Pachinko machine
The gaming machine improves player interest by varying symbol displays and sound outputs to manage and notify players of winning combinations, addressing discomfort from unexpected small payouts and enhancing game engagement.
Patent Information
- Application Number
- JP2024070263
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-24
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2041-01-07
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest and minimize discomfort from unexpected small payouts, particularly during assist times.
Incorporation of a symbol display mechanism that varies symbol displays, includes a start operation, winning lottery, stop operation, and sound output mechanisms to manage and notify players of winning combinations, with specific sound effects and visual cues for different winning outcomes.
Enhances game amusement by providing clear visual and auditory feedback, reducing player discomfort from unexpected small payouts and increasing engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. These gaming machines include control means such as a CPU, read-only storage means such as a ROM, and read-write storage means such as a RAM. The control means executes processing according to a program read from the read-only storage means while writing information to and reading information from the read-write storage means. When executing this processing, information is input to the control means from a sensor or the like, and information is output from the control means to an electric actuator, a light-emitting element, or the like. Note that there is also known a type in which the control means, the read-only storage means, the read-write storage means, etc. are integrated into one chip.
[0003] Specifically, in the case of a slot machine, when a new game is started by operating the start lever in a situation where medals are BET, a lottery process for roles is executed by the control means. Further, when the lottery process for roles is executed, rotation start control is executed by the control means to start the rotation of the reel, and when the stop button is operated during the rotation of the reel, rotation stop control is executed by the control means to stop the rotation of the reel. And when the stop result after the rotation stop of the reel corresponds to the winning role in the lottery process for roles, a privilege corresponding to the winning role is given to the player. As the giving of the privilege, for example, a gaming medium is given (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, in a gaming machine such as the above example, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-described circumstances and the like, and an object thereof is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] To solve the above problems, the gaming machine according to the present embodiment includes a symbol display means for variably displaying symbols, a start operation means for operating to start the variable display of symbols in the symbol display means, a winning lottery means for executing a winning lottery process based on the operation of the start operation means, a stop operation means for operating to stop the variable display of symbols in the symbol display means, and a corresponding execution means for executing control corresponding to the winning combination when the winning combination selected in the winning lottery process wins after the variable display of the symbols. The gaming machine is provided with a notification state transition means for transitioning to a notification state for notifying an operation method for winning the notified target winning combination in the winning game of the notified target winning combination, a winning combination payout means for paying out a number of game media less than the maximum bet number when a symbol combination corresponding to a specific winning combination wins, a display means for visibly displaying a value corresponding to a counter indicating the difference in the number of game media that can be obtained during the notification state to the player, a first result counter variation means for varying the value of the counter by a predetermined value when the lottery result of the lottery process is a first result of non-winning, a specific winning combination counter variation means for varying the value of the counter by the same predetermined value as in the case of the first result when the specific winning combination wins during the notification state, and a sound output means for outputting a predetermined sound when a winning combination other than the specific winning combination wins, and not outputting the predetermined sound or outputting a sound smaller than the predetermined sound when the specific winning combination wins. The stop result of the symbol corresponding to the establishment of the winning combination of the specific winning combination is that the same symbol combination does not stop in a straight line.
Effects of the Invention
[0008] According to the present invention, it is possible to enhance the amusement of the game.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, when the present invention is applied to a slot machine which is a kind of gaming machine, the following embodiments will be described in detail with reference to the drawings.
[0011] <Summary> In a slot machine, in order to ensure a mechanism in which the game results vary depending on the skill level of the player, a so-called missing winning combination is provided. On the other hand, under the concept that anyone can play the game with peace of mind, in the development of slot machines for beginners, for example, by providing a small winning combination with a low probability and a small payout at winning, such as a specific single symbol combination, there is an attempt to minimize the influence of the player's skill level on the game results.
[0012] Here, even though it has a low probability, if a player wins a single symbol combination and can win the single symbol combination by chance due to the operation timing being accidentally good, a single payout is made. Since the single symbol combination has a low probability and the event of a single payout does not occur frequently, there are cases where the player feels a sense of discomfort when a single payout is suddenly made without the player even noticing the winning of the single symbol combination itself. Especially during the assist time (hereinafter referred to as AT), since the number of acquired symbols etc. are displayed on the screen, the occurrence of a single payout is even more obvious from the display, and the player's sense of discomfort is particularly prominent. Therefore, in this embodiment, a suitable display method when a single symbol combination (or a small winning combination with a payout of less than 3 symbols at winning) wins during AT is proposed. This will be described in detail below.
[0013] <Embodiment 1> FIG. 1 is a front view of the slot machine 10. FIG. 2 is a perspective view of the slot machine 10 with the front door 12 opened.
[0014] As shown in FIG. 2, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole by fixing a plurality of wooden panels.
[0015] On the front side of the housing 11, a front door 12 is attached. The front door 12 is supported by the housing 11 so that the internal space of the housing 11 can be opened and closed with its left side as a rotation axis. The front door 12 is locked in a non-openable state by a locking device 13 provided on its back surface, and this locked state is released by an unlocking operation with a predetermined key for the key cylinder 14.
[0016] As shown in FIG. 1, a game panel 20 for notifying the player of the game state is provided near the upper part of the center of the front door 12. The game panel 20 is formed with three vertically long display window portions 21L, 21M, and 21R arranged side by side horizontally. The display window portions 21L, 21M, and 21R are made of a transparent or translucent material, and the inside of the slot machine 10 can be viewed through each of the display window portions 21L, 21M, and 21R.
[0017] As shown in FIG. 2, the inside of the housing 11 is divided into upper and lower parts by a partition plate, and a reel unit 31 is attached to the upper part of the partition plate. The reel unit 31 includes left reels 32L, middle reels 32M, and right reels 32R, each formed in a cylindrical shape. Each of the reels 32L, 32M, and 32R is rotatably supported so that its central axis becomes the rotation axis of the reel. The rotation axes of the respective reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, and 32R correspond one-to-one with the respective display window portions 21L, 21M, and 21R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is in a visible state through the corresponding display window portions 21L, 21M, and 21R. Further, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected as if they are moving downward from top to bottom through the respective display window portions 21L, 21M, and 21R.
[0018] Each of these reels 32L, 32M, and 32R is connected to a stepping motor (not shown), and each reel 32L, 32M, and 32R can be rotationally driven individually, that is, independently, by driving each stepping motor.
[0019] As shown in FIG. 1, a start lever 41 for operating to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When this start lever 41 is operated while medals are inserted, the reels 32L, 32M, and 32R all start rotating simultaneously.
[0020] On the right side of the start lever 41, stop buttons 42, 43, and 44 for operating to individually stop the rotating reels 32L, 32M, and 32R are provided. Each of the stop buttons 42, 43, and 44 is respectively disposed directly below the display window portions 21L, 21M, and 21R corresponding to the reels 32L, 32M, and 32R to be stopped. Each of the stop buttons 42, 43, and 44 becomes in a state where it can be stopped when a predetermined time has elapsed since the left reel 32L started rotating.
[0021] Note that the rotation of each of the reels 32L, 32M, and 32R is started based on the operation of the start lever 41, and each of the reels 32L, 32M, and 32R stops rotating based on the operation of each of the stop buttons 42, 43, and 44. The period until the execution of various processes such as medal awarding and game state management is completed corresponds to one game.
[0022] On the lower right side of the display window portions 21L, 21M, and 21R, a medal insertion port 45 for inserting medals as investment value is provided. Medals inserted from the medal insertion port 45 are, as shown in FIG. 2, guided to the hopper device 53 by a selector 52 provided on the back surface of the front door 12 if they can be inserted, or are guided to the medal tray 59 from the medal discharge port 58 provided at the lower front of the front door 12 if they cannot be inserted. Note that the hopper device 53 has a function of paying out the medals stored in the storage tank to the medal tray 59 through the medal discharge port 58 when a winning corresponding to medal awarding is established on the above-mentioned valid line.
[0023] Below the medal insertion slot 45, as shown in FIG. 1, there is a return button 46 that is pressed when the medals inserted into the medal insertion slot 45 are jammed in the selector 52. Also, below the lower left side of the display window portions 21L, 21M, and 21R, there are a first credit insertion button 47 for inserting the maximum amount of credited virtual medals at once, a second credit insertion button 48 for inserting two virtual medals at once, and a third credit insertion button 49 for inserting one virtual medal at once.
[0024] On the left side of the start lever 41, there is a settlement button 51. That is, this slot machine 10 has a credit function for storing and memorizing surplus inserted medals and payout medals at the time of winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement button 51 is operated under the condition that virtual medals are stored and memorized, the virtual medals are paid out as real medals from the medal payout port 58.
[0025] Inside the housing 11, to the left of the hopper device 53, as shown in FIG. 2, there is a power supply device 54. The power supply device 54 includes a power button 55 that is operated when the power is turned on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 that is operated to change the setting state of the slot machine 10 within the range from "Setting 1" to "Setting 6".
[0026] <The symbols attached to each reel 32L, 32M, 32R> Next, the symbols attached to each reel 32L, 32M, 32R will be described.
[0027] Figure 3 is a diagram showing the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in this figure, on each of the reels 32L, 32M, and 32R, 21 symbols are arranged in a row. Also, numbers from 0 to 20 are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 70 to recognize the symbols that can be visually recognized from the display window parts 21L, 21M, and 21R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for the explanation.
[0028] As symbols, there are nine types, namely, the "bell" symbol (for example, the 20th on the left reel 32L), the "replay 1" symbol (for example, the 19th on the left reel 32L), the "watermelon" symbol (for example, the 18th on the left reel 32L), the "red 7" symbol (for example, the 15th on the left reel 32L), the "replay 2" symbol (for example, the 11th on the left reel 32L), the "BAR" symbol (for example, the 10th on the left reel 32L), the "cherry" symbol (for example, the 9th on the left reel 32L), the "replay 3" symbol (for example, the 6th on the left reel 32L), and the "white 7" symbol (for example, the 5th on the left reel 32L). The number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are completely different.
[0029] Figure 4 is a front view of the display window parts 21L, 21M, and 21R. Each of the display window parts 21L, 21M, and 21R is formed such that three symbols that can visually recognize the entire symbols among the 21 symbols attached to the corresponding reel are visible. For this reason, when all of the reels 32L, 32M, and 32R are stopped, nine symbols become visible through the display window parts 21L, 21M, and 21R.
[0030] In this slot machine 10, one main line ML is set so as to connect the positions where the symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the lower-stage symbol of the left reel 32L, the middle-stage symbol of the middle reel 32M, and the lower-stage symbol of the right reel 32R. When the rotation of each of the reels 32L, 32M, and 32R is started with a specified number of medals bet, and a winning corresponding to a winning combination is established on the main line ML, any one of the benefits of paying out medals, the benefit of a replay game, and the benefit of a transition of the game state is granted.
[0031] That is, in this slot machine 10, only one main line ML is set as the line on which a winning can be established. And the main line ML is not a straight-line extending line, but is set as a bent line. Therefore, even if a combination of symbols that is a winning target is established on a straight-line extending line such as a sub-line SL1 connecting the upper-stage symbol of the left reel 32L, the middle-stage symbol of the middle reel 32M, and the lower-stage symbol of the right reel 32R, a sub-line SL2 connecting the upper-stage symbol of the left reel 32L, the upper-stage symbol of the middle reel 32M, and the upper-stage symbol of the right reel 32R, a sub-line SL3 connecting the middle-stage symbol of the left reel 32L, the middle-stage symbol of the middle reel 32M, and the middle-stage symbol of the right reel 32R, a sub-line SL4 connecting the lower-stage symbol of the left reel 32L, the lower-stage symbol of the middle reel 32M, and the lower-stage symbol of the right reel 32R, or a sub-line SL5 connecting the lower-stage symbol of the left reel 32L, the middle-stage symbol of the middle reel 32M, and the upper-stage symbol of the right reel 32R, the winning does not occur.
[0032] Note that the main line is not limited to one, and may be two, three, four, or five or more. In a configuration where a plurality of main lines are set in this way, it may be a configuration in which the number of main lines activated according to the number of bet medals is different. Also, the configuration is not limited to a configuration in which the main line is a bent line, and it may be a straight-line extending line.
[0033] FIG. 5 is a diagram showing the correspondence between the combination of winning symbols and the benefits awarded when winning. FIG. 6 is a diagram showing the state of the stopped symbols when each winning occurs. Hereinafter, with reference to FIGS. 5 and 6, the correspondence between the combination of winning symbols and the benefits awarded when winning will be described.
[0034] As the minor winning in which medal payout is made, there are a first supplementary winning, a second supplementary winning, a third supplementary winning, a fourth supplementary winning, a fifth supplementary winning, a sixth supplementary winning, a draw order bell 1 winning, a draw order bell 2 winning, a draw order bell 3 winning, a draw order bell 4 winning, a draw order bell 5 winning, a draw order bell 6 winning, a common bell winning, a watermelon winning, a cherry winning, a single symbol winning, a replay winning, an RBB1 winning, and an RBB2 winning.
[0035] For example, when the stopped symbol of the left reel 32L on the main line ML is any one of the symbols "white 7", "BAR", "red 7", or "watermelon", the stopped symbol of the middle reel 32M is the symbol "replay 1-3", and the stopped symbol of the right reel 32R is the symbol "replay 1", it is a first supplementary winning. Similarly, as shown in FIG. 5, depending on the combination in which the stopped symbol of the left reel 32L on the main line ML is any one of the symbols "white 7", "BAR", "red 7", or "watermelon", the stopped symbol of the middle reel 32M is the symbol "replay 1-3", and the stopped symbol of the right reel 32R is any one of the symbols "replay 1", "replay 2", or "replay 3", it is a second to sixth supplementary winning respectively. The number of game media to be awarded in the case of the first to sixth supplementary winnings is "1".
[0036] When the stopped symbol of the left reel 32L on the main line ML is the symbol "red 7", the stopped symbol of the middle reel 32M is the symbol "bell", and the stopped symbol of the right reel 32R is the symbol "cherry" or "watermelon", it is a draw order bell 1 winning. The number of game media to be awarded in the case of the draw order bell 1 winning is "7".
[0037] When the stop symbol of the left reel 32L on the main line ML is the "White 7" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Cherry" symbol or the "Watermelon" symbol, a winning of the bell in the pressing order 2 occurs. The number of gaming media to be awarded when winning the bell in the pressing order 2 is "7".
[0038] When the stop symbol of the left reel 32L on the main line ML is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Red 7" symbol, and the stop symbol of the right reel 32R is the "Cherry" symbol or the "Watermelon" symbol, a winning of the bell in the pressing order 3 occurs. The number of gaming media to be awarded when winning the bell in the pressing order 3 is "7".
[0039] When the stop symbol of the left reel 32L on the main line ML is the "Bell" symbol, the stop symbol of the middle reel 32M is the "White 7" symbol, and the stop symbol of the right reel 32R is the "Cherry" symbol or the "Watermelon" symbol, a winning of the bell in the pressing order 4 occurs. The number of gaming media to be awarded when winning the bell in the pressing order 4 is "7".
[0040] When the stop symbol of the left reel 32L on the main line ML is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Cherry" symbol or the "Watermelon" symbol, and the stop symbol of the right reel 32R is the "Red 7" symbol, a winning of the bell in the pressing order 5 occurs. The number of gaming media to be awarded when winning the bell in the pressing order 5 is "7".
[0041] When the stop symbol of the left reel 32L on the main line ML is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Cherry" symbol or the "Watermelon" symbol, and the stop symbol of the right reel 32R is the "White 7" symbol, a winning of the bell in the pressing order 6 occurs. The number of gaming media to be awarded when winning the bell in the pressing order 6 is "7".
[0042] For example, when a winning combination of the pressing order bell 1 occurs, as shown in Fig. 6(a), on the rising sub-line SL5, the stopped symbols of each reel 32L, 32M, and 32R are the "red 7" symbol, the "bell" symbol, and the "bell" symbol, respectively. This makes it easier for the player to recognize that a winning combination of the pressing order bell 1 has occurred.
[0043] When the stopped symbol of the left reel 32L on the main line ML is the "replay 1-3" symbol, the stopped symbol of the middle reel 32M is the "bell" symbol, and the stopped symbol of the right reel 32R is the "white 7" symbol, the "BAR" symbol, the "red 7" symbol, or the "watermelon" symbol, a common bell winning combination occurs. The number of gaming media to be awarded in the case of a common bell winning combination is "7".
[0044] When a common bell winning combination occurs, as shown in Fig. 6(b), on the middle sub-line SL3, the stopped symbols of each reel 32L, 32M, and 32R are all the "bell" symbol. This makes it easier for the player to recognize that a winning combination has occurred when the same symbol combination is stopped and displayed on a straight line. In this case, by causing the same "bell" symbol combination to be stopped and displayed during a common bell winning combination, it is possible to make it easier for the player to recognize the occurrence of a winning combination in a configuration that diversifies the winning establishment modes on the main line ML.
[0045] When the stopped symbol of the left reel 32L on the main line ML is the "watermelon" symbol, the stopped symbol of the middle reel 32M is the "BAR" symbol or the "red 7" symbol, and the stopped symbol of the right reel 32R is the "watermelon" symbol, a watermelon winning combination occurs. The number of gaming media to be awarded in the case of a watermelon winning combination is "3".
[0046] When a watermelon winning combination occurs, as shown in Fig. 6(c), on the lower sub-line SL4, the stopped symbols of each reel 32L, 32M, and 32R are all the "watermelon" symbol. This makes it easier for the player to recognize that a watermelon winning combination has occurred.
[0047] When the stop symbol of the left reel 32L on the main line ML becomes the "cherry" symbol, it is a cherry win regardless of the stop symbols of the middle reel 32M and the right reel 32R. The number of gaming media to be awarded in the case of a cherry win is "2".
[0048] When the stop symbol of the left reel 32L on the main line ML is the "bell" symbol, the stop symbol of the middle reel 32M is the "replay 1 - 3" symbol, and the stop symbol of the right reel 32R is the "cherry" symbol, it is a 1 - symbol win. Only the cherry symbol on the right reel 32R may be missed depending on the operation timing. The number of gaming media to be awarded in the case of a 1 - symbol win is "1". Note that whether or not the 1 - symbol combination is complete, in order to make the player think that the 1 - symbol combination is not complete on the symbol display, the 1 - symbol win is defined by the stop symbols of bell·replay·cherry, and the stop results are such that the same symbols do not line up in a straight line in terms of the visual arrangement.
[0049] There is a replay win, which is a prize for which a privilege of a replay game is given, allowing the player to play the next game without BETting medals (or virtual medals). For example, when the stop symbol of the left reel 32L on the main line ML is any of the "white 7" symbol, "BAR" symbol, "red 7" symbol, or "watermelon" symbol, the stop symbol of the middle reel 32M is the "replay 1 - 3" symbol, and the stop symbol of the right reel 32R is the "white 7" symbol or "watermelon" symbol, it is a replay win.
[0050] When a replay win occurs, as shown in Fig. 6(d), on the middle sub - line SL3, the stop symbols of each of the reels 32L, 32M, and 32R all become either the "replay 1" symbol, "replay 2" symbol, or "replay 3" symbol. This makes it easier for the player to recognize that a replay win has occurred.
[0051] When a replay wins, it becomes possible to play the next game without the need to bet the same number of medals as in the previous game. Specifically, in a game where three medals are bet, if any replay win occurs, it becomes possible to start the next game in a three-medal bet state with the same number of medals as in the previous game.
[0052] Also, when the number of game media bet is two, there is an RBB1 as a state transition win that causes a transition to a special game state. When the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, an RBB1 win occurs. When an RBB1 win is established, the game state transitions to the bonus state (RBB state).
[0053] Also, when the number of game media bet is three, there is an RBB2 as a state transition win that causes a transition to a special game state. When the stop symbol of the left reel 32L on the main line ML is the "white 7" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, an RBB2 win occurs. When an RBB2 win is established, the game state transitions to the bonus state (RBB state). In the RBB1 state and the RBB1 state, even if two or three game media are inserted during the bonus, they may not be paid out. Substantially and as a result, after the bonus, it is a bonus with a specification where the net increase of the game media is plus or minus zero or decreases. For this reason, it becomes possible to turn the game media during the bonus into ordinary small winning combinations. Note that even if the RBB1 and RBB2 symbols cannot be aligned in the winning game, the winning flags for RBB1 and RBB2 are carried over until an RBB1 or RBB2 win is established in the games after the winning game. The state where the winning flags for the selected RBB1 and RBB2 are carried over is called the bonus internal state. The bonus internal state will be described again later.
[0054] <Device for Executing Various Notifications and Various Performances> An apparatus for performing various notifications and various effects will be described. On the game panel 20 of the front door 12, at positions below the display window portions 21L, 21M, and 21R, a credit display unit 61 for displaying the number of virtual medals stored and a acquired medal number display unit 62 for displaying the number of medals acquired at the time of winning are respectively provided. These display units 61 and 62 are constituted by 7-segment displays, and single-color light-emitting type LEDs such as green are used for each segment.
[0055] <Electrical Configuration of Slot Machine 10> FIG. 7 is a diagram showing the electrical configuration of the slot machine 10. The main control device 70 includes a main control board 71 that controls the main game. An MPU 72 is mounted on the main control board 71. The MPU 72 stores a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 73, a clock circuit 75 that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generation circuit, and the like are built in. Note that it is not an essential configuration that the ROM 73 and the RAM 74 are integrated into one chip with respect to the MPU 72, and they may be configured as individual chips.
[0056] The MPU72 is provided with an input port and an output port respectively. On the input side of the MPU72, there are connected various sensors such as a reel unit 31 (more specifically, a reel index sensor that individually detects when each of the reels 32L, 32M, 32R has rotated once), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a, 43a, 44a that individually detect the operations of the respective stop buttons 42, 43, 44, a inserted medal detection sensor 45a that detects the medals inserted from the medal insertion slot 45, credit insertion detection sensors 47a, 48a, 49a that individually detect the operations of the respective credit insertion buttons 47, 48, 49, a settlement detection sensor 51a that detects the operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor 56a that detects the operation of the reset button 56, a setting key detection sensor 57a that detects that a setting key has been inserted into the setting key insertion hole 57, etc. Signals from these various sensors are input into the MPU72.
[0057] On the output side of the MPU72, there are connected a reel unit 31 (more specifically, a stepping motor for rotating each of the reels 32L, 32M, 32R), a payout motor of the hopper device 53, a credit display unit 61, a number of acquired medals display unit 62, an internal state notification unit 63, a sub-control device 80, etc. In each game, the rotation drive control of each of the reels 32L, 32M, 32R of the reel unit 31 is performed by the MPU72, and when a small winning combination is formed and medal payout is executed, the drive control of the hopper device 53 is performed by the MPU72. Also, the display control of the credit display unit 61, the number of acquired medals display unit 62, and the internal state notification unit 63 is directly executed by the MPU72 without going through other control devices. Commands are transmitted from the MPU72 to the sub-control device 80 at each timing of each game.
[0058] On the output side of the MPU 72, an external terminal board 90 is provided. Although not shown in the figure, the external terminal board 90 is provided adjacent to the main control device 70 on the back plate of the housing 11. The MPU 72 externally outputs various signals corresponding to the state of the slot machine 10 to the hall computer HC provided in the game hall through the external terminal board 90.
[0059] On the input side of the MPU 72, a power failure monitoring circuit provided in the power supply device 54 is connected (not shown in the figure). The power supply device 54 is equipped with a power supply unit that supplies drive power to each electronic device of the slot machine 10 including the main control device 70 and a power failure monitoring circuit. The power failure monitoring circuit monitors the voltage applied from the external power supply to the power supply unit, and outputs a power failure signal to the MPU 72 when the voltage becomes equal to or lower than the reference voltage. The MPU 72 executes processing during a power failure by receiving the power failure signal, and enables a return to the processing state before the power failure after the restoration of power. Further, the power supply device 54 is provided with a power supply unit during power failure for supplying backup power as power during power failure to the RAM 74 in a situation where the supply of operating power from the external power supply is interrupted. Thereby, even in a situation where the supply of operating power from the external power supply is interrupted, data is stored and held in the RAM 74 in a situation where backup power can be supplied by the power supply unit during power failure (for example, one day or two days). However, by performing the ON operation of the power supply of the slot machine 10 while pressing the reset button 56 provided in the power supply device 54, the data stored and held in the RAM 74 is initialized.
[0060] The sub-control device 80 includes a sub-control board 81 for executing execution control of various notifications and various effects. An MPU 82 is mounted on the sub-control board 81. The MPU 82 includes a ROM 83 that stores various control programs and fixed value data executed by the MPU 82, a RAM 84 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 83, a clock circuit 85 that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generation circuit, and the like built therein.
[0061] Note that it is not an essential configuration that the ROM 83 and the RAM 84 are integrated into one chip with respect to the MPU 82, and they may be configured as individual chips. Also, in the RAM 84, backup power is supplied from the power-off power supply unit of the power supply device 54 in a situation where the supply of operating power from an external power source is cut off, and data is stored and held in the RAM 84 in a situation where the backup power is supplied (for example, one day or two days). However, by performing the ON operation of the power supply of the slot machine 10 while pressing the reset button 56 provided in the power supply device 54, the data stored and held in the RAM 84 is initialized.
[0062] The MPU 82 is provided with an input port and an output port respectively. On the input side of the MPU 82, the MPU 72 of the main control device 70 is connected as already described, and various commands are received from the MPU 72.
[0063] On the output side of the MPU 82, the upper lamp 64, the speaker 65, and the image display device 66 are connected. The MPU 82 executes light emission control of the upper lamp 64, sound output control of the speaker 65, and display control of the image display device 66 based on the commands received from the MPU 72 of the main control device 70, so as to perform various notifications and various effects.
[0064] In the following description, for convenience of explanation, the MPU 72, the ROM 73, and the RAM 7,4 of the main control device 70 are referred to as the main-side MPU 72, the main-side ROM 73, and the main-side RAM 74 respectively, and the MPU 82, the ROM 83, and the RAM 84 of the sub-control device 80 are referred to as the sub-side MPU 82, the sub-side ROM 83, and the sub-side RAM 84 respectively.
[0065] <Processing executed by the main-side MPU 72> Next, the processing executed by the host MPU 72 will be described. The processing of the host MPU 72 is roughly classified into "normal processing" that is repeatedly executed after the execution of the main processing started upon power-on, and "timer interrupt processing" that is periodically interrupted and started with respect to the normal processing. For convenience of explanation, first, the timer interrupt processing will be described, and then the normal processing will be described.
[0066] "Timer Interrupt Processing" FIG. 8 is a flowchart showing the timer interrupt processing of the host MPU. The timer interrupt processing is started, for example, every 1.49 msec.
[0067] In the register save process shown in step S101, the values of all the registers in the host MPU 72 used in the normal processing described later are saved to the host RAM 74. In step S102, it is checked whether the power-off flag is set to "1". When the power-off flag is set to "1", the process proceeds to step S103 and the power-off time processing is executed.
[0068] The power-off flag is set when a power-off signal from the power-off monitoring circuit of the power supply device 54 is input to the host MPU 72. In the power-off time processing, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the process returns to the timer interrupt processing to complete the transmission of the command. When the transmission of the command has been completed, the value of the stack pointer of the host MPU 72 is saved to the host RAM 74. Then, the output state of the output port of the host MPU 72 is cleared, and all the actuators (not shown) are turned off. And, in order to determine whether the data in the host RAM 74 is normal when the power-off is released, a determination value is calculated and saved to the host RAM 74, thereby prohibiting subsequent RAM access. After performing the above processing, in preparation for the power supply being completely cut off and the processing becoming impossible to execute, an infinite loop is entered.
[0069] If the power failure flag is not set in step S102, various processes after step S104 are performed. That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the main MPU 72 to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive each stepping motor to rotate each reel 32L, 32M, 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors connected to the input port and monitor whether the read results are normal. In step S108, a timer arithmetic process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medal bets and the number of paid-out medals to the outside.
[0070] In step S110, a command output process is performed to send various commands to the sub-control device 80. In step S111, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S112, the values of the respective registers saved in the main RAM 74 in the previous step S101 are restored to the corresponding registers in the main MPU 72. Then, in step S113, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0071] "Normal Process" Figure 9 is a flowchart showing the normal process of the main MPU. In step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process for enabling the game is performed. In the pre-start process, it waits until the sub-control device 80 and the like finish initialization.
[0072] In step S203, a start waiting process is executed. In the start waiting process, if any replay winning occurred in the previous game, an automatic input process is performed to set the number of gaming media BET to be the same as the number of BETs in the previous game. Also, in the start waiting process, if medals are detected by the inserted medal detection sensor 45a, if the current number of BETs is less than the maximum specified number of "3", the number of BETs is incremented by 1, and if the number of BETs is 3 or more which is the maximum specified number, the value of the credit counter provided in the main side RAM 74 is incremented by 1. The credit counter is a counter for specifying the number of virtual medals stored and retained by the main side MPU 72.
[0073] In the start waiting process, if the automatic input process is not being executed and any of the credit input buttons 47 to 49 is operated, a corresponding process for credit input is executed to set the number of BETs corresponding to the operation. In the corresponding process for credit input, when the first credit input button 47 is operated, the maximum possible number of gaming media that can be BET at that time is set to be BET, and when the second credit input button 48 or the third credit input button 49 is operated, the corresponding BET state is set. In this case, if virtual medals are used for the BET, the value corresponding to the number of BET virtual medals is subtracted from the above credit counter. Also, if the number of virtual medals required to set the number of BETs corresponding to the operated credit input buttons 47 to 49 is not stored and retained, the maximum possible number of gaming media that can be BET is set in relation to the stored and retained virtual medals.
[0074] In the start waiting process, when the BET number is equal to or greater than the maximum specified number and the value of the credit counter in the main-side RAM 74 is equal to or greater than the upper limit storage number (specifically, "50"), the reception prohibition process is executed. In the reception prohibition process, the selector 52 is set to the reception prohibited state by stopping the output of the drive signal to the selector drive unit 52a. As a result, even if a medal is inserted into the medal insertion slot 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a. On the other hand, when the BET number is less than the maximum specified number or the value of the credit counter is less than the upper limit storage number, the reception permission process is executed. In the reception permission process, the selector 52 is set to the reception permitted state by starting the output of the drive signal to the selector drive unit 52a. As a result, the medal inserted from the medal insertion slot 45 is collected by the hopper device 53 after being detected by the inserted medal detection sensor 45a. In the start waiting process, when the settlement button 51 is operated and the automatic insertion process is not being executed, the hopper device 53 is driven and controlled so that medals corresponding to the total number of the BET number and the value of the credit counter are discharged to the medal tray 59 through the medal discharge port 58. As a result, the game media stored internally are paid out to the player as actual medals.
[0075] In step 204, after the execution of the start waiting process in step S203, it is determined whether the BET number of medals has reached the specified number. If the BET number has not reached the specified number, the process returns to the start waiting process (step S203). If the BET number has reached the specified number, in step S205, it is determined whether the start lever 41 has been operated. If the start lever 41 has been operated, after enabling the main line ML, step S206 executes the reception prohibition process for prohibiting bet reception. As a result, even if a medal is inserted into the medal insertion slot 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0076] In step S207, a lottery process for performing a role lottery in the current game is executed. In step S208, reel control processes for each of the reels 32L, 32M, and 32R are executed. In the reel control process, the rotation of each of the reels 32L, 32M, and 32R is started, and when the stop buttons 42 to 44 are operated and a stop command is generated, a reel stop process for stopping the corresponding reels 32L, 32M, and 32R is performed.
[0077] In step S209, medal payout processing is executed. In the medal payout processing, when a minor winning has been established in the current game, a process for awarding the player the number of medals or virtual medals corresponding to the minor winning is executed. Specifically, when awarding virtual medals, a value corresponding to the current minor winning is added to the credit counter, and when the value of the credit counter has reached the upper limit storage number, the hopper device 53 is driven and controlled so that the number of medals exceeding the upper limit storage number is paid out to the medal tray 59.
[0078] In step S210, a corresponding process at the end of the game is executed to enable setting of the game state corresponding to the result of the current game. Next, the lottery process in step S207, the reel control process in step S208, and the corresponding process at the end of the game in step S210 will be described in detail.
[0079] [Lottery Process] FIG. 10 is a flowchart showing the lottery process. The lottery process in step S207 in the normal process will be described. In step S301, first, a random number used for determining the validity of a winning combination is acquired. In this slot machine 10, when the start lever 41 is operated, the hard circuit is configured to latch the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535. After the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the hard circuit in the main RAM 74. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The hard circuit of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0080] After acquiring the random number, in step S302, a lottery table for determining the validity of a winning combination is read from the main ROM 73. Here, in this slot machine 10, winning probabilities in six stages from the set value of "1" to the set value of "6" are prepared in advance. By inserting a set key into the set key insertion hole 57 and performing an ON operation and a predetermined operation, it is possible to set which winning probability to execute the lottery process based on. Generally, the set value of "n + 1" is more advantageous for the player in the game than the set value of "n". Also, even for the same stage of set values, as internal modes where the lottery tables are different in the main MPU 7, in this embodiment, there are three types: a non-bonus internal state, a bonus internal state, and a bonus state. In step S302, a lottery table corresponding to the combination of the current set value and the current game state is selected.
[0081] After selecting the lottery table, in step S303, the index value IV is set to "1", and in step S304, a determination value DV used for determining the success or failure of the hand is set. In such a determination value setting process, the current point value PV corresponding to the current index value IV is added to the current determination value DV to set a new determination value DV. In the first determination value setting process, the random number value obtained in step S301 is used as the current determination value DV, and the point value PV corresponding to "1", which is the current index value IV, is added to this random number value to obtain a new determination value DV.
[0082] In step S305, a determination of the success or failure of the hand corresponding to the index value IV is made. In the determination of the success or failure of the hand, it is determined whether the determination value DV has exceeded "65535". If it has exceeded "65535", in step S306, an acquisition process of winning data for setting the winning hand data corresponding to the index value IV at that time in the main-side RAM 74 is executed. In the acquisition process of the winning data, all of the winning data set for the current index value IV in the lottery table to be referred to is set in the main-side RAM 74. The state in which the winning data is set is cleared to "0" after the end of the current game regardless of the presence or absence of the establishment of a winning for the winning data corresponding thereto if the winning data is other than the bonus winning data, and is cleared to "0" when the winning is established if the winning data is the bonus winning data.
[0083] On the one hand, when the determination value DV does not exceed "65535", it means that the role corresponding to the index value IV has been missed. In step S307, the index value IV is incremented by 1, and in step S308, it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target to be judged right or wrong. Specifically, it is determined whether the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a determination target to be judged right or wrong, the process returns to step S304 to continue the right or wrong determination of the role. At this time, the point value PV corresponding to the current index value IV is added to the determination value DV (i.e., the current determination value DV) used in the previous right or wrong determination of the role to obtain a new determination value DV, and the right or wrong determination of the role is performed based on the determination value DV.
[0084] When the process of step S306 is executed, or when a negative determination is made in step S308, it means that the right or wrong determination of the role has ended. In this case, in step S309, the process of determining the production content is executed. In the process of determining the production content, a process for determining the general content of the production to be executed in the upper lamp 64, the speaker 65, and the image display device 66 in this game is executed. As the general content, high-expectation content, medium-expectation content, and low-expectation content are set so that the expectation of the occurrence of the bonus state or the AT state gradually decreases. In the process of determining the production content, the general content of the production is determined by lottery using a lottery table corresponding to the combination of the condition of whether to shift to the AT state within a predetermined number of games and the condition of the role winning in this game.
[0085] In step S310, information corresponding to the content of the general outline determined in the production content determination process is set in the game start command, and the game start command is set as a transmission target to the production side MPU82. The game start command is a command for causing the production side MPU82 to recognize that a new game has started, and is a command for causing the production side MPU82 to recognize the content of the general outline of the production determined by the main side MPU72, and is transmitted to the production side MPU82 in the command output process (step S110) in the timer interrupt process.
[0086] When the production side MPU82 receives the game start command, it grasps the content of the general outline of the production in this game from the game start command, and determines the content of the details of the production by lottery in a manner corresponding to the grasped content of the general outline of the production. Then, a data table corresponding to the determined production content is read from the production side ROM83 to the production side RAM84, and the light emission control of the upper lamp 64, the sound output control of the speaker 65, and the display control of the image display device 66 are executed according to the read data table.
[0087] Thereafter, in step S311, a stop information first setting process for setting stop information for reel stop control is performed.
[0088] In step S312, notification control processing is executed. In the notification control processing, when in the non-bonus state and the AT state, if a player wins the push-order bell, a notification (so-called bell navigation) is executed that makes the stop order of the reels 32L, 32M, and 32R that enables the establishment of the push-order bell win recognizable to the player. As a result, the player can stop the reels according to the displayed stop order, thereby enabling the establishment of the push-order bell win without missing the selected push-order bell. However, since the notification control processing is not executed in the non-AT state, in order to win the push-order bell (push-order bells 1 to 6), it is necessary to correctly guess the pressing order of the stop buttons 42 to 44, which is 1 / 6. If the pressing order is incorrect, the push-order bell will be missed. Note that the notification for making the stop order of the reels 32L, 32M, and 32R recognizable to the player starts before the reels 32L, 32M, and 32R can be stopped in the corresponding game.
[0089] (Game state) FIG. 11 is a diagram showing the transition mode of the game state. Here, the game state of the slot machine 10 according to the present embodiment will be described. In the present embodiment, even for the same stage setting value, there are three types of lottery modes with different lottery tables in the main MPU 72, namely, the non-bonus internal state, the bonus internal state, and the bonus state.
[0090] The non-bonus internal state is a state in which neither RBB1 nor RBB2 bonus has been won. When either RBB1 or RBB2 bonus is won, the state transitions to the bonus internal state.
[0091] The bonus internal state is a state in which either RBB1 or RBB2 bonus has been won and neither RBB1 nor RBB2 bonus has been won. The winning flags for RBB1 and RBB2 are also carried over to the games after the game in which the win occurred. The period until the establishment of the RBB1 or RBB2 win is referred to as the bonus internal state. When either RBB1 or RBB2 bonus is won, the state transitions to the bonus state.
[0092] The bonus state is the state of winning the bonus of RBB1 or RBB2. When the bonus ends, it transitions back to the non-bonus internal state.
[0093] Also, at the same time, in this embodiment, there are two types of gaming states, a normal section and an advantageous section, as intervals for determining whether it is possible to have the performance related to the instruction function. The advantageous section refers to the section where it is possible to have the performance related to the instruction function (such as AT, etc.), and more specifically, for example, the section where the transition lottery to the AT state is executed or the stay in the AT state is possible. Conversely, the normal section refers to the section where it is not possible to have the performance related to the instruction function (such as AT, etc.).
[0094] Therefore, in order to execute the transition lottery to the AT state or stay in the AT state, when staying in the normal section, it is necessary to transition to the advantageous section by satisfying the advantageous section transition conditions, such as winning the advantageous section transition lottery. Also, when staying in the advantageous section, when the normal section transition conditions (also referred to as the normal section fall conditions) are satisfied, the advantageous section ends and transitions (falls) to the normal section. The normal section transition conditions include, for example, winning the normal section transition lottery, exceeding the maximum number of staying games in one advantageous section (for example, 1500G), or exceeding the maximum net increase number of game media in one advantageous section (for example, 2400 pieces), etc.
[0095] Next, the lottery tables referred to in the non-bonus internal state, bonus internal state, and bonus state will be described respectively.
[0096] (Lottery Table for Non-Bonus Internal State) FIG. 12 is a diagram showing the table for the non-bonus internal state. FIG. 13 is a diagram showing the relationship between the stop order of the reels and the winning modes that are established.
[0097] When staying in the non-bonus internal state, the lottery table for the non-bonus internal state is referred to in the lottery process. This lottery table shows the point values PV for 2-coin bets and 3-coin bets.
[0098] The bonus non-internal state table has an index value IV set, and each index value IV has a winning role associated with it and a point value PV set. Note that the point value PV is determined based on the winning probability of the corresponding lottery role in relation to the maximum value of the freelancer counter ("65535").
[0099] When winning with index IV = 1, the winning data for the first bell in the pressing order and the first supplementary winning data are set. When winning with index value IV = 1, as shown in Fig. 13, when the "red 7" symbol is stopped on the left reel 32L as the first stop and the second stop is on the middle reel 32M, the winning of the first bell in the pressing order may be established. However, depending on the pressing order of each stop button 42 to 44, there is a possibility that the winning of the first bell in the pressing order may not be established. In that case, either the first supplementary winning (so-called one bell spill) or a complete miss (0 bells) may occur depending on the operation timing.
[0100] In this slot machine 10, reel control that allows the reels to spin up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. That is, reel control to stop the reels 32L, 32M, and 32R is performed until a specified time (190 msec) elapses after the stop buttons 42 to 44 are operated. By performing such reel control, it becomes possible to facilitate the establishment of a winning corresponding to a winning combination, and it also becomes possible to avoid the establishment of a winning corresponding to a non-winning combination. However, since the rotation amounts of the reels 32L, 32M, and 32R that can be spun are limited as described above, if there are five or more symbols between the constituent symbols that form a symbol combination for establishing a winning in a single reel 32L, 32M, or 32R, depending on the operation timing of the corresponding stop buttons 42 to 44, the constituent symbol may not stop on the main line ML (this event is also referred to as a so-called "miss"). Generally, each supplementary winning, common bell winning, and various replay winnings are winning modes in which no miss occurs when the reels 32L, 32M, and 32R stop in the corresponding order, and the push-order bells 1 to 6, watermelon winning, cherry winning, single-symbol winning, bonus winning, etc. are winning modes in which a miss may occur depending on the stop operation timing of the stop buttons 42 to 44 with respect to the rotational positions of the reels 32L, 32M, and 32R.
[0101] When winning occurs with Index IV = 2, the winning data for push-order bell 1 and the second supplementary winning data are set. When winning occurs with the index value IV = 2, as shown in FIG. 13, when the "red 7" symbol is stopped on the left reel 32L as the first stop and the second stop is on the right reel 32R, a winning for push-order bell 2 may be established. However, depending on the pressing order of the stop buttons 42 to 44, there is a possibility that the winning for push-order bell 2 may not be established. In that case, either the second supplementary winning (so-called bell miss single symbol) or a complete miss (0 symbols) may occur depending on the operation timing.
[0102] When winning with Index IV = 3, the winning data for the bell in the order of pressing 2 and the winning data for the third supplementary draw are set. When winning with Index value IV = 3, as shown in Fig. 13, as the first stop, the symbol "White 7" is stopped on the left reel 32L. When the second stop is on the middle reel 32M, the winning of the bell in the order of pressing 3 may be established. However, depending on the operation timing of each stop button 42 to 44, the winning of the bell in the order of pressing 3 may not be established. In that case, either the third supplementary winning (so-called one spilled bell) or a complete miss (0 pieces) may occur depending on the operation timing.
[0103] When winning with Index IV = 4, the winning data for the bell in the order of pressing 2 and the winning data for the fourth supplementary draw are set. When winning with Index value IV = 4, as shown in Fig. 13, as the first stop, the symbol "White 7" is stopped on the left reel 32L. When the second stop is on the right reel 32R, the winning of the bell in the order of pressing 4 may be established. However, depending on the order of pressing each stop button 42 to 44, the winning of the bell in the order of pressing 1 may not be established. In that case, either the fourth supplementary winning (so-called one spilled bell) or a complete miss (0 pieces) may occur depending on the operation timing.
[0104] When winning with Index IV = 5, the winning data for the bell in the order of pressing 3 and the winning data for the fifth supplementary draw are set. When winning with Index value IV = 5, as shown in Fig. 13, as the first stop, the symbol "Red 7" is stopped on the middle reel 32M. When the second stop is on the left reel 32L, the winning of the bell in the order of pressing 5 may be established. However, depending on the order of pressing each stop button 42 to 44, the winning of the bell in the order of pressing 3 may not be established. In that case, either the fifth supplementary winning (so-called one spilled bell) or a complete miss (0 pieces) may occur depending on the operation timing.
[0105] When winning with Index IV = 6, the winning data for Bell 3 in the pressing order and the sixth supplementary winning data are set. When winning with the index value IV = 6, as shown in Fig. 13, the symbol "Red 7" is stopped on the middle reel 32M as the first stop. When the second stop is on the right reel 32R, the winning of Bell 6 in the pressing order may be established. However, depending on the pressing order of each stop button 42 - 44, the winning of Bell 3 in the pressing order may not be established. In that case, either the sixth supplementary winning (so-called one spilled bell) or a complete miss (0 pieces) may occur depending on the operation timing.
[0106] When any of the winning data for Bell 1 - 6 in the pressing order and the first - sixth supplementary winning data with index values IV = 1 - 6 wins in this way, when the stop buttons 42 - 44 are operated in any one of the six pressing orders of the stop buttons 42 - 44, the bells (so - called 6 - choice bells) will be complete.
[0107] For index value IV = 7, the common bell winning data is set. When winning with the index value IV = 7, as shown in Fig. 13, the common bell winning is surely established regardless of the operation timing of each stop button 42 - 44.
[0108] For index value IV = 8, the watermelon winning data is set. When winning with the index value IV = 8, as shown in Fig. 13, the watermelon winning may be established regardless of the stop order of the reels 32L, 32M, 32R. However, depending on the operation timing of each stop button 42 - 44, the watermelon winning may not be established (so - called miss).
[0109] For index value IV = 9, the cherry winning data is set. When winning with the index value IV = 9, as shown in Fig. 13, the cherry winning may be established regardless of the stop order of the reels 32L, 32M, 32R. However, depending on the operation timing of the left stop button 42 with respect to the rotation position of the left reel 32L, the cherry winning may not be established (so - called miss).
[0110] When winning with Index IV = 10, single-character winning data is set. When winning with Index value IV = 10, as shown in FIG. 13, a single-character winning can be achieved regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the single-character winning may not be achieved (so-called miss).
[0111] When the number of bets of the game medium is two bets and winning with Index IV = 11, RBB1 winning data is set. When winning with Index value IV = 11, as shown in FIG. 13, an RBB1 winning can be achieved regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the RBB1 winning may not be achieved.
[0112] When the number of bets of the game medium is three bets and winning with Index IV = 12, RBB2 winning data is set. When winning with Index value IV = 12, as shown in FIG. 13, an RBB2 winning can be achieved regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the RBB2 winning may not be achieved.
[0113] Note that winning data other than the winning data of RBB1 and RBB2 is erased in the winning game regardless of whether the winning is established, and is not carried over to the games after the winning game. In contrast, the winning data of RBB1 and RBB2 is stored and retained until the corresponding RBB1 and RBB2 wins are established even in the games after the winning game, except when the clear process of the main side RAM74 is performed. In this case, in the game where the winning data of RBB1 and RBB2 is carried over, the index value IV corresponding to the winning data of RBB1 and RBB2 is excluded from the lottery target. Thereby, it becomes possible to prevent the winning data of RBB1 and RBB2 from being newly stored even though the winning data of RBB1 and RBB2 has already been stored and retained, and it becomes possible to prevent a plurality of winning data of RBB1 and RBB2 from being accumulated and stored.
[0114] The replay winning data is set for the index value IV = 13. When winning occurs with the index value IV = 13, the replay win is established regardless of the stop order of reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In the case of the bonus non-internal state table according to this embodiment, the replay winning probability is about 1 / 7.3.
[0115] (Lottery table for bonus internal state) FIG. 14 is a diagram showing a bonus internal state table. When staying in the bonus internal state, the lottery table for the bonus internal state is referred to in the lottery process. This lottery table shows the point values PV for 2 - bet and 3 - bet.
[0116] The bonus internal state is a state in which the bonuses of RBB1 and RBB2 are won and the bonuses of RBB1 and RBB2 have not been won. Since the winning flags of RBB1 and RBB2 are also carried over to the games after the winning game, the bonus internal state table is referred to between the winning of RBB1 and RBB2 and the establishment of the win.
[0117] Here, in this gaming machine, during the non-bonus internal state, the game is played with a 2-coin bet. When winning on RBB1 (approx. 1 / 10), it transitions to the bonus internal state of RBB1. And during the bonus internal state of RBB1, it is preferable to play the game with a 3-coin bet. During the game with a 3-coin bet in the bonus internal state of RBB1, since the bonus of RBB1 which is dedicated to 2-coin bets has its reels controlled so that the player cannot win even if aiming at the winning symbols of RBB1 with the carry-over winning flag, it is possible to prevent RBB1 from accidentally winning in the 3-coin bet game.
[0118] For index values IV = 1 to 10, the same winning data as the lottery table for the non-bonus internal state is set, so repeated explanations are omitted. Also, for index value IV = 11, replay winning data is set. When winning with index value IV = 11, a replay win is established regardless of the stop order of reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44.
[0119] In addition, in the case of the bonus internal state table according to this embodiment, the replay winning probability is increased compared to the replay winning probability (approx. 1 / 7.3) in the non-bonus internal state, and the replay winning probability is approximately 1 / 3.9. That is, in the bonus internal state, it is in the RT state (high replay state) compared to the non-bonus internal state.
[0120] Also, in the bonus internal state table, if not winning on any of index values IV = 1 to 11, it is a "loss". According to the bonus internal state table according to this embodiment, in the case of a 3-coin bet, the probability of "loss" is approximately 1 / 1.6.
[0121] During the bonus internal state, although the player has won the bonus of RBB1 or RBB2, in the game where a small winning combination with an index value IV = 1 to 10 or a replay with an index value IV = 11 is won, reel control is performed so that these small winning combinations or replays are preferentially established. Therefore, the player cannot establish a winning of RBB1 or RBB2. On the other hand, in the case of "losing", the player can establish the winning by aiming at the winning symbol of RBB1 or RBB2 for which the winning flag has been carried over.
[0122] (Lottery Table for Bonus State) FIG. 15 is a diagram showing a lottery table for the bonus state. As described above, in the present embodiment, there are RBB1 and RBB2 as types of bonuses. When winning RBB1 or RBB2, the player stays in the RBB1 state or the RBB2 state (bonus state), and in the lottery process, the lottery table for the bonus state is referred to. This lottery table shows the point values PV for two-coin bets and three-coin bets.
[0123] Common bell winning data is set for the index value IV = 1. When winning with the index value IV = 1 during RBB1 or RBB2, the common bell winning is surely established regardless of the operation timing of each stop button 42 to 44.
[0124] One-coin winning data is set for the index value IV = 2. When winning with the index value IV = 2 during RBB1 or RBB2, the one-coin winning can be established regardless of the stop order of reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the one-coin winning may not be established (so-called miss).
[0125] The RBB1 and RBB2 states end, for example, when the end condition is satisfied that the number of game media paid out is equal to or more than the end reference number (for example, "105") after the start of the RBB1 or RBB2 state. When the RBB1 state or the RBB2 state ends, the game state shifts to the non-bonus internal state (FIG. 11). {Notification control process} Figure 16 is a flowchart showing the notification control process. The notification control process in step S312 of the lottery process will be described.
[0126] In step S401, it is determined whether any one of the pressing order bells 1 to 6 has been selected. Specifically, it is the case where, in the non-bonus internal state or the bonus internal state, the index value IV = 1 to 6 (Figs. 12, 14) is selected.
[0127] In step S402, it is determined whether the value of the AT state flag in the main-side RAM 74 is 1 (i.e., in the AT state). In step S403, on the condition that the value of the AT state flag is 1, the process of acquiring the notification stop order is executed. In the process of acquiring the notification stop order, by referring to the display correspondence table (Fig. 13) in the main-side ROM 73, the stop order (the symbol stop order of the reels 32L, 32M, 32R) that enables the winning of the pressing order bell at the currently selected index value IV is acquired.
[0128] In step S404, the notification execution command and the stop order command are set as the transmission targets to the production-side MPU 82. The notification execution command is a command for causing the production-side MPU 82 to recognize that the notification related to the winning combination in the current game should be executed, and the stop order command is a command for causing the production-side MPU 82 to recognize the stop order of the reels 32L, 32M, 32R (the so-called bell navigation) that should be notified in the current game.
[0129] Only one type of notification execution command is set, and the same notification execution command is set as the transmission target regardless of the notification content in the image display device 66. The stop order command is set in a one-to-one correspondence with the type of stop order to be notified by the image display device 66. In step S1804, the stop order command corresponding to the stop order of the reels 32L, 32M, and 32R that enables the occurrence of a bell winning is read from the main side ROM 73 and set as the transmission target. Each type of command set in step S1804 is transmitted to the effect side MPU 82 in the command output process (step S110) in the timer interrupt process.
[0130] By such notification control processing, in the AT state (assist time state), when winning occurs with any of the push order bell winning data and the first to sixth compensation winning data with index values IV = 1 to 6 in the bonus non-internal state table or the bonus internal state table, a display corresponding to the stop order of the reels 32L, 32M, and 32R that enables the establishment of the push order bell winning is displayed on the image display device 66. The player can easily establish the push order bell winning without missing the winning bell by stopping the reels according to the displayed stop order.
[0131] FIG. 17 is a diagram showing the notification of the reel stop order in the image display device 66. When the effect side MPU 82 receives both the notification execution command and the stop order command from the main side MPU 72, the effect side MPU 82 sets the data necessary for displaying the image of the stop order of the reels 32L, 32M, and 32R corresponding to the stop order command on the image display device 66. Thereafter, the effect side MPU 82 executes the notification start process. In the notification start process, an image is displayed on the image display device 66 based on the set data. As a result, the stop order of the reels 32L, 32M, and 32R corresponding to the current stop order command is displayed on the image display device 66.
[0132] When the stop order of the reels 32L, 32M, and 32R is notified in the image display device 66, the same number of unit display images G1 to G3 as the number of stop operations required to end the game are displayed on the image display device 66. Among the left unit display image G1 corresponding to the left reel 32L, the middle unit display image G2 corresponding to the middle reel 32M, and the right unit display image G3 corresponding to the right reel 32R, image display corresponding to the stop order of the reels 32L, 32M, and 32R is performed.
[0133] (a) shows a state where the stop order is notified when, for example, the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R. In this case, an image of "2" corresponding to the stop order of the left reel 32L is displayed on the left unit display image G1, an image of "1" corresponding to the stop order of the middle reel 32M is displayed on the middle unit display image G2, and an image of "3" corresponding to the stop order of the right reel 32R is displayed on the right unit display image G3.
[0134] Also, when only the types of the reels 32L, 32M, and 32R to be stopped first are notified, the left unit display image G4 corresponding to the left reel 32L, the middle unit display image G5 corresponding to the middle reel 32M, and the right unit display image G6 corresponding to the right reel 32R are displayed on the image display device 66.
[0135] (b) shows a state where the stop order is notified when the first stop is the middle reel 32M and the second and third stops are arbitrary. In this case, no image corresponding to the stop order of the left reel 32L is displayed on the left unit display image G4, an image of "1" corresponding to the stop order of the middle reel 32M is displayed on the middle unit display image G5, and no image corresponding to the stop order of the right reel 32R is displayed on the right unit display image G6.
[0136] As described above, the winning modes differ according to the stop order of the reels 32L, 32M, and 32R. However, there are a total of six such stop orders in combination with the reels 32L, 32M, and 32R. In the notification control process, on the image display device 66 on the condition that it is in the AT state, in relation to the winning combination, a notification display of the stop order of the reels 32L, 32M, and 32R that enables the winning of the winning combination (for example, the winning bell according to the pressing order, etc.) is performed. Thereby, the stop order of the reels 32L, 32M, and 32R can be recognized by the player.
[0137] [Reel Control Process] FIG. 18 is a flowchart showing the reel control process. The reel control process in step S208 in the normal process will be described.
[0138] In the reel control process, first, in step S501, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed. In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the time when the reel started rotating in the previous game. If it has not elapsed, the process waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and a motor control initialization process for setting rotation start information in the motor control storage area provided in the main-side RAM 74 is performed. By performing such a process, the acceleration process of the stepping motor is started in the stepping motor control process in step S106 in the timer interrupt process, and each of the reels 32L, 32M, and 32R starts rotating. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed, and the rotation start process ends. Further, when the rotation speed of each of the reels 32L, 32M, and 32R becomes a constant speed, the main-side MPU 72 notifies the player or the like that it has become possible to generate a stop command by lighting the lamps (not shown) of each of the stop buttons 42 to 44.
[0139] Following the rotation start process, in step S502, it is determined whether any of the stop buttons 42 to 44 has been operated. If none of the stop buttons 42 to 44 has been operated, wait until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, proceed to step S503 and determine whether the stop button corresponding to the rotating reel has been operated, that is, whether a stop command has been generated. If no stop command has been generated, return to step S502 and wait until any of the stop buttons 42 to 44 is operated. If a stop command has been generated, set a stop command in step S504.
[0140] The stop command is a command sent to the sub-control device 80 to let it know which of the stop buttons 42 to 44 has been operated to generate the stop command. When the stop command is set, the stop control process shown in steps S505 to S511 is performed to stop the rotating reel.
[0141] In step S505, check the symbol number of the reaching symbol that has reached the base position (the lower stage in this embodiment) at the timing when the stop button was operated. Specifically, check the symbol number of the reaching symbol that has reached the base position based on the number of excitation pulses output since the detection signal of the reel index sensor was input. In the subsequent step S506, calculate the slip number of the reel to be stopped this time based on the stop information stored in the main RAM 74.
[0142] In this slot machine 10, as a stop mode for stopping each reel 32L, 32M, 32R, when the stop buttons 42 to 44 are operated, there are five stop modes: a stop mode of stopping the reaching symbol that has reached the base point position as it is, a stop mode of stopping after sliding the corresponding reel by one symbol, a stop mode of stopping after sliding by two symbols, a stop mode of stopping after sliding by three symbols, and a stop mode of stopping after sliding by four symbols. Therefore, in step S506, based on the stop information stored in the main-side RAM 74, a value of any one of 0 to 4 is calculated as the slip number.
[0143] After that, in step S507, the calculated slip number is added to the symbol number of the reaching symbol, and the symbol number of the stop symbol that is actually stopped at the base point position is determined. In step S508, it is determined whether the symbol number of the reaching symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol. If they are equal, a reel stop process for stopping the rotation of the reel is performed in step S509. After that, in step S510, it is determined whether all the reels 32L, 32M, 32R have stopped. If all the reels 32L, 32M, 32R have not stopped, a stop information second setting process is performed in step S511, and the process returns to step S502.
[0144] Here, the stop information is information for making the stop modes of each reel 32L, 32M, 32R correspond to the result of the lottery process (Figure 11). By using this stop information, it becomes possible to calculate the slip number (specifically, "0" to "4") for the reaching symbol that has reached the base point position when each stop button 42 to 44 is operated for a stop operation. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main-side ROM 73 corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R. However, it is not limited to this, and a configuration may be adopted in which the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R is derived during the rotation of the reels 32L, 32M, 32R, etc.
[0145] As processes for setting the stop information, there are a first stop information setting process executed in step S311 of the lottery process (Figure 10) and a second stop information setting process executed in step S511 of the reel control process (Figure 18). In the first stop information setting process, the stop information is set according to the lottery process result.
[0146] In the second stop information setting process, it is a process of changing the stop information stored in the main RAM 74 in the first stop information setting process or the previous second stop information setting process after the reels stop. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, 32R, and the stop symbols of the stopped reels 32L, 32M, 32R.
[0147] Note that, for example, the symbols forming the symbol combinations corresponding to each winning combination are arranged such that the maximum number of symbols separated in the circumferential direction in each corresponding reel 32L, 32M, 32R is four symbols. In such a configuration, when the combination of the lottery process result and the stop order of each reel 32L, 32M, 32R corresponds to the occurrence of any of these winnings, the stop information is set so that the winning occurs regardless of the operation order of each stop button 42 to 44.
[0148] Returning to the description of the reel control process (Figure 18), if it is determined in step S510 that all the reels 32L, 32M, 32R have stopped, the winning determination process is executed in step S512, and then in the subsequent step S513, after setting the winning result command including the data corresponding to the result of the winning determination process as the output target to the sub-control device 80, this reel control process ends.
[0149] {Winning determination process} Figure 19 is a flowchart showing the winning determination process. In the winning determination process, at step S601, the type of symbol stopped on the main line ML in the left reel 32L is grasped. At step S602, the type of symbol stopped on the main line ML in the middle reel 32M is grasped. At step S603, the type of symbol stopped on the main line ML in the right reel 32R is grasped. When grasping the type of this symbol, the 2-byte data set for each type of symbol is read from the main-side ROM 73.
[0150] Then, at step S604, as the logical operation process of the symbol combination, 2-byte data grasped at steps S601 to S603 are AND-processed bit by bit in the same order to derive 2-byte data corresponding to the symbol combination.
[0151] At step S605, it is determined whether the 2-byte data derived at step S604 corresponds to any of the winning data. If an affirmative determination is made at step S605, the winning corresponding process is executed at step S606.
[0152] In the winning corresponding process, it is determined whether "1" is set in the winning flag corresponding to the winning that occurred this time. If "1" is not set, an abnormal command is set as the output target to the sub-control device 80. In the sub-side MPU 82, by receiving the abnormal command, an abnormal notification corresponding to illegal winning is executed by the speaker 65 and the image display device 66.
[0153] On the other hand, if "1" is set in the winning flag, if the winning is a small winning, the number of medals to be paid out, which enables the granting of medals or virtual medals in the medal payout process, is set in the payout target counter of the main-side RAM 74. On the other hand, if the winning is a replay winning, at the next step S203 in the normal process (Figure 9), a flag setting process for enabling the setting of the same number of bets as the current number of bets is executed.
[0154] [Corresponding process at the end of the game] Figure 20 is a flowchart showing the corresponding processing at the end of the game. The corresponding processing at the end of the game in step S210 in the normal processing will be described. First, the overall corresponding processing at the end of the game will be described, and then the bonus processing in step S702, the section management processing in step S703, the AT transition chance processing in step S706, and the AT state processing in step S707 within the corresponding processing at the end of the game will be described in detail, respectively.
[0155] In the corresponding processing at the end of the game, first, if it is in the bonus state (step S701: YES), the bonus processing is executed (step S702). In the bonus processing, if it is in the bonus winning state, since a bonus win has occurred in this game, the bonus state flag provided in the main-side RAM 74 is set to "1", thereby shifting the game state to the bonus state. As a result, in the lottery processing in subsequent games, the bonus state lottery table (Figure 15) will be referred to. Also, by sending a command indicating that the bonus state has been shifted to the effect-side MPU 82, the upper lamp 64, the speaker 65, and the image display device 66 start the effect for the bonus state. Also, when shifting to the bonus state, the bonus winning data is erased from the main-side RAM 74 to cancel the state of winning the bonus.
[0156] On the other hand, in S701, if it is not in any bonus state (step S701: NO), the section management processing (step S703) is executed. In the section management processing, the management processing for the normal section or the advantageous section is executed.
[0157] Subsequently, in S703, it is determined whether the advantageous section flag is 1. If the advantageous section flag is 1, the process proceeds to the process indicated by the AT state flag (step S705). When the AT state flag indicates 1, it indicates the non-AT state. When the AT state flag indicates 2, it indicates the AT state. When the AT state flag indicates 2, it indicates the non-AT state and the advantageous section reset possible state that occurs after the end of AT.
[0158] When the AT state flag indicates 0, the process proceeds to the AT transition chance process in step S706. When the AT state flag indicates 1, the process proceeds to the AT state process in step S707.
[0159] Finally, after executing the bonus process (step S702), if the advantageous section flag is not 1 (step S704), after executing the AT transition chance process (step S706) and after executing the AT state process (step S707), the game end command is set as the transmission target to the production side MPU82 (step S708). The game end command is a command for causing the production side MPU82 to recognize that one game has ended, and this command is transmitted to the production side MPU82 in the command output process (step S110) in the timer interrupt process.
[0160] {Bonus process} FIG. 21 is a flowchart showing the bonus state process. In step S702 of FIG. 20, when it is in the bonus state, the bonus state process is executed as the bonus process.
[0161] On the condition that a game medium has been granted in the current game (step S801: YES), next, a subtraction process of the bonus counter provided in the main side RAM74 is executed (step S802). The bonus counter is a counter for the main side MPU72 to specify whether the total number of game media paid out since the start of the bonus state has reached the end reference number or not. When the bonus state is started, the end reference number is set in this bonus counter. In the subtraction process of the bonus counter, the number of game media granted in the current game is subtracted from the value of the bonus counter.
[0162] When the value of the bonus counter after subtraction is "0" (step S803: YES), bonus end processing is executed (step S804). In the bonus end processing, the bonus state is ended by clearing the bonus state flag in the main side RAM 74 to "0". Further, by transmitting a command indicating that the bonus state has ended to the effect side MPU 82, the effects for the bonus state in the upper lamp 64, the speaker 65, and the image display device 66 are ended.
[0163] Next, after executing the bonus end processing (step S804) or when the value of the bonus counter after subtraction is not "0" (step S803: NO), it is determined whether the advantageous section flag = 1 (step S805). When the advantageous section flag = 1 (step S805: YES), the advantageous section stay G number counter provided in the main side RAM 74 is incremented by 1 (step S806). The advantageous section stay G number counter is a counter for counting the number of games stayed from the start to the end of the advantageous section. In the present embodiment, it is possible to stay and play up to 1500G during one advantageous section. When exceeding 1500G, the advantageous section ends and it falls to the normal section. If the advantageous section flag = 1, that is, during the stay in the advantageous section, the number of games consumed during the bonus is also counted in the advantageous section stay G number counter.
[0164] Also, addition and subtraction processing of the net increase number counter provided in the main side RAM 74 is executed (step S807). The net increase number counter (also referred to as the MY counter and the cumulative net increase acquired number counter) is a counter for counting the cumulative net increase number of game media acquired from the start of the advantageous section until now. In the present embodiment, it is possible to acquire up to 2400 game media during one advantageous section. When exceeding 2400, the advantageous section ends and it falls to the normal section. If the advantageous section flag = 1, that is, during the stay in the advantageous section, the number of game media acquired during the bonus is also counted in the net increase number counter. Note that since the net increase number counter counts the acquired difference number during the advantageous section, even if the game media cannot be acquired in the current game, for example, the net increase number corresponding to a minus of 3 bets is subtracted.
[0165] Next, it is determined whether either the number of Gs stayed in the advantageous section counter > 1500 or the net increase number counter > 2400 is satisfied (step S808). As described above, in this embodiment, up to 1500 G can be played during one advantageous section, or up to 2400 game media can be acquired. Therefore, when the number of Gs stayed in the advantageous section exceeds the maximum of 1500 G, or when the cumulative net acquired number exceeds the maximum value of 2400 (step S808: YES), "0" is set in the advantageous section flag and the AT state flag (step S809), the advantageous section is ended and the game falls back to the normal section. Also, the number of Gs stayed in the advantageous section counter and the net increase number counter are reset to 0 (step S810).
[0166] {Interval management process} FIG. 22 is a flowchart showing the interval management process. In step S703 of FIG. 20, the interval management process for the mutual intervals between the normal section and the advantageous section is executed. As described above, the advantageous section refers to a section that can have performance related to an instruction function (for example, AT, etc.).
[0167] First, it is determined whether the current staying interval is the normal section or the advantageous section (step S901). When the advantageous section flag = 0 (step S901: YES), that is, when staying in the normal section, the process proceeds to step S902. On the other hand, when the advantageous section flag ≠ 0 (step S901: NO), the process proceeds to step S905. Note that when the advantageous section flag = 0, it indicates staying in the normal section, and when the advantageous section flag = 1, it indicates staying in the advantageous section.
[0168] When it is the normal section, an advantageous section transition lottery is executed (step S902). In the advantageous section transition lottery process, an advantageous section transition lottery table corresponding to the number of bets (number of wagers) is read from the main side ROM 73, and the value of a lottery counter that is periodically updated (for example, at a cycle of 2 msec) in the main side RAM 74 is read, and the value of the lottery counter is collated with the read advantageous section transition lottery table.
[0169] FIG. 23 is a diagram showing a favorable interval transition lottery table. Refer to the favorable interval transition lottery table and execute the favorable interval transition lottery process.
[0170] According to this favorable interval transition lottery table, when staying in the normal interval and in this game, for example, when the bell 1 to 6 and the first to sixth supplementary fills with index values IV = 1 to 6, the common bell with index value IV = 7, the watermelon with index value IV = 8, the cherry with index value IV = 9, the one - card combination with index value IV = 10, RBB1 with index value IV = 11, RBB2 with index value IV = 12, and replay with index value IV = 13 are selected, the probability of winning the favorable interval transition lottery is 100.0%.
[0171] In the case of this favorable interval transition lottery table, as long as any combination is selected, the probability of winning the favorable interval transition lottery is set to 100.0%. However, this is just an example, and the favorable interval transition lottery table may be set so that one wins the favorable interval transition lottery only when winning a specific combination and at a predetermined probability.
[0172] Referring to FIG. 22 again. When winning the favorable interval transition lottery in the favorable interval transition lottery process (step S903: YES), set "1" to the favorable interval flag (step S904). Thereby, it shifts from the normal interval to the favorable interval having the performance related to the instruction function.
[0173] On the other hand, when the favorable interval flag ≠ 0 in S901 (step S901: NO), that is, when staying in the favorable interval, proceed to step S905.
[0174] When staying in the favorable interval, increment the favorable interval stay G - number counter by 1 (step S905). This is to count the stay G during the favorable interval. Also, add or subtract the net increase or decrease in the number of net - increase - obtained coins acquired or decreased in this game to the net - increase number counter (step S906). This is to count the net - increase number during the favorable interval. Note that even when no gaming medium can be acquired in this game, subtract the negative net - increase number.
[0175] Next, it is determined whether any of the following conditions are met: the number of Gs stayed in the advantageous section counter > 1500 or the net increase in the number of credits counter > 2400 (step S907). As described above, in this embodiment, during one advantageous section, the maximum number of games that can be played is up to 1500G, or the maximum number of game media that can be acquired is up to 2400 credits. Therefore, when the number of Gs stayed in the advantageous section exceeds the maximum of 1500G, or when the cumulative net increase in the number of acquired credits exceeds the maximum value of 2400 credits (step S907: YES), a "0" is set in the advantageous section flag and the AT state flag (step S908), the advantageous section is ended, and the game transitions to the normal section. Also, the number of Gs stayed in the advantageous section counter and the net increase in the number of credits counter are reset to 0 (step S909).
[0176] On the other hand, when the number of Gs stayed in the advantageous section does not exceed the maximum of 1500G and the cumulative net increase in the number of acquired credits does not exceed the maximum value of 2400 credits (step S907: NO), the section management process is ended.
[0177] {AT Transition Chance Management Process} FIG. 24 is a flowchart showing the AT transition chance management process. The AT transition chance management process (step S706) will be described. The AT transition chance management process is executed when the advantageous section flag indicates 1 and the AT state flag indicates 0, that is, during the advantageous section, during non-bonus, and in the non-AT state.
[0178] First, in the current game, it is determined whether the player has won the AT transition lottery trigger symbol (step S1001). Examples of the AT transition lottery trigger symbol include watermelon, cherry, and single symbol. When the player has won the AT transition lottery trigger symbol (step S1001: YES), the AT transition lottery process is executed (step S1002). Note that even if the winning of the AT transition lottery trigger symbol is not established, if the player has won the AT transition lottery trigger symbol, the AT transition lottery process is executed. However, the present invention is not limited to this, and the AT transition lottery process may be configured to be executed on the condition that the corresponding winning has been established.
[0179] In the AT transition lottery process to the AT state, the AT transition lottery table is read from the main-side ROM 73, and the value of the lottery counter that is periodically updated (for example, at a 2 msec cycle) in the main-side RAM 74 is read, and the value of the lottery counter is collated with the read AT transition lottery table.
[0180] FIG. 25 is a diagram showing an example of the AT transition lottery table. When winning the AT transition lottery opportunity role in the non-bonus state and non-AT state during the advantageous period, the AT transition lottery process is executed based on this AT transition lottery table.
[0181] The AT transition lottery table is provided as one type of table common to the setting values "1" to "6" of the slot machine 10. That is, when winning with the index value IV = 8, 9, or 10, the probability of winning the AT transition is common to all settings. Thus, it is possible to prevent an advantage or disadvantage from occurring among the settings regarding the probability of winning the AT transition in the non-AT state. Also, since only one type of table common to all settings needs to be stored in the main-side ROM 73 as the AT transition lottery table, it is possible to suppress the storage capacity for storing the AT transition lottery table in advance.
[0182] According to this AT transition lottery table, when winning with a watermelon with the index value IV = 8, the AT transition lottery process is executed with a winning probability of 10% common to all setting values as the AT transition lottery probability. Also, when winning with a cherry with the index value IV = 9, the AT transition lottery process is executed with a winning probability of 25% common to all setting values as the AT transition lottery probability. Also, when winning with a single-role with the index value IV = 10, the AT transition lottery process is executed with a winning probability of 20% common to all setting values as the AT transition lottery probability.
[0183] Returning to the description of FIG. 24 again. When winning the AT transition lottery process to the AT state (step S1003: YES), the initial AT difference number setting process is executed (step S1004). Since the slot machine 10 is an AT machine of the difference number management type, one set of ATs is managed by the number of difference coins that can be acquired during AT, rather than the number of AT continuous game times (for example, 50G). Therefore, in the initial AT difference number setting process, for example, "150" coins are set as the initial AT difference number in the AT difference number counter provided in the main side RAM 74.
[0184] Note that the initial AT difference number can be either a fixed value (for example, "150") uniformly, or determined by lottery. For example, it can be selectively set to any one of the specified values 100, 150, and 300 by lottery. Furthermore, it is also possible to determine the initial AT difference number by lottery in the specialized zone.
[0185] After the initial AT difference number setting process (step S1004), "1" is set in the AT state flag of the main side RAM 74 (step S1005). When "1" is set in the AT state flag, in the next process cycle of the lottery process, the notification control process (step S403) is executed, and in the next process cycle of the corresponding process at the end of the game, the process transitions to the AT state where the AT state process (step S707) is executed.
[0186] On the other hand, when not winning the AT transition lottery trigger role (step S1001: NO), when not winning the AT transition lottery in the AT transition lottery process (step S1003: NO), it is determined whether the advantageous section stay G number counter ≥ 1000 is satisfied (step S1006). This is a so-called ceiling determination. That is, when the non-AT state reaches a predetermined ceiling G number (for example, 1000G) without entering the AT state from the start point of the advantageous section, the process transitions to the AT state. When the advantageous section stay G number counter ≥ 1000 is satisfied (step S1006: YES), in order to make the AT transition a winning selection, the process proceeds to S1004.
[0187] {AT State Process} Figure 26 is a flowchart showing the AT state process. The AT state process (step S707) will be described. The AT state process is executed when the advantageous section flag indicates 1 and the AT state flag indicates 1, that is, during the advantageous section, during non-bonus, and in the AT state.
[0188] First, in this game, it is determined whether or not a winning has occurred for the additional draw opportunity role of the AT difference number (also referred to as the AT continuous difference number) (step S1101). Examples of the additional draw opportunity role include watermelon, cherry, and single-character roles. When a winning has occurred for the additional draw opportunity role (step S1101: YES), the additional draw process is executed (step S1102). Note that even if the winning of the additional draw opportunity role is not established, if a winning has occurred for the additional draw opportunity role, the additional draw process is executed. However, it is not limited to this, and the additional draw process may be executed on the condition that the corresponding winning is established.
[0189] In the additional draw process, the additional draw table is read from the main-side ROM 73, and the value of the draw counter that is periodically updated (for example, at a 2 msec cycle) in the main-side RAM 74 is read, and the value of the draw counter is collated with the read additional draw table.
[0190] Figure 27 is a diagram showing an example of the additional draw table. When a winning has occurred for the additional draw opportunity role during the advantageous section, in the non-bonus state, and in the AT state, the additional draw process is executed based on this main additional draw table.
[0191] The superimposed lottery table is provided as one common type of table for settings "1" to "6" of the slot machine 10. That is, when winning with an index value IV = 8, 9, or 10, the probability of a superimposed win is the same for all settings. Thereby, it becomes possible to prevent any advantage or disadvantage among the settings regarding the probability of a superimposed win in the AT state. Also, since only one common type of table for all settings needs to be stored in the main ROM 73 as the superimposed lottery table, it is possible to suppress the storage capacity for storing the superimposed lottery table in advance.
[0192] According to this superimposed lottery table, when winning with a watermelon having an index value IV = 8, as the AT transition lottery probability, the superimposed lottery process is executed with a winning probability of 10% common to all setting values. Also, when winning with a cherry having an index value IV = 9, as the superimposed lottery probability, the superimposed lottery process is executed with a winning probability of 25% common to all setting values. Further, when winning with a single symbol having an index value IV = 10, as the superimposed lottery probability, the superimposed lottery process is executed with a winning probability of 20% common to all setting values.
[0193] Returning to the explanation of FIG. 26 again. When a superimposed win occurs in the superimposed lottery process (step S1103: YES), the superimposed process of the AT difference number is executed (step S1104). In the superimposed process of the AT difference number, for example, "30" is added as the winning superimposed difference number to the AT difference number counter provided in the main RAM 74.
[0194] Note that the superimposed difference number can be a fixed value (for example, "30") uniformly, or it can also be determined by lottery. For example, it can be selectively added by lottery from among the specified values 30, 50, and 100.
[0195] Next, when not elected as the additional draw trigger role for the AT difference number of medals (step S1101: NO) or after executing the additional process (step S1104), the AT difference number management process described later is executed (step S1105). After executing the AT difference number management process, it is determined whether the AT difference number counter ≤ 0 (step S1106). As described above, since the slot machine 10 is an AT machine of the difference number management type, when the AT difference number counter ≤ 0, for example, in the case where there is no additional AT difference number of medals, it means that 150 medals for one set are purely increased and obtained in the AT state, and the AT game ends.
[0196] When the AT difference number counter ≤ 0 (step S1106: YES), "0" is set in the AT state flag and the advantageous section flag (step S1107), the advantageous section is ended and the game transitions to the normal section. Also, the advantageous section stay G number counter and the net increase number counter are reset to 0 (step 1108). Also, the AT end command is set as the transmission target to the effect side MPU82 (step S1109). The AT end command is a command for making the effect side MPU82 recognize that the AT state has ended, and this command is transmitted to the effect side MPU82 in the command output process (step S110) in the timer interrupt process.
[0197] {AT difference number management process} The AT difference number management process in step S1105 will be described in detail. FIG. 28 is a diagram showing an example of the AT screen (part 1) according to the present embodiment. As described above, since the slot machine 10 is an AT machine of the difference number management type, on the screen during AT, "remaining number of medals" (corresponding to the above-described AT difference number counter) and "acquired number of medals" are displayed. On the screen at the start of AT entry, the "remaining number of medals" is 150 and the "acquired number of medals" is 0.
[0198] In the display of "remaining number", the numbers are counted down (or up) in units of 1G. Specifically, when the third stop button among stop buttons 42 to 44 is stopped (referred to as the third stop), the numbers are counted down (or up) according to the difference in the number of medals obtained in this game. For example, when 7 bells win, 4 is counted down after the third stop (-4 medals). This is because with a 3-bet BET and the start lever 41 turned on, -3 medals are counted down, and with a bell win, +7 medals, so the "remaining number" (difference in medals) is -4.
[0199] In the display of "number of medals obtained", the numbers are counted up (or down) each time there is an increase or decrease in the number of medals. For example, when the start lever 41 is turned on with a 3-bet BET, 3 medals are counted down (-3 medals), and then when 7 bells win after the third stop, 7 is counted up at the time of winning (+7 medals). Therefore, the actual number of medals paid out is accurately displayed in the "number of medals obtained".
[0200] Next, the display of "remaining number" and "number of medals obtained" when the screen is during AT, when losing, when a single-symbol winning combination is won, and when a bell is won will be explained. Note that during AT, the game is played with a 3-bet.
[0201] (When losing) FIG. 29 is a diagram showing an example of the AT screen (part 2) according to this embodiment. Losing means a game in which no small winning combination is selected. "Remaining number" during AT: 3 is counted up after the third stop (+3 medals) "Number of medals obtained" during AT: 3 is counted down when the start lever is turned on after BET (-3 medals), and there is no increase or decrease after the third stop (plus or minus 0 medals)
[0202] (When a single-symbol winning combination is won but not awarded) When a single-symbol winning combination is won but not awarded, it is a game in which a single-symbol winning combination is won but not awarded. For a single-symbol winning combination, it is necessary to draw a cherry win on the right reel 32R, and there is a possibility that the single-symbol winning combination may not be established depending on the operation timing (so-called missed single-symbol winning combination). "Remaining number" in AT: Increases by 3 after the third stop (+3) "Number of acquired" in AT: Decreases by 3 when the start lever is turned on after BET (-3), no increase or decrease after the third stop (plus or minus 0)
[0203] (When winning and getting a prize for a single symbol) Figure 30 is a diagram showing an example of the AT screen (part 3) according to this embodiment. When winning and getting a prize for a single symbol, it is the game time when winning for the single symbol and getting a prize for the single symbol. "Remaining number" in AT: Increases by 3 after the third stop (+3) "Number of acquired" in AT: Decreases by 3 when the start lever is turned on after BET (-3), increases by 1 after the third stop (+1) Here, when winning a prize for a single symbol, originally the "remaining number" should be +2, but in terms of the visual arrangement, since the winning of a single symbol prize results in a stopping outcome where the same symbol does not line up in a straight line on any of the entire lines, it is difficult for players to recognize it as a winning of a single symbol prize visually. Especially for beginners, it even seems like a complete losing outcome. On the other hand, when actually losing, the "remaining number" becomes +3, but if it is set to +2 when winning a prize for a single symbol, there is a risk of making players who see the stopping outcome as a losing outcome feel uncomfortable. Therefore, in this embodiment, the "remaining number" at the time of winning a single symbol prize is displayed as the same +3 as when losing (see Figure 29). The AT difference number counter is also incremented by +3. However, in order to display the "number of acquired" accurately, it is displayed as +1 after the third stop when winning a single symbol prize.
[0204] (When winning and getting a prize for the bell in the pressing order) When winning and getting a prize for the bell in the pressing order, it is the game time when winning for bells 1 to 6 in the pressing order and getting a prize for the bell in the pressing order role. "Remaining number" in AT: Decreases by 4 after the third stop (-4) "Number of acquired" in AT: Decreases by 3 when the start lever is turned on after BET (-3), increases by 7 after the third stop (+7)
[0205] (When the draw bell is won but not awarded) Figure 31 is a diagram showing an example of the AT screen (No. 4) according to the present embodiment. When the draw bell is won but not awarded, it is a game time when the draw bells 1 to 6 are won, but the draw bell combination is not awarded. For the draw bell combination, it is necessary to press the stop button in the order of 1 / 6 of the pressing order, and depending on the pressing order, the draw bell combination may not be established (so-called draw bell mistake). "Remaining number of cards" during AT: Count down by 4 after the third stop (-4 cards) "Number of cards acquired" during AT: Count down by 3 when the start lever is turned on after BET (-3 cards), when a supplementary combination is awarded (so-called spill bell 1 card) after the third stop, count up by 1 (+1 card), or when the supplementary combination is missed depending on the operation timing, there is no increase or decrease (plus or minus 0 cards) During AT, if the draw bell is missed by ignoring the draw order navigation or the like so that the "remaining number of cards" does not decrease, a strategy becomes possible where the player intentionally presses the incorrect pressing order to extend the end of the AT and aim for an additional number of cards due to a rare combination or the like. Therefore, if an incorrect pressing order is pressed despite the occurrence of the draw order navigation, it is treated as if the player has won the 7 draw bells, and the "remaining number of cards" is set to -4 cards.
[0206] Figure 32 is a diagram showing an example of the AT screen (No. 5) according to the present embodiment. As shown in this AT screen, for example, a pressing order guessing game (so-called??? effect) occurs at a predetermined number of games or every predetermined number of games. Since the draw order navigation is not displayed, the player presses the stop button in any of the 1 / 6 pressing orders. When the correct pressing order is pressed and the player wins the draw bell combination, for example, a privilege such as an additional number of cards is given.
[0207] (When there is no draw order navigation and the player wins) When there is no draw order navigation and the player wins, it is a game time during AT when the draw bells 1 to 6 are won, the draw order navigation is not displayed, and the player wins the draw bell combination by pressing the correct pressing order. "Remaining number of cards" during AT: Count down by 4 after the third stop (-4 cards) "Number of acquired coins" in AT: When the start lever is turned on after BET, count down by 3 (-3 coins), and when the third stop is reached, count up by 7 (+7 coins).
[0208] (Without push order navigation and when not winning a prize) When there is no push order navigation and no prize is won, during AT, it is a game in which the player wins on push order bells 1 to 6, the push order navigation is not displayed, and the player does not win on the push order bell role by pressing the incorrect push order. "Remaining number of coins" in AT: When the third stop is reached, count up by 3 (+3 coins). "Number of acquired coins" in AT: When the start lever is turned on after BET, count down by 3 (-3 coins). When winning on the supplementary role (so-called one bell spill), count up by 1 (+1 coin), or when missing the supplementary role due to the operation timing, there is no increase or decrease (plus or minus 0 coins). In the push order guessing game, if the push order is incorrect, the "remaining number of coins" is displayed the same as when losing and when winning on the single coin role. That is, even when winning on the supplementary role (so-called one bell spill) or missing the supplementary role (0 coins), after the third stop, it is +3 coins. That is, due to the occurrence of missing the supplementary role (so-called one bell spill) depending on the operation timing in the push order guessing game, the game result is displayed the same as when losing and when winning on the single coin role.
[0209] As described above, in the AT difference coin number management process according to this embodiment, during the difference coin number management type AT, when winning and winning on the single coin role, which is a low-probability role and a small role where missing may occur depending on the operation timing, the display of the "remaining number of coins" indicating the difference coin number on the screen is the same as when losing. Specifically, when winning and winning on the single coin role, the "remaining number of coins" on the screen would originally be +2 coins, but in this embodiment, the "remaining number of coins" is displayed and counted as +3 coins, the same as when actually losing.
[0210] Also, as described above, on the symbol arrangement, since the winning on the single coin role results in a stop outcome where the same symbol does not line up in a straight line on any of the entire lines, it is difficult for the player to recognize it as a win on the symbol, and especially for beginners, it may seem like a complete losing outcome.
[0211] This makes it difficult for the player to recognize a winning combination of a single symbol on the AT screen and the symbols, that is, a device is devised so that even when a winning combination of a single symbol is achieved, it appears to the player as a complete loss. By doing so, it is possible to reduce the sense of discomfort such as a single medal being suddenly paid out when a winning combination of a single symbol is achieved. Furthermore, as a result, the player will not recognize the existence of the single-symbol combination itself (it becomes difficult to feel the influence of the player's skill on the game result), and especially beginners can play the game with confidence. Such a display is particularly useful for slot machines for beginners developed under the concept that anyone can play the game with confidence.
[0212] In addition, the following forms will also be mentioned. ·Not only for specific single-symbol combinations, but also for small winning combinations with a low occurrence rate such as cherries and watermelons, when a small winning combination occurs where the number of medals paid out at the time of winning is less than the number of bet medals (for example, 3 medals), it is also possible to make the display of "remaining number of medals" indicating the difference in the number of medals on the screen the same as the display when losing. However, considering that cherries and the like are small winning combinations with a high probability and are frequently won, and that the discriminability at the time of winning is high for the player (for example, when a cherry stops on the left reel, it is a winning combination), it is not always appropriate to make the display the same as when losing even when a cherry or watermelon combination wins. Therefore, in this embodiment, only for specific single-symbol combinations, the display is made the same as when losing.
[0213] ·When a single-symbol combination wins and is awarded, the "remaining number of medals" is counted up by 3 after the third stop in order to reduce the player's sense of discomfort. As described above, in order to accurately display the "number of medals obtained", when a single-symbol combination wins, it is displayed as +1 medal after the third stop. That is, actually one medal is obtained, so the number-of-medals-obtained display section 62 that displays the number of medals obtained at the time of winning displays +1, and +1 is added to the virtual number of medals in the credit display section 61, or when the virtual number of medals reaches the upper limit, one medal is paid out from the medal payout port 58.
[0214] · Also, when a winning combination of a specific single-coin prize is achieved, although one medal is actually paid out, the payout sound that occurs during other minor winning combinations is not output. This makes it more difficult for the player to recognize the winning of the single-coin prize, and from the player's perspective, it even seems more like a complete loss even when the single-coin prize is won. Note that for the payout sound when a specific single-coin prize is won, not only should it not be output at all, but it may also be set to output a smaller payout sound (a faint sound) than the payout sounds that occur during other minor winning combinations.
[0215] · During the AT, the "remaining number of coins" on the screen is displayed by referring to the value of the AT difference coin counter as described above. Also, for the "acquired number of coins", it is sufficient to display by referring to the value of the AT acquired coin counter provided in the main-side RAM 74. Needless to say, the AT difference coin counter and the AT acquired coin counter are reset each time an AT ends.
[0216] <Modification Example> In the slot machine 10 according to the above-described embodiment, during the non-bonus internal state, the player plays the game with a two-coin bet. When winning the RBB1 (about 1 / 10) for the two-coin bet, the game shifts to the bonus internal state. After that, during the bonus internal state, by playing the game with a three-coin bet, since the reel is controlled so that the bonus of the RBB1 for the two-coin bet with the winning flag carried over does not win even if aiming for the winning combination pattern of the RBB1, the player can play the game with a three-coin bet while maintaining the bonus internal state.
[0217] On the one hand, the slot machine 10 according to this modification example is a dedicated three-bet bonus machine that always plays games with three bets. During the non-bonus internal state, the player is allowed to play games with three bets. When winning the RBB for three bets, the machine transitions to the bonus internal state. After that, games are also played with three bets during the bonus internal state. However, for the bonus of the RBB for three bets with the winning flag carried over, if aiming at the winning pattern of the RBB when it loses, it will result in a win. Therefore, in such a dedicated three-bet slot machine 10, a single symbol (referred to as the "one-symbol for kicking out" here) for kicking out the so-called winning of the RBB is set to win with a high probability (conversely, the pure loss probability is low). Since the one-symbol for kicking out wins with a high probability in most games, while substantially preventing the winning of the RBB, the player can play games with three bets while maintaining the bonus internal state.
[0218] Here, when the one-symbol for kicking out wins, assume that the winning symbol of the one-symbol for kicking out is arranged in the array so that there is no possibility of missing the one-symbol for kicking out depending on the player's operation timing (it can be won regardless of the operation timing). Also, whether the one-symbol for kicking out is complete or not, in order to make the player think that the one-symbol for kicking out is not complete on the symbols, set the stop symbol for the winning of the one-symbol for kicking out, and on the apparent arrangement, set the stop outcome where the same symbols are not aligned in a straight line.
[0219] Also, similar to the above-described embodiment, when the stop symbol of the left reel 32L on the main line ML is the "bell" symbol, the stop symbol of the middle reel 32M is the "replay 1 - 3" symbol, and the stop symbol of the right reel 32R is the "cherry" symbol, a single-symbol win occurs. Only the cherry symbol on the right reel 32R may be missed depending on the operation timing. The number of game media to be awarded when a single-symbol win occurs is "1". Also, whether the single symbol is complete or not, in order to make the player think that the single symbol is not complete on the symbols, the single-symbol win is set as the stop symbol of bell · replay · cherry, and on the apparent arrangement, the stop outcome where the same symbols are not aligned in a straight line.
[0220] (When winning and getting a prize for a single symbol) When winning and getting a prize for the single symbol for kicking, it is the game time when winning the single symbol for kicking and getting a prize for the single symbol for kicking, including during non-AT and AT periods. "Remaining number" during AT: Count up by 2 after the third stop (+2 pieces) "Number of pieces obtained" during AT: Count down by 3 when the start lever is turned on after BET (-3 pieces), and count up by 1 after the third stop (+1 piece) (When winning but not getting a prize for a single symbol) When winning but not getting a prize for a single symbol, it is the game time when winning the single symbol but not getting a prize for the single symbol. "Remaining number" during AT: Count up by 2 after the third stop (+2 pieces) "Number of pieces obtained" during AT: Count down by 3 when the start lever is turned on after BET (-3 pieces), and no increase or decrease after the third stop (plus or minus 0 pieces) Here, when the single symbol does not win a prize, originally the "remaining number" should be +3 pieces. However, in terms of the visible arrangement, since the winning of the single symbol is a stop outcome where the same symbol does not line up in a straight line on any of the entire lines, it is difficult for the player to recognize it as a winning of the single symbol visually. Especially for beginners, it also seems like a complete losing outcome, similar to the stop outcome of winning the single symbol for kicking. When winning the single symbol for kicking, the "remaining number" is +2 pieces. However, if it is set to +3 pieces when winning but not getting a prize for the single symbol, there is a risk of making the player feel uncomfortable. Therefore, in this embodiment, the "remaining number" when winning but not getting a prize for the single symbol is displayed as the same +2 pieces as when winning the single symbol for kicking. The AT difference number counter is also counted up by +2. However, in order to display the "number of pieces obtained" accurately, when winning a prize for a single symbol, it is displayed with no increase or decrease (plus or minus 0 pieces) after the third stop.
[0221] (When winning and getting a prize for a single symbol) When winning and getting a prize for a single symbol, it is the game time when winning the single symbol and getting a prize for the single symbol. "Remaining number" during AT: Count up by 2 after the third stop (+2 pieces) "Number of acquired coins" in AT: When the start lever is ON after BET, count down by 3 (-3 coins), and when the third stop occurs, count up by 1 (+1 coin).
[0222] According to this modified example, when a single-coin combination does not win, it is possible to reduce the sense of discomfort that a single coin is suddenly not paid out. Furthermore, as a result, the player will not recognize the existence of the single-coin combination itself (it becomes difficult to feel the influence of the player's skill on the game result), and especially beginners can play the game with confidence. Also, when the single-coin combination for kicking out wins, when the single-coin combination wins, and when it does not win, the display of "remaining number of coins" (+2 coins) during AT can be made common, so it is also possible to reduce the data capacity of programs and the like.
[0223] <Regarding the groups of inventions extracted from the above-described embodiments> Hereinafter, the features of the groups of inventions extracted from the above-described embodiments will be described while showing effects and the like as necessary. In the following, for ease of understanding, the corresponding configurations in the above-described embodiments are appropriately shown in parentheses or the like, but the invention is not limited to the specific configurations shown in such parentheses or the like.
[0224] (Feature A1) Symbol display means (reel unit 31) for variably displaying symbols, Start operation means (start lever 41) operated to start the variable display of symbols in the symbol display means, Lottery means for executing a lottery process for combinations based on the operation of the start operation means (function for executing the process of step S207 in the main MPU 72), Stop operation means (stop buttons 42 to 44) operated to stop the variable display of symbols in the symbol display means, A gaming machine comprising corresponding execution means (function for executing the process of step S210 in the main MPU 72) for executing control corresponding to the winning combination as a winning establishment of the winning combination when the combination won in the lottery process for combinations wins after the variable display of the symbols, Notification state transition means for transitioning to a notification state (AT state) that notifies an operation method (reel stop order) for causing the target player (bell in order of pressing) to win in the winning game of the target player; Notification state ending means for ending the notification state (AT state) when the value of a counter (difference number counter) indicating the difference number of game media that can be acquired during the notification state satisfies a predetermined condition (0 or less); Prize winning payout means for paying out a number of game media (1) less than the maximum bet number when a symbol combination corresponding to a specific combination (specific single combination) wins; Display means for visibly displaying the value corresponding to the counter (difference number counter) to the player; First result counter variation means for varying the value of the counter (difference number counter) by a predetermined value variation ("remaining number" +3) when the lottery result of the lottery process becomes the first result (loss); (Fig. 29) Specific combination counter variation means for varying the value of the counter (difference number counter) by the same predetermined value variation as at the time of the first result ("remaining number" +3) when the specific combination wins during the notification state; (Fig. 30) A gaming machine, characterized by comprising the above.
[0225] (Feature A2) The first result is a loss indicating non-winning of a combination; (Fig. 29) The gaming machine according to Feature A1, characterized by the above.
[0226] As a result, it becomes difficult for the player to recognize, for example, the winning of a single combination. That is, by making it appear as a complete loss even when a single combination wins from the player's perspective, it is possible to reduce the sense of discomfort such as suddenly having one payout when a single combination wins. Furthermore, ultimately, the player will not recognize the existence of the single combination itself (it becomes difficult to feel the influence of the player's skill on the game result), and especially beginners can play the game with confidence. Such a display is particularly useful for a slot machine for beginners developed under the concept that anyone can play the game with confidence.
[0227] (Feature A3) The stop result of the symbol corresponding to the winning of the specific combination is such that the combinations of the same symbol do not line up in a straight line on any line. (Fig. 30) The gaming machine according to Feature A2, characterized in that
[0228] As a player, it is difficult to recognize that the combination is complete, so there is no sense of discomfort even with the same number of changes as a losing combination. That is, in terms of the symbol arrangement, the winning of a single-symbol combination results in a stop outcome where the same symbol does not line up in a straight line on any of the lines. Therefore, it is difficult for players to recognize the winning of a single-symbol combination even from the symbols, and especially for beginners, it appears to be a complete losing outcome.
[0229] (Feature A4) Sound output means for outputting a predetermined sound (payout sound) when winning a combination other than the specific combination (such as when winning a bell), and for not outputting the predetermined sound or outputting a sound smaller than the predetermined sound when winning the specific combination (specific single-symbol combination); The gaming machine according to Feature A2, characterized in that it is provided with
[0230] When winning the specific single-symbol combination, although the payout of one medal is actually carried out, the payout sound generated during the winning of other small combinations is not output. This makes it more difficult for players to recognize the winning of a single-symbol combination, and makes it even more likely to appear as a complete loss even when winning a single-symbol combination from the perspective of the player.
[0231] (Feature A5) Display means for visibly displaying to the player the value of a counter (acquired number counter) indicating the number of gaming media paid out by the combination winning payout means. ("Acquired number" in Fig. 30) The gaming machine according to Feature A1, characterized in that it is provided with
[0232] The difference number counter does not necessarily match the actual number of medals paid out, for example, when winning and getting a single-symbol combination. However, since the "acquired number" accurately displays the actual number of medals paid out, players can accurately grasp the actual number of medals paid out.
[0233] (Feature A6) When the notified target role (draw order bell) wins during the notification state, regardless of whether the notified target role wins or not, a counter (difference number counter) value changing means for changing the value of the counter to the same predetermined value as when the notified target role wins (changing "remaining number" by -4), (Fig. 31) The gaming machine according to Feature A1, characterized by comprising
[0234] During AT, when the draw order bell wins but does not win, that is, when the draw order bell is missed by ignoring the draw order navigation etc. and the "remaining number" is not decreased, if a player presses an incorrect draw order intentionally to extend the end of AT and aim for an additional number of difference by a rare role etc., such a strategy becomes possible. For this reason, when an incorrect draw order is pressed despite the occurrence of draw order navigation, it is treated as if it has won the 7-draw order bell, and the "remaining number" is set to -4. Thereby, unintended strategies can be prevented.
[0235] (Feature A7) When a predetermined role (cherry role) wins, the role winning payout means pays out a number of gaming media (2 pieces) less than the maximum bet number, When the predetermined role (cherry role) wins, at the time of winning of the predetermined role, a counter (difference number counter) value changing means for changing the value of the counter to a predetermined value corresponding to the winning role (changing "remaining number" by +2), at the time of non-winning of the predetermined role, a counter (difference number counter) value changing means for changing the value of the counter to the same predetermined value as at the time of the first result (changing "remaining number" by +3), The gaming machine according to Feature A1, characterized by comprising
[0236] Not only for a specific single winning combination, but also for small winning combinations with a low occurrence rate such as cherries and watermelons, when winning a small winning combination where the number of medals paid out at the time of winning is less than the number of bet medals (for example, 3 medals), it is also possible to display the "remaining number of medals" indicating the difference in the number of medals on the screen in the same way as when losing. However, considering that cherries and the like are small winning combinations with a high probability and are frequently won, and that they have high discriminability at the time of winning for the player (for example, winning when the cherry symbol stops on the left reel), it is not always appropriate to display them in the same way as when losing even when winning a cherry or watermelon combination. Therefore, in this embodiment, when winning a cherry, the original display (+2 for "remaining number of medals") is used, and when not winning, the same display as when losing (+3 for "remaining number of medals") is used.
[0237] (Feature A8) When the specific winning combination occurs during the notification state and the specific winning combination is won, regardless of whether the specific winning combination is a winning combination or not, the value of the counter (difference in the number of medals counter) is changed to the same predetermined value as at the first result (+3 for "remaining number of medals"). The gaming machine according to Feature A1, characterized by the above.
[0238] (Feature A9) Symbol display means (reel unit 31) for variably displaying symbols, Start operation means (start lever 41) operated to start the variable display of symbols in the symbol display means, Winning combination lottery means (function for executing the process of step S207 in the main MPU 72) for executing a lottery process for winning combinations based on the operation of the start operation means, Stop operation means (stop buttons 42 to 44) operated to stop the variable display of symbols in the symbol display means, A gaming machine comprising corresponding execution means (function for executing the process of step S210 in the main MPU 72) for executing control corresponding to the winning combination when the winning combination won in the winning combination lottery process is a winning combination after the variable display of the symbols. Notification state transition means for transitioning to a notification state (AT state) that notifies an operation method (reel stop order) for causing the notified target role (push-order bell) to win in the winning game of the notified target role, Notification state ending means capable of ending the notification state (AT state) when the value of a counter (difference number counter) indicating the number of difference gaming media that can be acquired during the notification state satisfies a predetermined condition (0 or less), Prize winning payout means for paying out a number of gaming media (1 piece) less than the maximum bet number when a specific symbol combination corresponding to a specific role (specific single-piece role) wins, Specific role counter variation means for varying the value of the counter to a specific value (the same number as the maximum bet number) when the specific role wins during the notification state and the specific role wins, A gaming machine characterized by comprising:
[0239] As a result, it becomes difficult for the player to recognize, for example, the winning of a single-piece role. That is, by making it appear as a complete loss even when the single-piece role wins from the player's perspective, it is possible to reduce the sense of discomfort such as suddenly paying out one piece when the single-piece role wins. Furthermore, as a result, the player no longer recognizes the existence of the single-piece role itself (it becomes difficult to feel the influence of the player's skill on the game result), and especially beginners can play the game with confidence. Such a display is particularly useful for slot machines for beginners developed under the concept that anyone can play the game with confidence.
[0240] According to the invention related to the above characteristic group, the following problems can be solved.
[0241] As a type of gaming machine, pachinko gaming machines, slot machines, etc. are known. These gaming machines are equipped with control means such as a CPU, read-only storage means such as a ROM, and read-write storage means such as a RAM. The control means executes processing according to a program read from the read-only storage means while writing information to the read-write storage means and reading information from the storage means. When executing this processing, the control Information from sensors and the like is input to the control means, and information is output from the control means to electric actuators, light-emitting elements, and the like. Note that there is also known a configuration in which the control means, read-only storage means, read-write storage means, etc. are integrated into one chip.
[0242] Specifically, for a slot machine, when a new game is started by operating the start lever in a situation where medals are being BET, the control means executes a lottery process for the roles. Also, when the lottery process for the roles is executed, the control means executes rotation start control to start the rotation of the reels. When the stop button is operated during the rotation of the reels, the control means executes rotation stop control to stop the rotation of the reels. And when the stop result after the rotation stop of the reels corresponds to the winning role in the lottery process for the roles, a privilege corresponding to the winning role is given to the player. As the giving of the privilege, for example, game media are given.
[0243] Here, in gaming machines such as those exemplified above, it is necessary to enhance the amusement of the game, and there is still room for improvement in this regard.
[0244] The basic configuration of a gaming machine to which each of the above features can be applied is shown below. Pachinko gaming machine: An operation means operated by a player, a game ball launching means for launching a game ball based on the operation of the operation means, a ball passage for guiding the launched game ball to a predetermined game area, and each game component arranged in the game area, and a gaming machine that gives a privilege to the player when the game ball passes through a predetermined passage among these game components.
[0245] Rotary gaming machines such as slot machines: A gaming machine that starts the rotation of a rotating body based on the operation of a start operation means, stops the rotation of the rotating body based on the operation of a stop operation means, and gives a privilege to the player according to the pattern after the stop.
Explanation of symbols
[0246] 10…Slot machine, 31…Reel unit, 32L, 32M, 32R…Reels, 4 1…Start lever, 42~44…Stop buttons, 66…Image display device, 72…Main side M PU, 82…Effect side MPU
Claims
【Claim 1】 Symbol display means for variably displaying symbols, Start operation means that is operated to start the variable display of symbols in the symbol display means, Lottery means for executing a role lottery process based on the operation of the start operation means, Stop operation means that is operated to stop the variable display of symbols in the symbol display means, A gaming machine comprising corresponding execution means for executing control corresponding to the winning combination when the winning combination wins in the lottery process after the variable display of the symbol, Notification state transition means for transitioning to a notification state for notifying an operation method for winning the notified target role in the winning game of the notified target role, Role winning payout means for paying out a number of game media less than the maximum bet number when a symbol combination corresponding to a specific role wins, Display means for visibly displaying a value corresponding to a counter indicating the difference in the number of game media that can be obtained during the notification state to the player, First result counter variation means for varying the value of the counter by a predetermined value when the lottery result of the lottery process is a first result of non-winning, Specific role counter variation means for varying the value of the counter by the same predetermined value as in the case of the first result when the specific role wins during the notification state, Sound output means for outputting a predetermined sound when a role other than the specific role wins, and not outputting the predetermined sound or outputting a sound smaller than the predetermined sound when the specific role wins, Comprising, The stop result of the symbol corresponding to the establishment of the winning of the specific role is that the same symbol combination does not stop in a straight line, A gaming machine characterized by the above.
Citation Information
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