Pachinko machine
The gaming table addresses the lack of innovation in conventional game table panels by incorporating a translucent panel with textured areas and a decorative sheet with displays, resulting in an enhanced gaming experience.
Patent Information
- Application Number
- JP2025079396
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-05-12
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2043-08-28
AI Technical Summary
Conventional game tables lack innovative features in their panels, which can lead to a dull and unengaging gaming experience.
A gaming table with a translucent panel featuring distinct areas, where the surface of one area is rougher than the other, and a decorative sheet overlay that includes displays such as caution and character displays, enhancing the visual appeal and interaction.
The solution creates a more engaging and visually appealing gaming experience by incorporating different textures and displays on the panel, thereby enhancing player interaction and satisfaction.
Smart Images

Figure 0007699412000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game table represented by a ball shooting game machine (pachinko machine), a rotating drum game machine (slot machine), an enclosed game machine, or a medal-less slot machine.
Background Art
[0002] Conventionally, a game table provided 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 features in the panel.
Means for Solving the Problems
[0006] The gaming table according to the present invention is a gaming table including a translucent panel having translucency and 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. At least a first display and a second display are provided on the decorative sheet. The first display is provided at a position overlapping at least a part of the first area but not overlapping the second area. The second display is provided at a position overlapping at least a part of the first area and at least a part of the second area. The second display is provided at a position where the area overlapping the first area in the second display is larger than the area overlapping the second area in the second display. The first display is a caution display, and the second display is a character display. This is a characteristic of the gaming table. In addition, the gaming machine according to the present invention is a gaming machine including a translucent panel having translucency and 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. At least a first display and a second display are provided on the decorative sheet. The first display is provided at a position overlapping at least a part of the first area but not overlapping the second area. The second display is provided at a position where the area of the second display overlapping the first area is larger than the area of the second display overlapping the second area in the second display. The first display is an intellectual property related display, and the second display is a character display. The gaming machine is characterized by the above features. In addition, the gaming machine according to the present invention is a gaming machine including a translucent panel having translucency and 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 and 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. At least a first display and a second display are provided on the decorative sheet. The first display is provided at a position overlapping at least a part of the first area but not overlapping the second area. The second display is provided at a position where the area of the second display overlapping the first area is larger than the area of the second display overlapping the second area in the second display. The first display is a company name display, and the second display is a character display. This is a characteristic of the gaming machine. In addition, the gaming machine according to the present invention is a gaming machine including a translucent panel having translucency and 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 at least a first display and a second display are provided on the decorative sheet. The first display is provided at a position overlapping at least a part of the first area but not overlapping the second area, and the second display is provided at a position overlapping at least a part of the first area and at least a part of the second area. The second display is provided at a position where the area overlapping the first area in the second display is larger than the area overlapping the second area in the second display. The first display is a model name display, and the second display is a character display. This is a gaming machine characterized by the above.
Effect of the Invention
[0007] According to the present invention, a gaming machine with characteristics on the panel can be realized.
Brief Description of the Drawings
[0008]
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MODE FOR CARRYING OUT THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0010] The slot machine of this embodiment starts rotating when a predetermined number of gaming media are inserted and a plurality of reels, each with a plurality of types of symbols, receive a predetermined rotation start instruction operation. Based on receiving the rotation start instruction operation, it determines whether each of a plurality of types of winning combinations is a winning or losing result by lottery. Each of the plurality of reels individually stops rotating when it receives a predetermined rotation stop instruction operation. If the conditions determined by the winning combination based on the lottery result and the symbol combination when the plurality of reels stop match the predetermined payout conditions, the gaming media are paid out and the game ends. If they do not match, the game ends without paying out the gaming media, and it is a gaming 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 as 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 diagram showing the winning line.
[0012] The slot machine 100 shown in FIG. 1 corresponds to an example of the gaming 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 their outer peripheral surfaces 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 displayed vertically in three rows, a total of nine symbols, through the reel windows 113 for 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) composed of a light projecting part and a light receiving part is provided near each of the reels 110 to 112, and it is configured such that a light shielding piece of a certain length provided on the reel passes between the light projecting part and the light receiving part 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 it is the line for judging whether or not the symbol combination corresponding to the winning combination is displayed. This winning line L1 is shown in Fig. 3(a). The effective winning line (hereinafter, may be simply referred to as "effective line") 114 is predetermined according to the number of medals bet as the game medium. The slot machine 100 of this embodiment is a dedicated machine for betting 3 medals. When the number of inserted medals is less than 3, the winning line 114 is not effective, and when the number of inserted medals is 3, 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), or 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). Also, it may be one downward-right valid line composed of the upper symbols on the left reel (symbol position 1), the middle symbols on the middle reel (symbol position 5), and the lower symbols on the right reel (symbol position 9), or one upward-right valid line composed of the lower symbols on the left reel (symbol position 3), the middle symbols on the middle reel (symbol position 5), and the upper symbols on the right reel (symbol position 7). Further, it may be one irregular valid line composed of the middle symbols on the left reel (symbol position 2), the middle symbols on the middle reel (symbol position 5), and the upper symbols 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 symbols on the left reel, the middle symbols on the middle reel, and the upper symbols 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 lamp 124 indicating that game medals can be inserted 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 in a replay combination, which is one of the winning combinations in the previous game (details will be described later).
[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. 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, which notifies that the game start operation is possible, lights up.
[0019] The medal insertion slot 141 is an insertion slot 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 slot 141. The term "insertion" includes both of them.
[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 numerically displaying various internal information (for example, the number of medals paid out during a bonus game). 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 a desired number of medals are 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 rotating. 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 operations on the stop buttons 137 to 139 are referred to as stop operations. 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 electronically settling the medals stored in the slot machine 100 and the bet medals and discharging them from the medal payout opening 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 opening 155 is a payout opening 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 sides 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 can be visually recognized 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 in 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 rear 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 rear 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 a 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 when 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 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 it (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 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, a passage 266 through which the medals pass when the medal selector 170 drops improper medals or the like onto the medal tray 161, etc. are provided. Further, a bass speaker 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 to both the inner region and the outer region inside 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. Indicating 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 10~112, and the backlights of each reel 110~112 can also be referred to as a backlight unit, which is part of or all of the backlight 157.
[0035] In this embodiment, the opening 157b is a single rectangle whose contour is adapted to the reel window 113, but it may also be three rectangles corresponding to each of the reels 110~112 so as to fill the gaps between the reels 110~112. 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 seem to the player that a black image is being displayed. Also, by evenly transmitting the backlight light in R, G, and B, it will seem 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 in 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). These figures are diagrams 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 no power is supplied to the slot machine 100. As described above, in this embodiment, the liquid crystal display device 157 is a normally black type liquid crystal display, and in the power-off state, it seems to the player that a black image is being displayed, and the reels 110~112 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. This figure shows 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 to be 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 paid-out 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 paid-out number displayed on the paid-out number display 127 is displayed on the paid-out number display section 127L.
[0043] As described above, in the present embodiment, for the liquid crystal display device 157, an area covering the reel window 113 is provided, a white image is displayed to make the reels 110 to 112 visible, and When an image other than white is displayed, the visibility of Reels 110 to 112 is reduced. In order to improve the visibility of 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 such that the transmittance is 100% (transmissive 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 composed of a projector and a screen may be used. Also, the display screen is rectangular and is configured such that the entire screen can be visually recognized by the player. In the case of the present embodiment, the display screen is rectangular, but it may also 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 the present embodiment, the display screen is a flat surface, but it may also have 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 the 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 by 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. The basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during internal lottery of winning combinations, and reel pattern arrangements, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time and number of times, and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this is also true for 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 non-volatilely storing data, 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 the basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits data for frequency division stored in a predetermined area of the ROM 306 to the counter timer 312, and the counter timer 312 determines an interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits a drive pulse in response to the interrupt request. For example, if the clock signal output by 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 interrupt is 256×47÷8 MHz=1.504 ms.
[0049] The main control unit 300 includes a random number generating circuit 316 that is used as a hardware random number counter that varies a value within a range of 0 to 65535 based on a clock signal input from a crystal oscillator 315a, and a start-up signal output circuit 338 that outputs a start-up signal (reset signal) when the power is turned on. The CPU 304 receives a start-up signal from the start-up 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 slot 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 of the left reel 110, index sensor of the middle reel 111, index sensor of 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 slot 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 installed on each of 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 at the L level each time the light shielding piece provided on the reel frame passes through. The rotation position information indicating how much the reel has rotated from the reference position between once it becomes at the L level and the next time it becomes at 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 made one rotation and resets the rotation position information of the reel to zero. This rotation 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 selects 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 the information input circuit 652 provided in an external host computer (not shown) or the like via this information output circuit 334.
[0057] Further, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied from a power management unit (not shown) to the main control unit 300. 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 the 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. The 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 the system clock. The first sub-control unit 400 also has 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 the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 at each of these interrupt times. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0061] Also, a sound source IC 418 is provided in the first sub-control unit 400, 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 a command 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, a drive circuit 422 is provided in the first sub-control unit 400, 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, a sensor circuit 423 is provided in the first sub-control unit 400, 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 the VRAM 536 are connected to the VDP 534 via a bus. The VDP 534 reads out the image data and the like 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 the above-described respective reels 110 to 112 will be described. Note that this figure is a diagram showing the symbol arrangements 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, a "bell symbol" is arranged in the 0th frame of the left reel 110, a "replay symbol" is arranged in the 1st frame of the middle reel 111, and a "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 called symbols of the same type). "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 symbols of the same type.
[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 may be called an "active combination" as a replay winning combination that allows replay without inserting new medals and is distinguished from the winning combinations. In this embodiment, "winning" includes the case where a combination of symbols of an active combination without medal payout (without medal payout) is displayed on the effective line. For example, it also includes the winning of the replay winning combination.
[0073] The replay winning combination is a winning combination (operating combination) that allows the player to play the next game without inserting medals (game media) when winning, and can play the next game with the bet number set in the game, and no medals are paid out. The small winning combination is a winning combination where a predetermined number of medals are paid out when winning.
[0074] The winning combination in the game is either a combination corresponding to an internal winning combination. These internal winning combinations are determined by a lottery (winning combination internal lottery) at the start of the game operation.
[0075] Fig. 6(a) is a diagram showing the internal winning combinations of the slot machine 100 shown in Fig. 1 together.
[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 at the time of 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 (Settings 1 to 6) with different winning probabilities for at least one internal winning combination are prepared for this lottery data, and the staff of the game parlor 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 (ease of transition to AT) described later may be made different for Settings 1 to 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 may be 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. In replays 4 to 7, (g) is shown in all of them, which represents that the lottery values are the same. For example, (g) = 3000 / 65535. In one-coin winning combinations 1 to 8, (m) is shown in all of them, which also represents that the lottery values are the same. In bell CLR1 to bell RCL3, (n) is shown in 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 winning combination and the cherry winning combination are rare winning combinations with small lottery values.
[0081] <Types of internal winning combinations> Next, with reference to Fig. 6(b), the internal winning combinations (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 push order winning combination among the internal winning combinations. The push order winning combination refers to an internal winning combination in which the winning combination (display mode 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 this embodiment, (1) the stop operation of left-middle-right (the stop operation with the first stop reel being the left reel 110, the second stop reel being the middle 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-middle (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 middle reel 111) is referred to as the LRC operation, (3) the stop operation of middle-left-right (the stop operation with the first stop reel being the middle 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 middle-right-left (the stop operation with the first stop reel being the middle 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-middle (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 middle reel 111) is referred to as the RLC operation, and (6) the stop operation of right-middle-left (the stop operation with the first stop reel being the right reel 112, the second stop reel being the middle 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 internally selected for the pressing order combination, 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 is won 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 is won 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 is won and 9 medals are paid out.
[0086] On the other hand, for example, if the common bell is internally selected in the winning combination internal lottery, regardless of the operation content, the bell is won 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 push-order bells, but it is not limited to this, and it may be a smaller number than the 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 are no push-order bells that consider the LCR operation or LRC operation (sequential push or sequential pinch) as the correct answer, and there are push-order bells that consider 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 using 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 when the internal winning combination (condition device) is one of the single winning combinations 1 to 8 and replays 1 to 7, the display mode and the number of payout coins for each operation content 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 performed, the notified symbol does not align. "Replay (Pink 7 / W Blue 7 Fake)" means that a notification is given to aim for the pink seven symbol or to aim for the blue seven symbol on the double (2-line) winning line, etc., but even if a button press is performed, 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 an advantageous 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 superimposed 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 of this embodiment is a period in 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 in 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. For this reason, it becomes a section where the operation navigation 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. For this reason, if one wins the lottery and shifts to the AT state, the operation navigation may be executed. The favorable section is a section in which it is possible to shift to the AT state, and the unfavorable section is a section in which 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 number of differences reaches in the advantageous section, it shifts to the disadvantageous section. Even in the disadvantageous section (pull-back 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 that increases medal payout in a state advantageous to the player 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 player perform a stop operation with the first stop operation being on the left (sequential pressing or sequential pinching). Therefore, when providing a push order winning combination, as a method of realizing a game property that suppresses the medal payout in the normal state, in the present embodiment, as shown in FIG. 6, a biased bell type push order bell (there is no push order bell with the first stop operation on the left being the correct answer, and there is a push order bell with the first stop operation being in the middle or on the right being the correct answer) is adopted.
[0096] In the present embodiment, there is no push order bell with the first stop operation on the left being the correct answer, but it may be provided separately. In this case, the internal winning probability of the push order bell with the first stop operation on the left being the correct answer may be set lower than the sum of the internal winning probabilities of the push order bell with the first stop operation being in the middle being the correct answer and the push order bell with the first stop operation on the right being the correct answer.
[0097] Also, in the present 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, in the normal state, a stop operation (sequential press or sequential pinch) with the first stop operation being to the left is recommended. In a game where the draw for internal winning is made in the bell for the pressing order 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 conducted. Note that even if a lottery is conducted, 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 any other content may be used as long as it is a penalty related to the transition from the normal state to the AT state. For example, when a stock lottery is conducted according to the internal winning combination during the premonition that AT has already been determined (so-called, during this premonition), it is an example of not conducting that stock lottery, or when an AT upgrade lottery for transitioning to a better AT according to the internal winning combination during this premonition is conducted, it is an example of not conducting that upgrade lottery, etc., and it may be a penalty for suppressing or not executing preferential treatments. 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. Thus, when an irregular press is made, a penalty is configured as something like some unfavorable process that would not be performed if it were a recommended press, or a process that would be performed if it were a recommended press is not performed (a process that does not pass through the route of the process to be executed).
[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 performance lottery based on winning a rare hand (e.g., a strong cherry) in the normal stage of the favorable section, starting the specific performance and ending the specific performance), it transitions to the AT normal state. In this embodiment, the specific performance is a continuous performance over a plurality of games. The continuous performance may be, for example, a duel performance or a freeze performance. Also, the continuous performance only needs to be a performance over a plurality of games, and may be referred to as a precursor performance since it is before the AT state transition. The above specific performance lottery may be in a mode of winning 100%, or may be in a mode where it is determined that it will transition to the AT normal state at the stage of 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) for 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) for 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 designed 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 where 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 equal to the initial number of AT - awarded games given immediately after winning the AT lottery plus the number of games added in this additional zone. The additional zone is a gaming 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 equal to or less than a predetermined number of sheets (here, 200 sheets), 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 considering the negative part 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-described 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 the shift to the pull-back zone occurs. Strictly speaking, the winning probability (the probability of shifting) is a probability of 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 games are consumed before reaching the upper limit difference count at which the advantageous section ends, condition K is satisfied, and the shift to the pull-back zone occurs. When the shift to the pull-back zone occurs in this way, the advantageous section remains. 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 games are consumed, condition I is satisfied, and the return to the normal stage occurs. When the return to the normal stage occurs in this way, the advantageous section remains.
[0108] Also, when the AT acquisition count reaches a predetermined second value (here, 500 sheets), the lottery 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 lottery 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 lottery for shifting to the pull-back zone), when condition K is satisfied at the point in time when all the AT-provided game numbers are consumed before reaching the upper limit difference number of sheets at which the advantageous section ends in the normal AT state, 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 2400 sheets means that the number of acquired sheets in the normal AT state has reached 1000 sheets, and it is certain that the game will 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 losing the lottery for shifting to the pull-back zone is about 90%. When the number of acquired sheets in the normal AT state loses the lottery at the time of reaching the second value and all the AT-provided 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 definitely transition to the pull-back zone. This allows the player to have a gaming goal during the normal AT state and also gives a sense of expectation such as "if a lot comes out, maybe even more will come out". Here, the AT medal acquisition counter counts the number of acquired medals in the normal AT state, but it may also count the total number of acquired medals in both the normal AT state and the bonus state, or count the number of acquired medals throughout the entire AT state. Also, the winning probability of the pull-back zone transition lottery may vary according to the set value. For example, the winning probability of the pull-back zone transition lottery may be higher for a higher setting (e.g., setting 6) than for a lower setting (e.g., setting 1). By doing so, more gaming value can be obtained 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 (e.g., setting 1) than for a higher setting (e.g., setting 6). By doing so, a large amount of gaming value can be obtained even for a lower setting.
[0111] In the normal AT state, a display such as "Maybe it will be confirmed to enter the pull-back zone when 1000 medals are reached" may be shown so that the gaming 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 showing 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.
[0112] Note that the draw for returning to the draw-back zone 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 award games have been completed. 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 transfer will differ. Alternatively, the draw for returning to the draw-back zone 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 award games have been completed.
[0113] Also, in the case of transferring to the draw-back zone after all the AT award games have been completed after reaching the predetermined second value (500 sheets) or the predetermined first value (1000 sheets), the advantageous section continues without transferring to the non-advantageous section. However, at the point in time when all the AT award games have been completed, it may be determined whether to end the advantageous section and transfer to the non-advantageous section according to 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 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 transferred to the non-advantageous section so that a new advantageous section can be started. This is to prevent the occurrence of an event such as immediately transferring to the ending state although winning the AT and returning to the AT in the draw-back zone, but the number of sheets acquired with the returned AT is small, which may cause dissatisfaction among the players.
[0114] The draw-back zone is in a gaming state with a fixed number of games (for example, 15 games) for a limited period. The number of games in the draw-back zone is less than the number of games in the bonus state, but more than the number of games in the additional zone.
[0115] Fig. 8(b) is a diagram showing the AT winning probability of the AT draw during the draw-back zone executed in the draw-back zone.
[0116] If an AT win is achieved through an AT lottery conducted for all players within 15 games (when the condition M shown in FIG. 7 is satisfied), the game will shift back to the normal AT state after the end of the pull-back zone. If not (when the condition N shown in FIG. 7 is satisfied), the game will shift to the normal stage. If the game has just shifted to the pull-back zone, since it has returned to a non-favorable section, if a losing draw wins, the AT lottery will not be conducted. Alternatively, even if the AT lottery is conducted and an AT win is achieved, it will be treated as invalid. If a winning draw for a non-losing role is obtained and the game shifts to a favorable section, there is a possibility of winning an AT even if a losing draw wins. The figure shown in FIG. 8(b) is an example. Additionally, watermelon and weak cherry can be considered as weak rare roles, strong cherry and chance eyes as strong rare roles, and the AT win 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 win 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 is possible to obtain even more game value with a higher setting. On the other hand, the AT win 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 is possible to obtain a lot of game value even with a lower setting.
[0117] Note that even if an AT win is achieved, the pull-back zone will be maintained until 15 games are completed, but it may shift to the normal AT state from the next game after the AT win. 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 non-favorable section to the favorable section 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 section 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 (payout number - input number) between the number of medals input and the number of medals paid out in one game. 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 transitions to the AT state (first time), it turns to an 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 reaches 500, and a draw for transitioning to the pull-back zone is executed. However, if it fails with a winning probability of about 10% shown in FIG. 8(a) (satisfying condition I shown in FIG. 7), it transitions to the second normal state. Even during the second normal state, the difference number decreases, but when it transitions to the AT state (second time), it turns to an 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 (satisfying condition K shown in FIG. 7), and it transitions 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 transitions 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 satisfied, and it transitions 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 transitions 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 favorable 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 performed even when shifting to the normal AT state or when the number of acquired medals reaches 500. If selected, 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 middle of the AT state or when the number of AT-imparted games is exhausted. As an exciting effect, 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 screen in the AT state may blink or change color, and it may also blink or change color when it reaches 500. This is acceptable.
[0121] Note that instead of the number of acquired medals in one AT state, it may be the number of acquired medals in one favorable section. 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 medals instead of the actual number of acquired medals. The virtual difference medals mentioned here refer to the expected number of medals assuming that the game value of the gaming table has been acquired as expected. 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 if the operation is not in accordance with the operation navigator 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 following the pressing order navigator. Even if the pressing order is incorrect during the AT state, in the return zone transition lottery, the transition lottery will be performed as if the correct operation has been performed. 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 the return zone transition lottery and be unable to transition to the return zone, thus avoiding any disadvantage to the player.
[0123] In addition to the difference medal counter that counts the pure difference medals, the gaming table is also provided with a counter (virtual difference medal counter) that counts the virtual difference medals. The initial value of this virtual difference medal counter is greater than 0. Even if the count value falls below the initial value due to the game situation, there is a margin up to the negative range, and the period of 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 medal 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 game 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 - 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 - 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 during power failure and restoration, while the actual measurement counter is initialized during power failure and restoration. By preventing the difference count counter and the virtual difference count counter from being initialized during 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 the 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 are stopped from 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 notification 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 in which 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 notification gaming state, transition to a special gaming state [e.g., pull-back zone] that can be transitioned to the notification gaming state after the end of the notification gaming state.” 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. Further, even after the notification gaming state ends, since the special gaming state is prepared, the player can be given a motivation to continue the game, and the player's gaming enthusiasm 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 may be 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 status [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 status.
[0130] Also, 'The control means is a means that shifts to the special gaming state when the notification gaming state ends if the first condition is not satisfied but the second condition is satisfied in the notification gaming state, and 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 status [for example, 500 or more and less than 1000] that does not satisfy the predetermined first status 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 above. has also been described.
[0131] Since the opportunity to shift to the special gaming state is given even when 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, a pull-back zone] (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 above. 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, in step S101, the main control unit initial setting process is performed. In this main control unit initial setting process, setting the stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, enabling the operation of the WDT 314 and setting the initial value, 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, preparation for transmitting 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 becomes unnecessary for the player to insert medals. Also, it is checked 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, when starting the rotation of reels 110 to 112, preparations are made to send a reel rotation start command to the first sub-control unit 400. 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 above game interval counter ensures the minimum time required for one game (4.1 s in this embodiment) and suppresses the gambling nature.
[0142] In step S111, reel stop control processing is executed. In this processing, after the stop operation is enabled, when any of stop buttons 137 to 139 is pressed, the corresponding reels 110 to 112 of the pressed stop buttons 137 to 139 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 of the stop operation 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 for which a payout is made, the corresponding number of medals is awarded (paid out), and the number of awarded medals is displayed using the payout number display 127.
[0145] In step S117, a state update process for updating various states in the slot machine 100 is executed. For example, updating the difference number counter that counts the upper limit difference number in the advantageous section provided in the RAM 308 of the main control unit 300, updating the above-mentioned ceiling counter, updating the counter that counts the number of AT award games, updating the above-mentioned AT acquisition number counter, etc. are performed.
[0146] Thus, one game ends. Thereafter, the game progresses by returning to step S103 and repeating the above-described processes.
[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 cycle (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 cycle.
[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 watchdog timer 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 watchdog timer 314 does not exceed the initial setting value (32.8 ms in this embodiment) and no watchdog 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 signals of the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and the signals are stored in the signal state storage areas provided in the RAM 308 partitioned for each of the various sensors 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, and various commands prepared for transmission in the main processing of the main control unit 300, timer interrupt processing, etc. are transmitted to the first sub-control unit 400. 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 effect lottery processing, 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 effect control according to changes 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 content of the effect control 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, and the presence or absence of errors related to medal input abnormalities and medal payout abnormalities is monitored. When an error is detected (not shown), error processing is executed. Further, according to the current game state, the settings of the medal blocker 171, various lamps 339, and 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, processes such as setting the values of the respective registers temporarily saved in step S201 to the original respective registers are performed. Thereafter, 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 power-off state 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, etc. 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 reaches 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 performed 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, includes performing update processing of the effect data.
[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 performing 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 as an unprocessed command in the command storage area provided in the RAM 408.
[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, the value of the timer variable is determined to be 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 random number value for the effect, 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 it is necessary to update the effect data, 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, update processing of 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 designations of the drawing areas of the display areas A and B in 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 transferring the 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. Thereafter, 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 has been input from the VDP 516. If the transfer end interrupt signal has been input, the process proceeds to step S903. Otherwise, it waits for the transfer end interrupt signal to be 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 attributes 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 the 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 to 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 in which 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 FIG. 14(a) shown in the upper part, a rare combination (for example, 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, 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 1 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 at this N+2G is further reduced by 1 by the update to "1", and the count value of the precursor G number B counter is also "1". Here, the winning combination is the push-order bell although the previous winning combinations were losing ones. 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 left as the first stop operation 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 at 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", a notification screen (AT start screen with "AT start" displayed) notifying the transition to the AT state is displayed on the liquid crystal display device 157. 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 combination 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 combination, which is the push-order bell, is displayed.
[0202] Figure 14(b) shown below is a diagram showing an example in which a penalty occurred in the game during the continuous production, similar to Figure 14(a) in the upper part. Hereinafter, the description will focus on the differences from the example shown in Figure 14(a) in the upper part.
[0203] Once again, let's summarize the penalties. First, (a) it is in the normal state of the advantageous section (not in the non-advantageous section and not in the AT state), (b) it is a game in which the internal winning is selected for the push order bell, and (c) a stop operation other than the first stop operation on the left (specifically, during the first stop operation, the first stop operation on the right), i.e., a so-called irregular push, has been performed. The act when all the conditions (a) to (c) are satisfied becomes the target act 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, 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. Note that the display start timing of the operation recommendation display may be the timing of the first stop operation in which the irregular push is performed, or 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 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, it may be possible to display the operation recommendation display until the transition to the demo screen, and the operation recommendation display becomes 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 imposed in the disadvantageous section. This is because if a shift to the advantageous section is prohibited when an irregular press is performed in the disadvantageous section, it would be possible to continuously perform irregular presses in the disadvantageous section and obtain a large number of medals. Therefore, there is also a meaning in preventing such a situation. Also, as the timing for shifting from the disadvantageous section to the advantageous section, the first game after the setting change is considered. However, the first game 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 to accelerate the reels, and the timing when the stop operation can be accepted tends to be slightly delayed. Therefore, although the player presses the left stop button 137 in the first operation, there is a possibility that the actual timing of pressing the middle stop button 138 is shifted to the above-mentioned timing. Even in such a case, it is too harsh on the player to impose a penalty. Therefore, no penalty is imposed in the disadvantageous section.
[0205] When the penalty target act is performed, (1) a lottery for determining 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 there are cases where the penalty is that the process is not actively performed because the lottery is not conducted and the value is not updated.
[0206] In the example shown in FIG. 14(b), in the game of the N + 2G (performance 3 in 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 press. Here, since an internal winning is selected in the bell for the pressing order in the normal state of the advantageous section, it becomes an act subject to penalty, a penalty occurs, and even when the N + 3G 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] Even in this example, in the N + 4Gth game, the machine has shifted 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 is "0", the AT start screen is being displayed on the liquid crystal display device 157. On the other hand, since the count value of the precursor G number A counter is not "0", information regarding the operation order of the winning combination has not been sent from the main control unit 300 to the first sub-control unit 400, and on the display screen of the liquid crystal display device 157, the operation navigation display for notifying the correct operation of the push order bell, which is the winning combination, is not being displayed. Thus, in a conventional slot machine, there is a problem in that a deviation occurs between the start of the operation navigation and the effect due to the occurrence of a penalty.
[0208] In the slot machine 100 of the present embodiment, a device for solving this problem has been devised.
[0209] FIG. 15 is a diagram showing a detailed timing chart of the N + 2Gth and N + 3Gth games described with reference to FIG. 14(a) and 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 acceptable 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 in an acceptable state after the start operation, and when it receives a stop operation in the acceptable state, the acceptable state ends. Below that, the rotating states of the left reel 110, the middle reel 111, and the 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", which represents 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, in the lower left of the display screen of the liquid crystal display device 157, the game number display GMV is displayed. 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 acceptance command after the power is turned on. The matters described above are the same in Figures 16 and 17.
[0211] The timing at which 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, until otherwise noted, "100G" continues to be displayed on the game number display GMV.
[0212] In the N+2th game under normal conditions, the left stop button 137 is operated first, and the first stop is performed. Because the left stop button 137 is operated first, it is not an irregular press, and the first stop action here is not subject to a penalty. The timing at which the first stop operation is performed is timing (A2), and the left reel 110 stops. On the display screen of the liquid crystal display device 157 at timing (A2), a close-up of the enemy swordsman is displayed.
[0213] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. The timing at which the third stop operation is performed is timing (A3), and the right reel 112 stops. On the display screen of the liquid crystal display 157 at timing (A3), a scene is displayed in which the lord, the protagonist, and the master swordsman, the antagonist, face off against each other, the same as the scene shown on the display screen of the liquid crystal display 157 at the N+2Gth position in FIG. 14. Furthermore, in this example, the third stop operation causes the text display "NEXT" NTG to be added to the bottom right.
[0214] The timing after the third stop and before the start of the next game is timing (A4). The display screen of the liquid crystal display device 157 at timing (A4) is the same as the display screen of the liquid crystal display device 157 at the previous timing (A3).
[0215] Then, the start lever 135 is operated to perform a start operation, thereby starting the next game (N+3 game), and this time, performance 4 of the consecutive performances is started. The timing when the N+3 game starts is timing (A5). In the N+3 game, an internal replay win occurs. On the display screen of the liquid crystal display device 157 at timing (A5), the main character, a lord, is displayed in the upper half, and the antagonist, a swordsman, is displayed in the lower half. Also, with the start of the game, the text display "NEXT" NTG disappears, and the game count display GMV is updated from "100G" to "101G".
[0216] Even in the N+3G game, first the left stop button 137 is operated to effect a 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 hero lord and the enemy swordsman have fought is being displayed. Also, the game number display GMV of "101G" continues to be displayed.
[0217] Next, the middle stop button 138 is operated to effect a second stop and the middle reel 111 stops, and finally the right stop button 139 is operated to effect a 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 being displayed. Even when the third stop is effected, since this N+3G game 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 game of FIG. 14, where a scene of the hero lord winning against the enemy swordsman is being displayed and the transition to AT is being announced. Here too, 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 and N+3G games 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 duplicate descriptions may be omitted.
[0220] The N + 2Gth round starts, and the execution of Performance 3 in the continuous performance starts. In this N + 2Gth round, 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, in the N + 2Gth round 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. Since an internal winning is made for the push order bell in the normal state of the advantageous section, it is a penalized target action. 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, the middle reel 111 stops, and 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 is displayed, but a fade-out display is added and the scene is 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 even if it is additionally displayed. 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 and 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 is switched to the display of "99G".
[0222] After the third stop and until the start of the next game, 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 games) 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 a 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, an internal winning is set for replay, and 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 a 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 transitioning 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 the present 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 described 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, the game where a penalty occurs is easily distinguishable, and the player is not given 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 of ending the fade-out display 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 when the bet number setting operation related to the next game is performed. Also, the timing when 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 waiting games for the number of games with the penalty may be generated after the series of presentations ends, or may be generated before the AT state starts.
[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, instead of the winning bell by order of pressing, it internally wins a losing bet. 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 made. The first stop action here is an irregular press. Although it is in the normal state of the advantageous section, since it has not internally won the winning bell by order of pressing, 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 press, an operation recommendation display REC such as "It is recommended to press 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 made, the middle reel 111 stops, and finally the right stop button 139 is operated and the third stop is made. 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 since the start of display, regardless of the operation. However, since it is difficult to distinguish between the operation recommendation display REC being displayed for only an instant and the effect of the stop operation trigger, it is preferable that the operation recommendation display REC be 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 combination. 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 (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 shown. When a penalty occurs, the operation recommendation display REC is continuously shown 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 length of the display period of the operation recommendation display REC is determined, and it disappears even if the player does not perform an operation. Also, even when an irregular press is performed, when 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 shown without changing.
[0235] Next, a comparison is made between the case where an irregular press is performed during continuous performance and the case where an irregular press is performed during non - continuous performance.
[0236] FIG. 18 is a diagram showing an example of the case where an irregular press is performed during continuous performance and an example of the case where an irregular press is performed during non - continuous performance, respectively.
[0237] The upper diagram 18(a) in FIG. 18 is a diagram showing an example of the case where an irregular press is performed during continuous performance, and the lower diagram 18(b) is a diagram showing an example of the case where an irregular press is performed during non - continuous performance. Both the upper diagram 18(a) and the lower diagram 18(b) progress from left to right. Also, both the upper diagram 18(a) and the lower diagram 18(b) In this FIG. 18, the number of games played (number of games), winning combination, pressing order, display screen of the liquid crystal display device 157, occurrence of penalty, progress of performance, 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 is the value of the number of games managed by the first sub - control unit 400.
[0238] The example of Fig. 18(a) shown 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., strong cherry), the continuous performance starts from a game with an NG result. That is, Performance 1 of the continuous performance 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 of the continuous performance 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, an internal winning occurs in 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 an internal winning occurs in 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 of the continuous performance 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, since 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 a 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 of N + 3G becomes the game of 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, even though the value of the game number display GMV is updated, "100G" is displayed again. Also, according to the number of games managed by the first sub-control unit 400, performance 3 among the continuous performances is re-executed in the continuous performance. 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, the same as in 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 a 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 value of the game number display GMV is updated 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 of NG, it is internally selected for one of the small roles, the cherry, and the small 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 displays "99G".
[0246] When the game of N + 1G starts, the value of the game number display GMV is updated to "100G". In this N + 1G, it is internally selected for the push order bell, 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 in the bell of the pressing order 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 of the (N + 2)G-th game starts, the game number display GMV is updated and becomes "100G" again. In this (N + 2)G-th game, a watermelon, which is one of the minor winning combinations, is internally selected, and a minor winning combination performance 2 is executed. Since it is not a continuous performance, the performance itself is not re-executed (not returned to the normal performance of the (N + 1)G-th game), and a scene where the lord is surprised by the appearance of the watermelon is displayed on the display screen of the liquid crystal display device 157.
[0248] When the game of the (N + 3)G-th game starts, the game number display GMV is updated and becomes "101G". In this (N + 3)G-th game, a cherry is internally selected, and a minor winning combination performance 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 the cherry instead of the bell of the pressing order, 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 of the (N + 4)G-th game starts, the game number display GMV is updated and becomes "102G". In this (N + 4)G-th game, a losing combination is internally selected, and a normal performance is executed. Note that no penalty has occurred in the irregular press of the (N + 3)G-th game, and since it is not a continuous performance, the performance itself is not re-executed (not returned to the minor winning combination performance 1 of the (N + 3)G-th game).
[0250] When the N + 5G game starts, the game count display GMV is updated to "103G". In this N + 5G game, it is internally elected for replay and the normal performance is executed. In this game as well, 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. In this game, although it is in the normal state of the advantageous section, since it is internally elected for replay instead of the bell by pressing order, this irregular press does not become an act subject to penalty and no penalty occurs. For this reason, the game count managed by the first sub-control unit 400 is not restored, and the value of the game count display GMV also does not change.
[0251] The operation recommendation display REC in the N + 2G game in the example of FIG. 18(a) shown in the upper part, and the operation recommendation display REC in the N + 1G game, the N + 3G game, and the N + 5G game 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 anticipation performance.
[0252] As compared above, in the normal state, an irregular press in a game where the bell by pressing order is elected 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 explained using 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, since the value of the ceiling counter managed by the main control unit 300 is not updated, the game count 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 interrupted 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 interrupted 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 when a penalty occurs (the count value remains the same), and updates the count value (+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 1G stage starts. If a winning combination other than a losing one is obtained, the game transitions to the advantageous section starting from the 2G stage. Hereinafter, the game for 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 if it is an advantageous-section transition game even in the non-advantageous section, 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 if it is an advantageous-section transition game even in the non-advantageous section, it is updated at the timing of the game start.
[0259] When a normal press is made during 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 an irregular press is made, 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 order-of-press bell. In the advantageous-section transition game, making an irregular press 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 2G stage starts, the game transitions to the advantageous section, which is the normal state. The game count display GMV is updated to 2G at the timing of the start of the 2G stage. When a normal press is made, 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 an irregular press is made in a state where the order-of-press 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 an irregular press is made in a state where a combination other than the order-of-press 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 an irregular press is made in a state where a combination other than the order-of-press 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 where the first game is not a beneficial interval transition game when a setting change is made.
[0262] The first game starts, and a losing combination is won. Even in the second game, the non-beneficial interval remains. The ceiling counter is not updated in the non-beneficial interval except for the beneficial interval transition game. The game number display GMV is also not updated in the non-beneficial interval except for the beneficial interval transition game. Also, no penalty occurs in the non-beneficial interval. Even if an irregular press is performed, as indicated 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. The second game becomes a beneficial interval transition game. The game number display GMV is updated to 1G at the timing of the start of the second game. Also, when a normal press is performed, 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. Also, as described above, in the beneficial interval transition game, no penalty occurs even if an irregular press is performed regardless of the winning combination. As indicated 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 where 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 power failure recovery occurs, 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 beneficial interval.
[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 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 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 press 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 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 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 press 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. The gaming state at the time of power failure and restoration is the normal state in the advantageous section.
[0269] When the 1G round starts, the game number display GMV is updated to 1G. When a regular 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 on 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 1G round after power restoration, the 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 2G round starts, the game number display GMV increases by 1G. When a regular 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 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 finds out 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 the same whether there is a setting change or not. Thus, in the gaming table where setting changes have been made, if the store clerk plays a game in the advantageous section transfer 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 has been a setting change or not. On the other hand, when a setting change is made, the difference count counter (including the virtual difference count counter) in the advantageous section is reset, and the expected number of game value acquisitionable in the said 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 when there is a setting change and when there is no setting change, it becomes difficult to tell whether a setting change has been made or not, 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 number display GMV when a penalty has occurred as described so far.
[0276] The game number display GM is updated at the start of the game, and the game number increases by 1. When a penalty occurs, the game number 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 number display GM increases by 1. Here, even when a penalty occurs, it is conceivable that there is no change in the game number display GM, and when the next game starts, the game number display GM increases by 1. However, when a penalty occurs, the ceiling counter controlled by the main control unit 300 is not updated, so a deviation from the ceiling counter occurs. Also, it is conceivable that the game number display GM does not advance when the next game starts. However, in this case, there is a risk of being misunderstood as a penalty being imposed in the next game. On the other hand, if the game number 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 performance.
[0278] In the example shown in FIG. 20(c1), even when a penalty occurs, the continuous performance is executed until the end as it is, and the definite performance (performance for displaying the AT definite screen) that is executed following the continuous performance is repeatedly executed. That is, by sandwiching a standby game that performs an extra performance immediately before shifting to the AT state (at the end of the normal state), the deviation from the ceiling counter is eliminated. While the extra definite performance is being performed (during the standby game), characters such as "waiting" 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 performance.
[0280] In the example shown in FIG. 20(c2), even if a penalty occurs, the continuous performance is executed until the end as it is, and the last performance 4 (victory performance) of the continuous performance is repeatedly executed. That is, instead of the confirmed performance, a standby game that repeatedly performs the performance (victory performance) during the continuous performance is inserted to eliminate the deviation from the ceiling counter. While the victory performance is being performed additionally, characters such as "waiting" are displayed on the display screen of the victory performance on the liquid crystal display device 157.
[0281] In the case of the continuous performance of the gas, the continuous performance is similarly executed until the end, but no additional performance 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 performance of the gas. 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 a rare combination is internally won in the game next to the game in which the penalty occurred, special processing (rare combination avoidance navigation) for performing press order navigation so as not to win the rare combination may be executed. 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 the AT lottery is performed in the next game. However, the preferential treatment regarding the 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] Subsequent FIG. 21(b) following FIG. 21(a) 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] In subsequent FIG. 21(c1) following FIG. 21(b), a caption display SPE of the lord such as "I feel there is an opportunity" is displayed. All three reels 110 to 112 continue to rotate.
[0290] In subsequent FIG. 21(c2) following FIG. 21(c1), 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 caption display SPE such as "I feel there is an opportunity". That is, the operation recommendation display REC and the caption 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 when 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 displayed overlapping the normal effect display. While the operation recommendation display REC is being displayed, an error is detected, and the error display ERR is displayed on the entire display screen, making the operation recommendation display REC 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 an effect display (a display of a minor role effect) for the next game is displayed 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 end, 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 a power failure and subsequent power restoration when the operation recommendation display REC is being displayed will be described.
[0307] FIG. 22(b1) is a diagram showing an example of a power failure and subsequent power restoration occurring 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 effect 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 shown 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 shown, 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 shown, the next game starts, and an effect display (a minor role effect display) of the next game is shown on the display screen. Therefore, the operation recommendation display REC just before the power failure is not shown 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 shown.
[0309] Figure 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 with the operation recommendation display REC shown.
[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 effect display. A power failure and subsequent power restoration occur while the reel is rotating, and a startup screen is shown 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 shown, 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 shown, the next game starts, and an effect display of the next game is shown on the display screen. Therefore, also in this first example, the operation recommendation display REC just before the power failure is not shown after the power restoration.
[0311] Figure 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 with the operation recommendation display REC shown.
[0312] In this second example, when power failure and subsequent restoration occur during the reel rotation while the operation recommendation display REC is 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 for 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 in the case where power failure and subsequent restoration occur before the third stop while the operation recommendation display REC is being shown.
[0314] In this third example, when power failure and subsequent restoration occur during the reel rotation while the operation recommendation display REC is 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 for 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], and display means [for example, liquid crystal display device 157] capable of displaying a value display [for example, game number display GMV] representing a value based on the progress of the game, and a game table provided 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, when an irregular push is made while winning the push order bell in the normal state (non-AT state) of the advantageous section] 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], which 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 game machine characterized by the above. has been described.
[0316] According to this game machine, when a 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 was 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 game 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 preferentially treated, a process of obtaining the right to transition 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 won, (c) an operation different from the recommended operation being performed. It is the case when all of the conditions (a) to (c) are satisfied. Note that it may be the case where one or more of the conditions (a) to (c) are satisfied. In addition, the value display may be a display in a one-to-one relationship with the number of games (for example, the game count display), or may be a display not in a one-to-one relationship with the number of games.
[0319] When the specified execution conditions are not satisfied after the display by the display means in the first aspect, even at the second timing, the value display may be displayed but not 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] In addition, 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 update display" is 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 update display" is a display that returns the value updated in the first update 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 the disadvantageous first process, it can be grasped that the disadvantageous process is 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 of the player, or may be an operation other than the operation recommended by this gaming machine (non-recommended operation).
[0327] Also, A gaming machine including 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] is 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, the machine 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 configured not to 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 at which 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 will deviate and the actual timing of pressing the middle stop button will be the timing in question. 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 may be 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 [for example, a favorable-section transition game] immediately before the transition from the non-favorable section to the favorable section, 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 gaming 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 of the same push orders. In the winning combinations of the same push order, the player's profit is the same, but by preparing 3 winning combinations for each, 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. 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 serial 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 - advantageous section to the advantageous section was made by winning a combination other than a losing combination. That is, when winning internally a combination numbered "01" or higher associated with replay 3, it will transition to the advantageous section.
[0341] In the example here, when winning internally a combination numbered "04" or higher associated with replay 1, it will transition to the advantageous section. The winning combination numbers of "04" or higher, that is, the winning combination numbers belonging to the range of "04" to "34" are advantageous section 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 non - advantageous section numbers. In this way, by separating the winning combination numbers into those for which a transition to the advantageous section is allowed and those for which it is not allowed, it can be realized with a simple process in the advantageous section transition process described later.
[0342] The winning combination data shown in FIG. 23(a) includes, in addition to the winning combination information on the left side, information on the small combination group and information on the rare combination group.
[0343] The information of the minor winning combinations includes the sequence-of-play winning combination group consisting of all the sequence-of-play bell winning combinations, 1-tile winning combination 7, and 1-tile winning combination 8 among the sequence-of-play winning combinations. The minor winning combinations not included in this sequence-of-play 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, for the sequence-of-play 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 1-tile winning combination. Therefore, the type such as the sequence-of-play winning combination can be identified by the group number, but the minor winning combinations (sequence-of-play bell_CLR, sequence-of-play bell_CRL, sequence-of-play bell_RLC, sequence-of-play bell_RCL, 1-tile winning combination 7, 1-tile winning combination 8) cannot be distinguished, and the stop operation mode (sequence of play) cannot be identified. That is, with the group number, it is known whether it is a sequence-of-play winning combination or not, but it is not known which is the correct operation (the operation mode that may be most advantageous for the player). Also, even if it can be determined that it is a sequence-of-play winning combination, it can be said that the information about which type of sequence-of-play 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 an effect such as an AT effect using the winning combination information (winning combination number). Also, the main control unit 300 may transmit information indicating the sequence of play 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 an AT effect, 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 combination group, and the CPU 404 of the first sub-control unit 400 performs processing such as an effect lottery (for example, a lottery for determining whether to execute a suggestion effect, an effect for notifying the degree of expectation, etc.) using the information of the minor winning combination group.Further, the CPU 404 of the first sub-control unit 400 may generate new information from the information of the minor winning group (the information further groups the information of the minor winning group, but identifies information such as the pushing sequence winning combination, replay, common bell, cherry, watermelon, and chance symbol), and perform effect lottery or effect processing with this new information. Even with such a specification, it can be said that the information of the minor winning group is used.
[0344] The rare winning combination group is a further grouping of the minor winning group, and its information is divided into a group of weak rare winning combinations, a group of strong rare winning combinations, and a group that is not a rare winning combination (other groups). The group of weak rare winning combinations is assigned a group number unique to the entire group ("01"), and no number is assigned to each rare winning combination (watermelon, weak cherry). The group of strong rare winning combinations is assigned a group number unique to the entire group ("02"), and no number is assigned to each rare winning 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 winning combination. Therefore, the group number can distinguish whether it is a rare winning combination or not, and can further identify the types of rare winning combinations such as weak rare winning combinations and strong rare winning combinations. However, the group number cannot identify up to the minor winning 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 winning combination lottery result, rather than performing a lottery process such as "replay? → bell? → weak cherry? → strong cherry → watermelon? → chance symbol?", performing a lottery process of "other? → weak rare winning combination? → strong rare winning combination?" is lighter in processing. Therefore, the lottery process may be performed using the rare winning combination group. The same applies to the lottery process in the CPU 404 of the first sub-control unit 400. The main control unit 300 may also transmit an internal winning command to the first sub-control unit 400 including the information of the rare winning combination group in the internal winning command.
[0345] The main control unit 300 may perform an AT lottery for determining whether to shift to the AT state, a transition lottery for shifting to the high-probability state, and a CZ lottery for determining whether to shift to CZ, using the winning combination information, or may use the small combination group, or may use the rare combination group, or may use the small combination group or the rare combination group according to the lottery target. For example, if the AT lottery is a win only when a strong cherry is won (shift 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 a strong cherry or a chance symbol is won (shift 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 an advantageous section transition determination process 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, only a process according to the success or failure of the carry flag is required, so the processing load can be reduced while using a simple instruction by using a comparison instruction.
[0350] If the winning combination number associated with the winning combination is "04" 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 the first game number (for example, 1000 games) or the 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 "04", 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 "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 can reduce the program capacity compared to determining whether each winning combination is an advantageous section transition combination. Also, combinations that are not advantageous section transition combinations can be reliably excluded.
[0353] FIG. 24 is an explanatory diagram regarding the 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 of pressing the stop buttons 137 to 139. 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 a 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 a CLR (center left right) operation is shown. To the right of that, an instruction display (display of the number 8) for instructing a CRL (center right left) operation is shown. In the center, an instruction display (display of the number 9) for instructing an RLC (right left center) operation is shown. To the right of that, an instruction display (display of the number 10) for instructing an RCL (right center left) operation is shown. On the far right, a display common to the pressing order (display of the number 11) indicating that the player's profit is the same regardless of the pressing order corresponding to one-card combination 7 and one-card combination 8 is shown.
[0357] FIG. 24(b) is a flowchart of an 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 pressing 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 pressing order combinations. The CPU 304 has to refer to 35 numbers such as "00" to "34" in terms of the winning combination number, but in the case of the small combination group, it only needs 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 addition zone is assigned "06", and the ending state is assigned a game state number such as "07". A game state number representing the current game state is set in a register (for example, the A register) of the CPU 304. 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 small 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, if 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 outcome more diverse, even for the same pushing order, three combinations are prepared, resulting in three winning combination numbers. To perform common processing for these three winning combination numbers, they are divided by 3, and the remainder is not considered. The quotient value is determined as the instruction information value. By doing so, the processing 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, using the information of the small combination group and the information of the rare combination group, the AT lottery, the lottery in a high-probability state where the winning probability of the AT lottery is relatively high, etc., 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 were displayed as shown in FIG. 24(a). However, in this modified example, the display of the number 0 to the display of the number 4 are 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 role is the pressing order role and the current gaming state is the AT state, in step S273, the CPU 304 subtracts the value of the elected role number (elected role information) associated with the elected role from the value of the elected role number associated with BELL_CLR1, which is the pressing order role located at the head of the pressing order role group of the small role group shown in Fig. 23(a), and obtains the elected role information subtraction value. In step S274, the elected role information subtraction value is divided by 3, and the quotient value of the division result is used as the elected role information subtraction division value. In step S275, the value of "1" is added to the elected role information subtraction division value. If the result of the addition exceeds "4", 0 is determined as the instruction information value. If it does not exceed "4", the result value of the addition is determined as the instruction information value. For example, if BELL_CLR2 is elected, first, subtract "21" from the elected role number "22" to obtain the elected role information subtraction value of "1" (step S273). Then, divide "1" by 3. Since the quotient value is "0", this "0" is used as the elected role information subtraction division value (step S274). Finally, add "1" to "0". Since the addition value does not exceed "4", "1" is determined as the instruction information value. On the other hand, if One-card role 7 is elected, first, subtract "21" from the elected role number "33" to obtain the elected role information subtraction value of "12" (step S273). Then, divide "12" by 3. Since the quotient value is "4", this "4" is used as the elected role information subtraction division value (step S274). Finally, add "1" to "4". Since the addition value exceeds "4", "0" is determined as the instruction information value.
[0368] In the subsequent step S276, the 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 pressing order common display indicating that the player's profit is the same regardless of which pressing order is performed for One-card role 7 and One-card role 8, a display of the number 0 is shown.
[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 will 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. Also in this another example 1, the winning combination information is the same as the winning combination information in the winning combination data shown in FIG. 23(a). That is, the same 35 winning combinations (minor winning 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 to the winning combinations are assigned.
[0372] Among the 35 winning combinations (minor winning combinations) in this another example 1, the relationship between the display mode and the payout number for each operation content of the common bell and the push order winning combination is the same as the relationship shown in FIG. 6(b).
[0373] In another example 1, when an internal win occurs for a winning 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 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 pushing order winning combination group different from the pushing order winning combination group of the minor winning combination group information in the winning combination data shown in Fig. 23(a). Minor winning combinations not included in either the pushing order winning combination group or the replay combination group are assigned minor winning combination numbers from "01" to "04" and from "06" to "16" that correspond one-to-one with the minor winning combinations. Therefore, minor winning combinations can be identified by their 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 winning combination. Therefore, although the type of winning combination such as replay winning combination can be identified by the group number, each replay winning combination cannot be distinguished, and the stop operation mode (pushing order) 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 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] 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] Regarding the relationship between the display mode and the payout number for each operation content of the common bell and the pushing order winning combination among the 35 winning combinations (minor winning combinations) in this Alternative Example 2, it is the same as the relationship shown in Fig. 6(b).
[0379] In Sub - example 2, when internally winning a hand ranked "21" or higher associated with the push - order bell _CLR1, it shifts to the advantageous section. The winning hand number of "21" or higher, that is, the winning hand numbers belonging to the range of "21" to "34" are the advantageous section numbers. On the other hand, the winning hand numbers less than "21", that is, the winning hand numbers belonging to the range of "01" to "20" become the non - advantageous section numbers.
[0380] In the information of the minor - hand group in Sub - example 2, it includes all the push - order bell hands among the push - order hands, and the push - order hand group consisting of one - card hand 6, one - card hand 7, and one - 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, the minor - hand numbers from "01" to "20" corresponding one - to - one with the minor hands are assigned. Therefore, the 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 number is assigned to each bell hand or one - 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, one - card hand 6, one - card hand 7, one - card hand 8) cannot be distinguished, and the stop operation mode (push - order) cannot be identified. That is, with 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 one - card hand 6, which does not cause a 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 symbol during RB, winning a non-bell winning combination during RB] for transitioning to a favorable section that is advantageous to the player are satisfied, and when the transition conditions are satisfied, favorable section setting means [for example, CPU 304 that executes the favorable section transition process shown in FIG. 23(b)] for setting the favorable section, and 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 provided with 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 favorable 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 greater than or equal to 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 favorable 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)], it is means for not setting the favorable section when the transition conditions are not satisfied [for example, the end of the favorable section transition process shown in FIG. 23(b)], A gaming table characterized by the above. has been described.
[0384] According to this gaming table, the favorable section can be set by determining whether the first numerical information corresponding to the winning result determined by the winning result determining means is greater than or equal to a specific value, and the capacity of the processing program is reduced compared to determining whether it is a favorable section transition winning combination for each winning result. Also, the data capacity does not become huge.
[0385] In addition, the plurality of pieces of first numerical information associated with the plurality of winning results respectively may be consecutive values, may be values arranged at intervals, or may be discrete values. However, it is necessary that the plurality of pieces of first numerical information for each of the plurality of winning results are associated so that the winning results that set the advantageous section and the winning results that do not set the advantageous section can be distinguished with the specific value as the boundary.
[0386] Furthermore, it is determined whether or not a transition condition for transitioning to an advantageous section that is advantageous to the player is satisfied, and when the transition condition is satisfied, there is an advantageous section setting means for setting the advantageous section, a winning result determining means for determining a winning result, A gaming table provided with first information is associated with the winning result, the advantageous section setting means is a means for setting the advantageous section if the first information corresponding to the winning result determined by the winning result determining means satisfies a predetermined condition, the advantageous section setting means is a means for not setting the advantageous section 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, 'The number of winning results in which the first numerical information is equal to or greater than the specific value [for example, 31 in FIG. 23(a)] is larger than the number of winning results in which 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 in which 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 in which 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 machine characterized by this." has also been 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 granting 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] in which an operation mode advantageous to the player in the stop operation [for example, so-called correct operation] is associated, The bonus granting means is a means that may perform processing [for example, AT state transition lottery] related to the granting of a bonus [for example, AT state] using second information [for example, information on small symbol 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 it is [for example, whether it is bell CLR, bell CRL, bell RLC, bell RCL, single symbol 7, or single symbol 8]. A gaming machine characterized by this." has also been described.
[0392] In the case of the lottery means, there may be a gaming state that does not require the above advantageous operation mode. Conversely, the lottery using the second information may require less capacity of the processing program.
[0393] According to the above description, “Reels [for example, Reels 110 to 112] that stop rotating by a stop operation, 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, 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, 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 may be means for determining 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, 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-piece winning combination 7, single-piece winning combination 8], The notification information determination means is means for determining the notification information based on a calculation result [for example, 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 for notifying 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 determining 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 determining means is means controlled by the first control means, the first control means is means for transmitting, to the second control means, a second piece of information [for example, information on a minor winning combination group] different from the first piece of information, the second piece of information is information that can identify that the winning result determined by the winning result determining 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 require less 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)], characterized in that it is a gaming table.' has also been described.
[0401] Even when any of the specific winning results 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, characterized in that it is a gaming table.' 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 [for example, BELL_CLR] having the same advantageous operation mode are provided in a first number [for example, 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 using 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 [for example, Reels 110 to 112] that stop rotating by a stop operation, 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 a winning result from among a plurality of winning results, Notification means [for example, the game information display 126 that functions as an instruction monitor] that performs notification corresponding to the operation mode in the stop operation, A gaming table provided with The winning result determination means is a means that may determine the specific winning result from among a plurality 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, The plurality of specific winning results include a first specific winning result [for example, BELL_CLR1] and a second specific winning result [for example, BELL_CLR2], The first specific winning result is associated with a first operation mode (e.g., a push order of center, left, right) as the advantageous operation mode, The second specific winning result is associated with the first operation mode (e.g., a push order of center, left, right) as the advantageous operation mode, the notification means is means for notifying a user of first information corresponding to the first operation mode when the first specific winning result is determined as the winning result by the winning result determination means, the notification means is means for notifying a user of second information corresponding to the first operation mode when the second specific winning result is determined as the winning result by the winning result determination means, The first information and the second information are the same information (for example, the number "7" shown on the far left of FIG. 24(a)). A gaming machine characterized by the above. may be also possible.
[0407] Next, the standby game explained with reference to Figures 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 shows an example in which a continuous performance is performed, a final announcement performance is performed, and the state transitions to the AT state, with Fig. 26(a) in the upper row showing an example in which no penalty occurs, and Fig. 26(b) in the lower row showing an example in which a penalty occurs. In both Fig. 26(a) in the upper row and Fig. 26(b) in the lower row, the progression is from left to right. Fig. 26 shows the number of plays (number of games), winning combination, push order, display screen of the liquid crystal display device 157, occurrence of a penalty, performance progress, count value of the premonition G number A counter, and value of the game number display GMV.
[0409] In the upper part of Fig. 26(a), a rare combination (for example, strong cherry) is won, and a continuous performance starts. Fig. 26(a) shows the continuous performance from the middle, and performance 1 (see Fig. 14) is omitted.
[0410] In the N+1G game, production 2 of the continuous production 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 count 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 an internal loss, the left stop button 137 is first operated, and the stop operations of the recommended operations for left, middle, and right are performed.
[0411] 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 confronting each other is displayed. The value of the game count 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 an internal win for the push order bell, but since it is in the normal state (not in the AT state), the operation navigation is not executed, the left stop button 137 is first operated, and the stop operations of the recommended operations for left, middle, and right are performed.
[0412] In the N+3G game, production 4, which is 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 defeats the enemy swordsman is displayed, suggesting an AT transition. The continuous production ends in this N+3G. The value of the game count 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 an internal win for replay, and the stop operations of the recommended operations for left, middle, and right are performed. When the continuous production ends, the game count 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 notice 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 the game has shifted 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 operations for the recommended operations on the left and the stop operations for the recommended operations in the middle right are performed.
[0414] At the start of the (N + 5G)-th game, since the value of the precursor G-number A counter is "0", it shifts 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 that the game has shifted 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, like FIG. 26(a) in the upper part, 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) in the upper part.
[0416] Also in the example shown in FIG. 26(b), in the (N + 1G)-th game (performance 2 in 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 in the game number display GMV at 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 "It is recommended to push left" is displayed on the display screen of the liquid crystal display device 157 so as to overlap the scene. Furthermore, in the game where a penalty occurred, at the timing when the third stop operation was 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 was 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 N+3G game of the next game starts, the display of the fade-out display ends, and the display of the operation recommendation 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 performance 3 that was being executed in the game where the penalty occurred is not re-executed, but the performance scheduled to be executed (here, 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 N+4G game after 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 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 in the example shown in 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 bell in the pressing order. Also, 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 bell in the pressing order, 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 deviation. That is, it is corrected not in the middle but at the end.
[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 during the AT state. By displaying the character display PRE of "Preparing" even when no penalty occurs in this way, 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 for 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 intervened, 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. This can digest the game values obtained by irregular pressing, so not only can it prevent obtaining profits by irregular pressing, but also when the player presses irregularly but does not obtain game values, the standby game will be reduced, so it is possible to prevent such players from consuming game values more than necessary.
[0424] Next, the flow of the premonitory performance will be described.
[0425] The premonitory performance includes the main premonitory performance and the gaze premonitory performance. The main premonitory 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 premonitory 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 premonitory effect. 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, when condition A is satisfied, it shifts to the AT normal state. In the normal stage, it is an advantageous section, and a background image of the normal effect is displayed on the liquid crystal display device 157. In this state, an internal winning occurs for a rare role (for example, a strong cherry), and this premonitory effect lottery based on the internal winning is won, and this premonitory effect is started. In this example, when winning the premonitory effect lottery, it shifts to the AT normal state. That is, it shifts to the AT normal state after this premonitory effect ends.
[0430] The main control unit 300 manages the start timing of this premonitory effect and the number of effect game plays of this premonitory effect. The number of effect game plays of this premonitory effect is 32. Also, the number of effect game plays of the confirmation notice effect that is started when this premonitory effect ends is 1. When the start timing of this premonitory effect arrives, "33", which is the sum of the number of effect game plays of this premonitory effect and the number of effect game plays of the confirmation notice effect, is set in the premonitory G number A counter.
[0431] When this premonitory effect is started, in the 1st G, a premonitory effect start image ("premonitory ZONE" character display image) for notifying that this premonitory effect has been started is displayed on the liquid crystal display device 157. The value of the premonitory G number A counter is updated at the timing when the third stop operation is performed and decreases from "33" by 1 to become "32". In the whole of this premonitory effect, since the development effect of 1 game and the continuous effect of 4 games are organized in the final stage, the previous premonitory scene effect 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 defeats 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 notification performance is carried out for 1 game. As described above, in the confirmation notification performance, the character display of "AT confirmed" is displayed, and the player can specify that they are transitioning to the AT state. When the confirmation notification performance ends, the value of the premonition game number A counter becomes "0".
[0434] In addition, in the game where the confirmation notification performance is carried out, a bonus lottery for increasing 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 push - 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 push - order bell is transmitted from the main control unit 300 to the first sub - control unit 400, and an operation navigation display is displayed 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 premonitory performance is not the target of the standby game. This is because the premonitory G-number A counter of the main control unit 300 is not activated, and the deviation between the value of the premonitory 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 premonitory 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 measure to suppress penalties.
[0438] A penalty occurs at the 2nd G after the start of this premonitory performance. The value of the premonitory 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 is started, and a penalty occurs during the execution of Performance 2. The value of the premonitory 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 premonitory 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 premonitory 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 premonitory 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 premonitory 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] During the execution of the standby game, an additional draw for increasing the number of AT-awarded games based on the internal winning combination in that game may or may not be performed. Alternatively, during the execution of the standby game, no additional draw may be performed for replays or bells, and an additional draw may be performed only for rare combinations (e.g., cherries). By performing an additional draw for rare combinations even during the standby game, in the case of a specification where the standby game is played even when no penalty has occurred, it is possible to make it difficult to tell that it is a standby game due to a penalty, and it is possible to 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 the fact that the first stop is on the left may be notified, and an effect such as a display where the second stop is "?", and the third stop is also "?", or an effect of a pressing order quiz may be executed. 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) decreases during the standby game compared to during the game in the AT state. For example, it may decrease to 1 / 2, or may not be performed at all. Also, instead of the effect regarding the operation mode, an effect suggesting the winning combination may be executed. When a rare combination such as a cherry or a watermelon wins, a display such as "lucky chance" may be shown, or a display including a color corresponding to the winning combination (e.g., red or green) may be shown. When a replay or a pressing order bell wins, a display such as "minor combination" may be shown, or a display including a color corresponding to the winning combination (e.g., light blue or yellow, or gray suggesting that some combination has won) may be shown.
[0444] When the standby game ends, since the value of the precursor G number A counter is "0" and the game state is the AT state, the first sub-control unit 400 receives information from the main control unit 300 regarding the correct operation order of the pressing order bell, and the operation navigation display is shown on the liquid crystal display device 157.
[0445] As described above, if a penalty occurs during the present premonition performance, the scheduled present premonition performance is carried out in its entirety until the end. After completing it until the end, a waiting game for the number of games penalized is carried out during the period before the AT start screen is displayed. Then, after the waiting game ends, a transition to the AT state is notified, and the operation navigator display becomes available. By carrying out the scheduled present premonition performance in its entirety until the end, the player can feel that the adverse effects of the penalty occurrence are not affecting, and can be introduced into the AT state without discouraging the player. Also, if the penalty is caused by a mistake, the player may feel regretful and the motivation to continue the game may decrease. However, even if a penalty occurs, if the fade-out display is not performed, the game can proceed naturally, and it is also possible to prevent the player from realizing the occurrence of the penalty. In addition, by carrying out the waiting game, it is possible to match the visual progress of the performance and the internal game situation. Furthermore, since the waiting performance is executed after the confirmation notification performance, the player knows that they will transition to the AT state soon, and it is also possible to suppress the player from stopping the game (leaving the seat). In addition, since the same display as the "AT confirmed" display in the confirmation notification performance is also displayed in the waiting performance, it is also possible to more reliably suppress the player from stopping the game.
[0446] Note that the example shown in FIG. 27 was an example of the present premonition performance in the transition from the normal stage to the AT normal state, but it is also applicable to the present premonition performance in the transition from the normal stage to CZ. Also, an example in which the value of the premonition G number A counter is set by winning the present premonition lottery triggered by a rare combination has been described, but it is not limited to this. The number of games at which the next AT state starts may be determined at the end of the previous AT state (at the start of a new normal stage), and then the premonition start timing may be determined. Alternatively, the premonition start timing may be determined at the end of the previous AT state (at the start of a new normal stage). Or, the present premonition lottery may be carried out at the timing when a specific number of games have elapsed, and the value of the premonition G number A counter may be set.
[0447] The false start leading performance is a performance that is executed over one or more games in a state where it has not been determined that the game state will shift to a game state more advantageous to the player than the current game state. It is a performance that makes the player expect a shift to an advantageous game state, but it only makes the player expect it and does not actually shift to an advantageous game state, remaining in the current game state.
[0448] FIG. 28 is a diagram for explaining the flow of the false start leading performance executed in the normal state (non-AT state). Whether it is the upper FIG. 28(a) or the lower FIG. 28(b), it progresses from left to right.
[0449] The upper FIG. 28(a) is a diagram showing the flow when no penalty occurs during the execution of the false start leading performance. In this FIG. 28(a), the display screen of the liquid crystal display device 157 is shown in a simplified manner. Hereinafter, the description will focus on the differences from the flow when no penalty occurs during the execution of the present leading performance shown in FIG. 27(a).
[0450] In the normal stage, it is an advantageous section, and a background image of the normal performance is displayed on the liquid crystal display device 157. The false start leading performance is determined as to whether it can be executed, the content of the performance, the performance period, etc. according to the result of the false start leading performance lottery. The false start leading performance lottery is executed on the condition that the number of games has reached a predetermined number, or on the condition that a predetermined combination (for example, replay or bell) has been internally won. Even if the false start leading performance lottery results in the selection of the execution of the false start leading performance, the leading G number A counter does not start. The content of the performance and the performance period of the false start leading performance here are the same as the content of the performance and the performance period of the present leading performance described with reference to FIG. 27(a). That is, a leading scene performance of 27 games is performed, and in the 28th G, a development performance is performed. In the development performance, even if it is a false start leading performance, it develops into a continuous performance, and the same continuous performance as the continuous performance described with reference to FIG. 26 is executed. In performance 4 of the continuous performance, a scene where the protagonist lord wins against the enemy swordsman is displayed, suggesting an AT transition. When the 4-game continuous performance ends, the false start leading performance ends.
[0451] When the gasp precursor performance ends, the confirmation notice performance is not executed. When the next game starts, the background image of the normal performance is displayed on the liquid crystal display device 157. Here, for the first time, the player notices that the previous precursor performance was a gasp precursor performance. Note that character display such as "unlucky" may be displayed in the next game after the gasp precursor performance ends.
[0452] The following figure 28(b) is a diagram showing the flow when a penalty occurs during the execution of the gasp precursor performance. Hereinafter, the description will focus on the differences from the example shown in figure 28(a).
[0453] First, even if a penalty occurs in the normal stage of the advantageous section before the start of the gasp precursor performance, the standby game is not executed. Also, even if a penalty occurs during the execution of the gasp precursor performance, the standby game is not executed. In fact, it does not shift to the AT state and remains in the normal state. As described above, the precursor G number A counter of the main control unit 300 has not been activated either, and there is no problem with the deviation between the value of the precursor G number A counter and the progress of the performance. Even if a penalty occurs, prioritize showing the performance naturally and finish the gasp precursor performance to the end. Then, when the gasp precursor performance ends, the standby game is not performed. When the next game starts, the background image of the normal performance is displayed on the liquid crystal display device 157.
[0454] Also, in the gasp precursor, an example of starting with a rare combination as in this precursor was described, but it is not limited to this. The gasp precursor start timing may be determined at the end of the previous AT state (the start of a new normal stage).
[0455] Note that as examples of the performance when a penalty occurs due to irregular pressing, there are an example where the same performance is re-executed in the next game, and an example where a standby state occurs in the confirmation notice after the continuous performance ends. Although the above has been described, it is not limited to these. For example, if a penalty occurs due to irregular pressing in a certain game, in the next game, the end part of the effect in the previous game (the game with irregular pressing) may be continuously executed (it is an extension of the effect and the effect does not progress). Of course, if a recommended press is made in this next game, the effect will progress in the subsequent games, and if an irregular press is made again, the end part will be continuously executed in the subsequent games. For example, if the composition of the effect in a certain game is "start part at the time of the game start operation (operation of the start lever 135) → middle part at the first stop → end part when the pressing of the final stop button is released", and after the pressing of the final stop button is released, the effect video of the end part is looped and played, then if an irregular press is made in a certain game and a penalty is incurred, in the next game, the end part of the effect in the previous game (a certain game) will be continuously looped and played. Note that in the next game after the irregular press, from the game start operation to the looped playback of the end part, the effect does not progress for each stop operation. Also, if the looped playback of the end part has reached under the situation of making an irregular press in a certain game, even if the start operation of the next game is performed, it may not start from the beginning of the looped playback, but may seamlessly loop the end part. Also, if there is a final part after the end part as the composition of the effect, if a recommended press is made in a certain game, the effect will be executed until the final part, but if an irregular press is made in a certain game, it will not progress to the final part and will be looped and played at the end part, and the next game will also be configured to continuously start the loop of the end part. If the next game is a recommended press, the effect will progress to the final part after the final stop, and if the next game is also an irregular press, the end part will loop even after the final stop. The effect of the final part may be an effect where the opponents face each other, an effect display of "NEXT" indicating the progress of the effect to the next game, or an effect display of "Tap the lever" prompting the start operation for the next game. Note that in the configuration where the extension of the effect is performed when an irregular press is made and a penalty is incurred in this way, the G - number counter managed by the main control unit 300 or the G - number counter managed by the sub - control unit 400 may be configured such that the G - number counter does not progress in the next game when an irregular press is made and a penalty is incurred, or the G - number counter may be configured to return by 1.
[0456] According to the above description, 『A gaming table comprising a presentation means [e.g., a liquid crystal display device 157] and a control means [e.g., a main control unit 300], wherein the control means is a means capable of controlling a transition to a second gaming state [e.g., an AT state] that is more advantageous to a player than a first gaming state [e.g., a normal state (non-AT state)], the control means is a means capable of executing a second process, the second process is a process related to the transition from the first gaming state to the second gaming state [e.g., updating of a transition counter, updating of a precursor G number A counter, updating of a ceiling counter, AT transition lottery], the presentation means is a means for executing a second presentation [e.g., a presentation by an AT start screen on which the character display "AT START" in FIG. 26 is displayed] for notifying that the second gaming state has been entered, the control means is a means that may execute the second process in a second case, the control means is a means that has a first case [e.g., a case of executing a penalty process or a case of not executing any process] that is less advantageous to the player than the second case and is not the second case, the presentation means is, in the second case, a means for executing a first presentation [e.g., a continuous presentation in FIG. 26] that was scheduled to be executed before entering the second gaming state as scheduled [e.g., FIG. 26(a)], the presentation means is also, in the first case, a means for executing the first presentation as scheduled [e.g., FIG. 26(b)], the presentation means is a means for executing a third presentation [e.g., a standby presentation with the character display PRE of "PREPARING" added] for a number of games corresponding to the number of games in which the first case occurred before executing the second presentation. A gaming table characterized by the above.』 has been described. has been described.
[0457] According to this gaming machine, even in the first case where the second process is not executed and it may be disadvantageous to the player, the first effect is executed as planned. Therefore, during the execution of the first effect, the player is not made to feel that it is the first case, and it can be made to seem that the game is progressing naturally. On the other hand, before executing the second effect, since the third effect is executed over a number of games corresponding to the number of games in which the first case occurred, it is possible to match the visual progression of the effect and the internal gaming situation. As a result, with this gaming machine, it is possible to cope with the influence due to the presence or absence of the process (the second process) regarding the transition to a gaming state advantageous to the player.
[0458] Note that the execution timing of the third effect may be any timing as long as it is before the second effect is executed.
[0459] Also, the gaming machine may have a second case where the control means executes the second process, and a first case where, when the operation means is operated in an operation mode different from the predetermined operation mode [for example, the operation mode of the right first stop or the operation mode of the middle first stop] in the stop operation, the control means does not execute the second process and it may be disadvantageous to the player compared to the second case [for example, when a penalty process is executed or when no process is performed, that is, when a penalty occurs].
[0460] Furthermore, in the first case, the effect means is means for executing a third effect over a number of games corresponding to the number of games in which the first case occurred, before executing the second effect.
[0461] Also, according to the above description, 'a gaming machine including an effect means [for example, the liquid crystal display device 157], a control means [for example, the main control unit 300], wherein the control means is means capable of controlling the transition to a second gaming state [for example, the AT state] more advantageous to the player than a first gaming state [for example, the normal state (non - AT state)], The control means is a means capable of executing a second process, The second process is a process related to the transition from the first gaming state to the second gaming state [for example, updating of a transition counter, updating of a precursor G number A counter, updating of a ceiling counter, AT transition lottery], The effect means is a means for executing a second effect for notifying that the transition to the second gaming state has occurred [for example, an effect by an AT start screen on which the character display of "AT start" in FIG. 26 is displayed], The control means is a means that may execute the second process in a second case, The control means is a means that has a first case that is not the second case and may be disadvantageous to the player compared to the second case [for example, a case where a penalty process is executed or a case where no proce...
Claims
1. A light-transmitting panel having light-transmitting properties and a decorative sheet; A gaming machine equipped with 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 at least a first marking and a second marking, the first display is provided at a position that overlaps at least a portion of the first area but does not overlap the second area; the second indication is provided at a position superimposed on at least a part of the first area and at least a part of the second area; the second display is provided at a position where an area of the second display that overlaps with the first area is larger than an area of the second display that overlaps with the second area, The first display is a warning display, The second representation is a character representation. A gaming machine characterized by:
2. A light-transmitting panel having light-transmitting properties and a decorative sheet; A gaming machine equipped with 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 at least a first marking and a second marking, the first display is provided at a position that overlaps at least a portion of the first area but does not overlap the second area; the second indication is provided at a position superimposed on at least a part of the first area and at least a part of the second area; the second display is provided at a position where an area of the second display that overlaps with the first area is larger than an area of the second display that overlaps with the second area, the first notice is an intellectual property-related notice, The second representation is a character representation. A gaming machine characterized by:
3. A light-transmitting panel having light-transmitting properties and a decorative sheet; A gaming machine equipped with 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 at least a first marking and a second marking, the first display is provided at a position that overlaps at least a portion of the first area but does not overlap the second area; the second indication is provided at a position superimposed on at least a part of the first area and at least a part of the second area; the second display is provided at a position where an area of the second display that overlaps with the first area is larger than an area of the second display that overlaps with the second area, The first indication is a company name indication, The second representation is a character representation. A gaming machine characterized by:
4. A light-transmitting panel having light-transmitting properties and a decorative sheet; A gaming machine equipped with 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 at least a first marking and a second marking, the first display is provided at a position that overlaps at least a portion of the first area but does not overlap the second area; the second indication is provided at a position superimposed on at least a part of the first area and at least a part of the second area; the second display is provided at a position where an area of the second display that overlaps with the first area is larger than an area of the second display that overlaps with the second area, The first indication is a model name indication, The second representation is a character representation. A gaming machine characterized by:
5. A gaming machine according to any one of claims 1 to 4, Equipped with a front door, 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, 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
Game machine
JP2025151021A