gaming machines
The gaming machine addresses the issue of players exploiting special techniques to exceed advantageous zones by resetting game counts externally, maintaining alarm states and utilization rates.
Patent Information
- Application Number
- JP2022054211
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-29
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2042-03-29
AI Technical Summary
Conventional gaming machines allow players to exploit special techniques to exceed advantageous zones without triggering the alarm state, leading to increased game counts on data counters and a perceived addiction, which decreases utilization rates.
A gaming machine with a signal output means and game state control means that resets the game count externally when a predetermined number of games are reached before the advantageous zone ends, preventing the alarm state from being triggered.
This solution reduces the perceived addiction and maintains operating rates by ensuring the alarm state is triggered appropriately, thus maintaining the machine's utilization.
Smart Images

Figure 0007732670000001 
Figure 0007732670000002 
Figure 0007732670000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines and pinball gaming machines. [Background technology]
[0002] Conventionally, gaming machines have been known that have advantageous zones with upper limits set on the duration to suppress excessive ball output and gambling tendency, and that set an alarm state called AT or the like in the advantageous zone (Patent Document 1). In addition, a data counter in a gaming parlor displays the number of games played after the alarm state is set, providing information for the player to select a machine. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-166391 Summary of the Invention [Problem to be solved by the invention]
[0004] If a player uses a special technique, the penalty may be that the upper limit of the advantageous zone is reached without the notification state ever being set. In this case, the number of plays on that gaming machine displayed on the gaming parlor's data counter will increase, giving the impression that the player is addicted to such a gaming machine and causing a decrease in utilization rate.
[0005] An object of the present invention is to provide a gaming machine that can reduce a decrease in operating rate. [Means for solving the problem]
[0006] According to the present invention, a signal output means for outputting a signal to the outside; a game state control means for controlling a game state; A gaming machine equipped with The gaming state control means is capable of controlling a predetermined gaming state, The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, The signal output means , th a means capable of outputting a single signal, The first signal is a signal capable of resetting the number of games displayed by the external device, The first signal may be output when a specific number of games is reached that is a predetermined number of games before the number of games at which the advantageous zone ends without being controlled to the predetermined gaming state. A gaming machine characterized by the above is provided. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that can reduce a decrease in operating rate. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 2] FIG. 10 is a diagram showing an example of a winning line. [Figure 3] FIG. 2 is a perspective view showing the appearance of a reel rotation device 185 of the slot machine 100. [Figure 4] 1(a) is an exploded perspective view of the reel drive unit 25, and FIG. 1(b) is a diagram showing the arrangement of LEDs of a plurality of reel backlights 94 attached to an illumination base 90. FIG. [Figure 5] FIG. 2 is a circuit block diagram of a control unit. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 7] FIG. 10 is a diagram showing the types of winning combinations (including activated combinations). [Figure 8] This is an explanatory diagram of the types of small bells. [Figure 9] 1A is a transition diagram of the game state of the slot machine 100, and FIG. 1B is a transition diagram of the advantageous and non-advantageous zones of the slot machine 100. FIG. [Figure 10]A transition diagram of the AT-related states of the slot machine 100. [Figure 11] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 12] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 13] 12 is a flowchart showing the flow of the pseudo-game related process (step S109) in FIG. [Figure 14] 14 is a flowchart showing the flow of the reel rotation start process (step S1003) of the pseudo game in FIG. [Figure 15] 14 is a flowchart showing the flow of the reel stop control process (step S1005) of the pseudo game in FIG. [Figure 16] 14 is a flowchart showing the flow of the pseudo next game start process (step S1006) in FIG. [Figure 17] 12 is a flowchart showing the process of starting reel rotation (step S113) in FIG. [Figure 18] 18 is a flowchart showing the process flow of the random delay rotation start process (step S1411) in FIG. [Figure 19] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 20] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 21] FIG. 10 is a diagram showing an example of the operation of a simulated game according to an embodiment. [Figure 22] A diagram showing a pseudo-game lamp 190. [Figure 23]FIG. 10 is a diagram showing an example of the configuration of a continuous performance CE. [Figure 24] 10A and 10B are diagrams showing an example of execution of a continuous effect CE. [Figure 25] 10A and 10B are diagrams showing an example of execution of a continuous effect CE. [Figure 26] FIG. 10 is a diagram showing an example of a presentation in a simulated game. [Figure 27] FIG. 10 is a diagram showing an example of a presentation in a simulated game. [Figure 28] 10 is a flowchart showing another example of the reel stop control process in a pseudo game. [Figure 29] 10 is a flowchart showing an example of a notification process executed by a CPU 304 of a main control unit 300. [Figure 30] 10(a) to 10(c) are diagrams showing examples of operation navigation in the AT state. [Figure 31] FIG. 10 is a diagram showing an example of transition of an AT-related state. [Figure 32] FIG. 10 is a diagram showing an example of transition of an AT-related state. [Figure 33] 10A is a diagram showing an example of information output from the information output circuit 334 to the information input circuit 652, and FIG. 10B is a diagram showing an example of a display on a game information display device outside the slot machine 100. FIG. [Figure 34] 10(a) to 10(c) are diagrams showing examples of changes in the RB signal and the BB signal. [Figure 35] 10A and 10B are diagrams showing changes in the RB signal and the BB signal, and examples of changes in the display of the display 653. FIG. [Figure 36] 10A and 10B are diagrams showing changes in the RB signal and the BB signal, and examples of changes in the display of the display 653. FIG. [Figure 37] 10A and 10B are diagrams showing changes in the RB signal and the BB signal, and examples of changes in the display of the display 653. FIG. [Figure 38] 10 is a flowchart showing an example of a game start process. [Figure 39] 10 is a flowchart illustrating an example of a betting process. [Figure 40] FIG. 10 is an explanatory diagram of a case where the bet buttons 130 to 132 are used as effect selection confirmation buttons. [Figure 41] FIG. 1 is a front view showing the slot machine 100 with the front door 102 open. [Figure 42] FIG. 2 is a block diagram of a control system related to light emitting elements 212 to 214. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be arbitrarily combined. Furthermore, the same reference numerals are used for the same or similar components, and redundant explanations will be omitted.
[0010] First Embodiment The slot machine of this embodiment described below is a gaming machine in which a predetermined number of gaming media are inserted as gaming value, and multiple reels each decorated with multiple types of symbols begin to rotate upon receiving a predetermined rotation start instruction operation, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually upon receiving a predetermined rotation stop instruction operation, and if the conditions determined by the combination of symbols when the multiple reels stop based on the result of the lottery meet predetermined payout conditions, gaming media is paid out and the game ends, but if they do not meet the conditions, the game ends without paying out any gaming media.
[0011] First, the basic configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a diagram showing an example of a pay line.
[0012] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with a variety of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0013] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in appropriate numbers, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to form each of the reels 110-112. When viewed from the player, the symbols on the reels 110-112 are displayed in approximately three rows vertically through the display window 113, so that a total of nine symbols can be seen. Explaining this specifically with reference to FIG. 2, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 shown in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 shown in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 (position 6 shown in the figure) is the middle reel top row symbol. The symbol displayed in the bottom row (position 6 in the figure) is called the middle reel lower row symbol, the symbol displayed in the top row of the right reel 112 (position 7 in the figure) is called the right reel upper row symbol, the symbol displayed in the middle row of the right reel 112 (position 8 in the figure) is called the right reel middle row symbol, and the symbol displayed in the bottom row of the right reel 112 (position 9 in the figure) is called the right reel lower row symbol. Each symbol on each reel 110-112 is displayed vertically in three rows on each reel 110-112 through a display window 113, for a total of nine symbols. By spinning each reel 110-112, the symbol combinations visible to the player change. In other words, each reel 110-112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0014] A backlight (see FIG. 4, described later) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 within the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110-112 are stopped so that the desired symbols are displayed on the pay line.
[0015] The winning line indicator lamp 120 is a lamp that indicates an active winning line. A winning line is a line that determines whether a symbol combination corresponding to a winning role is displayed. In this embodiment, there are three lines: a middle winning line L1 consisting of the middle symbol on the left reel, the middle symbol on the middle reel, and the middle symbol on the right reel; an upper winning line L2 consisting of the upper symbol on the left reel, the upper symbol on the middle reel, and the upper symbol on the right reel; and a lower winning line L3 consisting of the lower symbol on the left reel, the lower symbol on the middle reel, and the lower symbol on the right reel. Figure 2 shows these winning lines L1 to L3. The active winning lines (hereinafter sometimes simply referred to as "active lines") are predetermined based on the number of gaming media (medals) bet as gaming value. The slot machine 100 shown in Figure 1 requires three medals, and if the number of medals inserted is less than three, no winning lines will be active. When three medals are bet, the winning lines L1 to L3 will be active. When the winning lines are active, the start lever 135 can be operated to start the game.
[0016] The number of winning lines is not limited to three. For example, it may be only the middle winning line L1. Alternatively, a downward-sloping winning line consisting of the upper symbol on the left reel, the middle symbol on the middle reel, and the lower symbol on the right reel, or an upward-sloping winning line consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel may be added, for a total of five lines to be set as valid winning lines. Alternatively, the number of winning lines may correspond to the number of bets.
[0017] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning role (specifically, an RB (special role) has been internally won in an internal lottery described later), or that the player is in an internally won state for a special role or a special game state described later. The game medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is necessary) if the player won a replay role (details of which will be described later), which is one of the winning roles, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0018] The bet buttons 130-132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100; in other words, they are buttons for accepting bet operations. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed (up to a maximum of three medals). Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that a game can be started.
[0019] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game, and is an insertion slot that accepts inserted medals. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0020] The reserved coin number indicator 125 is an indicator for displaying the number of medals electronically stored in the slot machine 100. The game information indicator 126 is an indicator for displaying various internal information (e.g., the number of medals paid out during a special game mode) numerically. The payout number indicator 127 is an indicator for displaying the number of medals paid out to a player as a result of achieving a winning combination. Note that, hereinafter, the expression "awarded to the player" may be used to mean the same thing as "paid out to the player." In this embodiment, the reserved coin number indicator 125, the game information indicator 126, and the payout number indicator 127 are configured as seven-segment (SEG) displays. The payout number indicator 127 corresponds to an example of an operation navigation execution means. Although not shown in FIG. 1, a beneficial zone lamp, described below, may be provided at the lower right of the payout number indicator 127 to indicate the current beneficial zone.
[0021] As will be described later, in the slot machine 100 of this embodiment, most games are played in the advantageous zone, and since it is possible to know that AT games are being played from the presentation, etc., it is not necessary to provide an advantageous zone lamp.
[0022] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the game start operation.
[0023] The stop button unit 136 is provided with stop buttons 137 to 139, which are made up of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are associated with each of the reels 110 to 112.
[0024] More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, the operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. Furthermore, the reels that are stopped in response to these stop operations will be referred to as the first stop reel, second stop reel, and third stop reel, respectively.
[0025] Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are currently spinning is referred to as the operation order or the push order. Furthermore, the operation order in which the first stop operation is the stop operation for the left reel 110 is referred to as the "forward push operation order" or simply "forward push", and the stop operation in which the first stop operation is the stop operation for the right reel 112 is referred to as the "reverse push operation order" or simply "reverse push".
[0026] It should be noted that a light emitting element may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitting element can be lit to notify the player.
[0027] The bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are examples of operation means that accept player operations related to the progress of the game.
[0028] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0029] A chance button 165 and a selection confirmation button 166 are provided between the bet button 132 and the medal insertion slot 141. The chance button 165 has a built-in effect lamp, and the selection confirmation button 166 has a built-in effect lamp. The chance button 165 is an operating means that the player operates during an effect. In addition, a left button 167 is provided to the left of the selection confirmation button 166, and a right button 168 is provided to the right. In some cases, the cursor displayed on the effect image display device 157 can be moved by operating the left button 167 and the right button 168, and in such cases, the movement can be confirmed by using the selection confirmation button 166.
[0030] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0031] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 5) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160 for outputting to the outside the sound of a speaker 272 (see FIG. 5) provided at the top inside the slot machine 100.
[0032] This performance device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a performance image display device 157 (liquid crystal display device) arranged at the back of this shutter 163, and is configured so that when the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the performance image display device 157, the display screen of the performance image display device 157 appears in front of the slot machine 100 (player side, front side).
[0033] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0034] Although omitted in FIG. 1, a pseudo game lamp 190, which indicates that a pseudo game is being played (described later), is provided at the upper right portion of the effect device 160 (FIG. 22).
[0035] <Reel rotation device> Next, the reel rotation device 185 that rotates the reels 110 to 112 of the slot machine 100 will be described in detail with reference to FIGS.
[0036] 3 is an external perspective view showing the reel rotation device 185 of the slot machine 100. The reel rotation device 185 is generally composed of reel drive units 25, 26, and 27 and a case member 221 that houses them. The reel drive units 25, 26, and 27 are all made up of the same structural components, with the only difference being the arrangement of the symbols printed on the reel band 30 (see FIG. 6, which will be described later). Each of the reel drive units 25, 26, and 27 (which have the same configuration, so only the reel drive unit 25 will be described below) is individually and detachably housed in the case member 221.
[0037] FIG. 4(a) is an exploded perspective view of the reel drive unit 25. The reel drive unit 25 is composed of the mounting base 13, the sensor bracket 14, the stepping motor 20, the sensor 80, and the reel 110, which is composed of the belt-shaped member 30, the reel frame 40, the detection piece 50, and the reinforcing rim 70. The reel drive unit 25 also includes an illumination board 90, which is composed of multiple reel backlights 94 for illuminating the symbols from behind. Although mounting members for attaching the illumination board 90 to the reel drive unit 25 are also provided, these are not shown in the figure. The illumination board 90 is also provided in the reel drive unit 25, but is also provided in the reel drive units 26 and 27, each of which is provided with multiple reel backlights 94.
[0038] Mounting base 13 has a sensor bracket 14 and a stepping motor 20 formed on a flat plate. Sensor bracket 14 is attached to mounting base 13, and has a sensor 80 attached to its tip for detecting the passage of detection piece 50, which will be described later.
[0039] The stepping motor 20 is, for example, a four-phase motor with a resolution of about 252 steps per rotation, driven by a one-two phase excitation method. Therefore, one rotation can be controlled with 504 pulses, and the rotation angle can be controlled at 0.7 degrees per pulse.
[0040] A reel frame 40 is attached to the rotary shaft of the stepping motor 20. The reel frame 40 is composed of a boss portion 42 attached to the rotary shaft of the stepping motor 20, a rim portion 44 to which the strip-shaped member 30 is attached, and four connecting portions 43 for connecting the boss portion 42 and the rim portion 44. With this configuration, the reel frame 40 is lightweight, reducing the load on the stepping motor 20. The connecting portion 43 further has screw holes 48 formed therein for attaching the detection pieces 50 with screws 60.
[0041] The belt-shaped member 30 is adhered to the periphery of the rim portion 44 of the reel frame 40. At the same time, a reinforcing rim 70 is adhered to the opposite end of the belt-shaped member 30 in order to reinforce the belt-shaped member 30.
[0042] The main control unit 300 detects the rotation of each reel based on the detection results of a sensor (index sensor) 80 that detects an index (detection piece 50) provided on each reel, and identifies the stop position of each reel (the position of the symbol displayed on the reel) when the reel stops. Furthermore, the main control unit 300 transmits information regarding the position of the symbol displayed on the reel to the first sub-control unit 400.
[0043] The multiple reel backlights 94 are made up of LEDs and are attached to the lighting base 90. By turning on all of the multiple reel backlights 94, it is possible to illuminate all of the symbols on the symbol display window 113 from behind. Furthermore, by turning on some of the reel backlights 94, it is possible to illuminate some of the symbols on the symbol display window 113 from behind. In this way, the multiple reel backlights 94 illuminate the symbols on the reels 110 to 112 from the back side toward the player.
[0044] 4(b) is a diagram showing the LED arrangement of the multiple reel backlights 94 attached to the lighting base 90. More specifically, the multiple reel backlights 94 include LED-01 and LED-02 that illuminate the upper portion of the symbol display window 113, LED-03 and LED-04 that illuminate the middle portion of the symbol display window 113, and LED-05 and LED-06 that illuminate the lower portion of the symbol display window 113. Therefore, in this embodiment, it is possible to control the lighting of the reels 110 to 112 separately for the upper, middle, and lower portions. In order to distinguish between the backlights 94 of each reel 110 to 112, the LEDs 01 to 06 that illuminate the left reel 110 will be referred to as LED-L01 to LED-L06, the LEDs 01 to 06 that illuminate the center reel 111 will be referred to as LED-C01 to LED-C06, and the LEDs 01 to 06 that illuminate the right reel 112 will be referred to as LED-R01 to LED-R06.
[0045] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 5. Note that Figure 5 shows a circuit block diagram of the control unit.
[0046] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.
[0047] <Main control unit> First, we will explain the main control unit 300 of the slot machine 100. The main control unit 300 has a basic circuit 302 that controls the entire main control unit 300, and this basic circuit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314.
[0048] It should be noted that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below.
[0049] The CPU 304 of this basic circuit 302 operates by receiving as its system clock a clock signal with a predetermined cycle output by the crystal oscillator 315b. Furthermore, when power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time.
[0050] This interrupt request triggers the CPU 304 to monitor the sensors, etc., and send drive pulses. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the division value of the counter timer 312 is set to 1 / 256, and the division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0051] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0052] The main control unit 300 also includes a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor that detects medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the hopper unit 180, optical sensors (index sensor 80) of the reels 110 to 112, etc.) at each interrupt time.
[0053] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0054] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0055] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals paid out by the hopper unit 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0056] The optical sensors (index sensors 80) of the reels 110-112 are installed at predetermined positions on the mounting bases of the reels 110-112, and turn L level each time a light-shielding piece (detection piece 50) attached to the reel frame passes by. Rotational position information indicating how far the reel has rotated from the reference position between the time it first turns L level and the time it next turns L level is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the L level signal, it determines that the reel has rotated once and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0057] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the hopper unit 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127, pseudo game lamp 190, advantageous zone lamp 191).
[0058] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game result information (e.g., information indicating the game status, number of games played, etc.) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0059] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0060] The main control unit 300 also has an output interface for sending control commands (sometimes called sub-commands) to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as control commands to the first sub-control unit 400, but is configured so that signals such as control commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0061] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0062] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0063] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from speakers 272, 277.
[0064] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bet button lamp, reel backlight 94, etc.) are connected to the drive circuit 422 via an input / output interface.
[0065] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0066] The first sub-control unit 400 is also provided with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time. The first sub-control unit 400 is also provided with a switch sensor 427, which detects pressing of the chance button 165. The switch sensor 427 also detects pressing of the selection confirmation button 166, left button 167, and right button 168. Detection signals from the shutter sensor 428 and switch sensor 427 are output to the basic circuit 402 by the sensor circuit 426.
[0067] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0068] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0069] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0070] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0071] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 6. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a planar form.
[0072] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 1-20 in this embodiment) of various types (eight symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 1-20 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "watermelon symbol" is arranged on the symbol numbered 20 on the left reel 110, a "bell symbol" on the symbol numbered 5 on the center reel 111, and a "replay symbol" on the symbol numbered 9 on the right reel 112.
[0073] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range (for example, less than 5 frames) from the position where the stop operation is performed.
[0074] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be explained with reference to Figure 7. This figure shows the types of winning combinations (including operating combinations).
[0075] The winning combinations of the slot machine 100 include RB (special combination), replay (replay combination), common bell (small combination), push order bell_LCR~RCL (small combination), cherry (small combination), and watermelon (small combination). Note that the types of winning combinations are not limited to these combinations and can be arbitrarily adopted.
[0076] Among the winning combinations in this embodiment, the special combination is a combination (activated combination) that transitions to a special game state (RT2) in which a predetermined benefit is awarded to the player upon winning. The replay combination is a combination that allows a replay without inserting new medals. These special combinations and replay combinations are sometimes called "activated combinations." Furthermore, "winning" in this embodiment also includes the case where a symbol combination of an activated combination that does not involve a medal payout (does not involve the payout of medals) is displayed on an active line, and includes, for example, the winning of a special combination or a replay combination. Note that the special combination is a combination that is carried over to the next game if it is not determined to be a winning combination, while other combinations are general combinations that are not carried over to the next game if it is not determined to be a winning combination.
[0077] In this embodiment, the special combination does not result in the payment of medals for winning the special combination itself. The corresponding symbol combination is "Seven 2 - Blank - Blank". In the following explanation, the special combination may be referred to as "RB".
[0078] When a special role is internally won, the internal win flag corresponding to this internally won special role is set to ON (stored in a predetermined area of the RAM 308 of the main control unit 300). When the flag corresponding to the special role is set to ON, the main control unit 300 transitions the game state to a special role internal win state (RT1. RB internal win in progress). This flag remains ON until the corresponding activated role is won. Specifically, even if the role is not won in a game in which a special role is internally won, the next and subsequent games will be in the same state as when the special role was internally won, and it may be possible to win by matching the corresponding symbol combination.
[0079] In this embodiment, the replay role and each small role can be internally won simultaneously with RB in one game. In this embodiment, in the special role internal winning state, if a role other than the special role is internally won, the reel stop control is executed so that the symbols constituting this other role are aligned preferentially.
[0080] The replay role is a winning role (operating role) that allows you to play the next game without inserting medals (game media), and medals are not paid out. In other words, you can play again with the same number of bets as the number of medals inserted last time. The corresponding symbol combination is "replay-replay-replay."
[0081] The replay role may be any role that allows the player to play the next game without inserting medals. Therefore, for example, when a replay is won, medals may be automatically inserted in the next game (the number of inserted medals is reset in the medal insertion number storage area prepared in RAM 308), or medals inserted in the game that won a replay may be carried over and used in the next game.
[0082] A small winning combination is a winning combination in which a predetermined number of medals are paid out upon winning. The corresponding symbol combinations are "ANY-Cherry-ANY" for Cherry, "Watermelon-Watermelon-Watermelon" for Watermelon, and "Bell-Bell-Bell" for Common Bell and each Push Order Bell. However, Push Order Bell includes a combination of one bell symbol and another symbol (One Piece Role).
[0083] Here, the common bell is a winning combination regardless of the order of the stop operation (press order) of the stop buttons 137 to 139, but the number of medals paid out and whether or not a prize is won differ for each press order bell depending on the order of the stop operation of the stop buttons 137 to 139. Figure 8 is an explanatory diagram of the common bell and each press order bell.
[0084] In Figure 8, "lottery probability" is the internal probability of winning each role. "Payout number" is the maximum number of medals that will be paid out if each role is won. If the push order bell is won, there is a chance that fewer medals than the "payout number" will be paid out.
[0085] LCR operation to RCL operation indicate the profit a player can obtain depending on the order of stop operations when an internal win is achieved for each role. LCR operation means performing stop operations in the order of left → center → right (stopping the reels in the order of 110 → 111 → 112). LRC operation means performing stop operations in the order of left → right → center. CLR operation means performing stop operations in the order of center → left → right. CRL operation means performing stop operations in the order of center → right → left. RLC operation means performing stop operations in the order of right → left → center. RCL operation means performing stop operations in the order of right → center → left.
[0086] If Push Order Bell_LCR is an internal win and the player performs the LCR operation, the game result will be "6 Upper Bells." This means that bell symbols line up on the upper pay line L2 and 6 medals will be paid out. If Push Order Bell_LCR is an internal win and the player performs the LRC operation, the game result will be "1-coin win." This means that one bell symbol and another symbol line up and 1 medal will be paid out.
[0087] If the Push Order Bell_LCR is an internal win and the player performs a CLR operation, CRL operation, RLC operation, or RCL operation, the game result will be a "1-piece win" or a "spill" depending on the position of the symbol stop operation. A "spill" means that the symbol combination that results in a payout is not lined up.
[0088] If the Push Order Bell_CLR is an internal win and the player performs the CLR operation, the game result will be "13 Middle Bells." This means that the bell symbols line up on the middle winning line L1 and 13 medals will be paid out.
[0089] The same applies to the other push-order bells, which are assigned "6 bells on the top row," "1-piece role," "spill," and "13 bells on the middle row."
[0090] If you win the common bell internally, regardless of the order of the stop operation, the game result will be "13 middle bells." As mentioned above, this means that the bell symbols line up on the middle winning line L1 and 13 medals will be paid out.
[0091] In this way, each push order bell is a combination that may result in different game results depending on the operation mode of the operation means (stop buttons 137 to 139).
[0092] <Internal lottery> Next, the internal winning combination can be determined by a lottery method commonly used in slot machines. For example, the internal winning combination can be determined using a lottery table. In the lottery table, multiple condition devices and the lottery value of each condition device are set for each game state (RT0: normal state, RT1: RB internal winning state, RT2: RB game state). For each condition device, a role that will be an internal winning combination when that condition device is determined to be a winning combination is defined. The lottery value of each condition device defines the range of lottery data.
[0093] The random number value obtained as a result of executing the internal lottery is determined to be a value corresponding to the lottery data corresponding to which condition device, and the internal lottery role (internal winning role) is determined. In the lottery table associated with the RB internal winning state or the RB gaming state, the winning probability of the condition device corresponding to the RB is 0. In the lottery table associated with the RB gaming state, only the condition devices corresponding to each push order bell and the common bell may be set to win.
[0094] This lottery data is available in Settings 1 to 6, and amusement facility staff or the like can arbitrarily select and set any of the setting values. Settings 1 to 6 may, for example, have different winning probabilities for at least one condition device, or the condition devices have the same winning probabilities but different winning probabilities for the lottery that sets each state, such as the AT state. The higher the setting value, the greater the player's advantage tends to be. Changing this setting is called a setting change. A setting change can be performed by amusement facility staff or the like operating a setting change switch (not shown) installed inside the slot machine 100. When a setting change is performed, the internal information of the slot machine 100 is cleared. For example, even if an internal winning result of RB is carried over, it is cleared, and the game state is set to normal play (RT0).
[0095] If no winning combination is found for each condition device, it is considered a miss, and the symbol combination corresponding to the winning combination is not displayed. Note that when the symbol combination related to the winning combination does not stop on the winning line, it is sometimes referred to as a "miss." Also, when no winning combination is found for any condition device, it is sometimes expressed as "winning a miss."
[0096] <Types of game status> Next, we will explain the types of game states and their transitions in the slot machine 100. Figure 9(a) is a transition diagram of the game states in the slot machine 100.
[0097] The slot machine 100 is configured to be able to switch between a total of three gaming states (sometimes called RT gaming states): a normal state (RT0), an RB internal winning state (RT2), and an RB gaming state (RT2). The player's advantage may be changed by transitioning between RT gaming states.
[0098] 9(a) shows each game state, and the transition conditions for these are written on the arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of the arrow. These transition conditions include, for example, winning a predetermined combination, achieving an internal win for a predetermined combination, a specific symbol combination being displayed statically on a specific winning line, playing a predetermined number of times, and a predetermined number of coins being paid out.
[0099] In the normal state (RT0), if an RB is internally won, the game state switches to the RB internal win state (RT1). In the RB internal win state (RT1), if an RB is won, the game state switches to the RB game state (RT2). In the RB game state (RT2), if the RB game termination condition is met, the game state switches to the normal state (RT0). The termination condition for the RB game state is, for example, the consumption of a specified number of games (for example, 5 times) or the number of times a winning combination has reached a specified number of times (for example, 5 times).
[0100] <Non-advantageous and advantageous sections> In the slot machine 100 of this embodiment, a non-advantageous zone or an advantageous zone is set in addition to the game states described above. In the advantageous zone, notification of the recommended stop operation sequence (operation navigation) for the internally winning combination is permitted, while in the non-advantageous zone, this operation navigation is not executed. Note that in the advantageous zone, operation navigation is executed depending on the conditions, but there are cases where operation navigation is not displayed even if the push order bell is an internal win. These states will be explained below using Figure 9(b). This figure shows the transition of game states regarding the advantageous zone and non-advantageous zone of the slot machine 100.
[0101] In this embodiment, the initial state (for example, the state at the time of shipment from the factory) is set to a non-advantageous zone. Furthermore, if the setting is changed, this non-advantageous zone is set. This may prevent the game parlor from being advantageous in terms of ball payout when it opens, and may prevent a decrease in operation (customer attendance at game machines) outside of opening hours.
[0102] When a game is played in a non-advantageous zone, if transition condition A is met, the game transitions to an advantageous zone. In this embodiment, transition condition A is an internal win for any role. Therefore, an advantageous zone is set for the majority of games. In this embodiment, if the game is in a non-advantageous zone, the advantageous zone flag is set to off, and if the game is in an advantageous zone, the advantageous zone flag is set to on, and this advantageous zone flag is used to distinguish between a non-advantageous zone and an advantageous zone.
[0103] When the transition condition B is met during play in the advantageous zone, the game transitions to the non-advantageous zone. In this embodiment, the transition condition B is: (A) The number of times the game has been played in the advantageous zone has reached a certain number (for example, 3,000 times), (a) The difference in the number of medals in the advantageous zone reaches a specified number (for example, 2,400 medals), (c) When the "AT normal state" described below ends, the number of remaining games in the advantageous zone is less than the specified number (for example, less than 500 times), or (D) When the "AT normal state" described below ends, the remaining difference in the number of medals in the advantageous zone (remaining number of medals) is less than the specified number (for example, less than 500 medals), The condition is that one of the following is true.
[0104] Note that this transition condition B is an example. Transition condition B may include, for example, the number of times of play in the "AT state" described below reaching the upper limit number of times. It may also include the remaining rights of the "AT state" becoming 0 (AT stock = 0, AT remaining number of plays = 0, AT remaining difference number = 0, AT remaining number of navigations = 0, etc.).
[0105] The number of plays in the advantageous zone and the difference in number of coins are values that determine the end of the advantageous zone, and the number of plays is updated with each play, and the difference in number of coins is updated with the result of each play. However, in this embodiment, the number of plays in the advantageous zone and the difference in number of coins are not updated in the RB play state (RT2). Therefore, the "AT state" does not end in a game where the RB play state ends.
[0106] The number of plays and the difference in number of coins are also updated in the RB gaming state (RT2) (the number of plays and the difference in number of coins may be in the advantageous zone, or in the AT state, or both). However, in the RB gaming state (RT2), even if the end condition for the difference in number of coins is met, the advantageous zone may not end, and the AT state may not end. This may prevent the player from being surprised by the end of the AT state. Furthermore, since the specifications of this embodiment have a low probability of the AT state ending in the RB gaming state (RT2), exception processing may not be required, and the main program capacity may be reduced. When the number of plays and the difference in number of coins are not updated in the RB gaming state, the player can be given the impression and a sense of security that the AT state will not end during the RB gaming state. On the other hand, when the number of plays and the difference in number of coins are updated in the RB gaming state, it is possible to prevent intentional transition to the RB gaming state in an attempt to increase the difference in number of coins, and to impress upon the player that there is no benefit to entering the RB gaming state.
[0107] In this embodiment, the difference in number of medals is the cumulative difference between the number of medals inserted in one game and the number of medals that can be paid out (number of medals that can be paid out - number of medals inserted). The number of medals that can be paid out is the maximum number of medals that can be paid out that corresponds to the internal winning combination, regardless of whether or not they have actually been paid out. For example, if the internal winning combination "Push Order Bell_LCR" in Figure 8 is selected, even if the number of medals paid out to the player due to "spill" is 0, the number of medals that can be paid out is 6, as specified in the "number of medals to be paid out."
[0108] However, the difference in number of medals may also be the cumulative value of the difference between the number of medals inserted in one game and the number actually paid out (number of medals paid out - number of medals inserted). The actual number of medals paid out is the number of medals paid out when a winning combination is achieved. For example, when an internal win is achieved on the "Push Order Bell_LCR" in FIG. 8, if the number of medals paid out to the player due to "spill" is 0, the number of medals paid out is 0. On the other hand, if the number of medals paid out to the player due to the "1 medal combination" is 1, the number of medals paid out is 1.
[0109] The difference number may be counted so that it falls below 0 (a difference number count that also counts negative numbers), or it may be reset to 0 and counted (MY count) when it falls below 0. In this embodiment, the roles that are the subject of the difference number count are the six types of push order bells and the common bell, and in the case of a miss, the difference number is updated by the number of inserted coins.
[0110] The advantageous zone state is broadly divided into an AT state and a non-AT state. In the AT state, when the push order bell is internally won, operation navigation is executed using the effect image display device 157. In the operation navigation, a recommended stop operation sequence is usually announced, suggesting the stop operation sequence that will bring the player the most profit. For example, when the push order bell_CRL in FIG. 8 is internally won, the CRL operation is announced as the recommended stop operation sequence. However, if certain conditions are met, a stop operation sequence other than the stop operation sequence that will bring the player the most profit may be announced as the recommended stop operation sequence. Furthermore, this operation navigation is not limited to one that indicates the push order, but may also indicate the timing of the stop operation, such as a display such as "Aim for...!", or it may indicate both the push order and the timing, as long as it indicates the stop operation mode.
[0111] In this embodiment, the operation navigation is also performed using the payout number display 127, and the 7-segment display lights up in a manner corresponding to the stop operation sequence that will give the player the most profit (hereinafter, this may be referred to as navigation lighting). The display on this payout number display 127 may also light up in a manner corresponding to the timing of the stop operation, or may light up in a manner corresponding to both the push order and the timing.
[0112] Operation navigation is not executed in the non-AT state. In the non-AT state in the advantageous zone, a lottery is held to transition to the AT state. In the non-advantageous zone, the AT state is not set and the state is non-AT. When transitioning from the advantageous zone to the non-advantageous zone, the number of plays and the difference in number of coins in the advantageous zone are reset.
[0113] Note that since the non - advantageous section and the advantageous section are set separately from the RT game state in FIG. 9(a), for example, there may be a transition from the RB internal winning state to the RB game state during the advantageous section.
[0114] <AT - related state> Refer to FIG. 10 for the transition of each state in the AT state and the non - AT state. It is a transition diagram of the AT - related state of the slot machine 100. The AT - related state includes the non - AT state, the AT state, and the pull - back chance.
[0115] The non - AT state includes the normal state and the chance zone state. The initial state (for example, the state at the time of factory shipment) is the normal state. Also, when there is a setting change, the normal state is set. The normal state can be set in both the non - advantageous section and the advantageous section. The chance zone state is a state that is more likely to transition to the AT state than the normal state. The chance zone state is set only in the advantageous section.
[0116] The AT state includes the AT normal state, the pre - ending state, the ending state, the preparation state, and the specialization zone state. Each of these states is set in the advantageous section. The AT state is a state that continues until the difference number of medals in the advantageous section reaches a specified difference number (referred to as the AT upper - limit difference number). The initial value of the AT upper - limit difference number is set when the AT normal state is set (for example, 300 medals). The pre - ending state and the ending state are states set when the end of the AT state due to the end of the advantageous section is determined.
[0117] Note that in the case of this embodiment, the AT state and the advantageous section count the difference number of medals independently, but the roles subject to the difference number count are six types of push - order bells and the common bell. In the case of a loss, the difference number of medals is updated by the number of inserted medals. However, as another embodiment, the counter for the difference number of medals involved in the transition condition B in the advantageous section may update the inserted number of medals and the paid - out number of medals regardless of the winning role.
[0118] The specialized zone state is a state in which the AT upper limit difference can be added, and the preparation state is a state in which effects are performed to make the player aware that they are entering the specialized zone state. In the specialized zone state, the number of additions is determined by the recommended stop operation sequence notified by the operation navigation. For example, left, center, and right are replaced with the numbers 1, 2, and 3, respectively. If the recommended stop operation sequence is left → center → right, an addition of 123 coins is set. Also, if the recommended stop operation sequence is center → right → left, an addition of 231 coins is set. In other words, this is a specialized zone state in which the notified stop operation sequence determines the number of additions. If the initial value of the AT upper limit difference is 300 and the number of additions is 123, the AT upper limit difference will be 423 coins. If the player further acquires 231 coins as an addition, the number will be 654 coins. Note that the upper limit of the AT upper limit difference is the specified number of coins in the advantageous zone.
[0119] The pullback chance state is a state in which the AT state is likely to be reset after the AT state has ended, and can be either an advantageous or non-advantageous zone (however, due to the transition condition A described above, only a few games will remain in the non-advantageous zone during the pullback chance state). The pullback chance state is advantageous to the player in that it is easier to transition to the AT state than the normal state. In the pullback chance state, if the zone is advantageous, operation navigation can be executed. However, various conditions are set so that the payout rate during the pullback chance state does not exceed 100%. In other words, the pullback chance state can be said to function to prevent the player's hand from decreasing too much during the setting.
[0120] The transition conditions are explained below. In the following explanation, winning a lottery under the transition conditions can be, for example, when a specific condition device is selected, when a lottery is held by selecting a specific condition device and the lottery is won, or when a lottery unrelated to the condition device is won.
[0121] When transition condition 1 is met in the normal state, the chance zone state is set. Transition condition 1 is winning the lottery. When the chance zone state is set, the number of plays in the chance zone state is set. The number of plays may be a fixed number, or it may be a number that varies depending on the lottery. When transition condition 2 is met in the chance zone state, the state returns to the normal state. Transition condition 2 is the consumption of the number of plays in the chance zone state without winning the AT lottery.
[0122] When transition condition 3 is met in the chance zone state, the AT normal state is set. Transition condition 3 is winning the AT lottery. When transition condition 4 is met in the normal state, the pre-ending state is set. Transition condition 4 is winning the lottery, but the probability of winning is extremely low (freeze).
[0123] In the normal AT state, when transition condition 5 is met, the pre-ending state is set. Transition condition 5 is when the AT upper limit difference in number of coins reaches the specified number of coins in the advantageous zone (transition condition (B) (i)). In the pre-ending state, when transition condition 6 is met, the ending state is set. Transition condition 6 is when the difference in number of coins in the advantageous zone is close to the specified number (for example, 400 coins remaining), or when the number of plays in the advantageous zone is close to the specified number (for example, 150 plays remaining).
[0124] When transition condition 7 is met in the ending state, a chance to win is set. Transition condition 7 is the end condition of the advantageous zone being met (transition condition B (a) or (b)).
[0125] In the normal AT state, when transition condition 8 is met, the preparation state is set. Transition condition 8 is winning the specialized zone transition lottery. In the preparation state, when transition condition 9 is met, the specialized zone state is set. Transition condition 9 is the completion of a predetermined number of plays (for example, five plays). In the specialized zone state, when transition condition 10 is met, the AT returns to the normal state. Transition condition 10 is the completion of a predetermined number of plays (for example, five plays).
[0126] In the AT normal state, if transition condition 11 is met, the game returns to the normal state, and if transition condition 12 is met, a chance to win back is set. Transition condition 11 and transition condition 12 have in common that the difference in number of coins in the advantageous zone reaches the AT upper limit difference in number of coins, but transition condition 11 requires that the RB is not in an internal winning state, while transition condition 12 requires that the RB is in an internal winning state. In other words, when the AT normal state ends with the difference in number of coins consumed, whether the game returns to the normal state, which is disadvantageous to the player, or transitions to a chance to win back, which is advantageous to the player, is determined depending on whether or not there is an internal win in the RB.
[0127] Furthermore, when transition condition 11 or transition condition 12 is met, if transition condition B (C) or (D) is met, the advantageous zone will end. Transition condition B (C) and (D) are set to ensure that the minimum AT upper limit difference in number of coins (300 coins) is achieved when a decision is made to transition to the AT normal mode again during a pull-back chance. When the advantageous zone ends and a non-advantageous zone is set, the difference in number of coins and the number of games played in the advantageous zone are reset. Therefore, if transition condition 12 is met and the advantageous zone ends, the advantageous zone will start again during the pull-back chance state, and if the AT normal state is won, the player's profits may increase in terms of the difference in number of coins and the number of games played in the advantageous zone.
[0128] In the pull-back chance state, if transition condition 13 is met, the AT returns to the normal state. The situation advantageous to the player continues. Transition condition 13 is to win the lottery, but the probability of winning in a non-advantageous zone is extremely lower than the probability of winning in an advantageous zone. In the pull-back chance state, if transition condition 14 is met, the AT returns to the normal state. Transition condition 14 is the consumption of a predetermined number of games (for example, between 30 and 50 times). The predetermined number of games may be a fixed number, or may be a number that varies depending on the lottery.
[0129] In the normal state, when transition condition 15 is met, the ending state is set. Transition condition 15 occurs when, after the advantageous zone is set, the AT state is never set and the remaining number of plays in the advantageous zone reaches a specified number (for example, 50 plays). In this embodiment, transition condition 15 is generally never met. However, if a player receives a penalty for a stop operation, as described below, it is possible that the AT state will never be set after the advantageous zone is set. Therefore, in such cases, the ending state is forcibly set and the AT state is set. By setting the ending state, the player can understand the end of the advantageous zone. Furthermore, even if a beginner makes a mistake in the stop operation and the AT state is never set during the advantageous zone, the AT state is set when transition condition 15 is met, allowing beginners to enjoy the game.
[0130] Although transition condition 15 is shown as being when the number of remaining plays in the advantageous zone reaches a specified number (for example, 50 plays), it is not limited to this and may also be when the number of payouts in the advantageous zone or the MY value of the difference in number count starting from a difference of 0 reaches a specified number (for example, if 2400 is the upper limit number of the advantageous zone, the specified number may be 2200).
[0131] <Advantages and disadvantages of non-advantageous zones vs. advantageous zones> In this embodiment, the transition condition A for transitioning from the non-advantageous zone to the advantageous zone is, as described above, that any of the roles is internally won, and the advantageous zone is set in the majority of games. A typical state in which a non-advantageous zone is set and then transitions to the advantageous zone is as follows: (i) If RB is not internally selected: When the setting is changed, or when transition condition 11 is met and transition condition B (c) or (d) is met. (ii) If the candidate is internally elected to RB: Transition Condition 12 is met and Transition Condition B (c) or (d) is met. It can be roughly divided into two types. In the case of (i), the AT-related state is normal. In the case of (ii), the AT-related state is during a pullback chance. Therefore, when an internal win occurs in the RB of (ii), the player's advantage is higher in the advantageous zone to which they transitioned from the non-advantageous zone.
[0132] <Stop operation penalty> Regarding the stop operation order, a penalty may be imposed on the player in certain cases. In the push order bell configuration illustrated in Fig. 8, regarding the stop operation order, if the first stop operation is on the left reel 110, a maximum of 6 medals can be paid out, and if the first stop operation is on the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state where the operation navigation is not activated, if the player always performs the first stop operation on the right reel 112 or the middle reel 111, there is a possibility that a slightly larger number of medals can be won.
[0133] For example, in a normal state, the expected value of medals won may be higher when the first stop operation is on the right reel 112 or the middle reel 111 than when the first stop operation is on the left reel 110. The relative merits of such expected value of medals won can be determined, for example, by setting the payout number for the recommended stop operation sequence when the first stop operation is on the left reel 110 to a small payout, and the payout number for the recommended stop operation sequence when the first stop operation is on the right reel 112 or the middle reel 111 to a large payout, while setting the internal winning probability the same for the first stop operation on the left, middle, and right push order bells. Alternatively, the payout number is the same regardless of which reel the first stop operation is on, but the internal winning probability differs for the first stop operation on the left, middle, and right push order bells (the internal winning probability for the first stop operation on the left push order bell is lower than for the middle and right push order bells).
[0134] However, this can create a sense of unfairness between beginners who are unaware of these techniques and advanced players who are. Also, this way of getting even the slightest advantage in the game itself can become a strategy, undermining the fairness of the gaming machine.
[0135] Therefore, when a first stop operation is performed on the right reel 112 or the center reel 111 in a non-AT state, a penalty can be imposed, such as not holding a lottery to transition to the AT state in that game, lowering the probability of winning the lottery to transition to the AT state, or invalidating any win in the AT state. A penalty may be imposed when the first stop operation is repeated on the right reel 112 or the center reel 111 (for example, when a specified number of games are played consecutively, or when the cumulative number of games reaches a specified number of games). In this case, the first stop operation on the left reel 110 is the recommended stop operation order in terms of avoiding the penalty, and the first stop operation on the right reel 112 or the center reel 111 is the non-recommended stop operation order in terms of the risk of a penalty.
[0136] In this way, the expected number of medals won when performing the first stop operation on the right reel 112 or center reel 111 is higher than the expected number of medals won when performing the first stop operation on the left reel 110, but the latter has a higher advantage when it comes to transitioning to the AT state.
[0137] In addition, the number of plays in the advantageous zone will be counted as one play, even if the play is performed using a non-recommended stop operation sequence. This prevents players from inappropriately procrastinating.
[0138] The penalty does not have to be applied to games that are performed in a non-advantageous zone using a non-recommended stop operation sequence. This can prevent the non-advantageous zone from continuing indefinitely. Conversely, the penalty may also be applied to games that are performed in a non-advantageous zone using a non-recommended stop operation sequence. This can prevent players who perform inappropriate operations from gaining excessive profits.
[0139] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0140] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 11. This figure is a flowchart showing the flow of the main control unit main processing.
[0141] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 11 in accordance with a control program previously stored in the ROM 306.
[0142] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0143] In step S103, a game start process (medal insertion / start operation acceptance process) is executed. This process checks whether or not a medal has been inserted (by hand or by operating the bet buttons 130-132), and turns on the winning line indicator lamp 120 in response to the insertion of a medal. Furthermore, if a medal has been inserted, the first sub-control unit 400 is prepared to send an insertion command indicating that a medal has been inserted. If a replay was won in the previous game, the process inserts the same number of medals as inserted in the previous game, eliminating the need for the player to insert medals. Furthermore, a check is made to see if the start lever 135 has been operated after the specified number of medals (three) have been used. If the start lever 135 has been operated, the number of inserted medals and the active winning line are determined, and the game begins.
[0144] In step S105, various lottery processes including lottery processes for internal winning roles are executed. In this process, a lottery table for internal winning roles stored in the ROM 306 is read according to the current game state, and an internal lottery (lottery for roles) is performed using this table and a random number value obtained from the random number generating circuit 316 to determine the internal winning role. As a result of the internal lottery, if any role (including an operating role) is internally won, the flag for that role is turned on.
[0145] Also, in this step S105, preparations are made to send an internal lottery command including internal winning information indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a replay role is internally won, preparations are made to send an internal lottery command indicating that a replay role has been internally won to the first sub-control unit 400, and if the result of the winning role internal lottery is a loss (no winning role), preparations are made to send an internal lottery command indicating a loss to the first sub-control unit 400.
[0146] The internal winning command includes information on the internal winning role as well as information that can identify the result of the AT lottery, etc. Among the above information, the internal winning command, which includes an internal win on the push order bell in the AT state, also includes operation instruction information that indicates the recommended stop operation order (press order) of the stop buttons 137 to 139.
[0147] In step S107, it is determined whether or not the pseudo game flag is set to ON. If this condition is met, the process proceeds to step S109, and if not, the process proceeds to step S111.
[0148] In step S109, a pseudo-game related process is executed, the details of which will be described later with reference to FIG.
[0149] In step S111, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0150] In step S113, a reel rotation start process is executed on the condition that the game interval timer (which is subtracted in a timer update process described later) is 0, and the reels 110 to 112 start to rotate. When the reels 110 to 112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel detect the symbol positions on each reel, the stop operation of the stop buttons 137 to 139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0151] In step S115, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S117.
[0152] In step S117, a winning determination process is performed. Here, if a symbol combination corresponding to a winning role is displayed on an activated winning line, it is determined that the winning role has been won. For example, if "watermelon-watermelon-watermelon" is lined up on an activated winning line, it is determined that the watermelon has been won. After determining the winning role, preparations are made to send a winning command to the first sub-control unit 400.
[0153] In step S119, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0154] In step S121, an update process is performed, in which the RT gaming state is transitioned based on the conditions shown in the state transition diagram in Fig. 9(a).
[0155] Furthermore, based on the results of the game, the non-advantageous zone and advantageous zone described in FIG. 9(a) and the AT-related status described in FIG. 10 are updated. For example, if an advantageous zone is set, the total number of games in the advantageous zone is incremented by one. By updating the total number of games in the advantageous zone at this timing, the total number of games can be managed as if one game had been played, even if both a pseudo game and a real game have been played, or if only a real game has been played. By not counting a pseudo game as one game, it is possible to prevent the total number of games in the advantageous zone from being counted higher, which would be disadvantageous to the player. Furthermore, if an advantageous zone is set, the difference in number of coins is updated.
[0156] Also, for example, if transition condition A is met in a non-advantageous zone, the advantageous zone flag is set to on, and if transition condition B is met in a favorable zone, the advantageous zone flag is set to off. A subcommand indicating the updated information is prepared. Furthermore, when updating the AT-related state, the setting for either the AT state, non-AT state, or pullback chance is updated. The AT state setting includes settings that distinguish between the normal AT state, pre-ending state, ending state, specialized preparation zone, and specialized zone. The non-AT state setting includes settings that distinguish between the normal state and chance zone state. A subcommand indicating the updated setting is prepared.
[0157] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0158] <Main control unit 300 timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 12. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0159] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0160] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0161] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0162] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0163] In step S207, various game processes are executed, and processes are executed according to the interrupt status (various interrupt statuses are acquired based on signals from various sensors 318). For example, if the interrupt status is during medal insertion processing, medal insertion acceptance processing is performed, and if the interrupt status is during payout processing, medal payout processing is performed.
[0164] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0165] In step S211, a command setting and sending process is performed, and various sub-commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is being set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110-112, pseudo game start command, actual game start command, first to third press commands associated with acceptance of operation of stop buttons 137-139, first to third stop commands associated with stopping reels 110-112, winning command, payout number command and payout end command associated with medal payout processing, status update command), and command data (predetermined information corresponding to the command type).
[0166] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0167] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334. An external device, such as a hall computer, can acquire the game information and compile the operation information of each slot machine 100 in the hall. Furthermore, the game information can be displayed on an external device, such as a game information display provided for each slot machine 100. The output external signal may include information on the number of games played, which allows the external device to count the total number of games played per day since the slot machine 100 was powered on. The information on the number of games played may be, for example, information indicating the number of inserted medals output when the start lever 135 is operated. By counting the number of games played using information indicating the number of inserted medals, the total number of games played per day can be managed by treating both a simulated game and a real game, or only a real game, as a single game. Players of the slot machine 100 can grasp the total number of games played per day, etc., using the game information display.
[0168] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0169] In step S217, it is monitored whether the low voltage signal is ON or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0170] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0171] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of RAM 308, a checksum value for a specified area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to on.
[0172] <Pseudo-game related processing> Next, the pseudo-game-related processing (step S109) in the main processing of the main control unit in FIG. 11 will be described with reference to FIG. 13. The pseudo-game is a type of reel effect in which the spinning reels appear to have stopped (also called a pseudo-stop). The pseudo-game refers to the ability to pseudo-stop the spinning reels by operating the stop buttons 137-139, or a situation in which pseudo-stopping is possible. In this pseudo-game, no game value is awarded according to the pseudo-stopped state. Furthermore, a pseudo-operation for restarting the pseudo-stopped reels is also called a pseudo-start operation. To distinguish this pseudo-game from a game in which the spinning reels are stopped by operating the stop buttons 137-139 and game value is awarded according to the stop state is also called a real game. FIG. 13 is a flowchart showing the pseudo-game-related processing (step S109) in FIG. 11.
[0173] In step S1001, reel stop data for a pseudo game is prepared. For example, reel stop data is prepared in which predetermined symbols align on the pay line L1 and pseudo-stop. Note that reel stop data in which any symbol combination stops can be used as long as the symbol combination is different from the winning combination achieved in the actual game. Also, multiple types of such reel stop data may be prepared, and a selection may be made from the multiple types.
[0174] In step S1003, a reel spin start process for the pseudo game is executed. Details of this process will be described later with reference to FIG.
[0175] In step S1005, a reel stop control process for the pseudo game is executed. Details of this process will be described later with reference to FIG.
[0176] In step S1006, a pseudo next game start process is executed. Details of this process will be described later with reference to FIG.
[0177] In step S1007, the random delay flag is set to ON.
[0178] In step S1009, the pseudo game flag is set to OFF.
[0179] <Reel rotation start process for pseudo game> Next, the pseudo game reel spin start process (step S1003) in the pseudo game related process of Fig. 13 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the flow of the pseudo game reel spin start process (step S1003) in Fig. 13.
[0180] In step S1101, the acceleration parameters for each reel are set.
[0181] In step S1103, preparations are made to send a pseudo-game start command to the first sub-control unit 400.
[0182] In step S1105, the start of rotation of the pseudo game is set. Specifically, the rotation of the reels 110 to 112 is started using the acceleration parameters set in step S1101.
[0183] In step S1107, it is determined whether or not the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1109, and if not, step S1107 is repeated.
[0184] In step S1109, the operation of the stop buttons 137 to 139 is validated. The validation here means validation of the stop operation in the pseudo game, and means that the player is enabled to perform the pseudo stop described later with reference to FIG.
[0185] <Reel stop control process for pseudo games> Next, the reel stop control process (step S1005) of the pseudo game in the pseudo game related process of Fig. 13 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the flow of the reel stop control process (step S1005) of the pseudo game in Fig. 13.
[0186] In step S1201, a pseudo-game regulation timer is set. The pseudo-game regulation timer is a timer that measures the time of one pseudo-game. In this embodiment, the pseudo-game regulation timer is used to limit the execution time of one pseudo-game to a predetermined time TA (specifically, approximately 50 seconds). In step S1201, a timer value equivalent to the predetermined time TA is set as an initial value in the pseudo-game regulation timer. This timer value is decremented each time the timer interrupt process (timer update process in step S209) of the main control unit 300 is executed.
[0187] In step S1203, it is determined whether or not any of the stop buttons 137 to 139 has been operated. If any of the stop buttons 137 to 139 has been operated, the process proceeds to step S1205, and if not, the process proceeds to step S1209.
[0188] In step S1205, the reels 110 to 112 corresponding to the stop buttons 137 to 139 that were operated to stop are pseudo-stopped. In step S1206, preparations are made to send a sub-command to the first sub-control unit 400 indicating that the operation on the stop button has been accepted.
[0189] In step S1207, it is determined whether or not all of the reels 110 to 112 are pseudo-stopped. If all of the reels 110 to 112 are pseudo-stopped, the process proceeds to step S1208, and if not, the process returns to step S1203.
[0190] In step S1208, preparations are made to send a subcommand for determining whether a pseudo game has won, which is to be sent to the first sub-control unit 400. For example, if a pattern corresponding to a certain role in the pseudo game is pseudo-stopped, a command corresponding to the pseudo-stopped pattern will be sent. This enables the first sub-control unit 400 to perform control in accordance with the subcommand for determining whether a pseudo game has won, and for example, if a symbol corresponding to a replay or bell is pseudo-stopped, a corresponding effect can be executed.
[0191] Furthermore, such processing is necessary in pseudo-games when a stop operation is required at an appropriate operation timing, and by notifying the first sub-control unit 400 of the nature of the pseudo-stopped pattern, it is possible to perform an effect corresponding to the pseudo-stopped pattern, which allows for more consistency in the effect than a configuration in which an effect is performed as if pseudo-stopped even when it is not, and makes it possible to provide a game with a similar feeling to the actual game.
[0192] In step S1209, it is determined whether the pseudo-game regulation timer has timed out, that is, whether a predetermined time TA corresponding to the set timer value has elapsed. If the pseudo-game regulation timer has timed out, the process proceeds to step S1211; if not, the process returns to step S1203.
[0193] In step S1211, all reels 110 to 112 are pseudo-stopped because a predetermined time TA has elapsed without any operation of any of the stop buttons 137 to 139. In this way, the pseudo game of this embodiment has a function of automatically pseudo-stopping the reels 110 to 112 when no stop operation is performed, in order to promote the progress of the pseudo game.
[0194] In step S1213, a pseudo-game end timer is set. The pseudo-game end timer is a timer that measures the time interval between the pseudo-game and the actual game, and is provided to ensure time to execute predetermined effects (e.g., effects indicating that the pseudo-game has ended, effects indicating that the actual game is starting, etc.). In this embodiment, the time interval between the pseudo-game and the actual game is set to a predetermined time TC (specifically, approximately 1 second), so in step S1213, a timer value equivalent to the predetermined time TC is set as an initial value in the pseudo-game end timer. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. Also, in step S1213, preparations are made to send a pseudo-game end command to the first sub-control unit 400, indicating that the pseudo-game has ended.
[0195] <Pseudo next game start processing> In this embodiment, after the reel stop control process of the pseudo game shown in Figure 15, the process of inserting a medal and accepting a start operation in step S103 is performed in a pseudo manner without immediately proceeding to the actual game. This allows the player to experience a pseudo game that is closer to the actual game. Therefore, the pseudo game of this embodiment broadly includes the start of this pseudo next game.
[0196] In step S1301, preparations are made to send a pseudo start command to the first sub-control unit 400 indicating that the pseudo next game start process has begun. In step S1303, an MB timer is set. The MB timer is a timer that measures the time during which pseudo betting operations can be accepted, and is set to a timer value equivalent to 20 seconds as its initial value, for example. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. In this embodiment, the MB timer is used to limit the time during which one pseudo betting operation can be accepted, ensuring that the game progresses smoothly.
[0197] In step S1305, it is determined whether or not the MAX BET button 132 has been operated by the player. If an operation is detected, the process proceeds to step S1309, and if an operation is not detected, the process proceeds to step S1307. In step S1307, it is determined whether or not the MB timer has timed out, and if not, the process returns to step S1305, and if timed out, the process proceeds to step S1309.
[0198] In step S1309, preparations are made to send a pseudo bet acceptance command indicating that the pseudo bet operation has been accepted to the first sub-control unit 400. Even if the MB timer times out, the pseudo bet acceptance command can be sent, allowing the first sub-control unit 400 to proceed with its presentation processing.
[0199] From step S1311 onwards, processing is performed regarding the pseudo start operation of the start lever 135. In step S1311, preparations are made to send a pseudo lever reception wait start command to the first sub-control unit 400, which indicates that waiting for the pseudo start operation has begun.
[0200] In step S1313, an SR timer is set. The SR timer is a timer that measures the time during which a pseudo start operation can be accepted, and is initially set to a timer value equivalent to 20 seconds, for example. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. In this embodiment, the SR timer is used to limit the time during which a single pseudo start operation can be accepted, thereby ensuring smooth game progress.
[0201] In step S1315, it is determined whether the start lever 135 has been operated by the player. If an operation is detected, the process ends and proceeds to step S111 in Fig. 11. If an operation is not detected, the process proceeds to step S1317, where it is determined whether the SR timer has timed out. If the timer has not timed out, the process returns to step S1315, and if it has timed out, the process proceeds to step S111 in Fig. 11.
[0202] <Reel rotation processing> Next, the reel spinning start process (step S113) in the main process of the main control unit in Fig. 11 will be described with reference to Fig. 17. Fig. 17 is a flowchart showing the flow of the reel spinning start process (step S113) in Fig. 11.
[0203] In step S1400, a 4.1-second wait timer is set. This timer is used to ensure that the interval between games is 4.1 seconds or more, and the game interval is limited to 4.1 seconds or more regardless of whether or not a pseudo game is being executed. This allows the feeling of game progression to be aligned with that of a game that is played only in the main game.
[0204] In step S1401, acceleration parameters for each reel are set. In step S1403, preparations are made to send a game start command to the first sub-control unit 400. In step S1405, a 7-segment setting process is executed. In this process, display settings related to the operation navigation are made.
[0205] In step S1407, it is determined whether or not the random delay flag is set to ON. If this condition is met, the process proceeds to step S1411, and if not, the process proceeds to step S1409.
[0206] In step S1409, the reels 110 to 112 start spinning using the acceleration parameters set in step S1401. In step S1411, a random delay spin start process is executed. Details of this process will be described later with reference to FIG.
[0207] In step S1413, it is determined whether the rotation speed of the reels 110 to 112 is constant. If the rotation speed of the reels 110 to 112 is constant, the process proceeds to step S1315, and if not, step S1413 is repeated. In step S1415, the operation of the stop buttons 137 to 139 is validated.
[0208] <Random delay rotation start process> Next, the random delay spin start process (step S1311) in the reel spin start process of Fig. 17 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the flow of the random delay spin start process (step S1411) in Fig. 17.
[0209] In step S1501, it is determined whether or not a predetermined time TC has elapsed based on the measurement of the pseudo game end timer. If the predetermined time TC has elapsed based on the measurement of the pseudo game end timer, the process proceeds to step S1503; if not, step S1501 is repeated.
[0210] In step S1503, the left reel 110 starts to spin. In step S1505, it is determined whether or not the acceleration of the left reel 110 has finished. If the acceleration of the left reel 110 has finished, the process proceeds to step S1507; if not, the process returns to step S1505.
[0211] In step S1507, a rotation start timer for the center reel 111 is set. Specifically, a timer value corresponding to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the center reel 111 is decremented each time the main control unit timer interrupt process is executed.
[0212] In step S1509, it is determined whether the rotation start timer for the center reel 111 has timed out, that is, whether the standby time corresponding to the initially set timer value has elapsed. If the rotation start timer for the center reel 111 has timed out, the process proceeds to step S1511; if not, the process returns to step S1509.
[0213] In step S1511, the center reel 111 starts to rotate. Note that, although the center reel 111 starts to rotate in step S1511, the center reel 111 is in a pseudo-stop state until it starts to rotate.
[0214] In step S1513, it is determined whether or not the acceleration of the center reel 111 has ended. If the acceleration of the center reel 111 has ended, the process proceeds to step S1515, and if not, the process returns to step S1513.
[0215] In step S1515, a rotation start timer for the right reel 112 is set. Specifically, a timer value corresponding to 0 to 756.512 ms is obtained by lottery, and this value is set. The value of the rotation start timer for the right reel 112 is decremented each time the main control unit timer interrupt process is executed.
[0216] In step S1517, it is determined whether the spin start timer for the right reel 112 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the spin start timer for the right reel 112 has timed out, the process proceeds to step S1519; if not, the process returns to step S1517.
[0217] In step S1519, the right reel 112 starts to spin. Note that although the right reel 112 starts to spin in step S1511, the right reel 112 is in a pseudo-stop state until it starts to spin. In step S1521, the random delay flag is set to OFF.
[0218] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 19. Figure 19(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 19(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 19(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0219] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and initialization processing of the storage area in RAM 408 are performed. In this process, various storage areas such as an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing update information, which is information indicating the game status, are each provided in RAM 408.
[0220] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.
[0221] In step S305, 0 is substituted into the timer variable.
[0222] In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0223] In step S309, performance control processing is performed. Here, performance data is expanded, and device data is set in a performance execution area provided in RAM 408, performance data is set in a performance reservation area provided in RAM 408, and performance data is set and control processing is executed based on received commands and the information contained in those commands. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content is changed based on the overwritten data.
[0224] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the acquired control data is output to the sound source IC 418, thereby executing a sound performance.
[0225] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to each lamp 420, and the acquired control data is output to the drive circuit 422, thereby causing the lamp to perform a performance.
[0226] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to execute an effect.
[0227] In step S317, an information output process is performed based on the processing result of step S309 to set up the sending of a control command to the second sub-control unit 500. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0228] Next, using Figure 19(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0229] Next, using Figure 19(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0230] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 19(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0231] In step S333, the device data set in step S315 is sent to the second sub-control unit 500, and the random number values for performance are updated.
[0232] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 20. Figure 20(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 20(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 20(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 20(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0233] First, in step S401 of Fig. 20(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, the input / output ports are initialized, and a storage area in the RAM 508 is initialized.
[0234] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.
[0235] In step S405, 0 is substituted into the timer variable.
[0236] In step S407, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0237] In step S409, effect control processing is performed. Specifically, if a new command is received in step S407, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0238] In step S411, image control processing is performed based on the processing result of step S409. For example, if the performance data read out in step S409 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 20(d). When this image control processing is completed, the process returns to step S403.
[0239] Next, using Figure 20(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0240] Next, using Figure 20(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0241] In step S417, 1 is added to the value in the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 20(a), and the result is stored in the original timer variable storage area. Therefore, in step S403, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10). In step S419, update processing of the random number value for effect is performed.
[0242] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 20(d). This figure is a flowchart showing the flow of the image control processing.
[0243] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0244] In step S423, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0245] In step S425, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0246] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0247] In step S429, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; if not, the process waits for the generation completion interrupt signal to be input.
[0248] In step S431, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0249] <About simulated gaming> In the slot machine 100, by inserting medals and operating the start lever 135, the reels 110-112 are spun, and a winning combination is internally determined by an internal lottery. The reels 110-112 are stopped by operating the stop buttons 137-139, and a winning combination is achieved when a combination of symbols corresponding to the internal determination is displayed in the symbol display window. When a winning combination involving the payout of medals is achieved, a specified number of medals corresponding to the achieved winning combination is paid out. This series of operations constitutes the normal game, but to distinguish it from the pseudo-game described below, this normal game will be referred to as the main game. Note that the pseudo-game is executed before the main game. A single game may consist of only the main game, or may consist of both the pseudo-game and the main game. The number of games played corresponds to the number of games played.
[0250] The pseudo game is a type of reel effect in which, like the actual game, the rotating reels 110 to 112 are stopped (pseudo-stopped in this embodiment) by operating the stop buttons 137 to 139, and some combination of symbols is displayed on the symbol display window. In this pseudo game, like the actual game, the reels 110 to 112 can be stopped, but unlike the actual game, medals are not paid out depending on the result of the reels 110 to 112 stopping.
[0251] In this embodiment, the pseudo game does not completely stop the reels 110 to 112 as in the actual game, but rather pseudo-stops the reels 110 to 112 (for example, by continuing to vibrate slightly) to make it clear that it is a pseudo game (not an actual game). When the pseudo game ends, the reels 110 to 112 spin again and the actual game begins. In other words, the pseudo game is a game in which, after the start lever 135 is operated and until the speed of the rotation of the reels 110 to 112 in the actual game becomes constant, the reels 110 to 112 are pseudo-stopped in response to the operation of the stop buttons 137 to 139, and any symbol combination can be displayed.
[0252] In this embodiment, the pseudo game is an effect game that can be executed until the rotation speed of all reels 110 to 112 in the actual game becomes constant, but it may be an effect game that can be executed until the rotation speed of some reels becomes constant. For example, when the spun reels 110 to 112 are stopped by operating the stop buttons 137 to 139, only the pseudo game may be stopped for the reel 110 and the actual game may be stopped for the reels 111 and 112, or the pseudo game may be stopped for the reels 110 and 111 and the actual game may be stopped for only the reel 112.
[0253] Here, an example of the operation of the pseudo game of this embodiment will be specifically described with reference to FIG. 21. For example, when the AT state is entered from the next game (pseudo game flag on), when the start lever 135 is operated (STA1 in FIG. 21(a)), the reels 110 to 112 start to rotate. Next, based on the first stop operation (STO1-1 in FIG. 21(a) , here, operation of the left stop button 137), the corresponding first stop reel (left reel 110 in FIG. 21(a)) is pseudo-stopped. Next, based on the second stop operation (STO1-2 in FIG. 21(a) , here, operation of the middle stop button 138), the corresponding second stop reel (center reel 111 in FIG. 21(a)) is pseudo-stopped. Next, based on the second stop operation (STO1-2 in FIG. 21(a) , here, operation of the middle stop button 138), the corresponding second stop reel (center reel 111 in FIG. 21(a)) is pseudo-stopped. Next, based on the third stop operation (STO1-3 in FIG. 21(a), here operation of the right stop button 139), the corresponding third stop reel (right reel 112 in FIG. 21(a)) is pseudo-stopped.
[0254] During the pseudo-stop, the reels 110-112 are not completely still, as shown in Figure 21(b), but are in a state of slight vibration (movement that changes state at intervals of 500 ms or less so as not to maintain the same state for more than 500 ms). Specifically, the reels 110-112 are made to vibrate slightly up and down between a predetermined position A and a position A' slightly away from position A.
[0255] In addition, when the reels 110 to 112 are not completely stationary, this includes a state in which they are not stationary when viewed macroscopically (in seconds), that is, a state in which they are moving slowly enough that the player can see them moving (a state in which they are swaying back and forth), as well as a state in which they are stationary when viewed microscopically (in hundreds of milliseconds).
[0256] In other words, the micro-vibration may include a period in which the reels 110 to 112 are stationary, and in this embodiment, the period between movements in the micro-vibration is a period of less than 500 ms. That is, in this embodiment, if there is a period of 500 ms or more between movements in the micro-vibration, it is defined that the reels 110 to 112 are stationary, and if there is a period of less than 500 ms, it is defined that the reels 110 to 112 are not stationary.
[0257] The reason for performing pseudo-stops in the pseudo game is that if the reels 110-112 are completely stopped, the player may mistakenly think that the actual game has stopped and quit playing, leaving the machine. In other words, this is to prevent a situation in which the player forfeits any benefits that would have been obtained in the actual game that follows. Note that, while each reel 110-112 performs a pseudo-stop in the above example, for example, the corresponding reel 110-112 may be completely stopped during the first and second stop operations, and all reels 110-112 may simultaneously enter a pseudo-stop state after the third stop operation. Furthermore, the vibrations of each reel 110-112 may be synchronized or asynchronous.
[0258] The state of the micro-vibration is similar to the swaying of decorative symbol images displayed on a pachinko display device. However, while pachinko machines are designed to announce the result of the actual game by swaying decorative symbol images and then stopping the vibration, slot machines do not announce the result of the actual game by micro-vibrating the reels 110-112 and then stopping the micro-vibration. In the actual game executed after this pseudo-game, the result of the game is announced when the reels 110-112 come to a complete stop.
[0259] In this embodiment, when all the reels 110 to 112 have been pseudo-stopped, a pseudo next game start process is performed and then the actual game starts, but a random delay is executed when the reels start spinning in this actual game. In the pseudo game, a specific result is aligned, so if the reels 110 to 112 start spinning all at once in the subsequent actual game, some players may find it easier to aim for a certain symbol and stop it.
[0260] That is, there is a possibility that an advantage / disadvantage will occur in the operation of the actual game depending on whether the reels 110 to 112 start spinning all at once when a specific number has been lined up or whether the reels 110 to 112 start spinning all at once when a specific number has not been lined up. In this embodiment, as shown in FIG. 21(c), when the reel rotation of the actual game starts after the pseudo game, the reels 110 to 112 are rotated in the order of the left reel 110, the center reel 111, and the right reel 112, and the center reel 111 and the right reel 112 are rotated after a random predetermined time determined by lottery has elapsed.
[0261] With this configuration, the reels 110 to 112 do not all start spinning at once when a specific winning combination is achieved, and the positions of the left reel 110, center reel 111, and right reel 112 are spread out.
[0262] In addition, the structure for spreading out the positions may be such that the reels start spinning in an order other than the above, or such that a timer for delaying the start of spinning is set individually for each of the reels 110 to 112 and then the timers count down simultaneously. After the left reel 110, center reel 111, and right reel 112 start spinning, operation of the stop buttons 137 to 139 in this game becomes valid after the spinning of all the reels becomes uniform.
[0263] In addition, triggers for executing pseudo-games include when transitioning to the AT state, when transitioning to the AT state is confirmed, when transitioning to the AT state is confirmed after a predetermined number of games, when a special role is internally won, etc.
[0264] The pseudo game may be, for example, a reel rotation or reel stop that is difficult to realize in the actual game (for example, a reel control different from the reel control in the actual game, such as a reverse rotation of reels 110 to 112), or may be a game that reduces the gambling element by increasing the number of games including the pseudo game. Also, the pseudo game may be configured to be executed multiple times in succession.
[0265] <Notification of pseudo-games other than pseudo-stops> In the pseudo game described in Fig. 21, the pseudo stop allows the player to know that it is a pseudo game and not a real game. In other words, the pseudo stop can be said to be one form of notification that it is a pseudo game (hereinafter referred to as pseudo game notification).
[0266] In this embodiment, as shown in Fig. 22, a pseudo game lamp 190 is provided on the right side of the shutter 163, and turning on this pseudo game lamp 190 allows the player to know that a pseudo game is being played. Fig. 22(a) shows the shutter 163 in a closed state, Fig. 22(b) shows the shutter 163 in a half-open state, and Fig. 22(c) shows the shutter 163 in an open state, but the state of the pseudo game lamp 190 can be confirmed in any state. Turning on this pseudo game lamp 190 is also one form of pseudo game notification.
[0267] In this embodiment, when the image on the effect image display device 157 is to be viewed by the player, the shutter 163 is in an open state, and the shutter 163 is positioned between the effect image display device 157 and the pseudo game lamp 190 (FIG. 22(c)). In this case, when the player looks closely at the image on the effect image display device 157, the pseudo game lamp 190 is positioned further out of the player's field of vision across the shutter 163, and as a result, the pseudo game lamp 190 can be made less noticeable.
[0268] 22(d), the pseudo game lamp 190 may be described so as to indicate that it is a lamp that lights up during a pseudo game. This description is not limited to "during a pseudo game" and may be, for example, "free" or "free play." In addition, in this embodiment, the pseudo game lamp 190 is controlled by the main control unit 300, but is not limited to this configuration and may be controlled by the first sub-control unit 400.
[0269] <Example of performance> An example of a performance using the performance device 160 will now be described. Fig. 23 is an explanatory diagram showing one example, showing an example of an image displayed by the performance image display device 157. This performance can also be achieved by using sound output from the shutter 163 and the speaker 272.
[0270] The example in Figure 23 shows a continuous effect CE that is executed over a predetermined period of time. In this embodiment, the continuous effect CE is a continuous effect that is executed over a series of consecutive games over a predetermined period of time, and in the example shown, it is based on the idea that a set of effects is executed over four games. Therefore, the continuous effect CE is made up of four individual effects EN1 to EN4. Each of the individual effects EN1 to EN4 can be made up of a video or still image.
[0271] The individual effects EN1 to EN4 are basically executed in each game. The individual effects EN to EN4 are updated when start information is received. The start information includes a real game start command (S1403 in FIG. 17), but in this embodiment, it also includes a pseudo game start command (S1103 in FIG. 14) for reasons that will be described later. The real game start command and the pseudo game start command may be exactly the same command, which contributes to reducing the memory capacity of the main control unit 300.
[0272] 24(a) shows an example of the execution of a continuous effect CE over a predetermined period (from the Nth game to the N+3th game). In the example shown, the continuous effect CE is used as an effect to notify the player that the AT state has been confirmed, and an example is shown in which no pseudo game is performed.
[0273] On the N-1th game, the effect image display device 157 displays a display suggesting the execution of a continuous effect CE (in the illustrated example, a notification of a development effect). The continuous effect CE starts from the Nth game. When the start lever 135 is operated by the player, the first sub-control unit 400 receives a game start command (S1403 in FIG. 17), which triggers the execution of individual effect EN1 on the Nth game. When the Nth game ends and the player operates the start lever 135, the first sub-control unit 400 receives a game start command (S1403 in FIG. 17), which triggers the execution of individual effect EN2 on the N+1th game.
[0274] Similarly, individual effect EN3 is executed in the N+2th game, and individual effect EN4 is executed in the N+3th game. A series of continuous effects CE is executed over the period of four games. After that, in the N+4th game, an effect is performed to notify the confirmation of the AT state.
[0275] In such continuous effects CE, the individual effects EN1 to EN4 are executed for each game, so that it is possible to give the player a sense of expectation for each game.
[0276] On the other hand, it is also possible to execute a pseudo game while a continuous effect CE is being executed. However, if the continuous effect CE is interrupted midway and a pseudo game is executed, the continuity of the continuous effect CE may be lost and the effect of the game may be reduced. In addition, the execution of a pseudo game may lengthen the time required for one game, resulting in a game from the start to the end of the continuous effect CE being drawn out and the tempo of the game being reduced.
[0277] In this embodiment, when a pseudo game is executed, the execution period of the continuous effect CE is shortened and all continuous effect CEs are executed without omission. Figure 24(b) is an explanatory diagram showing an example of this.
[0278] 24(b) shows an example of the execution of a continuous effect CE over a specific period (from the Nth game to the N+2th game). In the example shown, the continuous effect CE is used as an effect to notify the player that the AT state has been confirmed, and an example is shown in which a pseudo game is performed in the N+1th game.
[0279] On the N-1th game, the effect image display device 157 displays a message suggesting the execution of a continuous effect CE (in the illustrated example, a notification of a development effect). The continuous effect CE starts from the Nth game. When the start lever 135 is operated by the player, the first sub-control unit 400 receives a game start command (S1403 in FIG. 17), which triggers the execution of the individual effect EN1 on the Nth game.
[0280] When the Nth game is completed, the player operates the start lever 135 to start the N+1th game. In this game, a pseudo game is started before the actual game. The pseudo game start command (S1103 in FIG. 14) is received by the first sub-control unit 400, and this triggers the execution of the individual effect EN2 in the N+1th game.
[0281] Thereafter, in the pseudo game, the start lever 135 is operated by the player (S1315 in FIG. 16), or the SR timer times out (S1317 in FIG. 16), and then the first sub-control unit 400 receives a game start command (S1403 in FIG. 17) at S1403 in FIG. 17, which triggers the execution of individual effect EN3. In other words, in the N+1th game, individual effect EN2 and individual effect EN3 are executed. Even when the SR timer times out, the game is controlled to start, so that the interval between individual effect EN2 and individual effect EN3 is lengthened, preventing the effect from becoming drawn out.
[0282] When the N+1th game ends and the start lever 135 is operated by the player, the first sub-control unit 400 receives the game start command (S1403 in FIG. 17), which triggers the execution of the individual effect EN4 in the N+2th game. Compared to the example in FIG. 24(a), a series of continuous effects CE are executed over a period of three games, which is one less game. After that, in the N+3th game, an effect is executed to notify the player that the AT state has been confirmed.
[0283] In this way, in this embodiment, when a pseudo game is executed, the period during which the continuous effect CE is executed is shortened. Since the continuous effect CE is executed without interruption, the continuity of the continuous effect CE is not impaired. In addition, it is possible to prevent the game from being prolonged from the start to the end of the continuous effect CE, and to prevent a decrease in the tempo of the game.
[0284] The shortening of the execution period of the continuous effect CE is realized by performing two individual effects in one game, but the individual effects are performed in both the pseudo game and the actual game. Because the pseudo game is similar to the procedure of the actual game, it is possible to give the player the impression that each individual effect is being performed during the actual game, thereby reducing the sense of incongruity felt by the player. In particular, in the example of Figure 24(a) and the example of Figure 24(b), the number of operations of the start lever 135 that can be accepted during the period in which the continuous effect CE is executed is the same, allowing the player to play the game without feeling uncomfortable and at a good tempo.
[0285] The timing of the pseudo game when the continuous effect CE is executed is not limited to the example of Figure 24(b). The example of Figure 25(a) illustrates a case where the pseudo game is executed on the Nth game. In this example, the individual effect EN1 is executed during the Nth game pseudo game, and the individual effect EN2 is executed during the actual game. Compared to the example of Figure 24(a), a series of continuous effects CE is executed over a period of three games, which is one game less. In both the example of Figure 24(a) and the example of Figure 25(a), the number of operations of the start lever 135 that can be accepted during the period in which the continuous effect CE is executed is the same.
[0286] The example of Figure 25(b) illustrates a case where pseudo games are executed in the Nth game and the N+1th game. In this example, an individual effect EN1 is executed during the Nth pseudo game, and an individual effect EN2 is executed during the actual game. Furthermore, an individual effect EN3 is executed during the N+1th pseudo game, and an individual effect EN4 is executed during the actual game. Compared to the example of Figure 24(a), a series of continuous effects CE is executed over a period of two games, which is two games less. In both the example of Figure 24(a) and the example of Figure 25(b), the number of times the start lever 135 is operated during the period in which the continuous effects CE are executed is the same.
[0287] <Display control of specific outcomes in pseudo games 1> In the pseudo game, when the operation navigation is executed and the player performs the stop operation in accordance with the stop operation order recommended by the operation navigation, the reels may be controlled to stop so that the reels 110 to 112 display a specific result. Figure 26 shows an example of this.
[0288] State ST0 indicates a state in which a pseudo game has started. The reels 110 to 112 are spinning, and the effect image display device 157 displays the recommended stop operation order as left → center → right. The recommended stop operation order may be displayed on the payout number display 127.
[0289] State ST1 indicates the stage where the player has performed the first stop on the left reel 110, and state ST2 indicates the stage where the player has performed the second stop on the center reel 111. State ST3 indicates the stage where the player has performed the third stop on the right reel 112, and since the stop operation was performed in accordance with the recommended stop operation sequence displayed on the effect image display device 157, the reels 110 to 112 have come to a pseudo-stop so as to display a specific outcome.
[0290] State ST11 indicates the stage where the player has performed the first stop on the right reel 112, and state ST12 indicates the stage where the player has performed the second stop on the center reel 111. State ST13 indicates the stage where the player has performed the third stop on the left reel 113, and because the stop operation has not been performed in accordance with the recommended stop operation sequence displayed on the effect image display device 157, the reels 110 to 112 have come to a pseudo-stop so as to display a result different from the specific result.
[0291] The specific result may be a result indicating internal information of the slot machine 100 (so-called reach result). Examples of the internal information include an internal win of a predetermined role, confirmation of the setting of an AT state, etc. The specific result may be a result that is not related to the internal information of the slot machine 100 but has a low probability of appearing. In addition, the specific result may be derived only when a pseudo game is being played and the recommended stop operation sequence is being followed, or may be derived when a real game is being played and the recommended stop operation sequence is being followed, or may be derived even when the recommended stop operation sequence is not being followed.
[0292] Such display control of the specific outcome may be performed in a game in the AT state, or may be performed by executing the operation navigation in a game that is not in the AT state. Also, it may be performed without executing the operation navigation.
[0293] Furthermore, such display control of specific winning combinations may be performed when a pseudo game is performed in a series of games in which a continuous effect CE is executed. For example, in the example of FIG. 24(b), display control of specific winning combinations is performed in the N+1th pseudo game. In this way, by deriving specific winning combinations as reach symbols during a continuous effect, it is possible to provide a player with an element of surprise and increase the interest in the game. Note that, when specific winning combinations function as reach symbols and enable a pseudo game during a continuous effect, the frequency and probability of a pseudo game occurring may be higher in a continuous effect when a transition to the AT state has been determined than in a continuous effect when a transition to the AT state has not been determined. On the other hand, the occurrence of a pseudo game may be restricted in a continuous effect when a transition to the AT state has not been determined. In another embodiment, even during a continuous effect when a transition to the AT state has not been determined, a lottery may be performed to determine whether or not to generate a pseudo game, and if a decision to generate a pseudo game is made, a transition to the AT state is determined, and a specific winning combination may be derived in the pseudo game. The recommended stop operation sequence may be displayed alongside the individual effect EN2, or may be displayed on the payout number display 127. In this case, the specific result may indicate that the AT state has been set. This may increase the player's motivation to play the pseudo-game.
[0294] <Display control of specific outcomes in pseudo games 2> In a pseudo game, when a player performs a stop operation in accordance with a stop operation sequence recommended to avoid a penalty to the player, the reels may be controlled to stop so that a specific outcome is displayed on the reels 110 to 112. The stop operation sequence recommended to avoid a penalty may or may not be notified to the player by the operation navigation.
[0295] Examples of penalties are as described above. That is, in the push-order bell configuration illustrated in FIG. 8, with respect to the stop operation sequence, if the first stop operation is performed on the left reel 110, a maximum of six medals can be paid out, and if the first stop operation is performed on the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state, if the first stop operation is performed on the right reel 112 or the middle reel 111 repeatedly (for example, if a specified number of plays are performed consecutively or if the cumulative number of plays reaches a specified number of plays), a penalty can be imposed, such as not holding a lottery to transition to the AT state or lowering the probability of winning the lottery to transition to the AT state. In this case, the first stop operation on the left reel 110 is the recommended stop operation sequence in terms of penalty avoidance, and the first stop operation on the right reel 112 or the middle reel 111 is the non-recommended stop operation sequence in terms of the risk of penalty.
[0296] The recommended stop operation sequence and non-recommended stop operation sequence related to these penalties are effective in the actual game, but by making them have some effect in the pseudo game as well, it is possible to give the player the enjoyment of playing the pseudo game with the same feeling as the actual game.
[0297] Therefore, when a player performs a stop operation according to the recommended stop operation order in this game, the reels may be controlled to stop so that a specific result is displayed on the reels 110 to 112. Figure 27 shows an example of this.
[0298] State ST20 indicates a state in which a pseudo game has started. Here, a pseudo game in a non-AT state is assumed. The recommended stop operation sequence is the first stop operation for the left reel 110, and the non-recommended stop operation sequence is the first stop operation for the right reel 112 or the center reel 111. The reels 110 to 112 spin, and the effect image display device 157 does not display the recommended stop operation sequence, but simply displays an effect image (here, the word "Chance!"). The recommended stop operation sequence is also not displayed on the payout number display 127.
[0299] State ST21 indicates the stage where the player has performed the first stop on the left reel 110, and state ST22 indicates the stage where the player has performed the second stop on the center reel 111. State ST23 indicates the stage where the player has performed the third stop on the right reel 112, and since the stop operation was performed in accordance with the recommended stop operation order, the reels 110 to 112 have come to a pseudo-stop so as to display a specific outcome.
[0300] State ST31 indicates the stage where the player has performed a first stop on the right reel 112, and state ST32 indicates the stage where the player has performed a second stop on the center reel 111. State ST33 indicates the stage where the player has performed a third stop on the left reel 113. Because the first stop operation is not in the recommended stop operation sequence, the reels 110 to 112 are pseudo-stopped to display a number different from the specific number.
[0301] The specific combination may be a combination that indicates internal information of the slot machine 100 (so-called reach combination). Examples of the internal information include an internal win of a predetermined role, confirmation of the setting of an AT state, etc. The specific combination may be a combination that is not related to the internal information of the slot machine 100 but has a low probability of appearing.
[0302] Furthermore, such display control of specific winning combinations may be performed when a pseudo game is performed in a series of games in which a continuous effect CE is executed. For example, in the example of FIG. 24(b), display control of specific winning combinations is performed in the N+1th pseudo game. In this way, by deriving specific winning combinations as reach symbols during a continuous effect, it is possible to provide a player with an element of surprise and increase the interest in the game. Note that, when specific winning combinations function as reach symbols and enable a pseudo game during a continuous effect, the frequency and probability of a pseudo game occurring may be higher in a continuous effect when a transition to the AT state has been determined than in a continuous effect when a transition to the AT state has not been determined. On the other hand, the occurrence of a pseudo game may be restricted in a continuous effect when a transition to the AT state has not been determined. In another embodiment, even during a continuous effect when a transition to the AT state has not been determined, a lottery may be performed to determine whether or not to generate a pseudo game, and if a decision to generate a pseudo game is made, a transition to the AT state is determined, and a specific winning combination may be derived in the pseudo game.
[0303] <Another Example 1 of the First Embodiment> In the above embodiment, the information on the number of games played included in the game information output at S213 in Fig. 12 was exemplified as the number of games played being counted by an external device based on the actual game, but an external signal may be output so that the total number of games played for each day, including the pseudo game and the actual game, is counted by the external device. If the total number of games played for each day is added up on the game information display provided for each slot machine 100 after each pseudo game, it may be possible to give the player the recognition that the pseudo game is similar to the actual game, and it may be possible to encourage the player to actively enjoy the pseudo game.
[0304] In order to include the number of pseudo games in the total number of games played per day, for example, when the processing of Figure 16 is completed (if Yes in S1315 or S1317), a signal to update the number of games played may be output to an external device.
[0305] As another example, a signal for updating the number of games played may be output to an external device at the end of a pseudo game. Figure 28 is a flowchart showing one such example, illustrating an example of processing executed in place of the reel stop control processing of the pseudo game shown in Figure 15. Explaining the processing different from the example of Figure 15, in the example of Figure 28, information output processing S1212 is added after S1208, and here a signal for updating the number of games played is output to the information input circuit 652 via the information output circuit 334. Information updating is performed on the side of an external device such as a hall computer.
[0306] Next, in the above embodiment, the start lever 135 is exemplified as an operation means that triggers switching between the individual effects EN1 to EN4, but other operation means may be used, for example, operation means related to the progress of the game. Specifically, it may be the MAX BET button 132 or stop buttons 137 to 139. In the case of the stop buttons 137 to 139, the third stop operation may be the target.
[0307] <Example of operation navigation> An example of operation navigation using the liquid crystal image display device 157 in this game will be described with reference to Figures 29 and 30. Figure 29 is a flowchart showing the flow of the notification process executed by the CPU 304 of the main control unit 300 when the AT state is set, and is started, for example, after the reels 110 to 112 start spinning (S113) and before the stop operation is enabled. Note that it is also possible to adopt a mode in which this process is not performed by the main control unit 300, but rather the sub-control unit 400 executes a similar process in accordance with a sub-command from the main control unit 300.
[0308] In step S1701, it is determined whether the current RT gaming state is RT2 (RB gaming state). If the RT gaming state is RT2, the process ends.
[0309] In step S1702, it is determined whether or not an internal win has been achieved for the push order bell in this game. If an internal win has been achieved for the push order bell, the process proceeds to step S1703, where preparations are made to send a sub-command to the sub-control unit 400 to notify the recommended stop operation sequence. If an internal win has not been achieved for the push order bell, the process proceeds to step S1704, where it is determined whether or not an internal win has been achieved for the common bell in this game. If an internal win has been achieved for the common bell, the process proceeds to step S1705, and if an internal win has not been achieved, the process ends.
[0310] In step S1705, it is determined whether the remaining AT coins are less than or equal to the end waiting number. If the remaining AT coins are less than or equal to the end waiting number, the process proceeds to step S1706. If the remaining AT coins are greater than the end waiting number, the process ends. Step S1705 is a process that determines whether the AT state will win a common bell in that final game. The remaining AT coins refer to the remaining difference in the number of coins required to reach the end condition of the AT state regarding the difference in the number of coins. The end waiting number refers to the difference in the number of coins the player will receive based on the results of this game. In the case of the common bell, the payout is 13 coins and the player inserts 3 coins, so the end waiting number is 10 coins. In S1706, the stop operation order is notified. The stop operation order for the common bell is optional. However, here, in order to notify the stop operation order, preparations are made to send a subcommand to the sub-control unit 400.
[0311] 30(a) to 30(c) show examples of notification in step S1703, step S1707, and step S1706, respectively.
[0312] Figure 30(a) is an example of an operation navigation, and shows the recommended stop operation order in case of an internal win in the push order bell_RLC as 3 → 1 → 2. This recommends operation from right → left → middle. It also shows that the number of remaining AT coins is 25.
[0313] Figure 30(b) is an example of a notification during RB play. Even if the bell is an internal win, the recommended stop operation sequence is not notified. Thus, in this embodiment, even if the AT state is set, operation navigation is not performed during RB play. If operation navigation is performed during RB play, the player may be concerned that the AT state may end due to the end condition of the difference in number of coins during RB play. Generally, players often feel a sense of satisfaction that they have completed the AT state or made full use of the AT state by performing operation navigation during play when the AT state ends and receiving a payout corresponding to the winning combination. In this embodiment, by not performing operation navigation during RB play, the player's satisfaction can be improved without having to worry about the AT state ending during RB play.
[0314] Furthermore, "even if the AT state is set, operation navigation will not be performed during RB play" means that even if the game state is controlled to the AT state as shown in Figure 10, etc., and is controlled to the RB play state, operation navigation will not be performed during RB play, indicating that operation navigation will not be performed during RB play in the AT state.
[0315] Here, "even if the AT state is set, operation navigation is not performed during RB play" includes, for example, the following configuration.
[0316] (i) When the RB gaming state is started during the AT state, information indicating that it is being controlled to the AT state (AT state command, AT state flag, AT permission information; hereinafter referred to as AT state information) is maintained and held even during the RB gaming state, but information indicating that it is in the RB gaming state (RB state command and RB state flag; hereinafter referred to as RB state information) is also set and stored, so that when the AT state information and the RB state information are established simultaneously, a notification of a stop operation corresponding to the lottery result of the internal winning role lottery process is not made. Then, when the RB gaming state ends, the RB state information is not set or not stored, and in the subsequent AT state, a notification of a stop operation corresponding to the lottery result of the internal winning role lottery process is made.
[0317] (ii) If the RB gaming state is started during the AT state, the AT state is considered to be temporarily interrupted and the AT state information is not set or stored, and the RB state information is set or stored, so that the stop operation corresponding to the lottery result by the internal winning role lottery process is not notified during the RB gaming state. However, when the RB gaming state ends, information that can identify a return to the AT state (AT return information) is set or stored, so when the RB gaming state ends, the RB state information is not set or not stored, and the AT state information is set or stored again by the AT return information, so that the AT state is returned to and the stop operation corresponding to the lottery result by the internal winning role lottery process is notified.
[0318] (iii) When the RB gaming state is started during the AT state, the AT state information is not set or stored, and information indicating that the RB gaming state is in the AT (RB state command during the AT state and RB state flag during the AT state, hereinafter referred to as RB information during the AT state) is set or stored, so that the stop operation corresponding to the lottery result by the internal winning role lottery process is not notified during the RB gaming state. Then, when the RB gaming state ends, the AT RB information is not set or not stored, and then the AT state information is set or stored again, and the stop operation corresponding to the lottery result by the internal winning role lottery process is notified during the AT state.
[0319] In this way, "operation navigation is not performed during RB play even if the AT state is set" can be (i) a configuration in which the AT state information is set and stored even in the RB play state, (ii) a configuration in which the AT state information is not set and not stored in the RB play state, but the AT return information is set and stored, or (iii) a configuration in which the AT state information is not set and not stored in the RB play state, but the RB information is set and stored during the AT state.The common point among these is that it is possible to return to the AT state after the RB play state ends, and in this way "even if the AT state is set" refers to having AT rights and information that allow for a return to the AT state after the RB play state ends.
[0320] Figure 30(c) shows an example of notification when the common bell is internally won in the final game of the AT state. The common bell has an arbitrary stop operation order when winning. However, as described above, generally as a player, in a game where the AT state ends, when the operation navigation is performed and the payout corresponding to the winning of the combination is received, the player often feels satisfied that they have completed the AT state or fully utilized the AT state. Therefore, in this embodiment, when the common bell is internally won in the final game of the AT state, the stop operation order is notified when the AT state ends. The stop operation order to be notified is arbitrary. The stop operation order to be notified may be a predetermined stop operation order. In this case, the program capacity can be reduced in that the process of determining the stop operation order is unnecessary. Conversely, the stop operation order to be notified may be determined by lottery. The bias of the notified stop operation order can be eliminated and the race feeling (the feeling that it is always the left, middle, and right bells when it ends) can be reduced.
[0321] In the example of Figure 30(c), the stop operation order is displayed as 2 → 1 → 3. This recommends operating in the middle → left → right order, but even if the player selects another stop operation order, they will win the common bell. In the example of Figure 30(c), it is also displayed that the remaining number of AT tickets is 5.
[0322] As described above, in this embodiment, there is a predetermined combination (common bell) without a stop operation mode and a predetermined combination (pushing order bell) with an operation mode. In a game that can be the final game of the AT state (when there is one remaining bell), even if the internally winning combination is a pushing order regardless bell, the recommended operation mode is notified. The player can be given a sense of satisfaction that the AT end condition has been met by ending the final game of the AT state with the operation navigation.
[0323] Through the above notification process, an AT state with a high level of player satisfaction can be provided. Note that the CPU 304 of the main control unit 300 can perform similar processing in the operation navigation of the payout display 127.
[0324] <Example of the transition of the game related to AT> An example of the progress of a game related to the AT will be described with reference to Figures 31 and 32. Figures 31 and 32 both show an example of the progress of a game before and after the AT state ends due to the end condition of the difference in the number of coins. First, the example in Figure 31 will be described.
[0325] At the N play stage, the states are RT1 (RB internal win state), advantageous zone, and normal AT state, and the common bell is internally won. Since the common bell is an internal win, no operation navigation is performed. The common bell is won and the number of remaining AT coins is 17.
[0326] At the N+1 game stage, the push order bell is internally selected and operation navigation is performed. As a result of winning the push order bell (13 coins), the number of remaining AT coins is the number of coins inserted + 3 coins, the number of coins paid out - 13 coins, which is 7 coins. Since there are 7 coins remaining in the AT, the AT state may end depending on the result of the next game, and the machine enters an end waiting state.
[0327] At the N+2 play stage, the internal lottery result is a miss. Operation navigation is not performed. The remaining number of AT coins is the number of coins inserted + 3, and the number of coins paid out is 0, which is 10 coins. Since there are 10 coins remaining in the AT, the AT state may end depending on the result of the next play, and the game enters an end waiting state. At the N+3 play stage, the internal lottery result is an internal win on the common bell. Here, since this is the final play in the AT state, operation navigation is performed. The AT state ends. Since the RT play state is RT1, the establishment of transition condition 12 (Figure 10) sets the pullback chance state for the next play. In the example shown, it is assumed that either (C) or (D) of transition condition B is established, the advantageous zone ends, and a non-advantageous zone is set for the next play.
[0328] At the N+4 play stage, the internal lottery result is an internal win for the common bell. No operation navigation is performed. When transition condition A is met, the game moves from the non-advantageous zone to the advantageous zone. At the N+5 play stage, the internal lottery result is the push order bell. In the pull-back chance state, operation navigation for the push order bell is performed in the advantageous zone. From then on, play progresses in the pull-back chance state with N+6 play and N+7 play.
[0329] An example of Figure 32 will be explained. At the M play stage, the states are RT1 (RB internal win state), advantageous zone, and normal AT state, with an internal win on the push order bell. Since the push order bell is an internal win, no operation navigation is performed. The push order bell is won and the number of remaining AT coins is 7. Since the number of remaining AT coins is 7, the AT state may end depending on the result of the next play, and the state will enter an end waiting state.
[0330] At the M+1 play stage, the internal lottery result is a miss. Operation navigation is not performed. The remaining number of AT coins is the number of coins inserted + 3 coins, and the number of coins paid out is 0, which is 10 coins. Since there are 10 coins remaining in the AT, the AT state may end depending on the result of the next play, and the system enters an end waiting state. However, at the M+1 play stage, the symbol combination corresponding to the RB is displayed, and the RB is won. From the next play, the RT play state becomes RT2 (RB play state).
[0331] At the M+2 stage, the push order bell was internally selected, but since the RT game state is RT2 (RB game state), operation navigation is not performed. Also, since the RT game state is RT2 (RB game state), the difference in number of coins and the number of games played are not updated, and the number of remaining coins in the AT remains at 10.
[0332] The M+7 play stage is the final play of RT2 (RB play state). The internal lottery result is an internal win on the common bell. No operation navigation is performed. The remaining number of AT coins remains at 10. RT0 (normal play) will be set from the next play.
[0333] At the M+8 play stage, the internal lottery result is a simultaneous internal win for the common bell and RB. Here, since this is the final play in the AT state, operation navigation is performed for the common bell. The AT state ends. Since the RT play state becomes RT1 in this play, the establishment of transition condition 12 (Figure 10) sets the pull-back chance state for the next play. In the illustrated example, it is assumed that either (C) or (D) of transition condition B is established, the advantageous zone ends, and a non-advantageous zone is set for the next play. At the M+9 play stage, the internal lottery result is the common bell. Operation navigation is not performed. The establishment of transition condition A causes a transition from the non-advantageous zone to the advantageous zone. At the M+10 play stage, the internal lottery result is the push order bell. In the pull-back chance state, operation navigation for the push order bell is performed in the advantageous zone.
[0334] <Another Example 2 of the First Embodiment> In the information output of step S123, an external signal does not have to be output even if the RB game starts (RT2 starts). In this embodiment, since the player's profit in the AT state is large, an external signal is output and the data lamp is updated, which may prevent the player from mistaking that a benefit greater than that in the AT state has been granted.
[0335] Even when RB play starts (RT2 starts), it is not necessary to perform an effect indicating that the current play is RB play, as shown in Figure 30(b). Specifically, a configuration is conceivable in which the effect that was being performed before RB play started is continued without performing an effect indicating that it is RB play. In this embodiment, since the player's profit in the AT state is large, it may be possible to prevent the player from mistakenly believing that a benefit greater than that in the AT state has been granted in RB play.
[0336] Even if there is an internal winning in RB (even if RT1 is set), it is not necessary to perform an effect to notify that there is an internal winning in RB. Specifically, a configuration can be considered in which the effects that were being performed before RB was won are continued without performing an effect indicating that there is an internal winning in RB. In this embodiment, since the player's profit in the AT state is large, there may be a case where it is possible to prevent the player from misrecognizing that a privilege equal to or greater than the AT state is given in the RB game.
[0337] When there is an internal winning in RB, it is also possible not to notify the symbol combination corresponding to RB. Specifically, a configuration can be considered in which the effects that were being performed before the symbol combination corresponding to RB was displayed are continued without performing an effect indicating the symbol combination corresponding to RB. In this embodiment, since the player's profit in the AT state is large, there may be a case where it is possible to prevent the player from misrecognizing that a privilege equal to or greater than the AT state is given in the RB game.
[0338] It is also possible to prevent the effects from changing before and after the setting change. By continuing the effects that were being performed before the setting change even after the setting change, there may be a case where it is possible to prevent the player from noticing that the setting change has been made.
[0339] It is also possible to prevent the effects from changing when returning from a power failure (S221) and when changing the settings. By performing the same effects in the case of a power failure recovery and when changing the settings, there may be a case where it is possible to prevent the player from noticing that the setting change has been made.
[0340] <Display of the number of game rounds after setting the AT state> In the slot machine 100 of this embodiment, whether or not the AT state is set significantly affects the player's profit. When a player selects a slot machine 100 at a gaming establishment, the number of plays after the AT state is set serves as a guide. For example, if the AT state has ended and the number of plays after the AT state is set is not small but is quite large, the player may have expectations that the AT state will soon be set. In this embodiment, an external device outputs information that can provide the player with the number of plays.
[0341] 33(a) shows an example of information output from the information output circuit 334 to the information input circuit 652, and shows an example of an external signal output in S213 of Fig. 12. In the example shown, eight external signals can be assigned to pins 1 to 8 of the connector connecting the information output circuit 334 and the information input circuit 652.
[0342] Pin 1 is assigned a medal insertion count signal. The medal insertion count signal outputs a signal corresponding to the number of bets when the start lever 135 is operated. This signal is output for each game, so an external device can determine the number of games played from this signal. Pin 2 is assigned a medal payout count signal. If medals are paid out as a result of a game, a signal corresponding to the number of medals paid out is output as a medal payout count signal.
[0343] Pin 5 is unused. Pin 7 is assigned a security signal. The security signal is a signal that indicates that a setting change or setting confirmation is being performed. Pin 8 is assigned a door open signal. The door open signal is a signal that indicates that the front door 102 is open.
[0344] The RB signal is assigned to pin 3. The RB signal is a signal that is output when the AT state is set in the advantageous zone (when the first hit occurs). However, if the AT state (ending state) is set due to the establishment of transition condition 15, it is not output. The first hit means that the AT state is set under a transition condition other than when a win occurs in the pullback chance state (when the AT normal state is set under transition condition 13).
[0345] FIG. 34(a) shows an example of a change in the RB signal. In this embodiment, the RB signal turns ON after two plays from the AT state setting, and turns OFF the next play. The reason for turning the signal ON after two plays from the AT state setting is that the AT state is reliably controlled if two plays have passed since the AT state setting, and because it takes one to two plays to transition from the non-advantageous zone to the advantageous zone, it is intended to be consistent with the number of plays after transition to the advantageous zone. The RB signal may be turned ON during play in which the AT state is set. Also, if the RB signal is ON during play at the end of the advantageous zone, it is turned OFF. Whether or not a first hit has occurred in the AT state is managed by the first hit flag. In this embodiment, the first hit flag is set OFF when transition condition 14 is met, and set ON when transition condition 12 is met.
[0346] The BB signal is assigned to pin 4. The BB signal is a signal that is output when the AT state is set. Figure 34(a) shows an example of the change in the BB signal. In this embodiment, when the first hit occurs in the AT state, the RB signal is output, and therefore the BB signal is output (turned ON) after four plays have been played since the AT state was set. When the AT state is set for the second time or later, the BB signal turns ON after two plays have been played since the AT state was set. Figure 34(b) shows an example of this. The BB signal may also be turned ON during play when the AT state is set. The BB signal also turns ON during play when transition condition 15 is met. Figure 34(c) shows an example of this. In either case, the BB signal is turned OFF at the end of the AT state or the end of the advantageous zone.
[0347] FIG. 33(b) shows an example of the display of the display 653 of the external device. The external device in this example is a game information display (generally called a data counter, data lamp, etc.) provided for each slot machine 100. In the example shown, the display 653 displays "BB 1," "RB 1," and "262 times." "BB 1" indicates that the set number of times in the AT state is 1, and is information based on the BB signal. "RB 1" indicates that the first win in the AT state is 1, and is information based on the RB signal. "262 times" indicates that the number of times of play after the AT state is set (or may be after the AT state ends, or may be after the output of the RB signal or BB signal turns OFF) is 262, and is information based on the BB signal and the inserted medal number signal (configured so that one game is updated with an inserted medal number signal of 3 medals. Note that an inserted medal number signal of 3 medals is also output during replay).
[0348] The RB signal and the BB signal are used as signals to reset the number of games played after the AT state displayed by the external device is set (or after the AT state ends). Figures 35 to 37 are diagrams showing examples of changes in the RB signal and the BB signal, and changes in the display example of the display 653. In this embodiment, the number of games played is reset at the rising edge of the RB signal or the rising edge of the BB signal.
[0349] An example of Figure 35 will be explained. In the example of Figure 35, the AT state is set in the Nth game, which is the first AT state setting since the start of the advantageous zone (so-called first win). At this time, the display on the display 653 is "BB 0", "RB 0", and "250 times". The RB signal is turned ON in the N+2th game, which is the second game since the AT state was set. The display on the display 653 is "BB 0", "RB 1", and "0 times", and in response to the rising edge of the RB signal, the RB display becomes 1, and the number of games is reset to 0. The BB signal is turned ON in the N+4th game, which is the fourth game since the AT state was set. The display on the display 653 is "BB 1", "RB 1", and "0 times", and in response to the rising edge of the BB signal, the BB display becomes 1, and the number of games is reset to 0.
[0350] An example of Figure 36 will be explained. In the example of Figure 36, the AT state is set in the Mth game following the AT state described in the example of Figure 35 (so-called consecutive wins), and this is the setting of the AT state from the start of the advantageous zone onwards. At this time, the display on the display 653 is "BB 1", "RB 1", and "150 times". The BB signal is turned ON in the M+2th game, which is the second game since the setting of the AT state. The display on the display 653 is "BB 2", "RB 1", and "0 times", and in response to the rising edge of the BB signal, the BB display is incremented by one to become 2, and the number of games is reset to 0. Since the AT state is not being set for the first time, the RB signal does not change.
[0351] The example in Figure 37 will be explained. In the example in Figure 37, it is assumed that the AT state is never set from the start of the advantageous zone until the remaining number of plays reaches the specified number, and transition condition 15 is met. In the example shown, it is assumed that the number of plays that is the end condition for the advantageous zone is 3000 times, and the remaining specified number is 50 times.
[0352] In the 2948th game, the display on the display 653 is "BB 0", "RB 0", and "2948 times". In the 2950th game when transition condition 15 is met, the AT state is set and the BB signal is turned ON. The display on the display 653 is "BB 1", "RB 0", and "0 times", and in response to the rising edge of the BB signal, the BB display becomes 1 and the number of games is reset to 0.
[0353] In this advantageous zone, the AT state is set for the first time in the 2950th play when transition condition 15 is met, but this is not treated as a first win, and the RB signal does not turn ON. In the 3000th play, which is the end play of the advantageous zone, the display 653 displays "BB 1," "RB 0," and "50 plays," and the number of plays has been updated. The "RB" display remains at 0, allowing the player to understand that transition condition 15 has been met. For ease of explanation, an example has been shown in which the number of plays is updated from the output of the BB signal until the 3000th play, which is the end play of the advantageous zone. However, this is not limiting, and an example in which the number of plays is updated after the BB signal turns OFF in the 3000th play may also be used.
[0354] In this embodiment, even if a player performs a stop operation that results in a penalty and the state in which the AT state is not set continues in the advantageous zone, the AT state (ending state) is forcibly set by the establishment of transition condition 15, and the display of the number of plays on display 653 can be reset by the output of the BB signal. If the reset is not performed, the display of the number of plays on display 653 may far exceed 3,000, which may cause other players who see this to avoid the machine. However, according to this embodiment, the number of plays is always reset once before the end of the advantageous zone, which prevents the machine from being avoided. Therefore, a decrease in operation rate can be reduced.
[0355] In this embodiment, the same BB signal is output whether the AT state is set by the establishment of the normal transition condition that is originally planned, as exemplified in Figure 35 or Figure 36, or whether the AT state is set by the exceptional establishment of transition condition 15, as exemplified in Figure 37, and the output of the BB signal is set to OFF when the advantageous section ends in either case. By sharing the output of the external signal, it is possible to reduce the number of programs, etc.
[0356] In this embodiment, as illustrated in Figure 37, even if transition condition 15 is met in the advantageous zone and the AT state is set for the first time, it is not treated as a first win and the RB signal is not output to ON, but a configuration in which it is output to ON can also be adopted. In this case, the number of "RB"s on the display 653 is updated, and the number of first wins in the AT state in the advantageous zone corresponds to the actual situation. Also, although the configuration in which the AT state (ending state) is forcibly set when transition condition 15 is met and the BB signal is output may be configured in such a way that the AT state is not forcibly set and the BB signal is output.
[0357] Second Embodiment In the first embodiment, the slot machine 100 has been described as a three-coin bet-only machine in which, on the condition that three medals have been bet, a game can be started by operating the start lever 135. In this case, the bet buttons 130 and 131 other than the MAX BET button 132 may also be configured to allow three medals to be inserted with one bet operation.
[0358] Figure 38 is a flowchart showing an example of the processing of step S103 in Figure 11 (game start processing) in this embodiment. In step S1801, it is determined whether or not a replay was won in the previous game. If a replay was won, the process proceeds to step S1803, where the number of bets is set to 3. The number of bets refers to the number of bets that have been validly set. Thereafter, the process proceeds to step S1826. If a replay was not won in the previous game, the process proceeds to step S1805 as determined in step S1801.
[0359] Steps S1805 to S1811 are processes performed when a medal is inserted into the medal insertion slot 141, steps S1813 to S1821 are processes performed when a bet is made on the bet buttons 130 to 132, and the bet process in step S1823 is common processing for inserting a medal into the medal insertion slot 141 and for making bets on the bet buttons 130 to 132. By modularizing the processing for inserting a medal into the medal insertion slot 141 and for making bets on the bet buttons 130 to 132 into a common module, it may be possible to reduce the size of the program. Furthermore, the processing in steps S1813 to S1821 makes it possible to accept bets on the bet buttons 130 to 132 substantially simultaneously. It is also possible to employ processing in which bets on the bet buttons 130 to 132 can be accepted at different times, but by accepting bets simultaneously as in this embodiment, it may be possible to reduce the size of the program.
[0360] In step S1805, the detection result of the medal acceptance sensor among the various sensors 318 is acquired, and it is determined whether or not a medal has been inserted into the medal insertion slot 141. If insertion of a medal is detected, the process proceeds to step S1807, and if not, the process proceeds to step S1819.
[0361] In step S1807, one credit is added. In step S1809, the added number is set to 1. The added number is a variable used in the process of setting the number of bets, and an added number of 1 means that one bet has been provisionally accepted. In step S1811, the command type of the subcommand to be sent to the sub-control unit 400 is set to "080H". This command type is a type that means that a medal has been inserted into the medal insertion slot 141. Then, proceed to step S1823.
[0362] In step S1813, it is determined whether or not a bet operation has been performed on the MAX BET button 132. Specifically, the detection result of the BET button 132 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the BET button 132 sensor has changed from OFF to ON. If the detection result of the BET button 132 sensor has changed from OFF to ON, proceed to step S1819; if it has not changed from OFF to ON, proceed to step S1815.
[0363] In step S1815, it is determined whether or not a bet operation has been performed on the two-coin bet button 131. Specifically, the detection result of the bet button 131 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 131 sensor has changed from OFF to ON. If the detection result of the bet button 131 sensor has changed from OFF to ON, proceed to step S1819, and if it has not changed from OFF to ON, proceed to step S1817.
[0364] In step S1817, it is determined whether or not a bet operation has been performed on the 1 coin bet button 130. Specifically, the detection result of the bet button 130 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 130 sensor has changed from OFF to ON. If the detection result of the bet button 130 sensor has changed from OFF to ON, proceed to step S1819, and if it has not changed from OFF to ON, proceed to step S1825.
[0365] In step S1819, the number of coins to be added is set to 3. This means that a bet of 3 has been provisionally accepted. In step S1821, the command type of the subcommand to be sent to the sub-control unit 400 is set to "040H". This command type is a type that means that a bet operation has been performed using the bet buttons 130 to 132. Then, the process proceeds to step S1823.
[0366] In this embodiment, a bet operation is accepted when each bet button sensor changes from OFF to ON. For this reason, even if the bet button sensor remains ON before the bet operation acceptance period (steps S1805 to S1825) due to a malfunction of the bet button, for example, because the button portion of the bet button is stuck and remains pressed, the bet operation will not be accepted as a valid bet operation.
[0367] Conversely, even if the bet button sensor for a certain bet button has been in the ON state continuously since before the bet operation acceptance period, if a bet operation is made on another normal bet button within the acceptance period, that bet operation can be validly accepted.
[0368] Also, within the acceptance period, any of the bet buttons 130-132 operated will accept three bet operations, and if a bet operation on any of the bet buttons is detected, the process proceeds to step S1819, so duplicate bet operations will not be accepted. Furthermore, the processes of steps S1819 and S1821 are modularized in common for bet operations on each of the bet buttons 130-132, which may reduce the program capacity.
[0369] In step S1823, betting processing is performed. Figure 39 is a flowchart of this process. In step S1831, it is determined whether the current number of bets is 3. If the number of bets is not 3, the process proceeds to step S1833, and if the number of bets is 3, the process proceeds to step S1842.
[0370] In step S1833, it is determined whether the current number of credits is 0 (whether it is 1 or more). If the number of credits is 0, the insertion of one medal (betting operation) is invalidated, and the process proceeds to step S1842 without adding the number of credits to the bet. If the number of credits is not 0, the process proceeds to step S1835 to validate the insertion of one medal.
[0371] In step S1835, the number of credits is subtracted by one, and in the following step S1837, the number of bets is incremented by one and set. In step S1839, the added number is subtracted by one. In step S1841, it is determined whether the added number is 0. If the added number is 0, the process proceeds to step S1842, and if the added number is not 0, the process returns to step S1831 and the same processing is repeated. For example, if a bet operation is performed using the bet buttons 130 to 132, this processing is repeated up to the number of credits, and if medals are inserted one by one into the medal insertion slot 141, this processing is repeated once each time.
[0372] In step S1842, command processing is performed. Here, preparations are made to send a subcommand including the command type set in step S1811 or step S1821 and the number of bets. By receiving this subcommand, the sub-control unit 400 can identify the current number of bets and distinguish the medal insertion operation (medal insertion slot 141 or bet buttons 130-032). Then, the process proceeds to step S1825 in FIG. 38.
[0373] In step S1825, it is determined whether the number of bets is 3. If the number of bets is 3, the process proceeds to step S1826 to allow the start of the game, and if the number of bets is 1 or 2, the process returns to step S1805. In step S1826, a start operation on the start lever 135 is accepted, and if a start operation is accepted, this process ends.
[0374] As described above, according to this embodiment, the 1-coin bet button 130 and the 2-coin bet button 131 are used as the same MAX bet button as the bet button 132. Even if some of the bet buttons malfunction, the other bet buttons can be used to bet 3 coins, improving convenience for players and the continuity of machine operation. On the other hand, because 1 bet is possible with the medal insertion slot 141, it is possible to make a 3-coin bet by inserting 3 medals, or even if a bet operation with the bet buttons 130 to 132 is not enough credits and results in a 1-bet or 2-bet, additional medals can be inserted through the medal insertion slot 141 to make a 3-bet.
[0375] When betting using the bet buttons 130 to 132, three bets are set with one bet operation, so the time required for betting can be shorter than when placing three bets by inserting medals one by one into the medal insertion slot 141.
[0376] In this embodiment, as shown in Fig. 1, among the bet buttons 130 to 132, the MAX BET button 132 has a larger operation surface than the other bet buttons 130 and 131. There are cases where the MAX BET button 132 can be made to stand out while allowing three bets with any of the bet buttons 130 to 132.
[0377] To make the MAX BET button 132 stand out, the MAX BET button 132 may have a built-in light-emitting element such as an LED that can emit light, but the bet buttons 130 and 131 may not have built-in light-emitting elements. If the MAX BET button 132 has a built-in light-emitting element, the timing at which the light is emitted may be after the timing at which bet operations for the bet buttons 130 and 131 begin to be accepted. There are cases in which a player can place a bet on the bet buttons 130 and 131 earlier.
[0378] In this embodiment, of the bet buttons 130 to 132, the MAX BET button 132 is positioned closest to the player, as shown in Figure 1. While allowing three bets with any of the bet buttons 130 to 132, it may be possible to improve the operability of the MAX BET button 132.
[0379] Of the bet buttons 130 to 132, the MAX BET button 132 may be pressed the deepest when it is turned ON. This may improve the player's operational feel when using the MAX BET button 132. Conversely, of the bet buttons 130 to 132, the MAX BET button 132 may be pressed the shallowest when it is turned ON. This may improve the player's operational feel when using the MAX BET button 132. This may reduce the burden on the player when using the MAX BET button 132.
[0380] In this embodiment, as shown in Figure 1, among the bet buttons 130 to 132, the MAX BET button 132 protrudes the most upward in a natural state where no operation is performed. There are cases where the MAX BET button 132 is easy for a player to operate.
[0381] The configuration examples of the bet buttons 130 to 132 can be combined as appropriate.
[0382] Next, in the processing of step S103 (game start processing), the processing time when a replay was established in the previous game (the time from step S1801 to the start of step S1826) may be the same as the processing time when the bet buttons 130-132 are operated (the time from when "Yes" is displayed in any of steps S1813-S1817 to the start of step S1826 via steps S1819 and S1823). In this case, each processing time may be adjusted by inserting an appropriate wait time. This may allow the game to be played without changing the progress speed of a game across multiple games, whether or not a replay was established in the previous game. Conversely, these processing times may be different, and one processing time may be shorter than the other. This may make it easier for a player to recognize that a replay was established in the previous game.
[0383] <Select a performance> The bet buttons 130 to 132 can also be used as confirmation buttons for effect selection. In this case, the command types indicating operations on the bet buttons 130 to 132 are all assigned the above-mentioned "040H", so whichever bet button 130 to 132 is operated can be processed with the same command type, which reduces the program capacity.
[0384] FIG. 40 is an explanatory diagram of the case where the bet buttons 130 to 132 are used as effect selection confirmation buttons. In states ST40 to ST42, a character selection image is displayed on the effect image display device 157, and one character can be selected from three characters: the lord, the princess, and the chief retainer. State ST40 shows an image in which the lord can be selected, and after a predetermined time has passed, this changes to an image in which the princess can be selected, as shown in state ST41. After a further predetermined time has passed, this changes to an image in which the chief retainer can be selected, as shown in state ST42, and after a further predetermined time has passed, the state returns to state ST40.
[0385] The effect image display device 157 displays a message that the character selection will be confirmed when the MAX BET button 132 is operated. However, in this embodiment, the character selection can be confirmed by operating any of the BET buttons 130 to 132, which may improve the operability for the player.
[0386] For example, suppose that one of the bet buttons 130 to 132 is operated at the timing of state ST40. The main control unit 300 monitors the detection results of the bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor among the various sensors 318, and when an operation is detected by any of them, it sends a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image on the effect image display device 157 showing that the lord's selection has been confirmed, as shown in state ST50.
[0387] Similarly, suppose that one of the bet buttons 130 to 132 is operated at the timing of state ST41. The main control unit 300 sends a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image of the princess's selection being confirmed on the effect image display device 157, as shown in state ST51.
[0388] Similarly, suppose that one of the bet buttons 130 to 132 is operated at the timing of state ST42. The main control unit 300 sends a sub-command with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed, and displays an image indicating that the selection of the elder retainer has been confirmed on the effect image display device 157, as shown in state ST52.
[0389] In this way, the character selection can be confirmed by operating any of the bet buttons 130 to 132, but for presentation purposes, it may be possible to prevent the player from becoming confused by prompting the player to operate a specific bet button (here, the MAX bet button 132).
[0390] It is also possible to have the selection confirmed only when the bet button indicated by the effect is operated among the bet buttons 130 to 132. Specifically, in the example of Fig. 40, since the operation of the MAX BET button 132 is indicated, the selection is confirmed when the MAX BET button 132 is operated, and the operation is not confirmed even if the bet buttons 130 and 132 are operated. This may prevent the player from becoming confused.
[0391] In addition, while the common functions are provided by allowing any of the bet buttons 130-132 to confirm character selection and allowing any of the bet buttons 130-132 to bet three coins, in the case of character selection, it is also possible to select a character using the indicated MAX BET button 132, and then select another presentation mode by operating the unindicated bet buttons 130, 131. For example, the character selection displayed initially may be a so-called "front presentation mode" that displays the frequency of standard presentations or the expectation of the presentation, but a so-called "back presentation mode" may be provided, allowing the selection of a mode in which the frequency of presentations or the expectation of the presentation are extremely allocated, such as "if it occurs, it's a win." In this way, it is also possible to have a common function regardless of which of the bet buttons 130-132 is operated in a certain state, while the functions are separated in a predetermined state.
[0392] The effects and operation acceptance for the bet buttons 130 to 132 are not limited to the confirmation of effect selection. For example, in the pseudo bet operation (FIG. 16: step S1305), a bet operation for any of the bet buttons 130 to 132 may be accepted. Treating the pseudo game and the real game in the same way may make it possible to match the hitting feel in these games.
[0393] Conversely, in the pseudo bet operation, only the operation on the MAX BET button 132 may be accepted, and operations on the BET buttons 130 and 132 may not be accepted. In this case, if the MAX BET button 132 is operated, a sub-command with the command type set to "040H" is sent to the sub-control unit 400, but even if the BET buttons 130 and 132 are operated, a sub-command with the command type set to "040H" does not have to be sent to the sub-control unit 400.
[0394] <Check the bet button status> It is also possible to provide a light emitting element for checking the state of each of the bet buttons 130 to 132. Here, an example will be described in which the light emitting element is provided on the main control board on which the main control unit 300 is executed.
[0395] FIG. 41 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped body surrounded by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a back panel 242, and is open at the front. Inside the main body 101, a main control board storage case 210 storing a main control board 211 is disposed in a position that does not overlap with the ventilation opening 249 provided at the top of the back panel 242, and three reels 110 to 112 are disposed below this main control board storage case 210. To the side of the main control board storage case 210 and the reels 110 to 112, i.e., on the left side panel 260 as viewed from the front, a sub-control board storage case 220 storing a sub-control board is disposed. Also, on the right side panel 260, an external centralized terminal board 248 is attached, which is connected to the main control board and outputs information about the slot machine 100 to an external device.
[0396] A medal payout device 180 (a device that pays out medals accumulated in a bucket) is disposed on the lower panel 264, and a power supply device 252 having a power supply board is disposed above the medal payout device 180, i.e., below the reels 110 to 112, and a power switch 244 is disposed on the front of the power supply device 252. The power supply device 252 converts AC power supplied from an external source to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and sub-control units 400 and 500. Furthermore, the power supply device 252 is provided with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0397] An auxiliary medal storage 240 is disposed on the right side of the medal payout device 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 264, and the power cord 264 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0398] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the symbol display window 113 are provided the performance device 160, a performance control board (not shown) that controls this performance device 160, and an upper speaker 272. Below the symbol display window 113 are provided a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the lower sound hole 143.
[0399] The main control board storage case 210 is made of a light-transmitting material, and the main control board 211 stored therein can be seen (transparent) from the outside of the main control board storage case 210. The main control unit 30 is mounted on the main control board 211, and light-emitting elements 212 to 214 are also mounted thereon. The on / off states of the light-emitting elements 212 to 214 can be seen (transparent) from the outside of the main control board storage case 210. The light-emitting elements 212 to 214 are, for example, LEDs.
[0400] The light emitting elements 212 to 214 are controlled by the basic circuit 302. Fig. 42 is a block diagram of a control system related to the light emitting elements 212 to 214. The light emitting elements 212 to 214 are individually controlled by the basic circuit 302 via a drive circuit 329.
[0401] The light emitting element 212 corresponds to the 1-coin bet button 130, the light emitting element 213 corresponds to the 2-coin bet button 131, and the light emitting element 214 corresponds to the MAX bet button 132, respectively.
[0402] For example, when the bet button 130 sensor detects an operation on the 1-coin bet button 130, the basic circuit 302 turns on the light-emitting element 212, and if no operation is detected, the basic circuit 302 turns on the light-emitting element 213. Similarly, when the bet button 131 sensor detects an operation on the 2-coin bet button 131, the basic circuit 302 turns on the light-emitting element 213, and if no operation is detected, the basic circuit 302 turns on the light-emitting element 214. Similarly, when the bet button 132 sensor detects an operation on the MAX-bet button 132, the basic circuit 302 turns on the light-emitting element 214, and if no operation is detected, the basic circuit 302 turns off the light-emitting element 214.
[0403] These light emitting elements may be configured to be lit when no operation is performed and to be turned off when an operation is performed.
[0404] Furthermore, although the light emitting elements 212 to 214 corresponding to the bet buttons 130 to 132 are provided, the present invention is not limited to this, and light emitting elements corresponding to, for example, a stop button, a start lever, and various sensors may be provided.
[0405] A staff member at the gaming facility can check whether the bet buttons 130-132 and the corresponding sensors are normal or abnormal by checking the state of the light-emitting elements 212-214 when the bet buttons 130-132 are operated. In the case of this embodiment, as described above, the bet buttons 130-132 are alternate buttons for each of the three bets, so it may be difficult to notice a malfunction of each button. However, it is easy to check for a malfunction using the light-emitting elements 212-214.
[0406] <Another example of the second embodiment> In the second embodiment, both the 1-coin bet button 130 and the 2-coin bet button 131 are operation buttons that can accept a 3-coin bet, but either one may be acceptable. That is, a total of two buttons, the MAX bet button 132 and the bet button 130 or 131, may be able to accept a 3-coin bet. In this case, a total of three light-emitting elements 212 to 214 may be provided in association with the respective buttons, or only two may be provided in association with the MAX bet button 132 and the bet button 130 or 131 that can accept a 3-coin bet.
[0407] Next, in the processing example of Fig. 38, when the number of credits is 1 or 2, a bet is accepted with the bet operation of the bet buttons 130 to 132 up to the upper limit of the number of credits, but it is also possible to have a processing that does not accept any bets. For example, when the number of credits is 1 or 2 and a bet operation is made on any of the bet buttons 130 to 132, the bet operation is invalidated and it does not have to be treated as a bet of 1 or 2. In this case, when a bet operation of the bet buttons 130 to 132 is detected, the number of credits is checked, and if it is less than 3, the bet operation is invalidated.
[0408] <Other embodiments related to gaming machines> In this embodiment, a slot machine 100 using medals (coins) as a gaming medium is shown as an example of a gaming machine, but this is not limited to this and the present invention can be applied to slot machines using gaming balls (e.g., pachinko balls) as a gaming medium, pachinko machines, arrange ball gaming machines, janball gaming machines, smart ball gaming machines, etc.
[0409] In addition, the slot machine may be a slot machine that does not use medals but only exchanges electronic data, such as one that operates on a mobile terminal (smartphone, game console) or a personal computer using a program that simulates operation based on the above configuration, in which case the gaming medium includes electronic data corresponding to medals, and inserting the gaming medium includes inputting the electronic data from a specified external device (electronic storage device), and paying out the gaming medium includes outputting the electronic data to the specified external device (electronic storage device).
[0410] <Summary of the embodiment> The above embodiment discloses at least the following gaming machine.
[0411] A1. The gaming machine (for example, 100) of the above embodiment is A gaming machine equipped with a performance means (for example, 157), The effect means is a means capable of executing a predetermined effect (for example, CE) over a first period (for example, N to N+3 game plays in FIG. 24(a)), The effect means is a means capable of executing the predetermined effect over a second period (for example, N to N+2 game times in FIG. 24(b)), The second period is shorter than the first period. According to this embodiment, the same effect is executed in two periods of different lengths, which may increase the interest of the effect in relation to the game period. Since the second period is short, it may be possible to prevent the game period from being prolonged by the execution of the effect.
[0412] A2. In the above embodiment, The first period is a period including a period during which a player's operation on an operation means (e.g., 135) is accepted, the second period is a period including a period during which an operation by a player on the operation means is accepted, the number of operations on the operation means that can be accepted during the first period is a first number, the number of operations on the operation means that can be accepted during the second period is a second number, The second number of times is the same as the first number of times (for example, FIG. 24). According to this embodiment, by matching the number of operations on the operating means in two periods of different lengths, it may be possible to make it less likely for the player to feel uncomfortable in the two periods.
[0413] A3. In the above embodiment, The effect means is a means capable of executing an effect in a pseudo game, The effect means is a means capable of executing an effect in the present game, The predetermined effect executed over the second period is an effect including the first effect (for example, EN2 in FIG. 24(b)) executed in the pseudo game. According to this embodiment, even when a pseudo game is executed, it may be possible to prevent the game period from being prolonged in relation to the execution of the predetermined presentation.
[0414] A4. In the above embodiment, The predetermined effect executed over the first period is an effect including the first effect (for example, EN2 in FIG. 24(a)) executed in the main game. According to this embodiment, by using the same effects in both the pseudo game and the actual game, the difference between the pseudo game and the actual game can be blurred, making it less likely that the player will feel uncomfortable playing the pseudo game.
[0415] A5. In the above embodiment, The first period is a period during which a player's operation on an operating means (e.g., 135) is accepted, the second period is a period during which a player's operation on the operating means is accepted, The predetermined effect executed over the first period is an effect that can execute a second effect (for example, EN3 in FIG. 24(a)) when an operation on the operation means is accepted (for example, the start operation in FIG. 24(a)) in the case where the first effect is executed in the present game, The predetermined effect executed over the second period is an effect that can execute the second effect (for example, EN3 in FIG. 24(b)) when an operation on the operation means is accepted (for example, the start operation in FIG. 24(b)) in the case where the first effect is executed in the pseudo game, The predetermined effect executed over the second period is an effect that can execute the second effect when the time for accepting operations on the operating means expires (for example, the timeout in Figure 24(b), the SR timer in Figure 16) when the first effect is executed in the pseudo-game. According to this embodiment, the second effect is executed when the operation means is operated or the reception time expires, so that it is possible to avoid a situation where the second effect is not executed due to no operation being performed, and it is possible to prevent the game from being prolonged. It is possible to prevent the pseudo game from being executed for an unnecessarily long time, and since the pseudo game is also a type of reel effect, it is possible to reduce the load on the reel motor.
[0416] A6. In the above embodiment, The operation means is a means (for example, 135) for accepting operations related to the progress of the game. According to this embodiment, it may be possible to switch the presentation in accordance with the progress of the game, which may improve the tempo of the player's game. It may also be possible to blur the difference between the pseudo game and the real game, which may make it difficult for the player to feel uncomfortable about the pseudo game.
[0417] A7. In the above embodiment, The first period is a period of a first number of games, the second period is a period of a second number of games, The second number of times of playing is less than the first number of times of playing (for example, FIG. 24(b)). According to this embodiment, the two periods are defined by the number of times of play, and the second period is a small number of times of play, so that it may be possible to prevent the play period from being prolonged by executing the effects.
[0418] A8. In the above embodiment, The effect means is a means capable of executing an effect in a pseudo game, The effect means is a means capable of executing an effect in the present game, The first number of times of play is the number of times of play of the main game, The second number of times of play is the number of times of play of the main game. According to this embodiment, the two periods are defined by the number of times of play, and the second period is a small number of times of play, so that it may be possible to prevent the play period from being prolonged by executing the effects.
[0419] A9. In the above embodiment, The predetermined effect is an effect composed of a plurality of individual effects (for example, EN1-EN4), The number of the plurality of individual effects is the same as the number of times of the first game, The plurality of individual effects include a first individual effect (e.g., EN2) and a second individual effect (e.g., EN3), The second period is a period including a certain game in which the first individual effect is executed (for example, the N+1 game in FIG. 24(b)), The certain game is a game in which the second individual performance is also executed. According to this embodiment, by executing two individual effects in one game, it may be possible to make the second period shorter than the first period.
[0420] A10. In the above embodiment, The predetermined effect is an effect composed of a plurality of individual effects (for example, EN1-EN4), The number of the plurality of individual effects is the same as the number of times of the first game, The second period is a period including a certain game (for example, the N+1 game in FIG. 24(b)) in which the pseudo game and the main game are executed in one game, The plurality of individual effects include an individual effect executed in the pseudo game of the certain game and an individual effect executed in the real game of the certain game. According to this embodiment, by utilizing the effects of the pseudo game and the effects of the actual game, two individual effects can be executed in one game, and the second period can sometimes be made shorter than the first period.
[0421] A11. In the above embodiment, The first period is a period that does not include the pseudo game, The first period is a period during which each of the plurality of individual effects is executed in one of the main games (for example, FIG. 24). According to this embodiment, by utilizing the effects of pseudo-game play and the effects of actual game play, and by differentiating the presence or absence of pseudo-game play between the two periods, it may be possible to make the second period shorter than the first period.
[0422] A12. In the above embodiment, A start lever (e.g., 135) that is operated to start a game; A plurality of reels (e.g., 110-112) each having a plurality of different patterns and rotating; and stop buttons (e.g., 137-139) that are operated to individually stop the plurality of reels that are rotating, The first period is a period based on the number of games played, The second period is a period based on the number of games played (for example, FIG. 24). According to this embodiment, in a slot machine, it may be possible to improve the interest of the presentation in relation to the duration of play.
[0423] B1. The gaming machine (for example, 100) of the above embodiment is A plurality of reels (e.g., 1110-112) each having a plurality of different patterns and rotating; a plurality of stop operation means (e.g., 137-139) for receiving stop operations for individually stopping the plurality of reels during rotation; A lottery means (e.g., S105) for determining an internal winning combination; a notification means (e.g., 157) for issuing a suggestion notification suggesting an operation mode of the stop operation; A gaming machine equipped with The notification means is a means capable of executing the suggestive notification when a notification state is set (e.g., S1703), The lottery means is a means capable of determining the internal winning of the first winning combination (for example, a push order bell), The notification means is a means capable of executing the suggestion notification when the internal win of the first winning combination is determined (for example, S1373), The notification means is a means for not executing the suggestive notification in a certain situation even if the notification state is set (for example, S1707). According to this embodiment, it may be possible to provide a gaming machine that can improve the player's sense of satisfaction, without making the player have concerns that the notification state will end in the certain situation.
[0424] B2. The gaming machine (for example, 100) of the above embodiment is a game state setting means (e.g., S121, RT2) for setting a special game state when a certain symbol combination is displayed by the plurality of reels; The lottery means is a means capable of determining the internal winning of a special role, The certain symbol combination is a symbol combination corresponding to the special role, the lottery means is means capable of determining the internal win of the first winning combination in the special gaming state, The certain situation is a situation in which the special game state is set (for example, S1301). According to this embodiment, it may be possible to improve the player's sense of satisfaction without making the player worry that the notification state will end in the special game state.
[0425] B3. In the above embodiment, The notification state is a state that can be set in an advantageous zone, The notification state is a state that is not set in a non-advantageous section, There is a first case in which the non-advantageous zone transitions to the advantageous zone in a first state (for example, normal play after a setting change), There is a second case in which the game transitions from the non-advantageous zone to the advantageous zone in a second state (for example, a pullback chance state), The advantageous zone is a zone in which the player has a higher advantage in the second case than in the first case. According to this embodiment, it may be possible to differentiate the degree of advantage in the transition from the non-advantageous zone to the advantageous zone.
[0426] B4. In the above embodiment, The game state setting means is a means for setting a special role internal winning state (for example, RT1) until the certain symbol combination is displayed by the plurality of reels when the internal winning of the special role is determined by the lottery means, The first state is a state in which the special role internal winning state is not set, The second state is a state in which the special role internal winning state is set. According to this embodiment, it may be possible to differentiate the degree of advantage in transitioning from the non-advantageous zone to the advantageous zone depending on whether or not the special role is being carried over.
[0427] B5. In the above embodiment, The advantageous section is a section that may end when the notification state ends (for example, when transition conditions 11 and 12 are met, (c) and (d) of transition condition B are met). According to this embodiment, by ending the advantageous zone after the end of the notification state, the degree of advantage may be increased when transitioning to a new advantageous zone, and it may be possible to give the player a sense of expectation that a favorable development will occur even after the end of the notification state.
[0428] B6. In the above embodiment, The notification state is a state that does not end in a game in which the special game state ends, The notification state is a state in which the suggestion notification is executed by the notification means in a game in which the notification state ends (for example, S1703, S1706). According to this embodiment, the suggestive notification is executed in the final game of the notification state, which may increase the player's sense of satisfaction.
[0429] B7. In the above embodiment, The game state setting means is a means for setting a special role internal winning state (for example, RT1) until the certain symbol combination is displayed by the plurality of reels when the internal winning of the special role is determined by the lottery means, The lottery means is means capable of determining the internal win of the first combination and the internal win of the special combination in a certain game (for example, FIG. 7). According to this embodiment, the internal win of the first winning combination and the internal win of the special winning combination may be determined at the same time, which may create an advantageous situation for the player.
[0430] B8. In the above embodiment, The notification state is a state in which the value for determining the end of the notification state is not updated in the special game state. According to this embodiment, it may be possible to prevent the notification state from ending in the special game state.
[0431] B9. The gaming machine (for example, 100) of the above embodiment is A plurality of reels (e.g., 1110-112) each having a plurality of different patterns and rotating; a plurality of stop operation means (e.g., 137-139) for receiving stop operations for individually stopping the plurality of reels during rotation; A lottery means (e.g., S105) for determining an internal winning combination; a notification means (e.g., 157) for issuing a suggestion notification suggesting the operation sequence of the stop operation; A game state setting means (e.g., S121) for setting a game state; A gaming machine equipped with The lottery means is a means capable of determining the internal winning of a first role (for example, a push order bell) and the internal winning of a special role (for example, RB) in a certain game (for example, FIG. 7), The gaming state setting means is a means for setting a special gaming state (for example, RT2) when a certain symbol combination is displayed by the plurality of reels, The certain symbol combination is a symbol combination corresponding to the special role, The game state setting means is a means for setting a special role internal winning state (for example, RT1) until the certain symbol combination is displayed when the lottery means determines the internal winning of the special role, The notification means is a means capable of executing the suggestive notification when a notification state is set (e.g., S1703), The notification means is a means capable of executing the suggestion notification when the internal win of the first winning combination is determined (for example, S1703), The notification means is a means for not executing the suggestion notification in the special game state even if the notification state is set (for example, S1707), The notification state is a state that can be set in an advantageous zone, The notification state is a state that is not set in a non-advantageous section, The advantageous zone is a zone that may transition from the non-advantageous zone in a first state (for example, normal play after a setting change), The advantageous zone is a zone that may transition from the non-advantageous zone in a second state (for example, a pullback chance state), The advantageous zone is a zone in which the player has a higher advantage in the second state than in the first state, The first state is a state in which the special role internal winning state is not set, The second state is a state in which the special role internal winning state is set, The advantageous section is a section that may end when the notification state ends (for example, when transition conditions 11 and 12 are met, transition conditions B (c) and (d) are met), The notification state is a state that does not end in a game in which the special game state ends, The notification state is a state in which the suggestion notification is executed by the notification means in a game in which the notification state ends (for example, S1703, S1706). According to this embodiment, it may be possible to provide a gaming machine that can improve the player's satisfaction. It may be possible to improve the player's satisfaction without making the player concerned that the notification state will end in the certain situation. When the degree of advantage of the advantageous zone is varied depending on whether or not the special role is in a carryover state, after the end of an advantageous gaming state accompanied by the end of the advantageous zone, it may be possible to prevent a transition from a non-carryover state and the non-advantageous zone to the advantageous zone, and to prevent a transition from a carryover state and the non-advantageous zone to the advantageous zone, thereby preventing the player from falling into a uniformly disadvantageous situation after the end of the notification state.
[0432] C1. The gaming machine (for example, 100) of the above embodiment is A signal output means (e.g., 334) for outputting a signal to the outside; A game state control means (e.g., S121) for controlling the game state; A gaming machine equipped with The game state control means is capable of controlling a predetermined game state (for example, an AT state, particularly an ending state), The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, The signal output means is a means capable of outputting a first signal (e.g., a BB signal) in a first case (e.g., when a transition condition 15 is satisfied), The first signal is a signal that can reset the number of games displayed by an external device (e.g., 653), The first case is when a specific situation occurs that ends the advantageous period (for example, transition condition 15, Figure 37). According to this embodiment, it may be possible to provide a gaming machine that can reduce a decrease in operation rate. Since the number of plays displayed by the external device is reset at least once in the advantageous zone, it may be possible to avoid a situation where the number of plays is too many, and to reduce the impression that the machine is stuck when a player selects a machine.
[0433] C2. In the above embodiment, The signal output means is a means capable of outputting the first signal in a second case (for example, when the AT state is set) (for example, FIGS. 35 and 36), The second case is when the game is controlled to the predetermined gaming state. According to this embodiment, it may be possible to display the number of times the external device has been controlled to the predetermined gaming state.
[0434] C3. In the above embodiment, The predetermined gaming state is a gaming state that is advantageous to the player, The specific situation is a situation in which the game is not controlled to the specified gaming state until a specific timing that is a specified timing before the timing at which the advantageous period ends. According to this embodiment, the number of plays displayed by the external device is reset at least once in the advantageous zone, which can avoid a situation where too many plays are played and may reduce the impression that the machine is stuck when the player is selecting a machine.
[0435] C4. In the above embodiment, The specific situation is a situation in which the game is not controlled to the specified game state until a specific number of games that is a specified number of games before the number of games at which the advantageous period ends. According to this embodiment, the number of plays displayed by the external device is reset at least once in the advantageous zone, which can avoid a situation where too many plays are played and may reduce the impression that the machine is stuck when the player is selecting a machine.
[0436] C5. In the above embodiment, a plurality of stop operation means (e.g., 137-139) for receiving stop operations for individually stopping a plurality of reels (e.g., 110-112) that are rotating; and a notification means (e.g., 157) for issuing a suggestion notification suggesting an operation mode of the stop operation. The notification means is a means capable of executing the suggestive notification when the game is controlled to the predetermined game state. According to this embodiment, there are cases where the player has an advantage in the predetermined gaming state.
[0437] C6. In the above embodiment, The notification means is a means capable of executing the suggestive notification when the first case occurs without being controlled to the specified game state in the advantageous zone. According to this embodiment, the player may have an advantage when the first case occurs.
[0438] C7. In the above embodiment, In both the first and second cases, the first signal is a signal whose output is stopped when the same condition is met (for example, the end of a favorable zone). According to this embodiment, it may be possible to eliminate exception handling and reduce the burden on program control.
[0439] C8. In the above embodiment, The same condition being met means that the advantageous period has ended. According to this embodiment, the end of the advantageous period may be communicated to the external device.
[0440] C9. In the above embodiment, the signal output means is means capable of outputting a second signal (for example, a signal indicating the number of inserted medals), The second signal is a signal that can count the number of times a game is played on the gaming machine. According to this embodiment, the number of times the game is played in the advantageous zone may be counted by the external device.
[0441] C10. In the above embodiment, A determination means (e.g., S105) is provided for determining control that is advantageous to a player; The determination means is configured to be less favorable in determining the advantageous control (e.g., a penalty) when the operation mode of the multiple stop operation means that accepts stop operations to individually stop the multiple reels while they are spinning is a specific operation mode than when the operation mode is a predetermined operation mode. According to this embodiment, it may be possible to penalize a player who attempts an inappropriate stopping operation. C11. The gaming machine (for example, 100) of the above embodiment is A signal output means (e.g., 334) for outputting a signal to the outside; A game state control means (e.g., S121) for controlling the game state; A gaming machine equipped with The game state control means is capable of controlling a predetermined game state (for example, an AT state, particularly an ending state), The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, the signal output means is a means capable of outputting a first signal (for example, a BB signal), The first signal is a signal that can reset the number of games displayed by an external device (e.g., 653), The first signal may be output when a specific number of games is reached that is a predetermined number of games before the number of games at which the advantageous zone ends without being controlled to the predetermined gaming state (for example, transition condition 15, FIG. 37). . C12. The gaming machine (for example, 100) of the above embodiment is A signal output means (e.g., 334) for outputting a signal to the outside; A game state control means (e.g., S121) for controlling the game state; A gaming machine equipped with The game state control means is capable of controlling a predetermined game state (for example, an AT state, particularly an ending state), The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, the signal output means is a means capable of outputting a first signal (for example, a BB signal), The first signal is a signal that can reset the number of games displayed by an external device (e.g., 653), The first signal may be output when a specific difference number is reached that is a predetermined number before the difference number at which the advantageous period ends without being controlled to the predetermined game state (for example, transition condition 15, FIG. 37). .
[0442] D1. The gaming machine (for example, 100) of the above embodiment is A detection means (for example, a medal acceptance sensor) for detecting the insertion of a gaming value from an insertion slot (for example, 141); a first operation means (e.g., 130, 131, 132) for accepting an operation; a second operating means (e.g., 130, 131, 132) for accepting an operation; A control means (e.g., 300) that can start a game on the condition that the number of bets is 3; A gaming machine equipped with The control means can set the bet by one when the detection means detects the insertion of one gaming value (for example, S1809, S1837), The first operation means is a means for setting three bets with one operation (e.g., S1819, S1837), The second operation means is a means for setting three bets with one operation (for example, S1819, S1837). According to this embodiment, it is possible to provide a gaming machine with distinctive bets that allows three bets to be placed. Three bets can be placed using the first operating means and the second operating means, and even if one of them breaks down, it may be possible to continue playing, which may improve convenience for the player.
[0443] D2. In the above embodiment, The first operation means is a means capable of accepting an operation during a reception period (e.g., S1805-S1825), the second operating means is means capable of accepting an operation during the acceptance period, the first operating means is a means capable of accepting an operation to the first operating means during the acceptance period even if the second operating means has been in an operating state before the acceptance period (e.g., S1813, S1815, S1817); The second operating means is a means that can accept operations to the second operating means during the reception period even if the first operating means has been in an operating state before the reception period (e.g., S1813, S1815, S1817). According to this embodiment, even if one of the first operating means or the second operating means is out of order, betting operations can be performed using the other operating means, which may improve convenience for the player.
[0444] D3. In the above embodiment, The first operation means is a means capable of accepting an operation during a reception period (e.g., S1805-S1833), the second operating means is means capable of accepting an operation during the acceptance period, the first operation means is a means for not accepting an operation to the first operation means if an operation to the second operation means has already been accepted during the acceptance period (e.g., S1809, S1811, S1813, S1815, S1833); The second operating means is a means that does not accept an operation to the second operating means if an operation to the first operating means has already been accepted during the acceptance period (for example, S1813, S1815, S1817, S1819, S1833). According to this embodiment, it may be possible to eliminate duplicate betting operations.
[0445] D4. The gaming machine (for example, 100) of the above embodiment is A predetermined substrate (e.g., 211), a first light-emitting means (e.g., 212, 213, 214); a second light-emitting means (e.g., 2212, 213, 214); the first light-emitting means is a means mounted on the predetermined substrate, the second light-emitting means is a means mounted on the predetermined substrate, the first light-emitting means is means for emitting light when an operation is performed on the first operating means, The second light emitting means is a means that emits light when an operation is performed on the second operating means. According to this embodiment, it may be possible to relatively easily check the operation of the first operating means and the second operating means.
[0446] D5. In the gaming machine (for example, 100) of the above embodiment, The first operation means is a means for setting a bet from a gaming value whose amount is stored as credits (e.g., S1835, S1837), The second operation means is a means for setting a bet from a gaming value whose amount is stored as the credit (e.g., S1835, S1837), The first operation means is a means for setting a bet equivalent to the amount of credits with a single operation when the amount of credits is 2 or less (e.g., S1833, S1835, S1837), The second operation means is means for setting a bet equivalent to the amount of credits by one betting operation when the amount of credits is 2 or less (for example, S1833, S1835, S1837). According to this embodiment, if the number of credits is insufficient for three bets, a bet operation corresponding to the number of credits can be accepted.
[0447] Although the embodiments of the invention have been described above, the invention is not limited to the above-described embodiments, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0448] 100 slot machines
Claims
1. a signal output means for outputting a signal to the outside; a game state control means for controlling a game state; A gaming machine equipped with The gaming state control means is capable of controlling a predetermined gaming state, The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, the signal output means is means capable of outputting a first signal, The first signal is a signal capable of resetting the number of games displayed by the external device, The first signal may be output when a specific number of games is reached that is a predetermined number of games before the number of games at which the advantageous zone ends without being controlled to the predetermined gaming state. A gaming machine characterized by the above.
2. a signal output means for outputting a signal to the outside; a game state control means for controlling a game state; A gaming machine equipped with The gaming state control means is capable of controlling a predetermined gaming state, The predetermined gaming state is a controllable state in an advantageous zone, The predetermined gaming state is a state that is not controlled in a non-advantageous zone, the signal output means is means capable of outputting a first signal, The first signal is a signal capable of resetting the number of games displayed by the external device, The first signal may be output when a specific difference number is reached that is a predetermined difference number before the difference number at which the advantageous period ends without being controlled to the predetermined gaming state. A gaming machine characterized by the above.
Citation Information
Patent Citations
Game information display device
JP2014184049A
Game machine
JP2017018281A
Game machine
JP2019166391A
Game machine
JP2020127668A