gaming machines

The gaming machine uses a start and stop switch system with effect control to enhance player engagement by delaying and strategically revealing game outcomes, addressing the lack of excitement in conventional medal-less machines.

JP7716011B2Active Publication Date: 2025-07-31ENTERRISE CO LTD
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Patent Information

Application Number
JP2023171387
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-02
Publication Date
2025-07-31
Estimated Expiration
2043-10-02

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging effects that enhance player excitement, particularly in medal-less machines where physical interaction is reduced.

Method used

A gaming machine with a start switch to initiate reel rotation, stop switches to control reel stops, and an effect control unit that notifies candidates for subsequent game effects, ensuring player operations are invalid until a condition is met, followed by valid operations to display narrowed-down effect candidates.

Benefits of technology

Enhances game interest by allowing players to fully utilize and anticipate game effects, even in medal-less machines, through strategic display of potential outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine loaded with performances capable of enhancing the interest of a game.SOLUTION: A game machine comprises a start switch, a plurality of stop switches and a performance controller. The stop switches can be controlled to keep a player's operation inactive until a prescribed condition is met, starting from the time when the start switch is operated. In a game 1, while the control for keeping the player's operation on the stop switch inactive after operation on the start switch continues, the performance controller can notify a performance device of all candidates of performance contents that can be subsequently announced in the game, and can notify the performance device of candidates constituted by some performance contents out of all performance contents as performance candidates that can be actually selected, upon execution of the control activating the player's operation on the stop switch.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, gaming machines that notify players of effects that indicate what role has been won or effects that may be developed in the future have been known (see Patent Document 1).

[0003] In such gaming machines, for example, when a big bonus flag is established, it is determined whether the player's eye-pressing is successful or not. Then, each time the player operates the stop switch, a notification effect is executed in which the candidate symbols that can be stopped on the pay line are gradually narrowed down. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-330531 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the gaming machine described above merely narrows down the possible symbols that may stop on the pay line based on the symbols that have stopped on the pay line, which is somewhat uninteresting.

[0006] An object of the present invention is to provide a gaming machine equipped with effects that can increase the excitement of the game. [Means for solving the problem]

[0007] The present invention provides A start switch capable of starting the rotation of a plurality of rotating reels based on the operation of a player; A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reels in rotation based on the operation of the player; An effect control unit capable of causing an effect device to notify an effect according to the progress of the game; Comprising: The stop switch can be controlled so that an operation by the player is not valid until a predetermined condition is satisfied after the start switch is operated. The effect control unit, in one game, While the control that the operation of the player on the stop switch is not valid continues after the start switch is operated, it is possible to cause the effect device to notify all candidate effect contents that can be notified in subsequent games, and Triggered by the execution of the control that the operation of the player on the stop switch becomes valid, it is possible to cause the effect device to notify, as candidate effect contents actually selectable, candidates composed of some of all the effect contents. It is a gaming machine.

Advantages of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine equipped with an effect capable of enhancing the interest of the game.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Modes for Carrying Out the Invention

[0010] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes a case where connection targets are directly connected and a case where connection targets are indirectly connected via another board or device.

[0011] As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals.

[0012] In this slot machine 1, unlike conventional slot machines, there is no need to insert physically existing medals, and physically existing medals are not paid out. In the slot machine 1, a pseudo-game medium converted into electronic data is used as game value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, or the like.

[0013] First, the card unit 7 connected to the slot machine 1 will be described below.

[0014] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0015] Further, the card unit 7 can store a card 70 that stores game value data as electronic data instead of physically existing medals inside.

[0016] Further, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1 and, conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.

[0017] In addition, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management unit 620 (described later) of the slot machine 1.

[0018] Further, the card unit 7 is provided with a lending button 71. When a bill is inserted into the card unit 7 by an operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the medium management unit 620.

[0019] In this specification, the "operator" means all of a player who is a user executing a game, a user who has ended the game (including a user walking inside the store), and store staff. However, if necessary, it may be individually denoted as "store staff", "player", etc.

[0020] Inside the card unit 7, in addition to the I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided.

[0021] The cash management mechanism 73 introduces the bill inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bill.

[0022] The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the ejection button 72 is operated.

[0023] The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of the cash management mechanism 73 and the card management mechanism 74 respectively, lending processing of game values, authentication processing of the card 70, data reading processing and writing processing from and to the card 70, etc.

[0024] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of giving an error notification to that effect when the inserted banknote gets jammed in the cash management mechanism 73, a process of adding game value corresponding to the inserted banknote to the current lending balance and temporarily storing it in the RAM, and the like.

[0025] The operation processing of the card management mechanism 74 includes a process of operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, a process of operating the card management mechanism 74 so that the card 70 is ejected in accordance with the operation of the ejection button 72, and the like.

[0026] The lending process of game value includes a process of transmitting game value data for lending to the slot machine 1 (media management unit 620 mounted on the game value control unit 62 to be described later) in accordance with the operation of the lending button 71. At that time, a process of subtracting the game value data for lending from the game value data of the lending balance temporarily stored in the RAM in the card unit 7 is also performed.

[0027] In the authentication process of the card 70, when the PIN is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN matches the PIN written on the card. When the card unit side control unit 75 determines that the two match, it allows the card 70 to be used continuously as the authentication target, but when it determines that the two do not match, it may not allow the card 70 to be used continuously as the authentication target (restricts the use).

[0028] In the data reading process from the card 70, when game value data is written on the card 70, this is read out and temporarily stored in the RAM as the lending balance.

[0029] In the writing process to the card 70, when game value data is transferred to the card unit 7 as the counting button 44 of the slot machine 1 is operated, the game value data is temporarily stored in the RAM, and then, as the ejection button 72 is operated, the game value data is written to the card 70.

[0030] When the ejection button 72 is operated and there is already game value data written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0031] Thereby, when the ejection button 72 is operated in the card unit 7, the card 70 in which at least one of the game value data owned by the player and the data of the remaining loan balance is written is ejected from the opening.

[0032] In addition, the card unit 7 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, for example, information regarding advantageous gaming states including the number of gaming times in advantageous gaming states (AT, CZ, special combination (bonus) implementation states, etc. described later), the transition of the quantity of game values, the number of games played, various information related to the slot machine 1 such as the accessory ratio, etc. are sent.

[0033] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress the game without using medals, which are real objects. In the slot machine 1 of the present embodiment, instead of medals, which are real objects, the game is played using game value data as electronic data. Incidentally, hereinafter, separately from the "game value data", there may be cases where it is expressed as "game value" as a term corresponding to the conventional "medal".

[0034] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0035] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later, through this reel window 200.

[0036] In the vicinity of the right end portion of the front door 100 in the front view of the slot machine 1 (in the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10.

[0037] Also, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and the store staff does not need to replenish actual medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the housing 10.

[0038] When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable with respect to the housing 10. Thereby, the store staff can access the inside of the housing 10.

[0039] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.

[0040] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.

[0041] Speaker 101 outputs predetermined BGM (background music), SE (sound effect), and voice.

[0042] The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated production screen is displayed or a character wins a prize.

[0043] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. On the lower panel 103, the title of the slot machine 1 and the like are displayed. On the front bottom 104, personal belongings of the operator can be placed.

[0044] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and an effect button 46.

[0045] Near each switch of the operation unit 4, a sensor is provided to detect the operation of the player and output an operation signal to the control unit 6.

[0046] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c receive an operation to stop the rotation of the corresponding rotating reels 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating. That is, when the stop switch 40a is operated, the rotation of the rotating reel 20a stops; when the stop switch 40b is operated, the rotation of the rotating reel 20b stops; when the stop switch 40c is operated, the rotation of the rotating reel 40c stops.

[0047] Inside the stop switches 40a, 40b, and 40c, a lamp is provided. The lamp can indicate, for example, in a color (e.g., red), that the stop switches 40a, 40b, and 40c are in an inoperative state from when the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state. Further, the lamp can indicate, in a color different from the above color (e.g., blue), that the stop switches 40a, 40b, and 40c are in an operative state from when each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state until the stop switches 40a, 40b, and 40c are operated.

[0048] Information on the fact that the stop switches 40a, 40b, and 40c have been pressed (information on which stop switch 40 has been pressed, in what order, and at what timing) is used by the rotating reel control unit 611, game result determination unit 612, game state control unit 615, medium management unit 620, etc., which will be described later.

[0049] The bet switch 41 is used when the operator bets game values. The quantity of the credited game values and the bet game values is managed by the slot machine 1 (medium management unit 620). Hereinafter, the term "credited game values" means the game values (game value data) managed by the medium management unit 620.

[0050] The lever 42 functions as a start switch that receives an operation for rotating the rotating reels 20a, 20b, and 20c.

[0051] The digital counter 43 digitally displays the credit number of game values, the paid-out number (acquired number) of game values, etc. The operator can also confirm during the game how much the quantity of the held game values is by checking the digital counter 43. Further, thereby, the player can play the game without having actual medals in hand.

[0052] In addition, the "number of payouts of game value" in this embodiment does not refer to the operation of paying out actual medals outside the slot machine 1, but rather means "the increase in the game value corresponding to the winning combination established by internal lottery". That is, the "number of payouts of game value" means "the increase in the numerical value of the virtual game medium in electronic data form". Also, for example, the "predetermined number of game values" corresponds to the concept of the "predetermined number of medals" in the prior art.

[0053] The count button 44 can receive an operation by the operator for transferring game value data from the medium management unit 620 to the card unit 7. When the count button 44 receives the operator's operation, a transfer signal is generated by the count button 44.

[0054] In addition, after the count button 44 is operated, for example, by raising and lowering the lever 42, any amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any amount of game value data may be the count button 44, or may be a button different from the count button 44. Alternatively, by the operator operating the button on the card unit 7 side, any amount of game value data designated by the operator may be transferred to the slot machine 1.

[0055] Also, the amount of subtraction of the game value data being managed when the count button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 44 is being continuously operated (while it is being operated continuously), the credited game value may continue to be subtracted.

[0056] In this embodiment, the count button 44 is disposed at a position visible to the operator on the slot machine 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in this embodiment, it is the front surface of the housing 10.

[0057] More specifically, as shown in FIG. 1, the count button 44 is disposed on the operation unit 4 closer to the card unit 7 in the front view of the slot machine 1. This makes it easier for the player to understand that the count button 44 is a button related to the card unit 7, and also smooths the operation flow from when the count button 44 is operated until the card 70 is discharged from the card unit 7.

[0058] Further, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, either inside or around it.

[0059] The cancel button 45 can receive an operation by the operator to change the game value in the bet state (bet state) to the non-bet state (non-bet state). When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the game value data in the bet state as the non-bet state.

[0060] For example, when the cancel button 45 is operated in a state where the game value during betting is 1 or more, the medium management unit 620 updates the game value during betting to "0", and adds the game value data that had been bet until it becomes "0" to the game value data of the credited game value. As a result, the credit number displayed by the digital counter 43 increases by the amount of the game value data that had been bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process that returns the game value during betting to the credit number by changing the bet state to the non-bet state.

[0061] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the bet state exists but the lever 42 has not been operated yet. On the other hand, the bet cancellation process is invalidated from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is arranged near the bet switch 41.

[0062] The effect button 46 is a button used for the player to perform operations such as volume setting, confirmation of game data, and various menu settings related to the game when playing the game. Also, the effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect.

[0063] Also, the effect button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state and is turned off when it is in an inoperable state. Also, when outputting a winning notification effect for an advantageous game state such as a special role and an AT triggered by the operation of the effect button 46, the lamp can also blink rapidly in a color different from when it is normally lit, such as red or rainbow color.

[0064] Also, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.

[0065] The reset button 51 is operated when canceling various errors and initializing the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game values managed by the medium management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game section is set to the "normal section".

[0066] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible.

[0067] During game progress or during game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff members who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are unlocked is, in principle, limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0068] The setting value is a value representing the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set setting value affects the internal lottery. And depending on the setting value, at least some of the winning probabilities of the winning candidates are different. The setting value is set by the store staff member before the store opens.

[0069] Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0070] As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotating reel unit 2 is arranged inside the cabinet 10 corresponding to the position of the reel window 200.

[0071] On the surfaces of the rotating reels 20a, 20b, and 20c, for example, symbols (patterns) as shown in FIG. 3 are arranged. The game progresses by the game result determination unit 612 described later determining whether the combination of symbols displayed on the effective line L described later when the rotation of the rotating reels 20a, 20b, and 20c stops is a predetermined combination of symbols.

[0072] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0073] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated during the rotation of the rotating reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c rotate one revolution in 504 steps. Thereby, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.

[0074] The rotation and stop of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611 described later.

[0075] Also, after the lever 42 of the slot machine 1 is operated, until the rotating reels 20a, 20b, and 20c enter a constant-speed rotation state where they rotate at a constant rotation speed, the operations on the stop switches 40a, 40b, and 40c corresponding to the rotating reels 20a, 20b, and 20c are not valid (even if the player operates the stop switches 40a, 40b, and 40c, the corresponding rotating reels 20a, 20b, and 20c do not stop).

[0076] After the rotating reels 20a, 20b, and 20c enter the constant-speed rotation state, upon the main control board P1 (described later) outputting a valid signal, the operations of the player on the stop switches 40a, 40b, and 40c become valid (when the player operates the stop switches 40a, 40b, and 40c, the corresponding rotating reels 20a, 20b, and 20c stop).

[0077] In addition, information (valid signal) indicating that the rotating reels 20a, 20b, and 20c have entered the constant-speed rotation state is transmitted not only to the stop switches 40a, 40b, and 40c but also to the effect control unit 630 and others.

[0078] <Flow of the game by the operator> The operator bets game values on the slot machine 1 by operating the bet switch 41 using the game values credited. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the valid line L is activated. Thereafter, the operation of the lever 42, that is, starting the game, becomes possible.

[0079] In this embodiment, an example is described where by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values for executing one game are automatically bet.

[0080] FIG. 1 shows an example where the valid line L is composed of one downward-right line. The valid line L is a virtual line for determining the winning of a combination. In this embodiment, when making 3 bets (3 - fold bet) which is the MAX BET, one line L is activated.

[0081] Hereinafter, not only when combinations with a payout of game values such as bells and watermelons align on the valid line L, but also when symbols corresponding to specific combinations such as replay, chance symbols, and special combinations (bonuses) for which no payout of game values is made align on the valid line L, it is expressed as "winning".

[0082] One game (one play) in this embodiment refers to a series of operations by a player to operate the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc., to obtain a predetermined game result, including internal lottery, winning determination processing, and increase / decrease processing of game value data.

[0083] Specifically, when the lever 42 is operated (lever on) in a state where the game can start, an internal lottery for determining the lottery flag is performed, and the rotation of the rotary reels 20a, 20b, 20c starts. In this state, when any one of the stop switches 40a, 40b, 40c is operated, the rotary reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotary reels 20a, 20b, 20c stop, a payout process for a predetermined number of game values is executed according to the combination (winning combination) of symbols aligned (winning) on the effective line L. Thereby, one game ends.

[0084] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, the bet switch 41 has been operated, the lever 42 has been operated, the stop switch 40 has been operated, the internal lottery has been executed, a predetermined winning combination has won, the rotary reels have rotated, etc.) is managed by the main control unit 61.

[0085] <Regarding the game state> During the game, as shown in FIG. 4, the types of game sections are set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0086] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for convenience of explanation.

[0087] As shown in FIG. 5, the first game state includes a state where no special combination is carried over, a bonus internal state (a state where a special combination is carried over), and a special combination execution state. The state where no special combination is carried over, the bonus internal state, and the special combination execution state are in an exclusive relationship.

[0088] The state where no special combination is carried over means a state where a special combination (for example, a type-1 BB which is a continuous operation device for a special combination related to a first type of special combination item) has not been won by internal lottery and the winning of the special combination has not been carried over. The state where no special combination is carried over is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when a game value exceeding a predetermined number is paid out in the special combination execution state, and the like.

[0089] The bonus internal state means a state where a special combination has been won by internal lottery but the winning of the special combination has been carried over. That is, the bonus internal state means a state where the flag of the special combination has been won by internal lottery, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. When the winning of a type-1 BB has been carried over, no further lottery for a type-1 BB is performed.

[0090] The special combination execution state means a state where the special combination won by internal lottery has won and no payout of a game value exceeding a predetermined number has been made.

[0091] During the game of the slot machine 1, the operator may play the game in a state where the first game state temporarily becomes a state where a special combination is carried over without winning the carried-over special combination.

[0092] In the present embodiment, an AT (assist time) machine equipped with a real bonus as a special combination is exemplified.

[0093] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Figure 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.

[0094] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.

[0095] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c for roles other than the special roles that have been won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102, etc.

[0096] When the gaming zone is a favorable zone, the AT lottery is conducted according to the winning combination (winning a rare combination, the number of winning combinations of a predetermined combination, etc.) by the internal lottery. If the AT is won in the AT lottery (the AT transition signal is generated) while the gaming zone is a favorable zone, the second gaming state transitions from the general gaming state to the AT.

[0097] The second gaming state transitions from the AT to the normal gaming state when a predetermined number of games have passed since the start of play in the AT, when the number of stocks in the AT becomes 0 (zero), when the total number of game values paid out since the start of play in the AT reaches a predetermined number, when an assist is executed a predetermined number of times, or when an assist related to a specific role (for example, a push order bell) is executed a predetermined number of times, etc. This ends the AT.

[0098] Unlike the modes described below, the CZ is an example of a special gaming state, a zone in which players can temporarily stay when they are not in either the general gaming state or the AT, and it suggests the likelihood of winning the AT.

[0099] The CZ is entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the normal game state, making it easier for the second game state to transition to the AT.

[0100] <Explanation of advantageous game state processing> Next, the processing and presentation until the advantageous gaming state such as AT or real bonus is started will be explained using Figures 6 and 7. This advantageous gaming state is an example of a "special gaming state that is more advantageous than the normal gaming state," and is a gaming state that includes multiple types of AT, big bonus (BB), and regular bonus (RB), which will be described later. Each of the multiple types of AT, big bonus (BB), and regular bonus (RB) is an example of a "specific gaming state."

[0101] As shown in Figure 6, in this embodiment, it is possible to transition from a normal game state or CZ to an advantageous game state. In this embodiment, eight types of advantageous game states (specifically, as shown in Figure 7(b), miss AT, replay AT, left bell AT, center bell AT, right bell AT, rare combination AT, special BB, and special RB) are prepared.

[0102] First, in the normal gaming state or CZ, an AT lottery is executed based on the winning combination, the current gaming state, the current mode, etc. In this embodiment, as described above, there are cases where the game transitions from the normal gaming state to the AT via the CZ, and cases where the game transitions directly from the normal gaming state to the AT.

[0103] When the AT lottery is won, when the AT transitions to (including when it is decided that the AT will start) or when the AT continues (including when it is decided that the AT will continue), a presentation is executed to announce the type of advantageous game state to which the player will transition thereafter.

[0104] Specifically, when transitioning to the AT, the screen in Figure 7(a) is displayed on the LCD screen 3 (hereinafter referred to as the "transition destination candidate presentation"), and the transition destination of the advantageous game state is determined according to the winning role (the flag of the winning role) in the internal lottery that is executed when the lever 42 is operated in the next game.

[0105] In this embodiment, the destination of the advantageous gaming state differs depending on which of the eight types of roles is won in the next game after the destination candidate presentation in Figure 7(a) is executed: miss, replay, left bell (a bell that is won when the left stop switch 40a is pressed first), middle bell (a bell that is won when the middle stop switch 40b is pressed first), right bell (a bell that is won when the right stop switch 40c is pressed first), rare role (e.g., cherry, watermelon, chance eye), big bonus (BB) which is a real bonus, or regular bonus (RB) which is a real bonus.

[0106] Specifically, if the winning role is a miss, it will transition to the "Miss AT", if it is a replay, it will transition to the "Replay AT", if it is a left bell, it will transition to the "Left Bell AT", if it is a middle bell, it will transition to the "Middle Bell AT", if it is a right bell, it will transition to the "Right Bell AT", if it is a rare role, it will transition to the "Rare Role AT", if it is a Big Bonus (BB), it will transition to the "Special BB", and if it is a Regular Bonus (RB), it will transition to the "Special RB".

[0107] Then, from the time the lever 42 is operated until the player's operation of the stop switches 40a, 40b, 40c becomes effective (until an effective signal is output by the main control board P1), all eight types of advantageous game states that are candidates for transition are displayed as presentation content, as shown in Figure 7(b).

[0108] Subsequently, after the operations on the stop switches 40a, 40b, and 40c by the player become effective (after the effective signal is output), until all the stop switches 40a, 40b, and 40c are operated, as shown in FIG. 7(c) or FIG. 7(d), out of the eight types of advantageous gaming states, two or more production candidates (in the example of FIG. 7(c), losing AT, replay AT, rare combination AT, special BB, and special RB) that are narrowed down based on the winning combination and may actually be shifted to are selected, and the production candidates are displayed (hereinafter referred to as "production narrowing").

[0109] Then, when all the symbols that stop within the reel window 200 are determined by the player's operation of the last stop switch 40, only the production content (selected content) regarding the advantageous gaming state that is actually shifted to is displayed. The production content selection process for this advantageous gaming state will be described later.

[0110] In addition, when shifting to special BB or special RB in the next game where the transfer destination production is executed, the following process is executed. That is, when BB or RB wins in the internal lottery of the next game where the transfer destination candidate production is executed, the selected content becomes special BB or special RB. In this case, the second gaming state remains AT, and the first gaming state becomes during BB or during RB (special combination execution state). When BB or RB ends by paying out a gaming value exceeding a predetermined number, the first gaming state becomes a state without carrying over the special combination. Then, after BB or RB ends, AT is started again, and the transfer destination candidate production is executed.

[0111] <Regarding the gaming section> The above-mentioned gaming section is a state (section) for determining whether the process related to the instruction function is performed. As shown in FIG. 4, the gaming section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the gaming section can take either the normal section or the advantageous section.

[0112] The processes related to the instruction function include, for example, processes for exerting the instruction function (providing assistance), mode extraction (a mode where the AT hit probability is determined, or a mode where the AT override hit probability is determined), mode transition processes, CZ extraction processes, CZ processes, AT extraction processes (including processes related to the continuation of AT), AT processes, and the like.

[0113] Note that the mode is a zone where it can stay in any of the general game state, CZ, and AT. For example, in FIG. 6, in each of the general game state, CZ, and AT, modes (for example, low probability mode, high probability mode, heaven mode) may be prepared. Also, it is not limited to the general game state, CZ, and AT, and it can also stay in the same mode during the advantageous section.

[0114] During the normal section, the processes related to the instruction function cannot be executed, but it is a section where the transition process to the advantageous section is executed when the transition conditions to the advantageous section are satisfied. Note that while the game section is in the normal section, the second game state is the general game state.

[0115] The advantageous section is a section where the processes related to the instruction function can be executed. The advantageous section includes an advantageous section where the second game state progresses in the general game state (including high probability mode, heaven mode) and an advantageous section where it progresses in CZ or AT. The state where the game section is in the advantageous section is maintained until a predetermined end condition is satisfied after the game section has shifted to the advantageous section.

[0116] Note that summarizing the combination patterns of the game section and the second game state that can be taken in the slot machine 1 is as follows. · A pattern where the game section is in the normal section and the second game state is the general game state · A pattern where the game section is in the normal section and the first game state is the real bonus special role carry-over state or the special role execution state · A pattern where the game section is in the advantageous section and the second game state is the general game state (including high probability mode, heaven mode) · A pattern where the game section is in the advantageous section and the second game state is CZ - A pattern in which the game zone is a favorable zone and the second game state is an AT state The pattern where the game zone is a favorable zone, and the first game state is a carryover state of the special role of the real bonus or a special role implementation state.

[0117] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.

[0118] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0119] The connection relationships and communication processes of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 9. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0120] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, allowing two-way serial communication to be performed.

[0121] The information and commands sent from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0122] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0123] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0124] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0125] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0126] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4, etc.

[0127] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reels 20, ball output control, transfer request).

[0128] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.

[0129] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617 through operation by the CPU of the main control unit 61 using memory units (ROM, RAM, RWM; the same applies hereinafter). These functions correspond to the functions of the game control unit.

[0130] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0131] The game data includes the current number of games and game status (data indicating which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0132] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0133] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) is transmitted to the spin reel control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.

[0134] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated.

[0135] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations that do not result in a payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order bell) that result in a payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0136] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and multiple game values (for example, 8) according to the role can be acquired. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.

[0137] Note that the operation mode role is also assigned and established during the general gaming state (for example, other than AT and CZ). However, when the operation mode role is assigned during the general gaming state, basically the correct operation mode is not notified, so the operation mode role may be missed or the number of game value payouts may become 1. On the other hand, during AT, since the correct operation mode is notified, the possibility of paying out a plurality (for example, 8) of game values is increased.

[0138] <Rotary Reel Control Unit 611> The rotary reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, 20c or rotation stop control to stop the rotation.

[0139] Specifically, when the lever 42 is operated in a state where the rotation of all the rotary reels 20a, 20b, 20c has stopped, the rotary reel control unit 611 starts the rotation of all the rotary reels 20a, 20b, 20c. As described above, when the stop switch 40 (for example, 40c) corresponding to the rotating rotary reel 20 (for example, 20c) is operated, the rotary reel control unit 611 stops the rotation of the rotary reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).

[0140] In the rotation stop control during the game by the player, the rotary reel control unit 611 stops the rotation of the rotary reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the flag of the special role), which is the internal lottery result, is arranged on the effective line L of the rotary reel 20 and the role wins.

[0141] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0142] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0143] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0144] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0145] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0146] <Explanation of the setting value control unit 613> The setting value control unit 613 progresses the game using one of a plurality of setting values (for example, 1 to 6) with different degrees of advantage in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0147] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific minor role such as a push-order-independent bell (also called a common bell), the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).

[0148] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0149] <Section Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0150] When the game section is in the normal section, if the transition condition to the advantageous section is satisfied, the section control unit 614 sets (transitions) the game section to the advantageous section. Examples of the transition conditions include that a game is executed immediately after a game that has transitioned to the normal section, a predetermined combination is made, and a section transition lottery is won. When the section transition lottery is executed, when a predetermined lottery target combination (for example, a rare combination such as a cherry or a chance symbol) is made, a lottery is conducted to determine whether to conduct the section transition lottery, and if the result is a win, the section transition lottery is conducted.

[0151] Also, when the game section is in the advantageous section, the section control unit 614 determines whether to maintain the state of the advantageous section or transition to the normal section (whether to end the advantageous section).

[0152] Specifically, when a forced end condition including the case where the difference in game value during the advantageous section (the advantageous section difference described later) based on the quantity of game value at the time of transitioning to the advantageous section reaches +2400 is satisfied, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section. The forced end condition may be, for example, that when the game section is in the advantageous section, the second game state has transitioned from the AT state to the general game state, or after entering the CZ which is the pull-back zone after the end of the AT but being unable to pull back the AT in the CZ and transitioning to the general game state.

[0153] For example, if the advantageous section difference becomes -1000 after the advantageous section is reached, the operator (especially the player) can obtain a maximum of 1000 + 2400 = 3400 game values.

[0154] Also, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section.

[0155] Note that the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) as information regarding the progress of the game to the effect control unit 630 or the like.

[0156] <Game state control unit 615> The game state control unit 615 sets the settings for each of the first game state and the second game state.

[0157] Specifically, the game state control unit 615 sets the first game state to any one of a non-carried-over special winning combination state, a bonus internal state, and a special winning combination execution state, and sets the second game state to any one of a general game state, an AT, and a CZ.

[0158] The game state control unit 615 sets the first game state to the non-carried-over special winning combination state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0159] And when a special winning combination is drawn by internal lottery and the special winning combination does not win, the game state control unit 615 sets the first game state to the bonus internal state.

[0160] In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 615 shifts the first game state from the bonus internal state to the non-carried-over special winning combination state.

[0161] In the non-carried-over special winning combination state, when a special winning combination is drawn (from this point until the special winning combination wins, it is in the bonus internal state) and the special winning combination wins, the game state control unit 615 shifts the first game state from the non-carried-over special winning combination state to the special winning combination execution state via the bonus internal state.

[0162] Also, in the bonus internal state, when the special winning combination wins, the game state control unit 615 shifts the first game state from the bonus internal state to the special winning combination execution state.

[0163] In addition, in the special role implementation state, if a predetermined condition is met or if the game value is paid out in excess of a predetermined number, the game state control unit 615 transitions the first game state from the special role implementation state to the special role non-carryover state.

[0164] Returning to FIG. 6, if the AT lottery is not won in the normal gaming state or CZ, the gaming state control unit 615 sets the second gaming state to the normal gaming state.

[0165] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to the normal gaming state or the CZ.

[0166] In this way, the gaming state control unit 615 can transition the second gaming state between the normal gaming state and CZ, between CZ and AT, and between AT and the normal gaming state.

[0167] Furthermore, when the gaming state control unit 615 transitions the second gaming state to the AT, it first starts AT preparation, and then starts AT execution when an AT start condition (for example, the ceiling number of games for starting the AT has been reached, an AT start role has been won, etc.) is met during AT preparation. Furthermore, when the gaming state control unit 615 terminates AT execution, it transitions the second gaming state to the normal gaming state or CZ.

[0168] Furthermore, when in an advantageous zone, the gaming state control unit 615 selects one of a plurality of modes (for example, a normal mode in which it is difficult to win the AT lottery, or a high-probability mode in which it is easy to win the AT lottery) relating to the progress of the game for the second gaming state. Then, the gaming state control unit 615 executes the AT lottery (or the AT additional lottery) at the AT winning probability (or additional probability) associated with the selected mode.

[0169] The gaming state control unit 615 can transmit information about the first gaming state and information about the second gaming state to the performance control unit 630 and the like as information about the progress of the game.

[0170] <RT状態制御部616> The RT state control unit 616 can proceed with the game using one of the multiple RT states. For each of the multiple RT states, the probability that the replay flag will be established as a win flag (replay probability) is predetermined, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0171] The RT state control unit 616 can transmit information about the RT state to the performance control unit 630 and the like as information about the progress of the game.

[0172] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.

[0173] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0174] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0175] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0176] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.

[0177] The gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621 through the operation of the CPU of the gaming value control unit 62 using the storage unit.

[0178] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0179] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0180] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0181] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0182] 8, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal gaming state or a special gaming state (CZ, AT, BB, RB; AT, BB, and RB are advantageous gaming states).The difference in game value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as described below.

[0183] In addition, as shown in FIG. 8, the medium management unit 620 calculates a favorable section difference, which is the difference in game values in the favorable section (from when the game section transitions from the normal section to the favorable section until it transitions back to the normal section again).

[0184] In this embodiment, when this favorable section difference becomes +2400, the medium management unit 620 initializes the favorable section difference to 0 (zero). For example, if a transition to the AT occurs when the difference becomes -300 after the start of the game in the favorable section, the medium management unit 620 initializes the favorable section difference when 2700 is paid out thereafter (in this case, the favorable section difference becomes +2400). Note that when the favorable section difference becomes +2400, the medium management unit 620 transmits a signal to that effect to the section control unit 614. Thereby, the section control unit 614 causes the game section to transition to the normal section.

[0185] In addition, when a predetermined end condition is satisfied and the favorable section ends except when the favorable section difference becomes +2400, the medium management unit 620 can initialize the favorable section difference to 0 (zero).

[0186] When the game section transitions to the favorable section again, the medium management unit 620 starts calculating the favorable section difference.

[0187] In addition, as shown in FIG. 8, the medium management unit 620 calculates a range (MY), which is the difference between the maximum value and the minimum value of the difference, using the difference in game values obtained by subtracting the number of game value bets from the number of game value payouts since the power of the slot machine 1 was last turned on. Unlike the aforementioned favorable section difference, difference in game values, etc., this range (MY) is calculated continuously for all game sections (favorable section and normal section), that is, as long as the power of the slot machine 1 remains on.

[0188] Information regarding this range (MY) is transmitted to the function operation unit 621 and used for a complete function described later.

[0189] When the power of the slot machine 1 is turned off by the store staff, the media management unit 620 resets the range (MY).

[0190] In addition, the number of bets, the number of credits, the difference, etc. of the game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game.

[0191] <Function operation unit 621> The function operation unit 621 receives information regarding the range (MY) transmitted from the media management unit 620.

[0192] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function operation unit 621 generates information regarding a prior notice indicating that the operation of the complete function is approaching.

[0193] This complete function is a so-called stop function. When the complete function operates, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off and on by the store staff.

[0194] The operation related to the game mentioned here means an operation for completing one game, and particularly includes the operation of the bet switch 41 for betting game value as an operation for starting the rotating reel 20. When the complete function operates, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated in a state where the complete function is operating, the bet process of the game value is not performed.

[0195] In addition, the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function operation unit 621. Thereby, a prior notice is given by the effect control unit 630.

[0196] Also, when the range (MY) becomes less than 18,500 which is the first range, the function operation unit 621 stops generating information regarding the advance notice. As a result, the advance notice is not made by the effect control unit 630.

[0197] Note that the information regarding the advance notice may be a flag for turning on or off the notification of the advance notice. In this case, when the notification of the advance notice changes from off to on, information with the flag being "on" is transmitted to the effect control unit 630, and conversely, when the notification of the advance notice changes from on to off, information with the flag being "off" is transmitted to the effect control unit 630. In this way, by using a flag for the information regarding the advance notice, it is possible to suppress an excessive signal transmitted from the main control unit 610 to the sub-control unit 630.

[0198] Also, when the range (MY) becomes 19,000 or more which is the second range, the function operation unit 621 activates the complete function.

[0199] When the store staff turns off the power of the slot machine 1, the function operation unit 621 releases the complete function. When the power of the slot machine 1 is turned on again from off, not only is the complete function released, but the range (MY) is reset and becomes 0 (zero). Therefore, the advance notice is not made, and gaming on the slot machine 1 becomes possible in a state where the conditions for the complete function to be activated again are far away.

[0200] <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to indirectly controlling the progress of the game (for example, effect control of the liquid crystal screen 3, LED emission control of the electric decoration unit 102, audio output control of the speaker 101) are stored.

[0201] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.

[0202] The sub-control unit 63 functions as a performance control unit 630 through operations by the CPU of the sub-control unit 63 using the memory unit.

[0203] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0204] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0205] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT, and when the real bonus is being executed, executes the bonus performance using a performance lottery table dedicated to the real bonus.

[0206] Specifically, the effect control unit 630 executes the effect during AT preparation using an effect lottery table dedicated to AT preparation, executes the effect during AT execution using an effect lottery table dedicated to AT execution, executes the effect during BB using an effect lottery table dedicated to BB, and executes the effect during RB using an effect lottery table dedicated to RB.

[0207] In this embodiment, as described above, eight types of advantageous gaming states are prepared, and the effects that are produced during execution of each advantageous gaming state are different.

[0208] When an advantageous gaming state starts (or when the continuation of the AT is determined), the performance control unit 630 executes a transition destination candidate performance that notifies the transition to any advantageous gaming state (the start of the AT). In the transition destination candidate performance, as shown in Fig. 7(a), a text message such as "The transition destination of the advantageous gaming state will be determined by the winning combination of the next game" is displayed.

[0209] Next to the transition destination candidate performance, the performance control unit 630 causes the performance contents related to all advantageous gaming states to be displayed on the liquid crystal screen 3 as shown in Fig. 7(b). Specifically, in Fig. 7(b), for example, "Rare combination AT" is an image (performance content) that suggests a transition to the rare combination AT in subsequent games based on the occurrence of a rare combination. In Fig. 7(b), the images of the performance contents corresponding to the individual types of AT are arranged side by side without overlapping.

[0210] In addition, when the lever 42 is operated, the performance control unit 630 causes the performance contents related to all advantageous gaming states to be illuminated and displayed in roulette form in order (for example, in the order of losing AT, replay AT, left bell AT, middle bell, right bell, rare combination AT, special BB, special RB, losing AT...).

[0211] For example, the losing AT lights up and then goes out for 0.1 seconds (or becomes dim. The same applies hereinafter), the replay AT lights up and then goes out for 0.1 seconds, the left bell AT lights up and then goes out for 0.1 seconds,... the special RB lights up and then goes out for 0.1 seconds, the losing AT lights up and then goes out for 0.1 seconds,... This operation is repeated until the rotating reels 20a, 20b, and 20c enter the steady rotation state after the lever 42 is operated. Since the other performance contents are not lit while one performance content is lit, there will never be two or more lit performance contents.

[0212] Also, the "0.1 second" of the lighting time is an example and can be set as appropriate. Also, the lighting time may vary depending on the presentation content. Also, not limited to the above, the lighting order may be in a fixed order or random. Also, it is sufficient that not all presentation contents are lit, and it may be the timing when two or more presentation contents being lit.

[0213] And, the lit presentation content is displayed with a luminance higher than a predetermined value, and the other presentation contents are displayed with a luminance lower than that of the lit presentation content. Note that the presentation contents other than the lit presentation content may be the same color as the background and may not be visible.

[0214] Next, the presentation control unit 630 executes a presentation aperture based on the result signal of internal lottery and the valid signal received from the main control board P1. That is, the presentation control unit 630 sequentially lights and displays, in a roulette format, a presentation candidate that is a part of the presentation contents related to all ATs and is composed of two or more presentation contents. By this lighting display in the roulette format, the player can recognize whether there is a possibility that any winning combination is winning. Note that the timing when the presentation aperture is executed is the timing when the rotary reels 20a, 20b, 20c are in a constant-speed rotation state.

[0215] In this case, when the winning combination is a losing combination, replay, rare combination, big bonus, or regular bonus, on the liquid crystal screen 3, as shown in FIG. 7(c), the losing AT, replay AT, rare combination AT, special BB, and special RB are lit and displayed in order in a roulette format (for example, in the order of rare combination T, special BB, special RB, losing AT, replay AT, rare combination AT,...).

[0216] In this way, until the rotary reels 20a, 20b, and 20c reach a steady rotation state, all the production contents are lighting targets. However, after the production aperture is executed, among all the production contents, the production contents that may be selected become the lighting targets, and the production contents that have no possibility of being selected are excluded from the lighting targets.

[0217] As a result, the player recognizes that any one of a miss, replay, rare combination, big bonus, or regular bonus has been selected, and presses the stop switches 40a, 40b, and 40c while wishing for the combination they desire to be selected. Also, in this case, as shown in Fig. 7(c), the left bell, middle bell, and right bell, which are not candidates for the selected combination, are displayed with a lower brightness than the production contents of the production candidates (or, when they are not candidates for the selected combination, the corresponding production contents, including characters, etc., may not be visible).

[0218] When the rotary reels 20a, 20b, and 20c reach a steady rotation state, the stop switches 40a, 40b, and 40c become effective. In this embodiment, as described above, the production aperture is executed at the timing when the stop switches 40a, 40b, and 40c become effective. As a result, the player can aim at the symbols by referring to the narrowed-down production contents.

[0219] Also, when the last stop switch 40 is pressed, the production control unit 630 enlarges and displays on the liquid crystal screen 3 the selection content of the AT that is determined to actually transition among the production candidates (for example, special BB when BB is selected in Fig. 7(c)).

[0220] On the other hand, when the selected combination is any one of the left bell, middle bell, and right bell, on the liquid crystal screen 3, as shown in Fig. 7(d), the production contents of the left bell AT, middle bell AT, and right bell AT, which are production candidates, are displayed in a roulette format and lit up in order (in the order of middle bell AT, right bell AT, left bell AT, middle bell AT,...).

[0221] Also, as shown in FIG. 7(d), the correct pressing order corresponding to the aiming combination is displayed at the lower part of the liquid crystal screen 3. In the example of FIG. 7(d), the correct pressing order is that the middle stop switch 40b is the stop switch 40 to be pressed first (the second stop switch 40 to be pressed is the left stop switch 40a, and the third stop switch 40 to be pressed is the right stop switch 40c). Therefore, the player can intuitively understand that they are shifting to the middle bell AT.

[0222] As a result, in the game after the screen of FIG. 7(a) is displayed, the player can recognize the operation order of the stop switch 40 and the actual transfer destination AT by looking at the correct pressing order while recognizing that they will transfer to one of the left bell AT, middle bell AT, and right bell AT. Note that the reason why the left bell AT, middle bell AT, and right bell AT are displayed as production candidates is that since the correct pressing order is displayed simultaneously when the operations on the stop switches 40a, 40b, and 40c become effective, it is not necessary to narrow down the production candidates to one. Therefore, unlike the above, in the example of FIG. 7(d), the production contents of the left bell AT and right bell AT other than the middle bell AT related to the correct pressing order may be made invisible.

[0223] Also, in this case, the out-of-range AT, replay AT, rare combination AT, special BB, and special RB, which should not be candidates for the aiming combination, are displayed with a lower brightness than the production candidates (or, when they are not candidates for the aiming combination, the corresponding production contents, including characters, etc., may be made invisible).

[0224] Also, when the last stop switch 40 is pressed, the production control unit 630 enlarges and displays on the liquid crystal screen 3 the selection content (in the example of FIG. 7(d), the middle bell AT) of the AT that has been determined to actually transfer among the production candidates. Instead of this, the selection content may be enlarged and displayed superimposed on other production contents, or other production contents may be erased and only the selection content may be displayed on one screen.

[0225] In addition, when the left bell, middle bell, or right bell is won, the effect content that is executed to narrow down the effects is excluded from the effect content that lights up, including the effect content corresponding to misses, replays, rare roles, BB, and RB, for the following reasons.

[0226] That is, when the reels 20a, 20b, and 20c reach a steady rotation state, the stop switches 40a, 40b, and 40c become active, and the correct button press sequence must be announced at this timing. Here, when the correct button press sequence is announced, it is clear that a combination other than the left bell, center bell, and right bell (for example, a miss, a special BB, etc.) has not been won. Therefore, the effect content corresponding to a combination other than the left bell, center bell, and right bell is removed from the list of lighting candidates and is not lit.

[0227] This prevents the player from receiving a contradictory message that a replay, rare combination, special RB, etc. may have been won, even though the correct button press order has been announced. Therefore, it is possible to prevent the player from having strange expectations (for example, thinking that a highly anticipated AT such as a special BB may have been won).

[0228] For example, the AT expectation can be increased in the following order: Special BB > Special RB > Rare Role AT > Left Bell = Middle Bell = Right Bell > Replay AT > Miss AT. The AT expectation is the expected value of how easily you can win balls, such as a high AT continuation rate, a large number of games, or an easy way to accumulate stocks.

[0229] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be explained using Figure 10. For the sake of convenience, the flow when a special role, which is a real bonus, is won or awarded is not described below. When the aforementioned non-playable state is not entered and a special role, which is a real bonus, is won, the game state control unit 615 executes a special role implementation state by winning the special role, and when a payout of game value exceeding a predetermined amount is made, it transitions to a special role non-carryover state.

[0230] With the power of the slot machine 1 turned on and the set value changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is operating) (step S101).

[0231] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.

[0232] On the other hand, when the slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from the card unit 7, the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102).

[0233] Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, regardless of the normal section and the advantageous section, the medium management unit 620 counts the range (MY) for each game.

[0234] Next, the section control unit 614 advances the game in the normal section (step S104).

[0235] The game state control unit 615 advances the game in the general game state (step S105).

[0236] Next, the section control unit 614 determines whether the game section has become the advantageous section due to the establishment of the transition condition to the advantageous section, or whether the game section is the advantageous section because the state of the advantageous section is maintained (step S106).

[0237] If the game section is not the advantageous section (S106: NO), the process returns to step S104.

[0238] On the other hand, when the game section is the advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference number (in the game that has shifted to the advantageous section, the counting of the advantageous section difference number is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference number while the game section is the advantageous section (in either the general game state or CZ or AT).

[0239] Next, the game state control unit 615 determines whether to shift the second game state to AT (step S108).

[0240] When the second game state does not shift to AT (S108: NO), the process returns to step S105.

[0241] On the other hand, when the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).

[0242] Next, the function activation unit 621 determines whether to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether the range (MY) has become 19000 or more.

[0243] When the complete function is activated (S110: YES), the process proceeds to step S113 described later.

[0244] On the other hand, when the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference number has become +2400 or more (step S111).

[0245] When the advantageous section difference number has become +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 617 ends AT, and the medium management unit 620 initializes the advantageous section difference number to zero (0), and then the process returns to step S104.

[0246] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0247] If the AT ends (S112: YES), the process returns to step S105.

[0248] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0249] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the player to be unable to play the slot machine 1 (step S113).

[0250] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).

[0251] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and advantageous zone difference number are carried over.

[0252] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic flow of operation processing of the slot machine 1.

[0253] <Flow of production content selection process> Next, the flow of the rendering content selection process will be described with reference to FIG.

[0254] First, the flow branches depending on whether it is determined that AT will be started or whether it is determined that AT will be continued (step S201).

[0255] If it is not determined that the AT will start and the AT will continue (S201: NO), the rendering content selection process of the present invention ends.

[0256] On the other hand, if it is determined that the AT will start, or if it is determined that the AT will continue (S201: YES), the sub-control unit 63 executes the transition destination candidate performance (step S202). As a result, the screen of FIG. 7(a) is displayed on the liquid crystal screen 3.

[0257] Then, based on the fact that the lever 42 is operated (the lever is turned on) in the next game (step S203), the main control unit 61 executes an internal lottery (step S204). In addition, the main control unit 61 transmits information (internal lottery result signal) related to the winning flag determined by the internal lottery to the sub-control unit 63.

[0258] Next, the sub-control unit 63 displays the effect contents related to all candidates for the transition destination of the advantageous gaming state (step S205). As a result, the screen of FIG.

[0259] Next, the flow branches depending on whether or not all of the reels 20a, 20b, 20c are in a constant speed rotation state (step S206).

[0260] If the reels 20a, 20b, and 20c are not in a constant speed rotation state (S206: NO), the process returns to step S205.

[0261] On the other hand, when the rotary reels 20a, 20b, and 20c enter a constant-speed rotation state (S206: YES), the sub-control unit 63 executes the production aperture (step S207). Specifically, on the liquid crystal screen 3, production candidates (two or more production contents of the transfer destination) selected based on the lottery combination are displayed from among the production contents of all the transfer destinations of the advantageous gaming states.

[0262] Next, the flow branches depending on whether or not the rotation of all the rotary reels 20a, 20b, and 20c has stopped (step S208).

[0263] If the rotation of all the rotary reels 20a, 20b, and 20c has not stopped (S208: NO), the process returns to step S207.

[0264] On the other hand, if the rotation of all the rotary reels 20a, 20b, and 20c has stopped (S208: YES), the sub-control unit 63 selects one production content (selected content) related to the lottery combination and causes it to be displayed on the liquid crystal screen 3 (step S209). Thereby, the production content selection process of the present invention ends. As described above, the production content selection process of the present invention is executed.

[0265] Summarizing the above, the slot machine 1 of the present invention a lever 42 capable of starting the rotation of a plurality of rotary reels 20a, 20b, and 20c based on the operation of the player; a plurality of stop switches 40a, 40b, and 40c provided corresponding to each of the plurality of rotary reels 20a, 20b, and 20c and capable of stopping the rotating rotary reel based on the operation of the player; a production control unit 630 capable of causing the production device to notify a production according to the progress of the game; and includes The stop switches 40a, 40b, and 40c can be controlled so that the operation by the player is not effective until a predetermined condition (the rotary reels 20a, 20b, and 20c are in a constant-speed rotation state) is satisfied after the lever 42 is operated. During one game, the effect control unit 630 While the control in which the operation by the player on the stop switches 40a, 40b, and 40c is not effective continues after the lever 42 is operated, it is possible to notify the liquid crystal display screen 3 of all the production content candidates (candidates for the transition destination of the advantageous gaming state) that may be notified in the subsequent games, and Triggered by the execution of the control in which the operation by the player on the stop switches 40a, 40b, and 40c becomes effective (for example, an effective signal is output, or the invalidation state is released), it is possible to notify the liquid crystal display screen 3 of some of the production contents among all the production contents, which are candidates composed of two or more production contents, as production candidates that can actually be selected.

[0266] <Advantages of the Invention> Conventionally, there is known a gaming machine in which the candidates for the stopped symbols are gradually narrowed down using the symbols stopped on the valid lines as a judgment criterion. In such a gaming machine, for example, when the big bonus flag is established, it is determined whether or not the player's eye pressing is successful, and for each operation of the stop switch by the player, on the liquid crystal screen, the candidates for the symbols that can be stopped on the valid lines are gradually narrowed down.

[0267] However, many such gaming machines with such effects have been proposed conventionally, lacking in interestingness.

[0268] Also, in order to increase the number of games played, the player may operate the stop switch by a slide press in which the finger is slid. In this case, the possibility that the player visually recognizes the effect during the process in which the candidates for the production content are narrowed down is reduced. Therefore, there is a risk that the elaborately created production content may not be fully utilized.

[0269] In particular, in a medal-less machine such as that described in this embodiment, unlike conventional gaming machines, the player does not need to physically insert medals, which could make the game monotonous and make it easier for players to push the slide.

[0270] In contrast to this, in the present invention, the candidates for presentation content are not narrowed down based on the stopped symbols on the valid line (i.e., based on the player's operation), but rather, when the operation on the stop switch becomes valid (a valid signal is generated), two or more candidates for presentation content are narrowed down from among multiple presentation contents that are related to the destination of the advantageous gaming state.

[0271] In other words, in this invention, the player cannot operate the stop switch from the time the lever is operated until the operation of the stop switch becomes effective, and during that time all effect contents to which the advantageous game state will be transitioned are displayed. Then, after the operation of the stop switch becomes effective, effect narrowing is executed and effect candidates are displayed. Therefore, even if the player frequently uses the slide press, the player can see the effect content candidates until the operation of the stop switch becomes effective.

[0272] This allows the player to play by aiming at a symbol corresponding to the narrowed down candidates for performance content after the operation of the stop switch is enabled, making it possible to fully utilize the performance and to execute a performance that can enhance the interest of the game.

[0273] As described above, according to the present invention, it is possible to provide a gaming machine equipped with effects that can increase the enjoyment of the game.

[0274] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0275] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0276] In the above embodiment, all effect contents are displayed between the time the lever is operated and the time the stop switch is operated, and when the reels enter a constant speed rotation state, the effect narrowing is executed to narrow down the effect contents to two or more, but the present invention is not limited to this. When the reels enter a constant speed rotation state, the effect contents corresponding to the winning combination may be illuminated and the other effect contents may be erased.

[0277] Also, for example, after the effect narrowing is executed and before all stop switches are operated, the effect content corresponding to the winning combination may be lit up and the other effect contents may be erased. For example, depending on the time (for example, 5 seconds) that has elapsed since the second stop switch was operated or since effect candidates were displayed regardless of the operation of the stop switches (an example of a condition other than the condition that all stop switches have been operated), the effect content corresponding to the winning combination may be lit up and the other effect contents may be erased.

[0278] In addition, in the above embodiment, an example is described in which the candidates for effect content narrowed down by effect narrowing are lit and displayed in a roulette format, but the present invention is not limited to this. It is not limited to lit and displayed in a roulette format, and it is sufficient if an effect is provided that allows the player to distinguish which of the narrowed down effect content candidates are, such as by lit and displayed all of the narrowed down effect content at the same brightness.

[0279] In addition, although the embodiment describes an example in which the effect restriction is executed when the operation of the stop switch becomes valid, the effect restriction may be executed after the operation of the stop switch becomes valid. This is because the time lag can occur due to a delay in the transmission of the valid signal from the main control board to the sub-control board, and from the sub-control board to the stop switch driver.

[0280] Furthermore, after operation of the stop switch is enabled and effect narrowing is performed, candidate effect content may be further selected from among them by operating the effect button.

[0281] Furthermore, in the above embodiment, an example is described in which the destination of the advantageous gaming state is displayed as presentation content, but the present invention is not limited to this. The configuration of the present invention may be used when narrowing down candidates for a winning role. In this case, there are multiple (e.g., three or more) candidates for a winning role, and the winning role can be gradually narrowed down from among them. For example, by operating the lever, a loss, replay, or bell can be displayed, and by operating the stop switch, the winning role can be gradually narrowed down.

[0282] Furthermore, without being limited to the above embodiment, the number of effects that are finally narrowed down may not be one, but two or more. For example, in the example of Figure 7(d), after all stop switches are pressed, the effect that is finally displayed may be not only the middle bell AT but also the left bell AT.

[0283] In the above-described embodiment, an example is described in which the operation mode role is the bell pressing order (left bell, middle bell, right bell). However, the operation mode role can be any role. For example, a role where the payout of game value such as a single-press order role is less than the number of bets but there is a correct pressing order, a pressing order replay with a role such as the RT shifting depending on the correct pressing order, a role where the symbol to be aimed at by eye pressing is determined, or a role that includes eye pressing and the correct pressing order, such as aiming at the red 7 in the left reel window first, then pressing the right reel, and finally pressing the middle reel.

[0284] Also, by executing a so-called freeze effect, it is also possible to increase the "time during which the control that the operation of the stop switch by the player becomes ineffective after the lever is operated continues".

[0285] The time of this freeze effect may be changed according to the expected degree of the selected AT. For example, in the case of a special BB, the execution time of the freeze effect is long (e.g., 5 seconds), and in the case of a losing AT, the execution time of the freeze effect is short (e.g., 1 second).

[0286] The freeze effect may occur frequently, and a setting difference may be provided in its occurrence probability.

[0287] Although not described in the above-described embodiment, AT lottery is also executed in the case of a real bonus BB or RB (special role execution state, special role carry-over state). In this case, when winning the AT lottery in BB or RB, a candidate production for shifting to an advantageous game state is executed when BB or RB ends, and the destination of the shift to the advantageous game state is determined by an internal lottery in the next game.

[0288] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, or a device for continuously operating a special feature related to a second-class special feature.

[0289] In addition, in the above embodiment, an example is described in which the slot machine is an AT machine equipped with a real bonus, but the slot machine may also be an ART (Assisted Replay Time) machine, or may be a bonus-only slot machine that does not implement AT, ART, etc.

[0290] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0291] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly shift the play zone from the advantageous zone to the normal zone. Also, the slot machine does not have to have play zones (advantageous zone and normal zone).

[0292] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may also be used to determine whether or not to activate the complete function.

[0293] Furthermore, although the slot machine in the above embodiment is a medal-less machine equipped with a play area, a slot machine to which the present invention is applied does not have to be equipped with a play area, and does not have to be a medal-less machine. If the slot machine is not a medal-less machine, it is sufficient that the slot machine has the functions of a conventional gaming machine that uses physical medals, such as a medal insertion slot, a medal payout slot, and a hopper.

[0294] Although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed. [Explanation of symbols]

[0295] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit

Claims

1. A start switch capable of starting the rotation of a plurality of rotating reels based on the operation of a player; A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reels in rotation based on the operation of the player; An effect control unit capable of notifying an effect device of an effect corresponding to the progress of the game; Comprising: The stop switch can be controlled so that the operation by the player is not valid until a predetermined condition is satisfied after the start switch is operated; The effect control unit, in one game, While the control in which the operation to all the stop switches is not valid continues after the start switch is operated, it is possible to notify the effect device of all candidates for effect contents that can be notified in subsequent games, and Triggered by the execution of the control in which the operation to all the stop switches becomes valid, it is possible to notify the effect device of candidates composed of some of the effect contents among all the effect contents as effect candidates that can be actually selected. A gaming machine.

2. A start switch capable of starting the rotation of a plurality of rotating reels based on the operation of a player; A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reels in rotation based on the operation of the player; An effect control unit capable of notifying an effect device of an effect corresponding to the progress of the game; Comprising: The stop switch can be controlled so that the operation by the player is not valid until a predetermined condition is satisfied after the start switch is operated; The effect control unit, in one game, While the start switch is operated until all the rotating reels enter a constant-speed rotation state in which they rotate at a constant rotation speed, it is possible to notify the effect device of all candidates for effect contents that can be notified in subsequent games, and Triggered by all the rotating reels entering the constant-speed rotation state, it is possible to notify the effect device of candidates composed of some of the effect contents among all the effect contents as effect candidates that can be actually selected. A gaming machine.

3. A start switch capable of starting the rotation of a plurality of rotating reels based on the operation of a player; A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel in rotation based on the operation of the player; An effect control unit capable of notifying an effect device of an effect according to the progress of the game; Comprising; The stop switch can be controlled so that the operation by the player is not effective until a predetermined condition is satisfied after the start switch is operated; The effect control unit, in one game, While the control in which the operation by the player on the stop switch is not effective continues after the start switch is operated, it is possible to notify the effect device of all candidates for effect contents that can be notified in subsequent games, and Triggered by the execution of the control in which the operation by the player on the stop switch becomes effective, it is possible to notify the effect device of candidates composed of some of the effect contents among all the effect contents as effect candidates that can be actually selected; The effect control unit can notify the effect device of one selected content among the effect candidates when a condition other than the condition that all the stop switches are operated is satisfied in one game; A gaming machine.

4. A start switch capable of starting the rotation of a plurality of rotating reels based on the operation of a player; A plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reel in rotation based on the operation of the player; An effect control unit capable of notifying an effect device of an effect according to the progress of the game; Comprising; The stop switch can be controlled so that the operation by the player is not effective until a predetermined condition is satisfied after the start switch is operated; The effect control unit, in one game, While the control in which the operation by the player on the stop switch is not effective continues after the start switch is operated, it is possible to notify the effect device of all candidates for effect contents that can be notified in subsequent games, and When the control for enabling the operation of the stop switch by the player is executed, it is possible to cause the effect device to notify candidates that are configured of a part of the effect contents among all the effect contents as effect candidates that can actually be selected, The winning combination includes an operation mode combination in which the correct operation mode of the stop switch is defined, The performance control unit When the operation mode role is won, The correct operation mode can be notified by the performance device, and The performance candidate related to the operation mode role can be notified to the performance device. Gaming machine.

5. a start switch that can start the rotation of the multiple reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of rotating reels and capable of stopping the rotating reels during rotation based on the operation of the player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The stop switch can be controlled so that operation by the player is not valid until a predetermined condition is met after the start switch is operated, The performance control unit, in one game, While the control that the operation of the stop switch by the player is not valid continues after the start switch is operated, it is possible to make the presentation device announce all candidates of presentation content that can be announced in the subsequent game, and When the control for enabling the operation of the stop switch by the player is executed, it is possible to cause the effect device to notify candidates that are configured of a part of the effect contents among all the effect contents as effect candidates that can actually be selected, a game state control unit capable of executing game progress in any one of game states including a normal game state and a special game state that is more advantageous than the normal game state; Furthermore, A plurality of types of specific game states are prepared for the special game state, The gaming state control unit is capable of determining which of the plurality of specific gaming states to transition to, In a game after a game in which it is determined to shift to any of the specific game states, the effect control unit can cause the effect device to notify the effect candidates corresponding to the specific game states that may be shifted to thereafter. Game machine.

Citation Information

Patent Citations

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