gaming machines
The gaming machine enhances entertainment value by using a pattern display and counter-based image modes to dynamically notify and clarify minor wins, addressing the lack of engagement in existing systems.
Patent Information
- Application Number
- JP2024066001
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-16
- Publication Date
- 2025-08-26
- Estimated Expiration
- 2041-03-02
AI Technical Summary
Existing gaming machines lack sufficient entertainment value, particularly in minimizing the impact of player skill on game outcomes and enhancing the enjoyment of minor wins.
A gaming machine with a pattern display mechanism that includes a variable pattern display, role selection, stop operation, and notification state transitions, along with counter-based image display modes to enhance player engagement and visibility of wins.
Increases game enjoyment by providing dynamic visual feedback and clearer notification of minor wins, reducing player uncertainty and enhancing overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known types of gaming machines include pachinko machines and slot machines. These gaming machines are equipped with a control means such as a CPU, a read-only storage means such as a ROM, and a read / write storage means such as a RAM. The control means writes information to the read / write storage means and reads information from the storage means, while executing processing in accordance with a program read from the read-only storage means. When executing this processing, information is input to the control means from sensors and the like, and information is output from the control means to electric actuators, light-emitting elements, and the like. Note that there are also known machines in which the control means, read-only storage means, and read / write storage means are integrated into a single chip.
[0003] Specifically, in a slot machine, when medals have been bet on and the start lever is operated to start a new game, a lottery process for a winning combination is executed by the control means. Furthermore, when the lottery process for a winning combination is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process for a winning combination, a bonus corresponding to the winning combination is awarded to the player. For example, a gaming medium is awarded as the bonus (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-045989 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, the gaming machine according to this embodiment is a gaming machine that includes: a pattern display means for displaying a variable pattern; a start operation means operated to start the variable pattern display on the pattern display means; a role selection means for executing a lottery process for a role based on the operation of the start operation means; a stop operation means operated to stop the variable pattern display on the pattern display means; and a corresponding execution means for executing control corresponding to the winning role as a winning combination when a winning combination is achieved in the lottery process for the winning role after the variable pattern display; a notification state transition means for transitioning an operation method for winning the notification target role to a notification state when the notification target role is won; and a notification state transition means for transitioning an operation method for winning the notification target role to a notification state when the notification target role is won; specified a notification state ending means for ending the notification state when the value of the counter satisfies a predetermined condition; and a notification state ending means for ending the notification state when the notified operation method is performed during the notification state and when the notified operation method is not performed during the notification state. specified A notification target role counter changing means for changing the counter by the same predetermined value, and the changed specified a display means for displaying an image corresponding to the counter in a manner that is visible to a player, said display means comprising: By the stop operation means When a predetermined operation method is performed, the first display mode displays the specified Counter The first display image containing Display, By the stop operation means When the predetermined operation method is not performed, the first display mode to twist Than the first displayed imageThe second display mode, which has low visibility, specified Counter The second display image containing The second display mode is specified Contains an image corresponding to the counter No. 1 display image A display mode in which a predetermined effect image is superimposed on the the law of nature , The display timing of the first display image in the first display mode is different from the display timing of the second display image in the second display mode. . [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 4] FIG. [Figure 5] FIG. 10 is a diagram showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained. [Figure 6] 10A and 10B are diagrams showing the patterns of the symbols stopped when each winning occurs. [Figure 7] 1 is a diagram showing the electrical configuration of a slot machine 10. FIG. [Figure 8] 10 is a flowchart showing timer interrupt processing of the main MPU. [Figure 9] 10 is a flowchart showing normal processing of the main MPU. [Figure 10] 10 is a flowchart showing lottery processing. [Figure 11] FIG. 10 is a diagram showing the transition of the game state. [Figure 12] FIG. 10 is a diagram showing a table for bonus non-internal states. [Figure 13] FIG. 10 is a diagram showing the relationship between the reel stopping order and the winning patterns that are achieved. [Figure 14]FIG. 10 is a diagram showing a bonus internal state table. [Figure 15] FIG. 10 is a diagram showing a lottery table for a bonus state. [Figure 16] 10 is a flowchart showing a notification control process. [Figure 17] 10 is a diagram showing notification of the reel stopping order on the image display device 66. FIG. [Figure 18] 10 is a flowchart showing a reel control process. [Figure 19] 10 is a flowchart showing a prize determination process. [Figure 20] 10 is a flowchart showing a response process when a game ends. [Figure 21] 10 is a flowchart showing bonus state processing. [Figure 22] 10 is a flowchart showing a section management process. [Figure 23] A figure showing a lottery table for transition to advantageous zones. [Figure 24] 10 is a flowchart showing an AT transition chance management process. [Figure 25] A figure showing an example of an AT transition lottery table. [Figure 26] 10 is a flowchart showing AT state processing. [Figure 27] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 28] FIG. 10 is a diagram showing an example of an AT screen (part 1) according to the present embodiment. [Figure 29] FIG. 10 is a diagram showing an example of an AT screen (part 2) according to the present embodiment. [Figure 30] FIG. 10 is a diagram showing an example of an AT screen (part 3) according to the present embodiment. [Figure 31] FIG. 10 is a diagram showing an example of an AT screen (part 4) according to the present embodiment. [Figure 32] FIG. 10 is a diagram showing an example of an AT screen (part 5) according to the present embodiment. [Figure 33] FIG. 2 is a diagram showing an example of a display mode (part 1) according to the present embodiment. [Figure 34]FIG. 10 is a diagram showing an example of a display mode (part 2) according to the present embodiment. [Figure 35] FIG. 10 is a diagram showing an example of a display mode (part 3) according to the present embodiment. [Figure 36] FIG. 10 is a diagram showing an example of a display mode (part 4) according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, the following embodiment will be described in detail with reference to the drawings, assuming that the present invention is applied to a slot machine, which is one type of gaming machine.
[0011] <Embodiment 1> In slot machines, in order to ensure that the game results differ depending on the skill of the player, so-called missed win roles are provided. On the other hand, in the development of slot machines for beginners, based on the concept that anyone can play with peace of mind, there are attempts to minimize the impact that the skill of the player has on the game results by providing small winning roles with low probability and small payouts when winning, such as specific 1-coin roles.
[0012] Here, even if the probability is low, if such a 1-coin role is won and the player's operation timing is unintentionally good and the 1-coin role is won, one coin will be paid out. Because the probability of a 1-coin role being won is low, the event of a 1-coin payout does not occur frequently. Therefore, the player may feel uneasy when one coin is suddenly paid out without even realizing that the 1-coin role has been won. In particular, during assist time (hereinafter referred to as AT), the number of coins won is displayed on the screen, making the occurrence of a 1-coin payout even more obvious, and the player's sense of incongruity is particularly pronounced. Therefore, this embodiment proposes a suitable display method when a 1-coin role (or a minor role with a payout of less than three coins at the time of winning) is won during AT. This will be explained in detail below.
[0013] Fig. 1 is a front view of the slot machine 10. Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open.
[0014] 2, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels together, so that the overall shape of the housing 11 is box-like with an open front.
[0015] A front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 with its left side as a pivot axis so that the interior space of the housing 11 can be opened and closed. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door, and this locked state is released by an unlocking operation using a predetermined key on a key cylinder 14.
[0016] 1, a game panel 20 that notifies the player of the game status is provided at the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the game panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0017] As shown in FIG. 2, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate, and a reel unit 31 is attached to the upper part of the partition plate. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each of the reels 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 21L, 21M, and 21R. Therefore, a portion of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0018] Each of these reels 32L, 32M, and 32R is connected to a stepping motor (not shown), and the reels 32L, 32M, and 32R can be rotated individually, i.e., independently of each other, by driving each stepping motor.
[0019] 1, a start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When this start lever 41 is operated after a medal has been inserted, each of the reels 32L, 32M, and 32R starts to rotate simultaneously.
[0020] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0021] One game consists of the period when the rotation of each reel 32L, 32M, 32R begins based on the operation of the start lever 41, when the rotation of each reel 32L, 32M, 32R stops based on the operation of each stop button 42, 43, 44, and when various processes such as medal awarding and game status management are completed.
[0022] A medal insertion slot 45 for inserting medals as investment value is provided on the right side below the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if they are permitted to be inserted, or to a medal receiving tray 59 from a medal discharge port 58 provided at the bottom front of the front door 12 if they are not permitted to be inserted. Note that the hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the award of medals is achieved on the above-mentioned effective line.
[0023] 1, provided below the medal insertion slot 45 is a return button 46 that is pressed when medals inserted into the medal insertion slot 45 become stuck in the selector 52. Also provided below the display window portions 21L, 21M, 21R on the left side are a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, a second credit insertion button 48 for inserting two virtual medals at a time, and a third credit insertion button 49 for inserting one virtual medal at a time.
[0024] A settlement button 51 is provided on the left side of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from the medal outlet 58 as real medals.
[0025] 2, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is equipped with a power button 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 that is operated to change the setting state of the slot machine 10 within the range from "Setting 1" to "Setting 6."
[0026] <The symbols on each reel 32L, 32M, and 32R> Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0027] FIG. 3 is a diagram showing the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 20 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 70 to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0028] There are nine types of symbols: "Bell" symbol (e.g., 20th symbol on left reel 32L), "Replay 1" symbol (e.g., 19th symbol on left reel 32L), "Watermelon" symbol (e.g., 18th symbol on left reel 32L), "Red 7" symbol (e.g., 15th symbol on left reel 32L), "Replay 2" symbol (e.g., 11th symbol on left reel 32L), "BAR" symbol (e.g., 10th symbol on left reel 32L), "Cherry" symbol (e.g., 9th symbol on left reel 32L), "Replay 3" symbol (e.g., 6th symbol on left reel 32L), and "White 7" symbol (e.g., 5th symbol on left reel 32L). The number and arrangement order of each symbol are completely different on each of the reels 32L, 32M, and 32R.
[0029] 4 is a front view of the display windows 21L, 21M, and 21R. Each display window 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window 21L, 21M, and 21R.
[0030] In the slot machine 10, one main line ML is set so as to connect positions where the symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the lower symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the lower symbols on the right reel 32R. When a prescribed number of medals have been bet, the reels 32L, 32M, and 32R start to spin, and a winning combination is formed on the main line ML, one of the following benefits is awarded: a medal payout, a replay, or a transition to a new game state.
[0031] That is, in the slot machine 10, only one main line ML is set as a line along which a win can be achieved. The main line ML is not set as a straight line, but as a bent line. Therefore, even if a winning combination of symbols is formed on a line extending in a straight line, such as subline SL1 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, subline SL2 connecting the top symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R, subline SL3 connecting the middle symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the middle symbol on the right reel 32R, subline SL4 connecting the bottom symbol on the left reel 32L, the bottom symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and subline SL5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R, no winning combination is formed.
[0032] The number of main lines is not limited to one, but may be two, three, four, five or more, and in such a configuration where multiple main lines are set, the number of main lines activated may vary depending on the number of coins bet.Furthermore, the main line is not limited to a bent line, but may be a straight line.
[0033] Fig. 5 is a diagram showing the correspondence between winning symbol combinations and the benefits that will be awarded when a win is achieved. Fig. 6 is a diagram showing the state of the stopped symbols when each win occurs. Below, with reference to Figs. 5 and 6, the correspondence between winning symbol combinations and the benefits that will be awarded when a win is achieved will be explained.
[0034] The minor winning combinations that result in medal payouts include the 1st supplementary winning combination, the 2nd supplementary winning combination, the 3rd supplementary winning combination, the 4th supplementary winning combination, the 5th supplementary winning combination, the 6th supplementary winning combination, the push order bell 1 winning combination, the push order bell 2 winning combination, the push order bell 3 winning combination, the push order bell 4 winning combination, the push order bell 5 winning combination, the push order bell 6 winning combination, the common bell winning combination, the watermelon winning combination, the cherry winning combination, the 1-coin winning combination, the replay winning combination, the RBB1 winning combination, and the RBB2 winning combination.
[0035] For example, if the stopped symbols on the left reel 32L on the main line ML are either a "white 7," a "bar," a "red 7," or a "watermelon," the stopped symbols on the center reel 32M are "replay 1-3," and the stopped symbol on the right reel 32R is "replay 1," the first supplementary win will be awarded. Similarly, as shown in FIG. 5, the stopped symbols on the left reel 32L on the main line ML are either a "white 7," a "bar," a "red 7," or a "watermelon," the stopped symbols on the center reel 32M are "replay 1-3," and the stopped symbols on the right reel 32R are "replay 1," "replay 2," or "replay 3," depending on the combination, the second to sixth supplementary wins will be awarded, respectively. The number of gaming media to be awarded for the first to sixth supplementary wins will be "1."
[0036] On the main line ML, if the stopped symbol on the left reel 32L is a "red 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "cherry" symbol or a "watermelon" symbol, the Push Order Bell 1 win will be awarded. When the Push Order Bell 1 wins, the number of game media to be awarded will be "7".
[0037] On the main line ML, if the stopped symbol on the left reel 32L is a "white 7", the stopped symbol on the center reel 32M is a "bell", and the stopped symbol on the right reel 32R is a "cherry" or "watermelon", the Push Order Bell 2 win will be awarded. When the Push Order Bell 2 wins, the number of game media to be awarded will be "7".
[0038] On the main line ML, if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the middle reel 32M is a "red 7" symbol, and the stopped symbol on the right reel 32R is a "cherry" symbol or a "watermelon" symbol, the Push Order Bell 3 wins. When the Push Order Bell 3 wins, the number of game media to be awarded is "7".
[0039] On the main line ML, if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the middle reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "cherry" symbol or a "watermelon" symbol, the "bell 4" win will be awarded. When the "bell 4" win is awarded, the number of game media to be awarded will be "7".
[0040] On the main line ML, if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the middle reel 32M is a "cherry" symbol or a "watermelon" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol, the "5 Bells" win will be awarded. When the "5 Bells" win is awarded, the number of game media to be awarded will be "7".
[0041] On the main line ML, if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the middle reel 32M is a "cherry" symbol or a "watermelon" symbol, and the stopped symbol on the right reel 32R is a "white 7" symbol, the push order bell 6 wins. When the push order bell 6 wins, the number of game media to be awarded is "7".
[0042] For example, when the push order bell 1 wins, as shown in Figure 6(a), the stopped symbols on each reel 32L, 32M, and 32R on the sub-line SL5 sloping upward to the right will be the "red 7" symbol, the "bell" symbol, and the "bell" symbol. This makes it easier for the player to recognize that the push order bell 1 wins.
[0043] On the main line ML, when the stopped symbols on the left reel 32L are "Replay 1-3" symbols, the stopped symbol on the center reel 32M is "Bell" symbol, and the stopped symbols on the right reel 32R are "White 7", "BAR", "Red 7" or "Watermelon", a common bell win will be awarded. When a common bell win is awarded, the number of game media to be awarded will be "7".
[0044] When a common bell win occurs, as shown in Figure 6(b), all of the symbols stopped on the reels 32L, 32M, and 32R on the middle sub-line SL3 will be "bell" symbols. This makes it easier for a player to recognize that a win has been achieved when the same symbol combination is displayed stationary in a straight line. In this case, by displaying the same "bell" symbol combination stationary when a common bell win occurs, it becomes easier for a player to recognize that a win has been achieved in a configuration that aims to diversify the winning patterns on the main line ML.
[0045] When the left reel 32L stops with a "watermelon" symbol, the center reel 32M stops with a "bar" or "red 7" symbol, and the right reel 32R stops with a "watermelon" symbol on the main line ML, a watermelon win occurs. When a watermelon win occurs, the number of game media to be awarded is "3".
[0046] When a watermelon win occurs, the symbols on the reels 32L, 32M, and 32R on the lower sub-line SL4 all become "watermelon" symbols, as shown in Figure 6(c). This makes it easier for the player to recognize that a watermelon win has occurred.
[0047] If the stopped symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopped symbol on the center reel 32M or the stopped symbol on the right reel 32R. When a cherry win is awarded, the number of game media to be awarded is "2".
[0048] On the main line ML, if the left reel 32L stops with a "bell" symbol, the middle reel 32M stops with a "replay 1-3" symbol, and the right reel 32R stops with a "cherry" symbol, a 1-coin winning combination will be achieved. The cherry symbol on the right reel 32R may be missed depending on the timing of the operation. The number of game media awarded when a 1-coin winning combination is "1." To make the player believe that a 1-coin winning combination was not achieved, whether or not a 1-coin winning combination is achieved, a 1-coin winning combination is achieved by stopping with the bell, replay, and cherry symbols, and the same symbols are not lined up in a straight line in appearance.
[0049] A replay win is a win that grants a special privilege to play the next game without betting medals (or virtual medals). For example, if the stopped symbols on the left reel 32L on the main line ML are either a "white 7", a "bar", a "red 7" or a "watermelon", the stopped symbols on the center reel 32M are "replay 1-3" symbols, and the stopped symbols on the right reel 32R are a "white 7" or a "watermelon", a replay win is awarded.
[0050] When a replay win occurs, as shown in Figure 6(d), the symbols stopped on the reels 32L, 32M, and 32R on the middle sub-line SL3 will all be either "Replay 1," "Replay 2," or "Replay 3." This makes it easier for the player to recognize that a replay win has occurred.
[0051] If a replay win occurs, it becomes possible to play the next game without having to bet the same number of medals as in the previous game. Specifically, if a replay win occurs in a game in which three medals have been bet, it becomes possible to start the next game with three medals bet, the same number as in the previous game.
[0052] Furthermore, when two gaming media are bet, there is a state transition winning event called RBB1, which transitions to a special gaming state. When the stopped symbols on the left reel 32L on the main line ML are a "red 7" symbol, the stopped symbols on the center reel 32M are a "BAR" symbol, and the stopped symbols on the right reel 32R are a "BAR" symbol, the RBB1 winning event occurs. When the RBB1 winning event is realized, the gaming state transitions to a bonus state (RBB state).
[0053] Furthermore, when three gaming media are bet, there is a state transition winning combination called RBB2, which transitions to a special gaming state. When the stopped symbols on the left reel 32L on the main line ML are a "white 7" symbol, the stopped symbols on the center reel 32M are a "BAR" symbol, and the stopped symbols on the right reel 32R are a "BAR" symbol, the RBB2 winning combination occurs. When the RBB2 winning combination is achieved, the gaming state transitions to the bonus state (RBB state). In the RBB1 and RBB2 states, even if two or three gaming media are inserted during the bonus, no payouts may be made. In effect, the net increase in gaming media after the bonus is zero or even less. This allows the gaming media used during the bonus to be used for regular small wins. Even if you are unable to align the RBB1 or RBB2 symbols in a winning game, the RBB1 and RBB2 winning flags will be carried over to the game following the winning game until the RBB1 or RBB2 win is achieved. The state in which the winning RBB1 or RBB2 winning flags are carried over is called the bonus internal state. The bonus internal state will be discussed again later.
[0054] <Device for executing various notifications and various effects> The devices for executing various notifications and various effects will now be described. The game panel 20 on the front door 12 is provided below the display windows 21L, 21M, and 21R with a credit display section 61 that displays the number of virtual medals stored and an acquired medal number display section 62 that displays the number of medals acquired upon winning. These displays 61 and 62 are made up of seven-segment displays, and each segment uses a single-color LED, such as green.
[0055] <Electrical Configuration of Slot Machine 10> FIG. 7 is a diagram showing the electrical configuration of the slot machine 10. As shown in FIG. The main control device 70 is equipped with a main control board 71 that is responsible for the main control of the game. The main control board 71 is equipped with an MPU 72. The MPU 72 is equipped with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data when the control programs stored in the ROM 73 are executed, a clock circuit 75 that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, etc. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0056] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31 (more specifically, a reel index sensor that individually detects one rotation of each of the reels 32L, 32M, and 32R), a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of the stop buttons 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a, 48a, and 49a that individually detect operation of the credit insertion buttons 47, 48, and 49, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor 56a that detects operation of the reset button 56, and a setting key detection sensor 57a that detects insertion of a setting key into the setting key insertion hole 57. Signals from these sensors are input to the MPU 72.
[0057] The output side of the MPU 72 is connected to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the payout motor of the hopper device 53, the credit display unit 61, the number of acquired coins display unit 62, the internal status notification unit 63, the sub-control device 80, and the like. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72, and when a small winning combination is achieved and medals are paid out, the drive control of the hopper device 53 is also performed by the MPU 72. In addition, the display control of the credit display unit 61, the number of acquired coins display unit 62, and the internal status notification unit 63 is performed directly by the MPU 72 without going through any other control device. Commands are sent from the MPU 72 to the sub-control device 80 at each timing of each game.
[0058] An external terminal board 90 is provided on the output side of the MPU 72. Although not shown, the external terminal board 90 is provided adjacent to the main control device 70 on the back plate of the cabinet 11. The MPU 72 outputs various signals corresponding to the status of the slot machine 10 to a hall computer HC provided in the gaming hall via the external terminal board 90.
[0059] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days). However, by turning on the power supply of the slot machine 10 while pressing the reset button 56 provided on the power supply device 54, the data stored and held in the RAM 74 is initialized.
[0060] The sub-control device 80 is equipped with a sub-control board 81 for executing control of various notifications and various effects. The sub-control board 81 is equipped with an MPU 82. The MPU 82 has built-in components such as a ROM 83 that stores various control programs and fixed value data executed by the MPU 82, a RAM 84 that is memory for temporarily storing various data when the control programs stored in the ROM 83 are executed, a clock circuit 85 that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, and a random number generating circuit.
[0061] It is not essential that the ROM 83 and RAM 84 be integrated into a single chip for the MPU 82, and each may be integrated into a separate chip. Also, when the supply of operating power from the external power source is cut off, backup power is supplied to the RAM 84 from the power-off power supply unit of the power supply device 54, and data is stored and held in the RAM 84 while the backup power is being supplied (for example, for one or two days). However, by pressing the reset button 56 provided on the power supply device 54 and then turning on the power to the slot machine 10, the data stored and held in the RAM 84 is initialized.
[0062] The MPU 82 is provided with an input port and an output port. As already explained, the MPU 72 of the main control device 70 is connected to the input side of the MPU 82, and various commands are received from the MPU 72.
[0063] The output side of the MPU 82 is connected to the upper lamp 64, the speaker 65, and the image display device 66. Based on commands received from the MPU 72 of the main control device 70, the MPU 82 controls the light emission of the upper lamp 64, the sound output of the speaker 65, and the display of the image display device 66, thereby enabling various notifications and various effects to be performed.
[0064] For the sake of convenience, in the following explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 will be referred to as the main MPU 72, main ROM 73, and main RAM 74, respectively, and the MPU 82, ROM 83, and RAM 84 of the sub-control device 80 will be referred to as the sub-MPU 82, sub-ROM 83, and sub-RAM 84, respectively.
[0065] <Processing Executed by the Main MPU 72> Next, we will explain the processing executed by the main MPU 72. The processing of the main MPU 72 can be broadly divided into "normal processing," which is repeatedly executed after execution of main processing started upon power-on, and "timer interrupt processing," which is started by periodically interrupting the normal processing. For convenience of explanation, we will first explain the timer interrupt processing, and then explain the normal processing.
[0066] "Timer interrupt processing" 8 is a flowchart showing the timer interrupt process of the main MPU. The timer interrupt process is started, for example, every 1.49 msec.
[0067] In the register save process shown in step S101, the values of all registers in the main MPU 72 that are used in normal processing, which will be described later, are saved to the main RAM 74. In step S102, it is confirmed whether the power outage flag is set to "1", and if the power outage flag is set to "1", the process proceeds to step S103, where power outage processing is executed.
[0068] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power outage processing, first, it is determined whether command transmission has finished. If transmission has not finished, this processing is terminated, and the process returns to timer interrupt processing, terminating command transmission. If command transmission has finished, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Thereafter, the output status of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal and saved in the main RAM 74, thereby prohibiting further RAM access. After the above processing is performed, an infinite loop is entered in preparation for a complete power outage, which will prevent processing from being executed.
[0069] If the power outage flag is not set in step S102, various processes from step S104 onwards are carried out. That is, in step S104, a watchdog timer clear process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S105, an interrupt end declaration process is carried out, which enables the main MPU 72 itself to set the next timer interrupt. In step S106, a stepping motor control process is carried out to drive each stepping motor to rotate each reel 32L, 32M, 32R. In step S107, a sensor monitoring process is carried out to read the status of various sensors connected to the input ports and monitor whether the read results are normal. In step S108, a timer calculation process is carried out to subtract values from each counter and timer. In step S109, a counter process is carried out to output the results of counting the number of medals bet and the number of medals paid out to the outside.
[0070] In step S110, a command output process is performed to send various commands to the sub-control device 80. In step S111, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S112, the values of each register saved in the main RAM 74 in the previous step S101 are restored to the corresponding register in the main MPU 72. Thereafter, in step S113, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0071] "Normal processing" FIG. 9 is a flowchart showing normal processing of the main MPU. In step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable the game. In the pre-start process, the sub-control device 80 and the like wait until initialization is completed.
[0072] In step S203, a start waiting process is executed. In the start waiting process, if any replay win has occurred in the previous game, an automatic insertion process is performed to make the state in which the same number of gaming media as the number of bets in the previous game has been bet. Also, in the start waiting process, if medals are detected by the inserted medal detection sensor 45a, and the current number of bets is not equal to or greater than the maximum specified number of "3", the number of bets is incremented by 1, and if the number of bets is equal to or greater than the maximum specified number of "3", the value of a credit counter provided in the main RAM 74 is incremented by 1. The credit counter is a counter that allows the main MPU 72 to identify the number of virtual medals stored and stored.
[0073] In the start waiting process, when the automatic insertion process is not being executed and any of the credit insertion buttons 47-49 is operated, a credit insertion process is executed to set the bet number corresponding to the operation. In the credit insertion process, when the first credit insertion button 47 is operated, the maximum number of gaming media that can be bet at that time is bet, and when the second credit insertion button 48 or the third credit insertion button 49 is operated, the corresponding bet state is set. In this case, if virtual medals are used for the bet, a value corresponding to the number of virtual medals bet is subtracted from the credit counter. Furthermore, if the number of virtual medals required to set the bet number corresponding to the operated credit insertion button 47-49 is not stored, the maximum number of gaming media that can be bet in relation to the stored virtual medals is bet.
[0074] In the start waiting process, if the number of bets is equal to or greater than the maximum specified number and the value of the credit counter in the main RAM 74 is equal to or greater than the upper limit of the accumulated number (specifically, "50"), an acceptance prohibition process is executed. In the acceptance prohibition process, the output of a drive signal to the selector drive unit 52a is stopped, thereby setting the selector 52 to an acceptance prohibition state. As a result, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a. On the other hand, if the number of bets is less than the maximum specified number or the value of the credit counter is less than the upper limit of the accumulated number, an acceptance permission process is executed. In the acceptance permission process, the output of a drive signal to the selector drive unit 52a is started, thereby setting the selector 52 to an acceptance permission state. As a result, a medal inserted into the medal insertion slot 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53. In the start waiting process, when the settlement button 51 is operated and the automatic insertion process is not being executed, the hopper device 53 is controlled and driven so that medals corresponding to the total number of bets and the value of the credit counter are discharged to the medal tray 59 via the medal discharge port 58. As a result, the gaming media stored internally are paid out to the player as actual medals.
[0075] In step S204, after the start waiting process of step S203 is executed, it is determined whether the number of medals bet has reached a specified number, and if the number of medals bet has not reached the specified number, the process returns to the start waiting process (step S203). If the number of medals bet has reached the specified number, in step S205 it is determined whether the start lever 41 has been operated. If the start lever 41 has been operated, after activating the main line ML, step S206 executes an acceptance prohibition process that prohibits bet acceptance. As a result, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0076] In step S207, a lottery process is executed to draw the winning combination for the current game. In step S208, a reel control process is executed for each of the reels 32L, 32M, and 32R. In the reel control process, the rotation of each of the reels 32L, 32M, and 32R is started, and when a stop command is issued by operating one of the stop buttons 42 to 44, a reel stop process is executed to stop the corresponding reel 32L, 32M, or 32R.
[0077] In step S209, a medal payout process is executed. In the medal payout process, if a small win has been achieved in the current game, a process is executed to award the player with the number of medals or virtual medals corresponding to the small win. Specifically, when awarding virtual medals, a value corresponding to the current small win is added to the credit counter, and if the value of the credit counter has reached the upper limit of the number of medals that can be stored, the hopper device 53 is driven and controlled so that the number of medals exceeding the upper limit of the number of medals that can be stored is paid out to the medal tray 59.
[0078] In step S210, a process for handling the end of a game is executed to enable the setting of a game state corresponding to the result of the current game. Next, the lottery process in step S207, the reel control process in step S208, and the process for handling the end of a game in step S210 will be described in detail.
[0079] [Lottery process] 10 is a flowchart showing the lottery process. The lottery process in step S207 in the normal process will be described. In step S301, a random number to be used in determining whether a winning combination has been achieved is acquired. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the hardware circuitry in the main RAM 74. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding synchronization and other problems. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.
[0080] After obtaining the random number, in step S302, a lottery table for determining whether a winning combination has been achieved is read from the main ROM 73. The slot machine 10 pre-sets six winning probabilities, ranging from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select which winning probability to use for the lottery process. Generally, a setting value of "n+1" is more advantageous for the player than a setting value of "n." In this embodiment, there are three internal modes in which the main MPU 72 uses different lottery tables even with the same setting value: a non-bonus internal state, a bonus internal state, and a bonus state. In step S302, a lottery table corresponding to the combination of the current setting value and the current game state is selected.
[0081] After the lottery table is selected, in step S303, the index value IV is set to "1", and in step S304, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV of "1" is added to this random number value to set a new judgment value DV.
[0082] In step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether or not the determination value DV has exceeded "65535." If it has exceeded "65535," in step S306, a winning data acquisition process is executed to set the winning combination data corresponding to the index value IV at that time in the master RAM 74. In the winning data acquisition process, all of the winning data set for the current index value IV in the referenced lottery table is set in the master RAM 74. If the winning data is winning data other than bonus winning data, the set state of the winning data is cleared to "0" after the end of the current game regardless of whether or not a win corresponding to the winning data has been achieved. If the winning data is bonus winning data, it is cleared to "0" if a win has been achieved.
[0083] On the other hand, if the judgment value DV does not exceed "65535", it means that the hand corresponding to the index value IV has not been won. In step S307, the index value IV is incremented by 1, and in step S308, it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment as to whether it is a hit or a miss. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment as to whether it is a hit or a miss, the process returns to step S304, and the judgment of whether or not the hand is a hit or a miss continues. At this time, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a hit or a miss (i.e., the current judgment value DV) to obtain a new judgment value DV, and the hand is judged as a hit or a miss based on this judgment value DV.
[0084] When the processing of step S306 is executed, or when a negative judgment is made in step S308, it means that the judgment of whether the winning combination has been achieved or not has been completed. In this case, in step S309, a process for determining the content of the presentation is executed. In the process for determining the content of the presentation, a process for determining the outline of the presentation to be executed in the upper lamp 64, the speaker 65, and the image display device 66 in the current game is executed. As the outline of the content, high expectation content, medium expectation content, and low expectation content are set so that the expectation of the occurrence of a bonus state or an AT state gradually decreases. In the process for determining the content of the presentation, the outline of the presentation is determined by lottery using a lottery table corresponding to the combination of the condition of whether or not the AT state will be transitioned to within a predetermined number of games and the condition of the winning combination in the current game.
[0085] In step S310, information corresponding to the outline of the content determined in the process for determining the presentation content is set in a game start command, and the game start command is set as a command to be sent to the presentation side MPU 82. The game start command is a command for making the presentation side MPU 82 recognize that a new game has started, and is a command for making the presentation side MPU 82 recognize the outline of the content of the presentation determined by the main side MPU 72, and is sent to the presentation side MPU 82 in the command output process (step S110) in the timer interrupt process.
[0086] When the production-side MPU 82 receives a game start command, it determines the outline of the effects for the current game from the game start command, and determines the details of the effects by lottery in a manner corresponding to the outline of the effects that it has determined. It then reads a data table corresponding to the determined effects from the production-side ROM 83 to the production-side RAM 84, and controls the light emission of the upper lamp 64, the sound output of the speaker 65, and the display of the image display device 66 according to the read data table.
[0087] Thereafter, in step S311, a first stop information setting process is performed to set stop information for reel stop control.
[0088] In step S312, the notification control process is executed. In the notification control process, when the player wins the push-order bell in a non-bonus state but the AT state, a notification (so-called bell navigation) is executed to allow the player to recognize the stop order of the reels 32L, 32M, and 32R that will enable the push-order bell win. This allows the player to stop the reels according to the displayed stop order and achieve the push-order bell win without missing the winning push-order bell. However, since the notification control process is not executed in a non-AT state, in order to win the push-order bell (push-order bells 1 to 6), the player must press the stop buttons 42 to 44 correctly, which gives a 1 / 6 chance. If the press order is incorrect, the push-order bell will be missed. Note that the notification to allow the player to recognize the stop order of the reels 32L, 32M, and 32R is initiated before the reels 32L, 32M, and 32R can stop in the corresponding game.
[0089] (Game status) 11 is a diagram showing the transition of the game state. Here, the game state of the slot machine 10 according to this embodiment will be explained. In this embodiment, even if the setting value of the same stage is used, there are three types of lottery modes in which the lottery tables in the main MPU 72 are different: a non-bonus internal state, a bonus internal state, and a bonus state.
[0090] The non-bonus internal state is a state in which the RBB1 or RBB2 bonus has not been won. If the RBB1 or RBB2 bonus is won, the state transitions to the bonus internal state.
[0091] The internal bonus state is a state in which the RBB1 or RBB2 bonus has been won, but the RBB1 or RBB2 bonus has not been won. The RBB1 and RBB2 winning flags are carried over to the game following the game in which they were won. This period until the RBB1 or RBB2 win is achieved is called the internal bonus state. If the RBB1 or RBB2 bonus has been won, the state transitions to the bonus state.
[0092] The bonus state is a state in which the RBB1 or RBB2 bonus is won. When the bonus ends, the state transitions to the non-bonus internal state again.
[0093] At the same time, in this embodiment, there are two types of game states, a normal zone and an advantageous zone, which determine whether or not a player can have the performance related to the instruction function. The advantageous zone refers to a zone in which a player can have the performance related to the instruction function (for example, AT, etc.), and more specifically, a zone in which a lottery for transitioning to the AT state can be executed or the player can remain in the AT state. Conversely, the normal zone refers to a zone in which a player cannot have the performance related to the instruction function (for example, AT, etc.).
[0094] Therefore, in order to execute the lottery for transitioning to the AT state or to remain in the AT state, it is necessary to transition to the advantageous zone by satisfying the advantageous zone transition conditions, such as winning the advantageous zone transition lottery while staying in the normal zone. Also, if the normal zone transition conditions (also called normal zone fall conditions) are met while staying in the advantageous zone, the advantageous zone ends and the player transitions (falls) to the normal zone. The normal zone transition conditions include, for example, winning the normal zone transition lottery, exceeding the maximum number of games played in one advantageous zone (e.g., 1500G), or exceeding the maximum net increase in the number of gaming media in one advantageous zone (e.g., 2400).
[0095] Next, the non-bonus internal state, the bonus internal state, and the lottery table referred to during the bonus state will be described.
[0096] (Lottery table for non-bonus internal states) Fig. 12 is a diagram showing a table for a non-internal bonus state. Fig. 13 is a diagram showing the relationship between the reel stopping order and the winning modes that are realized.
[0097] When the bonus non-internal state is active, the lottery process refers to the lottery table for the bonus non-internal state. This lottery table shows the point values PV when betting two coins and three coins.
[0098] The bonus non-internal state table has index values IV set therein, and each index value IV is associated with a winning combination and a point value PV set therein. The point value PV determines the winning probability of the corresponding lottery combination in relation to the maximum value of the free run counter (65535).
[0099] When a win occurs with index IV=1, Push Sequence Bell 1 winning data and first supplementary winning data are set. When a win occurs with index value IV=1, as shown in FIG. 13, if the "red 7" symbol stops on the left reel 32L as the first stop and the second stop occurs on the center reel 32M, Push Sequence Bell 1 winning can be achieved. However, depending on the order in which the stop buttons 42 to 44 are pressed, Push Sequence Bell 1 winning may not be achieved. In that case, the first supplementary winning (a so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) will occur.
[0100] In the slot machine 10, reel control is performed on each of the reels 32L, 32M, and 32R, allowing up to four symbols to slide after the stop buttons 42-44 are operated. That is, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels 32L, 32M, and 32R to stop within a specified time (190 msec) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination and prevents winnings corresponding to non-winning combinations from being achieved. However, because the amount of rotation of the reels 32L, 32M, and 32R that can slide is limited as described above, if there are five or more symbols among the combinations of symbols that constitute a winning combination on one of the reels 32L, 32M, and 32R, depending on the timing of the operation of the corresponding stop buttons 42-44, the symbols may not stop on the main line ML (this phenomenon is also known as a "missed win"). Generally, each of the supplementary winnings, common bell winnings, and various replay winnings are winning patterns that will not result in a miss if the reels 32L, 32M, and 32R are stopped in the corresponding order, but push order bells 1 to 6, watermelon winnings, cherry winnings, 1-coin winnings, and bonus winnings are winning patterns that may result in a miss depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation position of the reels 32L, 32M, and 32R.
[0101] When a win occurs with index IV=2, Push Sequence Bell 1 winning data and second supplementary winning data are set. When a win occurs with index value IV=2, as shown in FIG. 13, if the "red 7" symbol stops on the left reel 32L as the first stop and the second stop occurs on the right reel 32R, Push Sequence Bell 2 winning may be achieved. However, depending on the order in which the stop buttons 42 to 44 are pressed, Push Sequence Bell 2 winning may not be achieved. In that case, the second supplementary winning (so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) may occur.
[0102] When a win occurs with index IV=3, the Push Sequence Bell 2 winning data and the third supplementary winning data are set. When a win occurs with index value IV=3, as shown in FIG. 13, if the "white 7" symbol stops on the left reel 32L as the first stop and the second stop occurs on the center reel 32M, the Push Sequence Bell 3 winning may be achieved. However, depending on the operation timing of each stop button 42-44, the Push Sequence Bell 3 winning may not be achieved. In that case, the third supplementary winning (so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) will occur.
[0103] When a win occurs with index IV=4, Push Sequence Bell 2 winning data and 4th supplementary winning data are set. When a win occurs with index value IV=4, as shown in FIG. 13, if the "white 7" symbol stops on the left reel 32L as the first stop and the right reel 32R as the second stop, Push Sequence Bell 4 winning can be achieved. However, depending on the order in which the stop buttons 42 to 44 are pressed, Push Sequence Bell 1 winning may not be achieved. In that case, a 4th supplementary winning (a so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) will occur.
[0104] When a win occurs with index IV=5, the Push Sequence Bell 3 winning data and the 5th supplementary winning data are set. When a win occurs with index value IV=5, as shown in FIG. 13, if the "red 7" symbol stops on the center reel 32M as the first stop and the left reel 32L as the second stop, the Push Sequence Bell 5 winning may be achieved. However, depending on the order in which the stop buttons 42 to 44 are pressed, the Push Sequence Bell 3 winning may not be achieved. In that case, the 5th supplementary winning (a so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) may occur.
[0105] When a win occurs with index IV=6, the Push Sequence Bell 3 winning data and the 6th supplementary winning data are set. When a win occurs with index value IV=6, as shown in FIG. 13, if the "red 7" symbol stops on the center reel 32M as the first stop and the right reel 32R as the second stop, the Push Sequence Bell 6 winning may be achieved. However, depending on the order in which the stop buttons 42 to 44 are pressed, the Push Sequence Bell 3 winning may not be achieved. In that case, the 6th supplementary winning (a so-called bell spill) or, depending on the operation timing, a complete spill (0 coins) may occur.
[0106] In this way, if either the pressing order bell 1 to 6 winning data or the 1 to 6 supplementary winning data with index value IV = 1 to 6 is won, when the stop buttons 42 to 44 are operated in any one of the six possible pressing orders for each stop button 42 to 44, the bells (so-called 6-choice bells) will be lined up.
[0107] Common bell winning data is set for index value IV = 7. When a win occurs with index value IV = 7, as shown in Figure 13, the common bell winning is achieved regardless of the operation timing of each stop button 42 to 44.
[0108] The watermelon winning data is set to the index value IV=8. When a win occurs with the index value IV=8, the watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 13. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the watermelon winning will not be achieved (so-called missed win).
[0109] Cherry winning data is set for index value IV=9. When a win occurs with index value IV=9, the cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 13. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, the cherry winning may not be achieved (so-called missed win).
[0110] When a win occurs with index IV=10, the 1-coin winning data is set. When a win occurs with index value IV=10, as shown in FIG. 13, the 1-coin winning can be achieved regardless of the stopping order of reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the 1-coin winning will not be achieved (so-called missed win).
[0111] When two gaming media are bet, if a win occurs with index IV=11, RBB1 winning data is set. If a win occurs with index value IV=11, as shown in Figure 13, the RBB1 winning can be achieved regardless of the stopping order of reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the RBB1 winning may not be achieved.
[0112] When the number of gaming media bets is three, if a win occurs with index IV=12, RBB2 winning data is set. If a win occurs with index value IV=12, RBB2 winning can be achieved regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 13. However, depending on the operation timing of each stop button 42 to 44, RBB2 winning may not be achieved.
[0113] Note that winning data other than the RBB1 and RBB2 winning data is erased in the game in which a win occurs, regardless of whether a win is achieved, and is not carried over to games following the winning game. In contrast, the RBB1 and RBB2 winning data is stored and retained until the corresponding RBB1 and RBB2 wins are achieved, even in games following the winning game, unless the master RAM 74 is cleared. In this case, in games in which the RBB1 and RBB2 winning data is carried over, the index value IV corresponding to the RBB1 and RBB2 winning data is excluded from the lottery. This makes it possible to prevent new RBB1 and RBB2 winning data from being stored when the RBB1 and RBB2 winning data are already stored, and to prevent multiple RBB1 and RBB2 winning data from being accumulated and stored.
[0114] Replay winning data is set to index value IV=13. When a win occurs with index value IV=13, a replay win occurs regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In the case of the table for the non-internal bonus state according to this embodiment, the replay winning probability is approximately 1 / 7.3.
[0115] (Bonus internal state lottery table) 14 is a diagram showing a bonus internal state table. When the bonus internal state is in effect, the bonus internal state lottery table is referenced in the lottery process. This lottery table shows point values PV when two coins are bet and when three coins are bet.
[0116] The internal bonus state is a state in which the RBB1 and RBB2 bonuses have been won, but the RBB1 and RBB2 bonuses have not been won. The winning flags for RBB1 and RBB2 are carried over to the games following the game in which they were won, so the bonus internal state table is referenced from the time the RBB1 and RBB2 bonuses are won until they are won.
[0117] Here, in this gaming machine, when the bonus is not internal, the player is allowed to play with two coins, and if RBB1 (approximately 1 / 10) is won, the game moves to the RBB1 bonus internal state. And, when the RBB1 bonus internal state is played with three coins, the preferred method of play is to play with three coins. When playing with three coins during the RBB1 bonus internal state, the RBB1 bonus, which is exclusive to two coins, is controlled by the reels so that it will not win even if the player aims for the RBB1 winning symbol with the win flag carried over, preventing the RBB1 from accidentally winning when playing with three coins.
[0118] The same winning data as that in the lottery table for the non-internal bonus state is set for index values IV=1 to 10, so repeated explanations will be omitted. Also, replay winning data is set for index value IV=11. If a win occurs with index value IV=11, a replay win is established regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0119] In the case of the bonus internal state table according to this embodiment, the replay winning probability is increased compared to the replay winning probability (approximately 1 / 7.3) when the bonus is not internal, and the replay winning probability is approximately 1 / 3.9. In other words, when the bonus is internal, the RT state (high replay state) is higher than when the bonus is not internal.
[0120] In addition, in the bonus internal state table, if the index value IV is not a winning combination of 1 to 11, it is a "loss." According to the bonus internal state table of this embodiment, when betting three coins, the probability of a "loss" is approximately 1 / 1.6.
[0121] During the bonus internal state, even if the RBB1 or RBB2 bonus is won, in a game in which a small combination with an index value IV = 1 to 10 or a replay with an index value IV = 11 is won, the reels are controlled so that these small combinations or replays are realized first, so the player cannot achieve the RBB1 or RBB2 win. On the other hand, in the case of a "miss," the player can achieve the win by aiming for the RBB1 or RBB2 winning symbol whose win flag has been carried over.
[0122] (Bonus state lottery table) 15 is a diagram showing the lottery table for the bonus state. As mentioned above, in this embodiment, there are two types of bonuses: RBB1 and RBB2. When RBB1 or RBB2 is won, the player stays in the RBB1 state or RBB2 state (bonus state), and the lottery table for the bonus state is referenced in the lottery process. This lottery table shows the point value PV when betting two coins and when betting three coins.
[0123] Common bell winning data is set to the index value IV = 1. If the index value IV = 1 is won during RBB1 or RBB2, the common bell winning is surely established regardless of the operation timing of each stop button 42 to 44.
[0124] The index value IV=2 is set to the winning data of 1 coin role. When the index value IV=2 is won in RBB1 or RBB2, the winning of 1 coin role can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the winning of 1 coin role may not be achieved (so-called missed win).
[0125] The RBB1 and RBB2 states end when a set termination condition is met, for example, when the number of gaming media paid out since the start of the RBB1 or RBB2 state is equal to or greater than the termination reference number (for example, "105"). When the RBB1 or RBB2 state ends, the gaming state transitions to a non-internal bonus state (Figure 11). {Notification control processing} 16 is a flowchart showing the notification control process. The notification control process in step S312 in the lottery process will be described.
[0126] In step S401, it is determined whether any of the push order bells 1 to 6 has been won. Specifically, in the bonus non-internal state or the bonus internal state, it is the case that the index value IV = 1 to 6 (Fig. 12, 14) has been won.
[0127] In step S402, it is determined whether the value of the AT state flag in the main RAM 74 is 1 (i.e., in the AT state). In step S403, on the condition that the value of the AT state flag is 1, the notification stop order acquisition process is executed. In the notification stop order acquisition process, the display correspondence table (Fig. 13) in the main ROM 73 is referenced to acquire the stop order (the pattern stop order of reels 32L, 32M, 32R) that will enable the push order bell win to be achieved with the index value IV that has been won this time.
[0128] In step S404, the notification execution command and the stop order command are set as targets for transmission to the production side MPU 82. The notification execution command is a command for making the production side MPU 82 recognize that a notification related to a winning combination should be executed in the current game, and the stop order command is a command for making the production side MPU 82 recognize the stop order (so-called bell navi) of the reels 32L, 32M, and 32R that should be notified in the current game.
[0129] Only one type of notification execution command is set, and the same notification execution command is set as the transmission target regardless of the notification content on the image display device 66. The stop order commands are set in one-to-one correspondence with the types of stop orders to be notified on the image display device 66, and in step S1804, the stop order command corresponding to the stop order of the reels 32L, 32M, and 32R that allows a bell win to occur is read from the main ROM 73 and set as the transmission target. The various commands set in step S1804 are sent to the production side MPU 82 in the command output process (step S110) in the timer interrupt process.
[0130] By this notification control process, in the AT state (assist time state), if a win occurs with either the push order bell winning data or the 1st to 6th compensation winning data with index value IV = 1 to 6 in the table for the non-internal bonus state or the table for the internal bonus state, a display corresponding to the stop order of the reels 32L, 32M, and 32R that allows the push order bell winning to be achieved is displayed on the image display device 66. By stopping the reels in the displayed stop order, the player can easily achieve the push order bell winning without missing any winning bells.
[0131] 17 is a diagram showing the notification of the reel stop order on the image display device 66. When the production-side MPU 82 receives both the notification execution command and the stop order command from the main-side MPU 72, it sets data necessary for displaying an image of the stop order of the reels 32L, 32M, and 32R corresponding to the stop order command on the image display device 66. The production-side MPU 82 then executes notification start processing. In the notification start processing, the image is displayed on the image display device 66 based on the set data. As a result, the stop order of the reels 32L, 32M, and 32R corresponding to the current stop order command is displayed on the image display device 66.
[0132] When the stopping order of reels 32L, 32M, and 32R is announced on the image display device 66, the image display device 66 displays the same number of unit display images G1 to G3 as the number of stopping operations required to end the game, and images corresponding to the stopping order of reels 32L, 32M, and 32R are displayed on the left unit display image G1 corresponding to the left reel 32L, the middle unit display image G2 corresponding to the middle reel 32M, and the right unit display image G3 corresponding to the right reel 32R.
[0133] 10(a) shows how the stop order is notified when, for example, the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R. In this case, the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0134] In addition, when only the type of reels 32L, 32M, 32R to be stopped first is notified, the image display device 66 displays a left unit display image G4 corresponding to the left reel 32L, a middle unit display image G5 corresponding to the middle reel 32M, and a right unit display image G6 corresponding to the right reel 32R.
[0135] 10(b) shows how the stop order is notified when the first stop is the center reel 32M and the second and third stops are optional. In this case, the left unit display image G4 does not display an image corresponding to the stop order of the left reel 32L, the middle unit display image G5 displays an image of "1" corresponding to the stop order of the center reel 32M, and the right unit display image G6 does not display an image corresponding to the stop order of the right reel 32R.
[0136] As mentioned above, the winning mode differs depending on the stop order of the reels 32L, 32M, and 32R, and there are a total of six possible stop orders depending on the combination of the reels 32L, 32M, and 32R. In the notification control process, provided that the AT state is active, the image display device 66 displays a notification of the stop order of the reels 32L, 32M, and 32R in relation to the winning combination, which will result in the winning combination (for example, a push order bell). This allows the player to recognize the stop order of the reels 32L, 32M, and 32R.
[0137] [Reel control processing] 18 is a flowchart showing the reel control process. The reel control process in step S208 in the normal process will be described.
[0138] In the reel control process, first, in step S501, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R. In the rotation start process, it is confirmed whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set rotation start information in a motor control storage area provided in the main RAM 74. By performing this process, a stepping motor acceleration process is initiated in the stepping motor control process of step S106 in the timer interrupt process, and each of the reels 32L, 32M, and 32R begins spinning. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed, and then the rotation start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the main MPU 72 notifies the player, etc. that it is now possible to issue a stop command by lighting up a lamp (not shown) on each stop button 42 to 44.
[0139] Following the spin start process, in step S502, it is determined whether any of the stop buttons 42 to 44 has been operated. If none of the stop buttons 42 to 44 has been operated, the process waits until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, the process proceeds to step S503, where it is determined whether or not the stop button corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been issued. If a stop command has not been issued, the process returns to step S502, and the process waits until any of the stop buttons 42 to 44 is operated. If a stop command has been issued, a stop command is set in step S504.
[0140] The stop command is a command sent to the sub-control device 80 to determine which of the stop buttons 42 to 44 has been operated to generate the stop command. When a stop command is set, the stop control process shown in steps S505 to S511 is performed to stop the reels that are spinning.
[0141] In step S505, the symbol number of the reaching symbol that has reached the base position (the lower row in this embodiment) at the time the stop button is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S506, the number of slips of the reel that should be stopped this time is calculated based on the stop information stored in the main RAM 74.
[0142] In this slot machine 10, as the stop mode for stopping each reel 32L, 32M, 32R when the stop button 42-44 is operated, there are five stop modes available: a stop mode in which the reached symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding by one symbol, a stop mode in which the reel is stopped after sliding by two symbols, a stop mode in which the reel is stopped after sliding by three symbols, and a stop mode in which the reel is stopped after sliding by four symbols. Therefore, in step S506, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0143] Then, in step S507, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position. In step S508, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the reel rotation in step S509. Then, in step S510, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S511, and the process returns to step S502.
[0144] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process (FIG. 11). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is stopped. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be derived during the rotation of the reels 32L, 32M, 32R.
[0145] The processes for setting the stop information include a first stop information setting process executed in step S311 of the lottery process (FIG. 10) and a second stop information setting process executed in step S511 of the reel control process (FIG. 18). In the first stop information setting process, stop information is set according to the result of the lottery process.
[0146] The second stop information setting process is a process for changing the stop information stored in the main RAM 74 in the first stop information setting process or the previous second stop information setting process after the reels have stopped. The second stop information setting process changes the stop information based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0147] For example, the symbols forming the symbol combinations corresponding to each winning combination are arranged so that the maximum number of symbols spaced apart in the rotation direction on each of the corresponding reels 32L, 32M, and 32R is four. In this configuration, if the combination of the result of the lottery process and the stop order of the reels 32L, 32M, and 32R corresponds to the occurrence of any of these winning combinations, the stop information is set so that the winning combination will occur regardless of the operation order of the stop buttons 42 to 44.
[0148] Returning to the explanation of the reel control process (Figure 18), if it is determined in step S510 that all reels 32L, 32M, and 32R are stopped, a winning determination process is executed in step S512, and then in the following step S513, a winning result command including data corresponding to the result of the winning determination process is set as an output target to the sub-control device 80, and then the reel control process is terminated.
[0149] {Winner Determination Process} FIG. 19 is a flowchart showing the winning determination process. In the winning determination process, in step S601, the type of symbol stopped on the main line ML on the left reel 32L is determined, in step S602, the type of symbol stopped on the main line ML on the center reel 32M is determined, and in step S603, the type of symbol stopped on the main line ML on the right reel 32R is determined. When determining the type of symbol, 2-byte data set for each type of symbol is read from the main ROM 73.
[0150] Then, in step S604, as a logical operation process of the symbol combination, each 2-byte data grasped in steps S601 to S603 is ANDed with bits in the same order to derive 2-byte data corresponding to the symbol combination.
[0151] In step S605, it is determined whether the 2-byte data derived in step S604 corresponds to any of the winning data. If the determination in step S605 is affirmative, a winning corresponding process is executed in step S606.
[0152] In the winning response process, it is determined whether the win flag corresponding to the currently occurring winning is set to "1", and if "1" is not set, an abnormal command is set as an output target to the sub-control device 80. Upon receiving the abnormal command, the sub-side MPU 82 issues an abnormal notification corresponding to the fraudulent winning via the speaker 65 and the image display device 66.
[0153] On the other hand, if the winning flag is set to "1", and the winning is a small winning, the number of medals to be paid out is set in the payout counter in the main RAM 74 so that medals or virtual medals can be awarded in the medal payout process. On the other hand, if the winning is a replay winning, a flag setting process is executed in the next step S203 in the normal process (FIG. 9) to enable the setting of a bet of the same number as the current bet number.
[0154] [Handling at the end of the game] 20 is a flowchart showing the response process at the end of a game. The response process at the end of a game in step S210 in normal processing will be explained. First, the overall response process at the end of a game will be explained, and then the bonus process in step S702, the section management process in step S703, the AT transition chance process in step S706, and the AT state process in step S707 will be explained in detail.
[0155] In the response process at the end of a game, first, if the game is in the bonus state (step S701: YES), the bonus process is executed (step S702). In the bonus process, if a bonus winning combination has occurred in the current game, the bonus state flag provided in the main RAM 74 is set to "1" to transition the game state to the bonus state. As a result, the bonus state lottery table (FIG. 15) will be referenced in the lottery process for the next game and thereafter. In addition, by transmitting a command indicating the transition to the bonus state to the presentation-side MPU 82, the presentation for the bonus state is initiated in the upper lamp 64, speaker 65, and image display device 66. In addition, when the game is transitioned to the bonus state, the bonus winning data is erased from the main RAM 74, thereby canceling the bonus winning state.
[0156] On the other hand, if it is determined in S701 that the game is not in either of the bonus states (step S701: NO), the section management process (step S703) is executed. In the section management process, management process of the normal section or the advantageous section is executed.
[0157] Next, in S703, it is determined whether the advantageous zone flag is 1, and if the advantageous zone flag is 1, the process proceeds to the processing indicated by the AT state flag (step S705). If the AT state flag indicates 1, it indicates a non-AT state, if the AT state flag indicates 2, it indicates an AT state, and if the AT state flag indicates 2, it indicates a non-AT state and a state in which the advantageous zone can be reset that occurs after the AT ends.
[0158] If the AT status flag indicates 0, the process proceeds to AT transition chance processing in step S706. If the AT status flag indicates 1, the process proceeds to AT status processing in step S707.
[0159] Finally, after executing the bonus processing (step S702), if the advantageous zone flag is not 1 (step S704), the AT transition chance processing (step S706) is executed, and then the AT state processing (step S707) is executed, and then a game end command is set as a target for transmission to the production side MPU 82 (step S708). The game end command is a command for making the production side MPU 82 recognize that one game has ended, and this command is sent to the production side MPU 82 in the command output processing (step S110) in the timer interrupt processing.
[0160] {Bonus processing} Fig. 21 is a flowchart showing the bonus state process. In step S702 of Fig. 20, if the bonus state is established, the bonus state process is executed as a bonus process.
[0161] On the condition that game media have been awarded in the current game (step S801: YES), a subtraction process is then executed on a bonus counter provided in the main RAM 74 (step S802). The bonus counter is a counter that the main MPU 72 uses to determine whether the total number of game media paid out since the bonus state began is equal to or greater than the termination reference number. When the bonus state begins, the termination reference number is set in this bonus counter. In the bonus counter subtraction process, the number of game media awarded in the current game is subtracted from the value of the bonus counter.
[0162] If the value of the bonus counter after subtraction is "0" (step S803: YES), a bonus end process is executed (step S804). In the bonus end process, the bonus state flag in the main RAM 74 is cleared to "0" to end the bonus state. In addition, a command indicating that the bonus state has ended is sent to the effect-side MPU 82, thereby ending the effect for the bonus state in the upper lamp 64, speaker 65, and image display device 66.
[0163] Next, after the bonus end process is executed (step S804) or if the value of the bonus counter after the subtraction is not "0" (step S803: NO), it is determined whether the advantageous zone flag is 1 or not (step S805). If the advantageous zone flag is 1 (step S805: YES), the advantageous zone stay G number counter provided in the main RAM 74 is incremented by 1 (step S806). The advantageous zone stay G number counter is a counter for counting the number of games stayed in from the start of the advantageous zone to the end of the advantageous zone. In this embodiment, it is possible to stay and play up to 1500G in one advantageous zone. If the maximum 1500G is exceeded, the advantageous zone ends and the player falls into the normal zone. If the advantageous zone flag is 1, that is, if the player is staying in the advantageous zone, the number of games played during the bonus is also counted in the advantageous zone stay G number counter.
[0164] In addition, an increment / decrement process is performed on the net increase counter provided in the main RAM 74 (step S807). The net increase counter (also called the MY counter or cumulative net increase counter) is a counter for counting the cumulative net increase in gaming media acquired since the start of the advantageous zone. In this embodiment, up to 2,400 gaming media can be acquired during one advantageous zone. If the maximum of 2,400 gaming media is exceeded, the advantageous zone ends and the player falls back into the normal zone. If the advantageous zone flag is 1, i.e., if the player is in the advantageous zone, the number of gaming media acquired during the bonus is also counted in the net increase counter. Note that since the net increase counter counts the difference in acquired gaming media during the advantageous zone, even if no gaming media are acquired in the current game, the net increase is decremented by, for example, the negative amount of the bet (3 coins).
[0165] Next, it is determined whether the advantageous zone stay G number counter > 1500 or the net increase number counter > 2400 is satisfied (step S808). As described above, in this embodiment, up to 1500G can be played during one advantageous zone, or up to 2400 gaming media can be acquired. Therefore, if the advantageous zone stay G number exceeds the maximum of 1500G, or the cumulative net increase acquired number exceeds the maximum value of 2400 (step S808: YES), the advantageous zone flag and AT status flag are set to "0" (step S809), the advantageous zone is terminated, and the game falls back to the normal zone. In addition, the advantageous zone stay G number counter and net increase number counter are reset to 0 (step S810).
[0166] {Section management processing} Fig. 22 is a flowchart showing the section management process. In step S703 of Fig. 20, the section management process for the mutual section of the normal section and the advantageous section is executed. As described above, the advantageous section refers to a section that can have the performance related to the instruction function (for example, AT, etc.).
[0167] First, it is determined whether the current section of stay is a normal section or an advantageous section (step S901). If the advantageous section flag = 0 (step S901: YES), that is, if the user is staying in a normal section, the process proceeds to step S902. On the other hand, if the advantageous section flag = 0 is not (step S901: NO), the process proceeds to step S905. Note that if the advantageous section flag = 0, the user is staying in a normal section, and if the advantageous section flag = 1, the user is staying in an advantageous section.
[0168] If it is in the normal zone, a lottery for transition to an advantageous zone is executed (step S902). In the lottery process for transition to an advantageous zone, a lottery table for transition to an advantageous zone corresponding to the number of bets (number of wagers) is read from the main ROM 73, and the value of a lottery counter that is updated periodically (for example, every 2 msec) in the main RAM 74 is read, and the value of the lottery counter is compared with the lottery table for transition to an advantageous zone that has been read.
[0169] 23 is a diagram showing an advantageous zone transition lottery table. The advantageous zone transition lottery process is executed by referring to the advantageous zone transition lottery table.
[0170] According to this advantageous zone transition lottery table, if in this game while staying in the normal zone, for example, you win push order bells 1 to 6 and 1 to 6 compensation with index value IV = 1 to 6, common bell with index value IV = 7, watermelon with index value IV = 8, cherry with index value IV = 9, 1-piece role with index value IV = 10, RBB1 with index value IV = 11, RBB2 with index value IV = 12, or replay with index value IV = 13, you will win the advantageous zone transition lottery with a 100.0% probability.
[0171] In the case of this advantageous zone transition lottery table, if any role is won, there is a 100.0% probability of winning the advantageous zone transition lottery, but this is just one example, and the advantageous zone transition lottery table may be set so that the advantageous zone transition lottery is won only by winning a specific role and with a predetermined probability.
[0172] Referring again to Figure 22, if the advantageous zone transition lottery process results in a win for transition to the advantageous zone (step S903: YES), the advantageous zone flag is set to "1" (step S904). This causes a transition from the normal zone to an advantageous zone that has the performance related to the instruction function.
[0173] On the other hand, if the advantageous zone flag is not 0 in S901 (step S901: NO), that is, if the user is staying in an advantageous zone, the process proceeds to step S905.
[0174] If the player is staying in the advantageous zone, the advantageous zone stay G number counter is incremented by 1 (step S905). This is to count the stay G during the advantageous zone. In addition, the net increase coin number counter is incremented or decremented by the net increase coin number acquired or lost in the current game. This is to count the net increase coin number during the advantageous zone. Note that if no gaming media are acquired during the current game, the negative net increase coin number is also decremented.
[0175] Next, it is determined whether the advantageous zone stay G number counter > 1500 or the net increase number counter > 2400 is satisfied (step S907). As described above, in this embodiment, up to 1500G can be played during one advantageous zone, or up to 2400 gaming media can be acquired. Therefore, if the advantageous zone stay G number exceeds the maximum of 1500G, or the cumulative net increase acquired number exceeds the maximum value of 2400 (step S907: YES), the advantageous zone flag and AT status flag are set to "0" (step S908), the advantageous zone is terminated, and the game falls back to the normal zone. In addition, the advantageous zone stay G number counter and net increase number counter are reset to 0 (step S909).
[0176] On the other hand, if the number of Gs spent in the advantageous zone does not exceed the maximum of 1500 G, and the cumulative net increase in the number of coins acquired does not exceed the maximum value of 2400 coins (step S907: NO), the zone management process is terminated.
[0177] {AT transition chance management process} 24 is a flowchart showing the AT transition chance management process. The AT transition chance management process (step S706) will be explained. The AT transition chance management process is executed when the advantageous zone flag indicates 1 and the AT state flag indicates 0, that is, during the advantageous zone, during non-bonus and non-AT state.
[0178] First, in this game, it is determined whether or not the AT transition lottery trigger role has been won (step S1001). Examples of AT transition lottery trigger roles include watermelon, cherry, and one-piece roles. If the AT transition lottery trigger role is won (step S1001: YES), the AT transition lottery process is executed (step S1002). Note that even if the AT transition lottery trigger role is not won, the AT transition lottery process is executed if the AT transition lottery trigger role is won. However, this is not limited to this, and the AT transition lottery process may be executed on the condition that the corresponding win is achieved.
[0179] In the AT transition lottery process to the AT state, the AT transition lottery table is read from the main ROM 73, and the value of the lottery counter, which is updated periodically (for example, every 2 msec) in the main RAM 74, is read, and the value of the lottery counter is compared with the AT transition lottery table read out.
[0180] 25 is a diagram showing an example of an AT transition lottery table. During the advantageous zone, in the non-bonus state and in the non-AT state, if the AT transition lottery trigger role is won, the AT transition lottery process is executed based on this AT transition lottery table.
[0181] The AT transition lottery table is provided as one type of table common to the setting values "1" to "6" of the slot machine 10. In other words, when a win occurs with index value IV=8, 9, or 10, the probability of winning the AT transition is common to all settings. This makes it possible to prevent any advantage or disadvantage between settings in terms of the probability of winning the AT transition in a non-AT state. Also, since it is only necessary to store only one type of AT transition lottery table common to all settings in the main ROM 73, it is possible to reduce the storage capacity required to previously store the AT transition lottery table.
[0182] According to this AT transition lottery table, if a watermelon with index value IV = 8 is won, the AT transition lottery process is executed with a 10% probability of winning, which is common to all set values. Also, if a cherry with index value IV = 9 is won, the AT transition lottery process is executed with a 25% probability of winning, which is common to all set values. Also, if a single-piece role with index value IV = 10 is won, the AT transition lottery process is executed with a 20% probability of winning, which is common to all set values.
[0183] Returning to the explanation of Figure 24 again, if the AT transition lottery process results in a win in the AT transition (step S1003: YES), the process of setting the initial AT difference is executed (step S1004). Since the slot machine 10 is an AT machine with difference number management, one set of AT is managed not by the number of AT continuation games (for example, 50G), but by the difference number of coins that can be acquired during the AT. Therefore, in the process of setting the initial AT difference, for example, "150" coins is set as the initial AT difference in the AT difference counter provided in the main RAM 74.
[0184] In addition, the initial AT difference number can be set to a uniform fixed value (for example, "150"), or can be determined by lottery. For example, it can be set to one of the specified values of 100, 150, or 300 by lottery. Furthermore, the initial AT difference number can also be determined by lottery in a specialized zone.
[0185] After the setting process of the initial AT difference number (step S1004), the AT state flag of the main RAM 74 is set to "1" (step S1005). By setting the AT state flag to "1", the next processing in the lottery process will be a notification control process (step S403), and the next processing in the response process at the end of the game will be a transition to an AT state in which the AT state process (step S707) will be executed.
[0186] On the other hand, if the AT transition lottery trigger role is not won (step S1001: NO), or if the AT transition lottery process does not result in a win for AT transition (step S1003: NO), it is determined whether the advantageous zone stay G number counter ≧ 1000 is met (step S1006). This is the so-called ceiling determination. In other words, if the non-AT state reaches a predetermined ceiling G number (for example, 1000 G) without entering the AT state from the start of the advantageous zone, the state will transition to the AT. If the advantageous zone stay G number counter ≧ 1000 is met (step S1006: YES), proceed to S1004 to win the AT transition.
[0187] {AT state processing} 26 is a flowchart showing the AT state processing. The AT state processing (step S707) will be explained. The AT state processing is executed when the advantageous zone flag indicates 1 and the AT state flag indicates 1, that is, during the advantageous zone, during non-bonus and in the AT state.
[0188] First, in this game, it is determined whether or not an additional lottery trigger role for the AT difference number (also called the AT continuation difference number) has been won (step S1101). Examples of additional lottery trigger roles include watermelon, cherry, and one-piece roles. If an additional lottery trigger role is won (step S1101: YES), an additional lottery process is executed (step S1102). Note that even if an additional lottery trigger role is not won, the additional lottery process is executed if the additional lottery trigger role is won. However, this is not limited to this, and the additional lottery process may be executed on the condition that a corresponding win has been achieved.
[0189] In the top-up lottery process, the top-up lottery table is read from the main ROM 73, and the value of the lottery counter, which is updated periodically (for example, every 2 msec) in the main RAM 74, is read, and the value of the lottery counter is compared with the top-up lottery table read out.
[0190] 27 is a diagram showing an example of an additional lottery table. During the advantageous zone, in the non-bonus state and in the AT state, if an additional lottery trigger role is won, an additional lottery process is executed based on this additional lottery table.
[0191] The bonus lottery table is provided as one type of table common to the setting values "1" to "6" of the slot machine 10. In other words, when a win occurs with index value IV=8, 9, or 10, the probability of winning the bonus is common to all settings. This makes it possible to prevent any advantage or disadvantage between settings in terms of the probability of winning the bonus in the AT state. Also, since only one type of bonus lottery table common to all settings needs to be stored in the main ROM 73 as the bonus lottery table, it is possible to reduce the storage capacity required to previously store the bonus lottery table.
[0192] According to this bonus lottery table, if a watermelon with an index value IV = 8 is won, the bonus lottery process is executed with a 10% probability of winning, which is the same for all setting values, as the probability of transitioning to the AT. Also, if a cherry with an index value IV = 9 is won, the bonus lottery process is executed with a 25% probability of winning, which is the same for all setting values. Also, if a single-piece role with an index value IV = 10 is won, the bonus lottery process is executed with a 20% probability of winning, which is the same for all setting values.
[0193] Returning to the explanation of Fig. 26 again, if an additional win is made in the additional lottery process (step S1103: YES), the AT difference number additional process is executed (step S1104). In the AT difference number additional process, for example, "30" is added to the AT difference number counter provided in the main RAM 74 as the winning additional difference number.
[0194] The additional number of coins can be a fixed value (for example, 30) or can be determined by lottery. For example, the additional number of coins can be selected from the set values of 30, 50, or 100.
[0195] Next, if the AT difference number addition lottery trigger role is not won (step S1101: NO) or after the addition process is executed (step S1104), the AT difference number management process described below is executed (step S1105). After the AT difference number management process is executed, it is determined whether the AT difference number counter is ≦0 (step S1106). As described above, since the slot machine 10 is an AT machine of difference number management type, when the AT difference number counter is ≦0, for example, in the case where the AT difference number is not added, it means that a net increase of 150 medals for one set has been acquired in the AT state, and the AT game has ended.
[0196] If the AT difference number counter is ≦0 (step S1106: YES), the AT state flag and advantageous zone flag are set to "0" (step S1107), the advantageous zone is ended, and the game falls back to the normal zone. In addition, the advantageous zone stay G number counter and net increase number counter are reset to 0 (step 1108). In addition, an AT end command is set as a target for transmission to the production side MPU 82 (step S1109). The AT end command is a command for making the production side MPU 82 recognize that the AT state has ended, and this command is transmitted to the production side MPU 82 in the command output process (step S110) in the timer interrupt process.
[0197] {AT difference management processing} The AT difference number management process in step S1105 will be explained in detail. 28 is a diagram showing an example of an AT screen (part 1) according to this embodiment. As mentioned above, the slot machine 10 is a difference-number-managed AT machine, so the "remaining number of coins" (corresponding to the AT difference-number counter mentioned above) and "number of coins acquired" are displayed on the screen during the AT. On the screen at the start of the AT, the "remaining number of coins" is 150 coins and the "number of coins acquired" is 0 coins.
[0198] In the "remaining number" display, the numbers are counted down (or counted up) for each 1G unit. Specifically, when the third stop button among the stop buttons 42 to 44 stops (referred to as the third stop), the numbers are counted down (or counted up) according to the difference in the number of medals won in the game. For example, if seven bells are won, after the third stop, four is counted down (-4 medals). This is because a three-coin bet is made and turning on the start lever 41 gives -3 medals, and winning a bell gives +7 medals, so the "remaining number" (difference in medals) is -4.
[0199] In the "number of medals won" display, the numbers are counted up (or down) each time an increase or decrease in medals occurs. For example, if you bet three medals and the start lever 41 is turned ON, three medals are counted down (-3 medals), and then, after the third stop, seven bells are won, the number is counted up (+7 medals) at the time of the win. Therefore, the "number of medals won" accurately shows the medals that have actually been paid out.
[0200] Next, we will explain how the "remaining number of coins" and "acquired number of coins" are displayed on the screen during the AT when there is a miss, when a 1-coin win occurs, and when a bell win occurs. During the AT, the game is played with 3 coins bet.
[0201] (If you lose) 29 is a diagram showing an example of an AT screen (part 2) according to this embodiment. A miss is a game in which none of the small winning combinations are won. "Remaining number" during AT: Count up 3 after the third stop (+3) "Number of coins acquired" during AT: Counts down 3 when the start lever is turned on after betting (-3 coins), and does not increase or decrease after the third stop (plus or minus 0 coins)
[0202] (When a single-piece role is won and no prize is awarded) When you win a 1-coin role but don't win, it means that you won a 1-coin role but didn't win a 1-coin role. The 1-coin role requires a cherry win on the right reel 32R, and depending on the timing of your operation, there is a chance that the 1-coin role won't be realized (a missed 1-coin role). "Remaining number" during AT: Count up 3 after the third stop (+3) "Number of coins acquired" during AT: Counts down 3 when the start lever is turned on after betting (-3 coins), and does not increase or decrease after the third stop (plus or minus 0 coins)
[0203] (When a 1-piece role is won and a prize is awarded) 30 is a diagram showing an example of the AT screen (part 3) according to this embodiment. When the 1-piece role is won and won, it is the time of the game when the 1-piece role is won and the 1-piece role is won. "Remaining number" during AT: Count up 3 after the third stop (+3) "Number of coins acquired" during AT: Count down 3 when start lever is ON after BET (-3 coins), count up 1 after the third stop (+1 coins) Here, when a 1-piece winning combination is achieved, the "number of remaining coins" should essentially be +2, but because the visual arrangement shows that the same pattern does not line up in a straight line on any of the lines, it is difficult for players to recognize that a 1-piece winning combination has been achieved, and especially for beginners, it may appear to be a complete loser. On the other hand, when an actual loss occurs, the "remaining number" becomes +3, but if it is changed to +2 when a 1-coin winning combination is achieved, it may cause discomfort to the player, who sees the stopped result as a losing combination. Therefore, in this embodiment, the "remaining number" when a 1-coin winning combination is achieved is displayed as +3, the same as when a loss occurs (see Figure 29). The AT difference number counter also counts up to +3. However, in order to accurately display the "number of coins won," when a 1-coin winning combination is achieved, it is displayed as +1 after the third stop.
[0204] (When you win the push order bell and win a prize) When you win and win the Push Order Bell, it is during the game when you win Push Order Bell 1 to 6 and win the Push Order Bell role. "Remaining number" during AT: Count down 4 after the third stop (-4) "Number of coins acquired" during AT: When the start lever is turned on after a bet, 3 is counted down (-3 coins), and after the third stop, 7 is counted up (+7 coins).
[0205] (When the push order bell is won and not won) 31 is a diagram showing an example of the AT screen (part 4) according to this embodiment. When the push order bell is won but not awarded, it is a game in which the push order bell 1 to 6 is won but the push order bell role is not awarded. To get the push order bell role, the stop button must be pressed in the 1 / 6 push order, and depending on the push order, the push order bell role may not be achieved (so-called push order error). "Remaining number" during AT: Count down 4 after the third stop (-4) "Number of coins won" during AT: When the start lever is turned on after a bet, 3 is counted down (-3 coins), and if a compensation role is won after the third stop (a so-called bell spill), 1 is counted up (+1 coin), or if a compensation role is missed depending on the operation timing, there is no increase or decrease (plus or minus 0 coins). If the "remaining number" does not decrease if the push order bell is missed by ignoring the push order navigation during the AT, it becomes possible for the player to intentionally push the wrong button to delay the end of the AT and aim to add to the difference in the number of coins with rare roles, etc. For this reason, if the push order navigation occurs but the player pushes the wrong button, it is treated as if the 7-piece push order bell was won, and the "remaining number" is set to -4.
[0206] FIG. 32 is a diagram showing an example of an AT screen (part 5) according to this embodiment. As shown in this AT screen, a push order guessing game (the so-called "???" effect) occurs, for example, at a predetermined number of games or every predetermined number of games. Since push order navigation is not displayed, the player presses the stop button in one of the six possible push orders. If the push order bell is reached by pressing the correct push order, a bonus such as an additional number of coins will be awarded.
[0207] (When there is no push order navigation and when winning) When there is no push order navigation and you win, it is during the AT when you win push order bells 1 to 6, the push order navigation is hidden, and you win the push order bell role by pressing the correct button order. "Remaining number" during AT: Count down 4 after the third stop (-4) "Number of coins acquired" during AT: When the start lever is turned on after a bet, 3 is counted down (-3 coins), and after the third stop, 7 is counted up (+7 coins).
[0208] (No push order navigation and no winning) When there is no push order navigation and no winning occurs, during the AT, push order bells 1 to 6 are won, the push order navigation is hidden, and the push order bell role is not won due to pressing the incorrect button order. "Remaining number" during AT: Count up 3 after the third stop (+3) "Number of coins won" during AT: When the start lever is turned on after a bet, 3 is counted down (-3 coins), and if a compensation role is won after the third stop (a so-called bell spill), 1 is counted up (+1 coin), or if a compensation role is missed depending on the operation timing, there is no increase or decrease (plus or minus 0 coins). During the push order guessing game, if you press the buttons incorrectly, the "remaining number" will be displayed in the same way as when you lose or when you win a single coin. That is, whether you win a compensation role (a so-called bell spill) or miss a compensation role (0 coins), after the third stop it will be +3 coins. In other words, because the game result of the push order guessing game can miss a compensation role (a so-called bell spill) depending on the operation timing, it is displayed in the same way as when you win a single coin role and when you lose.
[0209] As described above, in the AT difference number management process according to this embodiment, during a difference number management type AT, when a 1-piece role is won and won as a small role with a low probability of being missed depending on the operation timing, the display of the "remaining number" showing the difference number on the screen is made the same as when it is lost. Specifically, when a 1-piece role is won and won, the "remaining number" on the screen is originally +2, but in this embodiment, the "remaining number" is displayed and counted as +3, just like when it is actually lost.
[0210] Also, as mentioned above, in terms of the arrangement of the symbols, a winning combination of 1 coin is a stopping result in which the same symbol does not line up in a straight line on any of the lines, so it is difficult for players to recognize that a winning combination of 1 coin is a winning combination, and especially for beginners, it may appear to be a complete losing combination.
[0211] This makes it difficult for players to recognize the winning of a one-coin role on the AT screen display and in the symbols, meaning that even a winning one-coin role appears to the player as a complete loss. This reduces the sense of incongruity felt when a one-coin role is suddenly paid out. Furthermore, players are less likely to notice the existence of a one-coin role (making it difficult for players to sense the impact of their skill on the game outcome), allowing beginners in particular to play with confidence. This type of display is particularly useful for slot machines aimed at beginners, developed with the concept that anyone can play with confidence.
[0212] The following forms are also mentioned: Not only for specific 1-coin roles, but also for small roles such as cherries and watermelons that result in a missed win, where the number of medals paid out at the time of winning is less than the number of medals bet (for example, 3), the "remaining number" display showing the difference in medals on the screen can be displayed in the same way as when a win is lost. However, considering that cherries and other small roles have a higher probability of winning than 1-coin roles and are frequently won, and that winning is highly recognizable to players (for example, cherries are won when the cherry symbol stops on the left reel), it is not necessarily appropriate to display the same information when a win is won by cherries or watermelons. Therefore, in this embodiment, the same information as when a win is lost is displayed only for specific 1-coin roles.
[0213] When a 1-coin role is won and a prize is awarded, the "remaining number of coins" counts up by 3 after the third stop to reduce the player's sense of incongruity, and as mentioned above, in order to accurately display the "number of coins won," +1 is displayed after the third stop when a 1-coin role is won. In other words, since one medal is actually won, +1 is displayed in the number of medals won display unit 62, which displays the number of medals won at the time of winning, and +1 is added to the virtual number of medals in the credit display unit 61, or if the number of virtual medals is at the upper limit, one medal is paid out from the medal outlet 58.
[0214] Furthermore, when a specific 1-coin winning combination is achieved, one medal is actually paid out, but the payout sound that is output when other minor winning combinations are achieved is not output. This makes it more difficult for the player to recognize the 1-coin winning combination, and even when a 1-coin winning combination is achieved, it appears to the player as a complete loss. Furthermore, the payout sound when a specific 1-coin winning combination is not only not output at all, but may also be output at a quieter sound (softer sound) than the payout sound that is output when other minor winning combinations are achieved.
[0215] The "remaining number" on the screen during AT is displayed by referring to the value of the AT difference number counter as described above. Also, the "number of acquired coins" may be displayed by referring to the value of the AT acquired number counter stored in the main RAM 74. Needless to say, the AT difference number counter and the AT acquired number counter are reset each time an AT ends.
[0216] <Modification> In the slot machine 10 according to the above embodiment, the player is allowed to play with two coins during the non-bonus internal state, and if the player wins the RBB1 for two coins (approximately 1 / 10), the state transitions to the bonus internal state. After that, by playing with three coins during the bonus internal state, the reels are controlled so that the bonus for the RBB1 for two coins, for which the win flag has been carried over, will not be won even if the player aims for the RBB1 formation symbol, so the player can play with three coins while maintaining the bonus internal state.
[0217] On the other hand, the slot machine 10 according to this modification is a three-coin bonus machine that always plays three coins. During the non-bonus state, the player plays three coins, and if a three-coin RBB is won, the machine transitions to the bonus state. Subsequently, the three-coin RBB bonus, for which the win flag is carried over, will win if the player aims for the RBB winning symbol during a loss. For this reason, this three-coin slot machine 10 is designed to have a high probability of winning a one-coin combination that kicks away an RBB winning (herein referred to as a kick-away one-coin combination) (conversely, a pure loss has a low probability). Since the kick-away one-coin combination is won with a high probability in most games, the machine effectively prevents an RBB winning and allows the player to play three coins while maintaining the bonus state.
[0218] Here, when a kick-off 1-piece role is won, the winning symbols for the kick-off 1-piece role are arranged in the array so that there is no possibility of missing the kick-off 1-piece role depending on the timing of the player's operation (so that a win is possible regardless of the operation timing). Also, whether or not the kick-off 1-piece role is lined up, in order to make the player think that the kick-off 1-piece role was not lined up in terms of the pattern, the stopping symbols for the kick-off 1-piece role winning are set, and the stopping results are such that the same symbols are not lined up in a straight line in the visual array.
[0219] Also, as in the above-described embodiment, if the stopped symbols on the left reel 32L on the main line ML are "bell" symbols, the stopped symbols on the center reel 32M are "replay 1-3" symbols, and the stopped symbol on the right reel 32R is "cherry" symbol, a 1-coin winning combination is achieved. Only the cherry symbol on the right reel 32R may be missed depending on the timing of operation. The number of gaming media to be awarded when a 1-coin winning combination is "1." Whether or not a 1-coin winning combination is achieved, the player is intended to believe that the 1-coin winning combination was not achieved based on the symbols. Therefore, the 1-coin winning combination is achieved by the stopped symbols of bell, replay, and cherry, and the visual arrangement is such that the same symbols are not aligned in a straight line.
[0220] (When a 1-piece role is won and a prize is awarded) The time when the kick-off 1-piece role is won and awarded is the time of the game in which the kick-off 1-piece role is won and awarded, including during non-AT and AT. "Remaining number" during AT: Count up 2 after the third stop (+2) "Number of coins acquired" during AT: Count down 3 when start lever is ON after BET (-3 coins), count up 1 after the third stop (+1 coins) (When a single-piece role is won and no prize is awarded) When a 1-piece role is won but not awarded, it is a game in which a 1-piece role is won but not awarded. "Remaining number" during AT: Count up 2 after the third stop (+2) Number of coins acquired during AT: Count down 3 when the start lever is ON after BET (-3 coins), no increase or decrease after the third stop (plus or minus 0 coins) Here, if the 1-piece role does not win, the "remaining number" should essentially be +3, but because the visual arrangement shows that the winning 1-piece role is a stop result where the same pattern does not line up in a straight line on any of the lines, it is difficult for players to recognize that the winning 1-piece role has been won, and especially for beginners, it looks like a complete miss, just like the stop result of the winning 1-piece role for kicking. When a 1-coin role for kicking is won, the "remaining number" is +2, but if it is +3 when a 1-coin role is won but not won, it may cause the player to feel uncomfortable. Therefore, in this embodiment, the "remaining number" when a 1-coin role is won but not won is displayed as +2, the same as when a 1-coin role for kicking is won. The AT difference number counter also counts up by +2. However, in order to accurately display the "number of coins won," when a 1-coin role is won, it is displayed as no increase or decrease (plus or minus 0) after the third stop.
[0221] (When a 1-piece role is won and a prize is awarded) When a 1-piece role is won and awarded, it is the game in which the 1-piece role is won and awarded. "Remaining number" during AT: Count up 2 after the third stop (+2) "Number of coins acquired" during AT: Count down 3 when start lever is ON after BET (-3 coins), count up 1 after the third stop (+1 coins)
[0222] According to this modified example, it is possible to reduce the sense of incongruity that occurs when a single coin is not suddenly paid out when a single coin role is not won. Furthermore, the player will no longer be aware of the existence of a single coin role (the player will be less likely to feel the impact of the player's skill on the game result), allowing beginners in particular to play with peace of mind. Furthermore, since the "remaining number of coins" display (+2 coins) during AT can be made common when a kick-off single coin role is won, when a single coin role is won, and when a single coin role is not won, it is also possible to reduce the data capacity of programs, etc.
[0223] <Embodiment 2> In this embodiment, we will explain in detail the display modes of the "remaining number" and "acquired number" on the screen during the AT when the push order bell is won but not won, particularly the display mode of the "remaining number." In a game in which the push order navigation is announced during the AT, if a player unintentionally fails to win the push order bell due to a push order error or the like, the "remaining number" display will count down the number of lost medals by 4 (-4 medals). However, such a display may sometimes increase the frustration of a player who unintentionally made a push order error. Therefore, in this embodiment, we propose a suitable screen display mode when the push order bell is won but not won during the AT, thereby reducing the player's frustration. This will be explained in detail below.
[0224] (When the push order bell is won and not won) When you win the Push Order Bell but don't win, it means that you win Push Order Bell 1 to 6, but you don't win the Push Order Bell role. To get the Push Order Bell role, you need to press the stop button in the 1 / 6 push order, and depending on the order you press, there is a chance that the Push Order Bell role will not be achieved (a so-called push order error). "Remaining number" during AT: When the push order is wrong (or after the third stop), count down by 4 (-4) "Number of coins won" during AT: When the start lever is turned on after a bet, 3 is counted down (-3 coins), and if a compensation role is won after the third stop (a so-called bell spill), 1 is counted up (+1 coin), or if a compensation role is missed depending on the operation timing, there is no increase or decrease (plus or minus 0 coins).
[0225] As with the above-mentioned embodiment, in order to prevent a strategy in which a player intentionally presses the wrong button sequence to delay the end of the AT and aim to add to the difference in the number of coins, even if the push-sequence bell is won but not awarded, it is treated as if 7 push-sequence bells have been awarded, just as when the push-sequence bell has won.
[0226] FIG. 33 is a diagram showing an example of a display mode (part 1) according to this embodiment. If push-order bells 1 to 6 are won during the AT, the push order that will allow the push-order bell combination to be won is announced (FIG. 33(a)). Next, if the player makes a push-order mistake, a display mode is implemented in which the entire screen is switched to a dark color as soon as the push-order mistake occurs on the screen during the AT (FIG. 33(b)). If the player is unwillingly unable to win the push-order bell combination during the AT due to a push-order mistake or the like, the display of the "remaining number of coins" is counted down by 4 (-4 coins), but this display mode of switching the entire screen to a dark color reduces the visibility of the "remaining number of coins," making it possible to reduce the player's disappointment.
[0227] Needless to say, if the player does not make a mistake in the button press sequence (if the player wins the button press bell role), the player who made a mistake in the button press sequence will not feel any dissatisfaction, so the display mode that switches the entire screen to a dark color will not be performed.
[0228] As a method of switching to a dark color, a semi-transparent layer of a predetermined color, such as gray, can be superimposed on the currently displayed effect image and controlled to make the entire screen less visible than before the switch while maintaining the current effect. The switch to a dark color is a state in which the screen is displayed in a dark color from the time when the wrong button press occurs until the end of the game (end of payout) and the lever is turned on for the next game (Fig. 33(c)). In addition to the display mode in which the entire screen is switched to a dark color upon the occurrence of a wrong button press on the screen during AT, a display mode in which only a portion of the screen, including the display area for the "remaining number of coins," is switched to a dark color may also be used (Fig. 34).
[0229] Furthermore, in this embodiment, the timing for counting down the "remaining number" during the AT may be set not only after the third stop, but also at the same time (or immediately after) the entire screen is switched to a dark color following a push-sequence error (Figure 31(b)). Normally, a countdown is displayed at the third stop when a push-sequence bell is struck, but by displaying the countdown immediately after a push-sequence error, the player's attention is focused on the sudden darkening of the entire screen, making it even more difficult to notice the detailed countdown display of the "remaining number." Furthermore, the timing for counting down the "remaining number" during the AT may also be set at the start of the game following the game in which the entire screen was switched to a dark color following a push-sequence error, i.e., when the next start lever is turned on. In this case, it becomes even more difficult to notice the countdown display of the "remaining number" from the previous game.
[0230] Needless to say, when the button presses are correct, the countdown is usually displayed at the third stop when the button press bell is hit, but the countdown timing for the "remaining number" during the AT can also be after the third stop, just as in the case of a button press error. However, if the player presses the button incorrectly, a display mode that reduces the visibility of the "remaining number" on the screen during the AT is executed. In other words, the change in the countdown of the "remaining number" itself is controlled at the same timing for both the first and second display modes, but the visibility of the "remaining number" can be reduced in the second display mode by display control alone.
[0231] In addition, the sound effect (countdown sound) that accompanies a push order error is not output. This makes it difficult for the player to notice due to the countdown display of the "remaining number of coins." In addition, the sound effect (countdown sound) may not only be completely muted or silent, but also be a soft payout sound (quiet sound) that is quieter than the sound effect (normal) that accompanies a successful push order.
[0232] Also, if a player makes a mistake in the button press sequence, it is possible to have the display color of the "remaining number of coins" on the screen during the AT lighten (increase brightness) at the same time as the mistake occurs (Figure 35). This type of display mode reduces the visibility of the "remaining number of coins," making it possible to reduce the player's disappointment. Also, to reduce the visibility of the "remaining number of coins," a display mode in which the display color of the "remaining number of coins" is switched to the same color or a similar color to the background color may be used.
[0233] Furthermore, if a player makes a mistake in the button sequence, a predetermined effect image (e.g., a character image) can be partially or completely superimposed on the "number of remaining coins" display on the screen during the AT at the same time as the mistake occurs, and the "number of remaining coins" display can be counted down by four while this superimposition is occurring (Figure 36). This display mode reduces or blocks the visibility of the "number of remaining coins," thereby reducing the player's sense of disappointment. Note that the effect image may appear when a player makes a mistake in the button sequence, or it may appear regardless of whether or not the player makes a mistake in the button sequence, and the effect image moves over the "number of remaining coins" display if the player makes a mistake in the button sequence. In this case, if the player does not make a mistake in the button sequence, the effect image will not move over the "number of remaining coins." This display mode reduces or blocks the visibility of the "number of remaining coins," thereby reducing the player's sense of disappointment.
[0234] Furthermore, if the player presses the buttons correctly, the countdown of the "remaining number" switches the display of the "remaining number" one coin at a time in four stages, for example, -1, -2, -3, -4. If the player presses the buttons incorrectly, the countdown of the "remaining number" does not switch one coin at a time, but switches the display of the "remaining number" in one stage, -4. This makes it less likely that the player will pay attention to the countdown, and the time required for the countdown is shorter than when the countdown of the "remaining number" is switched one coin at a time, making it less likely that the player will notice the countdown display of the "remaining number", thereby reducing the player's dissatisfaction.
[0235] <Inventions extracted from the above embodiments> The following describes the features of the inventions extracted from the above-described embodiments, while indicating, as necessary, their effects, etc. Note that, for ease of understanding, the following will appropriately indicate corresponding configurations in the above-described embodiments in parentheses, etc. However, the present invention is not limited to the specific configurations indicated in parentheses, etc.
[0236] (Feature A1) A symbol display means (reel unit 31) for variably displaying symbols; A start operation means (start lever 41) that is operated to start the variable display of the symbols in the symbol display means; A role selection means (a function for executing the processing of step S207 in the main MPU 72) for executing a role selection process based on the operation of the start operation means; A stop operation means (stop buttons 42 to 44) that is operated to stop the variable display of the symbols in the symbol display means; After the variable display of the symbol, when the winning combination is won in the lottery process of the winning combination, the winning combination is considered to be won, and the corresponding execution means (the function of executing the process of step S210 in the main MPU 72) executes the control corresponding to the winning combination. A notification state transition means for transitioning to a notification state (AT state) in which an operation method (reel stop order) for winning the notification target role (push order bell) is notified in a winning game of the notification target role; An information state ending means for ending the information state (AT state) when the value of a counter (a difference number counter) indicating the difference number of game media that can be acquired during the information state satisfies a predetermined condition (0 or less); A winning combination payout means for paying out a number of game media (1 piece) less than the maximum number of bets when a symbol combination corresponding to a specific combination (specific 1 piece combination) is won; a display means for displaying a value corresponding to the counter (difference number counter) in a manner that is visible to a player; a first result counter varying means for varying the value of the counter (difference number counter) by a predetermined value (increasing the "remaining number" by 3) when the lottery result of the lottery process is a first result (loss) (FIG. 29); When the specific role is won during the notification state, a specific role time counter variation means changes the value of the counter (difference number counter) to the same predetermined value as that at the time of the first result ("remaining number" +3) (Fig. 30). A gaming machine characterized by comprising:
[0237] (Feature A2) The first result is a miss, indicating that the winning combination will not win (Figure 29). The gaming machine described in feature A1 is characterized by the above.
[0238] This makes it difficult for the player to recognize, for example, the winning of a one-coin role. In other words, by making the winning of a one-coin role appear to the player as a complete loss, the sense of incongruity caused by the sudden payout of one coin when the one-coin role is won can be reduced. Furthermore, the player will no longer be aware of the existence of a one-coin role (the player will be less likely to feel the impact of the player's skill on the game outcome), allowing beginners in particular to play with peace of mind. Such a display is particularly useful for slot machines aimed at beginners, which are developed with the concept that anyone can play with peace of mind.
[0239] (Feature A3) The stopping result of the symbols corresponding to the winning of the specific combination is a result in which the combination of the same symbols does not line up in a straight line on any line (Figure 30). The gaming machine according to feature A2 is characterized by the above.
[0240] Because it is difficult for players to recognize that a winning combination has been achieved, it does not feel strange even if the number of coins changes to the same number as a loss. In other words, in terms of the pattern arrangement, a winning combination of one coin is a stop result in which the same pattern does not line up in a straight line on any of the lines, so it is difficult for players to recognize that a winning combination of one coin is achieved, and especially for beginners, it looks like a complete loss.
[0241] (Feature A4) A sound output means for outputting a predetermined sound (payout sound) when a combination other than the specific combination is won (such as when a bell is won), and not outputting the predetermined sound or outputting a sound smaller than the predetermined sound when the specific combination (specific one-piece combination) is won; The gaming machine described in feature A2 is characterized by comprising:
[0242] When a specific 1-coin winning combination is achieved, one medal is actually paid out, but the payout sound that is output when other minor winning combinations are achieved is not output. This makes it more difficult for the player to recognize the 1-coin winning combination, and even when a 1-coin winning combination is achieved, it appears to the player as a complete loss.
[0243] (Feature A5) A display means for displaying the value of a counter (acquired number counter) indicating the number of game media paid out by the winning combination payout means in a manner that is visible to the player ("acquired number" in FIG. 30); The gaming machine described in feature A1 is characterized by comprising:
[0244] The difference number counter does not necessarily match the actual number of medals paid out, for example, when a 1-coin role is won and a prize is awarded, but the "number of medals won" accurately displays the actual number of medals paid out, so the player can accurately grasp the number of medals paid out.
[0245] (Feature A6) When the notification target role (push order bell) is won during the notification state, regardless of whether the notification target role wins or not, a counter variation means for varying the value of the counter (difference number counter) by the same predetermined value ("remaining number" is reduced by 4) as when the notification target role wins (Fig. 31). The gaming machine described in feature A1 is characterized by comprising:
[0246] During the AT, if the push order bell is won but not awarded, i.e., if the push order bell is missed by ignoring the push order navigation, the "remaining number of coins" does not decrease, which allows the player to intentionally press the wrong button to delay the end of the AT and aim to add to the difference in the number of coins with rare roles, etc. For this reason, if the push order navigation occurs but the player presses the wrong button, it is treated as if the 7-piece push order bell has been awarded and the "remaining number of coins" is set to -4. This prevents unintended strategies.
[0247] (Feature A7) The winning combination payout means pays out a number of game media (2 pieces) less than the maximum bet amount when a predetermined combination (cherry combination) is won, If the predetermined role (cherry role) is won, When the predetermined combination is won, the value of the counter (difference number counter) is changed by a predetermined value corresponding to the winning combination ("remaining number" is increased by 2), When the predetermined combination is not won, the value of the counter (difference number counter) is changed by the same predetermined value as that at the time of the first result ("remaining number" +3), and a counter change means at the time of the predetermined combination; The gaming machine described in feature A1 is characterized by comprising:
[0248] Not only for specific 1-coin roles, but also for small roles such as cherries and watermelons that result in a missed win, where the number of medals paid out at the time of winning is less than the number of medals bet (for example, 3), the "remaining number" display on the screen showing the difference in medals can be displayed in the same way as when a win occurs. However, considering that cherries and other small roles have a higher probability of winning than 1-coin roles and are frequently won, and that winning is highly recognizable to players (for example, a cherry is won when the cherry symbol stops on the left reel), it is not necessarily appropriate to display the same information as when a win occurs for cherries or watermelons. Therefore, in this embodiment, when a cherry wins, the original display ("remaining number" +2) is used, and when a win does not occur, the display is the same as when a loss occurs ("remaining number" +3).
[0249] (Feature A8) The specific combination counter varying means varies the value of the counter (difference number counter) by the same predetermined value as that at the time of the first result (increase the "remaining number" by +3) when the specific combination is won during the notification state, regardless of whether the specific combination wins or not. The gaming machine described in feature A1 is characterized by the above.
[0250] (Feature A9) A symbol display means (reel unit 31) for variably displaying symbols; A start operation means (start lever 41) that is operated to start the variable display of the symbols in the symbol display means; A role selection means (a function for executing the processing of step S207 in the main MPU 72) for executing a role selection process based on the operation of the start operation means; A stop operation means (stop buttons 42 to 44) that is operated to stop the variable display of the symbols in the symbol display means; After the variable display of the symbol, when the winning combination is won in the lottery process of the winning combination, the winning combination is considered to be won, and the corresponding execution means (the function of executing the process of step S210 in the main MPU 72) executes the control corresponding to the winning combination. A notification state transition means for transitioning to a notification state (AT state) in which an operation method (reel stop order) for winning the notification target role (push order bell) is notified in a winning game of the notification target role; An information state ending means for ending the information state (AT state) when the value of a counter (a difference number counter) indicating the difference number of game media that can be acquired during the information state satisfies a predetermined condition (0 or less); A winning combination payout means for paying out a number of game media (1 piece) less than the maximum number of bets when a specific symbol combination corresponding to a specific combination (specific 1 piece combination) is won; When the specific role is won during the notification state and the specific role is won, a specific role counter variation means for varying the value of the counter by a specific value (a value equal to the maximum bet number); A gaming machine characterized by comprising:
[0251] This makes it difficult for the player to recognize, for example, the winning of a one-coin role. In other words, by making the winning of a one-coin role appear to the player as a complete loss, the sense of incongruity caused by the sudden payout of one coin when the one-coin role is won can be reduced. Furthermore, the player will no longer be aware of the existence of a one-coin role (the player will be less likely to feel the impact of the player's skill on the game outcome), allowing beginners in particular to play with peace of mind. Such a display is particularly useful for slot machines aimed at beginners, which are developed with the concept that anyone can play with peace of mind.
[0252] (Feature B1) A symbol display means (reel unit 31) for variably displaying symbols; A start operation means (start lever 41) that is operated to start the variable display of the symbols in the symbol display means; A role selection means (a function for executing the processing of step S207 in the main MPU 72) for executing a role selection process based on the operation of the start operation means; A stop operation means (stop buttons 42 to 44) that is operated to stop the variable display of the symbols in the symbol display means; After the variable display of the symbol, when the winning combination is won in the lottery process of the winning combination, the winning combination is considered to be won, and the corresponding execution means (the function of executing the process of step S210 in the main MPU 72) executes the control corresponding to the winning combination. When the notification target role (push order bell) is won, the operation method (reel stop order) for winning the notification target role is changed to a notification state (AT state) that can be notified; An alarm state ending means capable of ending the alarm state (AT state) when the value of a predetermined counter (difference number counter) satisfies a predetermined condition (0 or less) during the alarm state; During the notification state, when the notified operation method (reel stop order) is performed and when the notified operation method is not performed, a notification target combination counter variation means varies the predetermined counter (difference number counter) by the same predetermined value (both count down by 4); a display means for displaying an image ("remaining number") corresponding to the changed predetermined counter (difference number counter) in a manner that is visible to a player; The display means When the notified operation method is performed, an image ("remaining number") corresponding to the predetermined counter (difference number counter) is displayed in a first display mode (a display mode of "remaining number" when the push order is correct), When the notified operation method is not performed, an image ("remaining number") corresponding to the predetermined counter (difference number counter) is displayed in a second display mode (display mode of "remaining number" when pressing the wrong button) different from the first display mode. A gaming machine characterized by the following. (Feature B2) The second display mode (the display mode of the "remaining number" when the pressing order is incorrect) is a display mode in which the visibility of the image ("remaining number") corresponding to the changed predetermined counter (difference number counter) is lower than that of the first display mode (the display mode of the "remaining number" when the pressing order is correct). A gaming machine according to feature B1, characterized by:
[0253] (Feature B3) The second display mode is a display mode in which a display area including an image ("remaining number") corresponding to the changed predetermined counter (difference number counter) is switched to a darker color than before (FIG. 34). A gaming machine according to feature B2, characterized by:
[0254] (Feature B4) The second display mode is a display mode in which the image ("remaining number") corresponding to the changed predetermined counter (difference number counter) is displayed with a higher brightness than before the change (FIG. 35). A gaming machine according to feature B2, characterized by:
[0255] (Feature B5) The second display mode is a display mode in which a predetermined effect image is superimposed on a display area including an image ("remaining number") corresponding to the changed predetermined counter (difference number counter) (Figure 36). A gaming machine according to feature B2, characterized by:
[0256] If a player is unable to win the Push Order Bell role during the AT due to a mistake in the button press sequence or the like, the "remaining number of coins" display will count down by 4 (-4 coins), just as when a win occurs, but the visibility of the "remaining number of coins" will be reduced due to the different display format from when the Push Order Bell role is won, which will reduce the player's sense of disappointment.
[0257] (Feature B6) The display means At a first timing (third stop), an image ("remaining number") corresponding to the predetermined counter (difference number counter) is displayed in the first display mode, At a second timing (when a push order error occurs), an image ("remaining number") corresponding to the predetermined counter (difference number counter) is displayed in the second display mode; A gaming machine according to feature B1, characterized by:
[0258] Normally, when the push-order bell is hit, a countdown is displayed on the third stop, but by displaying the countdown immediately after a push-order error occurs, the player's attention is focused on the sudden darkening of the entire screen, making it even more difficult for them to notice the detailed countdown display of the "number of remaining coins."
[0259] (Feature B7) The second display mode is a display mode in which the time period during which the image ("remaining number") corresponding to the predetermined counter (difference number counter) fluctuates is shorter than that of the first display mode; A gaming machine according to feature B1, characterized by:
[0260] If the player presses the buttons correctly, the countdown of the "remaining number" switches the display of the "remaining number" one coin at a time in four stages, for example, -1, -2, -3, -4. If the player presses the buttons incorrectly, the countdown of the "remaining number" does not switch one coin at a time, but switches the display of the "remaining number" in one stage, -4. This makes it less likely that the player will pay attention to the countdown, and the time required for the countdown is shorter than when the countdown of the "remaining number" is switched one coin at a time, making it less likely that the player will notice the countdown display of the "remaining number", thereby reducing the player's dissatisfaction.
[0261] (Feature B8) a sound output means for outputting a predetermined sound (payout sound) in association with the display of the second display mode that is quieter than the predetermined sound output in association with the display of the first display mode; The gaming machine described in feature B1 is characterized by comprising:
[0262] The sound effect (countdown sound) that accompanies a push order error is not output. This makes it difficult for the player to notice due to the countdown display of the "remaining number of coins." Alternatively, not only is the sound effect (countdown sound) completely silent, but a quieter payout sound (softer sound) is output than the sound effect (normal) that accompanies a successful push order.
[0263] According to the invention relating to the above-mentioned group of features, it is possible to solve the following problems.
[0264] Pachinko machines and slot machines are known as types of gaming machines. These gaming machines are equipped with a control means such as a CPU, a read-only storage means such as a ROM, and a read / write storage means such as a RAM. The control means writes information to the read / write storage means and reads information from the storage means, and executes processing according to a program read from the read-only storage means. When executing this processing, a control Information is input to the control means from sensors, etc., and information is output from the control means to electric actuators, light emitting elements, etc. Note that there are also known devices in which the control means, read-only storage means, and read / write storage means are integrated into a single chip.
[0265] Specifically, in a slot machine, when medals are bet and the start lever is operated to start a new game, the control means executes a lottery process for a winning combination. Furthermore, when the lottery process for a winning combination is executed, the control means executes a rotation start control to start the reels, and when the stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process for a winning combination, a bonus corresponding to the winning combination is awarded to the player. For example, a gaming medium is awarded as the bonus.
[0266] Here, in gaming machines such as those exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0267] The basic configuration of a gaming machine to which the above features can be applied is shown below. Pachinko gaming machine: A gaming machine that has an operating means operated by the player, a gaming ball launching means that launches gaming balls based on the operation of the operating means, a ball passage that guides the launched gaming balls to a specified gaming area, and various gaming components arranged within the gaming area, and that awards a bonus to the player when the gaming ball passes through a specified passage section of each of the gaming components.
[0268] Slot machines and other reel-type gaming machines: A gaming machine that starts the rotation of a rotating body based on the operation of a start operation means, stops the rotation of the rotating body based on the operation of a stop operation means, and awards a bonus to the player based on the image that appears after the rotation has stopped. [Explanation of symbols]
[0269] 10...Slot machine, 31...Reel unit, 32L, 32M, 32R...Reels, 4 1...Start lever, 42-44...Stop button, 66...Image display device, 72...Main side M PU, 82... Director's MPU
Claims
[Claim 1] a pattern display means for variably displaying a pattern; a start operation means that is operated to start the variable display of the symbols in the symbol display means; A winning combination lottery means for executing a winning combination lottery process based on the operation of the start operation means; a stop operation means that is operated to stop the variable display of the symbols in the symbol display means; A gaming machine equipped with a corresponding execution means for executing control corresponding to the winning role as a winning establishment in the case where a winning role that has been won in the lottery processing of the winning role is won after the variable display of the pattern, An informing state transition means for transitioning an operation method for winning the informing target role to an informing state in which the informing target role can be notified when the informing target role is won; a notification state ending means for ending the notification state when a value of a predetermined counter satisfies a predetermined condition during the notification state; A notification target role counter variation means for varying the predetermined counter by the same predetermined value when the notified operation method is performed and when the notified operation method is not performed during the notification state; a display means for displaying an image corresponding to the fluctuating predetermined counter so as to be visible to a player; The display means When a predetermined operation method is performed by the stop operation means, a first display image including the predetermined counter is displayed in a first display mode; When the predetermined operation method is not performed by the stop operation means, a second display image including the predetermined counter is displayed in a second display mode having lower visibility than the first display image displayed in the first display mode, the second display mode is a display mode in which a predetermined effect image is superimposed on a first display image including an image corresponding to the predetermined counter, a display timing of the first display image in the first display mode is different from a display timing of the second display image in the second display mode; A gaming machine characterized by the following.
Citation Information
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