gaming machines
The gaming machine addresses notification gaps by transmitting commands in specific orders and initiating error notifications, ensuring smooth gameplay and enhanced player experience.
Patent Information
- Application Number
- JP2021065791
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-08
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2041-04-08
AI Technical Summary
Existing gaming machines, particularly slot machines, lack effective notification systems when a sub-control unit fails to receive commands from the main control unit.
Implementing a gaming machine with a variable display unit and game control system that transmits commands in specific orders to the performance control unit, initiating error notifications when commands are received out of order, and canceling notifications upon receiving a game end command.
Enhances player experience by providing clear error notifications and ensuring seamless game operation, improving the reliability and responsiveness of the gaming machine.
Smart Images

Figure 0007732761000001 
Figure 0007732761000002 
Figure 0007732761000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing games such as pachinko machines and slot machines. [Background technology]
[0002] A slot machine generally has a variable display unit with reels that have multiple types of symbols on the outer periphery that serve as identification information; when a specified number of bets is set and the start switch is operated, the reels begin to rotate; when the stop switch is operated and the reels stop rotating, a predetermined symbol combination (for example, 7-7-7; hereinafter, the symbol combination will also be referred to as the display result combination or role) is drawn on the winning line, resulting in a win.
[0003] As such a slot machine, there is a slot machine in which a command is transmitted from a main control unit to a sub-control unit, and a predetermined display is made on a liquid crystal display when a command is missed (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-209358 Summary of the Invention [Problem to be solved by the invention]
[0005] In the slot machine of Patent Document 1, there is still room for improvement in the notification when the sub-control unit fails to receive a command from the main control unit.
[0006] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine with an improved notification system when a command is missed. [Means for solving the problem]
[0007] In a gaming machine that allows games to be played, a variable display means for variably displaying the identification information and deriving the display result; a game control means for controlling the progress of a game; a performance control means for controlling the performance, the game control means includes a transmission means for transmitting a command to the performance control means, The transmitting means A plurality of commands can be transmitted to the performance control means in a predetermined order, At a start trigger when a start operation for starting the variable display is performed, the plurality of commands can be transmitted to the performance control means in a first specific order; At a termination trigger after the display result of the variable display is derived, the plurality of commands can be transmitted to the performance control means in a second specific order; The performance control means When the plurality of commands are received from the transmitting means in an order different from the first specific order at the start trigger, error Notification can be initiated, The aforementioned error After the notification starts, Note When the plurality of commands are received from the transmitting means in the second specific order at the termination trigger, error End the notification. [Brief explanation of the drawings]
[0008] [Figure 1] 1A and 1B are a front view and a diagram showing an example of the main internal configuration of a slot machine. [Figure 2] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 3] FIG. 10 is a diagram for explaining the transition of game states. [Figure 4] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 5]10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 9] FIG. 10 is a diagram showing lottery target roles arranged by flag category. [Figure 10] This is a diagram to explain reel control when a push order role is won. [Figure 11] FIG. 10 is a diagram showing a game start command that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. [Figure 12] A figure showing the game end command sent by the main control unit to the sub-control unit at the third stop. [Figure 13] 4 is a flowchart showing the control content of main processing performed by a main control unit. [Figure 14] FIG. 10 is a diagram for explaining an example of a point map. [Figure 15] FIG. 10 is a diagram illustrating an example of a point update presentation. [Figure 16] FIG. 10 is a diagram illustrating an example of a point acquisition lottery process. [Figure 17] FIG. 10 is a diagram showing a table for the bonus lottery process. [Figure 18] FIG. 10 is a diagram showing an example in which a point update effect is executed based on a normal operation. [Figure 19] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 20] This is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. [Figure 21] FIG. 10 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. [Figure 22] This is a diagram showing a table for the life acquisition lottery and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 23] A figure showing an example of a bonus lottery process during AT. [Figure 24] FIG. 10 is a diagram illustrating an example of a life grant suggestion effect when a watermelon is won. [Figure 25] This is a diagram illustrating an example of a life grant suggestion effect when a strong cherry is won. [Figure 26] FIG. 10 is a diagram showing a process in which a sub-control unit executes navigation performance. [Figure 27] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 28] A diagram showing the processing in the sub-control unit when a game start command or a game end command is received. [Figure 29] FIG. 10 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 30] FIG. 10 is a diagram showing the timing for canceling an error notification based on the reception of a game end command. [Figure 31] FIG. 10 is a diagram showing an example in which an error notification is cancelled in the next game. [Figure 32] FIG. 10 is a diagram illustrating the processing executed in the gaming state. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment Mode] As a gaming machine according to the present embodiment, a slot machine will be described based on the following example. The slot machine according to the embodiment will be described with reference to FIGS.
[0010] [Slot machine configuration] FIG. 1(a) is a front view of a slot machine 1 according to this embodiment, and FIG. 1(b) is a diagram showing an example of the main internal configuration of the slot machine 1. FIG. 2 is a diagram showing the arrangement of symbols on each reel. As shown in FIG. 1(a), the slot machine 1 has a front door 1b pivotally supported on the side edge of a cabinet 1a whose front is open. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as left reel, center reel, and right reel) are horizontally arranged side by side, on which an equal number of different types of symbols that can be distinguished from one another are arranged in a predetermined order. As shown in FIG. 2, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows (top, middle, and bottom) in a see-through window 3 provided approximately in the center of the front of the slot machine 1 so as to be visible to the player.
[0011] In this embodiment, a configuration using three reels is exemplified, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be used. Also, in this embodiment, the variable display unit is a configuration that variably displays the symbols displayed in the viewing window 3 by rotating the reels 2L, 2C, and 2R, but it is not limited to reels. For example, it may be a configuration in which the symbols can be variably displayed by moving a belt on the outer periphery of which a plurality of symbols are arranged. Also, in this embodiment, the variable display unit is configured by physical reels, but the variable display unit may also be configured by an image display device such as a liquid crystal display.
[0012] On the front of the slot machine 1, as shown in FIG. 1, there are provided, each operable by the player, a medal insertion port 4 into which medals can be inserted, a medal payout port 9 from which medals are paid out, a MAXBET switch 6 which is operated to set the maximum bet number among a prescribed number (3 in this embodiment) determined according to the gaming status within a range of credits (the number of medals stored as gaming value owned by the player), a start switch 7 which is operated to start the game, stop switches 8L, 8C, 8R which are operated to stop the rotation of reels 2L, 2C, 2R, respectively, and a performance switch 56 which is operated by the player during a performance.
[0013] In the following, the operation of the start switch 7 (for example, the operation of manually pressing the start switch 7) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, the operation of manually pressing the stop switch) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, the operation of manually pressing the stop switch) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, the operation of manually pressing the stop switch) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, releasing the press of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is referred to as the "first stop release," releasing the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "second stop release," and releasing the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also referred to as the "operation procedure."
[0014] On the front of the slot machine 1, side lamps 27 consisting of a plurality of LEDs are provided next to the reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided near the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 for outputting sound is provided above the liquid crystal display 51.
[0015] As shown in FIG. 1, on the front of the slot machine 1, there is provided a game display unit 13 which includes a credit indicator 11 which displays the number of medals stored as credits, a game auxiliary indicator 12 which displays the number of medals paid out when a win occurs and an error code indicating the content of an error when an error occurs, a 1BET LED 14 which lights up to indicate that the bet number is set to 1, a 2BET LED 15 which lights up to indicate that the bet number is set to 2, a 3BET LED 16 which lights up to indicate that the bet number is set to 3, an insertion request LED 17 which lights up to indicate that it is possible to insert medals, a start valid LED 18 which lights up to indicate that the start operation of the game by operating the start switch 7 is valid, a status LED 19 which lights up to indicate that the game is being controlled to a state such as an advantageous zone AT, which will be described later, and a replay in progress LED 20 which lights up to indicate that a replay game is in progress.
[0016] As shown in FIG. 1(b), the slot machine 1 includes a main control unit 41 that controls the progress of the game and outputs various commands in response to the progress of the game. The main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game and a RAM 41c that stores various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, and 8R, as well as the insertion of medals into the medal insertion slot 4, and controls the progress of the game, such as spinning / stopping the reels 2L, 2C, and 2R and turning on / off the LEDs on the game display unit 13, in response to the detected operations.
[0017] The slot machine 1 includes a sub-controller 91 that controls effects in response to commands from the main controller 41. The sub-controller 91 includes a sub-CPU 91a that performs various controls related to effects and a RAM 91c that stores various data related to effects. Based on commands from the main controller 41, the sub-controller 91 controls the display of images on the LCD 51, the output of sound from the speaker 53, and the turning on / off of the side lamps 27 and reel backlights 28. The effect data used for the image display on the LCD 51 and the sound output from the speaker 53 is stored in the RAM 91c. Furthermore, the sub-controller 91 detects operation of the effect switch 56 and controls the display of images on the LCD 51 and the output of sound from the speaker 53 in response to the detected operation.
[0018] When playing a game on the slot machine 1, a player sets a specified number of bets by inserting medals into the medal slot 4 or by operating the MAXBET switch 6. This activates the pay line LN, and operation of the start switch 7 activates the game, allowing it to begin. The pay line LN is a line used to determine whether the symbol combinations on the reels 2L, 2C, and 2R displayed in the viewing window 3 match the winning symbol combination. In this embodiment, the pay lines are defined as so-called "hill" lines, such as the bottom of reel 2L, the middle of reel 2C, and the bottom of reel 2R. Note that the pay line is not limited to a hill, but may also be horizontally aligned in the middle of reel 2L, the middle of reel 2C, and the middle of reel 2R. Multiple pay lines may be provided, not just a single one. In addition, an invalid line may be provided to make it easier to recognize that a winning symbol combination has been aligned on the pay line LN.
[0019] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining the symbol combinations (display result combinations) that are allowed to be derived.
[0020] Specifically, the main control unit 41 determines whether each lottery target role has been won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number in advance from integers within the predetermined range (0 to 65535) according to the game status. The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), it determines the lottery target role that was being added at that time as the winning role. When a lottery target role is won by the internal lottery, it is permitted to derive a symbol combination corresponding to the lottery target role.
[0021] The administrator can change the probability of winning a winning combination in the internal lottery by changing the settings. Specifically, the winning probability used in the internal lottery is determined according to the setting value set by the administrator, and the medal payout rate (payout rate) is changed accordingly. The setting value has six levels from 1 to 6, with 6 being the highest payout rate, and the payout rate decreasing in the order of 5, 4, 3, 2, and 1. In other words, when 6 is set as the setting value, the player has the highest advantage, and the advantage gradually decreases in the order of 5, 4, 3, 2, and 1.
[0022] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed in the see-through window 3. When a symbol combination that matches the symbol combination of a winning combination stops on the pay line LN, a prize corresponding to the winning combination is awarded.
[0023] The possible winning combinations include special combinations (bonuses), small combinations, and replay combinations. A special combination (bonus) is a combination that, upon winning, controls the game state to a bonus state in which the probability of winning a small combination is higher than in a non-bonus state. Special combinations (bonuses) include first-class special combinations such as RB (regular bonus) and BB (big bonus), and second-class special combinations such as CB (challenge bonus). In this embodiment, BB is provided as a special combination. A small combination is a combination that, upon winning, awards medals. A replay combination is a combination that, upon winning, allows the player to start the next game without consuming medals owned by the player.
[0024] In order for a winning combination determined according to the game state to occur, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is performed by the main control unit 41, which determines whether or not to allow a winning combination for the above-mentioned combination using random numbers before the display results of all reels 2L, 2C, and 2R are determined (specifically, when the start switch 7 is detected).
[0025] Of the winning flags for each role, the winning flags for the small role and the replay role are valid only in the game in which the flag is set and are invalid in the next game, but the winning flag for the special role is valid until the combination of roles allowed by the flag is achieved and is invalid in the game in which the combination of roles allowed by the flag is achieved. In other words, once a winning flag for a special role is won, even if the combination of roles allowed by the flag is not achieved, the winning flag is not invalidated and is carried over to the next game.
[0026] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing), a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous than when the stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop pattern that is more advantageous when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode, and roles that result in a higher probability of a stop pattern that is more advantageous when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode. Furthermore, advantageous stop patterns include not only stop patterns that result in the awarding of medals, but also stop patterns that result in a transition to an advantageous game state and stop patterns that avoid a transition to an unfavorable game state.
[0027] In the slot machine 1 of this embodiment, the procedure of operating the stop switch 8L first in one game is also referred to as the "normal procedure," and the procedure of operating the stop switch 8C or the stop switch 8R first is also referred to as the "irregular procedure." In other words, the "normal procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8C, and stop switch 8R (in the order of left, center, and right), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8R, and stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of center, left, right, and center), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of center, right, and left), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8L, and stop switch 8C (in the order of right, left, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8C, and stop switch 8L (in the order of right, center, and left). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as a "normal operation," and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as an "irregular operation."
[0028] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Specifically, the main control unit 41 can control the assist time (advantageous section) to be a notification period during which navigation notification can be executed to notify the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player by the lighting mode of the game assist display 12 according to the internal lottery result.
[0029] When a predetermined lottery condition is met in the normal zone, the main control unit 41 conducts a favorable zone transition lottery to determine whether to control the game to a favorable zone. Winning the favorable zone transition lottery is also referred to as "winning the favorable zone." In the favorable zone, when a push order combination is won, the main control unit 41 executes a navigation notification, notifying the player of the operation mode (e.g., operation procedure, operation timing, etc.) of the stop switches 8L, 8C, and 8R that is favorable to the player using the game auxiliary display 12. The main control unit 41 also transmits a command (the "command number" command, described below) that can identify the operation mode that is favorable to the player to the sub-control unit 91, thereby executing a navigation effect that notifies the player of the operation mode using the LCD display 51, speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc. is hereinafter referred to as a "game in which a navigation effect is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not announced using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in AT state.
[0030] In a game in which a push order role is won, when the player's operation mode matches the operation mode corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).
[0031] By following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that results in the largest number of medals being paid out. Alternatively, by following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that has no chance of winning. Note that, among the combinations of the push-order roles, a combination that can win when the stop switches 8L, 8C, and 8R are operated in the correct order is referred to as a "main combination," and a combination that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect order that is different from the correct order is referred to as a "sub combination."
[0032] By operating the stop switches 8L, 8C, and 8R in the manner of operation notified by the navigation notification and navigation performance, it is possible to ensure that the main role included in the push order role won by the internal lottery is won.
[0033] [state transition] 3 is a diagram for explaining the transition of the game state. As shown in Fig. 3, the states managed by the main control unit 41 include game states related to the probability of winning in the internal lottery.
[0034] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. Note that in the slot machine 1 of this embodiment, most games are played by the player in the internal state.
[0035] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.
[0036] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal modes, the game in which the BB is won is a BB winable game.
[0037] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal lottery, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.
[0038] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.
[0039] The internal states include normal zones and advantageous zones. Normal zones are states in which navigation is not performed and are non-notification states in which navigation information cannot be notified. Advantageous zones are states in which navigation can be performed and are notification states in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not performed in the normal advantageous zone, but navigation can be performed in the first state, second state, and ending state. Note that navigation may also be performed in the normal advantageous zone, but in the first state, second state, and ending state, the probability of performing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. Thus, in the AT state in advantageous zones such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous zone or normal advantageous zone.
[0040] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.
[0041] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0042] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).
[0043] In the normal advantageous zone, an AT continuous effect is executed, which suggests a transition to the first state. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the first state will occur in the final game.
[0044] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous effect is executed, suggesting a transition to the life-specialized zone. The life-specialized continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the life-specialized zone will occur in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, as described later in FIG. 22(d). The 3 to 5 games of the life-specialized continuous effect in the first state are included in the AT game number predetermined when transitioning to the first state. In other words, the life-specialized continuous effect is executed within the AT game number of 30 games or 50 games. Hereinafter, the AT continuous effect and the life-specialized continuous effect may be collectively referred to simply as "continuous effect."
[0045] When a predetermined number of AT games have been played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the second AT state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state; on the other hand, when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.
[0046] In order for an ally character to battle an enemy character in the second state, lives are required as the right to do so. In this embodiment, lives can be acquired in the first state, but lives cannot be acquired in the second state. That is, the player acquires lives while remaining in the first state, and the ally character can battle an enemy character by consuming the lives acquired in the first state in the second state. In the second state, a battle can be fought as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives at the time of defeat by the enemy character, the AT state ends and the state transitions to a non-AT state.
[0047] If an ally character defeats an enemy character in the second state and the state transitions to the first state, the player can again gain a life in the first state. Therefore, as long as there are lives remaining, it is possible to continue repeatedly transitioning between the first state and the second state, and during that time, when the push order bell (such as the 213-choice role A described below) is won, a navigation is performed, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.
[0048] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increase in the number of medals is lower than the second section. For example, the net increase in the number of medals per 1G in the first section is 1 medal.
[0049] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. In this way, even in the AT state, navigation is performed with a higher probability when in the second section than when in the first section.
[0050] In this way, the net increase in the number of medals in the first zone in the first state is lower than in the second zone, so it is more advantageous for the player to stay in the second zone in that they can acquire more medals.
[0051] In the second state, as in the second section, navigation occurs more frequently than in the first section, resulting in a higher net increase in medals. For example, the net increase in medals per game in the second state is five medals, the same as in the second section of the first state. This allows players to earn more medals during battles in the second state. Thus, even in the AT state, navigation occurs more frequently in the second state than in the first section of the first state.
[0052] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, when a strong cherry is drawn, the granting of a life is confirmed, and in the second state, when a strong cherry is drawn, the ally character is confirmed to win the battle.
[0053] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out a point acquisition lottery, which will be described later in FIG. 17(a). The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 has an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 carries out an AT lottery, which will be described later in FIG. 17(b).
[0054] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone but not during the normal zone or BB. The ending state is a state in which control of the advantageous zone state is confirmed to continue until, for example, the total number of net increases reaches the upper limit (e.g., 2,400 medals) or the number of games played during the advantageous zone reaches the upper limit (e.g., 1,500 games). In the ending state, similar to the second state and second zone, navigation is performed more frequently than in the first zone, and the net increase in medals is higher. Thus, even in the AT state, navigation is performed more frequently during the ending state than during the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be predetermined. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition coins. The main control unit 41 cumulatively counts the number of ED transition coins, and ends the advantageous zone according to the counting process.
[0055] When a limiter condition is met in a favorable zone, the favorable zone is switched to a normal zone. Specifically, when the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) reaches 2,400, the favorable zone ends and the zone is switched to a normal zone. The number of coins in the favorable zone is counted by a favorable zone number counter stored in RAM 41c. In other words, when the number of coins in the favorable zone reaches the upper limit, it is said that the "limiter condition" is met. Alternatively, in the favorable zone, when the total number of games played (number of games in the favorable zone), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1,500 games), the favorable zone ends and the zone is switched to a normal zone. The number of games in the favorable zone is counted by a net increase in the number of coins counter stored in RAM 41c.
[0056] When the game is switched from the advantageous zone to the normal zone, the total number of games played and the net increase in coins counted in the advantageous zone, as well as the points that can be earned during play, are also initialized. The number of games played in the advantageous zone and the net increase in coins during the advantageous zone are updated not only during the advantageous zone but also during BB, but are not updated during the normal zone.
[0057] If the setting is changed during the advantageous zone, the game is controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be earned during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes according to the setting value. More specifically, the medal payout rate is changed by varying the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, according to the setting value (e.g., 1 to 6). A store clerk or the like at the gaming facility can change this setting value by changing the setting. Note that when the setting is changed, no lottery is held to determine the initial number of games played until the ceiling number of games is reached.
[0058] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.
[0059] [Winning Role] 4 to 7 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 4 to 7 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.
[0060] As shown in FIG. 4, Lip 1 to Lip 6 are provided as replay roles. As shown in FIG. 5, BB is provided as a special role. As shown in FIGS. 5 to 7, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when the push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when the push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles."
[0061] As shown in FIG. 6, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."
[0062] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."
[0063] [Role to be selected] FIG. 8 is a diagram for explaining combinations of winning roles read out as lottery target roles for each game state. FIG. 9 is a diagram showing lottery target roles arranged by flag category. The role number column in FIG. 8 and FIG. 9 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 8 shows the combination of winning roles included in each lottery target role.
[0064] As shown in FIG. 8, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."
[0065] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.
[0066] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.
[0067] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.
[0068] [Reel control of push order role] 10 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.
[0069] For example, as shown in Fig. 10, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.
[0070] As shown in FIG. 10 , the “normal procedure” is not set as the “correct procedure,” while the “irregular procedure” can be set as the “correct procedure.” That is, in a game in which a player wins any of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum combination. This may encourage players to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a disadvantageous penalty on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.
[0071] FIG. 11 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 41.
[0072] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which the buttons are pressed in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number," it executes a navigation effect on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the sub-control unit 91 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."
[0073] For example, the command No. 3 "Small Role Type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The command No. 6 "Section Status" stores information that can identify which of the internal states shown in FIG. 3 the game in which the start switch 7 was operated is in. Specifically, the command No. 6 "Section Status" stores information indicating whether the currently controlled state is a normal section or an advantageous section, and further whether, within the advantageous section, it is a normal advantageous section, the first section of the first state, the second section of the first state, the second state, or the ending state. The sub-control unit 91 can identify which section state the game in which the start switch 7 was operated is in based on receiving the command No. 6 "Section Status." The command No. 4 "Ball Out Status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The number of games in the AT consecutive effects is stored in the command No. 9 "ART Premonition G Count." The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the number 11 "Winning Number" stores information that can identify the winning combination number of the winning combination obtained by internal lottery.
[0074] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the sub-control unit 91 can determine that it has received the game start command.
[0075] FIG. 12 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits a group of commands No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is operated at the third stop. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game end commands." Note that, among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. In other words, at the third stop, the main control unit 41 transmits information related to winning, not information related to the winning number.
[0076] The No. 10 command "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in the No. 13 command "Stop Reels." If the No. 13 command "Stop Reels" stores information indicating that the reels have stopped, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the No. 12 command "Insert Medal" and the No. 13 command "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send the No. 13 command "Stop Reels." When sending a game end command, it does not need to send the No. 12 command "Insert Medal."
[0077] [About the main process] The control content of the main processing performed by the main control unit 41 will be described with reference to Fig. 13. Fig. 13 is a flowchart showing the control content of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of game.
[0078] 13, the main control unit 41 first performs a game start waiting process (S1) to perform processing from the end of control of the previous game to the start of the next game. In the game start waiting process, processing is performed to set the number of bets in accordance with the insertion of medals, etc., and when the operation of the start switch 7 is detected with the specified number of bets set, processing is performed to start the next game.
[0079] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning combination is permitted (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning combination is permitted (i.e., whether or not a display result is permitted) based on preset setting values (1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired simultaneously with the start of the game upon detection of the start switch 7. Then, a winning number (normal combination) corresponding to the winning combination in the internal lottery is stored in a winning number setting area of the RAM 41c so that the winning result in the internal lottery can be identified. In addition, when a special combination is won, a winning number (special combination) corresponding to the winning special combination is stored in a winning number setting area of the RAM 41c.
[0080] Next, an advantageous zone transition flag generation process (S3) is performed to convert the winning number (general role) into an advantageous zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the advantageous zone transition flag generation process, the advantageous zone transition flag conversion table is used to obtain the value of the advantageous zone transition flag corresponding to the winning number (general role), and this is stored in a predetermined area of RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values of lottery flags 1 to 3 corresponding to the winning number (general role), and these are stored in predetermined areas of RAM 41c.
[0081] Next, a game start ball payout control process (S5) is performed at the timing when the game starts, which performs processing related to the advantageous zone, processing related to the navigation notification, and processing related to the AT state. In the processing related to the advantageous zone, processing to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, processing related to the navigation notification is performed to set the navigation number and processing related to management of the advantageous zone state, and processing related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the processing to set the navigation number, if a role that is the target of the navigation notification is won and the navigation notification is to be performed, a navigation number of "1" to "13" is set in the navigation number setting area of RAM41c according to the operation mode to be notified, and if a role that is the target of the navigation notification is won and the navigation notification is not to be performed, or if a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of RAM41c.
[0082] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal that can identify a recommended stop operation mode to the test device.
[0083] Next, after the operation signal setting process, the interrupt is set to be permitted (S8), and the game start command sending process (S9) shown in Figure 11 is performed to identify that one game has started, and a group of control state commands including multiple commands that can identify various control states at the start of one game are set in a command queue and sent sequentially to the sub-control unit 91.
[0084] Next, after the game start command transmission process, a freeze process (S10) is performed to control a freeze state that delays game progress for a predetermined period. In the freeze process, when the start switch 7 is operated to start the game, it is determined whether or not control to a freeze state has been determined, and if it is determined that control to a freeze state has been determined, game progress is delayed for a predetermined period. Furthermore, if a reel effect that changes the reels is performed in the freeze state, a process is performed to change the reels in a change pattern corresponding to the type of reel effect.
[0085] Next, after the freeze process is completed, interrupts are prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time for the reels to start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning at a constant speed.
[0086] Next, after the setting process at the start of the game, the device is set to allow interruption (S13), and external signal processing at the start of rotation (S14) is performed, which outputs an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a specified output port to external devices such as a call lamp, hall computer, and test equipment.
[0087] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, if a navigation notification is performed, the game assist display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. Furthermore, if all rotating reels are rotating at a constant speed, acceptance of a stop operation for the rotating reels is enabled and the system waits until a reel stop operation is performed by the player. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which the valid stop operation was performed. This reel stop control is repeatedly performed for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.
[0088] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on reels 2L, 2C, and 2R, and a winning flag indicating whether or not a win has occurred and the number of medals to be paid out in response to the win are set in a predetermined area of RAM 41c.
[0089] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate the gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.
[0090] Next, after the gaming machine information calculation process, interruption is permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not the end condition is met when the special gaming state is being controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.
[0091] Next, when the game ends, processing related to the advantageous zone and processing related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a point acquisition lottery process, a life acquisition lottery process, and a one-hit win lottery process are performed based on predetermined conditions. In the processing related to the advantageous zone, it is determined whether the advantageous zone end condition is met in the advantageous zone, and if the advantageous zone end condition is met, a processing is performed to set an advantageous zone end flag, and in the processing related to the navigation notification, processing related to the management of the advantageous zone state. The point acquisition lottery process, life acquisition lottery process, and one-hit win lottery process will be explained in detail below.
[0092] Next, the end-of-game command sending process (S23) shown in Figure 12 is performed, and a group of control state commands including multiple commands that can identify various control states at the end of one game is set in a command queue and sent sequentially to the sub-control unit 91.
[0093] Next, after the game end command transmission process, a payout process is performed (S24) to award the number of medals according to the winnings that have occurred as a result of the game, based on the payout number set in a predetermined area of RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), medals that have not been added to the credits are paid out from the medal payout opening 9.
[0094] Next, after the payout process, external signal processing at the end of the game (S25) is performed, which outputs an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a specified output port to external devices such as a call lamp, hall computer, test device, etc.
[0095] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination has stopped on reels 2L, 2C, and 2R, and if the replay symbol combination has stopped, the process of setting the number of bets for replaying in the next game, the process of setting the replay flag in a predetermined area of RAM 41c, the process of controlling the replay LED 20 to the ON state (lighting state), etc. is performed.
[0096] Next, advantageous zone end processing is performed (S27). In advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to end the advantageous zone by initializing an advantageous zone related area in the storage area of RAM 41c in which data related to the control of the advantageous zone is stored. In advantageous zone data initialization processing, the advantageous zone in-zone flag indicating that the vehicle is in an advantageous zone and the navigation number set in the navigation number setting area are initialized, and an advantageous zone in-zone signal buffer is turned off to output information that the vehicle is in an advantageous zone to an external device such as a test device.
[0097] Next, after the advantageous zone end processing, the advantageous zone signal control processing (S28) is performed. In the advantageous zone signal control processing, when the advantageous zone flag is set in the RAM 41c, the advantageous zone signal buffer of the RAM 41c is controlled to be ON.
[0098] Next, after the advantageous zone signal control process, advantageous zone notification end process (S29) is performed. In the advantageous zone notification end process, it is determined whether the advantageous zone signal buffer in the RAM 41c is OFF or not, and if it is determined that the advantageous zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.
[0099] Next, after the advantageous zone notification end process, the game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of RAM 41c to be initialized in the game is set in the initialization process of Sa32. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.
[0100] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM 41c, thereby initializing the area that is initialized at the end of every game except at the end of the special game state, and at the end of the special game state, the area that is initialized at the end of the special game state is initialized. Then, after the initialization processing, interrupts are permitted (S33), and processing returns to Sa1.
[0101] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.
[0102] [Point Map] An example of a point map used in the normal advantageous zone will be described with reference to FIG. 14. FIG. 14 is a diagram for explaining an example of a point map. As shown in FIG. 14(a), the display area on the liquid crystal display 51 includes a presentation area 510 in which presentation images related to the game, such as background images, are displayed, and a map area 520 in which a point map is displayed. The presentation area 510 is located near the center of the screen of the liquid crystal display 51, and is a display area that occupies most of the display area. The map area 520 is located at the top of the screen of the liquid crystal display 51 (in this embodiment, the bottom and right edge of the screen), and is a display area that is smaller than the presentation area 510.
[0103] The point map in the map area 520 integrally displays an update image 520a that displays the updated value of points accumulated based on play, reach icon images 520c, 520d, and 520e that decorate the reached point that is the target of the accumulated points, a final icon image 520f that decorates the final point, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the reached point corresponding to the accumulated points. In this embodiment, multiple points such as 100p, 300p, and 600p are set as the reached point, and 1000p is set as the final point. Note that, because the reached point is not displayed in the update image 520a, the player will focus not only on the update value in the update image 520a but also on the reached point decorated with the reached icon image.
[0104] In the normal advantageous zone, when points are awarded through the point acquisition lottery, the update value is updated by the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described later with reference to FIG. 17(a). Furthermore, the moving character moves to a position corresponding to the update value, thereby approaching the target arrival point. Since the number of the arrival point and the arrival icon are always displayed while the moving character is moving, the player can easily recognize the number of points remaining until the arrival point is reached based on the distance between the moving character and the moving character's target position. When the moving character reaches the arrival point, an AT lottery is held, and the player may transition to the first state (AT win) based on the lottery.
[0105] As shown in Figure 14(b), when the current update value is 50p, the moving character is stopped at a position of 50p on map 520m. As shown in Figure 14(c), when 10p is subsequently added, the update value is updated to 60p, and the moving character moves to a position of 60p on map 520m. As shown in Figure 14(d), when another 50p is subsequently added, the update value is updated to 110p, and the moving character moves to a position of 110p on map 520m. In this case, since the moving character has reached a position of 100p, an AT lottery is held.
[0106] [Point update production] FIG. 15 is a diagram illustrating an example of a point update effect. The point update effect is an effect for showing the player the number of points awarded through the point acquisition lottery. As shown in FIG. 15, a character image PI indicating the number of points awarded is displayed near the center of the LCD display 51. This type of point update effect is executed when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. In other words, the sub-control unit 91 executes an update effect indicating that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held is started.
[0107] FIG. 16 is a diagram illustrating an example of a point acquisition lottery process. FIG. 16 illustrates the point acquisition lottery process executed by the main control unit 41 using a flowchart. The point acquisition lottery process is executed during the normal advantageous zone shown in FIG. 3. The main control unit 41 may execute the point acquisition lottery process during the end-of-game ball payout control process (S22) shown in FIG. 13. The main control unit 41 determines whether the stop switch 8L (left stop switch) was operated as the first stop operation during the reel stop process (S15) (step Sa1). That is, it determines whether the stop switch 8L was pressed as a normal operation. If the operation was performed using an irregular procedure (NO in step Sa1), the main control unit 41 sets a penalty (step Sa2). Setting a penalty during the normal advantageous zone is a process that changes the lottery probability for the bonus lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process shown in FIG. 17 executed in the next game to be lower than the point acquisition probability when a penalty is not set. This reduces the probability of points being awarded only in the next game, which is unfavorable to the player. In this way, the penalty setting may be set to perform control that is unfavorable to the player, but it is also possible to perform no setting at all. In other words, not executing the point acquisition lottery process shown in step Sa3 itself is a penalty for the game.
[0108] If the stop switch 8L (left stop switch) is operated as the first stop operation (YES in step Sa1), the main control unit 41 executes the point acquisition lottery process shown in the table in FIG. 17 (step Sa3). FIG. 17 is a diagram showing a table of the bonus lottery process. As shown in FIG. 17(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. FIG. 17(a) shows the percentage of points awarded for each flag category: 0 points, 1 point, 10 points, 50 points, and 100 points. As shown in FIG. 17(a), if flag category FC4 is won, the expected number of points awarded through the point acquisition lottery is calculated as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), which is approximately 25 points. Also, if flag category FC6 is won, the expected value of points earned through the point acquisition lottery is calculated as 50 points x (51 / 256) + 100 points x (205 / 256), which is approximately 90 points.
[0109] Also, as shown in Fig. 17(b), the main control unit 41 executes the AT lottery process based on the reached points. Fig. 17(b) shows the percentage of AT winnings awarded for each reached point. That is, if an irregular procedure is performed (NO in step Sa1), the main control unit 41 ends the game end ball payout control process shown in Fig. 13 without executing the point acquisition lottery process. That is, the main control unit 41 does not update the value of the point counter when an irregular procedure is performed.
[0110] For example, if the flag category of the winning combination in the internal lottery process in step S2 of the main processing shown in FIG. 13 is FC0, no points are awarded with a probability of 125 / 256, 1 point is awarded with a probability of 76 / 256, 10 points are awarded with a probability of 51 / 256, and 50 points are awarded with a probability of 3 / 256. Also, if the flag category of the winning combination in the internal lottery process in step Sa1 is FC7, 50 points are awarded with a probability of 51 / 256, and 100 points are awarded with a probability of 204 / 256, but the awarded points are never determined to be 0 points. Returning to FIG. 16, the main control unit 41 determines whether points have been awarded in the point awarding lottery process in step Sa4 (step Sa4). If the main control unit 41 determines that points have been awarded (YES in step Sa4), it executes point awarding processing (step Sa5). The point granting process is a process in which the main control unit 41 updates the points stored in RAM 41c and stores the number of points earned in the command "points" in the game end command sent to the sub-control unit 91 at the third stop described in Figure 12.
[0111] The main control unit 41 ends this process after executing the point granting process (step Sa5). If no points are acquired (NO in step Sa4), the main control unit 41 ends this process without executing the point granting process.
[0112] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. In other words, when an irregular operation is performed, the point acquisition lottery process is not executed, which is a penalty for the player. As a result, when the stop switch is operated in a normal operation, the point value for control to the first state is updated, while when the stop switch is operated in an irregular procedure, a penalty of not updating the point value can be imposed, which encourages the player to operate in a normal operation. Furthermore, regardless of the result of the internal lottery process, a penalty is imposed when the stop switch is operated in an irregular procedure, which encourages the player to operate in a normal operation.
[0113] FIG. 18 is a diagram showing an example in which a point update effect is executed based on a normal operation. FIG. 18 shows the relationship between (a) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 to t7. As shown in FIG. 18, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as a first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as a second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 information that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 information that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after normal operations have been performed, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 18, the number of points acquired in the point acquisition lottery process is one or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.
[0114] At timing t5, the point awarding process is performed, and the main control unit 41 transmits the game end command shown in Fig. 12 to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the main control unit 41 transmits the command "points" that can identify the number of points acquired (hereinafter, may be simply referred to as acquired points) to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 waits without executing the point update effect shown in Fig. 15, such as displaying the acquired points on the LCD display 51. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a winning as the number of medals that transition to the ED and the number of medals in the advantageous zone.
[0115] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded upon winning as data to be displayed on a prize ratio monitor (not shown). The prize ratio monitor typically displays numerical values indicating the performance of the slot machine (hereinafter also referred to as "principle ratio information"). Numerical values indicating the performance of the slot machine include, for example, the instructed prize payout ratio to the total cumulative payout number, the consecutive prize payout ratio for the past 6,000 games, the prize payout ratio for the past 6,000 games, the consecutive prize payout ratio to the total cumulative payout number, the prize payout ratio to the total cumulative payout number, and the prize status ratio to the total cumulative payout number. To display the prize ratio information on the prize ratio monitor, the main control unit 41 stores the number of medals awarded upon winning in the RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the prize determination process at timing t5 to the data stored as prize ratio information in the RAM 41c. In other words, the main control unit 41 updates the prize ratio information. This ends the game that started at time t1.
[0116] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 indicates, by the point update effect, that the value of the point counter was updated in the game prior to the game in which the point update effect is executed.
[0117] FIG. 19 illustrates an example in which a point update effect is not executed based on an irregular operation. The example in FIG. 19 differs from FIG. 18 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 19 illustrates an example in which an irregular operation is executed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits information to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The sub-control unit 91 executes a stop effect based on the information that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The stop effect indicates that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, such as by canceling an effect that displays an image suggesting a winning combination. In the slot machine 1 of this embodiment, the stop effect is executed by the sub-control unit 91 to darken the display on the LCD display 51. The stop effect may be not only a blackout effect, but also an effect that displays a text image such as "Please press the left stop switch first." Alternatively, it may be an effect that ends the execution of the point suggestion effect currently being executed and returns to the normal image before the point suggestion effect was executed.
[0118] Furthermore, because an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4, and does not execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update effect at timing t7, which is the start of the next game. On the other hand, even if an irregular operation has been performed, the main control unit 41 updates the ED transition number, the advantageous zone number, and role ratio information at timing t5.
[0119] 18 and 19, in the slot machine 1 of this embodiment, the point update effect is executed when the start switch 7 of the next game is operated only when a normal operation is performed in a predetermined game and points are acquired. As a result, the point update effect can be used to inform the player that the point counter was updated in the previous game at the start of the next game, and if an irregular operation is performed in the previous game, the point counter is not updated and the point update effect is not executed in the next game, so that whether the point counter is updated and whether the point update effect is executed can be consistent.
[0120] 19, even if an irregular operation is performed, the main control unit 41 executes processing to update the winning combination information and the limiter at timing t6 after the winning determination processing. That is, regardless of whether the operation is a normal operation or an irregular operation, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a winning operation.
[0121] As a result, the cumulative number of medals is counted not only in the case of normal operation but also in the case of irregular operation, so it is possible to prevent distinguishing whether or not an advantage is gained depending on the procedure of the stop switches 8L, 8C, 8R, and to prevent irregular operation from giving an excessive advantage. Also, not only in the case of normal operation but also in the case of irregular operation, the cumulative number of medals is counted and the cumulative result is displayed, so that the medal payout history in the slot machine 1 can be properly shown to the outside as role ratio information.
[0122] [Point suggestion] Figure 20 is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. The point suggestion effect is an effect that is performed when a specific combination is won, and it is an effect that suggests a winning combination to the player and allows them to predict the points that will be awarded. The point suggestion effect is performed in the normal advantageous zone.
[0123] As shown in FIG. 20(a), when the start operation is performed, a point suggestion effect is executed on the LCD display 51, in which an image showing a cherry and an image showing a question mark are displayed. Because the image showing a cherry is displayed, the player is prompted to operate the device to win a cherry. Furthermore, because the flag category of a strong cherry is FC6, the player expects that 50 or more points will be awarded if a cherry wins, as shown in FIG. 17. In other words, the point suggestion effect is an effect that suggests that a large number of points will be awarded, and is executed based on the operation of the start switch 7.
[0124] FIG. 20 illustrates the cases where a normal operation is performed and an irregular operation is performed after the point suggestion effect is displayed. FIGS. 20(b1), (c1), and (d1) illustrate the case where a normal operation is performed. FIGS. 20(b2), (c2), (d2), (b3), (c3), and (d3) illustrate the case where an irregular operation is performed. In FIG. 20(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 20(b1), a normal operation is performed. At this time, the image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Then, in FIG. 20(c1), the stop switch 8C is operated as the second stop operation. The image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Finally, in FIG. 20(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry appears on the reel, and an image indicating that the strong cherry has appeared is displayed on the LCD display 51. When the start switch 7 of the next game is operated, the points awarded as a result of the strong cherry winning are displayed as a point update effect.
[0125] In Figures 20(b2) and (b3), the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C was operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the LCD display 51 goes dark, as shown in Figures 20(b2) and (b3). In addition, the image showing a cherry and the image showing a "?" that were displayed as the point suggestion effect disappear. In other words, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. Thereafter, in both cases where the second stop operation is performed as shown in Figures 20(c2) and (c3), and where the third stop operation is performed as shown in Figures 20(d2) and (d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.
[0126] As a result, even if a point suggestion effect is executed at the start of a game in which a strong cherry is won, suggesting that the point counter will be updated with 50 or more points, and the point suggestion effect ends if the point counter value is not updated due to an irregular operation afterwards. This prevents a player who has performed an irregular operation from misunderstanding that the point counter will be updated with a large value. Note that the point suggestion effect may not only be an image showing a cherry or an image showing a "?", but also a text image such as "Points Earned?" that directly suggests the acquisition of points. In other words, the point suggestion effect may be any effect that suggests the possibility of points being awarded to the player.
[0127] FIG. 21 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. The point suggestion effect is also executed when a combination other than a strong cherry combination is won in the internal lottery. FIG. 21 shows an example when a watermelon combination is won in the internal lottery.
[0128] As shown in FIG. 21(a), when a start operation is performed, a point suggestion effect is executed on the liquid crystal display 51, in which an image of a watermelon and an image of a question mark are displayed. Because the image of a watermelon is displayed, the player is prompted to perform an operation to win a watermelon. Furthermore, because the flag category of a watermelon is FC4, the player expects that if a watermelon wins, 10 or more points will be awarded, as shown in FIG. 17. FIGS. 21(b1) to (d1) show point suggestion effects when a normal operation is performed. FIGS. 21(b2) to (d2) and (b3) to (d3) show examples in which a stop effect is executed when an irregular operation is performed. The form of the effect is the same as that of FIG. 20, so it will not be repeated.
[0129] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of the winning role in the internal lottery, the point acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to operate the machine normally.
[0130] [Bonus lottery during AT] FIG. 22 shows a table of life acquisition lotteries and one-hit win lotteries in the first and second states of the advantageous zone. In this embodiment, the benefits include points that can be awarded during the normal advantageous zone, lives that can be awarded during the first state, and one-hit wins in battles that can be awarded during the second state. Even if a life is acquired, it may be consumed in the second state, making it impossible to transition from the second state to the first state. In contrast, one-hit wins are a process that ensures a transition from the second state to the first state. Therefore, winning a one-hit win is a more advantageous control for the player than acquiring a life. Hereinafter, the first state will be referred to as the "AT first state," and the second state will be referred to as the "AT second state." The life acquisition lottery and one-hit win lottery will be collectively referred to as the "AT bonus lottery."
[0131] (Life Gain Lottery) Life can be awarded based on a life acquisition lottery executed by the main control unit 41 during the AT first state. Figure 22(a) shows a life acquisition lottery table referenced in the life acquisition lottery during the first section of the AT first state. As shown in Figure 22(a), in the life acquisition lottery during the first section, the expected value of life awarded per game differs depending on whether a winning combination with a flag category of FC4 or FC5 is won, a winning combination with a flag category of FC6 is won, or a winning combination with a flag category of FC7 is won.
[0132] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 55% chance that one life will be awarded, and a 10% chance that two lives will be awarded. Also, when a role with a flag category of FC6 is won, there is a 100% chance that two lives will be awarded. Furthermore, when a role with a flag category of FC7 is won, there is a 35% chance that one life will be awarded, and a 20% chance that two lives will be awarded.
[0133] In this way, in the first section of the first AT state, the expectation of being awarded multiple lives increases when the lottery conditions are met in the order of winning FC4 or FC5, winning FC7, and winning FC6.
[0134] In the first section of the AT 1 state, if a life is awarded in response to a winning combination of the flag category FC6, the reverse push navigation is executed in the game in which the flag category FC6 is won. Therefore, when the player operates the stop switches 8L, 8C, and 8R in accordance with the reverse push navigation, a BAR lip is awarded. In other words, in the first section of the AT 1 state, the award of a life is suggested to the player by the winning of a BAR lip.
[0135] Figure 22(b) shows the life acquisition lottery table referenced in the life acquisition lottery in the second section of the first AT state. As shown in Figure 22(b), when a role with a flag category of FC4 or FC5 is won, one life is awarded with a 20% probability. Also, when a role with a flag category of FC6 is won, one life is awarded with a 60% probability, and two lives are awarded with a 31% probability. Furthermore, when a role with a flag category of FC7 is won, one life is awarded with a 28% probability, and two lives are awarded with a 5% probability.
[0136] In this way, even in the second section of the first AT state, the expectation of being awarded multiple lives increases when the lottery conditions are met in the order of winning FC4 or FC5, winning FC7, and winning FC6.
[0137] Furthermore, navigation is performed less frequently in the first section than in the second section, meaning that the probability of notifying navigation is higher in the second section than in the first section.
[0138] (Life Specialized Zone) The life specialization zone is a state that can be transitioned to from the AT first state based on the specialization zone lottery. Figure 22(c) shows a specialization zone lottery table that is referenced in the specialization zone lottery during the AT first state. As shown in Figure 22(c), in the specialization zone lottery during the AT first state, the probability of entering the specialization zone differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6 is won, or a combination with a flag category of FC7 is won.
[0139] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 10% chance of entering the specialized zone. Also, when a role with a flag category of FC6 is won, there is a 50% chance of entering the specialized zone. Furthermore, when a role with a flag category of FC7 is won, there is a 30% chance of entering the specialized zone.
[0140] Figure 22(d) shows a life acquisition lottery table that is referenced in the life acquisition lottery in the specialized zone. As shown in Figure 22(d), when a role with a flag category of FC4 or FC5 is won, one life is awarded with a 50% probability, and two lives are awarded with a 35% probability. Also, when a role with a flag category of FC6 is won, two lives are awarded with a 100% probability. Furthermore, when a role with a flag category of FC7 is won, one life is awarded with a 35% probability, and two lives are awarded with a 50% probability.
[0141] (One-hit win lottery) A one-hit win in a battle can be awarded based on a one-hit win lottery executed by the main control unit 41 during the second AT state. Figure 22(e) shows a one-hit win lottery table referenced in the one-hit win lottery during the second AT state. As shown in Figure 22(e), in the one-hit win lottery during the second AT state, the probability of one-hit win differs when a role with a flag category of FC4 or FC5 is won, when a role with a flag category of FC6 is won, and when a role with a flag category of FC7 is won.
[0142] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 50% chance of a one-hit win. Also, when a role with a flag category of FC6 is won, there is a 100% chance of a one-hit win. Furthermore, when a role with a flag category of FC7 is won, there is a 50% chance of a one-hit win.
[0143] Thus, during the AT second state, among the lottery conditions, the probability of a one-hit win is higher for a role with a flag category of FC6 than for a rare role such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7. Note that during the AT second state, if a one-hit win is awarded as a result of winning a role with a flag category of FC6, reverse push navigation is executed in the game in which the role with a flag category of FC6 is won. Furthermore, the first state is a section in which navigation is performed less frequently than the second state. In other words, the probability of announcing navigation is higher in the second state than in the first state.
[0144] FIG. 23 is a diagram showing an example of a bonus lottery process during an AT. In FIG. 23, the bonus lottery during an AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition process during an AT can be executed within the game end ball output control process (S22) in the first state, second state, or ending state shown in FIG. 3. After a third stop operation is performed within the game end ball output control process (S22) shown in FIG. 13, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. In other words, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit win lottery process described below.
[0145] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether the game is one in which navigation display is to be performed (step Sb2). The main control unit 41 determines whether the game is one in which navigation display is to be performed based on the winning combination number in the internal lottery process (S2) shown in FIG. 13. A game in which navigation display is to be performed is a game in which the sub-control unit 91 executes a navigation performance. If the game is one in which navigation display is to be performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If the game is not one in which navigation display is to be performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been performed in step Sb4. If the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4) and the process ends. Penalty setting in the AT state involves, for example, changing the lottery probability for the life acquisition lottery process and the one-hit win lottery process in the next game. For example, the main control unit 41 sets the probability of winning a life or one-hit win in the life acquisition lottery process and the one-hit win lottery process shown in FIG. 22 executed in the next game to be lower than the probability of winning if a penalty is not set. This reduces the probability of awarding a life or one-hit win only in the next game, resulting in control that is disadvantageous to the player. Thus, the penalty setting may be set to implement control that is disadvantageous to the player, but no setting is necessary. This is because not executing the life acquisition lottery process shown in step Sa6 or the one-hit win lottery process shown in step Sa9 constitutes a penalty for the game. Furthermore, because an irregular operation has been performed, the sub-control unit 91 executes a stop effect. The stop effect is the same effect as the stop effect described in the point acquisition lottery process above, and is an effect in which the screen goes dark. The stop effect here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather indicates that the life acquisition lottery process or one-hit win lottery process was not executed.The stop effect may not only be a darkening effect, but also an effect that displays a text image such as "Please press the left stop switch first." In other words, when an irregular operation is performed during AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit win lottery process as a penalty to the player.
[0146] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the gaming state is in the first state (step Sb5). When it is in the first state (YES in step Sb5), the main control unit 41 executes a life acquisition lottery process (step Sb6). That is, the main control unit 41 determines whether or not to grant a life based on the table shown in FIG. 22(a) or 22(b) and the result of the internal lottery process. After the life acquisition lottery process, the main control unit 41 determines whether or not a life has been acquired in step Sb10 (step Sb7). When a life has not been acquired (NO in step Sb7), the main control unit 41 ends the process.
[0147] If a life is acquired (YES in step Sb7), the main control unit 41 executes a life granting process (step Sb8). The life granting process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command sent to the sub-control unit 91 at the third stop described in Fig. 12. After executing the life granting process, the main control unit 41 ends the process.
[0148] Next, returning to step Sb5, the case where the game is not in the first state will be described. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes a one-hit win lottery process (step Sb9). At this time, since it was determined in step Sb1 that the game state is not in the ending state and in step Sb5 that the game is not in the first state, the main control unit 41 determines that the game state is in the second state. Since a normal operation is being performed in the second state, the main control unit 41 executes a one-hit win lottery.
[0149] That is, the main control unit 41 performs a lottery for a one-hit win based on the table shown in FIG. 22(e) and the result of the internal lottery process. After the one-hit win lottery process, the main control unit 41 determines whether or not a one-hit win has been won (step Sb10). If the main control unit 41 determines that a one-hit win has not been won (NO in step Sb10), it terminates the process. If the main control unit 41 determines that a one-hit win has been won (YES in step Sb10), it executes a one-hit win awarding process (step Sb11). The one-hit win awarding process is a process in which the main control unit 41 executes a process in response to a one-hit win being won, and stores the fact that a one-hit win has been won in the game end command sent to the sub-control unit 91 at the third stop described in FIG. 12.
[0150] In this way, in a game in the first or second state where the navigation display is not displayed, the main control unit 41 controls to execute the life acquisition lottery process or the one-hit win awarding process when a normal operation is performed, but controls not to execute the life acquisition lottery process or the one-hit win awarding process when an irregular operation is performed. Control not to execute the life acquisition lottery process or the one-hit win awarding process is control that is disadvantageous to the player. In other words, the slot machine 1 can impose a penalty on the player when an irregular operation is performed. This allows the slot machine 1 to encourage the player to operate normally.
[0151] On the other hand, the main control unit 41 performs the same control in the game during the ending state whether a normal operation is performed or an irregular operation is performed. As a result, even if an irregular operation is performed during the ending state, no penalty is given, thereby preventing a decrease in the interest in the game during the ending state, which is the last state executed during the AT.
[0152] [Life Gain Suggestion] FIG. 24 is a diagram illustrating an example of a life-granting suggestion effect when a watermelon is won. The life-granting suggestion effect is an effect that is performed when a specific combination is won, and is an effect that suggests to the player that a life may be awarded by suggesting a winning combination. The life-granting suggestion effect is executed in the first state. Since the first state is during AT, the liquid crystal display 51 displays a remaining game image 51a indicating the number of games remaining and a life image 51b indicating the number of lives.
[0153] As shown in FIG. 24(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a watermelon, suggesting that the watermelon role has been won. The image showing the treasure chest may also be green without a watermelon, suggesting that the watermelon role has been won. In other words, when the image showing the treasure chest is displayed, the player hopes that the watermelon role has been won. In addition, a watermelon role with a flag category of FC4 is a role that triggers a life acquisition lottery process, as shown in FIG. 22(a) and FIG. 22(b). In other words, the life grant suggestion effect is an effect that suggests the possibility of a life being granted, and is executed based on the operation of the start switch 7.
[0154] FIG. 24 illustrates the cases where a normal operation is performed and an irregular operation is performed after the life-granting suggestion effect. FIGS. 24(b1), (c1), and (d1) illustrate the case where a normal operation is performed. Also, FIGS. 24(b2), (c2), (d2), and (b3), (c3), and (d3) illustrate the case where an irregular operation is performed. In FIG. 20(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 20(b1), a normal operation is performed. At this time, the image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Then, in FIG. 24(c1), the stop switch 8C is operated as the second stop operation. The image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Finally, in FIG. 24(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon appears on the reels, and an image indicating that a life has been granted in response to the winning watermelon combination is displayed on the LCD display 51. Furthermore, as the life is granted, the sub-control unit 91 updates the life image 51b.
[0155] 24(b2) and 24(b3) show an example in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C was operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the LCD display 51 goes dark, as shown in FIG. 24(b2) and FIG. 24(b3). Additionally, the image showing the treasure chest that was displayed as the life-granting suggestion effect disappears. In other words, the sub-control unit 91 terminates the execution of the life-granting suggestion effect when the irregular operation is performed. In either case where the second stop operation is performed as shown in Figure 24(c2) and Figure 24(c3), or where the third stop operation is performed as shown in Figure 24(d2) and Figure 24(d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.
[0156] In this way, when an irregular operation is performed in a game in which a watermelon role is won, the life acquisition lottery is not executed, and control to extend the AT state due to the life acquisition is not performed. This encourages the player to perform normal operations.
[0157] FIG. 25 is a diagram illustrating an example of a life-granting suggestion effect when a strong cherry is won. As shown in FIG. 25(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a cherry, suggesting that the cherry role has been won. The image showing the treasure chest may also be red without a cherry, suggesting that the cherry role has been won. In other words, when the image showing the treasure chest is displayed, the player hopes that the cherry role has been won. In addition, a strong cherry role with a flag category of FC6 is a role that triggers a life-granting lottery process, as shown in FIG. 22(a) and FIG. 22(b). The form of the effect is the same as that of FIG. 24, and will not be repeated.
[0158] In this way, in the slot machine 1 of this embodiment, if irregular control is performed, regardless of whether the winning role in the internal lottery is a watermelon role or a strong cherry role, the life acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to perform normal operations.
[0159] FIG. 26 is a diagram showing the process in which the sub-control unit 91 executes the navigation effect. The following describes the process when the sub-control unit 91 receives a game start command. The sub-control unit 91 receives the game start command shown in FIG. 11 from the main control unit 41 (step Sc1). As described above, information related to navigation can be stored in the command No. 2 "instruction number" included in the game start command. In other words, the command No. 2 stores information that can identify the push order in a game in which the start switch 7 is operated. The sub-control unit 91 determines whether or not information that can identify the push order is stored in the command No. 2 "instruction number" (step Sc2).
[0160] If the No. 2 command "instruction number" contains information that can identify the button press order (YES in step Sc2), the sub-control unit 91 executes the navigation effect (step Sc3) and terminates the processing. On the other hand, if the No. 2 command "instruction number" does not contain information that can identify the button press order (NO in step Sc2), the sub-control unit 91 terminates the processing without executing the navigation effect. In other words, the sub-control unit 91 uses the No. 2 command "instruction number" to determine whether or not to execute the navigation effect. Here, the sub-control unit 91 does not refer to any commands other than the No. 2 command "instruction number" contained in the game start command when determining whether or not to execute the navigation effect.
[0161] In other words, the sub-control unit 91 executes the navigation effect when information regarding navigation is stored in the No. 2 command "instruction number," regardless of the information contained in commands stored with information regarding a winning role, such as the commands "small role type" and "winning number," and commands stored with information capable of identifying the game state, such as "section state" and "ball output state," among the game start commands received from the main control unit 41. As a result, regardless of whether or not a role has been won and the game state, if information regarding navigation is stored in the No. 2 command "instruction number," the sub-control unit 91 executes the navigation effect, so that the player can be properly notified of the operation procedure.
[0162] That is, for example, even if the gaming status is in a favorable zone, and the main control unit 41 stores information indicating a normal zone in the command "zone information" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number." Similarly, even if a combination accompanied by a navigation display is won, and the main control unit 41 stores information indicating a combination not accompanied by a navigation display is won in the command "winning number" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number."
[0163] FIG. 27 is a diagram showing the game start command transmission process in the main control unit. The following describes the process of transmitting a game start command by the main control unit 41. After the start switch 7 is operated, the main control unit 41 executes the game start command transmission process as shown in step S9 of the main process in FIG. 13. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as the game start command depending on the winning combination. After the game start command transmission process is initiated, the main control unit 41 determines whether the winning combination number is one of combination numbers 8 to 23 (step Sd1). The combinations of combination numbers 8 to 23 are combinations that, when a stop operation is performed in a predetermined push order, are more advantageous than when the stop operation is performed in a different push order, as shown in FIG. 10. Hereinafter, the combinations of combination numbers 8 to 23 will be simply referred to as "push order combinations."
[0164] If the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the commands "small combination type" and "winning number" without including them in the game start command (step Sd2). That is, the main control unit 41 does not transmit the command No. 3 "small combination type" and the command No. 11 "winning number" themselves among the game start commands shown in FIG. 11, but transmits the commands No. 1, 2, 4 to 10, 12, and 13 to the sub-control unit 91. Hereinafter, the order of the game start commands No. 1, 2, 4 to 10, 12, and 13 will be referred to as a special order. That is, if the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the game start commands in a special order (step Sd2) and ends the processing.
[0165] If the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 stores information about the winning combination in the commands "minor combination type" and "winning number" (step Sd3). The main control unit 41 transmits the game start command including the commands "minor combination type" and "winning number" (step Sd4). That is, the main control unit 41 transmits the commands No. 1 to 13 of the game start commands shown in FIG. 11 to the sub-control unit 91. Hereinafter, the order of No. 1 to 13 of the game start commands will be referred to as the "specific order". That is, if the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 transmits the game start commands in the specific order (step Sd2) and ends the process.
[0166] In this way, when the push order role shown in Fig. 10 is won, the main control unit 41 sends the game start command in a special order that does not include the commands "minor role type" and "winning number" in the game start command. At this time, the main control unit 41 sends the game start command in a special order regardless of whether information about navigation is stored in the command "instruction number". In other words, even when a push order role that does not execute a navigation effect is won in the AT state, the main control unit 41 sends the game start command in a special order.
[0167] As a result, the main control unit 41 does not transmit the command "minor role type" and the command "winning number" that store information about the winning role in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push order role has been won based on the game start command received from the main control unit 41.
[0168] In addition, the game start command sent in a specific order includes the command "small role type" and the command "winning number", while the game start command sent in a special order does not include the command "small role type" and the command "winning number". As a result, the sub-control unit 91 can recognize whether the push order role has been won based on whether the command "small role type" and the command "winning number" are included.
[0169] In addition, in the slot machine 1 of this embodiment, the order in which the commands shown in Nos. 1 to 13 are transmitted in the game end commands shown in Fig. 12 is also referred to as a "specific order." In the following, in order to distinguish between the specific order in the game start commands and the specific order in the game end commands, the specific order in the game start commands may be referred to as a "first specific order," and the specific order in the game end commands may be referred to as a "second specific order."
[0170] As described above, in Figure 27, an example was explained in which the main control unit 41 transmits the game start command in a special order. On the other hand, in the slot machine 1 of this embodiment, the main control unit 41 transmits the game end command including the command "minor role type". As a result, when the game has already ended, the sub-control unit 91 can determine whether the push order role has been won based on the command "minor role type" included in the game end command.
[0171] Furthermore, the main control unit 41 may also transmit the game end commands in a special order of transmitting commands No. 1, 2, 4 to 10, 12, and 13 among the game end commands. In this case, in order to distinguish between the special order in the game start commands and the special order in the game end commands, the special order in the game start commands is referred to as a "first special order," and the special order in the game end commands is referred to as a "second special order."
[0172] 28 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. In this embodiment, the sub-control unit 91 changes the processing to be executed depending on the order of the game start command and the game end command received from the main control unit 41. The sub-control unit 91 determines whether or not a game start command or a game end command has been received from the main control unit 41 (step Se1).
[0173] If the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the process of step Se1. If the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether the received commands are in a specific order (step Se2). If the received commands are not in a specific order (NO in step Se2), the sub-control unit 91 determines whether the received commands are in a special order (step Se3). If the received commands are not in a special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order is an order in which the game start command and the game end command contain all of the commands No. 1 to No. 13 without any omissions. Furthermore, the special order is an order in which the commands No. 4 and No. 11 are omitted from the game start command, which means that the push order role has been won. In other words, the specific order and the special order are predetermined orders in the slot machine 1. If the received command is neither a specific order nor a special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts notifying an error. Hereinafter, an order that is neither a specific order nor a special order will be referred to as a "special order." If the numerical information included in the command is outside a specified range, the sub-control unit 91 may determine that an error has occurred and that the order is a special order.
[0174] The sub-control unit 91 performs error notification control (step Se4) and ends the processing. FIG. 29 is a diagram showing the LCD display 51 in a state where error notification control has been performed. Returning to step Se2, if the received command is in a specific order (YES in step Se2), the sub-control unit 91 performs control according to the received game start command or game end command (step Se5) and proceeds to step Se7. Also, if the received command is in a special order in step Se3 (YES in step Se3), the sub-control unit 91 performs control in the case where a push order role is won (step Se6) and proceeds to step Se7. Note that if the command received by the sub-control unit 91 is a game end command, in step Se3, the sub-control unit 91 may determine whether to perform control in the case where a push order role is won (step Se6) or error notification control (step Se4) based on both the game start command and the game end command. In other words, the sub-control unit 91 may recognize that the push order role has been won based on the fact that the command at the start of play within a unit game is the first special order and, further, the command at the end of play is also the second special order.
[0175] In step Se7, the sub-control unit 91 determines whether or not error notification control is being performed (step Se7). That is, it determines whether or not the state in which error notification control was performed in step Se4 remains. If error notification control is being performed (YES in step Se7), the sub-control unit 91 cancels the error notification control (step Se8) and ends the process. If error notification control is not being performed (NO in step Se7), the sub-control unit 91 ends the process.
[0176] In this way, the main control unit 41 can transmit game start commands in a special order or a specific order, and can transmit game end commands in a specific order. When the sub-control unit 91 receives a game start command or a game end command from the main control unit 41 in a specific order, it performs control according to the received command. When the sub-control unit 91 receives a game start command from the main control unit 41 in a special order, it performs control when a push order role is won. When the sub-control unit 91 receives a game start command or a game end command from the main control unit 41 in a special order that is neither a specific order nor a special order, it performs error notification control. As a result, as shown in FIG. 28 , the sub-control unit 91 can perform different control depending on the order in which multiple commands included in the game start command or game end command are received from the main control unit 41.
[0177] FIG. 30 shows the timing at which an error notification is cancelled based on the reception of a game end command. FIG. 30 illustrates the relationship between (a) the player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 and t2. As shown in FIG. 30, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. This causes the sub-control unit 91 to initiate an error notification. Specifically, the sub-control unit 91 displays the error occurrence screen shown in FIG. 29 on the LCD display 51. The player stops the reels according to the display shown in FIG. 29.
[0178] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game end command in a specific order. The sub-control unit 91 cancels the error notification. This makes it possible to easily cancel minor communication errors that occur when transmitting the game start command.
[0179] In this way, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in the special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification if it receives a game end command from the main control unit 41 in the second special order at the third stop. This allows the error notification to be terminated even if an error, such as a missing command, occurs in the game start command transmitted when the start switch 7 is operated during one game, and an error notification is initiated if no such error occurs at the third stop. Therefore, in the slot machine 1, minor errors, such as missing commands, can be easily resolved within one game.
[0180] FIG. 31 is a diagram showing an example of canceling an error notification in the next game. FIG. 31 shows the relationship between (a) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1, t2, and t3. As shown in FIG. 31, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. This causes the sub-control unit 91 to start an error notification. That is, the sub-control unit 91 displays the error occurrence screen shown in FIG. 29 on the LCD display 51. The player stops the reels in accordance with the display of the error occurrence screen shown in FIG. 29.
[0181] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. Here, the sub-control unit 91 receives the game end command in a special order different from the specific order. Therefore, the sub-control unit 91 does not cancel the error notification. At timing t2, the sub-control unit 91 may change the error occurrence screen shown in FIG. 29 to a screen displaying a message such as "Please operate the start switch." At timing t3, the player operates the start switch 7 again. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game start command in the specific order. The sub-control unit 91 cancels the error notification. This makes it easy to resolve minor communication errors that occurred at timings t1 and t2.
[0182] Thus, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in a special order that is neither a specific order nor a special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification when it receives a game start command from the main control unit 41 in the first specific order when the start switch 7 is operated for the next game. As a result, even if an error notification is initiated due to an error such as a missing command in the game start command transmitted in response to the operation of the start switch 7, the error notification will terminate if there is no missing command in the game start command transmitted in response to the operation of the start switch 7 for the next game. Therefore, in the slot machine 1, minor missing commands due to static electricity or the like can be easily resolved in the next game.
[0183] Originally, the bonus lottery process was executed when the start switch 7 was operated. However, the slot machine 1 of the present embodiment determines whether to execute the bonus lottery process depending on whether the first stop operation is a normal operation or an irregular operation. If the bonus lottery process were executed when the start switch 7 was operated as in the past, the result of the bonus lottery process already executed when the start switch 7 was operated after the irregular operation would have to be discarded, making the process complicated. This is because the first stop operation, which determines whether to impose a penalty in a unit game, is executed after the start switch 7 is operated. Therefore, in the slot machine 1 of the present embodiment, the bonus lottery process itself is executed when the third stop operation is performed, which is after the first stop operation. As a result, even if an irregular operation is performed, the bonus lottery process has not yet been executed at the time of the first stop operation, so there is no need to discard the result of the executed bonus lottery process.
[0184] Fig. 32 is a diagram explaining the processing executed in the gaming state. Fig. 32 compares and explains the processing executed in the period when the "normal stage" and "continuous performance" are executed in the normal advantageous zone, the period when the "first zone stage" and "continuous performance" are executed in the first state, the period when the "second zone stage" and "continuous performance" are executed in the second state, the specialized zone stage, the second state stage in the second state, and the ending stage in the ending state.
[0185] As mentioned above, a "continuous effect" is an effect that suggests a transition in the gaming state, and is executed continuously for 3 to 5 games. The continuous effect in the normal advantageous zone is an effect that suggests whether or not there will be a transition to the first state. The continuous effect in the first state is an effect that suggests whether or not there will be a transition to the specialized zone of the first state. The continuous effect is, for example, an effect that progresses the story with each game, and notifies the final game whether or not there will be a transition in the gaming state.
[0186] In the normal stage and continuous performance of the normal advantageous zone, if the stop switch 8L is operated as the first stop operation, the point acquisition lottery process is executed. On the other hand, in the normal stage and continuous performance of the normal advantageous zone, if the stop switch 8C or stop switch 8R is operated as the first stop operation, the point acquisition lottery process is not executed as a penalty. Furthermore, in states other than the normal advantageous zone, the point acquisition lottery process is not executed.
[0187] If stop switch 8L is operated as the first stop operation in the first section stage, second section stage, continuous performance, or specialized zone stage of the first state, the life acquisition lottery process is executed. On the other hand, if stop switch 8C or stop switch 8R is operated as the first stop operation in the first section stage, second section stage, continuous performance, or specialized zone stage of the first state, the life acquisition lottery process is not executed as a penalty. Furthermore, the life acquisition lottery process is not executed in states other than the first state.
[0188] If the stop switch 8L is operated as the first stop operation in the second state stage of the second state, the one-hit win lottery process is executed. On the other hand, if the stop switch 8C or the stop switch 8R is operated as the first stop operation in the second state stage of the second state, the one-hit win lottery process is not executed as a penalty. Furthermore, in states other than the second state, the one-hit win lottery process is not executed.
[0189] In a state other than the ending state, if the stop switch 8L is operated as the first stop operation, the stop effect will not be executed. On the other hand, in a state other than the ending state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the stop effect will not be executed. In all states, the number of advantageous zone coins and the role ratio information are updated for each game.
[0190] Next, we will explain the processing in the next game after the start switch 7 is pressed. If the stop switch 8L is operated as the first stop operation in the normal stage and continuous performance of the normal advantageous zone, the point update performance will be executed in the next game. On the other hand, if the stop switch 8C or stop switch 8R is operated as the first stop operation in the normal stage and continuous performance of the normal advantageous zone, the point update performance will not be executed in the next game. Furthermore, in states other than the normal advantageous zone, the point update performance will not be executed.
[0191] Next, the updating of consecutive effects will be described. As described above, consecutive effects are effects that are executed consecutively for three to five games. The following describes an example in which the consecutive effects include five games. A different effect is executed in each of the five games included in the consecutive effects. For example, a first hype effect is executed in the first game, a second hype effect is executed in the second game, a third hype effect is executed in the third game, a fourth hype effect is executed in the fourth game, and a result notification effect is executed in the fifth game. Here, updating a consecutive effect means that after an effect in a consecutive effect is executed, an effect corresponding to the next game is executed. In other words, if a second hype effect is executed in a game after a first hype effect is executed in a first game, the consecutive effect has been updated. On the other hand, if a first hype effect is executed again in a game after a first hype effect is executed in a first game, the consecutive effect has not been updated.
[0192] In the continuous effects in each state, when the stop switch 8L is operated as the first stop operation, the continuous effects are updated in the next game. That is, the continuous effects progress.
[0193] In the normal advantageous zone continuous performance, if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance will not be updated. For example, if the stop switch 8C is operated as the first stop operation in the second game of the continuous performance, the second exciting performance will be executed again in the next game. In other words, in the normal advantageous zone, the continuous performance will not be updated as a penalty.
[0194] In contrast, in the continuous performance in the first state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance is updated. In other words, in the first state, which is advantageous to the player, if the continuous performance is executed again without being updated, the advantageous state for the player will continue. Therefore, even if an irregular operation is performed, the control is not disadvantageous to the player and no penalty is imposed. Therefore, in the slot machine 1, in the continuous performance in the first state, even if an irregular control is performed, the continuous performance is not updated.
[0195] The effect lottery process will be explained. The effect lottery process is a process that determines the type of effect to be executed. If the stop switch 8L is operated as the first stop operation in the normal stage of the normal advantageous zone, the first section stage of the first state, the second section stage, or the second state stage of the second state, the effect lottery process for the next game is executed. On the other hand, if the stop switch 8C or the stop switch 8R is operated as the first stop operation in the normal stage of the normal advantageous zone, the first section stage of the first state, the second section stage, or the second state stage of the second state, the effect lottery process for the next game is not executed as a penalty. In other words, the game progresses without any effect. The period during which no effect is executed is not limited to one game, but may be three games.
[0196] [Main components] The above has described the S-stand 2 according to this embodiment. The main configuration of the S-stand 2 according to this embodiment will now be described.
[0197] (1-1) A plurality of variable display units (for example, reels 2L, 2C, and 2R) are provided, each of which can variably display a plurality of types of distinguishable identification information; In a slot machine (for example, slot machine 1), a display result is derived by stopping the variable display of the variable display unit after the variable display unit has been changed, and a winning result can be generated according to a display result combination that is a combination of the display results of a plurality of variable display units, A game control means (for example, a main control unit 41) for controlling the progress of a game; A performance control means (for example, a sub-control unit 91) for controlling the performance; a plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) that are operated to derive a display result combination; The game control means A pre-determination means (for example, an internal lottery process by the main control unit 41) for determining a display result combination that is allowed to be derived; a derivation control means (for example, reel control by the main control unit 41) that performs control to derive a display result combination in accordance with the determination result of the advance determination means and the operation of the plurality of derivation operation means; In a normal state (for example, in a normal advantageous zone), an updating means (for example, a point granting process by the main control unit 41) for updating the value of a specific counter (for example, a point counter) according to the progress of the game; notification state control means (for example, a process of controlling to the AT state by the main control unit 41) for controlling the operation procedures of the plurality of derivation operation means to a notification state (for example, an AT state) when the value of the specific counter becomes a specific value (for example, 100, 300, 600, 1000) in the normal state; a transmission means (for example, a game start command transmission process and a game end command transmission process by the main control unit 41) for transmitting commands (for example, a game start command and a game end command) to the performance control means, The presentation control means includes a notification presentation means (for example, a process of executing a navigation presentation by a sub-control unit 91) that notifies the user of the operation procedure in the notification state, The notification means notifies the user of the operation procedure (for example, a correct procedure) corresponding to the specific determination result when the determination result of the advance determination means is one of a plurality of specific determination results (for example, a push order bell), the derivation control means is capable of deriving a combination of award display results (e.g., a symbol combination of a plum role) that will result in a winning award (e.g., a plum role) that will award a gaming value (e.g., a medal) when the determination result of the pre-determination means becomes one of the plurality of types of specific determination results and the plurality of derivation operation means are operated in the operation procedure corresponding to the specific determination result; the updating means updates the value of the specific counter when the plurality of derivation operation means are operated in a normal procedure (for example, a normal operation), but does not update the value of the specific counter when the plurality of derivation operation means are operated in an irregular procedure (for example, an irregular operation) different from the normal procedure (for example, in the case of NO in Sa1 of FIG. 16 ) (for example, does not execute the point acquisition lottery process of Sa3 of FIG. 16 ); The transmission means is capable of transmitting a determination result command (for example, the commands "minor role type" and "winning number") based on the determination result of the advance determination means to the presentation control means, and in a game in which the notification presentation means does not notify the operation procedure (for example, a game in which navigation is not executed in the normal zone, normal advantageous zone, or AT state), when the determination result of the advance determination means becomes one of the multiple types of specific determination results (for example, if YES in Sd1 shown in Figure 27) (for example, it sends a game start command in a special order that does not include the commands "minor role type" and "winning number" in Sd2 shown in Figure 27).
[0198] Specifically, as shown in Fig. 16, when the stop switches 8L, 8C, and 8R are operated normally, the value of the point counter for controlling the AT state is updated, but when the stop switches 8L, 8C, and 8R are operated irregularly, a penalty can be imposed in which the value of the point counter is not updated, so that the player can be encouraged to operate the stop switches 8L, 8C, and 8R normally. Furthermore, since the commands "small role type" and "winning number" are not sent from the main control unit 41 to the sub-control unit 91, it is possible to prevent the sub-control unit 91 from recognizing that one of the push order roles has been won based on the game start command received from the main control unit 41.
[0199] (1-2) The presentation control means further includes an update presentation means (for example, a process of executing the point update presentation shown in FIG. 15 by the sub-control unit 91) that executes an update presentation (for example, a point update presentation shown in FIG. 15) indicating that the value of the specific counter has been updated when a game is started (for example, at the time of a start operation), The update effect means indicates, through the update effect, that the value of the specific counter was updated in the game prior to the game in which the update effect is executed (for example, a process in which the sub-control unit 91 executes a point update effect at timing t7 for points acquired at timing t4 shown in Figure 18).
[0200] Specifically, as shown in Figures 18 and 19, the point update effect can inform the player at the start of the next game that the point counter has been updated in the previous game. Furthermore, if an irregular operation is performed in the previous game, the point counter is not updated, and the point update effect is not executed in the next game. This allows consistency between whether the point counter is updated and whether the point update effect is executed. Furthermore, in slot machines, the point update effect is generally executed when the start switch 7 is operated. Therefore, it is natural and comfortable for the player to have the point update effect executed when the start switch 7 is operated. Therefore, it is desirable to execute the point update effect when the start switch 7 is operated.
[0201] (1-3) The updating means updates the specific counter in a game in which the advantageous update condition is established (for example, a game in which a strong cherry or a watermelon is won) by using a value greater than that in a game in which the advantageous update condition is not established (for example, a point acquisition lottery shown in FIG. 17 ); The effect control means further includes advantageous update suggestion effect means (for example, a process of executing the point suggestion effect shown in FIG. 20 and FIG. 21 by the sub-control unit 91) that executes advantageous update suggestion effect that suggests that the advantageous update condition has been established, The advantageous update suggestion presentation means executes the advantageous update suggestion presentation at the start of a game when the advantageous update condition is met, and then terminates the execution of the advantageous update suggestion presentation when the plurality of derivation operation means are operated in the irregular procedure during the game (for example, as shown in Figures 20 and 21, the sub-control unit 91 executes a stop presentation).
[0202] 20 and 21, at the start of a game in which a rare combination is won, a point suggestion effect is executed that suggests that the point counter will be updated with a value greater than in a game in which the rare combination is not won, but even if the point counter value is not updated after that due to an irregular operation, the execution of the point suggestion effect ends. This prevents a player who has performed an irregular operation from misunderstanding that the point counter will be updated with a larger value.
[0203] (1-4) The update means When the result of the advance determination means becomes a first determination result (for example, winning a watermelon), a first update control is performed to update the specific counter so that the expected value of the value used for updating becomes a first value (for example, about 25 points) (for example, processing performed by the main control unit 41 when flag category FC4 is won in the point acquisition lottery shown in FIG. 17 ); When the result of the advance determination means becomes a second determination result (for example, a strong cherry win), a second update control is performed to update the specific counter so that the expected value of the value used for updating becomes a second value (for example, about 90 points) (for example, processing performed by the main control unit 41 when the flag category FC6 in the point acquisition lottery shown in FIG. 17 is won), Whether the determination result of the advance determination means is the first determination result or the second determination result, when the multiple derivation operation means are operated in the irregular procedure (for example, if NO at Sa1 in Figure 16), the value of the specific counter is not updated (for example, the point acquisition lottery process at Sa3 shown in Figure 16 is not executed).
[0204] Specifically, as shown in FIGS. 20 and 21, the player can be prompted to perform normal operations regardless of the winning combination in the internal lottery process.
[0205] (1-5) The advantageous update suggestion production means is When the determination result of the advance determination means becomes the first determination result, the first update suggestion effect is executed as the advantageous update suggestion effect (for example, the sub-control unit 91 executes the point suggestion effect when a strong cherry is won as shown in FIG. 20 ), When the determination result of the advance determination means becomes the second determination result, a second update suggestion effect is executed as the advantageous update suggestion effect (for example, the sub-control unit 91 executes the point suggestion effect when the watermelon is won as shown in FIG. 21 ), Regardless of whether the first update suggestion effect or the second update suggestion effect is being executed, when the plurality of derivation operation means are operated in the irregular procedure, the advantageous update suggestion effect is terminated (for example, as shown in Figures 20 and 21, the sub-control unit 91 executes a stop process).
[0206] Specifically, as shown in FIGS. 20 and 21, the player can be prompted to perform normal operations regardless of the winning combination in the internal lottery process.
[0207] (2-1) A plurality of variable display units (for example, reels 2L, 2C, and 2R) are provided, each of which can variably display a plurality of types of distinguishable identification information; In a slot machine (for example, slot machine 1), a display result is derived by stopping the variable display of the variable display unit after the variable display unit has been changed, and a winning result can be generated according to a display result combination that is a combination of the display results of a plurality of variable display units, A game control means (for example, a main control unit 41) for controlling the progress of a game; A performance control means (for example, a sub-control unit 91) for controlling the performance; a plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) that are operated to derive a display result combination; The game control means A pre-determination means (for example, an internal lottery process by the main control unit 41) for determining a display result combination that is allowed to be derived; a derivation control means (for example, reel control by the main control unit 41) that performs control to derive a display result combination in accordance with the determination result of the advance determination means and the operation of the plurality of derivation operation means; a notification state control means (for example, a process of controlling to the AT state by the main control unit 41) that controls the operation procedures of the plurality of derivation operation means to a notification state (for example, an AT state) that can be notified; a transmission means (for example, a game start command transmission process and a game end command transmission process by the main control unit 41) for transmitting commands (for example, a game start command and a game end command) to the performance control means, The presentation control means includes a notification presentation means (for example, a process of executing a navigation presentation by a sub-control unit 91) that notifies the user of the operation procedure in the notification state, The game in the notification state (for example, a game in the first section in the first state) includes a notification game in which the operation procedure is notified (for example, a game in which a navigation effect is executed) and a non-notification game in which the operation procedure is not notified (for example, a game in which a navigation effect is not executed), The derivation control means is capable of deriving a combination of award display results (for example, a symbol combination of a plum role) that will result in a winning award (for example, a plum role) that will award a gaming value (for example, a medal) when the determination result of the advance determination means is one of the plurality of types of specific determination results (for example, a push order bell), and when the plurality of derivation operation means are operated in the operation procedure (for example, a correct procedure) that corresponds to the specific determination result, In the non-notification game, when the plurality of derivation operation means are operated in a normal procedure (for example, a normal operation), the game control means performs normal control (for example, the processes of Sb6 to Sb8 which execute a life acquisition lottery process or the processes of Sb9 to Sb11 which execute a one-hit win lottery process shown in FIG. 23), while when the plurality of derivation operation means are operated in an irregular procedure (for example, an irregular operation) different from the normal procedure, the game control means performs irregular control which is less favorable than the normal control (for example, the process of Sb4 which does not execute the life acquisition lottery process or the one-hit win lottery process shown in FIG. 23), The transmitting means is capable of transmitting a determination result command (for example, the commands "minor role type" and "winning number") based on the determination result of the advance determination means to the presentation control means, and in a game in which the notification presentation means does not notify the operation procedure (for example, a game in which a navigation presentation is not executed in AT state), when the determination result of the advance determination means is one of the multiple types of specific determination results, the transmitting means does not transmit the determination result command (for example, in Sd2 shown in Figure 27, a game start command is transmitted in a special order that does not include the commands "minor role type" and "winning number").
[0208] Specifically, as shown in Fig. 23, in a game in which the navigation effect is not executed in the AT state, when a normal operation is performed, the life acquisition lottery process and the one-hit win lottery process are executed, but when an irregular operation different from the normal operation is performed, a penalty can be imposed in which the life acquisition lottery process and the one-hit win lottery process are not executed, so that the player can be urged to perform normal operations. Furthermore, in a game in which the navigation effect is not executed, the commands "small role type" and "winning number" are not sent from the main control unit 41 to the sub-control unit 91, so that it is possible to prevent the sub-control unit 91 from recognizing that the push order role has been won based on the game start command received from the main control unit 41.
[0209] (2-2) The notification state includes a normal notification state (e.g., a first state) and a specific notification state (e.g., a second state), the notification performance means, when in the specific notification state, notifies the operation procedure with a higher probability than a probability of notifying the operation procedure in the normal notification state; When the multiple derivation operation means are operated in the irregular procedure during the non-alert game in the normal alert state (for example, if NO in Sb3 of Figure 23), the game control means performs the irregular control which is more disadvantageous than when the multiple derivation operation means are operated in the normal procedure (for example, in the first state, the life acquisition lottery process of Sb5 shown in Figure 23 is not executed).
[0210] Specifically, as shown in Figure 23, in the first state, the player can be prompted to perform normal operations. Also, the normal notification state may be the first section of the first state, and the specific notification state may be the second section of the first state. Furthermore, the normal notification state may be the first state, and the specific notification state may be the ending state.
[0211] (2-3) The game control means further includes a value counting means (for example, a process of counting the number of advantageous zones by the main control unit 41) for counting the cumulative gaming value awarded based on the occurrence of a winning prize, The notification state further includes a special notification state (for example, an ending state), the notification state control means is capable of controlling the notification state to the special notification state until a specific condition is met (for example, a limiter condition is met), The game control means performs common control when the multiple derivation operation means are operated in the normal procedure and when they are operated in the irregular procedure during the non-announcement game in the special notification state (for example, in the ending state shown in Figure 23, common control is performed to skip the processing of Sb2 to Sb11 in Figure 23, regardless of whether it is a normal operation or an irregular operation).
[0212] Specifically, as shown in Figure 23, in a special notification state (for example, an ending state), even if an irregular operation is performed in a non-notification game, the same control is performed as when a normal operation is performed, thereby increasing the interest in the game.
[0213] (2-4) The notification state control means In the notification state, when the determination result of the advance determination means becomes a first determination result (for example, winning a watermelon), a first extension control is performed to extend the notification state (for example, winning a life based on winning FC4 in the life winning lottery in FIG. 22 ); In the notification state, when the determination result of the advance determination means becomes a second determination result (for example, a strong cherry win), a second extension control is performed to extend the notification state and is more advantageous than the first extension control (for example, a life is acquired based on the FC6 win in the life acquisition lottery in FIG. 22 ); Regardless of whether the determination result of the advance determination means is the first determination result or the second determination result, when the multiple derivation operation means are operated in the irregular procedure (for example, if NO in Sb3 of Figure 23), neither the first extension control nor the second extension control is performed (for example, in the first state, the life acquisition lottery process of Sb6 shown in Figure 23 is not executed).
[0214] Specifically, the player may be prompted to perform normal operations as shown in Figures 24 and 25. The second extension control may also be a life acquisition lottery that is executed during the specialized zone.
[0215] (2-5) The performance control means In the notification state, when the determination result of the advance determination means becomes the first determination result, a first effect is executed (for example, when a watermelon is won, a life-granting suggestion effect shown in FIG. 24 is executed); In the notification state, when the determination result of the advance determination means becomes the second determination result, a second effect is executed (for example, when a strong cherry is won, a life grant suggestion effect shown in FIG. 25 is executed), Regardless of whether the first or second performance is being executed, when the multiple derivation operation means are operated in the irregular procedure (for example, if Sb3 in Figure 23 is NO), a stop performance is executed (for example, the stop performance shown in Figures 24 and 25 is executed).
[0216] Specifically, as shown in Figures 24 and 25, the player can be prompted to perform normal operations. Furthermore, the stop effect executed in the first effect and the stop effect executed in the second effect may be different in form. For example, the stop effect executed in the first effect may be a stop effect in which the life-granting suggestion effect is cancelled without a blackout effect, while the stop effect executed in the second effect may be a stop effect in which the life-granting suggestion effect is cancelled with a blackout effect.
[0217] (2-6) The game control means further includes a value counting means (for example, a process of counting the number of advantageous zones by the main control unit 41) for counting the cumulative gaming value awarded based on the occurrence of a winning prize, the notification state control means ends the notification state (for example, an ending state) according to the accumulation of the gaming value counted by the value counting means, The value counting means counts the gaming value when the gaming value is awarded based on the occurrence of a winning prize, regardless of whether the multiple derivation operation means are operated in the normal procedure or the irregular procedure (for example, limiter update shown in Figures 18 and 19). Specifically, as shown in Figures 18 and 19, the cumulative number of medals is counted not only when normal operations are performed but also when irregular operations are performed, thereby preventing the player from distinguishing whether an operation is advantageous or not depending on the type of operation, and preventing the player from gaining an excessive advantage through irregular operations.
[0218] (2-7) Further provided with a display means (for example, a role ratio monitor) for displaying based on the accumulation of the gaming value counted by the gaming control means, The value counting means counts the gaming value when the gaming value is awarded based on the occurrence of a winning win, regardless of whether the multiple derivation operation means are operated in the normal procedure or the irregular procedure (for example, role ratio information update shown in Figures 18 and 19).
[0219] Specifically, as shown in Figures 18 and 19, the cumulative number of medals paid out is counted and the cumulative result is displayed not only in the case of normal operation but also in the case of irregular operation, so that the payout history of the number of medals paid out in the slot machine 1 can be properly shown to the outside.
[0220] (2-8) The transmitting means is capable of transmitting a procedure command capable of identifying the operation procedure to the performance control means (for example, transmitting a game start command and a game end command in a specific order by the main control unit 41), The presentation control means, when receiving the procedure command, notifies the operation procedure that can be identified based on the procedure command (for example, executes a navigation presentation), regardless of whether it has identified the determination result of the advance determination means to be the specific determination result based on the determination result command received from the transmission means (for example, regardless of whether the push order bell has been won in the internal lottery processing).
[0221] Specifically, as shown in Figure 26, when a game start command is received, regardless of the winning role in the internal lottery process, the sub-control unit 91 executes a navigation effect, so that the player can be properly informed of the order in which to press the buttons.
[0222] (2-9) The transmitting means can transmit a game state command that can identify the state being controlled to the performance control means (for example, transmitting a game start command and a game end command in a specific order by the main control unit 41), The presentation control means, when receiving the procedure command, announces the operation procedure that can be identified based on the procedure command (for example, executes a navigation presentation), regardless of whether the state being controlled based on the game state command received from the transmission means is the notification state (for example, regardless of the game state).
[0223] Specifically, as shown in Figure 26, regardless of the game status, when a game start command is received, the sub-control unit 91 executes a navigation effect, so that the player can be properly notified of the order in which to press buttons.
[0224] (2-10) The transmitting means is capable of transmitting the determination result command based on the determination result of the advance determination means to the presentation control means, and in a game in which the notification presentation means does not notify the operation procedure (for example, a game in which a navigation presentation is not executed in AT state), when the determination result of the advance determination means becomes one of the plurality of specific determination results (for example, when the push order bell is won), the transmitting means does not transmit the determination result command (for example, the command at the start of the game does not include the commands “minor role type” and “winning number”).
[0225] Specifically, as shown in Figure 27, in a game in which the navigation effect is not executed in the AT state, even if the push order bell is won in the internal lottery process, the commands "minor role type" and "winning number" based on the winning role are not sent from the main control unit 41 to the sub-control unit 91, so it is possible to prevent the sub-control unit 91 from recognizing that the push order bell has been won based on the game start command received from the main control unit 41.
[0226] (2-11) The transmission means is capable of transmitting a plurality of commands to the performance control means in a predetermined order; The performance control means When the plurality of commands are received from the transmitting means in a specific order (for example, when Se2 in FIG. 28 is YES), a first control is performed (for example, the processing of step Se5 by the sub-control unit 91 shown in FIG. 28), When the plurality of commands are received from the transmitting means in a special order (for example, when Se3 in FIG. 28 is YES), a second control is performed (for example, the processing of step Se6 by the sub-control unit 91 shown in FIG. 28), When the multiple commands are received from the transmitting means in an order that is neither the specific order nor the special order (for example, when Se3 in Figure 28 is NO), a third control is performed (for example, processing of step Se4 by the sub-control unit 91 shown in Figure 28).
[0227] Specifically, as shown in FIG. 28, the sub-control unit 91 can perform different controls depending on the order of commands when a game start command or a game end command is received from the main control unit 41.
[0228] (2-12) The transmitting means At a first trigger in one unit game (for example, when the start switch 7 is operated), the plurality of commands can be transmitted to the performance control means in a first specific order (for example, the main control unit 41 transmits game start commands in the first specific order), In the one unit game, at a second trigger (for example, at the third stop) subsequent to the first trigger, the plurality of commands can be transmitted to the performance control means in a second specific order (for example, the main control unit 41 transmits game end commands in the second specific order), The performance control means At the first trigger, when the plurality of commands are received from the transmission means in an order different from the first specific order, a special notification (for example, an error notification by the sub-control unit 91 shown at timing t1 in FIG. 30 ) can be initiated; After the special notification is started, the special notification is terminated at the second trigger when the multiple commands are received from the transmitting means in the second specific order (for example, termination of error notification by the sub-control unit 91 shown at timing t2 in Figure 30).
[0229] Specifically, as shown in Figure 30, even if an error notification is initiated within a unit game due to a missing command that occurs when the start switch 7 is operated, if there is no missing command at the subsequent third stop, the error notification will end, so minor missing commands can be easily resolved within the unit game.
[0230] (2-13) The performance control means At the first trigger in one game, when the plurality of commands are received from the transmitting means in an order that is neither the specific order nor the special order (for example, a special order), the special notification (for example, an error notification by the sub-control unit 91 shown at timing t1 in FIG. 31) is started as the third control, After the special notification is initiated, the special notification is terminated when the multiple commands are received from the transmitting means in the first specific order at the first trigger in the next game of the one game (for example, termination of the error notification by the sub-control unit 91 shown at timing t3 in Figure 31).
[0231] Specifically, as shown in FIG. 31, even if an error notification is initiated due to a missing command that occurs when the start switch 7 is operated in one game, if there is no missing command when the start switch 7 is operated in the next game, the error notification will end, and therefore, any minor missing command that occurred in one game can be easily resolved in the next game.
[0232] (2-14) The plurality of commands transmitted in the specific order (for example, a command at the start of a game in a specific order and a command at the end of a game in a specific order) include the determination result command (for example, the command “minor role type” or “winning number”), The plurality of commands transmitted in the special order (for example, a command at the start of a game in a special order) do not include the determination result command (for example, the command "type of small winning combination" or "winning number").
[0233] Specifically, as shown in FIG. 27, the sub-control unit 91 can recognize whether the push order role has been won or not by whether the commands "small role type" and "winning number" are included or not.
[0234] [Variations] The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Modifications of the above-described embodiment that can be applied to the present invention will be described below.
[0235] [Error notification by the sub-control unit 91] As described above, the sub-control unit 91 performs error notification control when the game start command and the game end command are in a special order.
[0236] In the slot machine 1 of the modified example, in order to perform error notification control, attention is paid only to the order of the game start commands. That is, the sub-control unit 91 does not perform error notification control even if the game end commands are in a special order. This prevents the processing from becoming complicated because the sub-control unit 91 only needs to determine the order of the game start commands.
[0237] [About the Specialized Zone] In the slot machine 1 of the present embodiment, as shown in FIG. 3, a specialized zone is provided in the first state.
[0238] In the slot machine 1 of the modified example, a specialized zone is provided in the second state. In the specialized zone in the second state, for example, one-hit wins can be stocked with a high probability. That is, the number of one-hit wins stored as stocks is determined to be a win in the second state. That is, if two one-hit wins are stocked in the specialized zone in the second state, the main control unit 41 determines a one-hit win in the second state when the specialized zone is entered. Furthermore, a one-hit win is also determined in the next second state. This increases the enjoyment of playing in the second state.
[0239] [Regarding the frequency of navigation in AT mode] In the slot machine 1 of this embodiment, as shown in Figure 3, in the AT state, the navigation effect is executed more frequently in the second section of the first state, the second state, and the ending state than in the first section of the first state.
[0240] In the slot machine 1 of the modified example, in at least one of the second section of the first state, the second state, and the ending state, the navigation effect is executed in all games in which the push order combination is won. In other words, the main control unit 41 controls to a so-called full navigation state. This further enhances the interest in the second section of the first state, the second state, and the ending state in the AT state.
[0241] [About the point winning lottery] In the slot machine 1 of the present embodiment, as shown in FIG. 17, an example has been described in which the point acquisition lottery process is executed according to the flag category.
[0242] In the slot machine 1 of the modified example, the points may be updated uniformly as the game progresses regardless of the flag category. Alternatively, the points may be updated uniformly even if the winning combination is a miss, while when a rare combination or the like is won, the points may be updated by a value greater than the value updated in the case of a miss, depending on the flag category.
[0243] In addition, in the slot machine 1 of the present embodiment, an example has been described in which the point acquisition lottery process is executed when the third stop operation is performed, as shown in Fig. 18 etc. In the slot machine 1 of the modified example, the main control unit 41 may execute the point acquisition lottery process when the first stop operation or the second stop operation is performed.
[0244] [About the Life Gain Lottery] In the slot machine 1 of the present embodiment, an example has been described in which the life acquisition lottery process is executed when the third stop operation is performed, as shown in Figures 13, 23, etc. In the slot machine 1 of the modified example, the main control unit 41 may execute the life acquisition lottery process when the first stop operation or the second stop operation is performed.
[0245] Although an embodiment of the present invention has been described above with reference to the drawings, the present invention is not limited to this embodiment, and it goes without saying that the present invention also includes modifications and additions that do not deviate from the spirit of the present invention.
[0246] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0247] 1 slot machine, 2L, 2C, 2R reels, 7 start switch, 8L, 8C, 8R stop switches, 51 liquid crystal display, 41 main control unit, 91 sub control unit.
Claims
[Claim 1] In a gaming machine that allows games to be played, a variable display means for variably displaying the identification information and deriving the display result; a game control means for controlling the progress of a game; a performance control means for controlling the performance, the game control means includes a transmission means for transmitting a command to the performance control means, The transmitting means A plurality of commands can be transmitted to the performance control means in a predetermined order, At a start trigger when a start operation for starting the variable display is performed, the plurality of commands can be transmitted to the performance control means in a first specific order; At a termination trigger after the display result of the variable display is derived, the plurality of commands can be transmitted to the performance control means in a second specific order; The performance control means the error notification can be initiated when the plurality of commands are received from the transmitting means in an order different from the first specific order at the initiation trigger, After the error notification has started, the gaming machine terminates the error notification when the plurality of commands are received from the transmitting means in the second specific order at the termination trigger.
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