 is operated while the demo screen is being displayed, the next game starts, and an effect display (a small role effect display) of the next game is displayed on the display screen. Therefore, the operation recommendation display REC just before the power failure is not displayed after the power restoration. Note that instead of the demo screen, a dedicated screen at the time of power restoration (for example, a return screen with the characters "Return" displayed) may be displayed.
[0309] FIG. 22(b2) is a diagram showing a first example of the case where a power failure and subsequent power restoration occur before the third stop when the operation recommendation display REC is being displayed.
[0310] The display screen of the liquid crystal display device 157 shown at the far left is the display screen after an irregular press and before the third stop (while the reel is rotating), and an operation recommendation display REC is displayed overlapping the normal production display. A power failure and subsequent power restoration occur while the reel is rotating, and a startup screen is displayed on the display screen after the power restoration. This first example shows that when a power failure and subsequent power restoration occur while the reel is rotating with the operation recommendation display REC being displayed, a return screen, which is a dedicated screen at the time of power restoration, is displayed after the startup screen. On the return screen, the operation recommendation display REC has disappeared, and when the start lever 135 is operated while the return screen is being displayed, the next game starts, and an effect display of the next game is displayed on the display screen. Therefore, also in this first example, the operation recommendation display REC just before the power failure is not displayed after the power restoration.
[0311] FIG. 22(b3) is a diagram showing a second example of the case where a power failure and subsequent power restoration occur before the third stop when the operation recommendation display REC is being displayed.
[0312] In this second example, when power failure and restoration occur during the reel rotation with the operation recommendation display REC being shown, the production display just before the power failure is shown after the startup screen. Here, the normal production display is being shown. In the production display after the startup screen, the operation recommendation display REC has disappeared. When the start lever 135 is operated in this state, the next game starts, and the production display of the next game is shown on the display screen. Therefore, also in this example, the operation recommendation display REC just before the power failure is not shown after the power restoration.
[0313] FIG. 22(b4) is a diagram showing a third example when power failure and restoration occur before the third stop with the operation recommendation display REC being shown.
[0314] In this third example, when power failure and restoration occur during the reel rotation with the operation recommendation display REC being shown, the screen just before the power failure is shown after the startup screen. Here, the operation recommendation display REC is shown overlapping the normal production display. Therefore, in this third example, the operation recommendation display REC just before the power failure is shown after the power restoration. Note that when the next game starts, the operation recommendation display REC disappears, and the production display of the next game is shown.
[0315] According to the above description, “a second process [for example, AT transition lottery, update of ceiling counter that is advantageous to the player” and executable control means [for example, main control unit 300], “a value display [for example, game number display GMV] that represents a value based on the progress of the game” and display means [for example, liquid crystal display device 157] that can display it, A game table equipped with The control means is means for executing a first process [for example, penalty process (not performing AT transition lottery, not updating ceiling counter)] that is disadvantageous to the player when a predetermined execution condition [for example, in the normal state (non - AT state) of the advantageous section, when an irregular push is made while winning the push - order bell] is satisfied. The display means is a means capable of displaying the value display in a first mode [for example, a display mode updated by 1G] at a first timing [for example, the timing of game start] in a certain game. If the predetermined execution condition is satisfied after the display means displays in the first mode, the display means may display the value display in a second mode [for example, a display mode with 1G reverted] at a second timing [for example, the timing of the third stop] that is later than the first timing. If the predetermined execution condition is not satisfied after the display means displays in the first mode, the display means is a means that does not display the value display in the second mode even at the second timing [for example, continues to display in the first mode]. The second mode is a mode different from the first mode. A gaming table characterized by the above. has been described.
[0316] According to this gaming table, when the first process that is not more advantageous than the second process is involved, at the second timing after the first timing in the certain game, by displaying the value display that has been displayed in the first mode in the second mode, the player can be made to understand that the first process has been completed in the certain game, and the player's uneasiness that the first process may extend to the next game can be prevented.
[0317] Note that a process disadvantageous to the player may be a process that hinders the transition to the advantageous gaming state, or a process that does not perform a preferential process advantageous to the player (for example, a bonus lottery, a process in which the initial AT grant G number is preferential, a process of obtaining the right to transfer to a specialized zone in the AT state, etc.).
[0318] The case where the specified execution conditions are satisfied means, for example, (a) being in the normal state of the advantageous section (not being in the non-advantageous section and not being in the AT state), (b) being a game in which a predetermined role (for example, the push-order bell) is internally elected, (c) an operation different from the recommended operation being performed, and all of the conditions (a) to (c) being satisfied. Note that it may be the case where one or more of the conditions (a) to (c) are satisfied. Note that the value display may be a display having a one-to-one relationship with the number of games (for example, the game count display), or may be a display not having a one-to-one relationship with the number of games.
[0319] When the specified execution conditions are not satisfied after the display means displays in the first aspect, even at the second timing, the value display may be displayed, may not be displayed in the second aspect, may not be displayed even in the first aspect, or the value display may not be displayed.
[0320] Also, The first aspect is the aspect displayed by performing the first update display [for example, the update display of +1G] of the value display. The second aspect is the aspect displayed by performing the second update display [for example, the update display of -1G] of the value display. A game machine characterized by the above. has also been described.
[0321] When the first process is involved, in a certain game, after the first update display is displayed, the second update display is displayed, so the player can grasp that the first process has been performed in the certain game.
[0322] Note that the second update display may be an update display that returns the value updated by the first update display to the value before the update.
[0323] Also, The "first updated display" refers to a display that updates the value represented by the value display [e.g., the number of games] displayed on the display means by a predetermined number [e.g., for one game]. The "second updated display" refers to a display that returns the value updated in the first updated display to the value before the update. A gaming machine characterized by the above. has also been described.
[0324] When the number of games updated by a predetermined number at the first timing involves an unfavorable first process, it can be grasped that the unfavorable process has been completed in a certain game by returning the number of games before the update.
[0325] Also, "One of the predetermined execution conditions is a condition that is satisfied when a specific event [e.g., irregular pressing] occurs. A gaming machine characterized by the above. has also been described.
[0326] Note that the specific event may be an operation by the player, and may be an operation other than the operation recommended by this gaming machine (non-recommended operation).
[0327] Also, "It includes reels [e.g., reels 110 to 112] that stop rotating by a stop operation. The stop operation includes a recommended stop operation [e.g., a sequential pressing stop operation] recommended. The specific event is that a stop operation different from the recommended stop operation [e.g., an irregular pressing stop operation] has been performed. A gaming machine characterized by the above. has also been described.
[0328] By defining a stop operation that may be disadvantageous, it is possible to recommend to the player to play with the recommended stop operation.
[0329] Also, When a predetermined transition condition (for example, winning internally for a non-losing combination) is satisfied, it is configured to transition from a non-favorable section (for example, a section where it is impossible to transition to the AT state) to a favorable section (for example, a section where it is possible to transition to the AT state) that is more favorable for the player than the non-favorable section. The control means is means that does not execute the first process even when the one condition is satisfied in the non-favorable section. A gaming machine characterized by the above. This has also been described.
[0330] For example, as the timing of transitioning from the non-favorable section to the favorable section, the first game after the setting change can be considered. However, the first game after the setting change often occurs at the opening of the store. In the early morning, the reels are not warm yet, and it takes time to accelerate, so the timing when the stop operation can be accepted is slightly delayed. Therefore, even if the player presses the left stop button in the first operation, there is a possibility that the timing is off and the actual timing of pressing the middle stop button becomes the above timing. Even in such a case, it would be too harsh on the player to impose a penalty. By not executing the first process even when the one condition is satisfied in the non-favorable section, it is possible to prevent the player from suffering a disadvantage.
[0331] Note that the favorable section is a section where it is possible to transition to a notification gaming state (AT state) that notifies an operation mode favorable for the player in the stop operation, and the non-favorable section may be a section where it is impossible to transition to the notification gaming state.
[0332] The control means may be means for managing a value based on the progress of the game. More specifically, in the favorable section, it may be means having a counter (ceiling counter) for counting the number of games until transitioning to the notification gaming state.
[0333] Further, the control means is means for updating the value of the counter in a game in the non-favorable section immediately before shifting from the non-favorable section to the favorable section [for example, a favorable-section transition game], and the display means may be means for updating and displaying the value display in response to the start of the game [for example, refer to the thick white arrow in the favorable-section transition game in FIG. 19(a)].
[0334] Also, 'Even when the predetermined execution condition is satisfied in the first game after power restoration, the display means does not display the value display in the second mode in the game [for example, FIGS. 19(c) and 19(d)], characterized by a game table.' has also been described.
[0335] It is possible to prevent the player from knowing whether a setting change has been made.
[0336] Subsequently, the winning combination data stored in the ROM 306 of the main control unit 300 will be described.
[0337] FIG. 23(a) is a diagram showing the winning combination data stored in the ROM 306 of the main control unit 300.
[0338] The winning combination information on the left side shown in FIG. 23(a) is the same as the winning combination information shown in FIG. 6(a). For the bell (push-order bell) which is a push-order winning combination, 4 patterns (CLR, CRL, RLC, RCL) with different stop operation modes (push order) are prepared. Further, 3 winning combinations (1 to 3) are prepared for each pattern. That is, 3 winning combinations are prepared for each push order. In the winning combinations with the same push order, the player's profit is the same, but by preparing 3 winning combinations for each push order, the outcome can be made more diverse. For example, if there is only 1 winning combination for 1 push order, only a specific outcome will be displayed for a specific push order and it will become monotonous. However, by providing a plurality of winning combinations for 1 push order, the form in which the winning combinations are displayed can be made different even for the same push order, and the monotony of the outcome can be prevented.
[0339] Each winning combination is assigned a consecutive natural number (winning combination number) such as "00" to "34" that corresponds one-on-one with the winning combination.
[0340] In the previous explanations, the transition from the non-favorable range to the favorable range was achieved by winning a combination other than a losing combination. That is, when winning internally a combination numbered "01" or higher associated with replay 3, the player transitions to the favorable range.
[0341] In the example here, when winning internally a combination numbered "04" or higher associated with replay 1, the player transitions to the favorable range. The winning combination numbers "04" or higher, that is, the winning combination numbers belonging to the range of "04" to "34", are the favorable range numbers. On the other hand, the winning combination numbers less than "04", that is, the winning combination numbers belonging to the range of "01" to "03", are the non-favorable range numbers. By thus dividing the winning combination numbers into those for which a transition to the favorable range is allowed and those for which it is not allowed, a simple process can be realized in the favorable range transition process described later.
[0342] The winning combination data shown in Fig. 23(a) includes information on the small combination group and the rare combination group in addition to the winning combination information on the left side.
[0343] The information of the minor winning combinations group includes the push-order winning combination group consisting of all the push-order bell winning combinations, one-card winning combination 7, and one-card winning combination 8 among the push-order winning combinations. The minor winning combinations not included in this push-order winning combination group are assigned consecutive numbers (natural numbers) for each minor winning combination. That is, minor winning combination numbers from "01" to "21" corresponding one-to-one with the minor winning combinations are assigned. Therefore, the minor winning combinations can be identified by the minor winning combination numbers. On the other hand, in the push-order winning combination group, the group as a whole is assigned a group number ("00"), and no numbers are assigned to each bell winning combination or one-card winning combination. Therefore, the types such as the push-order winning combination can be identified by the group number, but the minor winning combinations (push-order bell_CLR, push-order bell_CRL, push-order bell_RLC, push-order bell_RCL, one-card winning combination 7, one-card winning combination 8) cannot be distinguished, and the stop operation mode (push order) cannot be identified. That is, with the group number, it is known whether it is a push-order winning combination or not, but it is not known which is the exact operation (the operation mode that may be most advantageous for the player). Also, even if it can be determined that it is a push-order winning combination, it can be said that the information on which type of push-order winning combination it is (whether it is bell_CLR1, bell_CRL1, etc.) cannot be determined. In the AT state, when the main control unit 300 transmits an internal winning command to the first sub-control unit 400, it transmits including the winning combination information (winning combination number), and the CPU 404 of the first sub-control unit 400 performs a lottery related to effects such as AT effects using the winning combination information (winning combination number). Also, the main control unit 300 may transmit information indicating the push order to the CPU 404 of the first sub-control unit 400 instead of or together with the winning combination information (winning combination number). On the other hand, in the normal state (non-AT state), the CPU 404 of the first sub-control unit 400 does not need to perform AT effects, and referring to 22 numbers from "00" to "21" is faster and requires less program capacity than referring to 35 numbers from "00" to "34" of the winning combination numbers. Therefore, when the main control unit 300 transmits an internal winning command to the first sub-control unit 400, in the normal state (non-AT state), it does not include the winning combination information (winning combination number) and transmits including the information of the minor winning combinations group, and the CPU 404 of the first sub-control unit 400 performs processes such as effect lottery (for example, lottery on whether to execute a suggestion effect, notification effect of expectation level, etc.) using the information of the minor winning combinations group.In addition, the CPU 404 of the first sub-control unit 400 may generate new information from the information of the minor combination groups (although the information of the minor combination groups is further grouped, it is information for identifying the pressing order combination, replay, common bell, cherry, watermelon, and chance symbols), and perform effect lottery or effect processing with this new information. Even in such a specification, it can be said that the information of the minor combination groups is used.
[0344] The rare combination group is a further grouping of the minor combination groups, and its information is divided into a group of weak rare combinations, a group of strong rare combinations, and a group that is not a rare combination (other groups). The group of weak rare combinations is assigned a group number unique to the entire group ("01"), and no number is assigned to each rare combination (watermelon, weak cherry). The group of strong rare combinations is assigned a group number unique to the entire group ("02"), and no number is assigned to each rare combination (strong cherry, chance symbol). The other groups are assigned a group number unique to the entire group ("03"), and no number is assigned to each combination. Therefore, the group number can be used to distinguish whether it is a rare combination or not, and furthermore, the types of rare combinations such as weak rare combinations and strong rare combinations can also be identified. However, the group number cannot identify up to the minor combinations, and it is not known which symbol should be pressed. When the CPU 304 of the main control unit 300 performs an AT lottery or a transition lottery to a high-probability state described later according to the combination lottery result, instead of performing a lottery process such as "replay? → bell? → weak cherry? → strong cherry → watermelon? → chance symbol?", performing a lottery process of "other? → weak rare combination? → strong rare combination?" is lighter, so the rare combination group may be used for the lottery process. The same is true for the lottery process in the CPU 404 of the first sub-control unit 400. The main control unit 300 may also send an internal winning command to the first sub-control unit 400 including the information of the rare combination group in the internal winning command.
[0345] The main control unit 300 may perform an AT lottery to determine whether to shift to the AT state, a transition lottery to the high-probability state, and a CZ lottery to determine whether to shift to CZ, using the winning combination information, or may perform them using the small combination group, or may use the rare combination group, or may use the small combination group or the rare combination group depending on the lottery target. For example, if the AT lottery is a win only when winning the strong cherry (shifting to the AT state), the CPU 304 of the main control unit 300 can perform the lottery process using the small combination group, and if it is a win only when winning the strong cherry or the chance symbol (shifting to the AT state), the CPU 304 of the main control unit 300 can perform the lottery process using the rare combination group.
[0346] Note that the winning combination number, small combination number, and group number described above are represented in binary or hexadecimal in the program (the same applies in the following description).
[0347] Figure 23(b) is a flowchart of the advantageous section transition process executed by the CPU 304 of the main control unit 300.
[0348] This advantageous section transition process is executed after the winning combination is determined in each lottery process step S105 shown in FIG. 10.
[0349] First, the CPU 304 sets in the register the winning combination number (winning combination information) of "00" to "34" shown in FIG. 23(a) associated with the winning combination in the game, and determines whether the winning combination number is "04" or more, which is the winning combination number associated with replay 1 (step S251). As a determination method, a comparison instruction such as a "CP instruction" can be used, and the transition determination process to the advantageous section can be performed according to the success or failure of the carry flag (if the carry flag = 1, do not shift to the advantageous section). In the case of a numerical value without a sign such as the winning combination information, since it is only necessary to perform processing according to the success or failure of the carry flag, a simple instruction can be used by using a comparison instruction, and the processing load can be reduced.
[0350] If the winning combination number associated with the winning combination is 4 or more, the game state is set to the advantageous section (step S252). Here, there are a high-probability state where the winning probability of the AT lottery is relatively high and a low-probability state where it is relatively low. During the advantageous section, a transition may occur from the low-probability state to the high-probability state or from the high-probability state to the low-probability state. Also, the ceiling game number may be set to a first game number (for example, 1000 games) or a second game number (for example, 500 games). A plurality of types of advantageous sections are prepared by combining the transition timing of the high-probability state and the ceiling game number, and the advantageous section set in step S252 is the advantageous section selected by lottery from among these multiple types of advantageous sections.
[0351] On the other hand, if the winning combination number associated with the winning combination is less than 4, the advantageous section transition process ends and the non-advantageous section continues.
[0352] As described above, the CPU 304 of the main control unit 300 only needs to determine whether the winning combination belongs to the range of winning combinations from "04" to "34", that is, whether the winning combination number corresponding to the winning combination is 4 or more. In terms of program instructions, in the case of continuing the non-advantageous section, the winning combination number is set in a predetermined register (for example, the A register), and the content of the predetermined register is compared with the content of replay 1 ("04"). This is a simple program that ends when the winning combination number is less than 4, and it is possible to reduce the program capacity compared to determining whether each winning combination is a winning combination for transitioning to the advantageous section. Also, it is possible to surely exclude combinations that are not winning combinations for transitioning to the advantageous section.
[0353] FIG. 24 is an explanatory diagram of an instruction monitor controlled by the CPU 304 of the main control unit 300.
[0354] In the AT state, the CPU 304 of the main control unit 300 may use the game information display 126 shown in FIG. 1 to display the order in which the stop buttons 137 to 139 are pressed. The game information display 126, which may display the number of medals paid out during the bonus game, etc., functions as an instruction monitor.
[0355] FIG. 24(a) is a diagram showing the game information display 126 in which 7-segment displays are arranged side by side horizontally.
[0356] On the far left of FIG. 24(a), an instruction display (display of the number 7) for instructing the CLR (center left right) operation is shown. To the right of that, an instruction display (display of the number 8) for instructing the CRL (center right left) operation is shown. In the center, an instruction display (display of the number 9) for instructing the RLC (right left center) operation is shown. To the right of that, an instruction display (display of the number 10) for instructing the RCL (right center left) operation is shown. On the far right, a common display for the push order (display of the number 11) indicating that the player's profit is the same regardless of the push order corresponding to one-piece combination 7 and one-piece combination 8 is shown.
[0357] FIG. 24(b) is a flowchart of the instruction monitor setting process executed by the CPU 304 of the main control unit 300.
[0358] This instruction monitor setting process is executed after the winning combination is determined in each of the various lottery processing steps S105 shown in FIG. 10.
[0359] First, the CPU 304 determines whether the winning combination belongs to the group of push order combinations of the small combination group shown in FIG. 23(a) (step S261). In terms of program instructions, it is determined whether the number of the small combination group corresponding to the winning combination (the small combination number from "01" to "21" or the group number "00") is the group number "00" associated with the group of push order combinations. The CPU 304 has to refer to 35 numbers such as "00" to "34" for the winning combination number, but for the small combination group, it only has to refer to 22 numbers, which speeds up the processing and also reduces the program capacity.
[0360] If the winning combination does not belong to the group of the pushing order combinations, this instruction monitor setting process ends. On the other hand, if the winning combination belongs to the group of the pushing order combinations, it is determined whether the current game state is the AT state (step S262). Among the various game states shown in FIG. 7, the normal stage is assigned a game state number of "01", CZ is assigned "02", the pull-back zone is assigned "03", the bonus state is assigned " 04", the AT normal state is assigned "05", the additional zone is assigned "06", and the ending state is assigned a game state number such as "07". In a register (for example, the A register) of the CPU 304, a game state number representing the current game state is set. In step S262, it is determined whether the game state number set in the register is 4 or more. If it is less than 4, this instruction monitor setting process ends. If it is 4 or more, the instruction information value is calculated in step S263. That is, if the current game state is the AT state, the process proceeds to step S263.
[0361] In step S263, the process is performed using the winning combination information (winning combination number) instead of the minor combination group information used in step S261. That is, the winning combination number associated with the winning combination is divided by 3, and the quotient value of the division result is determined as the instruction information value. For example, when winning on Bell_CLR2, the winning combination number "22" is divided by 3, and since the quotient value is "7", this "7" is determined as the instruction information value. The "3" used here corresponds to the number of combinations prepared for the same pushing order. That is, in order to make the rolled numbers more diverse, three combinations with the same pushing order are prepared, so there are three winning combination numbers. To perform common processing for these three winning combination numbers, they are divided by 3, the remainder is not considered, and the quotient value is determined as the instruction information value. By doing so, the process is simplified.
[0362] In the subsequent step S264, the instruction monitor information is set based on the instruction information value calculated in step S263, and this instruction monitor setting process ends. The set instruction monitor information is displayed on the game information display 126 that functions as an instruction monitor.
[0363] Note that the CPU 304 also processes the AT lottery, the lottery in a high-probability state where the winning probability of the AT lottery is relatively high, etc., using the information of the small combination group and the information of the rare combination group due to the high processing speed and small program capacity described above.
[0364] FIG. 24(c) is a modified example of the flowchart of the instruction monitor setting process shown in FIG. 24(b).
[0365] In the previous description, on the game information display 12 that functions as an instruction monitor, the display of the number 7 to the display of the number 11 was displayed as shown in FIG. 24(a), but in this modified example, the display of the number 0 to the display of the number 4 is displayed.
[0366] Steps S271 and S272 are the same as steps S261 and S262 described above, so the description is omitted.
[0367] If the elected combination is the draw order combination and the current game state is the AT state, in step S273, the CPU 304 subtracts the value of the elected combination number (elected combination information) associated with the elected combination from the value of the elected combination number associated with BELL_CLR1, which is the draw order combination at the head of the draw order combination group shown in FIG. 23(a), to obtain a subtracted value of the elected combination information. In step S274, the subtracted value of the elected combination information is divided by 3, and the quotient value of the division result is used as the divided value of the elected combination information subtraction. In step S275, if the value of "1" is added to the divided value of the elected combination information subtraction and the added result value exceeds "4", 0 is determined as the instruction information value; if it does not exceed "4", the added result value is determined as the instruction information value. For example, if BELL_CLR2 is elected, first, subtract "21" from the elected combination number "22" to obtain a subtracted value of the elected combination information of "1" (step S273). Next, divide "1" by 3, and since the quotient value is "0", this "0" is used as the divided value of the elected combination information subtraction (step S274). Finally, add "1" to "0", and since the added value does not exceed "4", "1" is determined as the instruction information value. On the other hand, if single-character combination 7 is elected, first, subtract "21" from the elected combination number "33" to obtain a subtracted value of the elected combination information of "12" (step S273). Next, divide "12" by 3, and since the quotient value is "4", this "4" is used as the divided value of the elected combination information subtraction (step S274). Finally, add "1" to "4", and since the added value exceeds "4", "0" is determined as the instruction information value. In the subsequent step S276, instruction monitor information is set based on the instruction information value determined in step S275, and this instruction monitor setting process ends. As a result, on the game information display 126 that functions as an instruction monitor, when instructing a CLR operation, a display of the number 1 is shown; when instructing a CRL operation, a display of the number 2 is shown; when instructing an RLC operation, a display of the number 3 is shown; when instructing an RCL operation, a display of the number 4 is shown. Also, for the draw order common display indicating that the player's profit is the same regardless of which draw order is performed for single-character combination 7 and single-character combination 8, a display of the number 0 is shown.
[0368]
[0369] In the instruction monitor setting process shown in FIG. 24(b) described above, the quotient obtained by the division process is directly displayed on the instruction monitor. The information to be displayed on the instruction monitor is determined by a single division process, which simplifies the process. On the other hand, depending on the winning combination and the number of types of winning combinations, the instruction monitor information displayed on the game information display 126 may be displayed as a number other than "1". In this example, as shown in FIG. 24(a), it is displayed as "7". In contrast, in the instruction monitor setting process shown in FIG. 24(b), the instruction monitor information displayed on the game information display 126 can be displayed starting from "1", making it easier for the player to understand.
[0370] FIG. 25 is a diagram showing another example of the winning combination data shown in FIG. 23(a). Hereinafter, the description will focus on the differences from the winning combination data shown in FIG. 23(a), and duplicate descriptions may be omitted.
[0371] In FIG. 25(a), another example 1 of the winning combination data is shown. Even in this another example 1, the winning combination information is the same as the winning combination information of the winning combination data shown in FIG. 23(a). That is, the same 35 winning combinations (minor combinations) as the winning combination information shown in FIG. 23(a) are arranged in the same order, and consecutive natural numbers (winning combination numbers) such as "00" to "34" corresponding one-to-one with the winning combinations are assigned.
[0372] Regarding the relationship between the display mode and the payout number for each operation content of the common bell and the push order combination among the 35 winning combinations (minor combinations) in this another example 1, it is the same as the relationship shown in FIG. 6(b).
[0373] In another example 1, when an internal win occurs for a combination associated with replay 2 or higher, the player moves to the advantageous section. The winning combination numbers of "05" or higher, that is, the winning combination numbers belonging to the range of "05" to "34", are the advantageous section numbers. On the other hand, the winning combination numbers less than "05", that is, the winning combination numbers belonging to the range of "01" to "04", become non-advantageous section numbers.
[0374] The information of the minor winning combination group in Alternative Example 1 is provided with a group of replay combinations, which is another order of winning combinations, in addition to the order of winning combinations of the minor winning combination group in the winning combination data shown in Fig. 23(a). Minor winning combinations that are not included in either the order of winning combinations group or the replay combination group are assigned minor winning combination numbers from "01" to "04" and "06" to "16" that correspond one-to-one with the minor winning combinations. Therefore, minor winning combinations can be identified by the minor winning combination numbers. On the other hand, in the group of replay combinations, a unique group number ("05") is assigned to the entire group, and no number is assigned to each replay combination. Therefore, the type of combination such as the replay combination can be identified by the group number, but each replay combination cannot be distinguished, and the stop operation mode (order of pressing) cannot be identified.
[0375] In Alternative Example 1, since Replay 1 that does not shift to the advantageous section is also grouped into the replay combination group ("05"), it is more convenient to refer to the winning combination information rather than the minor winning combination group in the advantageous section shift process shown in Fig. 23(b).
[0376] Note that although not shown in the figure, the winning combination data of Alternative Example 1 also includes the same rare winning combination group as the rare winning combination group in the winning combination data shown in Fig. 23(a).
[0377] Fig. 25(b) shows Alternative Example 2 of the winning combination data. Also in this Alternative Example 2, the winning combination information is the same as the winning combination information of the winning combination data shown in Fig. 23(a). That is, the same 35 winning combinations (minor winning combinations) shown in Fig. 23(a) are arranged in the same order, and consecutive natural numbers (winning combination numbers) from "00" to "34" that correspond one-to-one with the winning combinations are assigned.
[0378] Among the 35 winning combinations (minor winning combinations) in this Alternative Example 2, the relationship between the display mode and the number of paid-out tickets for each operation content of the common bell and the order of winning combinations is the same as the relationship shown in Fig. 6(b).
[0379] In Sub - example 2, when internally winning a hand with a rank of "21" or higher associated with the push - order bell _ CLR1, it shifts to the advantageous section. The winning rank numbers of "21" or higher, that is, the winning rank numbers belonging to the range of "21" to "34", are the advantageous section numbers. On the other hand, the winning rank numbers less than "21", that is, the winning rank numbers belonging to the range of "01" to "20", become non - advantageous section numbers.
[0380] Among the information of the minor - hand groups in Sub - example 2, it includes all the push - order bell hands among the push - order hands, and a push - order hand group consisting of 1 - card hand 6, 1 - card hand 7, and 1 - card hand 8. The minor hands not included in this push - order hand group are assigned consecutive numbers (natural numbers) for each minor hand. That is, minor - hand numbers from "01" to "20" corresponding one - to - one with the minor hands are assigned. Therefore, minor hands can be identified by the minor - hand numbers. On the other hand, in the push - order hand group, the whole group is assigned a group number ("00"), and no numbers are assigned to each bell hand or 1 - card hand. Therefore, the type such as the push - order hand can be identified by the group number, but the minor hands (push - order bell _ CLR, push - order bell _ CRL, push - order bell _ RLC, push - order bell _ RCL, 1 - card hand 6, 1 - card hand 7, 1 - card hand 8) cannot be distinguished, and the stop operation mode (push - order) cannot be identified. That is, from the group number, it is not known which is the correct operation (the operation mode that may be most advantageous for the player).
[0381] Even in Sub - example 2, since 1 - card hand 6, which does not shift to the advantageous section, is also grouped into the push - order hand group ("00"), in the advantageous - section shift process shown in Fig. 23(b), it is more convenient to refer to the winning - hand information rather than the minor - hand group.
[0382] Note that the winning - hand data of Sub - example 2 also includes the same rare - hand group as the rare - hand group in the winning - hand data shown in Fig. 23(a), although not shown in the figure.
[0383] According to the above description, Determine whether the transition conditions [for example, losing, replay 3, 1 card during RB, winning a non-bell winning combination during RB] for transitioning to an advantageous section that is advantageous to the player are satisfied, and if the transition conditions are satisfied, an advantageous section setting means [for example, CPU 304 that executes the advantageous section transition process shown in FIG. 23(b)] for setting the advantageous section, and A winning result determining means [for example, CPU 304 that executes an internal winning combination lottery process in various lottery processes (step S105) shown in FIG. 10] for determining any one of a plurality of winning results, and A gaming table having the same, First numerical information [for example, the winning combination number of the winning combination information shown in FIG. 23(a)] is associated with each of the plurality of winning results [for example, the winning combination of the winning combination information shown in FIG. 23(a)], The advantageous section setting means is for the winning result corresponding to the winning result determined by the winning result determining means, If the first numerical information is equal to or greater than a specific value [for example, "04" or "0100" represented in binary or 4 represented in hexadecimal] [for example, a Yes determination result in step S251 shown in FIG. 23(b)], it is means for setting the advantageous section when the transition conditions are satisfied [for example, step S252 shown in FIG. 23(b)], If the first numerical information corresponding to the winning result determined by the winning result determining means is less than the specific value [for example, a No determination result in step S251 shown in FIG. 23(b)], the advantageous section setting means is means for not setting the advantageous section when the transition conditions are not satisfied [for example, the end of the advantageous section transition process shown in FIG. 23(b)], A gaming table characterized by the above. has been described.
[0384] According to this gaming table, by determining whether the first numerical information corresponding to the winning result determined by the winning result determining means is equal to or greater than a specific value, the advantageous section can be set, and the capacity of the processing program is reduced compared to determining whether it is an advantageous section transition winning combination for each winning result. Also, the data capacity does not become huge.
[0385] Note that the plurality of first numerical information items associated with the respective plurality of winning results may be consecutive values, may be values arranged with intervals therebetween, or may be discrete values. However, it is necessary that the plurality of first numerical information items for each of the plurality of winning results are associated such that the winning results that set the advantageous range and the winning results that do not set the advantageous range can be distinguished with the specific value as the boundary.
[0386] Furthermore, it is determined whether a transition condition for transitioning to an advantageous range that is advantageous to the player is satisfied, and when the transition condition is satisfied, there is an advantageous range setting means for setting the advantageous range, a winning result determining means for determining a winning result, and a gaming table provided with wherein first information is associated with the winning result, the advantageous range setting means is a means for setting the advantageous range if the first information corresponding to the winning result determined by the winning result determining means satisfies a predetermined condition, the advantageous range setting means is a means for not setting the advantageous range if the first information corresponding to the winning result determined by the winning result determining means does not satisfy the predetermined condition, the first information is information in which those satisfying the predetermined condition and those not satisfying the predetermined condition are classified, a gaming table characterized by this. It may also be
[0387] Also, 'Among the winning results where the first numerical information is equal to or greater than the specific value (for example, 31 in FIG. 23(a)), there are more than the winning results where the first numerical information is less than the specific value (for example, 4 in FIG. 23(a)), a gaming table characterized by this.' has also been described.
[0388] By doing so, the advantageous section can be set at an early stage, and the processing speed can be increased.
[0389] Also, "The total value of the winning probabilities of the winning results where the first numerical information is equal to or greater than the specific value [for example, (a)+(b)+(c)+(d) in FIG. 6(a)] is higher than the total value of the winning probabilities of the winning results where the first numerical information is less than the specific value [for example, (e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n) in FIG. 6(a)]. A gaming table characterized by this." was also described.
[0390] By doing so as well, the advantageous section can be set at an early stage, and the processing speed can be increased.
[0391] Also, "Reels [for example, reels 110 to 112] that stop rotating by a stop operation, Bonus giving means [for example, main control unit 300], and The plurality of winning results include a plurality of types [for example, bell CLR, bell CRL, bell RLC, bell RCL, single - symbol 7, single - symbol 8] of operation mode results [for example, push - order combination] associated with an operation mode [for example, so - called correct operation] advantageous to the player in the stop operation. The bonus giving means is a means that may perform processing [for example, AT - state transition lottery] related to giving a bonus [for example, AT state] using second information [for example, information on small - combination groups] different from the first numerical information [for example, in the normal state (non - AT state)]. The second information can identify that the winning result determined by the winning result determining means is the operation mode result [for example, push - order combination], but it is information that cannot identify which of the plurality of types [for example, whether it is bell CLR, bell CRL, bell RLC, bell RCL, single - symbol 7, or single - symbol 8]. A gaming table characterized by this." was also described.
[0392] In the case of the lottery means, there may be a gaming state where the advantageous operation mode is not necessary. Conversely, in some cases, the lottery using the second information may require less capacity of the processing program.
[0393] According to the above description, 'A reel [for example, reels 110 to 112] that stops rotating by a stop operation, A winning result determination means [for example, the CPU 304 that executes an internal winning combination lottery process in various lottery processes (step S105) shown in FIG. 10] that determines any one of a plurality of winning results, A notification information determination means [for example, the CPU 304 that executes an instruction monitor setting process] that determines notification information [for example, instruction monitor information] corresponding to the operation mode in the stop operation, A notification means [for example, the game information display 126 that functions as an instruction monitor] that notifies the notification information, A gaming table comprising: The winning result determination means is a means that may determine a specific winning result of any one of a plurality of types of specific winning results [for example, push order winning combinations] associated with an advantageous operation mode [for example, a so-called correct operation] for the player [for example, bell CLR1 to 3, bell CRL1 to 3, bell RLC1 to 3, bell RCL1 to 3, single winning combination 7, single winning combination 8], The notification information determination means is a means that determines the notification information based on a calculation result [for example, an instruction information value] obtained by a predetermined calculation process [for example, a calculation process of dividing the winning combination number by 3] when a specific winning result of any one of the plurality of types of specific winning results is determined. A gaming table characterized by the above. has been described.
[0394] According to this gaming machine, even when any of the specific winning results is determined, by determining the notification information based on the calculation result obtained by a predetermined calculation process, the processing can be made common, and the capacity of the processing program regarding the notification of the operation content advantageous to the player can be suppressed.
[0395] Also, “The winning result [for example, the winning combination of the winning combination information shown in Fig. 23(a)] has a first piece of information [for example, the winning combination number of the winning combination information shown in Fig. 23(a)] associated therewith, and the notification information determination means is means for determining the notification information based on the calculation result obtained by the predetermined calculation process using the first piece of information.” A gaming machine characterized by the above. has also been described.
[0396] The notification information corresponding to the winning result can be determined.
[0397] Also, “A first control means [for example, the main control unit 300] for controlling the progress of the game, and a second control means [for example, the first sub-control unit 400] for controlling the effect, are provided, the notification information determination means is means controlled by the first control means, the first control means is means for transmitting a second piece of information [for example, information on a small winning combination group] different from the first piece of information to the second control means, the second piece of information is information that can identify that the winning result determined by the winning result determination means is the specific winning result [for example, the push order winning combination], but cannot identify which of the plurality of types [for example, whether it is Bell CLR1, Bell CLR2, Bell CLR3, etc.], and the second control means is means for controlling the effect using the second piece of information.” A gaming machine characterized by the above. has also been described.
[0398] In the case of the second control means, there may be a gaming state that does not require the advantageous operation mode. Conversely, in some cases, controlling the effect using the second information may reduce the capacity of the processing program.
[0399] Note that the first control means is a means including the winning result determination means, and the first control means may be a means including the notification information determination means.
[0400] Also, "The predetermined arithmetic processing is division processing, the first information is information including a corresponding value [for example, the value of the winning combination number] corresponding one-to-one to the winning result, the notification information determination means determines the notification information based on the arithmetic result obtained by performing the division processing on the corresponding value with a predetermined value [for example, 3] [for example, using the arithmetic result as it is (step S264) or further processing the arithmetic result (step S275)] [for example, the CPU304 that executes the instruction monitor setting process shown in FIG. 24(b) or (c)], A gaming table characterized by this." has also been described.
[0401] Regardless of which specific winning result is determined, by determining the notification information based on the arithmetic result obtained by performing division processing with a predetermined value, the processing can be made common and the capacity of the processing program can be suppressed.
[0402] Also, "The notification information determination means is a means [for example, the CPU304 that executes the instruction monitor setting process shown in FIG. 24(b)] that determines the information representing the quotient value of the result of dividing the corresponding value by the predetermined value as the notification information, A gaming table characterized by this." has also been described.
[0403] By using the quotient value of the result of the division process, the notification information can be determined without considering the remainder value of the division process, so that the capacity of the processing program can be further reduced.
[0404] Also, 'In the plurality of types of specific winning results, winning results [e.g., BELL_CLR] having the same advantageous operation mode are provided in the first number [e.g., 3] each, The predetermined value is the first number, A gaming table characterized by this.' has also been described.
[0405] The first number is a value of 2 or more, and a plurality of specific winning results of the same advantageous operation mode with different outcome displays can be prepared. On the other hand, although the number of specific winning results increases and the values to be handled become larger, since the division process is performed with the first number, the increase in the number of the specific winning results can be canceled, and an increase in the capacity of the processing program and the time required for processing can be suppressed.
[0406] Incidentally, 'Reels [e.g., reels 110 to 112] that stop rotating by a stop operation, Winning result determination means [e.g., CPU 304 that executes an internal winning combination lottery process in various lottery processes (step S105) shown in FIG. 10] for determining a winning result from among a plurality of winning results, Notification means [e.g., a game information display 126 that functions as an instruction monitor] for performing notification corresponding to the operation mode in the stop operation, A gaming table comprising: The winning result determination means is a means that may determine the specific winning result from among a plurality of specific winning results [e.g., push order winning combinations] associated with an advantageous operation mode [e.g., so-called correct operation] for the player, The plurality of specific winning results include a first specific winning result [e.g., BELL_CLR1] and a second specific winning result [e.g., BELL_CLR2], The first specific winning result is associated with a first operation mode [e.g., the pressing order of middle, left, and right] as the advantageous operation mode. The second specific winning result is associated with the first operation mode [e.g., the pressing order of middle, left, and right] as the advantageous operation mode. When the first specific winning result is determined as the winning result by the winning result determining means, the notification means is a means capable of notifying first information corresponding to the first operation mode. When the second specific winning result is determined as the winning result by the winning result determining means, the notification means is a means capable of notifying second information corresponding to the first operation mode. The first information and the second information are the same information [e.g., the display of the number '7' shown at the far left in FIG. 24(a)]. The gaming table is characterized by the above. It may also be.
[0407] Subsequently, the standby game described with reference to FIGS. 20(c1) and 20(c2) will be described in detail. The state in which the standby game is being executed is the standby state.
[0408] FIG. 26 is a diagram showing an example in which after a continuous effect is performed, a confirmation notification effect is performed and the state shifts to the AT state. The upper diagram 26(a) shows an example in which no penalty has occurred, and the lower diagram 26(b) shows an example in which a penalty has occurred. Both in the upper diagram 26(a) and the lower diagram 26(b), the progression is from left to right. FIG. 26 shows the number of games, winning combination, pressing order, display screen of the liquid crystal display device 157, occurrence of penalty, progression of effect, count value of the precursor G number A counter, and value of the game number display GMV, respectively.
[0409] In the upper diagram 26(a) shown, a rare combination (e.g., strong cherry) is won, and a continuous effect has started. In FIG. 26(a), it is shown from the middle of the continuous effect, and effect 1 (see FIG. 14) is omitted from the illustration.
[0410] In the N+1G game, production 2 of the continuous production is executed, and a scene where the enemy swordsman appears is displayed on the display screen of the liquid crystal display device 157. The value of the game number display GMV is 98, and "98G" is displayed at the lower left of the display screen of the liquid crystal display device 157. Also, here, the value of the precursor G number A counter managed by the main control unit 300 (not shown) is "3" in the N+1G. In the N+1G, it is internally elected as a loss, the left stop button 137 is first operated, and the stop operation of the recommended operation of left, middle, and right is performed.
[0411] In the N+2G game, production 3 of the continuous production is executed, and a scene where the protagonist lord and the enemy swordsman are confronting each other is displayed on the display screen of the liquid crystal display device 157. The value of the game number display GMV is 99, and "99G" is displayed at the lower left of the display screen. The value of the precursor G number A counter of the main control unit 300 is decreased by 1 to "2" in the N+2G. In the N+2G, it is internally elected to the push order bell, but since it is in the normal state (not in the AT state), the operation navi is not executed, the left stop button 137 is first operated, and the stop operation of the recommended operation of left, middle, and right is performed.
[0412] In the N+3G game, production 4, which is the last production of the continuous production, is executed, and a scene where the protagonist lord defeats the enemy swordsman is displayed on the display screen of the liquid crystal display device 157, suggesting an AT transition. The continuous production ends in this N+3G. The value of the game number display GMV is 100, and "100G" is displayed at the lower left of the display screen. The value of the precursor G number A counter is further decreased by 1 to "1" in the N+3G. In the N+3G, it is internally elected as a replay, and the stop operation of the recommended operation of left, middle, and right is performed. When the continuous production ends, the game number display GMV that has been displayed until then becomes non-displayed at the lower left of the display screen.
[0413] In the (N + 4G)-th game where the continuous performance ends, a confirmation notification performance is executed. On the display screen of the liquid crystal display device 157, above the display of the main character's lord character image, the character display of "AT Confirmed" is shown, and the player can identify that they are transitioning to the AT state. The value of the precursor G-number A counter becomes "0" in the (N + 4G)-th game. In the (N + 4G)-th game, it is internally won for replay, and the stop operation of the recommended operation on the left is performed for the stop operation of the recommended operation in the middle right.
[0414] At the start of the (N + 5G)-th game, since the value of the precursor G-number A counter is "0", it transitions from the normal state to the AT state (AT normal state). On the liquid crystal display device 157, a notification screen (AT start screen with the character display of "AT Start") notifying the transition to the AT state is shown. In the (N + 5G)-th game, it is internally won for the push order bell. Since the value of the precursor G-number A counter managed by the main control unit 300 is "0" and the game state is the AT state, information regarding the operation order of the winning combination is transmitted from the main control unit 300 to the first sub-control unit 400. On the display screen of the liquid crystal display device 157, the display of "312" (operation navigation display) notifying the correct operation of the winning combination, which is the push order bell, is shown.
[0415] In FIG. 26(b) shown below, similar to FIG. 26(a) above, a continuous performance is executed, and it is a diagram showing an example where a penalty occurs in a game during the continuous performance. Hereinafter, the description will focus on the differences from the example shown in FIG. 26(a) above.
[0416] In the example shown in FIG. 26(b) as well, in the (N + 1G)-th game (performance 2 of the continuous performance), the value of the game number display GMV is 98, and here, the value of the precursor G-number A counter managed by the main control unit 300 (not shown) is "3".
[0417] In the next N + 2G-th game (Performance 3 among the continuous performances), an internal winning is made for the push-order bell. That is, an internal winning is made for the push-order bell in the normal state of the advantageous section. Here, a stop operation of irregular pushing with the first stop operation being to the right is performed, and a penalty occurs. In the N + 2G-th game, as shown in Fig. 26(a), a scene where the protagonist lord and the enemy swordsman are confronting each other is displayed on the display screen of the liquid crystal display device 157. Also, "99G" is displayed on the game number display GMV in the lower left of the display screen. At the timing when the first stop operation that caused the penalty occurred, an operation recommendation display REC such as "Push left is recommended" is displayed on the display screen of the liquid crystal display device 157 so as to overlap the scene. Further, in the game where a penalty has occurred, at the timing when the third stop operation is performed, a fade-out display is added to the display screen of the liquid crystal display device 157, and the above scene becomes difficult to visually recognize, but the operation recommendation display REC is not subject to the fade-out display and the operation recommendation display REC is easy to visually recognize. On the other hand, a fade-out display is added to the game number display GMV, and the game number display GMV becomes difficult to visually recognize. In this example, even if a penalty occurs, the value of the game number display GMV does not return by one game at the timing of the third stop operation and remains at 99G (no change). Therefore, even if the game number display GMV is made difficult to visually recognize by the fade-out display, there is no change and thus no influence. However, the value of the precursor G number A counter of the main control unit 300 is not updated at the timing when the third stop operation is performed and remains at "3". Note that, similar to the operation recommendation display REC, the game number display GMV may also not be subject to the fade-out display so that the game number display GMV is easy to visually recognize. Also, the operation recommendation display REC may be displayed without performing the fade-out display, or the operation recommendation display REC may be displayed across the entire screen.
[0418] When the game of the (N + 3)G-th of the next game starts, the display of the fade-out ends and the display of the recommended operation display REC also ends, and the performance 4 which is the last performance among the continuous performances is executed. That is, even if a penalty occurs during the continuous performance, the re-execution of the performance 3 that was being executed in the game where the penalty occurred is not performed, and the performance scheduled to be executed (here, the performance 4) is executed, and the continuous performance is advanced to finish the continuous performance. As a result, on the display screen of the liquid crystal display device 157, a scene where the protagonist lord wins against the enemy swordsman is displayed, suggesting an AT transition. The value of the game number display GMV is 100, and "100G" is displayed at the lower left of the display screen. On the other hand, the value of the precursor G number A counter decreases by one and becomes "2".
[0419] In the game of the (N + 4)G-th where the continuous performance ends, a confirmation notice performance is executed. On the display screen of the liquid crystal display device 157, above the display of the protagonist lord's character, the value of the precursor G number A counter further decreases by one and becomes "1", but it does not become "0".
[0420] At the start of the N+5th game, since the value of the premonition G number A counter is "1", the state does not transition to the AT state (AT normal state) and remains in the normal state. In addition, the main control unit 300 executes a standby game if the value of the premonition G number A counter is "1" or more even after the final announcement performance is finished. In the liquid crystal display device 157 in this standby game, a standby performance is executed in which the text display PRE of "preparing" is added to the display of the final announcement performance. Note that the text display PRE of "preparing" is displayed together with the final announcement performance, but it does not have to be displayed together with the final announcement performance, and a screen specific to the standby performance (standby state) may be displayed. In addition, since the player is not clearly informed of how many more games the standby performance will continue during the standby performance, the display of "preparing" may be slightly brighter or darker in the final game of the standby performance to indicate that the standby performance (standby state) will end in that game, and the display mode before the final game of the standby performance and the display mode in the final game of the standby performance may be changed. For example, the "preparing" display may be displayed in the first stage mode until the final game of the waiting effect, the "preparing" display may be displayed in the second stage mode at the start operation of the final game of the waiting effect, the third stage mode and the fourth stage mode at the subsequent first stop operation and second stop operation, and the fifth stage (final stage) mode at the final stop operation. This may indicate that the AT state will start from the next game, so that the player can be mentally prepared and the AT state can be prevented from starting unexpectedly. The waiting effect is an effect that is executed by the main control unit 300 instructing the first sub-control unit 400 to execute it. Note that, even if the value of the game number display GMV is "0", when the first sub-control unit 400 judges that the value of the premonition G number A counter from the main control unit 300 is not "0" (when it is understood that there is a discrepancy between the G number from the main control unit and the G number from the first sub-control), the first sub-control unit 400 may control to execute the waiting effect. Then, as shown in the example of FIG. 26(a), instead of displaying the AT start screen when the confirmation notification effect has ended, a standby game is executed, and during that standby game, an effect is performed to stop the progress of the effect.When the standby game is executed, the value of the precursor G-number A counter becomes "0". In this example, a penalty occurred only in the (N + 2G)-th game. However, when penalties occur in multiple games, standby games are executed for the number of games in which penalties occurred.
[0421] At the start of the game at the (N + 6G)-th game, since the value of the precursor G-number A counter is "0", the state shifts from the normal state to the AT state (AT normal state). An AT start screen is displayed on the liquid crystal display device 157, and the internal winning is selected for the push order bell. Further, information regarding the operation order of the winning combination is transmitted from the main control unit 300 to the first sub-control unit 400. On the display screen of the liquid crystal display device 157, a display of "312" (operation navigation display) for notifying the correct operation of the push order bell, which is the winning combination, is displayed.
[0422] In the example of executing the standby game described above, the deviation between the value of the precursor G-number A counter and the progress of the continuous effect is not corrected during the continuous effect. After the continuous effect ends and before the AT start screen is displayed, the standby game is executed to correct the above deviation. That is, it is corrected at the end instead of in the middle.
[0423] Also, the character display PRE of "Preparing" displayed in the standby game was during the preparation for the value of the precursor G-number A counter to become "0". However, the character display PRE of "Preparing" may be displayed even if no penalty occurs. For example, the character display PRE of "Preparing" may be displayed during the confirmation notification effect in FIG. 26(a). In this case, the character display PRE of "Preparing" becomes a character display representing the preparation for the AT state. Thus, by displaying the character display PRE of "Preparing" even if no penalty occurs, the pena It is possible to make it difficult for the player to understand that it is a standby game, and it is possible to prevent the player from feeling disappointed. Regarding the period of the standby game, it was set as the number of games in which a penalty occurred, but it is not limited to this. The number of games to stay in the standby game may be determined by lottery. In this case, even if there is no penalty, if a standby game is inserted, whether there is a penalty or not, the display of "preparing" can make it difficult to understand that it is a reconciliation due to a penalty. Also, the number of games to stay in the standby game may be determined according to the number of game values obtained by irregular pressing. For example, the more game values obtained by irregular pressing, the longer the standby game becomes, and the fewer game values obtained by irregular pressing, the shorter the standby game becomes. Thus, since the game values obtained by irregular pressing can be consumed, not only can it prevent obtaining profits by irregular pressing, but also when a player performs an irregular press but does not obtain a game value, the standby game will be reduced, so it is possible to prevent such a player from consuming more game values than necessary.
[0424] Next, the flow of the omen performance will be described.
[0425] The omen performance includes the main omen performance and the gaze omen performance. The main omen performance is a performance that is executed over one or more games in a state where it has already been determined that the game state will shift to a game state more advantageous to the player than the current game state, and it is a performance that builds up the shift to the advantageous game state from before the shift.
[0426] Hereinafter, the AT state (AT normal state) will be taken as an example of the advantageous game state for explanation.
[0427] FIG. 27 is a diagram for explaining the flow of the main omen performance when shifting from the normal state (non-AT state) to the AT state. Whether it is the upper diagram 27(a) or the lower diagram 27(b), it progresses from left to right.
[0428] The upper Figure 27(a) is a diagram showing the flow when no penalty occurs during the execution of this premonition performance. In this Figure 27(a), the display screen of the liquid crystal display device 157 is shown in a simplified manner.
[0429] In this example, from the normal stage shown in Figure 7, condition A is satisfied and the state transitions to the AT normal state. In the normal stage, it is an advantageous section, and a normal performance background image is displayed on the liquid crystal display device 157. In this state, a rare role (for example, a strong cherry) is internally won, and this premonition performance lottery based on the internal win is won, and this premonition performance is started. In this example, when winning the premonition performance lottery, the state transitions to the AT normal state. That is, after this premonition performance ends, the state transitions to the AT normal state.
[0430] The main control unit 300 manages the start timing of this premonition performance and the number of performance game plays of this premonition performance. The number of performance game plays of this premonition performance is 32. Also, the number of performance game plays of the confirmation notice performance that is started when this premonition performance ends is 1. When the start timing of this premonition performance arrives, "33", which is the sum of the number of performance game plays of this premonition performance and the number of performance game plays of the confirmation notice performance, is set in the premonition G number A counter.
[0431] When this premonition performance is started, in the 1st G, a premonition performance start image ("premonition ZONE" character display image) that notifies that this premonition performance has been started is displayed on the liquid crystal display device 157. The value of the premonition G number A counter is updated at the timing when the third stop operation is performed and becomes "32" after decreasing by 1 from "33". Note that in the entire this premonition performance, since the development performance of 1 game and the continuous performance of 4 games are included in the endgame, the previous premonition scene performance is for 27 games (N = 27).
[0432] In the 28th game of this premonition performance, a development performance is carried out, and it is determined whether to develop from the premonition scene performance to a continuous performance. That is, it is determined whether this premonition performance ends or continues. Here, it develops into a continuous performance (this premonition performance continues), and the continuous performance described with reference to FIG. 26 is executed. When the continuous performance of 4 games ends, this premonition performance ends. As described above, in performance 4 of the continuous performance, a scene where the protagonist lord wins against the enemy swordsman is displayed, suggesting an AT transition.
[0433] When this premonition performance ends, the value of the premonition game number A counter becomes "1", and subsequently, a confirmation notice performance is carried out for 1 game. As described above, in the confirmation notice performance, the character display of "AT confirmed" is shown, and the player can identify that they are transitioning to the AT state. When the confirmation notice performance ends, the value of the premonition game number A counter becomes "0".
[0434] In addition, in the game where the confirmation notice performance is carried out, an additional lottery for adding the number of AT - awarding games may be carried out based on the internal winning combination in that game.
[0435] The gaming state of the slot machine 100 transitions from the normal state to the AT state (AT normal state), and an AT start screen is displayed on the liquid crystal display device 157. When winning the internal lottery for the pressing - order bell, since the value of the premonition game number A counter managed by the main control unit 300 is "0" and the gaming state is the AT state, information regarding the correct operation order of the pressing - order bell is transmitted from the main control unit 300 to the first sub - control unit 400, and an operation navigation display is shown on the liquid crystal display device 157.
[0436] The following FIG. 27(b) is a diagram showing the flow when a penalty occurs during the execution of this premonition performance. Hereinafter, the description will focus on the differences from the example shown in FIG. 27(a).
[0437] First, the penalty in the normal stage of the advantageous section before the start of this omen performance is not the target of the standby game. This is because the omen G number A counter of the main control unit 300 is not activated, and the deviation between the value of the omen G number A counter and the progress of the performance does not pose a problem. However, the penalty in the normal stage of the advantageous section before the start of this omen performance may also be the target of the standby game. Although the above deviation does not pose a problem, imposing a penalty will delay the display start timing of the AT start screen, which serves as a penalty deterrence measure.
[0438] A penalty occurs at the 2G after the start of this omen performance. The value of the omen G number A counter remains "32" without being updated at the timing when the third stop operation is performed, but the performance progresses.
[0439] Also, a continuous performance starts, and a penalty occurs during the execution of Performance 2. The value of the omen G number A counter remains "5" without being updated at the timing when the third stop operation is performed.
[0440] Ultimately, in this example, two penalties occur, and the value of the omen G number A counter at the end of the confirmation notification performance is "2".
[0441] When the confirmation notification performance ends, the standby game is executed for the number of values of the omen G number A counter. Here, the standby game for two games is executed. As described above, in the standby game, a standby performance with the character display PRE of "Preparing" added to the same display as the display of the confirmation notification performance is executed. By performing the standby game twice, the value of the omen G number A counter becomes "0". Note that a penalty may occur during the standby game. Even if a penalty occurs during the standby game, the value of the omen G number A counter is not updated at the timing when the third stop operation is performed, and the standby game is extended by the number of games in which the penalty occurred.
[0442] While the standby game is being executed, based on the internal winning combination in that game, it may or may not perform a bonus draw to add to the number of AT - awarding games. Alternatively, while the standby game is being executed, it may not perform a bonus draw for replays or bells, and only perform a bonus draw for rare combinations (e.g., cherries). By performing a bonus draw for rare combinations even during the standby game, in the case of a specification where the standby game is played even without a penalty, it can make it difficult to tell that it is a standby game due to a penalty, and can show the game in a natural flow regardless of the occurrence of a penalty.
[0443] Also, during the standby game, since the first sub - control unit 400 does not receive information from the main control unit 300 regarding the operation order of the winning combination, the operation navigation display is not shown on the liquid crystal display device 157, but an effect regarding the operation mode (pressing order) may be executed. For example, only inform that the first stop is on the left, and execute an effect such as displaying that the second stop is "?", and the third stop is also "?", or an effect of a pressing - order quiz. When the operation navigation display is also included in the effect regarding the operation mode (pressing order), the execution frequency of the effect regarding the operation mode (pressing order) during the standby game is lower than during the game in the AT sta...
Claims
1. A gaming table equipped with a translucent panel having translucency, Equipped with decorative sheet, The light-transmitting panel has a first area and a second area on a front surface thereof, the second area has a rougher surface than the first area; The second area is provided along an edge of the light-transmitting panel, The decorative sheet is smaller than the light-transmitting panel, the decorative sheet is disposed behind the light-transmitting panel at a position overlapping at least a portion of the first area and at least a portion of the second area; The decorative sheet is visible from the front through the light-transmitting panel, The decorative sheet has a first marking and a second marking, the first display is provided at a position superimposed on at least a portion of the second area, the second display is provided at a position not overlapping the second area, the first representation is a character representation, The second display is a warning display, A first light emitting means is provided; The first light-emitting means is provided at a position where light emitted from the first light-emitting means reaches at least a part of the second area from outside the light-transmitting panel. A gaming machine characterized by:
2. A gaming table equipped with a translucent panel having translucency, Equipped with decorative sheet, The light-transmitting panel has a first area and a second area on a front surface thereof, the second area has a rougher surface than the first area; The second area is provided along an edge of the light-transmitting panel, The decorative sheet is smaller than the light-transmitting panel, the decorative sheet is disposed behind the light-transmitting panel at a position overlapping at least a portion of the first area and at least a portion of the second area; The decorative sheet is visible from the front through the light-transmitting panel, The decorative sheet has a first marking and a second marking, the first display is provided at a position superimposed on at least a portion of the second area, the second display is provided at a position not overlapping the second area, the first representation is a character representation, the second notice is an intellectual property-related notice, A first light emitting means is provided; The first light-emitting means is provided at a position where light emitted from the first light-emitting means reaches at least a part of the second area from outside the light-transmitting panel. A gaming machine characterized by:
3. 3. The gaming machine according to claim 1 or 2, The light-transmitting panel includes a first member and a second member, the decorative sheet is disposed between the first member and the second member, The light-transmitting panel includes a fixing portion for fixing the first member and the second member, The fixing portion is provided on an edge of the light-transmitting panel. A gaming machine characterized by:
4. 3. The gaming machine according to claim 1 or 2, Equipped with a front door, The light-transmitting panel includes an attachment portion for attaching the light-transmitting panel to the front door, The mounting portion is provided on an edge of the light-transmitting panel. A gaming machine characterized by:
Citation Information
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Cited By
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