gaming machines

The gaming machine's dual door states prevent medals from obstructing the front door's rotation, ensuring smooth gameplay by executing special effects only when a first role is won, addressing the issue of medal obstruction.

JP7723401B2Active Publication Date: 2025-08-14OLYMPIA KK
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Patent Information

Application Number
JP2021093802
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-03
Publication Date
2025-08-14
Estimated Expiration
2041-06-03

AI Technical Summary

Technical Problem

Medals can get caught in the gap between the front door and the cabinet of gaming machines, preventing the door from rotating and disrupting gameplay.

Method used

The gaming machine is designed with a front door that has two distinct states: a first state where the door is closed with a specific vertical dimension and a third state where the door is open with a smaller dimension than the medal thickness but larger than the gaming ball diameter, preventing medals from obstructing the door's rotation. Special effects are executed only when a first role is won, ensuring the door's smooth operation.

Benefits of technology

Prevents medals from blocking the front door's rotation, maintaining gameplay integrity and ensuring consistent operation of the gaming machine.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent an error operation from occurring at stopping variable display of identification information.SOLUTION: When an auxiliary performance is executed in an assist time (AT), execution of some composite performances may be restricted. In details, when executing the auxiliary performance, if a category A is selected after selection of a scenario 1, execution of performances is restricted so as not to execute composite performances a4-a5. The same restriction is also applied to other categories. For example, execution of a composite performance in which a player is caused to read a speech, such as a composite performance in which there is an explanation of a battle performance or a line spoken by a character, is restricted when the auxiliary performance is executed. Therefore, such a situation can be prevented in which a player gets distracted by display of characters, therefore, a hitting order displayed by the auxiliary performance is mistaken, and stop operations of the reels when stopping rotation of the reels (stopping the variable display of the patterns) is mistaken. In other words, stop operations of the reels in a hitting order being different from a correct hitting order, can be prevented from being executed.SELECTED DRAWING: Figure 27
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, gaming machines (e.g., pachinko machines) have been known in which gaming balls, which represent gaming value, are launched into a gaming area, and when the gaming balls enter a winning area such as a prize slot, prize balls are paid out to the player, and further, the gaming state can be changed depending on the result of the variable display of identification information.

[0003] In addition, gaming machines (e.g., slot machines) are known in which, after setting the number of bets for one game using the gaming value, a start operation for the game is performed, which starts the display of the changing identification information, and a stop operation is performed after the start of the display, which stops the display of the changing identification information, and a prize can be won based on the display result derived at this time, and the gaming state can be changed depending on the type of prize won.

[0004] Among such gaming machines, there is known a gaming machine that selects a main effect (specific information) and an additional effect (special information), and executes the selected main effect and additional effect in a single game (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-86589 Summary of the Invention [Problem to be solved by the invention]

[0006] by the way, If a medal gets caught in the gap formed between the front door and the placement surface of the cabinet, the medal may prevent the front door from rotating. .

[0007] The present invention has been made in view of the above-mentioned circumstances, and its object is to The rotation of the front door is prevented by the medal. Prevent inThe present invention aims to provide a gaming machine that can [Means for solving the problem]

[0008] In order to achieve the above object, the present invention provides a gaming machine capable of playing games, comprising a cabinet, a front door attached to the cabinet so as to be able to open and close, a winning role determination means for determining whether a plurality of types of roles including a first role have been won, and an effect execution means for executing an effect, wherein the states of the front door include a first state and a third state, the first state is a state in which the front door is closed, the supported portion of the front door is supported by the support portion of the cabinet, and the vertical dimension between the rear edge of the lower surface of the front door and the placing surface of the cabinet is a first dimension, and the third state is a state in which the front door is open, the supported portion of the front door abuts the support portion of the cabinet, and the vertical dimension between the rear edge of the lower surface of the front door and the placing surface of the cabinet is a third dimension, the third dimension is smaller than the first dimension and larger than the thickness of a medal, and the first dimension and the third dimension are smaller than the diameter of a gaming ball, and the effect execution means At the start of the game, no special effects are performed that do not include information about the winning or losing of the hand. In the first situation, if the first role wins, Suggesting the granting of benefits Execute a specific effect, different from the first situation The special effects are then executed. The specific performance is not executed when the first winning combination is achieved in the second situation. This prevents the rotation of the front door from being blocked by the medal. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of the appearance of a slot machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is an explanatory diagram showing the arrangement of symbols on the reels. [Figure 3] FIG. 10 is an explanatory diagram showing valid lines. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the slot machine. [Figure 5] FIG. 10 is a diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram for explaining a winning combination. [Figure 7] FIG. 10 is a diagram for explaining a winning combination. [Figure 8] FIG. 10 is a diagram for explaining a winning combination. [Figure 9] FIG. 10 is a diagram for explaining a winning area. [Figure 10] FIG. 10 is a diagram for explaining the transition of game states. [Figure 11] A diagram for explaining the transition of game areas. [Figure 12] FIG. 10 is a diagram for explaining the transition of the presentation state. [Figure 13] 1 is a perspective view showing the rear side of the front door of the slot machine. FIG. [Figure 14] 14 is an enlarged view showing a supported member provided on the right side plate of the front door shown in FIG. 13. FIG. [Figure 15] FIG. 15 is an enlarged view showing the supported member of FIG. [Figure 16] FIG. 2 is a perspective view showing the front side of the housing of the slot machine. [Figure 17] 17 is an enlarged view showing a support member provided on the right side plate of the housing shown in FIG. 16. FIG. [Figure 18] FIG. 18 is an enlarged view of the support member shown in FIG. [Figure 19] FIG. 4 is a cross-sectional view of the front door when it is in a first state. [Figure 20] FIG. 10 is a cross-sectional view of the front door when it is in a second state. [Figure 21] FIG. 10 is a cross-sectional view of the front door when it is in a third state. [Figure 22] (a) is a diagram showing the diameter of a gaming ball, (b) is a diagram showing the thickness of a medal, and (c) is a diagram showing the diameter of a medal. [Figure 23] 10 is a flowchart showing the main processing of the game control board. [Figure 24] 10 is a flowchart showing the sub-side interrupt processing of the performance control board. [Figure 25] This is a flowchart showing the winning presentation control process within the sub-processing. [Figure 26] FIG. 10 is an explanatory diagram showing a specific example of a winning effect. [Figure 27] FIG. 10 is an explanatory diagram showing the configuration of the presentation. [Figure 28] 10 is a flowchart showing the composite performance control processing within the sub-processing. [Figure 29] FIG. 10 is an explanatory diagram of a lottery table used in a composite effect lottery. [Figure 30] FIG. 10 is an explanatory diagram showing a specific example of a composite effect. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0011] (Basic configuration of slot machine) As shown in Figure 1(a), a slot machine S according to an embodiment of the present invention comprises a cabinet 1, an upper door 2 attached to the upper front of the cabinet 1 so as to be freely opened and closed, and a lower door 3 attached to the lower front of the cabinet 1 so as to be freely opened and closed.

[0012] The slot machine S also includes a transparent display window 4, reels 5-7 arranged inside the housing 1 corresponding to the display window 4, a medal slot 8, a start lever 9 for starting the rotation of each of the reels 5-7, stop buttons 10-12 for stopping the rotation of each of the reels 5-7, a main monitor 13 for displaying information (hereinafter referred to as instruction information) that enables identification of a condition device related to an instruction function for operation modes including the operation order (play order) and operation timing of the stop buttons 10-12, a liquid crystal display 14, a speaker 15 that can output various sounds such as effect sounds and error sounds, a medal payout opening 17, and a tray 18. Note that hereinafter, reel 5 may also be referred to as the left reel 5, reel 6 as the center reel 6, and reel 7 as the right reel 7.

[0013] The liquid crystal display 14 has an image display area 14a, and a transparent area 14b corresponding to the display window 4 is transparent. This allows a predetermined effect to be executed in the display area 14a, and the transparent area 14b of the display area 14a allows the reels 5 to 7 arranged side by side inside the cabinet 1a to be visible through the display window 4. Furthermore, by displaying an image in the transparent area 14b, it is also possible to display an image so as to be superimposed on the reels 5 to 7.

[0014] The display area 14a includes a first display section 14c that executes effects by displaying effect images above the display window 4, and a second display section 14d that executes effects by displaying effect images below the display window 4. In this embodiment, the first display section 14c has a larger area than the second display section 14. A main effect is executed on the first display section 14c, and a composite effect that is combined with the main effect is executed on the second display section 14d. An auxiliary effect image that can identify the operation mode of the stop buttons 10 to 12 may be displayed on the first display section 14c.

[0015] Furthermore, the slot machine S is equipped with a MAXBET button 20a, which is operated to use credits (the number of medals stored as the player's gaming value) to set the maximum bet number among a specified number of bets determined according to the game status within that range, a 1BET button 20b, which is operated to set the number of bets by 1 medal, a settlement button 21, which is operated to settle the medals stored as credits and the medals used to set the bet number (to return the medals used to set the credits and the bet number), an effect switch 22 that accepts the player's operation when executing a predetermined effect, a credit indicator 23 that displays the number of medals stored as credits, and a game support indicator 24 that displays the number of medals paid out when a win occurs and an error code indicating the content of an error when an error occurs. Note that in this embodiment, reel 5 may be referred to as the left reel 5, reel 6 as the center reel 6, and reel 7 as the right reel 7.

[0016] In the following, an operation on the start lever 9 (for example, an operation of manually pressing the start lever 9) will be referred to as the "start operation" or "start operation," an operation on the stop button to stop the rotation of the first reel (for example, an operation of manually pressing the stop button) will be referred to as the "first stop operation," an operation on the stop button to stop the rotation of the second reel (for example, an operation of manually pressing the stop button) will be referred to as the "second stop operation," and an operation on the stop button to stop the rotation of the third reel (for example, an operation of manually pressing the stop button) will be referred to as the "third stop operation" or "final stop operation." Furthermore, the first stop operation, second stop operation, and third stop operation will be collectively referred to as the "stop operation," and the stops of the reels corresponding to each stop operation will be referred to as the first stop, second stop, and third stop. Furthermore, releasing the pressure on the first stop button (first stop operation) (e.g., releasing the hand from the stop button) is referred to as the "first stop release," releasing the pressure on the second stop button (second stop operation) (i.e., releasing the hand from the stop button) is referred to as the "second stop release," and releasing the pressure on the third stop button (third stop operation) (i.e., releasing the hand from the stop button) is referred to as the "third stop release" or "final stop release."

[0017] As shown in Fig. 1(b), the main monitor 13 is equipped with an instruction information display 13a that displays instruction information when the instruction function is activated in an advantageous zone that can be controlled by AT (assist time) that enables the instruction function to be activated, and an advantageous zone display 13b that notifies the player that they are staying in the advantageous zone. The display of instruction information from the instruction information display 13a is sometimes called an instruction notification or a navigation notification.

[0018] In the following explanation, the operation of the stop buttons 10 to 12 to stop the reels in the order of left reel 5, center reel 6, and right reel 7 will be referred to as "batting order 1" (left center right), the operation of the stop buttons 10 to 12 to stop the reels in the order of left reel 5, right reel 7, and center reel 6 will be referred to as "batting order 2" (left left center), the operation of the stop buttons 10 to 12 to stop the reels in the order of center reel 6, left reel 5, and right reel 7 will be referred to as "batting order 3" (center left left), the operation of the stop buttons 10 to 12 to stop the reels in the order of center reel 6, right reel 7, and left reel 5 will be referred to as "batting order 4" (center right left), the operation of the stop buttons 10 to 12 to stop the reels in the order of right reel 7, left reel 5, and center reel 6 will be referred to as "batting order 5" (right left center), and the operation of the stop buttons 10 to 12 to stop the reels in the order of right reel 7, center reel 6, and left reel 5 will be referred to as "batting order 6" (right center left).

[0019] The instruction information display 13a is a 7-segment display, and for example, instruction information for batting order 1 is displayed as the number "1," instruction information for batting order 2 as the number "2," instruction information for batting order 3 as the number "3," instruction information for batting order 4 as the number "4," instruction information for batting order 5 as the number "5," and instruction information for batting order 6 as the number "6."

[0020] The advantageous zone indicator 13b has an LED inside, and turns off the LED in non-advantageous zones that cannot be controlled by the AT, and turns on the LED in advantageous zones to indicate that the vehicle is in an advantageous zone.

[0021] The slot machine S has a power supply unit (not shown) inside the cabinet 1, and the power supply unit has a setting key and a setting change button for changing the setting value indicating the ball payout rate of the slot machine S (the ratio of the total number of medals paid out to the total number of medals inserted).

[0022] The slot machine S has six levels of payout rates, which correspond to setting values 1 to 6, respectively. The manager of the gaming facility can change the setting values by operating a setting change button or the like in a setting change mode in which the setting values can be changed. In this embodiment, setting value 6 has the highest payout rate, and setting value 1 has the lowest payout rate.

[0023] The reels 5 to 7 are configured as one reel unit 30, and are rotated by the driving of a corresponding stepping motor (not shown).

[0024] As shown in FIG. 2, the outer circumferential surface of each of the reels 5 to 7 is divided into 20 equal areas, and a plurality of types of symbols are arranged in each area.

[0025] When reels 5 to 7 are stopped, three consecutive patterns (hereinafter referred to as the upper row pattern, middle row pattern, and lower row pattern, respectively) arranged on the outer surface of each reel 5 to 7 are displayed in display window 4, and the player can visually see a total of nine patterns arranged in three rows and three columns.

[0026] By spinning each of the reels 5 to 7, the symbols on each of the reels 5 to 7 are displayed in the display window 4 while continuously changing, and by stopping the rotation of each of the reels 5 to 7, three consecutive symbols are derived and displayed in the display window 4 as a display result.

[0027] The display window 4 is provided with upper stop positions, middle stop positions and lower stop positions where the upper, middle and lower symbols of each of the reels 5 to 7 stop, respectively.

[0028] When playing a game on the slot machine S of this embodiment, first, medals are inserted into the medal insertion slot 8 or a bet is set using credits. To use credits, the MAXBET button 20a or 1BET button 20b is operated. Once a specified number of bets, determined according to the game state, is set, the pay line L is activated, and operation of the start lever 9 is enabled, i.e., the game can be started. In this embodiment, a game can be started by selecting a bet of two or three medals in any game state. Once the bet number is set, the pay line L is activated. Note that if medals are inserted in excess of the maximum number specified for the game state, the amount is added to the credits. Note that in this embodiment, setting the bet number to two is sometimes referred to as a two-coin bet, and setting the bet number to three is sometimes referred to as a three-coin bet.

[0029] Here, "one game", which is one unit of play in the slot machine 1, refers in a narrow sense to the period from when the start lever 9 is operated until the reels 5 to 7 stop, but when playing, the bet amount may be set before the start lever 9 is operated, and medals may be paid out or the game state may change after the reels 5 to 7 stop, so in a broad sense, these incidental processes are also included in "one game". In this embodiment, one game may also be referred to as one game or simply as a game.

[0030] The activated line is a line set for determining whether the combination of symbols displayed in the display windows 4 of each of the reels 5 to 7 is a winning combination. In this embodiment, the activated line L is a line connecting the corresponding positions of the middle of the left reel, the middle of the middle reel, and the bottom of the right reel. In addition, an inactive line M is provided to make it easier to recognize that a combination of symbols constituting a winning prize has lined up on the activated line L. The inactive line M is not a line used to determine whether a winning prize has been awarded, but rather, when a specific winning combination of symbols has lined up on the activated line L, it makes it easier to recognize that a specific winning combination of symbols has lined up on the activated line L by lining up a predetermined combination of symbols (for example, bell-bell-bell) on one of the inactive lines M.

[0031] Although only one effective line is used in this embodiment, multiple effective lines may be used, and multiple invalid lines may also be used.

[0032] When the start lever 9 is operated in a state where the game can be started, each of the reels 5 to 7 spins, and the symbols on each of the reels 5 to 7 change continuously. When any of the stop buttons 10 to 12 is operated in this state, the spinning of the corresponding reel 5 to 7 stops, and the display result is derived and displayed in the display window 4.

[0033] One game ends when all reels 5 to 7 have stopped. If a predetermined symbol combination (hereinafter also referred to as a winning combination) stops on the pay line L as a display result on each of the reels 5 to 7, a win occurs, and a predetermined number of medals corresponding to the win is awarded to the player and added to the player's credits. If the credits reach the upper limit (50 in this embodiment), medals are paid out directly from the medal payout outlet 17 (see FIG. 1). If a symbol combination that results in a transition to a gaming state stops on the pay line L as a display result on each of the reels 5 to 7, the game state transitions to a corresponding symbol combination. In the following description, the display of a symbol combination corresponding to a winning combination on the pay line L is referred to as a "winning combination."

[0034] In the slot machine S of this embodiment, after the game starts and the reels 5 to 7 start to rotate and the symbols start to change, when any of the stop buttons 10 to 12 is operated, the rotation of the reel corresponding to that stop button 10 to 12 stops and the symbol is displayed still. The maximum stop delay time from the operation of the stop button 10 to 12 to the stopping of the rotation of the corresponding reel 5 to 7 is 190 ms (milliseconds).

[0035] Reels 5 to 7 spin 80 times per minute, changing the symbols for 80 x 21 (number of symbols per reel) = 1680 symbols, so a maximum of four symbols can be drawn in 190 ms. In other words, the symbols that can be selected as stopping symbols are the symbol displayed when stop buttons 10 to 12 are operated, and the symbols four symbols ahead of that, for a total of five symbols.

[0036] Therefore, for example, if the symbol displayed on the top row of the reel corresponding to one of the stop buttons 10 to 12 when that button is operated is used as a reference, the symbols up to four frames ahead from that symbol can be displayed on the top row, so that on each of reels 5 to 7, when one of the stop buttons 10 to 12 is operated, the symbols located within five frames, including the symbol displayed on the middle row of the reel corresponding to that stop button, can be displayed on the activated line L.

[0037] (Slot machine S electrical configuration) Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine S. As shown in Fig. 4, the slot machine S is provided with a control board including a game control board 100 (main control unit) that controls the progress of the game, and a performance control board 300 (sub-control unit) that controls the performance according to the progress of the game. Furthermore, transmission of electrical signals between the game control board 100 and the performance control board 300 is limited to one direction only, from the game control board 100 to the performance control board 300, from the viewpoint of preventing fraud, etc.

[0038] (Game control board 100) The game control board 100 has semiconductor integrated circuits including a main CPU 100a which is a central processing unit, a main ROM 100b which stores programs etc., a main RAM 100c which functions as a work area, etc., and controls the entire slot machine S. Even if the power is turned off, the main RAM 100c retains data without erasing it unless a setting change is made and RAM clearing is executed.

[0039] The main CPU 100a executes the program read from the main ROM 100b to perform processes for controlling the progress of the game in the slot machine S.

[0040] The main RAM 100c provides a work area for game control and is used as a work RAM. In this embodiment, an SRAM is connected to the main CPU 100a as external memory, and at least a portion of this external memory is a backup RAM backed up by a backup power source. That is, even if the power supply to the slot machine is cut off, at least a portion of the contents of the external memory are preserved for a predetermined period of time. In this embodiment, the entire area of the external memory is used as a backup RAM, and even if the power supply to the slot machine is cut off, all of the contents of the external memory are preserved for a predetermined period of time. In this embodiment, the external memory as a backup RAM stores, for example, data used in controlling the internal lottery (described later), data used in controlling the payout of medals, data used in controlling the rotation and stopping of the reels, and data used in controlling the input and output of commands when a power outage occurs.

[0041] The main ROM 100b stores various selection data, table data, etc. used to control the progress of the game. For example, the main ROM 100b stores data constituting a plurality of judgment tables, decision tables, setting tables, etc., which are prepared so that the main CPU 100a can make various judgments, decisions, and settings. The main ROM 100b also stores table data constituting a plurality of command tables, which the main CPU 100a uses to send control signals, which serve as various control commands, from the game control board 100.

[0042] The main RAM 100c is provided with a game control data storage area that stores various data used to control the progress of the game in the slot machine 1. The main RAM 100c may be, for example, a DRAM, which requires a refresh operation to maintain the stored data. The main CPU 100a has a built-in refresh register for performing this refresh operation. For example, the refresh register consists of 8 bits, and the lower 7 bits are automatically incremented each time the main CPU 100a fetches an instruction from the main CPU 100a. Therefore, the value stored in the refresh register is updated every time the main CPU 100a executes one instruction.

[0043] The main CPU 100a transmits various commands to the sub CPU 300a. Commands transmitted from the main CPU 100a to the sub CPU 300a are transmitted in only one direction; commands are never transmitted from the sub CPU 300a to the main CPU 100a.

[0044] The main CPU 100a receives, via an input port, the detection states of various switches connected to the game control board 100. The main CPU 100a then executes basic processing that transitions stepwise in accordance with the detection states of various switches input via these input ports.

[0045] Furthermore, the main CPU 100a is configured to interrupt the basic processing when an interrupt occurs and execute the interrupt processing. In this embodiment, the main-side timer interrupt processing, which will be described later, is executed at regular time intervals (approximately 1.49 ms in this embodiment). The execution interval of the timer interrupt processing is set to a time longer than the combined time of the processing that is repeated in accordance with the control state in the basic processing and the execution time of the timer interrupt processing, so that the processing that is repeated in accordance with the control state always completes at least one cycle between the current and next timer interrupt processing.

[0046] The main CPU 100a is also set to prohibit other interrupts while executing an interrupt process, and when multiple interrupts occur simultaneously, the interrupts are set to be executed with priority according to a predetermined order. If another interrupt factor occurs during execution of an interrupt process and the interrupt factor continues even after the interrupt process has ended, a new interrupt will occur at that point.

[0047] The game control board 100 also has functional units such as an initialization means 110, a betting means 120, an internal lottery means 130, a reel control means 140, a judgment means 150, a payout control means 160, a game status control means 170, and a command sending means 180, which function when the main CPU 100a cooperates with the main RAM 100c based on a program stored in the main ROM 100b.

[0048] The game control board 100 receives various detection signals from the medal insertion sensor 8a, which detects the insertion of a medal into the medal insertion slot 8, the MAXBET button 20, the start lever 9, and the stop buttons 10-12, and the main CPU 100a performs various processes based on the received detection signals.

[0049] The initialization means 110 executes initialization processing in the game control board 100 when the power is turned on or when the board is reset.

[0050] The betting means 120 bets medals to be used in games, i.e., sets the number of bets.

[0051] The internal lottery means 130 acquires a random number for the internal lottery when the start lever 9 is operated to start a game, and executes an internal lottery to determine one winning area from among multiple types of winning areas based on the acquired random number and the type of the current game state. Specifically, it refers to an internal lottery table corresponding to the game state and determines one winning area based on the acquired random number for the internal lottery. Note that the operation of the start lever 9 is sometimes referred to as a game start operation, and the winning combination associated with the winning area determined by the internal lottery is sometimes referred to as a winning combination.

[0052] If the winning flag set based on the result of the internal lottery is related to a small role or a replay role, these winning flags are released before the start of the next game so as not to be carried over to the next game. Also, if a winning flag related to RBB (hereinafter sometimes referred to as an RBB flag) is set, the RBB flag is carried over until an RBB role is won, and when an RBB role is won, the RBB flag is released. The winning flag set according to the result of the internal lottery is also called a condition device.

[0053] The reel control means 140 controls the rotation of the left reel 5, center reel 6, and right reel 7 in response to the operation of the start lever 9, and controls the stopping of the corresponding left reel 5, center reel 6, and right reel 7 in response to the operation of the stop buttons 10 to 12 corresponding to the rotating left reel 5, center reel 6, and right reel 7, respectively.

[0054] A stepping motor 200 is also connected to the game control board 100. The reel control means 140 drives the stepping motor 200 based on rotation start signals for the left reel 5, center reel 6, and right reel 7, which are transmitted in response to an operation signal from the start lever 9. The main CPU 100a also stops driving the stepping motor 200 based on stop signals for the left reel 5, center reel 6, and right reel 7 in response to operation signals from the stop buttons 10 to 12 and detection signals from the rotation position detection circuit.

[0055] Furthermore, the reel control means 140 stops the rotation of the reel corresponding to the pressed stop button within 190 ms from the time of the stop operation of each of the stop buttons 10 to 12. Note that each of the reels 5 to 7 can rotate a maximum of four frames from the time of the operation of the corresponding stop button. In other words, the reel control means 140 stops the corresponding reel so that, based on an arbitrary symbol displayed on the pay line L at the time of the operation of the stop button, symbols located within a range of five symbols including that symbol can be displayed on the pay line L.

[0056] In the following explanation, a pattern combination consisting only of symbols that can be displayed on the valid line L regardless of the timing of operating the stop button is referred to as a "pattern combination with PB=1", and a pattern combination that includes symbols that can be displayed on the valid line L depending on the timing of operating the stop button is referred to as a "pattern combination with PB≠1".

[0057] In addition, the reel control means 140 performs one of the following controls according to the winning flag: number priority control, which stops the reels so that the symbol combination corresponding to the role with the largest number of medals is preferentially displayed on the active line L; number priority control, which stops the reels so that the symbol combination corresponding to the role with the largest number of symbol combinations is preferentially displayed on the active line L; and role priority control, which gives priority to replay roles and small roles over RBB roles, and pulls in the symbol with the highest priority among the symbol combinations related to the role corresponding to the winning flag so that it is displayed on the active line L, based on a logic operation to search for the symbol with the highest priority to be drawn in, and / or reference to a stop control table (not shown) stored in advance in the main ROM, and kicks out symbol combinations associated with roles other than the role corresponding to the winning flag so that they are not displayed on the active line L, and stops the reels corresponding to each stop button.

[0058] The determining means 150 determines whether or not a symbol combination corresponding to a winning combination is displayed on the pay line L. Here, the display of a symbol combination corresponding to a winning combination on the pay line L may be simply referred to as a win.

[0059] When a medal payout occurs based on the fact that a symbol combination corresponding to a winning role is displayed on the pay line L (a prize is won), the payout control means 160 pays out the number of medals corresponding to the winning role. In addition, a medal payout device 201 is connected to the game control board 100, and the payout control means 160 dispenses medals while counting the number of medals to be paid out.

[0060] The gaming state control means 170 refers to the result of the internal lottery and the determination result of the determination means 150, and transitions the gaming state to one of a plurality of gaming states.

[0061] The command sending means 180 sequentially determines game-related commands associated with the operation of the betting means 120, internal lottery means 130, reel control means 140, judgment means 150, payout control means 160, game status control means 170, etc., and sequentially sends the determined commands to the performance control board 300.

[0062] The game control board 100 is also provided with a random number generation circuit. The random number generation circuit sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined point in time to obtain a random number. The random number generated by the random number generation circuit of the game control board 100 (hereinafter referred to as an internal lottery random number) is used to determine the game benefit to be awarded to the player, for example, the winning area determined by the internal lottery means 130.

[0063] (Performance control board 300) Similarly to the game control board 100, the performance control board 300 has various semiconductor integrated circuits including a sub-CPU 300a which is a central processing unit, a sub-ROM 300b which stores programs and the like, and a sub-RAM 300c which functions as a work area, and controls performance in particular based on commands from the game control board 100. Also, similar to the main RAM 100c, the sub-RAM 300c is connected to a backup power supply (not shown), and data is retained without being erased even if the power is cut off.

[0064] The sub-CPU 300a, like the main CPU 100a, has an interrupt function, and generates an interrupt when it receives a command from the main CPU 100a, acquires the command sent from the main CPU 100a, and executes command reception interrupt processing to store the command in a buffer. The sub-CPU 300a also generates an interrupt every time the number of system clock inputs reaches a certain number, i.e., at regular intervals, to execute sub-side timer interrupt processing.

[0065] Furthermore, unlike the main CPU 100a, when an interrupt occurs based on the reception of a command, the sub-CPU 300a interrupts the timer interrupt process even if the timer interrupt process is being executed, and executes the command reception interrupt process, and executes the command reception interrupt process as the highest priority even if an interrupt that triggers the timer interrupt process occurs at the same time.

[0066] The sub-RAM 300c provides a work area for controlling various effects such as LCD display, lamp display, and sound output, and is used as a work RAM.

[0067] In addition, the performance control board 300 has functional units such as an initialization means 310, a command receiving means 320, and a performance control means 330, which function in cooperation with the sub-RAM 300c based on the program stored in the sub-ROM 300b.

[0068] The initialization means 310 executes initialization processing on the performance control board 300.

[0069] The command receiving means 320 receives commands from other control boards such as the game control board 100, and performs processing in response to the commands.

[0070] The effect control means 330 controls the effects according to the game status. The effect control means 330 is also connected to the effect switch 22, and receives a detection signal from the effect switch 22. The effect control means 330 is also connected to effect devices such as the LCD display 14, speaker 15, and back lamps 25 that illuminate the reels from behind, and these effect devices are driven under the control of the effect control means 330. The effect control means 330 transitions the effect state between multiple effect states (non-AT effect state, AT effect state) in accordance with commands sent from the main CPU 100a, determines an effect from multiple types depending on the results of an internal lottery, the setting / cancellation of a game zone (non-advantageous zone, advantageous zone), the type of effect state, and the like, and causes the effect device to execute the determined effect. The effect control means 330 determines the effect mode according to the game status and executes the determined game effect.

[0071] The effects also include auxiliary effects. The auxiliary effects are effects that notify the player of the correct operation of the stop buttons 10 to 12, which is the winning condition for the correct combination, when a winning area where a correct combination (specific combination) and an incorrect combination overlap in the internal lottery is won. Such auxiliary effects allow the player to easily display the symbol combination corresponding to the correct combination on the pay line. The effect state in which such auxiliary effects are executed is called AT (Assist Time). Also, a so-called ART may be used in which the AT and RT (Replay Time), which has a high probability of winning a replay combination, proceed in parallel. Hereinafter, the auxiliary effects may also be referred to as navigation effects.

[0072] In the following, notification means managed by boards other than the game control board 100, including the performance control board 300, such as the LCD display 14 and speaker 15, may be referred to as other notification means. In contrast, notification means managed by the game control board 100, such as the credit display 23 and game auxiliary display 24, may be referred to as main notification means (instruction monitor). In addition, the main notification means and other notification means capable of executing auxiliary performance may be collectively referred to as auxiliary performance notification means. The performance state control means causes the auxiliary performance notification means to execute the auxiliary performance in the AT performance state.

[0073] (Winning roles and internal lottery table configuration) 5 to 8 are explanatory diagrams for explaining winning combinations, and FIG. 9 is an explanatory diagram for explaining the internal lottery table.

[0074] The slot machine S is provided with a plurality of types of game states and presentation states, and the game states and presentation states are shifted as the game progresses. In the main control board 100, a plurality of internal lottery tables and the like corresponding to the game states managed and controlled by the game state control means 170 are stored in the main ROM 100b. The internal lottery means 130 extracts the corresponding internal lottery table from the main ROM 100b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 100c and the current game state, and determines, based on the extracted internal lottery table, to which winning area in the internal lottery table the internal lottery random number obtained in response to the operation signal of the start lever 9 corresponds.

[0075] Here, a winning type (hereinafter, sometimes simply referred to as a winning combination) is associated with each winning area. The winning type is made up of winning combinations. The winning combinations that make up a winning type include a replay combination, a small combination, and a bonus combination. A replay combination is a combination that allows a player to play again without setting a bet amount when a symbol combination corresponding to the replay combination is displayed on the active line L. A small combination is a combination that allows a player to receive a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line L. A bonus combination is a combination that allows a game state managed by the game state control means 170 to transition to a bonus game state (in this embodiment, a game state during RBB operation) when a symbol combination corresponding to the bonus combination is displayed on the active line L.

[0076] As shown in Figs. 5 to 8, winning roles in this embodiment include winning roles "REP1" to "REP12" as replay roles. When a replay is won, a replay ("REP" in the figures) is awarded. In addition, winning roles "NML1" to "NML61" are provided as minor roles. When a minor role is won, a specified number of medals (1, 3, 15) are awarded. In addition, winning roles "RBB1" to "RBB4" are provided as bonus roles. In Figs. 5 to 8, one or more symbols constituting each winning role are associated with the left reel 5, center reel 6, and right reel 7, respectively.

[0077] In this embodiment, when the stop buttons 10 to 12 are operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line L, the reel control means 140 performs stop control so that the symbols stop on the activated line L. Also, when the stop buttons 10 to 12 are operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line L but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reels 5 to 7 (pull-in range), the reel control means 140 performs stop control so that the number of symbols that are separated becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line L and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols corresponding to a winning combination that can be won on the reels 5 to 7 and all of them are within the reel-in range of the reels 5 to 7, a predetermined priority is set to determine which symbol to reel onto the pay line L, and stop control is performed so that the prioritized symbol is kept rotating for a number of sliding frames so as to reel onto the pay line L and then stopped. Note that when the stop buttons 10 to 12 are pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line L, the reel control means 140 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line L. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 140 controls the reels to stop the symbol combination corresponding to the winning combination so as to be displayed on the pay line L according to the player's operation mode.

[0078] As shown in Figure 9, the internal lottery table is divided into multiple winning areas, and the type of winning that is the subject of the lottery varies depending on the gaming state, and the presence or absence of non-winning (missing) prizes varies. In Figure 9, the winning areas (winning types) assigned to the specified number of coins (2 or 3 coins) and each gaming state (normal state (general), RBB1 or RBB2 RBB internal gaming state (12 of which), RBB3 or RBB4 RBB internal gaming state (34 of which), RBB operating gaming state (RBB)) are represented by "◎" or "○", but in reality, internal lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 100b. Note that "◎" indicates a winning type that allows the lottery for the advantageous zone (for example, a lottery related to the control of the AT) to be held, and "○" indicates a winning type that does not allow the lottery for the advantageous zone to be held.

[0079] In the internal lottery table, each partitioned winning area is associated with a predetermined number of winning places (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers of winning places in all winning areas assigned to each gaming state equals the total number of internal lottery random numbers (65,536). Therefore, the probability of determining each winning type is the value obtained by dividing the number of winning places associated with the winning area by the total number of internal lottery random numbers. Based on the gaming state at that time, the internal lottery means 130 sequentially obtains the number of winning places from the multiple winning areas in the internal lottery table, starting with the highest number, and subtracts that number from the internal lottery random number. If the value after subtraction is less than 0, the winning type associated with the winning area at that time is determined as the result of the internal lottery. Furthermore, if the number of winning places in all winning areas from winning area 1 onwards is subtracted from the internal lottery random number and the value after subtraction is equal to or greater than 0, the winning type "losing" for winning area 0 is determined as the result of the internal lottery.

[0080] Here, we will provide additional information about the winning combination "RBB" that constitutes the winning type "RBB." A predetermined first-class special role RB is a role that increases the number of symbol combinations related to winning per predetermined number or increases the probability of activating a conditional device related to winning per predetermined number. It activates under predetermined circumstances and can continue to operate until a game result not exceeding 12 is obtained. Here, a conditional device is a device whose activation is a necessary condition for displaying a symbol combination related to a winning, replay, or activation of a role or role continuous activation device. It activates when an internal lottery (a computer-generated lottery conducted within the gaming machine) is won, i.e., a winning flag. Furthermore, a role continuous activation device related to the first-class special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously activate the first-class special role RB. It activates when a specific symbol combination is displayed and terminates its operation under predetermined circumstances.

[0081] According to the internal lottery table in Figure 9, for example, the winning area 0 is associated with the winning type "non-win (miss)", and if this winning type is won, the symbol combination corresponding to any of the winning roles shown in Figures 5 to 8 will not be displayed on the active line L, and no medals will be paid out. However, if the RBB internal winning flag is carried over to the next game, winning the winning type "miss" will make it possible to display the symbol combination corresponding to the winning role "RBB" on the active line L.

[0082] Moreover, the winning area 1 is associated with the winning type "JAC" which includes the winning combinations "NML1" to "NML61" overlapping each other.

[0083] In addition, winning areas 2 to 25 are associated with selected winning types (winning types "Batting Order Bell 123 Blue A, B", "Batting Order Bell 123 Red A, B", "Batting Order Bell 132 Blue A, B", "Batting Order Bell 132 Red A, B", "Batting Order Bell 213 Blue A, B", "Batting Order Bell 213 Red A, B", "Batting Order Bell 231 Blue A, B", "Batting Order Bell 231 Red A, B", "Batting Order Bell 312 Blue A, B", "Batting Order Bell 312 Red A, B", "Batting Order Bell 321 Blue A, B", "Batting Order Bell 321 Red A, B") that overlap correct roles with a payout of 15 coins (winning roles "NML30" to "NML57") and incorrect roles with a payout of 1 coin (winning roles "NML1" to "NML29").

[0084] The winning area 26 is associated with the winning type "Common Bell" which includes the winning combinations "NML23", "NML24", and "NML30" in duplicate. The winning area 27 is associated with the winning type "Common 1 Coin" which includes the winning combinations "NML1" to "NML29" in duplicate. The winning area 28 is associated with the winning type "Watermelon" which includes the winning combinations "NML58" to "NML61" in duplicate. The winning area 29 is associated with the winning type "Chance Eye A" which includes the winning combinations "NML25" to "NML29", "NML56", and "NML57" in duplicate. The winning area 30 is associated with the winning type "Chance Eye B" which includes the winning combinations "NML11", "NML12", "NML14", "NML16", "NML19" to "NML24", and "NML55" in duplicate.

[0085] Moreover, the winning area 31 is associated with the winning type "normal RIP A" which includes the winning combinations "REP5" to "REP9" in duplicate. The winning area 32 is associated with the winning type "normal RIP B" which includes the winning combinations "REP1," "REP5" to "REP9" in duplicate. The winning area 33 is associated with the winning type "fake RIP" which includes the winning combinations "REP5" to "REP10" in duplicate. The winning area 34 is associated with the winning type "XD7 matching RIP" which includes the winning combinations "REP5" to "REP9," and "REP12" in duplicate. The winning area 35 is associated with the winning type "C matching RIP" which includes the winning combinations "REP5" to "REP11" in duplicate. The winning area 36 is associated with a winning type "Weak Cherry Rip" which includes the winning combinations "REP1" and "REP2" in combination. The winning area 37 is associated with a winning type "Strong Cherry Rip" which includes the winning combinations "REP3" and "REP4" in combination.

[0086] Furthermore, the winning area 38 is associated with the winning type "RBB1" which includes the winning combination "RBB1". Furthermore, the winning area 39 is associated with the winning type "RBB2" which includes the winning combination "RBB2". Furthermore, the winning area 40 is associated with the winning type "RBB3" which includes the winning combination "RBB3". Furthermore, the winning area 41 is associated with the winning type "RBB4" which includes the winning combination "RBB4".

[0087] When a winning type that includes multiple overlapping winning combinations is won, a winning condition is set as to which winning combination of symbols corresponding to the winning combination is preferentially displayed on the pay line L, for example, the order in which the stop buttons 10 to 12 are operated.

[0088] For example, in a non-internal gaming state, when the winning type "batting order bell 123 blue A" in winning area 1 is won, and an operation is performed in the correct operation mode (batting order 1) and at the timing when the symbol "blue 7" stops on the valid line L, stop control is performed so that the symbol combination corresponding to the winning role "NML54", which is a correct role with a payout of 15 coins, is preferentially displayed on the valid line L. Also, when an operation is performed in batting order 1 but an operation is not performed at the timing when the symbol "blue 7" stops on the valid line L, or when an operation is performed in batting orders 2 to 4, stop control is performed so that the symbol combination corresponding to the winning role which is an incorrect role with a payout of 1 coin is preferentially displayed on the valid line L, and when an operation is performed in batting orders 5 and 6, stop control is performed so that the symbol combination corresponding to the winning role which is an incorrect role with a payout of 1 coin is preferentially displayed on the valid line L with a probability of 1 / 2.

[0089] The winning probability (number of places) for each winning type in the winning areas 2 to 25 is set to be equal. Since a player usually does not know which winning type he / she has won, providing the winning areas 2 to 25 as described above makes it difficult to win a correct combination. Also, as described above, even if the stop buttons 10 to 12 are operated in a batting order that prioritizes the correct combination, the selection of red 7 or blue 7 occurs, so the symbol combination corresponding to the correct combination is not necessarily displayed on the pay line L, and therefore, depending on the operation mode, a miss may occur (PB≠1). Also, as described above, even if the stop buttons 10 to 12 are operated in a batting order that prioritizes the incorrect combination, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line L, and therefore, depending on the operation mode, a miss may occur (PB≠1).

[0090] (Regarding game status) As shown in Figure 10, taking the specified number into consideration, the game status can be 14, namely, "specified number 3 general", "specified number 2 general", "specified number 3 inside RBB1", "specified number 2 inside RBB1", "specified number 3 inside RBB2", "specified number 2 inside RBB2", "specified number 3 inside RBB3", "specified number 2 inside RBB3", "specified number 3 inside RBB4", "specified number 2 inside RBB4", "specified number 2 RBB1 in operation", "specified number 2 RBB2 in operation", "specified number 3 RBB3 in operation", and "specified number 3 RBB4 in operation".

[0091] Then, within RBB1, when the number of bets is set to 3, the combination of operating symbols corresponding to RBB1 that are carried over cannot be established and is invalid, as the winning flag of RBB1 that is not drawn during the specified number of 3 general bets cannot be established. Also, when the number of bets is set to 2, there is no non-winning area and even if you miss, the RBB1 operating symbol combination cannot be displayed, so it is a so-called full hit specification, and they cannot be aligned, so it does not move from inside RBB1 to RBB1 operating. And RBB2 is the same as RBB1.

[0092] Also, within RBB3, the combination of operating symbols corresponding to the carried-over RBB3 cannot be completed if the bet number is set to two. The winning flag for RBB3, which is not drawn during the regular draw of the required two symbols, cannot be set and is invalid. There are no non-winning areas, and even if you miss a symbol, the RBB3 operating symbol combination cannot be displayed. Therefore, even if the bet number is set to three, there are no non-winning areas, and even if you miss a symbol, the RBB3 operating symbol combination cannot be displayed. The same applies to RBB3.

[0093] In addition, it is recommended that the slot machine S be operated by, for example, a store attendant, before the opening of the gaming facility, to obtain a win for RBB1,2, which has a high probability of winning, from the "regular number of 2 general coins" and transition to the RBB1,2 internal state in advance. In a game in which RBB1,2 is won, the screen of the LCD display 14 is dimmed and a "waiting for recovery" message is displayed to prevent the inadvertent display of the RBB1,2 operating symbol combination. When the game transitions to the RBB1,2 internal state, the "waiting for recovery" message is erased, the screen of the LCD display device 70 is brightened, and a background video is displayed to indicate that preparations are complete.

[0094] Then, in the normal state (normal), if the RBB role does not win according to the timing of the stop button operation when the RBB is won, the system transitions to the RBB internal state (a), and if the RBB role wins, the system transitions to RBB operation (b). Inside the RBB, the RBB flag is set, but reel control is performed by role priority control that prioritizes the winning of minor roles and replay roles over the RBB role, so the RBB role can only be won in games that are not won (games in which the RBB flag is set alone), and when the RBB role wins, the RBB flag is cleared and the system transitions to RBB operation. Then, during RBB operation, if the total number of medals paid out exceeds a predetermined number (for example, 24 medals), the RBB operation is terminated and the system transitions to the normal state (c).

[0095] In this embodiment, when the game state is normal, the correct role does not win when the batting order bell is won, but when staying inside the RBB, the correct role can win. Therefore, when staying inside the RBB, it is configured to be controllable to AT (assist time).

[0096] Furthermore, as shown in FIG. 9, within the RBB, multiple types of correct combinations can be won without overlapping (see "Batting Order Bell" in FIG. 9), increasing the chances of winning a correct combination. As a result, for example, auxiliary effects can be performed in the AT within the RBB, making it easier to win medals. On the other hand, with the RBB operation, multiple types of correct combinations can be won overlappingly (see "JAC" in FIG. 9), resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT, making it more difficult for a player to increase their medal holdings. Therefore, in this embodiment, while the RBB operation has the function of having a higher probability of winning a winning combination related to a win than within the RBB, it is possible to realize a specification (so-called Accel AT) in which the RBB operation is inferior to the RBB in terms of medal acquisition performance. In other words, the RBB is a decreasing bonus.

[0097] (About the gaming area) As shown in FIG. 11, in this embodiment, it is possible to set non-advantageous zones and advantageous zones as game zones. Here, in order to comprehensively and uniformly determine whether or not there is a bias in the game state in which medal acquisition performance is high, a game zone that has a function related to an instruction function, i.e., a game zone that is advantageous to the player, including a game zone that executes an auxiliary effect (instruction function), is defined as an advantageous zone. In addition, a game zone that differs from an advantageous zone is defined as a non-advantageous zone. The transition of the game zones shown in FIG. 11 is controlled by the main CPU 100a.

[0098] The main CPU 100a executes a favorable zone setting lottery in a non-favorable zone to determine whether or not to set a favorable zone based on whether a specific winning area has been won in an internal lottery. In other words, the main CPU 100a executes a favorable zone setting lottery regardless of which of multiple types of winning areas has been won. If the favorable zone setting lottery is won, an advantageous zone (non-AT) is set (a) at the start of the next game after the favorable zone setting lottery is won, and if the favorable zone setting lottery is not won, the setting of the non-favorable zone is maintained.

[0099] In this embodiment, the winning probability of the advantageous zone setting lottery is set to 100% regardless of the type of winning area determined by the internal lottery. Therefore, the advantageous zone setting lottery is always executed in one play in a non-advantageous zone, the advantageous zone setting lottery is won, and an advantageous zone (non-AT) that is not controlled by AT is set in the next play. In other words, the non-advantageous zone is set only in one play, and the proportion of advantageous zones in the entire play becomes extremely high. In other words, in this embodiment, the play zone is generally set to a non-AT zone.

[0100] Furthermore, the main CPU 100a cancels the advantageous zone and sets a non-advantageous zone based on the fact that the condition for forcibly terminating the advantageous zone is met in the advantageous zone (b). The condition for forcibly terminating the advantageous zone is that when the number of games in the advantageous zone (hereinafter sometimes referred to as the zone play count) reaches the upper limit of "1500 times" or when the net increase in the number of medals in the advantageous zone (in other words, the difference in the number of medals from the lowest point in the advantageous zone where the number of medals has decreased the most, so-called MY) exceeds "2400 medals", the main CPU 100a is configured to forcibly cancel the advantageous zone and set a non-advantageous zone.

[0101] The advantageous section includes "non-AT" which is not controlled by AT and "AT" which is controlled by AT.

[0102] In the AT, when the batting order bell is won, the main CPU 100a displays the correct batting order instruction information on the instruction information display 13a, and the sub-CPU 300a causes the LCD display 14 to execute an effect (hereinafter referred to as an auxiliary effect) showing the correct batting order instruction information. In other words, in the AT, a navigation notification on the game control side and a navigation effect on the effect control side are executed. In contrast, in non-advantageous sections and non-AT, when the batting order bell is won, the correct batting order instruction information is not displayed on the instruction information display 13a, and the LCD display 14 is not caused to execute an auxiliary effect showing this correct batting order instruction information. In this way, in the AT, when the batting order bell is won, the correct batting order that will result in the correct winning combination is shown to the player, making it easier for them to win medals.

[0103] Furthermore, in the ball output state during the advantageous zone, the ending state is controlled when the total number of games played during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined number of games to transition to the ending (for example, 1,400 games), or when the total value of the net increase in the number of coins during the advantageous zone reaches the ending transition number (for example, 2,200 coins). In this embodiment, the number of games played and the net increase in the number of coins during the advantageous zone are counted whether the number of bets is set to 2 or 3, but the number of games played until the transition to the ending state is not counted when the number of bets is set to 2, but is counted only when the number of bets is set to 3. Furthermore, the net increase in the number of coins until the transition to the ending state is counted whether the number of bets is set to 2 or 3. The number of games to transition to the ending and the ending transition number are updated during the advantageous zone and in the normal state, but are not updated during RBB. In the normal state, for example, if an RBB wins an area with no duplicate wins (for example, the batting order bell) in a specific winning area where the lottery for setting the advantageous zone is conducted, and then in the next play, the winning area for the batting order bell is won, the stop operation is performed in the correct batting order, and the bell lands, the number of coins that transition to the ending is counted. The ending state is a state in which it is determined that the AT will continue, for example, until the total number of net increases exceeds the upper limit (for example, 2400 coins) or until the number of games played in the advantageous zone reaches the upper limit (for example, 1500G). The number of games that transition to the ending is set when the state transitions from the normal state to the AT.

[0104] As described above, in this embodiment, when the bet is 2, the number of games played until the game transitions to the ending state is not counted, and therefore when the bet is set to 2, the game transitions to the ending state only when the total net increase in coins during the advantageous zone reaches the ending transition number. If the number of games played until the game transitions to the ending state with a bet of 2 were counted, it would be unfair because it would be possible to reach the ending state with fewer coins bet than when the number of games played is bet 3 and the game transitions to the ending state. Therefore, the number of games played until the game transitions to the ending state is counted only when the bet is 3.

[0105] The AT includes a normal AT, a fall preparation zone, a return chance zone, and a pseudo bonus. When changing settings or transitioning from an AT to a non-AT, the number of games until the AT starts is determined by a lottery for the number of AT start games. The number of games determined by the lottery for the number of AT start games varies depending on the lottery mode. When the lottery mode is normal mode, the maximum is 666 games (400-600 games is the high probability), and when the lottery mode is heaven mode, the maximum is 350 games (most wins are in the 200 game range). In non-AT, a lottery is conducted based on the results of an internal lottery, and the number of games determined by the lottery for the number of AT start games may be shortened.

[0106] Then, once the number of games determined by the AT start game lottery has been played, the machine will transition from non-AT to normal AT (c). In normal AT, if the batting order bell is won, instruction notifications and auxiliary effects will be executed. Then, once the specified number of navigations (number of instruction notifications and auxiliary effects) has been played, the normal AT will transition to fall preparation (d). The number of navigations in normal AT is determined by lottery (for example, 10, 15, or 20). Also, if the winning type "Strong Cherry Rip," "Weak Cherry Rip," "Watermelon," or "Chance Eye A, B" (these are sometimes collectively referred to as winning types "Rare Role") is won by internal lottery, a lottery will be held to add to the number of navigations. And when an addition is made, the number of navigations in the normal AT will be carried over.

[0107] In the fall preparation, if you win the return lottery that is executed when you win one of the winning types "rare role" by internal lottery, you will transition back to normal AT (e). Note that the expectation of transitioning to normal AT differs depending on the type of winning type "rare role".

[0108] Also, in the fall preparation stage, if the internal lottery results in a miss (no win) or a replay, a fall lottery will be held. If the fall lottery is won in the fall preparation stage, the player will move to the return chance zone (f). The return chance zone will continue until the batting order bell is won. If the batting order bell is won in the return chance zone and the correct role is won, the player will return to the normal AT (g). However, if the batting order bell is won in the return chance zone but the correct role is not won, the player will move to non-AT (h).

[0109] In this embodiment, in preparation for a fall, a bell navi stock is stored each time the number of batting order bell navigations reaches a predetermined number (for example, 10 times). When the fall lottery is won and the player moves to the return chance zone, one bell navi stock is consumed, and when the batting order bell is won, an instruction notification and an auxiliary effect are generated. This ensures that the player can return to the normal AT by following the batting order indicated by the instruction notification and auxiliary effect. Furthermore, even when a bell navi stock has not been stored, it is possible to select whether to notify the batting order up to that point or not to notify the batting order at all.

[0110] In addition, in the fall preparation, as an initial guarantee at the time of the first win, it is guaranteed that the game will not move to the return chance zone until the number of batting order bell navigations reaches 20. In other words, two bell navigation stocks are guaranteed. Note that not moving to the return chance zone can be achieved by treating the game as a non-win even if the fall lottery is won, or by not holding the fall lottery.

[0111] In addition, in the Return Chance Zone, when a "Rare Role" is won, a lottery for winning a Bell Navi Stock is held. The expected probability of winning a Bell Navi Stock varies depending on the type of "Rare Role".

[0112] Also, if you win a specific role in the Fall Preparation or Return Chance Zone, you will transition to a pseudo bonus (i) (j). Then, in the pseudo bonus, once the specified number of navigations (for example, 30) has been consumed, you will transition to Fall Preparation (k). Also, in the pseudo bonus, if you win the lottery when you win the "rare role" winning type, you can earn Bell Navi stocks.

[0113] (Regarding the transition of the performance state) 12, the sub-CPU300a controls the transition of the presentation state in accordance with the transition of the game state and the game section. The presentation state is roughly divided into a non-AT presentation state and an AT presentation state.

[0114] In non-AT (see Figure 11), it is controlled to the normal presentation state. When the number of games determined by the AT start lottery in the normal presentation state is consumed, it either transitions to the normal AT presentation state via battle presentation A (a), or transitions to the normal AT presentation state without going through battle presentation A (b). The normal AT presentation state is the presentation state in the normal AT (see Figure 11).

[0115] Battle performance A is, for example, a performance in which the AT is confirmed when the enemy character's stamina reaches 0 as a result of a battle between an ally character and an enemy character, resulting in the ally character's victory. If the ally character's stamina reaches 0, the character loses, and the normal performance state is maintained. Battle performance A is executed over 16 games, for example, with the ally character having three turns of attack. Note that if the number of games determined by the AT start game lottery is shortened, the performance that was scheduled for defeat may be changed to a victory performance.

[0116] The normal AT performance state transitions to a fall preparation performance state when the specified number of navigations is consumed (e). The fall preparation performance state is a performance state in which the player is ready to fall (see FIG. 11). In this embodiment, the net increase in the number of coins in the fall preparation performance state is 12 coins per game.

[0117] In the fall preparation performance state, if you win the return lottery that is executed when you win one of the winning types "rare role" by internal lottery, you will transition back to the normal AT performance state (f). Note that the expectation of transitioning to the normal AT differs depending on the type of winning type "rare role".

[0118] Also, if you win the fall lottery in the normal AT, it will transition to the judge performance (g). The judge performance is the performance state in the return chance zone (see Figure 11). The judge performance continues until you win the batting order bell. If you win the batting order bell in the judge performance and the correct role is won, it will return to the normal AT performance state (h). However, if you win the batting order bell in the judge performance but the correct role is not won, it will transition to the normal performance state (i).

[0119] In some cases where a specific role is won in the judge performance, or the batting order bell is won but the correct role is not awarded, the game will transition to battle performance B (j). Battle performance B is the performance state in the return chance zone (see Figure 11). If you lose in battle performance B (i.e., the correct role is not awarded), the game will transition to the normal performance state (k).

[0120] Battle presentation B is a presentation in which, for example, a pseudo bonus is confirmed when an ally character wins a battle between an ally character and an enemy character. Battle presentation A is executed over six games, for example. Note that it is also possible to configure the game so that a lottery based on the results of an internal lottery is executed during battle presentation B (i.e., during the return chance zone), and a presentation that would have been a defeat presentation is changed to a victory presentation.

[0121] Also, if you win in battle performance B (i.e., if you win a specific role), when you win a specific role in the normal performance state, you will transition to a pseudo bonus performance state (l, m). The pseudo bonus performance state is a performance state in pseudo bonus (see Figure 11). Then, in the pseudo bonus performance state, once the specified number of navigations (for example, 30 times) has been consumed, you will transition to a fall preparation performance state (n). In addition, in the pseudo bonus performance state, a video will be played according to the number of medals won since the transition to AT, and music will also be played.

[0122] Furthermore, in this embodiment, in a non-AT presentation state (a state other than battle presentation A), a point awarding lottery is held for each game according to the results of an internal lottery, and the points determined in the point awarding lottery are added up. The points awarded include 0 points. If a transition role is won in the normal presentation state, the game transitions to a point-specialized stage (o). The point-specialized stage transitions to the normal presentation state after a specified number of games (for example, 15 games) have been played (p). The point-specialized stage is more advantageous in terms of earning points than the normal presentation state. Specifically, the awarded points may be 0 points in stages other than the point-specialized stage, but points are always awarded in the point-specialized stage.

[0123] When a transition to a point-specialized stage is made, a special stage transition precursor effect is executed over multiple games to indicate this. In addition, in the point-specialized stage, an effect of increasing points or an effect of re-entering the stage after the end is executed in response to the operation of the effect switch 22.

[0124] When the number of points added in the non-AT performance state reaches a predetermined number (for example, 1000 points), a stamina addition lottery is executed. Then, a stamina addition performance is executed in which the stamina value determined in the stamina addition lottery is added to the stamina of the ally character in battle performance A. As the stamina addition performance, for example, a roulette performance is executed. Then, if the ally character has high stamina, the probability of victory in battle performance A increases. In this case, it is preferable to configure it so that a 99% display indicates a high probability of victory.

[0125] The normal presentation state includes a low probability presentation state, a high probability presentation state, a main omen presentation state, and a premonition presentation state.

[0126] The high probability presentation state is a presentation state in which the probability of points being awarded in the point award lottery is high.

[0127] This premonition presentation state is a presentation state that is executed from a predetermined number of games before battle presentation A, when the victory of the ally character is confirmed (i.e., when the transition to the AT presentation state is confirmed), until the start of battle presentation A.

[0128] The premonition effect state is an effect state that ends without progressing to battle effect A, or progresses to battle effect A but ends without a victory. When transitioning from the low probability effect state or the high probability effect state to the premonition effect state or the main premonition effect state, an effect is executed in which the entire screen, including the background video during that effect state, is covered with an effect. The premonition effect state and the main premonition effect state are executed over 16 games.

[0129] In this embodiment, when the number of points reaches a predetermined number, a stamina addition lottery is executed in the next game and a stamina addition effect is executed, but in the premonition effect state or the main premonition effect state, the stamina addition effect is not executed and the stamina addition effect is stocked. The stamina addition effect can be stocked up to three times. The stocked rights are consumed after the premonition effect state ends or the AT effect state ends (if stocked in the premonition effect state or the main premonition effect state), and are consumed once per game. Note that if the stamina addition effect reaches the maximum stock number of three times, transition to the point-specialized stage is restricted.

[0130] In this embodiment, when the number of points reaches a predetermined number, a stamina addition lottery is executed in the next game and a stamina addition effect is executed, but in the premonition effect state or the main premonition effect state, the stamina addition lottery is not executed and the right to the lottery is stocked. Up to three rights to the stamina addition lottery can be stocked. The stocked rights are consumed after the premonition effect state or the AT effect state ends (if they are stocked in the premonition effect state or the main premonition effect state), and one right is consumed per game.

[0131] Note that the lottery for the number of games to start the automatic time slot (AT), the lottery for adding the number of navigations, and the lottery for shortening the number of games until the automatic time slot (AT) in FIG. 11 are executed when the bet is set to three coins, but are not executed when the bet is set to two coins. These lotteries are executed when the winning type "rare combination" is won, or are more likely to be won when the winning type "rare combination" is won, so even if the winning type "rare combination" is won when the bet is two coins, the player will not receive any benefit. In other words, the payout state changes when the bet is three coins, but does not change when the bet is two coins. Also, each lottery in FIG. 12 is executed when the bet is set to three coins, but is not executed when the bet is two coins. Accordingly, the effects associated with the transition of the effect state in FIG. 12 are executed when the bet is set to three coins, but are not executed when the bet is set to two coins. Therefore, when a game is played with the bet number two, the effect image from the previous game with the bet number three remains displayed. As described above, the winning type "rare combination" is a more advantageous combination than other winning types (bell and replay).

[0132] (Regarding the support members of the housing and the supported members of the front door) Next, the configuration of the cabinet 1 and the front door 2 will be described with reference to Figures 13 to 18. In the following, the front, rear, left and right directions are defined based on the player facing the slot machine S.

[0133] 13, a right side plate 2a extending in the vertical direction is provided on the lower right side of the rear side of the front door 2, and a supported member 40 is provided adjacent to the inside of the right side plate 2a. The supported member 40 protrudes rearward (toward the housing 1) and is supported by a support member 50 (see FIGS. 17 and 17) of the housing 1, which will be described later, when the front door 2 is closed.

[0134] As shown in FIGS. 14 and 14 , the supported member 40 of the front door 2 has a flat plate portion 41 and a roller portion 42. The flat plate portion 41 is provided so as to protrude rearward from the inside of the right side plate 2a of the front door 2. The flat plate portion 41 is also bent inward to form a gap between the flat plate portion 41 and the right side plate 2a, and the roller portion 42 is disposed in this gap. The roller portion 42 is journaled to the tip of the flat plate portion 41 via a shaft portion 43 and is rotatable around the shaft portion 43. The roller portion 42 also protrudes rearward beyond the right side plate 2a in the front-to-rear direction, so that when the front door 2 is closed, the roller portion 42 comes into contact with the housing 1 before the right side plate 2a.

[0135] 16, a support member 50 is provided on the right side plate 1a of the housing 1 at a position facing the supported member 40 of the front door 2. The support member 50 is attached to the right side plate 1a via a base plate 51.

[0136] As shown in Figures 17 and 18, the support member 50 has a guide portion 52, a support portion 53, and a blocking portion 54. The guide portion 52 is formed so as to incline forward, and its rear end side is connected to the front end side of the support portion 53. The guide portion 52 is capable of coming into contact with the roller portion 42 of the supported member 40 when the front door 2 is closed. When the amusement facility manager pushes the front door 2 rearward with the roller portion 42 in contact with the guide portion 52, the roller portion 42 moves on the guide portion 52 and is guided onto the support portion 53.

[0137] The support portion 53 supports the roller portion 42 from below. The support portion 53 is formed to be inclined backward, and its rear end side is connected to the blocking portion 54. Therefore, the roller portion 42 can easily move on the support portion 53 toward the blocking portion 54.

[0138] The blocking portion 54 is erected perpendicular to the support portion 53 and functions as a stopper that prevents the roller portion 42 from moving backward.

[0139] The front door 2 can be rotated to a first state, a second state, or a third state depending on whether it is open or closed. The first to third states of the front door 2 will be described below with reference to Figures 19 and 20. The cross section shown in Figures 19 and 20 is a cross section taken along line SS in Figure 1, and this SS cross section is a cross section taken perpendicular to the placement surface Z of the cabinet 1 at a position about one or two game medals inward from the right side of the cabinet 1 or the front door 2. In addition, a supported member 40 of the front door 2 and a supporting member 50 of the cabinet 1 are provided near the rear of this position.

[0140] As shown in FIG. 19, the first state of the front door 2 is a state in which the front door 2 is closed and the roller portion 42 of the supported member 40 of the front door 2 is placed on the support portion 53 while abutting against the blocking portion 54 of the support member 50 of the housing 1. In the first state, a first gap G1 is formed between the lower side portion 2b of the front door 2 and the placement surface Z of the housing 1. The vertical dimension of the first gap G1 is set to a first dimension L1 (approximately 3 mm to 5 mm). The first dimension L1 is smaller than the diameter (approximately 11 mm) of a game ball B as shown in FIG. 22(a) and larger than the thickness (approximately 1.6 mm to 1.7 mm) of a medal M as shown in FIG. 22(b).

[0141] As shown in FIG. 20, the second state of the front door 2 is a state in which the front door 2 is open and the roller portion 42 of the supported member 40 of the front door 2 is not in contact with the support member (guide portion 52) of the cabinet 1. In the second state, a second gap G2 is formed between the lower edge portion 2b of the front door 2 and the placement surface Z of the cabinet 1. The vertical dimension of the second gap G2 is set to a second dimension L2 (approximately 2 to 3 mm). Similar to the first dimension L1 (see FIG. 19), the second dimension L2 is smaller than the diameter of the game ball B (see FIG. 22(a)) and larger than the thickness of the medal M (see FIG. 22(b)). In the second state, the opening angle (rotation angle) of the front door 2 is 10 degrees or less, and the second dimension is a generally constant value within this range of the opening angle.

[0142] As shown in FIG. 21, the third state of the front door 2 is a state in which the front door 2 is closed and the roller portion 42 of the supported member 40 of the front door 2 abuts against (the guide portion 52 of) the support member 50 of the housing 1. In the third state, a third gap G3 is formed between the lower side portion 2b of the front door 2 and the placement surface Z of the housing 1. The vertical dimension of the third gap G3 is set to a third dimension L3 (approximately 2 mm to 3 mm). Similar to the first dimension L1 (see FIG. 19) and the second dimension L2 (see FIG. 19), the third dimension L3 is smaller than the diameter of the game ball B (see FIG. 22(a)) and larger than the thickness of the medal M (see FIG. 22(b)).

[0143] Although not shown, when the front door 2 is in the third state, the dimension from the right edge of the front door 2 to the right edge of the housing 1 in a front view is set to a fourth dimension L4 (approximately 33 mm). The fourth dimension L4 is larger than the diameter of the medal M (approximately 25 mm or approximately 30 mm) as shown in FIG. 22(c). In addition, in the third state, the opening angle (rotation angle) of the front door 2 is less than the opening angle of the front door 2 in the second state.

[0144] In this way, depending on the open / closed state of the front door 2, gaps G1 to G3 of different sizes are formed between the bottom edge 2b of the front door 2 and the placement surface Z of the housing 1. That is, when the front door 2 is in the first state, a first gap G1 of a first dimension L1 is formed, when the front door 2 is in the second state, a second gap G2 of a second dimension L2 is formed, and when the front door 2 is in the third state, a third gap G3 of a third dimension L3 is formed. The magnitude relationship between the first to third dimensions L1, L2, and L3 is L3 ≈ L2 ≦ L1.

[0145] As described above, in the slot machine S according to this embodiment, whether the front door 2 is in the first state or the second state, the dimensions (first dimension L1, second dimension L2) of the gap (first gap G1, second gap G2) formed between the lower edge portion 2b of the front door 2 and the placement surface Z of the cabinet 1 are larger than the thickness of the game medal. Therefore, even when the front door 2 is rotated from the second state to the first state or from the first state to the second state, the rotation can be prevented from being blocked by the medal.

[0146] In particular, the front door 2 is equipped with heavy devices such as various performance devices, and when the front door 2 is opened, it sags slightly downward due to its own weight. As a result, the vertical dimension of the gap formed between the bottom edge 2b of the front door 2 and the placement surface Z of the casing 1 may be smaller than the thickness of a medal. In this case, when the front door 2 is opened or closed, a medal may get caught in the gap, preventing the front door 2 from opening or closing or even damaging the front door 2 itself. However, in this embodiment, the front door 2 is designed so that medals do not get caught in the gap between the bottom edge 2b of the front door 2 and the placement surface Z of the casing 1 when the front door 2 is in the first state or the second state. Specifically, the size of the gap is set so that even if a medal gets caught in the gap, it will not come into contact with the bottom edge 2b of the front door 2. Therefore, when the front door 2 is rotated from the second state to the first state or from the first state to the second state, the rotation can be performed smoothly without being blocked by a medal, and damage to the front door 2 itself can also be prevented.

[0147] Furthermore, even when the front door 2 is in the third state, the dimension (third dimension L3) of the gap (third gap G3) formed between the lower edge 2b of the front door 2 and the placement surface Z of the cabinet 1 is larger than the thickness of the game medal. Therefore, when the front door 2 is rotated from the third state to the second state or from the second state to the third state, the rotation can be performed smoothly without being obstructed by the medal, and further, damage to the front door 2 itself can be prevented.

[0148] Furthermore, whether the front door 2 is in the first, second, or third state, the vertical dimensions (first, second, or third dimensions L1, L3) of the gaps (first, second, or third gaps G1, G3) formed between the bottom edge 2b of the front door 2 and the placement surface Z of the cabinet 1 are smaller than the diameter of a gaming ball. Therefore, even if a pachinko machine is placed near the slot machine S and a gaming ball used in the pachinko machine rolls onto the slot machine S, the design prevents the gaming ball from getting into the gap between the bottom edge 2b of the front door 2 and the placement surface Z of the cabinet 1. This prevents the front door 2 from being unable to rotate smoothly due to a gaming ball getting into the gap between the bottom edge 2b of the front door 2 and the placement surface Z of the cabinet 1, and also prevents damage to the front door 2 itself.

[0149] (Main processing of the game control board 100) FIG. 23 is a flowchart showing the main processing executed by the main CPU 100a. First, an outline of one game after initialization will be described along with the main processing of the main CPU 100a, and then each processing will be described in detail. Here, processing related to the features of this embodiment will be described in detail, and explanations of configurations unrelated to the features of this embodiment will be omitted. Although detailed explanations will be omitted, when each processing is performed, the switches used in each processing (MAXBET button 20a, 1BET button 20b, start lever 9, stop buttons 10 to 12) are enabled at the start of the processing and disabled at the end of the processing.

[0150] In the main processing, the main CPU 100a executes an initialization process (S100), and then executes a bet process (S200), a lottery process (S300), a reel spin process (S400), a reel stop process (S500), a judgment process (S600), a payout process (S700), and a game end process (S800) in that order, and when the game end process (S800) is completed, the process returns to the bet process (S200).

[0151] (Step S100) In the initialization process in step S100, the main CPU 100a turns on the power of the slot machine S via the power switch, and when the power is turned on, executes initialization process in preparation for the start of a game. The main CPU 100a generates backup data as needed while the power is on and stores the backup data in the main RAM 100c. Therefore, even if an unexpected power outage occurs, the initialization process can use the stored backup data to restore the state before the power outage. For example, even if an unexpected power outage occurs while reels 5 to 7 are spinning, the game will start again with each reel 5 to 7 spinning after the recovery operation. Therefore, the initialization process does not generally initialize the main RAM 100c (RAM clear).

[0152] (Step S200) In the betting process in step S200, the main CPU 100a sets the number of bets by the player operating the MAX BET button 20 or by betting medals by inserting medals into the medal insertion slot 8. In addition, the main CPU 100a generates an insertion command indicating that the number of bets has been set, and transmits the generated insertion command to the performance control board 300.

[0153] (Step S300) In the lottery process in step S300, the main CPU 100a validates the operation of the start lever 9 to start a game, and transitions to a state waiting for the operation of the start lever 9. Here, the main CPU 100a acquires one internal lottery random number at the time when the start lever 9 is operated, in response to the operation of the start lever 9 by the player. Then, the main CPU 100a determines one internal lottery table corresponding to the currently set game state from the internal lottery tables shown in Fig. 9, and determines which winning area in the determined internal lottery table the acquired internal lottery random number corresponds to, and determines the winning type or no winning of the determined winning area as the lottery result.

[0154] In addition, after the lottery result is determined in response to the operation of the start lever 9, the main CPU 100a generates an internal lottery command including the lottery result (win type or no win) of the internal lottery and information regarding the game status, and transmits the generated internal lottery command to the performance control board 300.

[0155] (Step S400) In the reel rotation process in step S400, when the start lever 9 is operated, the main CPU 100a drives the stepping motor 200 to rotate the left reel 5, center reel 6, and right reel 7. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed (wait) from the start of rotation of the left reel 5, center reel 6, and right reel 7 in the previous game, the left reel 5, center reel 6, and right reel 7 in that game start to rotate, and when all of the left reel 5, center reel 6, and right reel 7 have started to rotate at a constant speed, the process proceeds to step S500.

[0156] (Step S500) In the reel stop process in step S500, the main CPU 100a enables the stop buttons 10 to 12, and when it receives an operation of the stop buttons 10 to 12 by the player, it controls to stop one of the left reel 5, center reel 6, and right reel 7 corresponding to the operation.

[0157] In addition, when any of the stop buttons 10 to 12 is operated, the main CPU 100a generates a stop command (first stop command, second stop command, third stop command) indicating information about the operated stop button 10 to 12 each time the button is operated, and transmits the generated stop commands sequentially to the performance control board 300.

[0158] (Step S600) In the determination process in step S600, the main CPU 100a determines which of the predetermined combinations the symbol combination displayed on the active line L corresponds to, and executes various processes required for changing the game state or replaying depending on the symbol combination. In addition, the main CPU 100a generates a winning command indicating the symbol combination displayed on the active line L, and transmits the generated winning command to the performance control board 300.

[0159] (Step S700) In the payout process in step S700, the main CPU 100a executes the payout process of medals corresponding to the minor winning combination based on the determination result in step S600, for example, when a symbol combination corresponding to the minor winning combination is displayed on the activated line L. Furthermore, when the payout process of medals is performed, the main CPU 100a generates a payout command indicating that the payout process has been performed, and transmits the generated payout command to the performance control board 300.

[0160] (Step S800) In the game end processing in step S800, the main CPU 100a executes processing to set the game state in preparation for the next game. For example, when a symbol combination corresponding to a re-play role is displayed on the pay line L, the main CPU 100a executes processing to automatically place a bet for the next game. Furthermore, when an RBB is won in the normal state, the main CPU 100a executes processing to transition the game state from the normal state to inside the RBB. Furthermore, when an RBB is won inside the RBB, the main CPU 100a executes processing to transition the game state from inside the RBB to RBB operation. Furthermore, when a predetermined number of medals are paid out during RBB operation, the main CPU 100a executes processing to transition the game state from RBB operation to the normal state. In this way, the main CPU 100a performs various processes corresponding to the symbol combination displayed on the pay line L and ends the game. Furthermore, the main CPU 100a sets advantageous zones and non-advantageous zones during the game end processing.

[0161] (Sub-processing of the performance control board 300) FIG. 24 is a flowchart showing the sub-processing of the performance control board 300.

[0162] (Step S1100) When the slot machine S is powered on via the power switch and enters a powered state, the sub-CPU 300a executes initialization processing in preparation for the start of a game. While the sub-CPU 300a is powered on, it generates backup data as needed and stores the backup data in the sub-RAM 300c.

[0163] (Step S1200) The sub CPU 300a determines whether or not a command has been received from the main CPU 100a. If a command has been received, the process proceeds to step S1300, and if a command has not been received, the process proceeds to step S1400.

[0164] (Step S1300) If it is determined in step S1200 that a command has been received, the sub-CPU 300a analyzes the content of the received command and executes various processes based on the received command.

[0165] (Step S1400) The sub-CPU 300a analyzes the detection signal of the performance switch 22 and performs various processes based on the analysis results.

[0166] (Step S1500) The sub-CPU300a executes auxiliary effect control processing. In the auxiliary effect control processing, the sub-CPU300a identifies the game status and the winning area won by the internal lottery based on the command received from the main CPU100a, and sets effect data for executing the auxiliary effect according to the game status and the winning area. Then, the sub-CPU300a performs processing for executing the effect in step S2100 based on the set data. As a result, for example, the auxiliary effect is executed during the AT.

[0167] (Step S1800) The sub-CPU 300a executes a winning effect execution process for executing a winning effect when a winning combination is achieved.

[0168] (Step S1900) The sub-CPU 300a executes composite performance control processing. In the composite performance control processing, the sub-CPU 300a performs processing to determine the type of main performance, whether to execute a composite performance, and the type of composite performance to execute, based on commands received from the main CPU 100a. The sub-CPU 300a also sets performance data for the main performance and the composite performance. Then, in step S2100, the sub-CPU 300a performs processing to execute the performance based on the set performance data.

[0169] (Step S2100) The sub-CPU 300a refers to the execution information (timetable) of the various effects that have been determined to be executed, performs a time schedule management process to execute the process corresponding to the corresponding time stored in the timetable, and repeats the process from step S1200. In this process, the display image on the liquid crystal display 14 is inserted or switched, and various commands are sent to each device. This causes the various effects to be executed.

[0170] (Winning performance control process S1800) 25 is a flowchart showing the winning effect control process of step S1800. Here, the process related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.

[0171] (Step S1801) First, the sub CPU 300a determines whether the game has ended based on a command from the main CPU 100a. If the game has ended, the process proceeds to step S1802. If the game has not ended, the process ends.

[0172] (Step S1802) The sub-CPU 300a determines whether or not the winning type "rare combination" has been won. If the winning type "rare combination" has been won, proceed to step S1802. If the winning type "rare combination" has not been won, proceed to step S1806.

[0173] (Step S1803) The sub-CPU 300a determines whether the bet number is set to 2 based on a command from the main CPU 100a. If the bet number is set to 2, the process proceeds to step S1804, and if the bet number is not set to 2 (i.e., if the bet number is set to 3), the process proceeds to step S1805.

[0174] (Step S1804) The sub-CPU 300a sets the rare combination winning performance A flag in the sub-RAM 300c. When the rare combination winning performance A flag is set, the speaker 15 does not output a performance sound, the back lamp 25 does not operate, and the display on the liquid crystal display 14 does not change (i.e., the display of the previous game is maintained).

[0175] (Step S1805) The sub-CPU 300a sets the rare combination winning effect B flag in the sub-RAM 300c. In this case, the rare combination winning effect is executed in the game. Then, the rare combination winning effect is outputted as an effect sound from the speaker 15, the back lamp 25 flashes, and an effect image is displayed on the liquid crystal display 14. That is, in this embodiment, when the number of bets is set to 2, the rare combination winning effect is not executed, but when the number of bets is set to 3, the rare combination winning effect is executed.

[0176] (Step S1806) The sub-CPU 300a determines whether or not a bell has been won. If a bell has been won, the process proceeds to step S1807. If a bell has not been won, the process ends.

[0177] (Step S1807) The sub-CPU 300a sets a bell winning effect flag in the sub-RAM 300c. In this case, the bell winning effect is executed in the game whether the bet number is set to 2 or 3. The bell winning effect is generated by outputting a sound effect from the speaker 15, flashing the back lamp 25, and displaying an effect image on the LCD 14.

[0178] In this embodiment, when the number of bets is set to 2, the rare role winning effect is not executed, and when the number of bets is set to 3, the rare role winning effect is executed, but the present invention can also be implemented with a different configuration.

[0179] For example, the rare combination winning effect may be configured to include a first rare combination winning effect and a second rare combination winning effect that is more advantageous than the first rare combination winning effect. The second rare combination winning effect may be configured, for example, to output a sound effect from the speaker 15, flash the back lamp 25, and display an image effect on the liquid crystal display 14. On the other hand, the first rare combination winning effect may be configured, for example, to not operate the speaker 15 or the back lamp 25, but to display an image on the liquid crystal display 14 that suggests a low advantageous degree, or to operate the speaker 15 or the back lamp 25, but in a manner that suggests a low advantageous degree.

[0180] In the processing of Figure 25, if the bet number is set to 2 and the rare role winning effect A flag is set, the first rare role winning effect is executed, and if the bet number is set to 3 and the rare role winning effect B flag is set, the second rare role winning effect is executed.

[0181] (Example of winning effects) A specific example of the winning effect will be described with reference to FIG.

[0182] As shown in Figure 26(a)(a1), when a winning type "rare role" (for example, watermelon) is won and the bet amount is set to 3, a special sound is output from the speaker 15, the back lamps 25 of reels 5 to 7 flash, and a special image ("Chance!" in the figure) is displayed on the LCD display 14.

[0183] As shown in Figure 26(a)(a2), when a winning type "rare role" (for example, watermelon) is won and the bet amount is set to 2, no sound effect is output from the speaker 15, the back lamp 25 does not operate, and the display on the LCD display 14 does not change (the display from the previous game is maintained).

[0184] As shown in Figure 26(b), when a bell wins, whether the bet number is 2 or 3, an effect sound is output from the speaker 15, the back lamps 25 of the reels 5 to 7 flash, and an effect image (in the figure, "GET BELL!") is displayed on the LCD display 14. The same applies when a replay is won.

[0185] In this embodiment, the lottery for the number of games to start the AT, the lottery for adding the number of navigations, and the lottery for shortening the number of games until the AT in FIG. 11 are executed when the number of bets is set to three, but are not executed when the number of bets is set to two. These lotteries are executed when the winning type "rare combination" is won, or are more likely to be won when the winning type "rare combination" is won, so even if the winning type "rare combination" is won when the number of bets is two, the player will not receive any benefit. Therefore, if the winning effect is executed when the number of bets is two, the effect expression will be out of sync with the player's sense. For this reason, by not executing the winning effect when the number of bets is two and executing the winning effect when the number of bets is three, it is possible to achieve an effect that is not out of sync with the player's sense. Therefore, the optimal winning effect can be executed depending on the situation.

[0186] In addition, when a bell or replay is won, the benefit received by the player is approximately the same whether the bet is 2 or 3, so the winning effect is executed in either case.

[0187] When a game is started with the specified number of two coins and a special image is to be displayed on the liquid crystal display 14, the display of the special image can be configured as follows.

[0188] For example, if a small win is won when playing two coins, the special image will disappear when the stop button for the third stop is released, but if a replay is won, the special image will continue to be displayed even when the stop button for the third stop is released, and the demo image will not be displayed even after the start time for displaying the demo image (for example, one minute after the end of the game) has passed.

[0189] In addition, if the settlement process is performed after the end of a game in which a replay is won through two-coin play, the special image can be configured to continue to be displayed even after the settlement process is completed, or the settlement screen can be displayed during the settlement process and the display of the special image can be resumed after the settlement process is completed.

[0190] Also, when the AT is in progress, if the power is cut off and then restored while a replay is won and a special image is being displayed, the display screen corresponding to the AT situation at that time can be restored, and the special image can be configured to be displayed again when the start operation for the next game is performed.

[0191] Furthermore, in a so-called slide push-equipped machine, the condition for erasing the special image for a two-coin game can be configured to require that all reels have stopped in addition to the release of the stop button for the third stop. A slide push-equipped machine is a machine type that allows a user to press another stop button while the reels are stopped by pressing a stop button. Specifically, it is a machine type that can effectively accept the operation of a stop button that has not yet been pressed during the period in which the reels are being controlled to stop, from when a stop button is operated until the reels stop.

[0192] (Production composition) Next, the configuration of the effects executed in the slot machine S of this embodiment will be described.

[0193] As shown in FIG. 27, the presentation in this embodiment is divided into a plurality of scenarios. The story of the presentation differs depending on the scenario. For example, there is a story in which a battle presentation is performed by a character, a story in which a character speaks lines, a story in which a cut-in presentation is performed, and the like. Also, the number of games until the presentation is completed differs depending on the scenario. For example, a different number of games (in other words, the number of games played) is set, such as 5 games for scenario 1 and 3 games for scenario 2. Also, different scenarios are set depending on the game status. In FIG. 27, scenarios 1 to 8 that can be selected in the AT are given as examples.

[0194] Each scenario belongs to multiple production categories. Each production category determines the story of the scenario more specifically. Therefore, the specific story of the scenario is determined by selecting a production category after selecting a scenario.

[0195] Each effect category includes multiple types of main effects and multiple types of composite effects that are associated with (or related to) the main effects. The main effects are executed on the first display section 14c in the display area 14a of the LCD display 14, and the composite effects are executed on the second display section 14d in the display area 14a of the LCD display 14. The composite effects are effects that can be executed during one game. The specific form of the effect is determined by selecting an effect category and then selecting the main effects and composite effects that belong to the effect category.

[0196] For example, in this embodiment, three types of presentation categories belong to each of scenarios 1 to 8. Specifically, presentation categories A to C belong to scenario 1, presentation categories D to F belong to scenario 2, presentation categories G to I belong to scenario 3, presentation categories J to L belong to scenario 4, presentation categories M to O belong to scenario 5, presentation categories P to R belong to scenario 6, presentation categories S to U belong to scenario 7, and presentation categories V to X belong to scenario 8.

[0197] Then, main effects A1 to A5 and composite effects a1 to a5 belong to effect category A. Similarly, main effects B1 to B5 and composite effects b1 to b5 belong to effect category B. Similarly, main effects C1 to C5 and composite effects c1 to c5 belong to effect category C. The same is true for effect categories D to X.

[0198] For example, if scenario 1 is a story in which a battle performance is carried out, performance categories A to C have different characters who perform the battle performance. The main performances of each performance category differ in the way the battle performance unfolds, with main performance A1 of performance category A being decided by a punch and main performance A2 of performance category A being decided by a kick. Furthermore, composite performances differ in the displays accompanying the battle performance. Specifically, these are explanations of the battle performance and the characters' lines.

[0199] In other scenarios, for example, a story in which a character speaks lines, the characters who speak the lines differ in the performance category, the movements of the characters differ in the main performance, and the content of the lines differ in the composite performance.

[0200] In this embodiment, when an auxiliary effect is executed in the AT, the execution of some composite effects may be restricted. Specifically, when an auxiliary effect is executed, if category A is selected after selecting scenario 1, the execution of effects is restricted so that composite effects a4 to a5 are not executed. The same applies to other categories.

[0201] As a result, for example, in this embodiment, performance images during one game that require the player to read text such as explanations of battle performances (i.e., explanations of the game) or character lines are not displayed when auxiliary performances are executed.

[0202] This prevents the player's attention from being distracted by the display of text during one game, leading to a misidentification of the batting order displayed in the auxiliary effect and an error in the reel stopping operation when stopping the reel rotation (i.e., stopping the variable display of the symbols). In other words, it prevents the reel stopping operation from being performed in a batting order different from the correct batting order.

[0203] (Composite performance control processing S1900) 28 is a flowchart showing the composite performance control process of step S1900. Here, the process related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.

[0204] (Step S1902) First, the sub-CPU 300a identifies the game status based on a command sent from the main CPU 100a when the game starts, and executes a presentation scenario lottery. For example, if the AT is in progress, a presentation scenario lottery is executed to select one of scenarios 1 to 8 shown in FIG. 27. The sub-CPU 300a then sets presentation data indicating the selected scenario in the sub-RAM 300c. Note that if a scenario spanning multiple games is selected and the presentation based on this scenario is not complete, the sub-CPU 300a omits this process.

[0205] (Step S1904) Next, the sub-CPU 300a executes a lottery for a performance category. Specifically, in the lottery for a performance category, the sub-CPU 300a selects a performance category shown in Figure 27 based on the scenario selected in step S1902. Then, the sub-CPU 300a sets performance data indicating the selected performance category in the sub-RAM 300c.

[0206] (Step S1906) Next, the sub-CPU 300a executes a main effect lottery. Specifically, the sub-CPU 300a selects one of the main effects belonging to the effect category selected in step S1902. The sub-CPU 300a then sets effect data indicating the selected main effect in the sub-RAM 300c.

[0207] (Step S1908) Next, if the sub-CPU 300a identifies that the gaming state is AT, it determines whether or not to execute an auxiliary effect based on a command indicating the result of the internal lottery sent from the main CPU 100a. If the auxiliary effect is to be executed, the process proceeds to step S1910. On the other hand, if the auxiliary effect is not to be executed, the process proceeds to step S1912.

[0208] (Step S1910) Next, if it is determined in step S1908 that an auxiliary effect is to be executed, the sub CPU 300a selects a lottery table to be used in a composite effect lottery to determine a composite effect. At this time, the sub CPU 300a selects lottery table A that excludes composite effects that will not be executed when an auxiliary effect is executed, and proceeds to step S1914 after selecting the lottery table.

[0209] 29, in lottery table A, for example, when category A is selected, one of composite effects a1 to a3 is selected, and the execution of composite effects a4 and a5 is restricted. Also, when effect category B is selected, one of composite effects b1 to b3 is selected, and the execution of composite effects b4 and b5 is restricted. The same applies to other categories.

[0210] (Step S1912) On the other hand, if it is determined in step S1908 that the auxiliary effects will not be executed, the sub CPU 300a selects lottery table B from which all composite effects can be selected, and after selecting the lottery table, the process proceeds to step S1914.

[0211] 29, in lottery table B, for example, when category A is selected, one of composite effects a1 to a5 is selected, and the execution of the composite effect is not limited. Also, when effect category B is selected, one of composite effects b1 to b3 is selected, and the execution of the composite effect is not limited. The same applies to other categories.

[0212] (Step S1914) Then, the sub-CPU 300a executes a composite effect lottery using lottery table A or lottery table B selected in step S1910 or step S1912. In the composite effect lottery, it is determined whether or not to execute a composite effect. Furthermore, in the composite effect lottery, if it is determined that a composite effect will be executed, the type of composite effect is also determined. Then, the sub-CPU 300a sets effect data indicating the selected composite effect in the sub-RAM 300c.

[0213] For example, if five main effects are provided, each corresponding to five composite effects, and the composite effects are determined after the main effects are determined, a program for determining one of 25 possible combinations would be required. However, in this embodiment, the main effects and composite effects are determined separately. Therefore, for example, if there are five main effects and five composite effects, a program for determining 10 possible combinations can be determined. This reduces the program size, thereby reducing costs.

[0214] (Example of composite production) Next, a specific example of the composite effect will be described with reference to Figure 30. The arrow in the display window 4 indicates that the reels are spinning.

[0215] As shown in Figure 30(a), when an auxiliary effect is not executed, a main effect is executed by displaying an effect image on the first display section 14c of the liquid crystal display 14, and a composite effect is executed by displaying an effect image on the second display section 14d of the liquid crystal display 14. In Figure 30(a), for example, an effect image of a battle effect is displayed on the first display section 14c, and text showing an explanation of the battle effect (i.e., an explanation of the game) is displayed on the second display section 14d.

[0216] On the other hand, as shown in FIG. 30(b), when an auxiliary effect is executed, auxiliary effect images 400-402 are displayed on the first display unit 14c of the LCD display 14. The auxiliary effect image 400 corresponds to the left reel 5, the auxiliary effect image 401 corresponds to the center reel 6, and the auxiliary effect image 402 corresponds to the right reel 7. Among the auxiliary effect images 400-402, an image showing the number "1" indicates a first stop operation, an image showing the number "2" indicates a second stop operation, and an image showing the number "3" indicates a third stop operation. Although not shown, the first display unit 14c also displays effect images for the main effect. When an auxiliary effect is executed on the first display unit 14c of the LCD display 14, the execution of some composite effects, such as displaying text, is restricted on the second display unit 14d of the LCD display 14. For example, a composite effect that displays a game explanation, such as that shown in FIG. 30(a), is not executed.

[0217] This prevents the player's attention from being distracted by the display of the explanation of the game of the slot machine S in the composite performance, leading to misidentification of the batting order displayed in the auxiliary performance and an error in the reel stopping operation when stopping the rotation of the reels.

[0218] In this embodiment, it is possible to execute a so-called step-up effect, in which the content of the effect develops each time the start lever 9 or the stop buttons 10 to 12 are operated. Specifically, for example, it is possible to open a shutter each time the stop buttons 10 to 12 are operated, and indicate the result of the AT lottery or the result of the internal lottery. When executing the step-up effect, the execution of the composite effect is not restricted. While misidentifying the auxiliary effect will result in a loss of medals, misidentifying the step-up effect will not result in a direct loss of medals, and so this is the configuration.

[0219] (Variation) In the above embodiment, the execution of a composite effect is restricted when an auxiliary effect is executed by restricting the type of composite effect selected in the composite effect lottery through the selection of a lottery table, but the execution of a composite effect may be restricted in a manner different from the above embodiment, for example, by selecting one of all composite effects but not executing a specific composite effect when an auxiliary effect is executed, or by restricting the execution of composite effects of a specific category when an auxiliary effect is executed.

[0220] In the above embodiment, as an example of restricting the display of special information when displaying specific information, an example was given in which when a batting order is displayed as specific information, the display of text such as an explanation of the game is restricted as special information, but it is also possible to restrict in a manner different from the above embodiment. For example, when a batting order is displayed as specific information, if a batting order that contradicts the batting order is displayed as special information (for example, an auxiliary effect shows the first batting order on the left, but a composite effect shows the first batting order on the right), the display of the batting order displayed as special information is restricted; when a shutter is opened to display the batting order as specific information, a shutter is closed to display the special information suggesting the batting order.

[0221] In the above embodiment, an example was given in which the specific information is information that can identify the batting order, but it is not limited to the batting order. For example, the specific information may be information that can identify the timing at which the reels stop, or the color or type of the pattern that stops.

[0222] In the above embodiment, an example was given in which the first display unit and the second display unit are two areas of the LCD display 14, but the configuration of the first display unit and the second display unit may be different from that of the above embodiment, for example, the first display unit may be the display area of the LCD display and the second display unit may be the reel for performance, the first display unit may be the reel for performance and the second display unit may be the display area of the LCD display, or the first display unit and the second display unit may be the reel for performance.

[0223] In the above embodiment, only images are displayed on the liquid crystal display 14 in the composite performance, but it is also possible to turn on, blink or turn off lamps, or move props.

[0224] (Effects of this embodiment) In this embodiment, a gaming machine (in this example, a slot machine S) capable of displaying variable identification information (in this example, a pattern) is An operating means (in this example, stop buttons 10 to 12) that is operated to stop the variable display of the identification information; a first display unit (in this example, the first display unit 14c) capable of displaying specific information (in this example, the batting order) that can identify the operation mode of the operation means; A second display unit (in this example, the second display unit 14d) capable of displaying special information (in this example, information shown in a composite presentation) which is information different from the specific information and is displayed during one game; It is equipped with a display restriction means (in this example, a part that executes step S1910 if YES in step S1908 of Figure 28) that is capable of restricting the display of the special information when the specific information is displayed on the first display unit. This prevents players from being distracted by the display of information shown in the composite presentation, leading to a misidentification of the batting order and an error in operation when stopping the variable display of the symbols.

[0225] As described above, this embodiment includes the following inventions. A gaming machine capable of playing games, a bet number setting means for allowing a player to select one of a plurality of bet numbers including a first bet number and a second bet number so that a game can be started; A winning combination determining means for determining whether or not a plurality of types of combinations including a first combination and a second combination have been won; A performance execution means capable of executing a performance, The second winning combination is a winning combination that is more advantageous than the first winning combination, The effects include a specific winning effect that is executed when the first role is won, and a special winning effect that is executed when the second role is won, The performance execution means When the first winning combination is won, the specific winning effect can be executed both when the first bet number is set and when the second bet number is set, When the second winning combination is achieved, the special winning effect is not executed when the first bet number is set, but is executed when the second bet number is set. Thus, the optimal winning effect can be executed depending on the situation.

[0226] The present embodiment also includes the following inventions. A gaming machine capable of playing games, a bet number setting means for allowing a player to select one of a plurality of bet numbers including a first bet number and a second bet number so that a game can be started; A winning combination determining means for determining whether or not a plurality of types of combinations including a first combination and a second combination have been won; A performance execution means capable of executing a performance, The second winning combination is a winning combination that is more advantageous than the first winning combination, The effects include a specific winning effect that is executed when the first role is won, and a special winning effect that is executed when the second role is won, The special winning effect includes a first special winning effect and a second special winning effect that suggests a higher degree of advantage than the first special winning effect, The performance execution means When the first winning combination is won, the specific winning effect can be executed both when the first bet number is set and when the second bet number is set, When the second winning combination is achieved, the first special winning effect can be executed when the first bet number is set, and the second special winning effect can be executed when the second bet number is set. Thus, the optimal winning effect can be executed depending on the situation.

[0227] The present embodiment also includes the following inventions. In a gaming machine capable of playing games, The housing and a front door rotatably provided on the front surface of the housing, The front door is rotatable between a first state and a second state, the first state is a state in which the front door is closed, a supported member of the front door is supported by a support member of the housing, and a dimension of a gap from a predetermined lower edge portion of the front door to a placement surface of the housing is a first dimension; the second state is a state in which the front door is open, the supported member of the front door is not in contact with the support member of the housing, and a dimension of a gap from a predetermined lower edge portion of the front door to a placement surface of the housing is a second dimension that is smaller than a first dimension; The first dimension is smaller than the diameter of the gaming ball and larger than the thickness of the gaming medal, The gaming machine is characterized in that the second dimension is also smaller than the diameter of the gaming ball and larger than the thickness of the gaming medal.

[0228] In the above embodiment, a slot machine in which the number of bets is set using medals and credits has been described as an example, but the invention is not limited to this, and the configuration shown in the above embodiment can be applied to, for example, a slot machine in which the number of bets is set using game balls used in pachinko gaming machines, or a full credit slot machine in which the number of bets is set using credits only, to realize the invention according to each claim. When game balls are used as the gaming medium, for example, if one medal corresponds to five game balls, setting the number of bets to 3 in the above embodiment is equivalent to setting the number of bets using 15 game balls.

[0229] The gaming machine of the present invention is not limited to one that uses only one of multiple types of gaming value such as medals and gaming balls, but may be one that can use multiple types of gaming value such as medals and gaming balls in combination. In other words, the slot machine of the present invention also includes a slot machine that allows you to set the number of bets and play a game using any of multiple types of gaming value such as medals and gaming balls, and that can pay out any of multiple types of gaming value such as medals and gaming balls when a prize is won.

[0230] In the above embodiment, a slot machine in which the number of bets is set using medals and credits has been used as an example, but it is possible to realize the inventions according to each claim by applying the configuration shown in the above embodiment to, for example, a pachinko gaming machine that uses gaming balls. [Explanation of symbols]

[0231] S Slot Machine 5-7 reels 10~12 Stop buttons 100 Game control board 100a Main CPU 100b Main ROM 100c main RAM 300 Performance control board 300a sub-CPU 300b Sub ROM 300c sub RAM

Claims

[Claim 1] A gaming machine capable of playing games, The housing and a front door attached to the housing so as to be openable and closable; A winning combination determining means for determining whether or not a plurality of types of combinations including the first combination have been won; A performance execution means capable of executing a performance, The state of the front door includes a first state and a third state, the first state is a state in which the front door is closed, a supported portion of the front door is supported by a support portion of the housing, and a vertical dimension between a rear edge of a lower surface of the front door and a placement surface of the housing is a first dimension; the third state is a state in which the front door is open, a supported portion of the front door is in contact with a support portion of the housing, and a vertical dimension between a rear edge of a lower surface of the front door and a placement surface of the housing is a third dimension; The third dimension is smaller than the first dimension and larger than the thickness of the medal; The first dimension and the third dimension are smaller than the diameter of a gaming ball, The effect execution means executes a specific effect suggesting the award of a special benefit when the first winning combination wins in a first situation in which a special effect not including information on the winning or losing of the winning combination is not executed at the start of a game, Unlike the first situation, when the first role wins in a second situation in which the special effect is executed, the specific effect is not executed. A gaming machine characterized by:

Citation Information

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