gaming machines
The gaming machine enhances player engagement by incorporating dynamic gameplay features and mode transitions, addressing the need for increased enjoyment in slot machines and similar gaming devices.
Patent Information
- Application Number
- JP2023110440
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-05
- Publication Date
- 2025-08-14
- Estimated Expiration
- 2038-09-28
AI Technical Summary
There is a demand for enhancing gaming enjoyment in slot machines and other gaming machines that cyclically display multiple types of images, particularly by increasing player interest and engagement.
A gaming machine with features such as a play area for an instruction function, difference number information storage, and mode transition mechanisms to enhance gameplay dynamics, including the ability to increase the number of games or coins in advantageous zones and notify players of increases, while transitioning to different modes based on specific conditions.
This configuration increases player interest and engagement by providing dynamic gameplay elements and maintaining excitement through varying game modes and bonus opportunities.
Smart Images

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Figure 0007723354000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a slot machine. [Background technology]
[0002] An example of a gaming machine that stops multiple reels after spinning is a slot machine. In a slot machine, multiple symbols are attached to the outer periphery of each reel, and a portion of the symbols attached to each reel is visible through a display window. When a player inserts a medal, a winning line is set. Then, when the player operates the start lever, a lottery is held within the slot machine for winning combinations such as a big bonus (hereinafter referred to as "BB") combination, a small bonus combination, and a replay. The reels begin to spin, and when the player operates the stop switch after each reel has started to spin, the reels stop sequentially, completing one game. When all reels have stopped spinning, if a combination of symbols corresponding to a winning combination stops on a winning line, the player wins a prize, and the player is awarded a prize, such as a medal payout or a game state change (see, for example, Patent Document 1).
[0003] In recent years, in addition to the BB state, which is entered when a BB win is achieved, some machines have an Assist Replay Time (hereinafter referred to as "ART") state, which is a game state advantageous to the player, in which the probability of winning a replay is higher than in the normal game state and which notifies the player of the order in which to operate the stop switch to achieve a specified win when a specified role is won. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-355364 Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machines exemplified above, there is a demand for further improvement in gaming enjoyment.
[0006] It should be noted that the above problem is not limited to slot machines such as those exemplified above, but also applies to other gaming machines that cyclically display multiple types of images and then end the cyclical display based on the operation of a stop operation means.
[0007] The present invention has been made in view of the above circumstances, and has as its object to provide a gaming machine that can increase the interest in gaming. [Means for solving the problem]
[0008] The invention of claim 1 relates to a gaming machine including a plurality of cyclic display means for cyclically displaying a plurality of types of pictures, a start operation means operated to start the cyclic display of the pictures, a lottery means for drawing a winning combination, a plurality of stop operation means operated to individually stop the cyclic display of the pictures, and a bonus awarding means for awarding a bonus to a player as a winning combination when a winning combination obtained in the lottery for the winning combination and a winning picture corresponding to the winning combination stop in a valid position, the gaming machine including a play area in which an instruction function for informing an operation method for achieving a specific winning combination can be activated. a difference number information storage means for storing difference number information indicating the difference in number of sheets since the game entered the advantageous zone; a difference number information update means for updating the difference number information stored in the difference number information storage means in the advantageous zone; a normal zone transition means for terminating the advantageous zone and transitioning to the normal zone when a predetermined upper limit number of games have been played in the advantageous zone or when the difference number information stored in the difference number information storage means reaches a predetermined upper limit number; and a predetermined mode transition means for transitioning to a predetermined mode when a predetermined condition is met. The system is provided with a mode transition means and a predetermined increase means for increasing the remaining number of games or the remaining number of coins in the predetermined mode based on the result of the lottery for the role, and when the difference in number of coins information stored in the difference in number of coins information storage means reaches a first number that is smaller than the upper limit number of coins, a specific process is performed regarding the instruction function, and when a replay win is established, a new game round can be started with the same number of bets as the number of bets set in the game round in which the replay win was established, and in the advantageous zone, the difference in number of coins information stored in the difference in number of coins information storage means in the game round in which the replay win was established is While not updating, even in the game in which the replay winning is established, it is determined whether the difference in number of sheets stored in the difference in number of sheets information storage means has reached the upper limit number, and if the difference in number of sheets stored in the difference in number of sheets information storage means has reached the first number in a predetermined game, the difference in number of sheets stored in the difference in number of sheets information storage means will reach the upper limit number in the subsequent game and the advantageous period will end, and if the remaining number of games or the remaining number of sheets is increased by the predetermined increase means before the difference in number of sheets information stored in the difference in number of sheets information storage means has reached the first number,The device is configured to execute an increase notification effect for notifying an increase in the number of remaining games or the number of remaining coins by the predetermined increase means, and not execute the increase notification effect after the difference number information stored in the difference number information storage means reaches the first number, When the difference number information stored in the difference number information storage means reaches the first number, a specific effect is performed over a plurality of game times at least until the normal zone transition means ends the advantageous zone and transitions to the normal zone, but a customer waiting effect is not performed even if a predetermined time has passed without a game time being started. It is characterized by the fact that [Effects of the Invention]
[0009] It is possible to increase interest in playing games. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a front view of a slot machine according to an embodiment. [Figure 2] FIG. 1 is a perspective view of a slot machine with a front door closed. [Figure 3] FIG. 1 is a perspective view of a slot machine with a front door open. [Figure 4] Rear view of the front door. [Figure 5] Front view of the housing. [Figure 6] A diagram showing the arrangement of symbols on each reel. [Figure 7] FIG. 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] Block diagram of a slot machine. [Figure 10] 10 is a flowchart showing a timer interrupt process. [Figure 11] 10 is a flowchart showing normal processing. [Figure 12] 10 is a flowchart showing a lottery process. [Figure 13] FIG. 10 is a diagram showing an example of a lottery table. [Figure 14] 10 is a flowchart showing a reel control process. [Figure 15] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning patterns that are achieved. [Figure 16] 10 is a flowchart showing a section lottery process in a normal section. [Figure 17] 10 is a flowchart showing game zone processing in a normal zone. [Figure 18] 10 is a flowchart showing a section lottery process in a challenge mode. [Figure 19] 10 is a flowchart showing game section processing in challenge mode. [Figure 20] 10 is a flowchart showing an end determination process. [Figure 21] 10 is a flowchart showing a section lottery process in a notification mode. [Figure 22] 10 is a flowchart showing game section processing in notification mode. [Figure 23] 10 is a flowchart showing a section lottery process in a completion mode. [Figure 24] 10 is a flowchart showing game section processing in the completion mode. [Figure 25] 10 is a flowchart showing a performance instruction process. [Figure 26] 10 is a flowchart showing an ED notification process. [Figure 27] 10 is a flowchart showing an ED end determination process. [Figure 28] 10 is a flowchart showing an ED end process. [Figure 29] 10 is a flowchart showing a customer waiting process. [Figure 30] 10 is a flowchart showing notification processing during ED in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] (First embodiment)
[0012] An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.
[0013] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0014] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0015] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0016] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0017] Here, the configuration of the reel unit 31 will be briefly described.
[0018] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0019] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0020] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0021] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers 1 through 20 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0022] There are nine types of symbols: a "cherry" symbol (e.g., the 20th symbol on the left reel 32L), a "watermelon" symbol (e.g., the 19th symbol on the left reel 32L), a "bell" symbol (e.g., the 18th symbol on the left reel 32L), a "black 7" symbol (e.g., the 17th symbol on the left reel 32L), a "replay" symbol (e.g., the 16th symbol on the left reel 32L), a "star" symbol (e.g., the 15th symbol on the left reel 32L), a "black bar" symbol (e.g., the 12th symbol on the left reel 32L), a "white 7" symbol (e.g., the 7th symbol on the left reel 32L), and a "white bar" symbol (e.g., the 2nd symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0023] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0024] In the slot machine 10, a total of five combination lines are set, three parallel lines in the horizontal direction and two diagonally crossing lines, connecting the positions where these nine symbols are visible. More specifically, as shown in Fig. 7(a), the horizontal combination lines are set as follows: an upper line L1 connecting the upper row symbols of each of the reels 32L, 32M, and 32R; a middle line L2 connecting the middle row symbols of each of the reels 32L, 32M, and 32R; and a lower line L3 connecting the lower row symbols of each of the reels 32L, 32M, and 32R. In addition, diagonal combination lines are set, including a line L4 that slopes downward to the right connecting the upper symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the lower symbols on the right reel 32R, and a line L5 that slopes upward to the right connecting the lower symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the upper symbols on the right reel 32R. When symbols stop in a predetermined combination on an activated combination line, i.e., an activated line, a win is achieved, and a bonus is awarded in which a predetermined number of medals serving as game media are paid out, or a bonus is awarded in which the game state is changed.
[0025] In the slot machine 10, only the middle line L2 is set as an activated line, as shown in Figure 7(b). The four lines of the upper line L1, the lower line L3, the downward right line L4, and the upward right line L5 are not activated.
[0026] FIG. 8 is a diagram showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0027] The small winning combinations that result in medal payouts include cherry winning, watermelon winning, bell winning, and the first to seventh small winning combinations.
[0028] When the "cherry" symbol on the left reel 32L stops on an active line, a cherry win is awarded and three medals are paid out. That is, in the case of a cherry win, any symbol on the center reel 32M and right reel 32R may stop on an active line. In other words, a cherry win is awarded when a combination of the "cherry" symbol on the left reel 32L and any symbol on the center reel 32M and right reel 32R stops on an active line. When the "watermelon" symbols on each reel 32L, 32M, and 32R stop on an active line, a watermelon win is awarded and three medals are paid out. When the "bell" symbols on each reel 32L, 32M, and 32R stop on an active line, a bell win is awarded and nine medals are paid out.
[0029] When the "white 7" symbol on the left reel 32L, the "star" or "cherry" symbol on the middle reel 32M, and the "white BAR" or "star" symbol on the right reel 32R stop on an active line, three medals are paid out as the first small win. When the "black 7" or "black BAR" symbol on the left reel 32L, the "star" or "cherry" symbol on the middle reel 32M, and the "white BAR" or "star" symbol on the right reel 32R stop on an active line, three medals are paid out as the second small win. If the "white bar" symbol on the left reel 32L, the "star" or "cherry" symbol on the middle reel 32M, and the "white bar" or "star" symbol on the right reel 32R stop on an active line, three medals will be paid out as a third minor prize. If either the "white 7", "black 7", "white bar" or "black bar" symbol on the left reel 32L, the "star" or "cherry" symbol on the middle reel 32M, and the "white bar" or "star" symbol on the right reel 32R stop on an active line, three medals will be paid out as a fourth minor prize.
[0030] If the "bell" symbol on the left reel 32L, the "star" or "cherry" symbol on the center reel 32M, and the "white bar" or "star" symbol on the right reel 32R stop on an active line, one medal will be paid out as the 5th minor prize. If the "white 7", "black 7", "white bar" or "black bar" symbol on the left reel 32L, the "replay" symbol on the center reel 32M, and the "white bar" or "star" symbol on the right reel 32R stop on an active line, one medal will be paid out as the 6th minor prize. If the "white 7", "black 7", "white BAR" or "black BAR" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "white BAR" or "star" symbol on the right reel 32R stop on an active line, one medal will be paid out as the seventh minor prize.
[0031] The replay prize is a prize that grants you the privilege of playing the next game without inserting a medal. If the "replay" symbols on reels 32L, 32M, and 32R stop on an active line, you will receive a replay prize.
[0032] In the following, the combination of symbols corresponding to each winning prize is also referred to as the winning symbol combination. For example, a watermelon symbol combination is a symbol combination that results in a watermelon prize, i.e., a combination of "watermelon," "watermelon," and "watermelon." The symbols on the reels 32L, 32M, and 32R that correspond to each winning prize are also referred to as the winning symbols. For example, the first minor winning symbol is the "white 7" symbol on the left reel 32L, the "star" symbol and the "cherry" symbol on the center reel 32M, and the "white BAR" symbol and the "star" symbol on the right reel 32R.
[0033] A start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, i.e., to start the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0034] To the right of the start lever 41 are provided button-shaped stop switches 42-44 that are operated to individually stop the rotating reels 32L, 32M, and 32R. Each stop switch 42-44 is located directly below the display window 26L, 26M, or 26R corresponding to the reel 32L, 32M, or 32R to be stopped. That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42-44 constitute stop operation means that are operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0035] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.
[0036] Medals inserted through the medal insertion slot 45 are guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the back surface of the front door 12. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a, and when the medal passage switching solenoid 46a is not energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. Medals guided to the storage passage 47 are guided to a hopper device 51 stored inside the housing 11. Meanwhile, medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the bottom front of the front door 12 to a medal tray 50 and are returned to the player.
[0037] The hopper device 51 is composed of a storage tank 52 that stores medals and a payout device 53 that pays out medals to players. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals into an opening 48a provided in the discharge passage 48, and then pays out the medals to a medal tray 50 via the discharge passage 48. In addition, a spare tank 54 is provided to the right of the hopper device 51 to prevent more than a predetermined amount of medals from being stored in the storage tank 52. A guide plate 52a is provided inside the storage tank 52 of the hopper device 51 to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, those medals will be stored in the spare tank 54.
[0038] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.
[0039] A first credit insertion switch 56 is provided on the left below the display windows 26L, 26M, and 26R for inserting three credited virtual medals as gaming media at a time. Also, a second credit insertion switch 57 and a third credit insertion switch 58 are provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting two virtual medals at a time, and the third credit insertion switch 58 is for inserting one virtual medal. The credit insertion switches 56-58, together with the medal insertion slot 45, constitute input means for inputting gaming media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56-58 merely involve the insertion of virtual medals based on stored memory. Considering this, the credit insertion switches 56-58 can also be said to constitute indirect input means for indirectly inputting gaming media.
[0040] A settlement switch 59 is provided to the left of the start lever 41. In other words, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0041] A credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61, and a payout number display section 62 that displays the number of medals paid out when a prize is won are provided below the display windows 26L, 26M, and 26R of the game panel 25. These display sections 60 to 62 are configured with 7-segment displays, but they can of course be replaced with liquid crystal displays or the like.
[0042] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that provides various information to the player. The auxiliary display unit 65 is used to perform various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. A display control device 81 for driving the upper lamp 63, speaker 64, and auxiliary display unit 65 is provided on the back of the auxiliary display unit 65.
[0043] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.
[0044] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0045] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0046] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0047] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, credit insertion detection sensors 56a to 58a that individually detect the operation of each credit insertion switch 56 to 58, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0048] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.
[0049] The power failure monitoring circuit 91b monitors the power supply interruption state and generates a power failure signal not only during a power failure but also when the power is shut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage, which in this example is 12 volts DC, output from the power supply unit 91a, and is configured to output a power failure signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been interrupted. The power failure signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes the power failure processing described below. The power failure signal is also supplied to the display control device 81.
[0050] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.
[0051] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each reel 32L, 32M, 32R), the medal path switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.
[0052] The display control device 81 is a control device for driving the upper lamps 63, the speaker 64, and the auxiliary display unit 65, and includes a board on which a CPU, ROM, RAM, etc. for driving these are integrated. After receiving signals from the main control device 101, the display control device 81 independently drives and controls the upper lamps 63, the speaker 64, and the auxiliary display unit 65. Therefore, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that comprehensively manages the game. Note that the display control device 81 may also be configured to drive and control the various display units 60 to 62.
[0053] The above-mentioned CPU 102 has built-in ROM 105 storing various control programs and fixed value data executed by the CPU 102, RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in ROM 105, and various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, etc., as well known, and various counters, such as a credit counter for counting the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and the programs for executing the various processes shown in the flowcharts of Figures 10 to 29 are stored in the above-mentioned ROM 105 as part of the control program.
[0054] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power supply to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, a status information storage area 106c for storing the game status, and a section information storage area 106d for storing the game section.
[0055] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 10) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.
[0056] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal is input from the power outage monitoring circuit 91b to the NMI terminal (non-maskable interrupt terminal) of the CPU 102. When the power supply is cut off, an NMI interrupt process is immediately executed as a power outage flag generation process.
[0057] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing that is started when the power is turned on, timer interrupt processing that is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing that is started when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game among these processes, i.e., timer interrupt processing, and normal processing performed in the main processing, with reference to the flowcharts of Figures 10 to 29.
[0058] FIG. 10 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.
[0059] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where power outage processing is executed.
[0060] Here, the power outage process will be outlined.
[0061] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0062] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Then, the output status of the output port of the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.
[0063] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.
[0064] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for each of the reels 32L, 32M, and 32R to rotate. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 9) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal. In step S108, a timer subtraction process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the counted number of medals bet and the number of medals paid out to the external centralized terminal board 121.
[0065] In step S110, a command output process is performed to send various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, and the payout number display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0066] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0067] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S203 to S213 is performed.
[0068] As part of the game management process, in step S203, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.
[0069] In the start waiting process, it is determined whether a replay win was achieved in the previous game. If a replay win was achieved, an automatic insertion process is performed to automatically insert virtual medals equal to the number of bets made in the previous game, and the start waiting process is terminated. Note that in the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed in the credit display unit 60. In other words, if a replay win was achieved in the previous game, the player can play the current game without reducing the number of medals they own or inserting any more medals. If a replay win was not achieved, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading results obtained in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the player of the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, it is determined whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals. After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, a customer waiting process is carried out to determine the elapsed time without play, and then the start waiting process is terminated.
[0070] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached a specified number. In this slot machine 10, the specified number is set to "3". If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are carried out. If the number of medals bet has reached the specified number, it is determined in step S206 whether the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are carried out.
[0071] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start play, since the system is configured so that play can begin when the start lever 41 is operated under conditions in which a specified number of medals have been bet. In this case, an active line setting process is performed in step S207 to set the middle line L2 as the active line, and the medal path switching solenoid 46a is switched to a non-excited state in step S208 to prohibit bet acceptance. Thereafter, the system sequentially executes a lottery process in step S209, a reel control process in step S210, a medal payout process in step S211, a game section process in step S212, and a performance instruction process in step S213, and then returns to step S203.
[0072] Next, the lottery process in step S209 will be described with reference to the flowchart in FIG.
[0073] In step S301, a random number is acquired to be used when determining whether a winning combination has been achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuitry in the RAM 106. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.
[0074] After obtaining the random number, in step S302, a lottery table is selected to determine whether the winning combination has been achieved. In this slot machine 10, six winning probabilities, from "Setting 1" to "Setting 6," are pre-set, and by inserting a setting key into the setting key insertion hole to turn it ON and performing a predetermined operation, it is possible to set which winning probability the internal processing will be based on. In step S302, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected.
[0075] The lottery table will be briefly explained. Fig. 13 is the lottery table selected in the case of "Setting 3". Index values IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.
[0076] After selecting a lottery table, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.
[0077] Thereafter, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV has exceeded 65535. If it has exceeded 65535, the process proceeds to step S306, and a win flag corresponding to the index value IV at that time is set in the win flag storage area 106a of the RAM 106. For example, if the judgment value DV exceeds 65535 when IV=5, in step S306, a win flag indicating that the bell, the third small combination, and the fifth small combination have been won is set in the win flag storage area 106a.
[0078] Incidentally, the win flag set in the win flag storage area 106a is reset after the game in which the win flag was set ends (see S203 in the normal process).
[0079] If the judgment value DV does not exceed 65535 in step S305, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and the following step S308 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing hand. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing hand, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing hand continues. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing hand is judged based on the judgment value DV. Incidentally, when the lottery table shown in Figure 13 is used to determine whether a winning combination will occur, the probability of winning a cherry (probability of winning when IV = 1) is approximately 1 in 32.0, the probability of winning a watermelon (probability of winning when IV = 2) is approximately 1 in 84.0, the probability of winning multiple small combinations including a bell (probability of winning when IV = 3 to 14) is approximately 1 in 30.3, the probability of winning the 4th and 5th small combinations (probability of winning when IV = 15) is approximately 1 in 1.19, and the probability of winning a replay (probability of winning when IV = 16) is approximately 1 in 6.12. Also, the probability of losing, i.e. not winning any combination, is approximately 1 in 4100.
[0080] After the winning flag is set in step S306, or if it is determined in step S308 that there are no judgment targets to be judged, this means that the judgment of the winning or losing combination has been completed. In such cases, the process proceeds to step S309, where a section lottery process related to the transition of the game section is performed. In step S310, a lottery result command is set. Here, the lottery result command is a command sent to the display control device 81 to allow the display control device 81 to grasp the various results obtained in this lottery process, specifically, the results of the winning or losing combination judgment and the lottery results in the section lottery process. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no commands are sent to the display control device 81. The command is sent to the display control device 81 in the command output process S110 of the timer interrupt process described above.
[0081] Then, in step S311, a stop information setting process is performed to set stop information for reel stop control, and the lottery process is terminated.
[0082] Next, the reel control process in step S210 will be described with reference to the flowchart in FIG.
[0083] In the reel control process, first, in step S401, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0084] In the spin start process, the system checks whether a predetermined wait time (approximately 4.1 seconds in this embodiment) has elapsed since the reels started spinning in the previous game. If the wait time has not elapsed, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in the motor control storage area provided in RAM 106. This process initiates a stepping motor acceleration process in stepping motor control process S106 of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. Therefore, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the CPU 102 notifies the player, etc. that it is now possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.
[0085] Following the spin start process, in step S402, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until one of the stop switches 42 to 44 is operated. If it is determined that one of the stop switches 42 to 44 has been operated, the process proceeds to step S403, where it is determined whether the stop switch corresponding to the spinning reel has been operated, i.e., whether a stop command has been issued. If a stop command has not been issued, the process returns to step S402, where it waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, a stop command command is set in step S404. Here, the stop command command is a command sent to the display control device 81 to indicate which stop switch has been operated to issue the stop command. If a stop command command has been set, the stop control process shown in steps S405 to S411 is performed to stop the spinning reel.
[0086] In step S405, the symbol number of the reaching symbol that has reached the base position (the lower row in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S406, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are available for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step S406, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S407, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step S408, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stop symbol are equal. If they are equal, a reel stop process is performed in step S409 to stop the reel rotation. Then, in step S410, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S411, and the process returns to step S402.
[0087] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, when a win occurs when IV=3 to 15, that is, when multiple types of small winning combinations are won (see FIG. 13), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0088] 15 is an explanatory diagram showing the correspondence between the winning flag set when IV=3 to 15, the operation order of the stop switches 42 to 44, and the winning mode that is achieved. For example, if a winning flag (push order role 6) indicating a win is set when IV=8, the stop information is set so that a bell winning is achieved when the stop switches 42 to 44 are operated in the order of left → right → middle, the stop information is set so that the sixth small winning is achieved when the middle stop switch 43 is operated first and when the stop switches 42 to 44 are operated in the order of left → middle → right, and the stop information is set so that the third small winning is achieved when the right stop switch 44 is operated first.
[0089] Here, we will briefly explain the arrangement of symbols on each reel 32L, 32M, and 32R. In this slot machine 10, the reels 32L, 32M, and 32R can slide up to four symbols from the timing of operating the stop switches 42 to 44 before stopping, and a winning line is set in the middle of each reel 32L, 32M, and 32R. Therefore, if the spacing between symbols of the same type is four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on the winning line regardless of the timing of operating the stop switches 42 to 44. As shown in FIG. 6, each reel 32L, 32M, and 32R has a "watermelon," a "bell," and a "replay" symbol arranged so that the spacing between symbols of the same type is four symbols or less. Therefore, when each of the above symbols is formed as a winning symbol, the winning symbol can be stopped on the winning line regardless of the timing of operating the stop switches 42 to 44. On the other hand, the "cherry" symbol, "black 7" symbol, "white 7" symbol, "star" symbol, "black BAR" symbol, and "white BAR" symbol are arranged so that intervals are formed that are spaced apart by more than the above interval, so in order to stop them on an active line, the player needs to aim at the symbol and operate the stop switches 42 to 44. More specifically, when the stop information is set to establish any of the cherry winning, the first small win, the second small win, and the third small win, the player needs to aim at the symbol and operate the stop switches 42 to 44.
[0090] In the following, when IV = 3 to 15, a win is called a push-order winning, and the winning flag that is set at this time is also called a push-order winning flag.
[0091] Returning to the explanation of the reel control process, if it is determined in step S410 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S412. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the win flag, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. When the payout determination process is completed, in step S413, a winning result command is set to cause the display control device 81 to grasp the winning combination in this game, and the reel control process is terminated.
[0092] Next, the medal payout process in step S211 will be outlined.
[0093] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a small winning combination was not achieved. In such a case, it is determined whether a replay winning combination has been achieved based on the winning combination set in the payout determination process. If a replay winning combination has not been achieved, the medal payout process is terminated as is, and if a replay winning combination has been achieved, the replay setting process is performed and the medal payout process is terminated. In the start waiting process S204 described above, if it is determined that the replay setting process has been performed, the automatic insertion process is performed.
[0094] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, regarding the payout of medals, if the count value of the credit counter has not reached the upper limit (50 medals stored), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. Furthermore, if the count value of the credit counter has reached the upper limit, or if the count value reaches the upper limit while the payout number is being added, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. Note that the medal payout process also involves changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals.
[0095] In this slot machine 10, the game state and the game zone are managed by the main control device 101. More specifically, there is only one game state, the normal state, and there are two game zones, the normal zone and the advantageous zone.
[0096] Here, we will provide an overview of the gaming area.
[0097] The normal zone is a game zone in which a lottery can be held to determine whether or not to transition to the advantageous zone. In the normal zone, if a push order role is won, the operation order of the stop switches 42 to 44 is not announced. Therefore, in the normal zone, a decrease of approximately 0.79 medals is expected per game. If the lottery for transition to the advantageous zone is won, the game zone will transition to the advantageous zone.
[0098] The advantageous zone is a game zone in which the operation order of the stop switches 42 to 44 can be announced when a push order combination is achieved. In other words, the advantageous zone is a game zone that is more advantageous to the player than the normal zone in that the operation order can be announced. The advantageous zone is composed of three game modes: challenge mode, announcement mode, and completion mode. The advantageous zone basically ends when the value of the remaining announcement game number counter reaches 0 in the announcement mode. However, even if the value of the remaining announcement game number counter does not reach 0 in the announcement mode, the advantageous zone ends when 1,500 games are played in the advantageous zone or when the difference in the number of coins in the advantageous zone reaches 2,400. When the difference in the number of coins in the advantageous zone reaches 2,400, more specifically, when the increase in the number of medals owned by the player in the advantageous zone reaches 2,400 without reaching 0. In other words, when the difference in the number of coins from the base point at which the player's medals in the advantageous zone have decreased the most reaches 2,400.
[0099] The challenge mode is a game mode in which a transition lottery is held to determine whether or not to transition to the notification mode. The challenge mode includes a high-probability challenge mode, in which the probability of winning the notification mode transition lottery is high, and a low-probability challenge mode, in which the probability of winning the notification mode transition lottery is low. The challenge mode ends when the notification mode transition lottery is won or when 500 games have been played in the challenge mode. When the challenge mode ends, the game transitions to the notification mode. In the challenge mode, as in the normal section, the operation order of the stop switches 42 to 44 is not announced when a push order role is won. Therefore, in the challenge mode, a decrease of approximately 0.79 medals is expected for each game played.
[0100] The notification mode is a game mode in which the operation sequence of the stop switches 42 to 44 is announced when a push-order combination is won. The notification mode ends when the difference in the number of coins in the advantageous zone reaches 2260, when 1450 games have been played in the advantageous zone, or when the value of the remaining notification game counter reaches 0. When the difference in the number of coins in the advantageous zone reaches 2260 or when 1450 games have been played in the advantageous zone, the game transitions to the completion mode. When the difference in the number of coins in the advantageous zone does not reach 2260 and the value of the remaining notification game counter reaches 0 when the number of games played in the advantageous zone is less than 1450, the advantageous zone also ends and the game transitions to the normal zone. In the notification mode, the operation sequence is announced when a push-order combination is won, so you can expect to gain approximately 2.38 medals per game.
[0101] The complete mode is a game mode in which, like the notification mode, the operation sequence of the stop switches 42 to 44 is notified when a push-order combination is won. The complete mode ends when 1,500 plays have been played in the advantageous zone, or when the difference in the number of coins in the advantageous zone reaches 2,400. When the complete mode ends, the advantageous zone also ends and the game transitions to the normal zone. In the complete mode, the operation sequence is notified when a push-order combination is won, so you can expect to gain approximately 2.38 coins per game.
[0102] As described above, the game flow of the slot machine 10 is either a transition from the normal zone → challenge mode (advantageous zone) → notification mode (advantageous zone) → normal zone, or a transition from the normal zone → challenge mode (advantageous zone) → notification mode (advantageous zone) → finish mode (advantageous zone) → normal zone. The slot machine 10 has a game feature in which the number of owned medals is increased by playing in the notification mode and the finish mode. Note that hereinafter, the notification mode and the finish mode are collectively referred to as the "increase zone."
[0103] The following describes various processes performed by the main control device 101 when managing game zones, with reference to the flowcharts in Figures 16 and onward. To facilitate understanding, the various processes performed by the main control device 101 in each game zone will be described individually.
[0104] First, the processing in the normal section will be described.
[0105] 16 is a flowchart showing the section lottery process in the normal section. The section lottery process is a process performed after the winning / losing hand determination is completed in the lottery process (step S309, see FIG. 12), and is performed at the start of the game.
[0106] In step S501, it is determined whether a winning flag is set in the winning flag storage area 106a, i.e., whether a winning combination has been achieved. If the winning flag is not set, the process ends. If the winning flag is set, the process proceeds to step S502, where it is determined whether to transition to a high-probability challenge mode or a low-probability challenge mode. The transition destination is determined based on the set winning flag and the random number obtained when determining whether the combination has been achieved. In step S503, it is determined whether the transition destination is the high-probability challenge mode. If it is the high-probability challenge mode, the first transition flag is set in step S504, and the process ends. If the transition destination is the low-probability challenge mode, the second transition flag is set in step S505, and the process ends.
[0107] 17 is a flowchart showing the game section processing in the normal section. The game section processing is processing that is performed after the medal payout processing is completed (step S212, see FIG. 11), and is performed at the end of the game.
[0108] In step S601, it is determined whether or not the transition flag is set. If the transition flag is set, it means that the transition lottery has been won in this game. In this case, the advantageous zone transition process shown in steps S602 to S610 is performed.
[0109] In the advantageous zone transition process, in step S602, the game zone flag stored in the zone information storage area 106d is changed to an advantageous flag, and in step S603, a remaining zone game number counter provided in the zone information storage area 106d is set to 1500. In the following step S604, it is determined whether the set transition flag is the first transition flag. If it is the first transition flag, this means that a transition to the high-probability challenge mode will be made, so in step S605, the first transition flag is cleared, and in step S606, the game mode flag stored in the zone information storage area 106d is changed to the high-probability challenge flag. If the set transition flag is the second transition flag, this means that a transition to the low-probability challenge mode will be made, so in step S607, the second transition flag is cleared, and in step S608, the game mode flag stored in the zone information storage area 106d is changed to the low-probability challenge flag. If the game mode flag is set to the high-probability challenge flag or the low-probability challenge flag, the process proceeds to step S609, where the remaining challenge game number counter provided in the section information storage area 106d is set to 500. In step S610, the difference number counter provided in the section information storage area 106d is set to 0.
[0110] If it is determined in step S601 that the transition flag is not set, or if the difference number counter is set to 0 in step S610, an interval command is set in step S611, and this process ends. Here, the interval command is a command sent to the display control device 81 to grasp the game interval and game mode at the time of the end of the game (i.e., the game interval and game mode of the next game), and in step S611, an interval command corresponding to the game interval flag and game mode flag set in the interval information storage area 106d is set.
[0111] As described above, if you win any role in the normal zone, you will move to the advantageous zone's high probability challenge mode or low probability challenge mode. As explained in the lottery process, for example, if the setting is "Setting 3," the probability of losing is approximately 1 in 4100. Therefore, the normal zone will end after a few games.
[0112] Next, the processing in the challenge mode of the advantageous zone will be explained.
[0113] 18 is a flowchart showing the section lottery process in the challenge mode. The section lottery process is a process performed after the winning / losing hand determination is completed in the lottery process (step S309, see FIG. 12), and is performed at the start of the game.
[0114] In step S701, it is determined whether or not a watermelon or cherry has been won. If neither a watermelon nor a cherry has been won, this process is terminated. If a watermelon or a cherry has been won, the process proceeds to step S702, where a notification mode transition lottery is held. In the notification mode transition lottery, the result is determined based on the set win flag and the random number obtained when determining whether or not the winning combination has been won. Incidentally, in the high-probability challenge mode, the probability of winning the notification mode transition lottery is approximately 1 in 10, and in the low-probability challenge mode, the probability of winning the notification mode transition lottery is approximately 1 in 30. In step S703, it is determined whether or not the notification mode transition lottery has been won. If the notification mode transition lottery has been won, the third transition flag is set in step S704, and then this process is terminated. If the notification mode transition lottery has not been won, this process is terminated without setting the third transition flag.
[0115] 19 is a flowchart showing the game section processing in the challenge mode. The game section processing is processing that is carried out after the medal payout processing is completed (step S212, see FIG. 11), and is carried out at the end of the game.
[0116] In step S801, an end determination process is performed.
[0117] In the termination determination process, as shown in the flowchart of Fig. 20, in step S901, 1 is subtracted from the value of the remaining interval game number counter, and in step S902, it is determined whether the value of the remaining interval game number counter has reached 0. If the value of the remaining interval game number counter has not reached 0, the process proceeds to step S906, where it is determined whether a replay win has been achieved. If a replay win has not been achieved, the process proceeds to step S907, where a difference number adjustment process is performed to change the value of the difference number counter.
[0118] In the difference coin adjustment process, the number of medals bet (3 in this embodiment) is subtracted from the number of medals paid out in the current game, and the subtraction result is added to the difference coin counter. After that, it is determined whether the value of the difference coin counter is 0 or greater. If the value of the difference coin counter is less than 0, the value of the difference coin counter is changed to 0 and the difference coin adjustment process is terminated, and if the value of the difference coin counter is 0 or greater, the difference coin adjustment process is terminated as is.
[0119] If it is determined in step S906 that a replay win has been achieved, or if the difference in number of medals adjustment processing has been performed in step S907, it is determined in step S908 whether the value of the difference in number of medals counter is greater than 2400. If the value of the difference in number of medals counter is 2400 or less, this processing is terminated. The reason why the difference in number of medals adjustment processing is not performed when a replay win has been achieved is that the result of subtracting the number of medals bet from the number of medals paid out in the current game is 0, so there is no need to perform the difference in number of medals adjustment processing.
[0120] If it is determined in step S902 that the value of the remaining interval game number counter is 0, or if it is determined in step S908 that the value of the difference number counter is greater than 2400, advantageous interval end processing shown in steps S903 to S905 is performed, and this processing is terminated. In advantageous interval end processing, the game interval flag stored in the interval information storage area 106d is changed to a normal flag in step S903, and the interval indicator is turned off in step S904. In step S905, initialization processing is performed in response to the end of the advantageous interval.
[0121] Returning to the explanation of the game zone processing, in step S802, it is determined whether the current game zone is an advantageous zone. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone end processing has been performed in the end determination processing of step S801, so after setting the zone command in step S810, this processing is terminated.
[0122] If the current gaming zone is an advantageous zone, in step S803, 1 is subtracted from the value of the remaining challenge game number counter, and in step S804, it is determined whether the value of the remaining challenge game number counter has reached 0. If the value of the remaining challenge game number counter has not reached 0, the process proceeds to step S805, where it is determined whether the third transition flag has been set. If the third transition flag has not been set, this means that the notification mode transition lottery has not been won, and therefore an interval command is set in step S810, and the process ends. On the other hand, if the third transition flag has been set, this means that the notification mode transition lottery has been won, and therefore the third transition flag is cleared in step S806, and the notification mode transition process shown in steps S807 to S809 is performed. Thereafter, an interval command is set in step S810, and the process ends. In the notification mode transition process, in step S807, the game mode flag stored in the section information storage area 106d is changed to a notification flag, and in step S808, the remaining notification game number counter provided in the section information storage area 106d is set to 50. In the following step S809, the section indicator is turned ON. The section indicator is provided on the front side of the main control device 101, more specifically, in a position visible from the front side when the front door 12 is open. Depending on the lighting status of the section indicator, the manager of the gaming facility or the like can determine whether the current game section is an increase section (in this embodiment, notification mode and completion mode) where an increase in owned medals can be expected.
[0123] If it is determined in step S804 that the value of the remaining challenge game number counter has reached 0, the notification mode transition process shown in steps S807 to S809 is performed, as in the case where the notification mode transition lottery has been won. After that, in step S810, an interval command is set, and this process ends.
[0124] As described above, even if the player does not win the notification mode transition lottery, the game mode transitions from the challenge mode to the notification mode when 500 plays have been played in the challenge mode. Therefore, the event in which the value of the remaining interval game number counter becomes 0 in the game interval processing end determination process (step S902, see FIG. 20) does not occur. Also, because the expected value of medal payout in the challenge mode is approximately -0.79 medals, the event in which the value of the difference number counter exceeds 2400 in the game interval processing end determination process (step S908, see FIG. 20) does not occur. In other words, in this slot machine 10, the event in which the advantageous interval ends in the challenge mode and the game transitions to the normal interval does not occur.
[0125] Next, the processing in the advantageous zone notification mode will be explained.
[0126] 21 is a flowchart showing the section lottery process in the notification mode. The section lottery process is a process performed after the winning / losing hand determination is completed in the lottery process (step S309, see FIG. 12), and is performed at the start of the game.
[0127] In step S1001, it is determined whether a watermelon or cherry has been won. If a watermelon or cherry has been won, the process proceeds to step S1002, where the number of additional games that will increase the number of games that can be played in the notification mode is selected. When selecting the number of additional games, one of 10, 30, 50, 100, 200, or 500 is selected based on the set win flag and the random number obtained when determining whether the winning combination was successful. In the following step S1003, the result of the selection is added to the value of the remaining notification game number counter. After that, this process ends.
[0128] If it is determined in step S1001 that neither the watermelon nor the cherry has been won, the process proceeds to step S1004, where it is determined whether or not the push order role has been won. If the push order role has not been won, the process ends. If the push order role has been won, the process further determines in step S1005 whether or not the bell role has been won, more specifically, whether or not the set winning flag is any of push order roles 1 to 12. If any of push order roles 1 to 12 has been won, nine medals will be paid out if the bell role is won, three medals will be paid out if any of the first to third small role roles is won, and one medal will be paid out if any of the fifth to seventh small role roles is won (see Figures 15 and 8). Therefore, if it is determined in step S1005 that the bell role has been won, the process announces an operation method for winning the bell role, which will result in the maximum medal payout of nine medals, and then ends the process. On the other hand, if it is determined that the bell has not been won, it means that the push order combination 13 has been won, and if the fifth minor combination is achieved, one medal will be paid out, and if the fourth minor combination is achieved, three medals will be paid out (see Figures 15 and 8). In such a case, in step S1007, an operation method that can achieve the fourth minor combination, which will result in the maximum medal payout of three medals, is notified, and this processing ends.
[0129] 22 is a flowchart showing the game section processing in the notification mode. The game section processing is processing that is performed after the medal payout processing is completed (step S212, see FIG. 11), and is performed at the end of the game.
[0130] In step S1101, the above-mentioned termination determination process is performed, and in step S1102, it is determined whether the current game zone is an advantageous zone. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone termination process has been performed in the termination determination process of step S1101, and then the zone command is set in step S1106 and then this process is terminated.
[0131] If the current gaming interval is a favorable interval, in step S1103 it is determined whether the value of the difference number counter is greater than 2260. If the value of the difference number counter is 2260 or less, in step S1104 it is determined whether the value of the remaining interval game number counter is 50. If the value of the remaining interval game number counter is not 50, in step S1107 1 is subtracted from the value of the remaining annunciation game number counter, and in step S1108 it is determined whether the value of the remaining annunciation game number counter has become 0. If the value of the remaining annunciation game number counter is not 0, an interval command is set in step S1106 and then this processing ends. If the value of the remaining annunciation game number counter has become 0, the favorable interval end processing shown in steps S1109 to S1111 is performed, and an interval command is set in step S1106 and then this processing ends. In the advantageous zone end processing, in step S1109, the game zone flag stored in the zone information storage area 106d is changed to a normal flag, and in step S1110, the zone indicator is turned off. In step S1111, initialization processing is performed in response to the end of the advantageous zone.
[0132] If it is determined in step S1103 that the value of the difference number counter is greater than 2260, or if it is determined in step S1104 that the value of the remaining interval game number counter is 50, the process proceeds to step S1105, where the game mode flag stored in the interval information storage area 106d is changed to a complete flag. After that, in step S1106, an interval command is set, and this process ends.
[0133] As described above, when the game mode shifts to the notification mode, the advantageous zone ends when the value of the remaining notification game counter reaches 0. However, if the difference in number of coins in the advantageous zone exceeds 2260 or the number of plays in the advantageous zone reaches 1450 before the value of the remaining notification game counter reaches 0, the game mode shifts from the notification mode to the completion mode. Since the expected value of medal payout in the notification mode is approximately 2.38 coins, if approximately 950 plays are played in the notification mode, a shift to the completion mode can be expected.
[0134] Next, the processing in the advantageous section completion mode will be explained.
[0135] 23 is a flowchart showing the section lottery process in the completion mode. The section lottery process is a process performed after the winning / losing hand determination is completed in the lottery process (step S309, see FIG. 12), and is performed at the start of the game.
[0136] In step S1201, it is determined whether or not the push order role has been won. If the push order role has not been won, this process is terminated. If the push order role has been won, it is further determined in step S1202 whether or not the fourth minor role has been won, more specifically whether or not the set winning flag is push order role 13. If push order role 13 has been won, in step S1203, an operation method that can achieve the fourth minor role winning, which will result in the maximum medal payout of three medals, is notified, and this process is terminated. If push order role 13 has not been won, this means that multiple minor roles including bell have been won, so in step S1204, it is determined whether or not the ED flag, described later, has been set. If the ED flag is not set, in step S1205, an operation method that can achieve the bell winning, which will result in the maximum medal payout of nine medals, is notified, and this process is terminated. If the ED flag is set, in step S1206, an ED notification process, described later, is performed, and this process is terminated.
[0137] 24 is a flowchart showing the game section processing in the completion mode. The game section processing is processing that is performed after the medal payout processing is completed (step S212, see FIG. 11), and is performed at the end of the game.
[0138] In step S1301, the above-mentioned end determination process is performed, and in step S1302, the section command is set, after which the process ends.
[0139] As described above, when the game transitions to the completion mode, if the difference in the number of coins in the advantageous zone exceeds 2400 or if the number of plays in the advantageous zone reaches 1500, the advantageous zone ends and the game transitions to the normal zone. In the notification mode, the advantageous zone can end if the value of the remaining notification game number counter reaches 0 before the above two conditions are met, whereas in the completion mode, the advantageous zone does not end unless either of the above two conditions is met. Therefore, when the game transitions from the notification mode to the completion mode, it can be said that the game has transitioned to a mode that is advantageous to the player.
[0140] In the slot machine 10, when the difference in the number of coins in the advantageous zone exceeds 2352, or when the number of plays in the advantageous zone reaches 1480, an ending effect is performed across multiple games to notify the end of the advantageous zone. Therefore, the processing related to the execution of the ending effect will be described in detail below.
[0141] 25 is a flowchart showing the effect instruction process. The effect instruction process is a process carried out in step S213 of the normal process (see FIG. 11), and is a process carried out at the end stage of the game.
[0142] In step S1401, it is determined whether an ED flag indicating that an ending effect is being executed is set. If the ED flag is not set, the process proceeds to step S1402, where it is determined whether the value of the difference number counter is greater than 2352. If the value of the difference number counter is greater than 2352, the ED flag is set in step S1405, and the remaining ED game number counter is set to 20 in step S1406. Thereafter, an ED command is set in step S1407, and this processing ends. Here, the ED command is a command sent to the display control device 81 to execute an ending effect. Upon receiving the ED command, the display control device 81 starts the ending effect from the next game. Ending effect data consisting of 20 types of video effects is stored in the ROM of the display control device 81. The display control device 81 executes the ending effect over 20 games by sequentially switching the above video effects each time a game is played.
[0143] If it is determined in step S1402 that the value of the difference number counter is 2352 or less, the process proceeds to step S2403, where it is determined whether or not the value of the remaining interval game number counter is 20. If the value of the remaining interval game number counter is not 20, the process ends. If the value of the remaining interval game number counter is 20, the process ends in step S1404, where it is determined whether or not the value of the difference number counter is greater than 2100. If the value of the difference number counter is greater than 2100, the ED flag is set in step S1405, and the remaining ED game number counter is set to 20 in step S1406. Thereafter, an ED command is set in step S1407, and the process ends. On the other hand, if the value of the difference number counter is 2100 or less, an end command is set in step S1408, and the process ends. Here, the end command is a command transmitted to the display control device 81 to execute an end effect. Upon receiving the end command, the display control device 81 executes an end effect that notifies the player of the number of games remaining from the next game until the end of the advantageous interval.
[0144] As described above, if the difference in the number of coins in the advantageous zone exceeds 2352, or if the difference in the number of coins in the advantageous zone exceeds 2100 and the number of plays in the advantageous zone reaches 1480, the ending performance will start from the next game.
[0145] Next, we will explain the processing in the game round after the ending performance has started. As explained in the game section processing in the notification mode (see Figure 22), when the difference in the number of coins in the advantageous section exceeds 2260 or when the number of times of play in the advantageous section reaches 1450, the mode will switch from the notification mode to the completion mode. Therefore, the ending performance can be executed in the completion mode.
[0146] In the section lottery process in the complete mode, as shown in the flowchart of Figure 23, if any of Push Order Roles 1 to 12 is won, a negative determination is made in step S1202, and it is determined in step S1204 whether the ED flag is set. In the game round in which the ending performance is being executed, the ED flag is set, so a negative determination is made in step S1204, and an ED notification process is performed in step S1206, and this process ends.
[0147] In the ED notification process, as shown in the flowchart of FIG. 26, in step S1501, it is determined whether the value of the remaining ED game number counter is greater than 3. If the value of the remaining ED game number counter is greater than 3, it is determined in step S1502 whether the value of the difference number counter is greater than 2382. If the value of the difference number counter is 2382 or less, in step S1505, an operation method that can achieve a bell win, which will pay out 9 medals (the maximum medal payout), is notified, and this process ends. On the other hand, if the value of the difference number counter is greater than 2382, the process proceeds to step S1503, and both an operation method that can achieve a bell win, which will pay out 9 medals (the maximum medal payout), and an operation method that can achieve any of the first small win, second small win, and third small win, which will pay out 3 medals, are notified. Specifically, for example, if the push order role 1 is won, "123" is displayed, indicating the operation sequence that can achieve the bell win, and "white 7←←" is displayed, indicating the operation method that can achieve the first small win. After that, in step S1504, a caution command is set, and this processing ends. Here, the caution command is a command sent to the display control device 81 to execute a caution display. Upon receiving the caution command, the display control device 81 displays a caution display that notifies the user that the advantageous zone will end in the middle of the ending performance if the stop switches 42 to 44 are operated in the notified operation sequence to achieve the bell win.
[0148] If it is determined in step S1501 that the value of the remaining ED game counter is 3 or less, then in step S1505, an operation method that can be used to achieve a bell win, which will result in the maximum number of medals being paid out, of 9, is announced, and this processing is terminated.
[0149] As described above, when the ending performance starts, in the first to seventeenth games, if the difference in number of coins is 2382 or less, the operation method for achieving the bell win is announced, and if the difference in number of coins is more than 2382, the operation method for achieving the bell win and the operation method for achieving one of the first to third small wins are announced, and a warning message is displayed. In the eighteenth to twentieth games, the operation method for achieving the bell win is announced regardless of the difference in number of coins.
[0150] In the performance instruction process, as shown in the flowchart of FIG. 25, if the ED flag is set, a negative decision is made in step S1401, and ED end decision processing is performed in step S1409, thereby terminating this process.
[0151] In the ED end determination process, as shown in the flowchart of FIG. 27, in step S1601, 1 is subtracted from the value of the remaining ED game number counter, and in step S1602, it is determined whether the value of the remaining ED game number counter is greater than 0. If the value of the remaining ED game number counter is greater than 0, it means that 20 games have not yet elapsed since the start of the ending presentation. In this case, the process proceeds to step S1603, where it is determined whether the current play interval is the normal interval. A typical example of a transition to the normal interval during the ending presentation is when a player achieves a bell win and the difference in the number of coins reaches 2,400 under conditions in which both an operation method that can achieve a bell win and an operation method that can achieve one of the first to third small wins are notified. If the current play interval is the normal interval, the process proceeds to step S1604, where it is determined whether the intermediate flag is set. If the intermediate flag is not set, the intermediate flag is set in step S1605 and the process ends. If the intermediate flag is set, the process ends immediately.
[0152] If it is determined in step S1603 that the current game zone is an advantageous zone, it is determined in step S1606 whether or not the midway flag is set. If the midway flag is set, this means that a transition from the normal zone to the advantageous zone occurred while the ending performance was being performed, so the midway flag is cleared in step S1607, and the suggestion flag is set in step S1608, and this processing ends. If the midway flag is not set, this means that a transition to the normal zone did not occur while the ending performance was being performed, or that a transition from the normal zone to the advantageous zone occurred again, so this processing ends.
[0153] If it is determined in step S1602 that the value of the remaining ED game counter is 0 or less, this means that the ending performance has been executed for 20 games, so in step S1609, ED end processing is performed and this processing is terminated.
[0154] In the ED termination process, as shown in the flowchart of FIG. 28, step S1701 determines whether the current game mode is the completion mode. If it is the completion mode, this means that the advantageous zone has not ended, and the process is terminated. If the current game mode is not the completion mode, the process proceeds to step S1702, where it determines whether the mid-game flag is set. If the mid-game flag is set, this means that the advantageous zone has ended while the ending presentation is being executed, so the mid-game flag is cleared in step S1703, and the ED flag is cleared in step S1704. Then, in step S1705, an end command is set, and the process is terminated. Here, the end command is a command sent to the display control device 81 to end the ending presentation. Upon receiving the end command, the display control device 81 terminates the ending presentation.
[0155] If it is determined in step S1702 that the mid-game flag is not set, this means that the advantageous zone ended while the ending effect was being executed and then the game transitioned back to the advantageous zone. In this case, the suggestion flag is cleared in step S1706, and it is determined in step S1707 whether the current game mode is challenge mode. If the current game mode is challenge mode, a suggestion command is set in step S1708. Thereafter, the ED flag is cleared in step S1704, and an end command is set in step S1705, terminating this processing. Although detailed explanations are omitted, in this slot machine 10, when transitioning from the normal zone to the advantageous zone without the ending effect being executed, a transition destination suggestion effect is executed, suggesting whether the game will transition to the high-probability challenge mode or the low-probability challenge mode after the transition game ends. The suggestion command is a command transmitted to the display control device 81 to execute the transition destination suggestion effect. Upon receiving the suggestion command and the end command, the display control device 81 ends the ending effect and then executes the transition destination suggestion effect.
[0156] If it is determined in step S1707 that the current game mode is not the challenge mode, it means that the current game mode is the notification mode. In this case, the ED flag is cleared in step S1704 without setting a suggestion command, and an end command is set in step S1705, terminating this process.
[0157] As described above, when an ending effect begins, it will continue for 20 games, even if the advantageous zone ends and the game transitions to the normal zone. If the game transitions from the normal zone to the advantageous zone challenge mode during the ending effect and the ending effect ends in that challenge mode, a transition destination suggestion effect will be displayed after the ending effect ends. If the advantageous zone has not ended after 20 games of the ending effect, the final screen of the ending effect will continue to be displayed until the advantageous zone ends.
[0158] Here, the customer waiting process will be explained based on the flowchart of Fig. 29. The customer waiting process is a process performed in the start waiting process S204, and is performed in a situation where a game has not started (see Fig. 11).
[0159] In step S1801, it is determined whether five minutes have elapsed since the initial customer waiting process. If five minutes have not elapsed, this process is terminated. If five minutes have elapsed, the process proceeds to step S1802, where it is determined whether the current game zone is a normal zone. If the current game zone is not a normal zone but a favorable zone, the process proceeds to step S1803, where it is determined whether the current game mode is a challenge mode. If it is a normal zone or a challenge mode, the process proceeds to step S1804, where a customer waiting command is set. In the following step S1805, it is determined whether the ED flag is set. If the ED flag is not set, this process is terminated. If the ED flag is set, the ED flag is cleared in step S1806, and then this process is terminated. Here, the customer waiting command is a command sent to the display control device 81 to execute a customer waiting effect, such as a demo effect. Upon receiving the customer waiting command, the display control device 81 terminates the effect that was being executed and executes the customer waiting effect until a command to start the next game is issued. In particular, when the display control device 81 receives a customer waiting command while executing an ending performance, even if a command to start the next game is issued, it does not continue the ending performance, but executes a performance according to the game section, game mode, and role lottery result at that time.
[0160] If it is determined in step S1803 that the current game mode is not challenge mode, this means that the current game mode is notification mode or finish mode. In such a case, this process ends without setting a customer waiting command. As a result, in notification mode and finish mode, even if more than five minutes have passed without the start of play, the customer waiting effect will not be executed and the effect that had been executed up until then will continue.
[0161] According to the present embodiment described above in detail, the following excellent effects are achieved.
[0162] In a configuration in which the conditions for ending the advantageous zone are 1,500 games and a difference of 2,400 coins, when the game mode is switched to the notification mode, the advantageous zone also ends when the value of the remaining game counter reaches 0. In this configuration, when the game mode is switched to the notification mode, the player can play while hoping that the value of the remaining game counter will reach 1,500 games or the difference of 2,400 coins without reaching 0, and it is possible to prevent play in the advantageous zone from becoming monotonous. On the other hand, if the advantageous zone ends when the difference of 2,400 coins is reached, there is a concern that the player may think that they could have won more medals if the ending condition of the difference of 2,400 coins had not been met, which may reduce their motivation to play.
[0163] Therefore, the slot machine 10 is configured so that when the difference in coin count reaches 2,260, the game mode transitions from the notification mode to the finish mode. This configuration allows players who successfully transition to the notification mode to play in the notification mode while aiming to reach 2,260. Furthermore, when transitioning to the finish mode, players can expect to gain approximately 2.38 medals per game, allowing them to play while anticipating the end of the advantageous zone with a difference of 2,400 coins, rather than 1,500 games. This prevents play in each game mode during the advantageous zone from becoming monotonous, thereby enhancing the enjoyment of the game.
[0164] When the game transitions to the completion mode, it ends when the difference in number of coins reaches 2,400 or when the number of plays in the advantageous zone reaches 1,500, and the advantageous zone does not end due to other factors like the notification mode. By adopting this configuration, even if the advantageous zone ends when the difference in number of coins reaches 2,400, it is possible to prevent the player from losing motivation to play. This is because it makes the player recognize that the difference in number of coins reaching 2,260 is the actual goal, and makes the player recognize that playing in the completion mode thereafter is added value.
[0165] When the difference in number of coins reaches 2260, the system transitions to the completion mode, which does not check the remaining game count counter, and does not select the number of additional games if a watermelon or cherry is won. This configuration simplifies the processing configuration for game turns after the difference in number of coins reaches 2260. Furthermore, although detailed explanations are omitted, when the value of the remaining game count counter is increased, a presentation is executed to notify the result. Therefore, by transitioning to the completion mode and not selecting the number of additional games, it is possible to prevent the player from losing their motivation to play. This is because, since the value of the remaining game count counter is no longer checked in game turns after the difference in number of coins reaches 2260, there is a concern that announcing an increase in the value of the remaining game count counter could lead the player to believe that they have wasted money.
[0166] When the difference in coins reaches 2,352, an ending effect requiring 20 plays to complete is initiated. This configuration allows a player who has reached a difference of 2,260 coins to further increase their medal holdings and view the ending effect, allowing the player to enjoy the game. On the other hand, when the advantageous zone ends when the difference in coins reaches 2,400 coins, there is a concern that if the advantageous zone ends during the ending effect, the player's motivation to play may decrease or the player may not be able to view the carefully prepared ending effect to the end. Therefore, the slot machine 10 is configured to perform an ED notification process when the ending effect is initiated so that the advantageous zone ends after the ending effect is completed, i.e., after 20 plays. This configuration effectively alleviates the above concerns and increases the player's interest in the game.
[0167] In the ED notification process, if the difference in number of medals exceeds 2,382 by the 17th game, both an operation method for achieving a bell win and an operation method for achieving one of the first to third small prize wins are notified. This configuration allows the player to choose whether to achieve a bell win and end the advantageous zone in the middle of the ending performance, or to continue the advantageous zone until the end of the ending performance without achieving a bell win. As a result, it is possible to fulfill the desires of players who want to win 2,400 medals as quickly as possible in one play and players who want to enjoy the ending performance to the end in the advantageous zone, and it is possible to increase the player's interest in the game regardless of their intentions.
[0168] When both an operation method that can achieve a bell win and an operation method that can achieve one of the first to third small wins are notified, a warning message is displayed to notify the player that the advantageous zone will end in the middle of the ending performance if the stop switches 42 to 44 are operated in the notified operation sequence to achieve a bell win. In a configuration in which both a bell win and the first to third small wins can be achieved when push order roles 1 to 12 are won, there is a possibility that the player will achieve a bell win by mistake, even if an operation method that can achieve the first to third small wins is notified. Therefore, by notifying the player that the advantageous zone may end when an operation method that can achieve the first to third small wins is notified, it is possible to alert players who want to enjoy the ending performance to the end in the advantageous zone.
[0169] When the first to third small wins are achieved, three medals, the same number as the number required for one game, are paid out. This configuration makes it possible to avoid a decrease in the number of medals owned by the player as a result of the first to third small wins being achieved instead of a bell win, and makes it possible to avoid a decrease in the player's motivation to play. This is because there is a concern that if the number of medals owned decreases despite operating in the notified manner, the player may regret not operating in the notified manner.
[0170] The notification process during the ending is configured to notify the player of an operation method that will result in a bell win if the difference in the number of medals does not exceed 2,382 by the 17th game. This configuration allows the player to view the ending performance while increasing the number of medals they own. This allows the player to enjoy the ending performance while immersing themselves in the pleasure.
[0171] The ending effect is configured to be executed to the end even if the advantageous zone ends prematurely. This configuration prevents the carefully prepared ending effect from going to waste. It is certainly possible to terminate the ending effect midway to coincide with the end of the advantageous zone. However, this configuration raises concerns that the final video effect of the ending effect may be executed less frequently and become useless. To address this concern, the ending effect could be configured to start when the difference in number of coins reaches 2,000, for example. However, this configuration raises concerns that the advantageous zone may continue longer than necessary even after the ending effect has been executed to the end. These concerns arise because the difference in number of coins is 2,400 as the end condition for the advantageous zone, and because the end time of the advantageous zone changes depending on the result of the winning combination. Meanwhile, the slot machine 10, which performs an ED notification process, effectively addresses these concerns while preventing the carefully prepared ending effect from going to waste.
[0172] If the advantageous zone ends during the ending performance, the ending performance will be performed in the subsequent game in the normal zone, etc. This configuration allows the player to view the ending performance to the end while playing in the normal zone, etc. This prevents the carefully prepared ending performance from going to waste, and makes it possible to motivate the player to continue playing even after the advantageous zone ends.
[0173] In the normal zone and challenge mode, the ending presentation is configured to end if five minutes have passed since the initial customer waiting process. In a configuration in which the ending presentation continues in the normal zone after the end of the advantageous zone, there is a possibility that a player may end play due to the end of the advantageous zone, even though the ending presentation is being executed. Furthermore, if a player other than the player who started the ending presentation starts play and the ending presentation is still ongoing, that player may hesitate to continue play. Therefore, by configuring the ending presentation to end if five minutes have passed since the end of one game in the normal zone without the start of the next game, the above concerns can be resolved.
[0174] In the notification mode and the completion mode, the ending presentation will not end even if five minutes have passed since the initial customer waiting process. In the notification mode and the completion mode, even if five minutes have passed, it is more likely that the player has left the seat rather than finished playing. Therefore, by configuring the ending presentation not to end in the notification mode and the completion mode, it is possible to avoid the player feeling passive because they cannot leave the seat due to concerns about the ending presentation ending.
[0175] If the game transitions from the normal zone to the challenge mode during the ending performance and the ending performance ends in the challenge mode, the transition destination suggestion performance is executed after the ending performance ends. By adopting such a configuration, it becomes possible for a player who is thinking of ending the game because the advantageous zone has ended to confirm which challenge mode the game has transitioned to before deciding to end the game. As a result, even if the ending performance is configured to continue in the normal zone after the advantageous zone has ended, it becomes possible to reduce the chances that the player will not be able to view the carefully prepared ending performance to the end.
[0176] (Second embodiment)
[0177] In the first embodiment, in the ED notification process, the operation method that can achieve the bell winning and the operation method that can achieve any of the first small win to the third small win are both notified, thereby increasing the frequency that the end time of the ending performance and the end time of the advantageous zone coincide, but this configuration will be changed. Note that the basic configuration is the same as the first embodiment, so below we will only explain the difference, that is, the ED notification process.
[0178] In the ED notification process in this embodiment, as shown in the flowchart of Fig. 30, in step S1901 it is determined whether or not the value of the remaining ED game number counter is greater than 3. If the value of the remaining ED game number counter is greater than 3, that is, in games 1 to 17 of the ending presentation, it is determined in step S1902 whether or not the value of the difference number counter is less than 2382. If the value of the difference number counter is less than 2382, in step S1903 an operation method that can achieve a bell win in which nine medals are paid out is notified, and this process ends. If the value of the difference number counter is 2382 or greater, this process ends without notifying an operation method that can achieve a bell win.
[0179] If it is determined in step S1901 that the value of the remaining ED game number counter is 3 or less, the process proceeds to step S1904, where it is determined whether or not the value of the remaining ED game number counter is 3. If the value of the remaining ED game number counter is 3, that is, in the 18th game of the ending presentation, it is determined in step S1905 whether or not the value of the difference number counter is less than 2388. If the value of the difference number counter is less than 2388, an operation method that can achieve a bell win in which 9 medals are paid out is announced in step S1906, and this process ends. If the value of the difference number counter is 2388 or more, this process ends without announcing an operation method that can achieve a bell win.
[0180] If it is determined in step S1904 that the value of the remaining ED game number counter is not 3, the process proceeds to step S1907, where it is determined whether or not the value of the remaining ED game number counter is 2. If the value of the remaining ED game number counter is 2, that is, in the 19th game of the ending presentation, it is determined in step S1908 whether or not the value of the difference number counter is less than 2394. If the value of the difference number counter is less than 2394, an operation method that can achieve a bell win in which 9 medals are paid out is announced in step S1909, and this process ends. If the value of the difference number counter is 2394 or more, this process ends without announcing an operation method that can achieve a bell win.
[0181] If it is determined in step S1907 that the value of the remaining ED game counter is not 2, that is, in the 20th game or later of the ending performance, an operation method that can achieve a bell win in which 9 medals are paid out in step S1910 is announced without checking the value of the difference number counter, and this processing is terminated.
[0182] As described above, in this embodiment, if the difference in number of coins is 2382 or more by the 17th game of the ending performance, if the difference in number of coins is 2388 or more in the 18th game, or if the difference in number of coins is 2394 or more in the 19th game, even if the push order combinations 1 to 12 are won, the winning operation will not be notified. Even with this configuration, it is possible to increase the frequency with which the end of the ending performance and the end of the advantageous zone coincide.
[0183] The present invention is not limited to the above-described embodiments, and may be implemented as follows, for example.
[0184] (1) In each of the above embodiments, the configuration is such that the game transitions to the completion mode when the difference in the number of coins reaches 2260 coins, but this configuration is not limited to this and any configuration that performs processing related to the instruction function is sufficient.
[0185] For example, the system may be configured to have multiple notification modes with different add-on performance, and when the difference in number of coins reaches 2260 coins, the system will transition to a notification mode with higher add-on performance.
[0186] For example, the system may be configured to have multiple notification modes with different add-on performance, and when the difference in number of coins reaches 2260, a lottery will be held to determine whether or not to transition to another notification mode.
[0187] For example, when the difference in number of coins reaches 2260 coins, a predetermined value such as 100 is added to the remaining notification game number counter.
[0188] For example, if the difference in number of coins reaches 500, and until the difference in number of coins reaches 1000 coins, if you win a watermelon, the number of additional games or the rate of additional winnings will be higher than in other difference in number situations.
[0189] The difference in number of sheets when processing the instruction function is performed is not limited to 2260 sheets, but may be any number less than 2400 sheets.
[0190] (2) In the above embodiments, when the difference in number of coins reaches 2260, the game mode is switched to the completion mode, but the game mode may not be switched to the notification mode. Even in such a case, the same effects as those of the above embodiments can be achieved by, for example, not checking the value of the remaining notification game counter thereafter, or by not selecting the number of additional games when a cherry or watermelon is won.
[0191] Furthermore, even if the value of the remaining notification game number counter is continued to be checked, if the value of the remaining notification game number counter is changed to the value of the remaining interval game number counter when the difference in number of coins reaches 2,260 coins, the number of games in which the value of the remaining notification game number counter becomes 0 will be equal to the number of games in which the value of the remaining interval game number counter becomes 0, i.e., the 1,500th game in the advantageous interval, and therefore the same effect can be achieved as when transitioning to completion mode.
[0192] (3) In the above embodiments, the game mode is switched to the finish mode when the difference in number of coins reaches 2260, and the ending performance is initiated when the difference in number of coins reaches 2352. However, the ending performance may be initiated when the game mode is switched to the finish mode. In addition, the difference in number of coins at which the ending performance is initiated may be any number, and the ending performance may be initiated when a predetermined difference in number of coins is reached in the notification mode.
[0193] (4) In the first embodiment, if the difference in number of coins exceeds 2,382 by the 17th game, the notification process during the ending is configured to notify both a method of operation for achieving a bell win and a method of operation for achieving one of the first to third small wins. However, if the difference in number of coins exceeds 2,394 by the 17th game, it may be configured to notify both a method of operation for achieving a bell win and a method of operation for achieving one of the first to third small wins. With this configuration, the probability of winning a bell is approximately 1 in 2.52, which makes it possible to increase the frequency at which the advantageous zone ends in the 20th game of the ending performance compared to the first embodiment. If the difference in number of coins exceeds 2,394 by the 19th game, it may be configured to notify both a method of operation for achieving a bell win and a method of operation for achieving one of the first to third small wins.
[0194] (5) In the first embodiment described above, in the ED notification process, if the difference in number of coins exceeds 2382 by the 17th game, both the operation method that can result in a bell win and the operation method that can result in any of the first to third small wins are notified. However, it is also possible to configure the system to notify only the operation method that can result in any of the first to third small wins.
[0195] (6) In the first embodiment described above, in the ED notification process, if the difference in number of coins exceeds 2382 by the 17th game, both an operation method that can result in a bell win and an operation method that can result in one of the first to third small wins are notified. However, it is also possible to configure the system to notify both an operation method that can result in a bell win and an operation method that can result in one of the fifth to seventh small wins, which will result in the payout of one medal.
[0196] (7) In the second embodiment described above, if the difference in number of coins is 2,382 coins or more by the 17th game of the ending performance, if the difference in number of coins is 2,388 coins or more by the 18th game, or if the difference in number of coins is 2,394 coins or more by the 19th game, then even if push order roles 1 to 12 are won, no winning operation is not announced. However, if the difference in number of coins is 2,394 coins or more by the 19th game of the ending performance, then the winning operation may not be announced even if push order roles 1 to 12 are won.
[0197] (8) In the second embodiment, the caution command is not set in the notification process during ED, but the caution command may be set and a caution display may be performed. In this case, the same effects as those of the first embodiment can be achieved.
[0198] 13 and 15, if the player operates the right stop switch 44, then the center stop switch 43, and then operates the left stop switch 42 while aiming for one of the "white 7," "black 7," "white BAR," or "black BAR" symbols on the left reel 32L, there is a one-in-three probability that three medals will be paid out. Therefore, by performing the above operations, the player can prevent the loss of medals while avoiding the formation of a bell win.
[0199] (9) The process performed in the ED notification process is not limited to the above-described form, and the following configuration is also possible.
[0200] For example, when the difference in number of coins reaches a first specific number such as 2394 coins, a winning operation is notified in which the maximum number of medals is paid out with a predetermined probability when push order combinations 1 to 12 are won. If a winning operation in which the maximum number of medals is paid out is achieved without notifying a winning operation, a winning operation is not notified when push order combinations 1 to 12 are won a predetermined number of times.
[0201] For example, if the maximum number of medals payout is 9 and 3 medals are required per game, the specified probability can be set to 1 / 3 and the specified number of times to 2, thereby preventing the player from losing medals.
[0202] (10) In each of the above embodiments, when an ending effect is started, even if the advantageous zone ends midway, the ending effect is executed to the end in the subsequent normal zone, etc. However, the ending effect may also be ended in accordance with the end of the advantageous zone. In such a configuration, if a warning display is provided to notify the player that the ending effect will end in accordance with the end of the advantageous zone, the same effect as in each of the above embodiments can be achieved.
[0203] (11) In each of the above embodiments, if the advantageous zone ends during the ending presentation, the ending presentation is executed to the end in the subsequent normal zone, etc. However, the ending presentation may be executed to the end before the next game is started. Specifically, for example, if the advantageous zone ends in the 18th game of the ending presentation, the display control device 81 starts the video presentation for the 19th game without waiting for a command to start the next game, and when the video presentation for the 19th game ends, it starts the video presentation for the 20th game.
[0204] In the above configuration, since there is a possibility that the ending presentation will end prematurely if a command to start the next game is issued, it is desirable to make each video presentation take a predetermined time, such as 4 seconds. Furthermore, if the advantageous zone ends during the ending presentation, it is desirable to configure the main control device 101 to perform a freeze process (standby process) for a time equal to the predetermined time multiplied by the number of unexecuted video presentations. With this configuration, even if the player performs an operation to start the next game during the ending presentation, the operation is invalidated, making it possible to execute the ending presentation to the end.
[0205] (12) In each of the above embodiments, if the advantageous zone ends in the middle of the ending performance, the ending performance is executed to the end in the subsequent normal zone, etc. However, this configuration is changed.
[0206] If the difference in number of coins reaches 2394 and push order roles 1 to 12 are won, a freeze process (standby process) is performed to disable subsequent operations (more specifically, operations of stop switches 42 to 44) for a predetermined period of time. The ending performance is then executed to the end during this invalid period. Specifically, for example, the ending performance is composed of 20 types of video performances that take 4 seconds to execute to the end. For example, if the difference in number of coins is 2394 in the 19th game of the ending performance and push order roles 1 to 12 are won, a freeze process is executed for 8 (= 4 × 2) seconds, and the video performances for the 19th game and the 20th game are executed during this invalid period.
[0207] Even with such a configuration, as in the above embodiments, it is possible to end the advantageous zone after the ending performance has been executed to the end.
[0208] However, in the above configuration, for example, if the player performs operations in a different order from the operation order notified, the bell win will not be achieved and the difference in number of coins will not reach 2400. In such a case, the final scene of the video effect for the 20th game may be configured to continue to be displayed until the advantageous zone ends, or in the game in which push order combinations 1 to 12 are won from the next game onwards, a 4-second freeze process may be performed to re-execute the video effect for the 20th game during the invalid period.
[0209] (13) In each of the above embodiments, if the game mode is switched to challenge mode during the ending performance, the transition destination suggestion performance is executed after the ending performance ends. However, the transition destination suggestion performance may be executed during the ending performance, and the ending performance may then be resumed.
[0210] (14) In each of the above embodiments, when Push Order Role 1 to Push Order Role 12 are won, the bell prize is awarded in one of six possible operation sequences. However, the bell prize may be awarded in two of six possible operation sequences, or in four of six possible operation sequences.
[0211] (15) In the above embodiments, when the first to third small wins are achieved, three medals are paid out, which is the number of medals required to play one game. However, two or one medal may be paid out. Also, four or more medals may be paid out.
[0212] (16) In each of the above embodiments, the advantageous zone ends when 1,500 games are played in the advantageous zone, when the difference in the number of coins in the advantageous zone reaches 2,400, or when the value of the remaining notification game number counter becomes 0. However, the advantageous zone may also end in a configuration that does not have a remaining notification game number counter, i.e., when 1,500 games are played in the advantageous zone and when the difference in the number of coins in the advantageous zone reaches 2,400.
[0213] In addition, instead of or in addition to the remaining notification game number counter, a second difference in number of coins counter may be provided which is set to a predetermined value less than 2400, such as 500, when the game enters a favorable zone, and the favorable zone may also end when the value of the difference in number of coins counter reaches the value of the second difference in number of coins counter.
[0214] In the configuration having the second difference number counter, it is desirable to configure the value of the second difference number counter to increase based on the lottery result of the role in the advantageous zone, that is, to configure the difference number to be added in the advantageous zone. In the configuration having the remaining number of games to be announced counter and the second difference number counter, for example, when a cherry is won, 100 is added to the value of the remaining number of games to be announced counter, and when a watermelon is won, 100 is added to the value of the second difference number counter.
[0215] (17) In each of the above embodiments, the main control device 101 is configured to perform the performance instruction process, but it may be configured to perform the process by the display control device 81. Even in such a configuration, it is clear that the same effects as those of the above embodiments can be achieved.
[0216] (18) In each of the above embodiments, a display that is lit when the current play area is an increasing area and is turned off when the current play area is not an increasing area may be provided in a position visible to the player. Such a display may be controlled by the main control device 101 or the display control device 81.
[0217] (19) In each of the above embodiments, the operation sequence of the stop switches 42 to 44 can be notified when the game enters the advantageous zone, but the present invention is not limited to such a configuration. The operation timing of a predetermined stop switch can be notified, or the operation timing and operation method can be notified. In other words, the advantageous zone can be a game zone in which the instruction function of the stop switch can be activated. Meanwhile, the normal zone can be a game zone in which the instruction function of the stop switch for achieving a small winning combination does not operate.
[0218] (20) In each of the above embodiments, the remaining zone game number counter is set to 1500 when transitioning to the advantageous zone, but this configuration is not limited to this, and it is sufficient that the advantageous zone ends when the number of plays in the advantageous zone reaches 1500.
[0219] (21) In the above embodiments, the symbol combinations that result in a winning combination are merely examples, and the number of symbol combinations that result in a winning combination is not limited to these examples.
[0220] (22) In the above embodiments, a slot machine without a BB state has been described, but the present invention is not limited to such a configuration and may be a slot machine with a BB state, or a slot machine with both a BB state and an RB state, or a slot machine with other game states such as a CB state or an MB state.
[0221] (23) In each of the above embodiments, the configuration is such that it is determined whether or not a start command has occurred after three medals have been bet, but it goes without saying that it may also be configured to determine whether or not a start command has occurred after one medal has been bet or two medals have been bet.
[0222] (24) In the above embodiments, the awarded bonuses include a bonus of transferring the game state, a bonus of replaying, and a bonus of paying out medals. However, the present invention is not limited to such a configuration, and any bonus may be awarded to the player. For example, instead of a bonus of paying out medals, a prize other than medals may be paid out. Furthermore, in a slot machine that does not have a function for inserting actual medals or paying out medals, but rather manages medals owned by the player as credits, an increase in the number of credited medals corresponds to the awarding of a bonus.
[0223] (25) In each of the above embodiments, a slot machine having three reels arranged in parallel and one active line has been described, but the present invention is not limited to such a configuration. For example, the present invention may be a slot machine having five reels arranged in parallel or a slot machine having five active lines.
[0224] (26) In the above embodiments, specific examples of the slot machine 10 have been shown, but the present invention may also be applied to a gaming machine that combines a slot machine and a pachinko machine. That is, a slot machine may have a ball insertion and ball payout function like a pachinko machine, instead of the medal insertion and medal payout function. If such a gaming machine is used in place of a slot machine, the gaming hall can handle only balls as gaming value, thereby eliminating problems seen in current gaming halls where pachinko machines and slot machines are mixed, such as the burden on facilities and restrictions on the location of gaming machines due to the separate handling of medals and balls as gaming value.
[0225] (27) The timing to start the ending performance may be set so that the difference in number of coins does not reach 2,400 even if the maximum number of push order roles 1 to 12 is won (bell winning is achieved).
[0226] For example, if the difference in number of coins exceeds 2100, or the number of plays in the advantageous zone exceeds 1450, and 20 games remain to be announced, an ending effect for 20 games will be executed. As a specific example, in a slot machine in which one set of announcement mode is made up of 20 games, if the next set of announcement mode starts under the above circumstances, an ending effect will be started.
[0227] When the ending performance of 20 games is executed to the end, the song or image (performance for the adjustment section with song) set to be repeated in a predetermined game is played until the end of the advantageous section, and the ending screen is displayed in the game where the advantageous section ends.
[0228] It is desirable to set up the performance for the song-included adjustment section so that even if the maximum number of bells is achieved and the performance ends in the shortest time possible, the song's chorus (the end of a specific part of the song) can be played once.
[0229] With the above configuration, the player can be shown the ending story properly, and at the end, the ending performance can be executed without worrying about bias in which push order roles 1 to 12 are won due to the performance for the adjustment section with song, and the player can also get a sense of satisfaction as the advantageous section ends while watching the end credits.
[0230] (28) The conditions for starting the ending are the difference in the number of coins and the number of times played in the advantageous zone, and if specific ball-out conditions are met, an ending presentation like that of each of the above embodiments is executed, and if the above ball-out conditions are not met, a specific ending presentation that displays only the number of games remaining is executed.
[0231] An example of an event in which a specific ball-out condition cannot be met is when, in a slot machine that transitions to a pull-back mode after the end of the notification mode in each of the above embodiments, the machine is pulled back in the pull-back mode and returns to the notification mode, but the specific ball-out condition cannot be met before 1,500 plays are completed.
[0232] Another example is a slot machine that allows a single game to be started with two or three coins, and that has a function that transitions to notification mode after a predetermined number of three-coin plays in the advantageous zone. Playing with two coins instead of three during the advantageous zone does not count toward the predetermined number of three-coin plays, resulting in a delayed transition to notification mode and failure to meet certain payout conditions. In the advantageous zone, two-coin plays cannot be used to trigger the transition to notification mode, but they must be counted toward the number of plays required to end the advantageous zone. For example, in the case of a slot machine that transitions to notification mode after 700 three-coin plays during the advantageous zone, playing 700 two-coin plays would result in the transition game to notification mode being the 1,400th game in the advantageous zone, preventing certain payout conditions from being met.
[0233] The gaming machine of the present invention will be described below, indicating its effects as necessary. Note that, for ease of understanding, the configurations corresponding to the above-described embodiments will be indicated in parentheses as appropriate, but the present invention is not limited to the specific configurations indicated in parentheses.
[0234] Gaming machine A1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); start operation means (start lever 41, first to third credit insertion switches 56 to 58) that are operated to start the cyclical display of the pictures; A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being selected in the lottery for the winning combination forming a predetermined combination (such as a combination of small winning symbols) at an effective position (effective line) and stopping. In a gaming machine equipped with The game zone includes an advantageous zone in which an instruction function (winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal zone in which the instruction function does not operate, This gaming machine is characterized by being configured to perform specific processing (transition to completion mode) related to the instruction function when the difference in the number of gaming media from the base point, which is set to the point when the gaming media has been reduced the most in the advantageous zone, reaches a first number (2,260) that is less than the upper limit number.
[0235] According to this gaming machine, when the difference in the number of game media from the base point where the number of game media has been reduced the most in the advantageous zone reaches a first number that is less than the upper limit, a specific process related to the instruction function is performed. By adopting this configuration, it is possible to have the player play in the advantageous zone while aiming for the difference in the number of game media to reach the first number, thereby increasing the player's interest in the game.
[0236] Gaming machine A2. A gaming machine characterized in that the above gaming machine A1 is equipped with a first transition means (advantageous zone termination processing function S903 to S905 based on the remaining zone game number counter value of 0 of the main control unit 101) that terminates the advantageous zone and transitions to the normal zone when a predetermined maximum number of games (1,500) have been played in the advantageous zone, and a second transition means (advantageous zone termination processing function S903 to S905 based on the difference number of coins counter value of the main control unit 101 exceeding 2,400) that terminates the advantageous zone and transitions to the normal zone when the difference number from the base point at which the gaming media has been reduced the most in the advantageous zone reaches a predetermined maximum number of coins (2,400 coins).
[0237] According to this gaming machine, the advantageous zone ends when the maximum number of plays has been played or when the difference in number of coins has reached the maximum number of coins. By configuring it in this way, it is possible for the player to play in the advantageous zone while aiming to make the difference in number of coins reach the first number, thereby increasing the player's interest in the game.
[0238] Gaming machine A3. A gaming machine characterized in that, in the above-mentioned gaming machine A2, when the difference in number of coins reaches the first number of coins, a specific process related to the instruction function is performed that can increase the number of games that can be played in the advantageous zone.
[0239] According to this gaming machine, when the difference in number of coins reaches the first number, a process is performed that can increase the number of games that can be played in the advantageous zone. If the number of games that can be played in the advantageous zone increases, the player can also expect to increase the number of gaming media they own in accordance with the increased number of games. Therefore, it is possible for the player to play in the advantageous zone while aiming for the difference in number of coins to reach the first number.
[0240] Gaming machine A4. A gaming machine characterized in that it is equipped with a specific mode transition means (notification mode transition function S807, S808 of main control unit 101) that transitions to a specific mode (notification mode) before the difference in number of coins in the advantageous zone reaches the first number, and a first judgment means (remaining notification game number counter confirmation function S1108 of main control unit 101) that judges whether or not to end the advantageous zone based on the number of games played in the specific mode, in the above-mentioned gaming machine A2 or A3.
[0241] According to this gaming machine, when the game machine shifts to the specific mode during the advantageous zone, an event occurs in which the advantageous zone ends before the upper limit number of times and the upper limit number of coins are reached. By applying the configuration of gaming machine A2 or gaming machine A3 to this configuration, it is possible to prevent the game during the advantageous zone from becoming monotonous. This is because it is possible to play in the specific mode while aiming for the difference number of coins to reach the first number before the first determination means determines that the advantageous zone has ended.
[0242] Gaming machine A5. A gaming machine characterized in that, in the above gaming machine A4, when the difference in number of coins reaches the first number of coins, the first discrimination means does not make a discrimination in subsequent game rounds.
[0243] According to this gaming machine, when the difference in number of coins reaches the first number, the first discrimination means no longer discriminates in subsequent play sessions. This configuration prevents a player from losing their motivation to play, even if the advantageous period ends when the difference in number of coins reaches the upper limit. For example, if the advantageous period ends after the upper limit of play or the difference in number of coins between the upper limit and the upper limit without the first discrimination means, there is a concern that the player's motivation may decrease when the advantageous period ends because the difference in number between the upper limit and the upper limit of coins is reached. This is because the player may think that they could have won more gaming media if the upper limit of coins had not been set. On the other hand, this gaming machine allows the player to recognize that reaching the first number of coins is the actual goal, and allows the player to recognize subsequent play as added value. This effectively alleviates the above concerns and prevents a player from losing their motivation to play.
[0244] Gaming machine A6. A gaming machine characterized in that, in the above gaming machine A5, it is equipped with a play count increasing means (main control unit 101's remaining notification game number increasing function S1002, S1003) that increases the number of plays at which the first judgment means determines that the advantageous zone will end based on the result of the role lottery, and that when the difference in number of coins reaches the first number of coins, the play count increasing means will not increase the number of plays in subsequent play times.
[0245] According to this gaming machine, when the difference in number of coins reaches the first number, the number of games will not be increased by the number of games increasing means in subsequent games. This configuration simplifies the processing configuration for subsequent games after the difference in number of coins reaches the first number. Furthermore, when this configuration is applied to a gaming machine that is configured to notify the result when the number of games increasing means increases the number of games, it is possible to prevent the player from losing motivation to play. This is because, since the first determination means will no longer make a determination in subsequent games once the difference in number of coins reaches the first number, there is a concern that notifying the player of the increase in the number of games may lead the player to believe that they have made a so-called wasted withdrawal.
[0246] Gaming machine A7. A gaming machine characterized in that, in any of the gaming machines A4 to A6, when the specific mode is entered, the expected value of gaming media payout per game becomes greater than the number of gaming media required for one game.
[0247] According to this gaming machine, when the game mode is switched to the specific mode, the player can increase the number of game media he owns while playing the game. Therefore, it is possible for the player to play in the specific mode while aiming to reach the difference in number of coins to the first number.
[0248] Gaming machine A8. A gaming machine characterized in that, in any of the gaming machines A4 to A7, it is equipped with a second specific mode transition means (completion mode transition function S1105 of the main control unit 101) that transitions from the specific mode to a second specific mode (completion mode) when the difference in number of coins reaches the first number, and when transitioning to the second specific mode, the first transition means or the second transition means transitions from the advantageous zone to the normal zone.
[0249] According to this gaming machine, when the difference in number of coins reaches the first number, the machine transitions from the specific mode to the second specific mode. Then, upon transition to the second specific mode, the advantageous zone ends based on the maximum number of plays or the difference in number of coins between the maximum number of coins. This configuration prevents a player from losing interest in playing, even if the advantageous zone ends when the difference in number of coins reaches the maximum number of coins. For example, if the advantageous zone ends based on the maximum number of plays or the difference in number of coins between the maximum number of coins without the second specific mode, there is a concern that the player's interest in playing may decrease if the advantageous zone ends based on the difference in number of coins between the maximum number of coins. This is because the player may believe that they could have won more gaming media if the maximum number of coins had not been set. On the other hand, this gaming machine allows the player to recognize the difference in number of coins reaching the first number and transitioning to the second specific mode as the actual goal, and also allows the player to recognize subsequent play as added value. Therefore, it is possible to effectively resolve the above concerns and prevent players from losing their motivation to play.
[0250] Gaming machine A9. A gaming machine characterized in that, in the gaming machine A8, when the second specific mode is entered, the expected value of gaming media payout per game becomes greater than the number of gaming media required for one game.
[0251] According to this gaming machine, when the game mode shifts to the second specific mode, the player can increase the number of game media he owns while playing. Therefore, it is possible to make the player play while expecting that the advantageous zone will end by the difference in the maximum number of coins rather than by playing the maximum number of times, and it is possible to prevent the game in the second specific mode from becoming monotonous.
[0252] Gaming machine A10. A gaming machine characterized in that, in any of the gaming machines A2 to A9, it is equipped with an effect start means (ED command set function S1407 of main control unit 101, display control unit 81) that starts a specific effect (ending effect) that requires a first number of plays (20 plays) to be played to the end when the difference in the number of coins reaches a second number (2352 coins) that is less than the upper limit number and greater than the first number, and a change means (ED notification processing function S1206 of main control unit 101) that changes the instruction function when the effect start means starts the specific effect so that the advantageous zone ends after the first number of plays have been played.
[0253] According to this gaming machine, when the difference in number of coins reaches a second number, which is less than the upper limit but greater than the first number, a special effect requiring a first number of plays to be completed is initiated. This configuration allows a player who has reached the first number of coins to further increase their gaming media holdings and view the special effect, allowing the player to enjoy the game. On the other hand, in a configuration in which the advantageous zone ends when the difference in number of coins reaches the upper limit, there is a concern that if the advantageous zone ends midway through the special effect, the player's motivation to play may decrease or the player may not be able to view the special effect to the end. Therefore, this gaming machine is configured to change the instruction function so that the advantageous zone ends after the first number of plays when the special effect is initiated. This configuration effectively alleviates the above concerns and increases the player's interest in the game.
[0254] Gaming machine B1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs), start operation means (start lever 41, first to third credit insertion switches 56 to 58) that are operated to start the cyclical display of the pictures; A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being selected in the lottery for the winning combination forming a predetermined combination (such as a combination of small winning symbols) at an effective position (effective line) and stopping. In a gaming machine equipped with The game zone includes an advantageous zone in which an instruction function (winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal zone in which the instruction function does not operate, When a predetermined upper limit number of times (1500 times) of games has been played in the advantageous zone, a first transition means (advantageous zone end processing function S903 to S905 based on the remaining zone game number counter value 0 of the main control device 101) that ends the advantageous zone and transitions to the normal zone; A second transition means (advantageous zone termination processing function S903 to S905 based on the main control device 101's difference number counter value exceeding 2400) that terminates the advantageous zone and transitions to the normal zone when the difference number from the base point, which is set to the point when the gaming media has decreased the most in the advantageous zone, reaches a predetermined upper limit number (2400); When the difference in number of coins reaches a predetermined number (2352 coins) that is smaller than the upper limit number of coins, a special effect (ending effect) that requires a first number of games (20 times) to be played to the end is started (ED command set function S1407 of the main control device 101, display control device 81). Equipped with A gaming machine characterized in that, when the effect start means starts the specific effect, the instruction function changes so that the advantageous zone ends after the first number of plays have been played.
[0255] According to this gaming machine, when the difference in number of coins reaches a predetermined number less than the upper limit, a special effect requiring a first play to be completed is initiated. This configuration allows players who reach the predetermined number of coins to view the special effect, allowing them to enjoy playing. On the other hand, in a configuration in which the advantageous zone ends when the difference in number of coins reaches the upper limit, there is a concern that if the advantageous zone ends during the special effect, the player's motivation to play may decrease or the player may not be able to view the special effect to the end. Therefore, this gaming machine is configured to change the instruction function so that the advantageous zone ends after the first play when the special effect is initiated. This configuration effectively alleviates the above concerns and increases the player's interest in playing.
[0256] Gaming machine B2. In the gaming machine B1, based on the result of the lottery for the role being a specific result (push order role 1 to push order role 12 winning), a first notification means (a nine-coin winning operation notification function of the main control device 101) notifies an operation method that can achieve a first specific win (bell win) in which more game media than the number of game media (3) required for one game are awarded when a win is achieved, and a second notification means (a three-coin winning operation function of the main control device 101) notifies an operation method that can achieve a second specific win (first small role win to third small role win) in which less game media than the number of game media required for one game are awarded when a win is achieved, based on the result of the lottery for the role being the specific result. a remaining number of plays grasp means (main control unit 101 remaining ED game number counter confirmation function S1501) for grasping the remaining number of plays required to execute the specific effect to the end, and a difference number of sheets grasp means (main control unit 101 difference number of sheets counter confirmation function S1502) for grasping the difference number of sheets when the specific effect is being executed, and is configured so that when the grasped result of the difference number of sheets grasp means exceeds a second predetermined number (2382 sheets) which is less than the upper limit number of sheets before the grasped result of the remaining number of plays grasp means reaches a specified number (3), and when the result of the lottery for the role becomes the specific result, the second notification means executes a notification.
[0257] According to this gaming machine, if the difference in number of coins exceeds the second predetermined number before the remaining number of games required to execute the special effect to the end reaches the specified number, if the result of the lottery for the winning combination is a special result, an operation method for achieving a second special prize, in which game media less than the number of game media required for one game are awarded when the prize is achieved, is announced. By adopting such a configuration, it is possible to reduce the chance that the difference in number of coins reaches the upper limit number when the first special prize is achieved, and the advantageous zone ends in the middle of the special effect.
[0258] Gaming machine B3: The gaming machine according to the above gaming machine B2, characterized in that when the second notification means executes notification, the first notification means also executes notification.
[0259] According to this gaming machine, when a method of operation for achieving a second special prize, which awards game media less than the number of game media required for one game upon winning, is announced, a method of operation for achieving a first special prize, which awards game media more than the number of game media required for one game upon winning, is also announced. This configuration allows the player to choose whether to end the advantageous zone during the special effect or to continue the advantageous zone until the end of the special effect. As a result, it is possible to fulfill the wishes of players who want to win the maximum number of game media as quickly as possible in one play and players who want to enjoy the special effect to the end in the advantageous zone, and it is possible to increase the player's interest in the game regardless of their wishes.
[0260] Gaming machine B4. A gaming machine characterized in that it is equipped with a specific effect ending means for ending the specific effect if the difference in number of coins reaches the upper limit number before the remaining number of games grasping means reaches 0 as determined by the gaming machine B2 or B3, and an interim end notification means for notifying that the specific effect may end interim when the second notification means executes a notification.
[0261] According to this gaming machine, when the difference in number of coins reaches the upper limit, not only does the advantageous zone end, but the special effect also ends prematurely. In a configuration in which both the first and second special prizes can be achieved when the result of the lottery for the winning combination is a special result, there is a possibility that the player will mistakenly use the wrong operation method and achieve the first special prize, even if the operation method that can achieve the second special prize is announced. Therefore, by configuring the machine to announce that the special effect may end prematurely when the operation method that can achieve the second special prize is announced, it is possible to alert players who want to enjoy the special effect to the end.
[0262] Gaming machine B5. A gaming machine characterized in that, in the gaming machine B2 or B3, the specific effect is executed to the end regardless of whether the difference in number of coins reaches the upper limit number.
[0263] According to this gaming machine, even if the advantageous zone ends in the middle of a special effect, the special effect will be executed to the end. By adopting this configuration, it is possible to prevent the special effect that has been prepared from going to waste.
[0264] Gaming machine B6. A gaming machine characterized in that, in the above gaming machine B5, it is equipped with an end possibility notification means (attention command set function S1504 of main control unit 101, display control unit 81) that notifies that the advantageous zone may end when the second notification means executes a notification.
[0265] According to this gaming machine, when the difference in number of coins reaches the upper limit, the special effect does not end, but the advantageous zone ends. In a configuration in which both the first and second special prizes can be achieved when the result of the lottery for the winning combination is a special result, there is a possibility that the player will mistakenly use the wrong operation method and achieve the first special prize, even if the operation method that can achieve the second special prize is announced. Therefore, by configuring the machine to announce that the advantageous zone may end when the operation method that can achieve the second special prize is announced, it is possible to alert players who want to enjoy the special effect to the end in the advantageous zone.
[0266] Gaming machine B7. A gaming machine characterized in that, in any of the gaming machines B2 to B6, when the result of the difference number grasping means does not exceed the second predetermined number, the first notification means executes a notification when the result of the lottery for the role becomes the specific result.
[0267] According to this gaming machine, when a special effect is being executed, an operation method for realizing the first special prize is notified until the difference in number of coins exceeds the second predetermined number. With this configuration, the player can view the special effect while increasing the number of gaming media he owns. Therefore, it is possible for the player to enjoy the special effect while immersing himself in the pleasure.
[0268] Gaming machine B8. A gaming machine characterized in that, in any of the gaming machines B2 to B7, when the remaining number of plays grasped by the remaining number of plays grasp means is equal to or less than the specified number of plays, and when the result of the lottery for the role is the specific result, the first notification means executes a notification.
[0269] According to this gaming machine, when the number of remaining plays required to complete the special effect falls below a specified number, a notification is sent of an operation method that can achieve the first special win. By configuring in this way, it is possible to increase the frequency with which the advantageous zone ends after the special effect is completed.
[0270] Gaming machine B9. A gaming machine characterized in that, in any of the gaming machines B2 to B8, when the second specific winning is achieved, the same number of gaming media as the number required for one game is awarded.
[0271] According to this gaming machine, when the second specific win is achieved, the same number of gaming media as the number required for one game is awarded. This configuration makes it possible to avoid a decrease in the number of gaming media owned by the player as a result of the second specific win being achieved instead of the first specific win, and it is also possible to prevent the player from losing motivation to play. This is because there is a concern that if the number of gaming media owned decreases despite operating in the notified manner, the player may regret not operating in the notified manner.
[0272] Gaming machine B10. A gaming machine characterized in that, in the gaming machine B9, the specified number of times is set to the natural number closest to the reciprocal of the probability that the result of the lottery for the role will be the specific result, and the second specified number is set to a value obtained by subtracting the number of gaming media that increases when the first specific winning is achieved from the upper limit number.
[0273] According to this gaming machine, the predetermined number of times is set to the natural number closest to the reciprocal of the probability that the lottery result of the role will be a specific result, and the second predetermined number is set to a value obtained by subtracting the number of game media that increases when the first specific winning is achieved from the upper limit number. By adopting such a configuration, it is possible to increase the frequency at which the advantageous zone ends after the first number of games has been played by changing the instruction function.
[0274] Gaming machine C1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs); start operation means (start lever 41, first to third credit insertion switches 56 to 58) that are operated to start the cyclical display of the pictures; A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being selected in the lottery for the winning combination forming a predetermined combination (such as a combination of small winning symbols) at an effective position (effective line) and stopping. In a gaming machine equipped with The game zone includes an advantageous zone in which an instruction function (winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal zone in which the instruction function does not operate, When a predetermined upper limit number of times (1500 times) of games has been played in the advantageous zone, a first transition means (advantageous zone end processing function S903 to S905 based on the remaining zone game number counter value 0 of the main control device 101) that ends the advantageous zone and transitions to the normal zone; A second transition means (advantageous zone termination processing function S903 to S905 based on the main control device 101's difference number counter value exceeding 2400) that terminates the advantageous zone and transitions to the normal zone when the difference number from the base point, which is set to the point when the gaming media has decreased the most in the advantageous zone, reaches a predetermined upper limit number (2400); When the difference in number of coins reaches a predetermined number (2352 coins) that is smaller than the upper limit number of coins, a special effect (ending effect) that requires a first number of games (20 times) to be played until the end is started (ED command set function S1407 of the main control device 101, display control device 81); A first notification means (a nine-coin winning operation notification function of the main control device 101) notifies the user of an operation method that can achieve a first specific winning (bell winning) in which more game media than the number of game media (3) required for one game are awarded when the winning is achieved, based on the result of the lottery for the role being a specific result (winning the push order role 1 to the push order role 12); A remaining number of games ascertaining means (main control device 101 remaining ED game number counter confirmation function S1501) for ascertaining the remaining number of games required to execute the specific effect to the end; A difference number grasping means (a difference number counter confirmation function S1502 of the main control device 101) for grasping the difference number when the specific effect is being executed; Equipped with A gaming machine characterized in that when the effect starting means starts the specific effect, the rate at which the first notification means notifies changes when the result of the lottery for the role becomes a specific result, so that the advantageous period ends after the first number of plays have been played.
[0275] According to this gaming machine, when the difference in number of coins reaches a predetermined number less than the upper limit, a special effect requiring a first number of plays to be completed is initiated. This configuration allows players who reach the predetermined number of coins to view the special effect, allowing them to enjoy the game. On the other hand, in a configuration in which the advantageous zone ends when the difference in number of coins reaches the upper limit, there is a concern that if the advantageous zone ends midway through the special effect, the player's motivation to play may decrease or they may not be able to view the special effect to the end. Therefore, in this gaming machine, when the special effect is initiated, the rate at which the first notification means notifies when the winning combination results in a special result is changed so that the advantageous zone ends after the first number of plays. This configuration effectively alleviates the above concerns and increases the player's interest in the game.
[0276] Gaming machine C2. A gaming machine characterized in that the gaming machine C1 is equipped with a notification determination means (ED notification processing function of the main control unit 101) that determines whether or not to have the first notification means notify when the result of the lottery for the role becomes the specific result, and the notification determination means determines whether or not to have the first notification means notify based on the results grasped by the remaining number of plays grasping means and the results grasped by the difference number of coins grasping means.
[0277] According to this gaming machine, whether or not to make the first notification means notify is determined based on the remaining number of games required to execute the specific effect to the end and the difference in number of coins. By adopting such a configuration, when the specific effect is started, it is possible to increase the frequency that the advantageous zone ends after the first number of games have been played.
[0278] Gaming machine C3. In the above gaming machine C2, the notification decision means decides to have the first notification means make a notification when the remaining number of plays grasped by the remaining number of plays grasp means is a predetermined number (e.g., 1) or more and the difference in number of coins grasped by the difference in number of coins grasp means has not reached a first predetermined number of coins (e.g., 2,394 coins) that is less than the upper limit number of coins.
[0279] According to this gaming machine, if the remaining number of plays required to complete the special effect is equal to or greater than a predetermined number, and if the difference in number of coins does not reach a first predetermined number, a notification is made of an operation method that can achieve the first special win if the lottery result for the winning combination is a special result. This configuration allows the player to view the special effect while increasing the number of gaming media they own until the difference in number of coins reaches the first predetermined number. This makes it possible for the player to enjoy the special effect while immersing themselves in it.
[0280] Gaming machine C4. In the above gaming machine C3, the notification decision means decides not to cause the first notification means to make a notification when the remaining number of games grasped by the remaining number of games grasped means is equal to or greater than the predetermined number of games and the difference in number of coins grasped by the difference in number of coins grasped means has reached the first predetermined number of coins.
[0281] According to this gaming machine, when the remaining number of plays required to execute the special effect to the end is equal to or greater than a predetermined number and the difference in number of coins has reached a first predetermined number, the operation method for achieving the first special win when the lottery result of the role becomes a special result is not announced. By adopting this configuration, it is possible to increase the number of plays required for the difference in number of coins to reach the upper limit number, and when the special effect is started, it is possible to increase the frequency at which the advantageous zone ends after the first number of plays has been played.
[0282] Gaming machine C5. A gaming machine characterized in that, in the above gaming machine C4, it is provided with a suggestion means for suggesting that the result of the lottery for the role has become the specific result when the notification decision means decides not to have the first notification means make a notification.
[0283] According to this gaming machine, if the lottery result for the winning combination is a specific result and no operation method for realizing the first specific win is announced, it is suggested that the lottery result for the winning combination has become a specific result. This configuration allows a player who wants to win the maximum number of gaming media as quickly as possible to operate the stop operation means while guessing the operation method for realizing the first specific win in the appropriate number of games. As a result, it is possible to fulfill the player's wishes while reducing the frequency with which the advantageous zone ends in the middle of the specific performance.
[0284] Gaming machine C6. Any of the gaming machines C1 to C5 described above, characterized in that it is equipped with a specific effect ending means that ends the specific effect if the difference in number of coins reaches the upper limit number before the remaining number of games grasped by the remaining number of games grasp means becomes 0.
[0285] According to this gaming machine, when the difference in number of coins reaches the upper limit, not only does the advantageous zone end, but the special effect also ends prematurely. In this configuration, if the difference in number of coins reaches the upper limit during the special effect and the advantageous zone and the special effect end, it is possible that players who wanted to watch the special effect until the end may lose their motivation to play. Therefore, by configuring the device to change the instruction function so that the advantageous zone ends after the first play when the special effect starts, it is possible to suitably resolve the above concerns.
[0286] Gaming machine C7. A gaming machine that is any of the gaming machines C1 to C5, characterized in that the specific presentation is executed to the end regardless of whether the difference in number of coins reaches the upper limit number.
[0287] According to this gaming machine, even if the advantageous zone ends in the middle of a special effect, the special effect will be executed to the end. By adopting this configuration, it is possible to prevent the special effect that has been prepared from going to waste.
[0288] Gaming machine D1. A plurality of cyclic display means (reels 32L, 32M, 32R) for cyclically displaying a plurality of types of pictures (designs), start operation means (start lever 41, first to third credit insertion switches 56 to 58) that are operated to start the cyclical display of the pictures; A lottery means for drawing lots for winning combinations (lottery processing function of the main control device 101); A plurality of stop operation means (stop switches 42 to 44) that are operated to individually stop the circulating display of the patterns; A bonus awarding means (such as the medal payout process S211 of the main control device 101) that awards a bonus to a player as a winning combination based on the winning combination and the winning pattern corresponding to the winning combination being selected in the lottery for the winning combination forming a predetermined combination (such as a combination of small winning symbols) at an effective position (effective line) and stopping. In a gaming machine equipped with The game zone includes an advantageous zone in which an instruction function (winning operation notification function) for notifying an operation method for achieving a specific win can be activated, and a normal zone in which the instruction function does not operate, When a predetermined upper limit number of times (1500 times) of games has been played in the advantageous zone, a first transition means (advantageous zone end processing function S903 to S905 based on the remaining zone game number counter value 0 of the main control device 101) that ends the advantageous zone and transitions to the normal zone; A second transition means (advantageous zone termination processing function S903 to S905 based on the main control device 101's difference number counter value exceeding 2400) that terminates the advantageous zone and transitions to the normal zone when the difference number from the base point, which is set to the point when the gaming media has decreased the most in the advantageous zone, reaches a predetermined upper limit number (2400); When the difference in number of coins reaches a predetermined number (2352 coins) that is smaller than the upper limit number of coins, a special effect (ending effect) that requires a first number of games (20 times) to be played to the end is started (ED command set function S1407 of the main control device 101, display control device 81). Equipped with The gaming machine is configured to execute the specific performance to the end regardless of whether the difference in number of coins reaches the upper limit number or not.
[0289] According to this gaming machine, when the difference in number of coins reaches a predetermined number less than the upper limit, a special effect requiring a first number of plays to be completed is initiated. This configuration allows a player who has reached the predetermined number of coins to view the special effect, allowing the player to enjoy the game. On the other hand, in a configuration in which the advantageous zone ends when the difference in number of coins reaches the upper limit, there is a possibility that the advantageous zone will end midway through the special effect. Furthermore, if the special effect were to end midway along with the end of the advantageous zone, there is a concern that the special effect that was carefully prepared would be wasted. Therefore, this gaming machine is configured to execute the special effect to the end even if the advantageous zone ends midway through the special effect. This configuration makes it possible to prevent the special effect that was carefully prepared from being wasted. As a result, it is possible to increase the enjoyment of the game.
[0290] Gaming machine D2. A gaming machine characterized in that, in the above gaming machine D1, if the advantageous zone ends in the middle of the specific presentation, the specific presentation is ended after the first number of plays have been played since the start of the specific presentation.
[0291] According to this gaming machine, if the advantageous zone ends during a special effect, the special effect ends after the first play has been played since the start of the special effect. This configuration makes it possible to execute the special effect in the normal zone after the advantageous zone ends, allowing the player to view the special effect to the end while playing in the normal zone. This prevents the special effect that has been carefully prepared from going to waste, and makes it possible to motivate the player to continue playing even after the advantageous zone ends.
[0292] Gaming machine D3: A gaming machine characterized in that the gaming machine D2 is equipped with a termination means (customer waiting command set function S1804 of the main control unit 101, display control unit 81) that terminates the specific effect when the specific effect is being executed and a specified time has passed since one game round ended in the normal section without the next game round starting.
[0293] According to this gaming machine, when a specific effect is being executed, if a specified time has passed since one game in the normal zone ended without the next game initiation, the specific effect will end. In a configuration in which the specific effect continues in the normal zone after the end of the advantageous zone, there is a possibility that a player will end play due to the end of the advantageous zone, even though the specific effect is being executed. Furthermore, if a player other than the player who started the specific effect starts play while the specific effect is still ongoing, there is a possibility that the player will hesitate to continue play. Therefore, by configuring the specific effect to end if a specified time has passed since one game in the normal zone ended without the next game initiation, it is possible to effectively alleviate the above concerns.
[0294] Gaming machine D4. A gaming machine in the above gaming machine D2 or D3, characterized in that the advantageous zone comprises a specific mode (alert mode) in which the expected value of gaming media payout per play is greater than the number of gaming media required for one play, and a plurality of predetermined modes (high probability challenge mode, low probability challenge mode) with different ease of transition to the specific mode, and is equipped with suggestion means (suggestion command set function S1708 of main control unit 101, display control unit 81) that suggests which predetermined mode has been transitioned to when transitioning from the normal zone to one of the plurality of predetermined modes, and the suggestion means suggests which predetermined mode has been transitioned to after the end of the specific performance when transitioning from the normal zone to one of the plurality of predetermined modes during the specific performance.
[0295] According to this gaming machine, if the advantageous zone ends during a special effect and the game transitions from the normal zone to one of multiple predetermined modes, the game machine will indicate which predetermined mode the game has transitioned to after the special effect has ended. This configuration makes it possible for a player who is considering ending the game because the advantageous zone has ended to confirm which predetermined mode the game has transitioned to before deciding to end the game. As a result, even if the special effect is configured to continue in the normal zone after the advantageous zone has ended, it is possible to reduce the chances that the player will not be able to view the special effect that has been carefully prepared to the end.
[0296] Gaming machine D5. A gaming machine characterized in that, in the above gaming machine D1, if the advantageous zone ends in the middle of the specific presentation, the specific presentation is executed to the end before the next game round begins.
[0297] According to this gaming machine, if the advantageous zone ends during a special effect, the special effect will be executed to the end before the next game starts. By adopting this configuration, it is possible to prevent the special effect that has been prepared from going to waste.
[0298] Gaming machine D6. A gaming machine characterized in that, in the above gaming machine D5, when the advantageous zone ends in the middle of the specific presentation, it is provided with a disabling means that disables the operation to start the next game round for at least the time required to execute the specific presentation to the end.
[0299] According to this gaming machine, if the advantageous zone ends in the middle of a special effect, the operation to start the next game turn is invalidated for at least the time required to execute the special effect to the end. By adopting this configuration, if the advantageous zone ends in the middle of a special effect, it becomes possible to execute the special effect to the end before the start of the next game turn.
[0300] Gaming machine D7. The gaming machine D1 described above is characterized in that if the result of the lottery for the role during the specific presentation indicates that the difference in the number of coins may reach the upper limit number when a winning combination is achieved, the gaming machine is provided with a nullifying means for invalidating subsequent operations, and is configured to execute the specific presentation to the end while the nullifying means is invalidating subsequent operations.
[0301] According to this gaming machine, if the result of the lottery for the winning combination during the special effect indicates that the difference in the number of coins at the time of the winning combination may reach the upper limit, the machine is provided with a nullifying means for invalidating subsequent operations, and the special effect is executed to the end while the nullifying means is invalidating subsequent operations. By adopting such a configuration, it is possible to prevent the special effect that has been prepared from going to waste.
[0302] Gaming machine D8. A gaming machine characterized in that, in any of the gaming machines D1 to D7, when the effect start means starts the specific effect, the instruction function changes so that the advantageous zone ends after the first number of plays have been played.
[0303] According to this gaming machine, when a special effect is started, the instruction function changes so that the advantageous zone ends after the first play. By adopting this configuration, it is possible to reduce the frequency with which the advantageous zone ends in the middle of a special effect.
[0304] Gaming machine D9. In any of the gaming machines D1 to D8, based on the result of the lottery for the role being a specific result (push order role 1 to push order role 12 winning), a first notification means (a 9-piece winning operation notification function of the main control device 101) notifies an operation method that can achieve a first specific winning (bell winning) in which more game media than the number of game media (3) required for one game are awarded when a winning is achieved, and a remaining number of games grasping means ( A gaming machine comprising a remaining ED game number counter confirmation function (S1501) of the main control unit 101, and a difference number grasping means (difference number counter confirmation function S1502 of the main control unit 101) for grasping the difference number of sheets when the specific effect is being executed, characterized in that when the effect starting means starts the specific effect, the rate at which the first notification means notifies changes when the result of the lottery for the role becomes a specific result so that the advantageous zone ends after the first number of plays has been played.
[0305] According to this gaming machine, when a special effect is started, the rate at which the first notification means notifies when the lottery result of the winning combination becomes a special result changes so that the advantageous period ends after the first number of plays. By adopting such a configuration, it is possible to reduce the frequency at which the advantageous period ends in the middle of a special effect.
[0306] The gaming machines A group, the gaming machines B group, and the gaming machines D group may be combined as appropriate, and the above-mentioned effects can be achieved even in such a combination. The gaming machines A group, the gaming machines C group, and the gaming machines D group may be combined as appropriate, and the above-mentioned effects can be achieved even in such a combination. [Explanation of symbols]
[0307] 10...slot machine as a gaming machine, 32...reels constituting a circulating display means and as a rotating body, 41...start lever as a start operation means or a starting operation means, 42-44...stop switches as a stop operation means, 56...first credit insertion switch as a start operation means or an input operation means, 57...second credit insertion switch as a start operation means or an input operation means, 58...third credit insertion switch as a start operation means or an input operation means, 63...upper lamp constituting an auxiliary performance section or a specific performance execution means, 64...speaker constituting an auxiliary performance section or a specific performance execution means, 65...auxiliary display section constituting an auxiliary performance section or a specific performance execution means, 81...display control device constituting a sub-control board or a specific performance execution means, 101...main control device as a main control board, 102...CPU constituting various control means such as a lottery means and a main control means.
Claims
[Claim 1] a plurality of cyclic display means for cyclically displaying a plurality of types of pictures; A start operation means that is operated to start the cyclical display of the images; A lottery means for drawing lots for a role; a plurality of stop operation means that are operated to individually stop the cyclical display of the pictures; A bonus awarding means awards a bonus to a player as a winning combination when a winning symbol corresponding to the winning combination selected in the lottery for the winning combination forms a predetermined combination and stops at an effective position. In a gaming machine equipped with The game zone includes an advantageous zone in which an instruction function for informing an operation method for realizing a specific winning can be activated, and a normal zone in which the instruction function does not operate, A difference number information storage means for storing difference number information indicating the difference number of sheets since the game shifted to the advantageous zone; A difference number information updating means for updating the difference number information stored in the difference number information storage means in the advantageous period; A normal zone transition means for terminating the advantageous zone and transitioning to the normal zone when a predetermined upper limit number of games have been played in the advantageous zone, or when the difference number information stored in the difference number information storage means reaches a predetermined upper limit number; a predetermined mode transition means for transitioning to a predetermined mode when a predetermined condition is satisfied; a predetermined increasing means for increasing the remaining number of games or the remaining number of coins in the predetermined mode based on the lottery result of the winning combination; Equipped with When the difference in number information stored in the difference in number information storage means reaches a first number that is smaller than the upper limit number, a specific process related to the instruction function is performed; When a replay win is established, a new game can be started with the same number of bets as the number of bets set in the game in which the replay win was established, and in the advantageous zone, the difference in number of coins stored in the difference in number of coins information storage means is not updated in the game in which the replay win was established, while even in the game in which the replay win was established, it is determined whether the difference in number of coins stored in the difference in number of coins information storage means has reached the upper limit number, When the difference in number information stored in the difference in number information storage means reaches the first number in a predetermined number of games, the difference in number information stored in the difference in number information storage means in a subsequent number of games reaches the upper limit number, and the advantageous period ends; If the remaining number of games or the remaining number of coins is increased by the predetermined increase means before the difference number information stored in the difference number information storage means reaches the first number, an increase notification effect is executed to notify the increase in the remaining number of games or the remaining number of coins by the predetermined increase means, and after the difference number information stored in the difference number information storage means reaches the first number, the increase notification effect is not executed; When the difference in number of coins information stored in the difference in number of coins information storage means reaches the first number of coins, a specific effect is performed over multiple game rounds, at least until the normal zone transition means ends the advantageous zone and transitions to the normal zone, but a customer waiting effect is not performed even if a predetermined time has passed without a game round being started.
Citation Information
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