gaming machines
The gaming machine incorporates a swinging mechanism and control system to manage shaking effects, addressing the challenge of inconsistent execution in variable games, thereby enhancing player engagement.
Patent Information
- Application Number
- JP2024163404
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-20
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2043-08-08
AI Technical Summary
Existing gaming machines struggle to execute shaking effects appropriately, particularly in variable games where the probability of executing these effects is not well-managed, leading to inconsistent player experience.
A gaming machine equipped with a swinging mechanism that can swing a transparent portion, allowing variable games to be viewed through it, with different probability states for executing shaking effects, and a control system to manage these effects based on game states.
The solution enables appropriate execution of shaking effects, enhancing player engagement by varying the probability of these effects during game play, thus improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a reel-type gaming machine, which is an example of a gaming machine, includes a swinging means that can swing by the operation of an actuator such as a motor (for example, Patent Document 1). In a reel-type gaming machine that includes a swinging means, swinging of the swinging means can execute a swinging effect. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-122384 Summary of the Invention [Problem to be solved by the invention]
[0004] In a gaming machine configured to be able to execute a shaking effect, it is desirable to execute the shaking effect appropriately. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is capable of executing a variable game using a plurality of symbol rows, and is configured so that the variable game can be viewed through a transparent portion, and is equipped with an operation means that can be operated by a player, a swinging means that can swing, and an effect control means that can execute control related to the execution of effects, and a plurality of types of symbols are arranged in each of the plurality of symbol rows, and the states related to the plurality of symbol rows include a variable state in which at least some of the plurality of symbol rows are variable, and a stopped state in which all of the plurality of symbol rows are stopped, and the variable symbol row can be stopped after the operation means is operated, and the variable state includes a first variable state in a first period and a second variable state in a second period, and the stopped state includes a first stopped state to which the first variable state can be transitioned, and a second stopped state to which the first variable state can be transitioned, and a stop state to which the first variable state can be transitioned. and a second stop state to which a transition can be made from the second variable state, and after the first stop state is reached during the first period during execution of the variable game, the variable game does not end and the plurality of pattern rows can fluctuate again, and after the second stop state is reached during the second period during execution of the variable game, the variable game ends, and the effects include a swing effect that can be executed by swinging the swing means, and the transparent part can swing as the swing effect is executed, and the probability of the swing effect being executed in the first stop state is lower than the probability of the swing effect being executed in the second stop state, and in a situation where a predetermined benefit is not awarded after the variable game ends, the swing effect is not executed in the second stop state. [Effects of the Invention]
[0006] According to the present invention, the swing effect can be appropriately executed. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a slot machine. [Figure 2] FIG. 2 is a perspective view showing the slot machine with the front door open. [Figure 3]FIG. 3 is a schematic diagram showing an example of the arrangement of symbols on each reel. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the slot machine. [Figure 5] FIG. 5 is a flowchart showing the game progress main processing. [Figure 6] Figure 6(a) is an explanatory diagram showing an example of the probability of executing a pseudo game and the pattern of the pseudo game when a favorable lottery is not won, and Figure 6(b) is an explanatory diagram showing an example of the probability of executing a pseudo game and the pattern of the pseudo game when a favorable lottery is won. [Figure 7] FIG. 7 is a flowchart showing the pseudo-gaming process. [Figure 8] Figure 8(a) is a timing chart showing an example of the transition of the state of the reels when a simulated game is not being executed, and Figure 8(b) is a timing chart showing an example of the transition of the state of the reels when a simulated game is being executed. [Figure 9] FIG. 9(a) is a schematic diagram showing an example of reel displacement in a pseudo-stop state, and FIG. 9(b) is a schematic diagram showing an example of reel displacement in a real stop state. [Figure 10] FIG. 10 is a schematic diagram showing an example of displacement of the transparent portion when a swing effect is executed. [Figure 11] FIG. 11 is an explanatory diagram for explaining an example of the probability of executing a swing effect. [Figure 12] Figure 12 is an explanatory diagram for explaining an example of the state of the reels when in the pseudo-variable state, pseudo-stopped state, real variable state, and real stopped state, the state of the transparent part, the execution probability of the swinging effect, and the execution time of the swinging effect. [Figure 13] Figure 13 is an explanatory diagram for explaining an example of the state of the reels when in the first pseudo-fluctuating state, the first pseudo-stopping state, the second pseudo-fluctuating state, the second pseudo-stopping state, the actual fluctuation state, and the actual stopping state, the state of the transparent part, the execution probability of the swinging effect, and the execution time of the swinging effect. DETAILED DESCRIPTION OF THE INVENTION
[0008] (First embodiment) A first embodiment of a slot machine, which is an example of a gaming machine, will be described below. In this specification, the directions of up, down, left, right, front (front), and back (back) refer to the directions as seen by a player playing on a slot machine 10 (hereinafter referred to as gaming machine 10).
[0009] As shown in Figures 1 and 2, the gaming machine 10 includes a rectangular box-shaped main body cabinet 11. The main body cabinet 11 has an opening 11a on the front side. The gaming machine 10 includes a front door 12 that covers the opening 11a of the main body cabinet 11. The front door 12 is supported on the main body cabinet 11 so that it can be opened and closed. The front door 12 has a substantially rectangular display window 12a formed therein so that a player can see inside the machine.
[0010] The gaming machine 10 is equipped with a decorative lamp 13. The decorative lamp 13 is capable of performing light-emitting effects by turning on, off, or flashing a light-emitting element (not shown). The decorative lamp 13 is provided on the front door 12. The gaming machine 10 is equipped with a speaker 14. The speaker 14 is capable of performing audio effects by outputting sound effects, music, human voices, and other sounds. The speaker 14 is provided on the front door 12. The gaming machine 10 is equipped with a performance display device 15. The performance display device 15 is capable of performing display effects that display images that resemble characters, letters, etc. For example, the performance display device 15 is a liquid crystal or organic EL display. The performance display device 15 is provided on the front door 12 so that images can be viewed through a transparent portion 17, which will be described later.
[0011] The gaming machine 10 includes a reel unit 16. The reel unit 16 is provided inside the machine so that it can be seen by a player through a display window 12a. The reel unit 16 has a left reel 16a, a center reel 16b, and a right reel 16c. The reels 16a to 16c are flat, cylindrical members, and are reels also called drums.
[0012] A plurality of symbols are arranged on each of the reels 16a to 16c. Each of the reels 16a to 16c has a symbol row in which a plurality of symbols are arranged along its outer periphery. The symbol row is provided by winding a strip-shaped transparent film (hereinafter referred to as a reel strip) on which a plurality of symbols are printed along the longitudinal direction around the outer periphery of the reels 16a to 16c. There are a plurality of types of symbols. The plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a seven symbol imitating the Arabic numeral 7, a BAR symbol imitating the letter string "BAR", and a replay symbol imitating the letter string "REPLAY".
[0013] As shown in FIG. 3, a total of 20 symbols, from symbol number LZ00 to symbol number LZ19, are arranged on the left reel 16a. A total of 20 symbols, from symbol number CZ00 to symbol number CZ19, are arranged on the center reel 16b. A total of 20 symbols, from symbol number RZ00 to symbol number RZ19, are arranged on the right reel 16c. A plurality of types of symbols are arranged on each of the reels 16a to 16c.
[0014] The reel unit 16 includes one or more actuators (not shown) that can rotate and stop the reels 16a to 16c individually. For example, the actuators are stepping motors. The reel unit 16 includes a left reel sensor SE1, a center reel sensor SE2, and a right reel sensor SE3 (see FIG. 4). The left reel sensor SE1 is a sensor for detecting the rotation position of the left reel 16a. The center reel sensor SE2 is a sensor for detecting the rotation position of the center reel 16b. The right reel sensor SE3 is a sensor for detecting the rotation position of the right reel 16c.
[0015] In the gaming machine 10, when the reels 16a to 16c spin, the symbols visible through the display window 12a are displayed in a variable manner. In this way, a variable game is executed in the gaming machine 10. The symbols are varied in such a manner that the symbol row is scrolled vertically from top to bottom. However, the symbols may also be varied in such a manner that the symbol row is scrolled vertically from bottom to top.
[0016] The reels 16a to 16c are set with a plurality of stop positions where symbols can be visually recognized by the player through the display window 12a. The plurality of stop positions on the reels 16a to 16c each include an upper stop position, a middle stop position, and a lower stop position. In the gaming machine 10, a combination of stop positions selected one by one from the plurality of stop positions set for each of the reels 16a to 16c constitutes a valid combination of stop positions that can determine a winning combination of displayed symbols. In the following description, a line connecting the plurality of stop positions that constitute a valid combination of stop positions is simply referred to as a "pay line NL." In the gaming machine 10, a straight pay line NL is formed by the middle stop positions of the reels 16a to 16c. However, the pay line NL may be a straight line sloping downward or upward to the right, or may be V-shaped. The pay line NL is not limited to a single line, and may be multiple lines.
[0017] As used herein, a "winning" symbol refers to the display of a predetermined symbol combination required to award a prize. In the following description, a predetermined symbol combination required to award a prize may be referred to simply as a "winning combination." Furthermore, in this description, the term "displayed" with respect to a predetermined symbol combination means that the symbol combination stopped on the active line (NL) is the predetermined symbol combination. In the following description, a symbol combination stopped on the active line (NL) may be referred to simply as a "stopping combination." In the gaming machine 10, when a winning symbol combination is achieved, a predetermined prize (profit) is awarded for the displayed symbol combination. Note that combinations other than the valid symbol combinations are invalid symbol combinations (so-called invalid lines) that do not qualify the displayed symbol combination as a winning symbol. As will be described in more detail below, the winning symbols in the gaming machine 10 are determined by an internal lottery (a winning symbol lottery). Hereinafter, a winning symbol combination obtained in the winning symbol lottery may be referred to simply as a "winning symbol combination."
[0018] The gaming machine 10 includes a transparent portion 17 and a support portion 17a that supports the transparent portion 17. The transparent portion 17 is supported so as to be displaceable in the vertical direction. The transparent portion 17 and the support portion 17a are provided on the front door 12. The transparent portion 17 covers the front side of the display window 12a and the front side of the effect display device 15. In this embodiment, the transparent portion 17 is an acrylic plate. However, the transparent portion 17 may be made of glass or a transparent liquid crystal display. The gaming machine 10 is configured so that a variable game using the reels 16a to 16c can be viewed through the transparent portion 17. The transparent portion 17 is preferably a highly transparent member that allows the reels 16a to 16c and the effect display device 15 to be viewed through the transparent portion 17. Note that although only a portion of the transparent portion 17 is shown in FIGS. 1 and 2, it actually covers the entire opening 12b of the front door 12. Therefore, the front side of the display window 12a and the front side of the effect display device 15 are completely covered by the transparent portion 17. The transparent portion 17 functions as a member that protects the reels 16a to 16c and the effect display device 15. For example, the transparent portion 17 prevents a player from touching the reels 16a to 16c and the effect display device 15.
[0019] The gaming machine 10 has a medal insertion slot 18 for inserting gaming medals, which are an example of gaming media. The gaming machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects gaming medals inserted through the medal insertion slot 18 (see FIG. 4). The gaming machine 10 is configured so that the bet number can be set by inserting gaming medals into the medal insertion slot 18.
[0020] Here, the bet number will be explained. The gaming machine 10 is configured to be able to play one variable game by setting a predetermined bet number. The bet numbers that can be set in the gaming machine 10 are "1" to "3." Of the bet numbers that can be set in the gaming machine 10, "1" is the minimum bet number and "3" is the maximum bet number. In this embodiment, the bet number that can be used to play one variable game (hereinafter referred to as the specified bet number) is "3." In other words, the gaming machine 10 is configured to be able to play one variable game by using three gaming medals. On the other hand, the gaming machine 10 is configured to be unable to play one variable game by using one or two gaming medals. Not limited to this, the gaming machine 10 may be configured to be able to play one variable game by using one or two gaming medals. In other words, the specified bet number may be "1" to "3." In the following explanation, a bet of "1" may be referred to as a "1 bet," a bet of "2" may be referred to as a "2 bet," and a bet of "3" may be referred to as a "3 bet."
[0021] The gaming machine 10 is equipped with a 1 bet button 19. The 1 bet button 19 is configured to allow an operation to set a bet amount from among credits stored internally. Specifically, the 1 bet button 19 can decrease the number of credits (hereinafter referred to as the number of credits) by 1 and increase the bet amount by 1 with one operation. Note that if the number of credits is 0, the bet amount will not be increased even if the 1 bet button 19 is operated. Also, if the set bet amount is the maximum bet amount, the bet amount will not be increased even if the 1 bet button 19 is operated.
[0022] The gaming machine 10 is equipped with a MAX BET button 20. The MAX BET button 20 is configured to allow an operation to set a bet amount from among internally stored credits. Specifically, the MAX BET button 20 can decrease the number of credits up to the maximum bet amount with a single operation, and can also increase the bet amount by the amount thus decreased. Note that if the number of credits is 0, the bet amount will not be increased even if the MAX BET button 20 is operated. Also, if the set bet amount is the maximum bet amount, the bet amount will not be increased even if the MAX BET button 20 is operated. Also, if the sum of the set bet amount and the number of credits is not equal to or greater than the maximum bet amount, the bet amount will not be increased even if the MAX BET button 20 is operated.
[0023] The gaming machine 10 is equipped with a settlement button 21. When a bet is set, the settlement button 21 is configured to be able to pay out the set bet as gaming medals with a single operation. When a bet is not set, the settlement button 21 is configured to be able to pay out internally stored credits as gaming medals with a single operation. When the settlement button 21 is operated to pay out the bet or credit as gaming medals, the gaming machine 10 controls so that gaming medals are paid out from the medal payout opening 22.
[0024] The gaming machine 10 has a medal payout outlet 22 for paying out gaming medals. The gaming machine 10 has a tray 23 for receiving gaming medals paid out from the medal payout outlet 22. The gaming machine 10 has a hopper unit 24 inside the machine. The hopper unit 24 is capable of storing gaming medals and pays out the stored gaming medals from the medal payout outlet 22. Gaming medals inserted through the medal insertion port 18 can be stored in the hopper unit 24 after passing through a medal selector.
[0025] The gaming machine 10 is equipped with a start lever 25. The start lever 25 is configured to enable a start operation that triggers the rotation of the reels 16a to 16c, i.e., the start of a variable game. The gaming machine 10 can start a variable game when the start lever 25 is operated in a state where a specified bet number is set. On the other hand, the gaming machine 10 cannot start a variable game when the start lever 25 is operated in a state where a specified bet number is not set.
[0026] The gaming machine 10 is equipped with a left stop button 26a, a center stop button 26b, and a right stop button 26c. The stop buttons 26a-26c correspond to the reels 16a-16c, respectively, and are configured to enable stop operations that trigger the rotation of the corresponding reels. In the following description, when all reels are spinning, the first stop operation using any of the stop buttons 26a-26c will be referred to as the "first stop operation," the next stop operation using any of the remaining two stop buttons will be referred to as the "second stop operation," and the final stop operation using the remaining stop button will be referred to as the "third stop operation." The stop buttons 26a-26c correspond to operation means that can be operated by a player. The operation means are composed of the left stop button 26a, the center stop button 26b, and the right stop button 26c.
[0027] The gaming machine 10 includes a swinging device 27. The swinging device 27 is provided on the front door 12. The swinging device 27 is configured to generate swings by swinging itself. In this embodiment, the swinging device 27 is an eccentric motor. The swinging device 27 includes a weight whose center of gravity is biased and a motor. The number of swings (number of swings) of the swinging device 27 varies depending on the rotation speed of the motor. The number of swings can be understood as the number of times the same state is repeated per unit time in the swing phenomenon. The number of swings of the swinging device 27 increases as the rotation speed of the motor increases. The swing amplitude of the swinging device 27 varies depending on the mass and eccentricity (degree of eccentricity) of the weight. The greater the mass of the weight, the greater the swing amplitude of the swinging device 27. The greater the eccentricity, the greater the swing amplitude of the swinging device 27. The swing width can be understood as the amount of displacement that the swing device 27 can displace.
[0028] The gaming machine 10 is configured to be able to perform a swing effect by swinging the swinging device 27. The swinging device 27 is provided below the transparent portion 17. The swinging device 27 is provided at a position close to the lower end of the support portion 17a. The swinging device 27 can impart the generated swing to the transparent portion 17 via the support portion 17a. In other words, the transparent portion 17 swings as the swinging device 27 swings. The gaming machine 10 is configured to be able to perform a swing effect in which the transparent portion 17 swings as the swinging device 27 swings. In addition, the swinging device 27 is provided behind (at the back side of) the stop buttons 26a to 26c. In the gaming machine 10, as the swinging device 27 swings, the swing can be transmitted to the stop buttons 26a to 26c via a predetermined member. In this embodiment, the swinging device 27 corresponds to a swingable swing means.
[0029] The gaming machine 10 is equipped with an information display unit 30. The information display unit 30 has an insertion availability display unit. The insertion availability display unit displays information that can identify whether or not it is possible to accept insertion of gaming medals from the medal insertion slot 18. The insertion availability display unit indicates whether or not it is possible to accept insertion of gaming medals, for example, by the lighting state of an illuminator.
[0030] The information display unit 30 has a replay display unit. The replay display unit displays information that can identify whether a replay is in progress. The replay display unit indicates whether a replay is in progress, for example, by the lighting state of an illuminator. "Replay" as used herein refers to a variable game that can be played without using new game medals. The gaming machine 10 is configured so that, when a replay is activated, a bet number equal to the bet number set when the previous variable game was started can be set and a variable game can be played without setting a new bet number.
[0031] The information display unit 30 has a wait display unit. The wait display unit displays information that can identify whether or not a wait time is in progress. The wait display unit displays whether or not a wait time is in progress, for example, by the lighting state of an illuminator. The wait time is a waiting time that is set so that the number of times that a variable game is executed per unit time does not exceed a predetermined number of times.
[0032] The information display unit 30 has a bet display unit. The bet display unit displays information that can identify the set bet (number of bets). The bet display unit displays the set bet, for example, by lighting up a plurality of light-emitting elements.
[0033] The information display unit 30 has a credit display unit. The credit display unit is configured with a plurality of (for example, two) seven-segment displays arranged side by side, and is capable of displaying a plurality of (for example, two-digit) numbers or letters. The credit display unit displays information that can identify the number of credits stored internally.
[0034] The information display unit 30 has a payout display unit. The payout display unit is configured with multiple (e.g., two) seven-segment displays arranged side by side, and is capable of displaying multiple (e.g., two-digit) numbers or letters. The payout display unit displays information that can identify the number of game medals paid out in response to a win. The "number of game medals paid out" in this specification refers to the number by which the number of game medals held by a player increases as a result of a win.
[0035] The payout display unit also serves as a display unit that displays information (hereinafter referred to as operation information) that can identify the operation mode of the stop buttons 26a to 26c required to generate a winning combination. The operation information is information that can identify at least one of the operation sequence (press order) and operation timing (press position) of the stop buttons 26a to 26c. Since the operation information is information that can identify the operation mode of the stop buttons 26a to 26c required to generate a winning combination, it can be said that the gaming machine 10 recommends operating the stop buttons 26a to 26c in accordance with the operation information. In other words, it can be said that the operation information is information that can identify the recommended operation mode of the stop buttons 26a to 26c. The payout display unit may also serve as a display unit that displays error information that can identify an error that has occurred in the gaming machine 10.
[0036] There are six different pressing orders for the stop buttons 26a to 26c, numbered from first to sixth. The first pressing order is the order in which the stop buttons 26a to 26c are pressed to stop the rotation of the left reel 16a, center reel 16b, and right reel 16c in that order. The second pressing order is the order in which the stop buttons 26a to 26c are pressed to stop the rotation of the left reel 16a, right reel 16c, and center reel 16b in that order. The third pressing order is the order in which the stop buttons 26a to 26c are pressed to stop the rotation of the center reel 16b, left reel 16a, and right reel 16c in that order. The fourth pressing order is the order in which the stop buttons 26a to 26c are pressed to stop the rotation of the center reel 16b, right reel 16c, and left reel 16a in that order. The fifth push order is the push order of operating the stop buttons 26a to 26c so that the rotation of the right reel 16c, left reel 16a, and center reel 16b is stopped in that order. The sixth push order is the push order of operating the stop buttons 26a to 26c so that the rotation of the right reel 16c, center reel 16b, and left reel 16a is stopped in that order. The payout display unit displays operation information according to the push order.
[0037] Next, the relationship between winning combinations (combinations of symbols) and prizes will be explained. The gaming machine 10 awards a prize according to the combination of symbols stopped on the payline NL when the variable game is completed. The gaming machine 10 has a payout role that determines the award of gaming media (payout of gaming medals) as a prize. The number of game medals paid out is predetermined according to the payout role. In this embodiment, the payout roles include a cherry role, a watermelon role, a bell role, a bell spill role, and a seven role. In this embodiment, the payout roles are set to "2" for the cherry role, "5" for the watermelon role, "15" for the bell role, "1" for the bell spill role, and "15" for the seven role. In the following description, the combination of symbols stopped on the payline NL when a cherry role wins is referred to as a "cherry stop role." For example, a cherry stop role is [cherry symbol, cherry symbol, cherry symbol]. A symbol combination that stops on a valid line NL when a watermelon symbol wins is referred to as a "watermelon symbol." A watermelon symbol, for example, is [watermelon symbol, watermelon symbol, watermelon symbol]. A symbol combination that stops on a valid line NL when a bell symbol wins is referred to as a "bell symbol." A bell symbol, for example, is [bell symbol, bell symbol, bell symbol]. A symbol combination that stops on a valid line NL when a bell spill symbol wins is referred to as a "bell spill symbol." A bell spill symbol, for example, is [bell symbol, bell symbol, replay symbol]. A symbol combination that stops on a valid line NL when a seven symbol wins is referred to as a "seven symbol." A seven symbol, for example, is [seven symbol, seven symbol, seven symbol].
[0038] The gaming machine 10 has a replay role (replay combination) that awards a replay (activates a replay) as a prize. For example, if a replay is activated when a variable game is played with a bet of 3, the variable game can be played again with a bet of 3 without setting a bet number. In the following description, the symbol combination that stops on the pay line NL when a replay combination is won is referred to as a "replay stop symbol." The replay stop symbol is, for example, [replay symbol, replay symbol, replay symbol].
[0039] The gaming machine 10 has a plurality of gaming states. The multiple game states include a normal state and an advantageous state. When controlled to the normal state, operation information is not displayed on the payout display unit. When controlled to the advantageous state, operation information can be displayed on the payout display unit. Therefore, the advantageous state is a game state in which it is easier to win a payout role than in the normal state. Therefore, when controlled to the advantageous state, game medals are more likely to be awarded than when controlled to the normal state. Therefore, the advantageous state can be said to be a game state that is more advantageous to the player than the normal state. In this embodiment, being controlled to the advantageous state is an example of awarding a predetermined benefit. The advantageous state is a so-called AT (assist time) state.
[0040] In the gaming machine 10, if the start condition of an advantageous state (hereinafter referred to as the advantageous start condition) is met while in the normal state, the gaming machine 10 transitions to the advantageous state. In the gaming machine 10, if the end condition of an advantageous state (hereinafter referred to as the advantageous end condition) is met while in the advantageous state, the gaming machine 10 transitions to the normal state.
[0041] Next, the electrical configuration of the gaming machine 10 will be described. 4, the gaming machine 10 is equipped with a plurality of control boards. The plurality of control boards includes a main board 40 and a sub-board 41. The plurality of control boards are provided in positions that cannot be accessed or seen unless the front door 12 is opened.
[0042] The main board 40 and the sub-board 41 are connected so that one-way communication can be performed from the main board 40 to the sub-board 41. The main board 40 performs predetermined control and outputs control information to the sub-board 41. For example, the control information is a signal, a command, or a message. The sub-board 41 can input the control information output from the main board 40. The sub-board 41 performs predetermined control based on the control information input from the main board 40.
[0043] The gaming machine 10 is equipped with a power supply unit 50 inside the machine. The power supply unit 50 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 40 and the sub-board 41. The power supply unit 50 is equipped with a power switch 50a. The gaming machine 10 is configured so that it can be turned on by starting power supply to the power supply unit 50 while the power switch 50a is on, or by turning on the power switch 50a while power is being supplied.
[0044] The main board 40 will now be described in detail. The main board 40 includes a CPU 40a, a ROM 40b, and an RWM 40c. The CPU 40a executes a main control program to mainly control the progress of the game. The ROM 40b stores the main control program, judgment values used for various judgments and lotteries, and data such as tables. For example, judgment values used in lotteries include a role judgment value used in role lottery, an advantageous transition judgment value used in advantageous lottery, and a pseudo-game judgment value used in pseudo-game lottery. The role lottery is a lottery to determine a role that can result in a win. The advantageous lottery is a lottery to determine whether to transition from a normal state to an advantageous state. The pseudo-game lottery is a lottery to determine whether to execute a pseudo-game. Although the details will be described later, the pseudo game is a pseudo game in which the reels 16a to 16c are rotated and stopped, but even if a combination of symbols that will award a prize stops on a pay line NL, the prize is not awarded. The RWM 40c stores various information that is rewritten depending on the processing results of the CPU 40a. For example, the information stored in the RWM 40c includes the bet amount (number of bets) and the number of credits, as well as flags, counters, and timers.
[0045] The main board 40 is configured to be able to generate random numbers. The random numbers may be generated as so-called "hardware random numbers" by mounting a random number generation circuit on the main board 40 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by having the CPU 40a update the value of the random numbers at predetermined intervals. The random numbers are used in various lotteries held on the main board 40.
[0046] The main board 40 is connected to the reel sensors SE1 to SE3. The CPU 40a can input the detection signals output by the reel sensors SE1 to SE3 via a port not shown. The main board 40 is connected to the throw-in sensor SE4. The CPU 40a can input the detection signal output by the throw-in sensor SE4 via a port not shown. The main board 40 is connected to the actuators of the reels 16a to 16c. The CPU 40a can control the operation of each of the reels 16a to 16c via a drive circuit not shown.
[0047] The main board 40 is connected to the 1 BET button 19, the MAX BET button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c. The CPU 40a can input, via a port not shown, detection signals output when the 1 BET button 19, the MAX BET button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c are operated. The main board 40 is connected to the hopper unit 24. The CPU 40a can control the operation of the hopper unit 24 via a drive circuit not shown. The main board 40 is connected to the information display unit 30. The CPU 40a can control the display content of the information display unit 30 via a drive circuit not shown.
[0048] Here, among the data stored in the ROM 40b, the winning numbers and the winning combination lottery table used in the winning combination lottery for determining the winning number from among a plurality of winning numbers will be explained.
[0049] First, the winning numbers will be explained. The winning number is information that determines one or more combinations of symbols that can be displayed (derived) on the pay line NL in the variable game. In other words, the winning number is a condition device identifier (ID) that determines one or more combinations that can result in a win in the gaming machine 10.
[0050] The gaming machine 10 is provided with a plurality of winning numbers including winning numbers 01-11. For the winning number 01, a cherry role is defined as a winning combination in the gaming machine 10. When the winning number 01 is won and each of the stop buttons 26a to 26c is operated to stop at a push position where the cherry symbol can be stopped on the activated line NL (hereinafter referred to as the cherry push position), the reels are stopped so that the cherry role is won, regardless of the push order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a push position other than the cherry push position, no winning combination is won, regardless of the push order.
[0051] For the winning number 02, a watermelon role is defined as a winning combination in the gaming machine 10. When the winning number 02 is won and each of the stop buttons 26a to 26c is operated to stop at a push position where the watermelon symbol can be stopped on the activated line NL (hereinafter referred to as the watermelon push position), the reels are stopped so that the watermelon role is won, regardless of the push order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a push position other than the watermelon push position, no winning combination is won, regardless of the push order.
[0052] For the winning number 03, a bell role is defined as a winning combination in the gaming machine 10. When the winning number 03 is won, the reels are stopped so that the bell role is won, regardless of the pressing order or the pressing position.
[0053] For the winning numbers 04 to 09, the bell role and the bell spill role are determined as winning roles in the gaming machine 10. When any of the winning numbers 04 to 09 is won and a stop operation is performed in any one of the predetermined push orders from the first to sixth push orders (hereinafter referred to as the bell role operation mode), the reels are stopped so that the bell role is won, regardless of the push order. On the other hand, when a stop operation is performed in a push order different from the one push order (hereinafter referred to as the bell spill role operation mode), the reels are stopped so that the bell spill role is won, regardless of the push order.
[0054] For winning number 04, when the reels are stopped in the first push order, the bell role will be awarded. For winning number 05, when the reels are stopped in the second push order, the bell role will be awarded. For winning number 06, when the reels are stopped in the third push order, the bell role will be awarded. For winning number 07, when the reels are stopped in the fourth push order, the bell role will be awarded. For winning number 08, when the reels are stopped in the fifth push order, the bell role will be awarded. For winning number 09, when the reels are stopped in the sixth push order, the bell role will be awarded.
[0055] For the winning number 10, a seven combination is defined as a winning combination in the gaming machine 10. When the winning number 10 is won and each of the stop buttons 26a to 26c is operated to stop at a press position where a seven symbol can be stopped on the pay line NL (hereinafter referred to as the seven press position), the reels are stopped so that the seven combination is won, regardless of the press order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a press position other than the seven press position, no winning combination is won, regardless of the press order.
[0056] The winning number 11 is set to a replay role as a winning combination in the gaming machine 10. When the winning number 11 is won, the reels are stopped so that the replay role is won, regardless of the pressing order and pressing position.
[0057] Next, the winning combination table will be described. In the role lottery table, each of the multiple winning numbers is associated with a role determination value as numerical data for determining whether or not it is a win (hereinafter referred to as win determination). The role determination value does not differ depending on the game state. In other words, the role determination value is the same regardless of the game state. In the win determination, a win is determined if the value obtained by subtracting the role determination value from the value of the random number for role lottery is a negative value. Note that if the value obtained by subtracting the role determination value from the value of the random number for role lottery is not a negative value, this calculated value is used to determine whether the next winning number is a win. Incidentally, if none of the winning numbers (roles) are won, it is what is known as a "lose."
[0058] The sub-board 41 will now be described in detail. The sub-board 41 includes a CPU 41a, a ROM 41b, and an RWM 41c. The CPU 41a executes a sub-control program to mainly control the effects. The ROM 41b stores data such as the sub-control program, judgment values used for various judgments and lotteries, and tables. The ROM 41b stores audio performance data used for audio performance, light-emitting performance data used for light-emitting performance, display performance data used for display performance, and swing performance data used for swing performance. The RWM 41c stores various information that is rewritten depending on the processing results of the CPU 41a. For example, the information stored in the RWM 41c includes flags, counters, and timers.
[0059] The sub-board 41 is configured to be able to generate random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generation circuit on the sub-board 41 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by having the CPU 41a update the value of the random numbers at predetermined intervals. The random numbers are used in various lotteries held on the sub-board 41.
[0060] The sub-board 41 is connected to the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27. The CPU 41a is capable of controlling the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27 via a drive circuit (not shown). The CPU 41a is capable of executing control related to various performances that can be executed by the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27. In this embodiment, the CPU 41a corresponds to a performance control means capable of executing control related to the execution of performances.
[0061] Next, the processing executed by the CPU 40a of the main board 40 will be described. The game progress main process executed by the CPU 40a will be described below. As shown in FIG. 5, the game progress main processing executed by the CPU 40a is a series of processes related to the progress of the game, such as execution of a variable game and awarding of prizes.
[0062] In the game progress main processing, the CPU 40a executes a game start setting process (step S101). In the game start setting process, the CPU 40a updates a predetermined storage area in the RWM 40c. Next, the CPU 40a determines whether or not replay is inactive (step S102). When replay is inactive, this corresponds to when replay is not in operation. If replay is inactive (step S102: YES), the CPU 40a executes a multiplier setting process to set a multiplier (number of bets) for the current variable game (step S103).
[0063] In the bet number setting process, the CPU 40a determines whether a detection signal has been input from the insertion sensor SE4. If a detection signal has been input from the insertion sensor SE4, the CPU 40a may increase the bet number. Specifically, the CPU 40a may increase the bet number when a game medal is inserted into the medal insertion slot 18 and a detection signal is input when the insertion sensor SE4 detects the game medal. The CPU 40a increases the bet number when a game medal is inserted into the medal insertion slot 18 when the set bet number is less than the maximum bet number. On the other hand, the CPU 40a does not increase the bet number even when a game medal is inserted into the medal insertion slot 18 when the set bet number is the maximum bet number. In this case, the CPU 40a increases the number of credits by the number of inserted game medals. Note that if the number of credits exceeds the upper credit limit (50 in this embodiment), the CPU 40a returns the game medals inserted into the medal insertion slot 18 through the medal payout outlet 22.
[0064] If no detection signal is input from the insertion sensor SE4, the CPU 40a determines whether or not the 1 bet button 19 or the MAX bet button 20 has been operated. If the 1 bet button 19 or the MAX bet button 20 has not been operated, the CPU 40a ends the bet number setting process.
[0065] The CPU 40a can increase the bet when it receives a detection signal output when the 1 bet button 19 is operated. When the set bet is less than the maximum bet and the number of credits is 1 or more, the CPU 40a increases the bet by 1 when the 1 bet button 19 is operated. When the set bet is the maximum bet, the CPU 40a does not increase the bet even when the 1 bet button 19 is operated. When the number of credits is 0, the CPU 40a does not increase the bet even when the 1 bet button 19 is operated. When the CPU 40a increases the bet based on the operation of the 1 bet button 19, it decreases the number of credits by the increased bet.
[0066] The CPU 40a may increase the bet amount when it receives a detection signal output when the MAX BET button 20 is operated. The CPU 40a may increase the bet amount when the MAX BET button 20 is operated when the set bet amount is less than the maximum bet amount and the number of credits is 1 or more. The CPU 40a does not increase the bet amount even when the MAX BET button 20 is operated when the set bet amount is the maximum bet amount. The CPU 40a does not increase the bet amount even when the MAX BET button 20 is operated when the number of credits is 0. The CPU 40a increases the bet amount only when the bet amount becomes the maximum bet amount when the MAX BET button 20 is operated. When the set bet amount is less than the maximum bet amount and the sum of the set bet amount and the number of credits is equal to or greater than the maximum bet amount, the CPU 40a increases the bet amount so that the bet amount becomes the maximum bet amount when the MAX BET button 20 is operated. When the sum of the set bet amount and the number of credits is less than the maximum bet amount, the CPU 40a does not increase the bet amount even when the MAX BET button 20 is operated. For example, when the set bet amount is 0 and the number of credits is less than 3, the CPU 40a does not increase the bet amount even if the MAX BET button 20 is operated. If the CPU 40a increases the bet amount based on the operation of the MAX BET button 20, it decreases the number of credits by the increased bet amount.
[0067] When the bet is increased in the bet setting process, the CPU 40a stores control information (hereinafter referred to as a bet command) capable of specifying that the bet has been set in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 41 by an information output process executed as a timer interrupt process. The bet command is control information capable of specifying the bet increased by inserting a gaming medal into the medal insertion slot 18, operating the 1 bet button 19, or operating the MAX bet button 20. For example, when the MAX bet button 20 is operated and the bet is increased by 3, the CPU 40a stores a bet command capable of specifying that the bet has been increased by 3 in the output buffer. After storing the bet command in the output buffer, the CPU 40a terminates the bet setting process.
[0068] When the bet setting process is completed, the CPU 40a executes the settlement process (step S104). In the settlement process, the CPU 40a determines whether the settlement button 21 has been operated. If the settlement button 21 has not been operated, the CPU 40a ends the settlement process. If the settlement button 21 has been operated, the CPU 40a may decrease the bet. If the settlement button 21 has been operated, the CPU 40a may decrease the number of credits. In other words, if the settlement button 21 has been operated, the CPU 40a may settle the bet or credits.
[0069] In the settlement process, the CPU 40a can decrease the bet amount or the number of credits when it receives a detection signal output when the settlement button 21 is operated. When the set bet amount is 1 or more, the CPU 40a decreases the bet amount when the settlement button 21 is operated. When the set bet amount is 0, the CPU 40a does not decrease the bet amount even when the settlement button 21 is operated. When the set bet amount is 0 and the number of credits is 1 or more, the CPU 40a decreases the number of credits when the settlement button 21 is operated. When the set credits are 0, the CPU 40a does not decrease the number of credits even when the settlement button 21 is operated.
[0070] When the CPU 40a decreases the bet amount based on the operation of the settlement button 21, it decreases the bet amount by the set bet amount. In other words, when the settlement button 21 is operated, the CPU 40a decreases the set bet amount so that the bet amount becomes 0. For example, when the set bet amount is 3, the CPU 40a decreases the bet amount by 3 when the settlement button 21 is operated. When the CPU 40a decreases the bet amount, it controls the hopper unit 24 so that game medals are paid out from the medal payout outlet 22 in the number equal to the decreased number.
[0071] When the CPU 40a decreases the number of credits based on the operation of the settlement button 21, it decreases the number of credits by the amount of credits. In other words, when the settlement button 21 is operated, the CPU 40a decreases the number of credits so that the number of credits becomes 0. For example, when the settlement button 21 is operated when the number of credits is the upper credit limit, the CPU 40a decreases the number of credits by 50. When the CPU 40a decreases the number of credits, it controls the hopper unit 24 so that game medals equal to the decreased number are paid out from the medal payout outlet 22.
[0072] In the settlement process, when the bet amount or the number of credits is decreased, the CPU 40a stores control information (hereinafter referred to as a settlement command) capable of identifying that the settlement has been made in the output buffer, and then ends the settlement process.
[0073] If the replay is not inactive (step S102: NO), or if the settlement process is completed, the CPU 40a determines whether the set odds (number of bets) match the specified odds that allow the variable game to be started (step S105). Note that, when the replay is activated, the CPU 40a sets the odds that were set when the previous variable game was started as the odds for the current variable game.
[0074] If the set bet does not match the specified bet (step S105: NO), the CPU 40a proceeds to the process of step S102. That is, in the process of step S105, the CPU 40a determines whether or not the variable game can be started. On the other hand, if the set bet matches the specified bet (step S105: YES), the CPU 40a determines whether or not the start lever 25 has been operated (start operation) (step S106).
[0075] In the processing of step S106, the CPU 40a makes a positive determination if a detection signal is input from the start lever 25. On the other hand, the CPU 40a makes a negative determination if a detection signal is not input from the start lever 25. If a start operation is not accepted (step S106: NO), the CPU 40a proceeds to the processing of step S102. On the other hand, if a start operation is accepted (step S106: YES), the CPU 40a executes a role lottery process (step S107). In this embodiment, the fact that the set bet number matches the specified bet number and the start lever 25 is operated corresponds to the establishment of a predetermined condition. The predetermined condition can be understood as a condition for starting a variable game.
[0076] The winning combination lottery process will be described. The role lottery process is a process for determining winning numbers as role lottery. In the role lottery process, the CPU 40a acquires a random number for role lottery generated by the main board 40. The CPU 40a subtracts the role determination value of the winning number defined in the role lottery table from the acquired random number for role lottery, and repeatedly determines whether or not it will be a win. As a result, the CPU 40a determines whether any of the winning numbers defined in the role lottery table will be a win, or whether none of the winning numbers will be a win (so-called loss). For example, winning numbers 01 and 02 are each associated with a role determination value such that the winning probability is 1 / 30. Winning numbers 03 to 09 are each associated with a role determination value such that the winning probability is 1 / 10. Winning number 10 is associated with a role determination value such that the winning probability is 1 / 300. Winning number 11 is associated with a role determination value such that the winning probability is 1 / 7. If any winning number is selected, the CPU 40a stores information (hereinafter referred to as a winning flag) that can identify the selected winning number in the RWM 40c. The winning flag is initialized in the game start setting process (step S101). The CPU 40a stores control information (hereinafter referred to as a winning command) that can identify the selected winning number in the output buffer, and ends the winning combination lottery process. When the winning combination lottery process is completed, the CPU 40a executes an advantageous combination lottery process (step S108).
[0077] The advantageous lottery process will be described. The advantageous lottery process is a process for determining whether or not to transition from the normal state to the advantageous state as an advantageous lottery. In the advantageous lottery process, the CPU 40a executes the advantageous lottery when controlled to the normal state. On the other hand, when controlled to the advantageous state, the CPU 40a ends the advantageous lottery process without executing the advantageous lottery.
[0078] When executing the advantageous lottery, the CPU 40a acquires a random number for the advantageous lottery generated by the main board 40. The CPU 40a determines that a win has been made if the value obtained by subtracting the advantageous transition determination value from the acquired random number for the advantageous lottery is a negative value. A different advantageous transition determination value is associated with each winning number obtained in the winning role lottery process. For example, if winning number 01 is won, the advantageous transition determination value is associated so that there is a 1 / 10 chance of winning the advantageous lottery. If winning number 02 is won, the advantageous transition determination value is associated so that there is a 1 / 10 chance of winning the advantageous lottery. If winning any of winning numbers 03 to 09, or 11 is won, the advantageous transition determination value is associated so that there is no chance of winning the advantageous lottery. If winning number 10 is won, the advantageous transition determination value is associated so that there is a 1 / 1 chance of winning the advantageous lottery. Therefore, the probability of winning the advantageous lottery when controlled in the normal state is 1 / 100. In other words, the probability of not winning the advantageous lottery when controlled in normal conditions is 99 / 100.
[0079] If the advantageous lottery is not won, the CPU 40a determines that the advantageous start condition has not been met. The CPU 40a stores control information (hereinafter referred to as an advantageous non-winning command) capable of identifying that the advantageous start condition has not been met in the output buffer. Thereafter, the CPU 40a terminates the advantageous lottery process. On the other hand, if the advantageous lottery is won, the CPU 40a determines that the advantageous start condition has been met. The CPU 40a stores information (hereinafter referred to as advantageous winning information) capable of identifying that the advantageous start condition has been met in the RWM 40c. The advantageous winning information is initialized in the game start setting process (step S101). If the advantageous lottery is won, the CPU 40a sets an initial value for the number of medals that can be won during an advantageous state. The number of medals that can be won during an advantageous state is information capable of identifying the number of medals that can be won and paid out when controlled in an advantageous state, and is information stored in the RWM 40c. The CPU 40a stores control information (hereinafter referred to as an advantageous winning command) capable of identifying that the advantageous start condition has been met in the output buffer. After that, the CPU 40a ends the advantageous lottery process. If the advantageous start condition is met, the CPU 40a transitions from the normal state to the advantageous state in the game update process (step S119) described later. When the advantageous lottery process ends, the CPU 40a executes the pseudo game lottery process (step S109).
[0080] The pseudo game lottery process will be described. The pseudo game lottery process is a process for determining whether or not a pseudo game is to be executed as a pseudo game lottery, and the pattern (type) of the pseudo game to be executed.
[0081] As shown in Figures 6(a) and 6(b), the CPU 40a has different probabilities of deciding to execute a pseudo game depending on whether or not the advantageous lottery has been won. The CPU 40a acquires a random number for the pseudo game lottery generated by the main board 40. The CPU 40a determines that a pseudo game has been won when the value obtained by subtracting the pseudo game determination value from the acquired random number for the pseudo game lottery is a negative value. The pseudo game determination value is associated with different numerical values when the advantageous lottery has not been won and when the advantageous lottery has been won.
[0082] As shown in FIG. 6(a), for example, if you do not win the advantageous lottery, the pseudo game judgment value is associated so that you have a 1 / 100 chance of winning the pseudo game lottery. Therefore, if you do not win the advantageous lottery, you will have a 99 / 100 chance of not winning the pseudo game lottery. As shown in FIG. 6(b), for example, if you win the advantageous lottery, the pseudo game judgment value is associated so that you have a 20 / 100 chance of winning the pseudo game lottery. Therefore, if you win the advantageous lottery, you will have an 80 / 100 chance of not winning the pseudo game lottery.
[0083] If the pseudo game lottery is not won, the CPU 40a determines not to execute the pseudo game. The CPU 40a stores control information (hereinafter referred to as a pseudo non-execution command) capable of specifying that the pseudo game will not be executed in the output buffer. Thereafter, the CPU 40a terminates the pseudo game lottery processing. On the other hand, if the pseudo game lottery is won, the CPU 40a determines to execute the pseudo game. If it is decided to execute the pseudo game, the CPU 40a determines the pattern of the pseudo game. As shown in FIG. 6(a), if the advantageous lottery is not won, the CPU 40a determines that the pattern of the pseudo game will be the pseudo game pattern GP11. Therefore, in the gaming machine 10, if the advantageous lottery is not won, the pseudo game of the pseudo game pattern GP11 will be executed with a 1 / 100 chance.
[0084] As shown in Figure 6(b), when the advantageous lottery is won, the CPU 40a determines either the pseudo game pattern GP11 or GP12 as the pseudo game pattern. The CPU 40a acquires a random number for the pseudo game lottery generated by the main board 40. The CPU 40a determines that the pseudo game pattern will be the pseudo game pattern GP12 when the value obtained by subtracting the pseudo game pattern determination value from the acquired random number for the pseudo game lottery is a negative value. In other words, the CPU 40a determines that the pseudo game pattern will be the pseudo game pattern GP11 when the value obtained by subtracting the pseudo game pattern determination value from the acquired random number for the pseudo game lottery is zero or a positive value.
[0085] The pseudo game pattern determination value is predetermined so that if the advantageous lottery is won and the pseudo game lottery is also won, the pseudo game pattern GP12 is determined to be 19 / 20. Therefore, in the gaming machine 10, if the advantageous lottery is won, a pseudo game of the pseudo game pattern GP12 is executed with a 19 / 100 chance. If the advantageous lottery is won and the pseudo game lottery is also won, the pseudo game pattern GP11 is determined with a 1 / 20 chance. Therefore, in the gaming machine 10, if the advantageous lottery is won and the pseudo game lottery is also won, a pseudo game of the pseudo game pattern GP11 is executed with a 1 / 100 chance.
[0086] When the CPU 40a determines the pattern of the pseudo game, it stores information (hereinafter referred to as pseudo pattern information) capable of identifying the determined pattern of the pseudo game in the RWM 40c. The pseudo pattern information is initialized in the game start setting process (step S101). The CPU 40a stores control information (hereinafter referred to as pseudo execution command) capable of identifying that a pseudo game will be executed and the pattern of the pseudo game to be executed in the output buffer. Thereafter, the CPU 40a ends the pseudo game lottery process. When the pseudo game lottery process ends, the CPU 40a executes instruction information process (step S110).
[0087] The instruction information determination process of the instruction information process will be described below. The CPU 40a executes the command information determination process when controlled to the advantageous state, whereas the CPU 40a terminates the command information process without executing the command information determination process when controlled to the normal state.
[0088] In the command information determination process, the CPU 40a determines whether the winning flag is any of the winning numbers 04 to 09. If the winning flag is any of the winning numbers 04 to 09, the CPU 40a determines operation information capable of specifying the operation mode of the stop buttons 26a to 26c required to generate a bell winning combination. On the other hand, if the winning flag is 01, 02, 03, 10, 11, or none of the winning numbers, the CPU 40a does not determine operation information capable of specifying the operation mode of the stop buttons 26a to 26c. For example, if the winning flag is the winning number 04, the CPU 40a determines operation information capable of specifying the first push order. The CPU 40a stores control information capable of specifying the push order (hereinafter referred to as the command information command) in the output buffer and ends the command information determination process. Then, the CPU 40a executes command information display process.
[0089] The instruction information display process of the instruction information process will be described. In the instruction information display process, the CPU 40a controls the information display unit 30 (payout display unit) so that the operation information determined in the instruction information determination process is displayed. Then, the CPU 40a ends the instruction information display process. Note that if the instruction information determination process is not being executed or if the operation information is not determined in the instruction information determination process, the CPU 40a does not execute the instruction information display process. Then, the CPU 40a ends the instruction information process.
[0090] When the instruction information processing is completed, the CPU 40a stores control information (hereinafter referred to as a start bet command) capable of specifying the bet amount when the start operation is accepted in the output buffer. By inputting the start bet command, the CPU 41a can specify the bet amount (the number of bets) for the current variation game and can also specify that the start operation for starting the variation game has been accepted.
[0091] Then, the CPU 40a determines whether the wait time has elapsed (step S111). If the wait time has not elapsed (step S111: NO), the CPU 40a waits until the wait time has elapsed. If the wait time has elapsed (step S111: YES), the CPU 40a sets a wait time for determining whether the wait time has elapsed next time. The set wait time is measured in a count subtraction process executed as a timer interrupt process.
[0092] After setting the wait time, the CPU 40a executes a pseudo game process (step S112). The pseudo game process is a process for executing a pseudo game. The pseudo game is a game in which the reels 16a to 16c are operated during execution of a so-called stagnation control (freeze control). Therefore, the pseudo game process can also be regarded as a stagnation control process (freeze control).
[0093] 7, in the pseudo game processing, the CPU 40a determines whether or not a pseudo game is to be executed by determining whether or not pseudo pattern information is stored in the RWM 40c (step S201). If no pseudo pattern information is stored in the RWM 40c, the CPU 40a does not execute a pseudo game. If a pseudo game is not to be executed (step S201: NO), the CPU 40a ends the pseudo game processing.
[0094] When the pseudo pattern information is stored in the RWM 40c, the CPU 40a executes a pseudo game. When executing a pseudo game (step S201: YES), the CPU 40a controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S202). That is, the CPU 40a starts a pseudo game. In the following description, as a state related to the reels 16a to 16c in the gaming machine 10, a state in which at least some of the reels 16a to 16c are rotating when a pseudo game is being executed is referred to as a "pseudo-variable state."
[0095] In the gaming machine 10, the rotation of the reels 16a to 16c is started in step S202, thereby starting the variation game and the pseudo game. In this way, the CPU 40a can start the variation game and the pseudo game in response to the start operation. The CPU 40a stores control information (hereinafter referred to as a variation game start command) capable of specifying that the variation game has started in the output buffer. The CPU 40a also stores control information (hereinafter referred to as a pseudo start command) capable of specifying that the pseudo game has started in the output buffer.
[0096] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a determines whether a stop operation has been received from any of the stop buttons 26a-26c (step S203). In the process of step S203, the CPU 40a makes a positive determination if a detection signal has been input from any of the stop buttons 26a-26c corresponding to the spinning reel. On the other hand, the CPU 40a makes a negative determination if a detection signal has been input from any of the stop buttons 26a-26c corresponding to an already stopped reel, or if no detection signal has been input from any of the stop buttons 26a-26c. If a stop operation has not been received (step S203: NO), the CPU 40a waits until a stop operation is received.
[0097] When a stop operation is received (step S203: YES), the CPU 40a executes a pseudo-reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S204). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. In this manner, in the gaming machine 10, it is possible to stop the reels that are currently rotating by operating the stop buttons 26a to 26c. In the following description, the stop of the reel rotation in a pseudo game may be referred to as a "pseudo-stop." Furthermore, in the following description, the state of the reels 16a to 16c in the gaming machine 10, in which all of the reels 16a to 16c are pseudo-stopped when a pseudo game is being executed, is referred to as a "pseudo-stop state."
[0098] The pseudo reel stop process will be described. The CPU 40a searches for symbols that are allowed to be pseudo-stopped on the pay line NL according to the pseudo game pattern, among symbols within a predetermined pull-in range (five symbols in this embodiment) from the timing (rotation position) when the stop button is operated. The predetermined pull-in range is not limited to five symbols, but may be four symbols or less, or six symbols or more. For example, the search for symbols can be realized by at least one of referencing a stop symbol search table for pseudo stops stored in the ROM 40b and performing a calculation using stop symbol search data for pseudo stops. Then, the CPU 40a stops the rotation of the reels so that one of the searched symbols pseudo-stops on the pay line NL.
[0099] The CPU 40a executes a reel pseudo-stop process when a first stop operation, a second stop operation, or a third stop operation is performed, thereby displaying a combination of symbols corresponding to the pseudo game pattern and the operation mode of the stop buttons 26a-26c. For example, in the pseudo game pattern GP11, when each of the stop buttons 26a-26c is operated to stop at the "Seven" position, seven symbols are pseudo-stopped on the pay lines NL of the reels 16a and 16b, while replay symbols are pseudo-stopped on the pay lines NL of the reels 16c. For example, in the pseudo game pattern GP11, when each of the stop buttons 26a-26c is operated to stop at a press position other than the "Seven" position, replay symbols are pseudo-stopped on the pay lines NL of the reels 16a-16c. For example, in the pseudo gaming pattern GP12, when each of the stop buttons 26a to 26c is operated to stop at the seven press position, seven symbols are pseudo-stopped on the activated line NL of the reels 16a to 16c. For example, in the pseudo gaming pattern GP12, when each of the stop buttons 26a to 26c is operated to stop at a press position other than the seven press position, replay symbols are pseudo-stopped on the activated line NL of the reels 16a to 16c.
[0100] When a first stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a first pseudo stop command) that can identify that the first stop operation has been performed and the type of symbol that has pseudo-stopped on the pay line NL by the first stop operation.When a second stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a second pseudo stop command) that can identify that the second stop operation has been performed and the type of symbol that has pseudo-stopped on the pay line NL by the second stop operation.When a third stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a third pseudo stop command) that can identify that the third stop operation has been performed and the type of symbol that has pseudo-stopped on the pay line NL by the third stop operation.
[0101] Next, the CPU 40a determines whether all of the reels 16a to 16c have been pseudo-stopped (step S205). If some of the reels 16a to 16c have not been pseudo-stopped (step S205: NO), the CPU 40a proceeds to step S203. On the other hand, if all of the reels 16a to 16c have been pseudo-stopped (step S205: YES), the CPU 40a sets a pseudo-stop time for measuring the time that has elapsed since the pseudo-stop state was established. The set pseudo-stop time is measured in a count-down process executed as a timer interrupt process. In this embodiment, the pseudo-stop time is 5 seconds. However, the pseudo-stop time may be less than 5 seconds or may exceed 5 seconds. The CPU 40a also stores control information (hereinafter referred to as a pseudo-variation end command) capable of identifying the end of the pseudo-variation state in an output buffer.
[0102] After that, the CPU 40a determines whether or not the termination condition of the pseudo game is met after the pseudo stop state is entered (step S206). In this embodiment, the termination condition of the pseudo game is met when the start lever 25 is operated or when the pseudo stop time has elapsed. If the termination condition of the pseudo game is not met (step S206: NO), the CPU 40a waits until the termination condition of the pseudo game is met. If a detection signal is input from the start lever 25 or when the pseudo stop time has elapsed (step S206: YES), the CPU 40a ends the pseudo game. The CPU 40a stores control information (hereinafter referred to as a pseudo game end command) that can identify the end of the pseudo game in the output buffer. Note that the CPU 40a does not end the variable game. Then, the CPU 40a ends the pseudo game processing.
[0103] As shown in FIG. 5, when the pseudo game processing is completed, the CPU 40a controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S113). In the gaming machine 10, if a pseudo game is not executed, the reels 16a to 16c start to rotate in step S113, thereby starting a variation game. In this case, the CPU 40a stores a variation game start command in the output buffer. In this manner, the CPU 40a starts the variation game in response to a start operation. In the gaming machine 10, if a pseudo game is executed, the variation game starts in step S202, whereas if a pseudo game is not executed, the variation game starts in step S113. In the following description, a state in which at least some of the reels 16a to 16c are spinning when a pseudo game is not being executed will be referred to as a "real variation state" as a state related to the reels 16a to 16c in the gaming machine 10.
[0104] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a determines whether a stop operation has been received from any of the stop buttons 26a-26c (step S114). In the process of step S114, the CPU 40a makes a positive determination if a detection signal has been input from any of the stop buttons 26a-26c corresponding to the spinning reel. On the other hand, the CPU 40a makes a negative determination if a detection signal has been input from any of the stop buttons 26a-26c corresponding to an already stopped reel, or if no detection signal has been input from any of the stop buttons 26a-26c. If a stop operation has not been received (step S114: NO), the CPU 40a waits until a stop operation is received.
[0105] When a stop operation is received (step S114: YES), the CPU 40a executes a reel main stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S115). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. In this manner, in the gaming machine 10, the reels that are currently spinning can be stopped by operating the stop buttons 26a to 26c. In the following description, the stop of the reel rotation when no simulated game is being played may be referred to as a "main stop." Furthermore, in the following description, the state of the reels 16a to 16c in the gaming machine 10, in which all of the reels 16a to 16c are main stopped when no simulated game is being played, will be referred to as a "main stop state."
[0106] The reel main stop process will be described. The CPU 40a searches for symbols that are permitted to be stopped on the pay line NL according to the result of the lottery (winning role) among symbols that are within a predetermined pull-in range (five symbols in this embodiment) from the timing (spin position) when the stop button is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table for the main stop stored in the ROM 40b and performing a calculation using stop symbol search data for the main stop. Then, the CPU 40a performs a main stop of the reel rotation so that one of the searched symbols stops on the pay line NL.
[0107] When the first stop operation, second stop operation, and third stop operation are performed, the CPU 40a executes a reel main stop process, respectively, to display the result of the current winning combination lottery and a combination of symbols corresponding to the operation mode of the stop buttons 26a to 26c. That is, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation mode of the stop buttons 26a to 26c. For example, when the winning flag is one of 01, 02, or 10, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation timing (press position) of each of the stop buttons 26a to 26c. For example, when the winning flag is one of 04 to 09, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation order (press order) of the stop buttons 26a to 26c. If none of the winning numbers are selected (if the winning number is not selected), the CPU 40a controls the game so that no winning combination occurs.
[0108] When a first stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a first main stop command) that can identify that the first stop operation has been performed and the type of symbol that has actually stopped on the activated line NL by the first stop operation.When a second stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a second main stop command) that can identify that the second stop operation has been performed and the type of symbol that has actually stopped on the activated line NL by the second stop operation.When a third stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as a third main stop command) that can identify that the third stop operation has been performed and the type of symbol that has actually stopped on the activated line NL by the third stop operation.
[0109] Next, the CPU 40a determines whether all of the reels 16a to 16c have been actually stopped (step S116). If some of the reels 16a to 16c have not been actually stopped (step S116: NO), the CPU 40a proceeds to the process of step S114. On the other hand, if all of the reels 16a to 16c have been actually stopped (step S116: YES), the CPU 40a ends the variation game and executes a winning determination process to determine the result of the variation game (step S117). In this way, the CPU 40a ends the variation game in response to the stop operation. In this embodiment, the variation game does not end even if all of the reels have pseudo-stopped, but ends when all of the reels have actually stopped. In other words, in the gaming machine 10, the result of the variation game is determined as all of the reels actually stop in the variation game. The CPU 40a keeps the reels 16a to 16c actually stopped until the next variation game starts. Therefore, in the gaming machine 10, when the variation game ends, the state of the reels 16a to 16c becomes the normal stop state until the next variation game starts. The CPU 40a stores control information (hereinafter referred to as the variation game end command) capable of identifying that the variation game has ended in the output buffer.
[0110] As described above, in the gaming machine 10, the variable game starts when the reels 16a to 16c start spinning in step S202 or when the reels 16a to 16c start spinning in step S113. Thereafter, in the gaming machine 10, the variable game ends when the reels 16a to 16c are stopped in step S116. In this way, the gaming machine 10 is configured to be able to execute a variable game using the reels 16a to 16c. The pseudo variable state and pseudo stopped state, and the real variable state and real stopped state can all be transitioned to after the wait time has elapsed.
[0111] The winning determination process will now be described. The CPU 40a performs a winning determination as to whether or not a winning combination of any winning combination has occurred. That is, the CPU 40a determines whether or not the combination of symbols that have stopped on the pay line NL is a predetermined combination required for awarding a prize. If a winning combination of any winning combination has occurred, the CPU 40a awards the prize determined for the winning combination. If no winning combination of any winning combination has occurred, the CPU 40a ends the winning determination process. In this embodiment, awarding a prize is an example of awarding a predetermined benefit.
[0112] When a payout role is won, the CPU 40a updates the number of credits so that it increases by the number of game media awarded as a prize (the number of game medals to be paid out). If the increase causes the number of credits to exceed the credit upper limit, the CPU 40a controls the hopper unit 24 so that the excess game medals are paid out from the medal payout opening 22. The CPU 40a stores information (hereinafter referred to as payout number information) that can identify the number of game medals to be paid out in the RWM 40c. The payout number information is initialized in the game start setting process (step S101). The CPU 40a stores control information (hereinafter referred to as payout number command) that can identify the number of game medals to be paid out in the output buffer. Then, the CPU 40a ends the winning determination process.
[0113] When a replay win occurs, the CPU 40a activates replay. That is, the CPU 40a sets the same bet number as the variable game in which the replay win occurs. The CPU 40a stores control information (hereinafter referred to as a replay command) that can identify that a replay has been activated in the output buffer. Then, the CPU 40a ends the winning determination process. After the winning determination process ends, the CPU 40a executes the advantage upper limit process (step S118).
[0114] In the gaming machine 10, even if the reels 16a to 16c stop in response to the operation of the stop buttons 26a to 26c in the pseudo-game state, no prize is awarded. On the other hand, in the gaming machine 10, if the reels 16a to 16c stop in response to the operation of the stop buttons 26a to 26c in the actual game state, a prize may be awarded. Therefore, in a situation where the spinning reels are stopped by the operation of the stop buttons 26a to 26c, the prize that may be awarded depending on the timing of the operation of the stop buttons 26a to 26c is greater when the stop buttons 26a to 26c are operated in the actual variation state to transition to the actual stop state than when the stop buttons 26a to 26c are operated in the pseudo-variation state to transition to the pseudo-stop state.
[0115] The advantage upper limit process is a process for determining whether to transition from an advantageous state to a normal state. In the advantage upper limit process, the CPU 40a determines whether the state is controlled to an advantageous state. If the state is not controlled to an advantageous state, the CPU 40a ends the advantage upper limit process.
[0116] When controlled to a favorable state, the CPU 40a may update the number of possible wins during a favorable state. Specifically, the CPU 40a subtracts the number of possible wins during a favorable state if a payout role is won. The CPU 40a does not subtract the number of possible wins during a favorable state if a payout role is not won. When a payout role is won, the CPU 40a subtracts the maximum number of game medals that can be paid out when a payout role associated with a winning number that can be specified by the win flag is won from the number of possible wins during a favorable state. For example, if the win flag is winning number 01, the CPU 40a subtracts 2 from the number of possible wins during a favorable state. If the win flag is winning number 02, the CPU 40a subtracts 5 from the number of possible wins during a favorable state. If the win flag is winning number 03 to 09, the CPU 40a subtracts 15 from the number of possible wins during a favorable state. If the win flag is winning number 10, the CPU 40a subtracts 15 from the number of possible wins during a favorable state. If the number of wins possible during advantageous times becomes a negative value as a result of subtracting the number of wins possible during advantageous times, the CPU 40a sets the number of wins possible during advantageous times to 0. When the CPU 40a updates the number of wins possible during advantageous times, it stores control information capable of specifying the number of wins possible during advantageous times (hereinafter referred to as an advantageous time possible number command) in the output buffer.
[0117] Next, the CPU 40a determines whether the advantageous end condition is met. Specifically, the CPU 40a determines whether the number of wins possible during advantageous play has become 0. Determining whether the number of wins possible during advantageous play has become 0 corresponds to determining whether the updated value after subtraction of the number of wins possible during advantageous play is 0. If the number of wins possible during advantageous play does not become 0, the CPU 40a determines that the advantageous end condition is not met and ends the advantageous upper limit processing. If the number of wins possible during advantageous play becomes 0, the CPU 40a determines that the advantageous end condition is met.
[0118] When it is determined that the advantageous end condition has been met, the CPU 40a stores information (hereinafter referred to as advantageous end information) capable of identifying that the advantageous end condition has been met in the RWM 40c. This enables the CPU 40a to identify that the advantageous end condition has been met. The advantageous end information is initialized in the game start setting process (step S101). The CPU 40a also stores control information (hereinafter referred to as advantageous end command) capable of identifying that the advantageous end condition has been met in the output buffer. Thereafter, the CPU 40a ends the advantageous upper limit process. When the advantageous end condition has been met, the CPU 40a transitions from the advantageous state to the normal state in the game update process (step S119) described below.
[0119] When the advantageous upper limit processing is completed, the CPU 40a executes a game update processing (step S119). In the game update processing, the CPU 40a determines whether or not an advantageous start condition is met. If the advantageous start condition is met, the CPU 40a transitions from the normal state to an advantageous state. The CPU 40a stores information that can identify that the game machine 10 is controlled to an advantageous state (hereinafter referred to as advantageous state information) in the RWM 40c. As a result, the game machine 10 is controlled to an advantageous state. The CPU 40a stores control information that can identify that the game machine 10 is controlled to an advantageous state (hereinafter referred to as an advantageous state command) in the output buffer. As described above, when the advantageous lottery is won, the CPU 40a stores the initial value of the number of wins possible during advantageous play in the RWM 40c as the number of wins possible during advantageous play. Thereafter, the CPU 40a terminates the game update processing.
[0120] If the advantageous start condition is not met, the CPU 40a determines whether the advantageous end condition is met. If the advantageous end condition is not met, the CPU 40a ends the game update process. If the advantageous end condition is met, the CPU 40a transitions from the advantageous state to the normal state. The CPU 40a stores information that can identify that the game machine 10 is being controlled to the normal state (hereinafter referred to as normal state information) in the RWM 40c. As a result, the game machine 10 is controlled to the normal state. The CPU 40a stores control information that can identify that the game machine 10 is being controlled to the normal state (hereinafter referred to as normal state command) in the output buffer. Thereafter, the CPU 40a ends the game update process. Upon ending the game update process, the CPU 40a executes a game start setting process (step S101).
[0121] In the game progress main processing, the CPU 40a is further configured to perform the following controls: The CPU 40a controls the information display unit 30 so as to notify the current state of the gaming machine 10. For example, when an error occurs in the gaming machine 10, the CPU 40a controls the payout display unit so as to display error information that can identify the error that has occurred.
[0122] Here, the transition of the state relating to the reels 16a to 16c of the gaming machine 10 (hereinafter referred to as the reel state) will be described. FIG. 8(a) shows the transition of the reel state when a pseudo game is not being executed. At time T10, the reels 16a to 16c are stopped by a stop operation in the gaming machine 10, and the variable game is ended. In the gaming machine 10, the reel state transitions from the variable state to the variable state as the reels 16a to 16c are stopped. Thereafter, at time T11, a start operation is performed in the gaming machine 10. In this case, since a pseudo game is not being executed in the gaming machine 10, the variable game starts in step S113 of FIG. 5. Then, in the gaming machine 10, the reel state transitions from the variable state to the variable state as the variable game starts. Thereafter, at time T12, the reels 16a to 16c are stopped by a stop operation in the gaming machine 10, and the variable game is ended. In the gaming machine 10, the reel state transitions from the regular variable state to the regular stopped state in association with the regular stop of the reels 16a to 16c. Note that in the gaming machine 10, the reel state does not transition from the regular stopped state until the next variable game starts.
[0123] FIG. 8(b) shows the transition of the reel state when a pseudo game is executed. At time T20, the reels 16a to 16c are stopped by a stop operation in the gaming machine 10, and the variable game ends. In the gaming machine 10, the reel state transitions from the variable state to the variable state with the regular stop of the reels 16a to 16c. Thereafter, at time T21, a start operation is performed in the gaming machine 10. In this case, the pseudo game is executed in the gaming machine 10, and the variable game starts in step S202 of FIG. 7, and the pseudo game also starts. Then, in the gaming machine 10, the reel state transitions from the variable state to the pseudo variable state with the start of the variable game and the pseudo game. Thereafter, at time T22, the reels 16a to 16c are stopped pseudo with a stop operation in the gaming machine 10. In the gaming machine 10, the reel state transitions from the pseudo-variable state to the pseudo-stop state in accordance with the pseudo-stop of the reels 16a to 16c.
[0124] Thereafter, at time T23, it is assumed that the condition for ending the pseudo game is met in the gaming machine 10. In the gaming machine 10, as the condition for ending the pseudo game is met, the pseudo game ends and the reel state transitions from the pseudo-stop state to the actual variable state. That is, in the gaming machine 10, as the condition for ending the pseudo game is met, the reels 16a to 16c spin again. Thereafter, at time T24, it is assumed that the reels 16a to 16c come to a real stop in response to a stop operation in the gaming machine 10, and the variable game ends. In the gaming machine 10, as the reels 16a to 16c come to a real stop, the reel state transitions from the actual variable state to the actual stopped state. Note that in the gaming machine 10, the reel state does not transition from the actual stopped state until the next variable game starts.
[0125] Thus, the main variable state is a state that can be transitioned from the main stopped state when the start lever 25 is operated. The main stopped state is a state that can be transitioned from the main stopped state when the stop buttons 26a to 26c are operated. The pseudo-game state is a state that can be transitioned from the main stopped state when the start lever 25 is operated. The pseudo-stop state is a state that can be transitioned from the pseudo-game state when the stop buttons 26a to 26c are operated. The main variable state is a state that can be transitioned from the pseudo-stop state when the pseudo-game termination condition is met. The main variable state is a state that can be transitioned to when a variation game is executed, regardless of whether the pseudo game is executed or not. In other words, when a variation game starts during the main stopped state, the main variable state can be transitioned to with or without the pseudo game. Therefore, when the bet amount set during the main stopped state matches the specified bet amount and the start lever 25 is operated, the main variable state is entered. In this embodiment, the pseudo-fluctuating state is an example of a fluctuating state and corresponds to the first fluctuating state. The actual fluctuating state is an example of a fluctuating state and corresponds to the second fluctuating state. In this embodiment, the pseudo-stopped state is an example of a stopped state and corresponds to the first stopped state. The actual stopped state is an example of a stopped state and corresponds to the second stopped state.
[0126] In addition, in this embodiment, the period during which the pseudo game is being executed, among the periods during which the variable game is being executed, corresponds to the first period. That is, the period from time T21 to time T23 in FIG. 8(b) corresponds to the first period. In this embodiment, the period during which the pseudo game is not being executed, among the periods during which the variable game is being executed, corresponds to the second period. That is, the period from time T11 to time T12 in FIG. 8(a) and the period from time T23 to time T24 in FIG. 8(b) correspond to the second period.
[0127] As described above, in the gaming machine 10, the states of the reels 16a to 16c include a variable state in which at least some of the reels 16a to 16c are spinning and a stopped state in which all of the reels 16a to 16c are stopped. The variable state includes a pseudo-variable state during a first period in which a pseudo game is being played and a real variable state during a second period in which a pseudo game is not being played. In the gaming machine 10, even if all of the spinning reels stop during the first period in which a variation game is being played, the variation game does not end and the reels 16a to 16c can spin again. On the other hand, in the gaming machine 10, if all of the spinning reels stop during the second period in which a variation game is being played, the variation game ends. The stopped state includes a pseudo-stopped state to which the pseudo-variable state can be transitioned, and a real stopped state to which the real variable state can be transitioned.
[0128] In addition, the gaming machine 10 does not transition from the pseudo-variable state to the real variable state without passing through the pseudo-stop state. The gaming machine 10 does not transition from the pseudo-stop state to the real variable state without passing through the real variable state. The gaming machine 10 does not transition from the real variable state to the pseudo-stop state without passing through the pseudo-variable state. The gaming machine 10 does not transition from the real variable state to the pseudo-variable state without passing through the real stop state.
[0129] Next, the state of the reels 16a to 16c in the pseudo-variable state and the state of the reels 16a to 16c in the actual variable state will be described. In this embodiment, the behavior of the reels 16a to 16c in the pseudo-variation state is the same as the behavior of the reels 16a to 16c in the actual variation state. Specifically, the reels 16a to 16c in the pseudo-variation state and the reels 16a to 16c in the actual variation state both rotate in a fixed direction so that the symbol rows are scrolled vertically from top to bottom. Furthermore, the rotation speed of the reels 16a to 16c in the pseudo-variation state is the same as the rotation speed of the reels 16a to 16c in the actual variation state.
[0130] Next, the behavior of the reels 16a to 16c in the pseudo-stop state and the behavior of the reels 16a to 16c in the actual stop state will be described. FIG. 9(a) shows an example of the state of the reels 16a to 16c in the pseudo-stop state. When the reel unit 16 is viewed from the side, the reels 16a to 16c in the pseudo-stop state operate in a manner in which they alternately rotate clockwise and counterclockwise. As a result, each reel band of the reels 16a to 16c visible through the display window 12a rotates between a first reel stop position RTa indicated by a solid line in the figure and a second reel stop position RTb indicated by a two-dot chain line. In the gaming machine 10, the first reel alternates between shifting from the first reel stop position RTa to the second reel stop position RTb and shifting from the second reel stop position RTb to the first reel stop position RTa until the condition for ending the pseudo game is met. As the reels 16a to 16c move, the symbols visible through the display window 12a move between a first symbol position ZTa indicated by a solid line in the figure and a second symbol position ZTb indicated by a two-dot chain line in the figure. In the gaming machine 10, the same symbol is positioned on the pay line NL whether it is at the first symbol position ZTa or the second symbol position ZTb.
[0131] In this embodiment, the maximum displacement amount Y1 by which the reels 16a to 16c can be displaced from the first reel stop position RTa to the second reel stop position RTb is the same as the maximum displacement amount Y1 by which the reels 16a to 16c can be displaced from the second reel stop position RTb to the first reel stop position RTa. In this embodiment, the displacement amount Y1 is 5 mm. The displacement amount Y1 by which the reels 16a to 16c can be displaced in the pseudo-stop state corresponds to the first displacement amount. Note that while FIG. 9(a) shows an example of the pseudo-stop state, in the pseudo-variable state, the pseudo-stopped reels are repeatedly displaced by the displacement amount Y1 even if there are reels that are spinning. In other words, in the gaming machine 10, the pseudo-stopped reels in the pseudo-game are repeatedly displaced by the displacement amount Y1 until the pseudo-game ends.
[0132] In this embodiment, the first reel displacement time required for the displacement of the first reel from the first reel stop position RTa to the second reel stop position RTb from start to finish is the same as the second reel displacement time required for the displacement of the second reel from the second reel stop position RTb to the first reel stop position RTa from start to finish. When the pseudo game is ended, the displacement of the reels 16a to 16c is stopped even if the displacement of the reels 16a to 16c is in progress. Therefore, in the gaming machine 10, if the duration of the pseudo stop state is less than the total time of the first reel displacement time and the second reel displacement time (hereinafter referred to as the total reel displacement time), the pseudo stop state ends without the reels 16a to 16c repeating the displacement of the displacement amount Y1.
[0133] For example, after the third stop operation in a pseudo game, when the pseudo stop time has elapsed and the end condition of the pseudo game is established, the reels that have been pseudo-stopped in response to the third stop operation will repeatedly be displaced by the displacement amount Y1. On the other hand, after the third stop operation in a pseudo game, when the end condition of the pseudo game is established by operating the start lever 25, the reels that have been pseudo-stopped in response to the third stop operation may not repeatedly be displaced by the displacement amount Y1. As described above, when in the pseudo-stop state, the reels 16a to 16c may repeatedly be displaced by the displacement amount Y1.
[0134] FIG. 9(b) shows an example of the state of the reels 16a to 16c in the actual stop state. In the actual stop state, the reels 16a to 16c do not move. As a result, the reel bands of the reels 16a to 16c visible through the display window 12a do not move from the first reel stop position RTa. Therefore, the symbols visible through the display window 12a do not move from the first symbol position ZTa. In this way, the reels 16a to 16c do not move when in the actual stop state.
[0135] Next, the processing executed by the CPU 41a of the sub-board 41 will be described. The CPU 41a executes various game effects based on various control information input as the game progresses. Here, the "game effects" in this embodiment are effects executed mainly for the purpose of increasing the player's interest by executing an effect by one effect device alone or by combining effects by two or more effect devices in accordance with the progress of the variable game, the transition of the game state, etc.
[0136] The CPU 41a can determine the progress of the variable game and the transition of the game state by inputting control information output from the main board 40 (CPU 40a). The CPU 41a stores the input control information in the RWM 41c. For example, the CPU 41a can determine that the variable game has started by inputting a variable game start command. The CPU 41a can determine that the variable game has ended by inputting a variable game end command. For example, the CPU 41a can determine that the pseudo game has started by inputting a pseudo start command. The CPU 41a can determine that the pseudo game has ended by inputting a pseudo game end command. For example, the current game state can be determined by inputting a normal state command and an advantageous state command.
[0137] An example of a game presentation executed in the gaming machine 10 will be described below. The gaming machine 10 is configured to be able to perform a swing effect in which the transparent portion 17 swings by swinging the swing device 27. As will be described in detail later, in this embodiment, the swing effect can be performed in the pseudo-fluctuating state, pseudo-stopping state, actual fluctuation state, and actual stopping state.
[0138] As shown in FIG. 10 , in the gaming machine 10, when a swing effect is executed, the swinging device 27 swings up and down. As a result, the gaming machine 10 is configured so that the transparent portion 17 can be displaced up and down between a first transparent portion position GTa, indicated by a solid line in the figure, and a second transparent portion position GTb, indicated by a two-dot chain line in the figure. That is, in the gaming machine 10, the swinging device 27 swings the transparent portion 17. Thus, in the gaming machine 10, the transparent portion 17 can swing as the swing effect is executed. Note that, although only a portion of the transparent portion 17 is shown in FIG. 10 , it actually covers the entire opening 12b of the front door 12. That is, in the gaming machine 10, the swinging device 27 swings the entire transparent portion 17, so that the entire transparent portion 17 can be displaced up and down. As such, among the effects that the gaming machine 10 can execute, there is a swing effect that can be executed by swinging the swinging device 27.
[0139] As the oscillating device 27 is displaced upward, the transmissive portion 17 is displaced from the first transmissive portion position GTa to the second transmissive portion position GTb. As the oscillating device 27 is displaced downward, the transmissive portion 17 is displaced from the second transmissive portion position GTb to the first transmissive portion position GTa. After displacing upward from the first transmissive portion position GTa to the second transmissive portion position GTb, the transmissive portion 17 is displaced downward from the second transmissive portion position GTb to the first transmissive portion position GTa. In this embodiment, the maximum displacement Y2 by which the transmissive portion 17 can be displaced upward from the first transmissive portion position GTa to the second transmissive portion position GTb is the same as the maximum displacement Y2 (2 mm in this embodiment) by which the transmissive portion 17 can be displaced downward from the second transmissive portion position GTb to the first transmissive portion position GTa. The displacement Y2 is smaller than the displacement Y1 (5 mm). In other words, the displacement amount Y2 by which the transparent portion 17 can be displaced as the swinging effect is executed is smaller than the displacement amount Y1 by which the reels 16a to 16c can be displaced in the pseudo-stop state. Also, the displacement amount Y2 by which the transparent portion 17 can be displaced as the swinging effect is executed is smaller than the displacement amount by which each symbol visible through the display window 12a when viewed from the front can be displaced in the up and down direction in the pseudo-stop state. In this embodiment, the displacement amount Y2 by which the transparent portion 17 can be displaced as the swinging effect is executed corresponds to the second displacement amount.
[0140] In this embodiment, the first transparent portion displacement time required for the displacement (upward displacement) from the first transparent portion position GTa to the second transparent portion position GTb to start and end is the same as the second transparent portion displacement time required for the displacement (downward displacement) from the second transparent portion position GTb to the first transparent portion position GTa to start and end. In the gaming machine 10, the upward displacement and the downward displacement are alternately repeated until the swing effect ends.
[0141] It should be noted that when the execution of the swing effect is completed, the displacement of the transparent portion 17 is stopped even if the displacement of the transparent portion 17 is in the middle of being completed. Therefore, in the gaming machine 10, if the execution time of the swing effect (hereinafter referred to as the swing effect time) is less than at least the total time of the first transparent portion displacement time and the second transparent portion displacement time (hereinafter referred to as the total transparent portion displacement time), the swing effect ends without the transparent portion 17 repeating the displacement of the displacement amount Y2. As will be described later, in this embodiment, there are multiple types of swing effect times. The multiple types of swing effect times include swing effect times longer than the total transparent portion displacement time and swing effect times shorter than the total transparent portion displacement time. In this way, when the swing effect is being executed, the transparent portion 17 may repeat the displacement of the displacement amount Y2.
[0142] Next, a description will be given of the swing effect processing that the CPU 41a performs to execute the swing effect. 11, in the shaking effect processing, when the CPU 41a inputs either an advantageous non-winning command or an advantageous winning command, the CPU 41a determines whether to execute the shaking effect. When the advantageous non-winning command is input, the CPU 41a determines not to execute the shaking effect and ends the shaking effect processing.
[0143] When a favorable winning command is input, the CPU 41a inputs either a pseudo non-execution command or a pseudo execution command after inputting the favorable winning command, and then determines whether or not a pseudo game is to be executed and the pattern of the pseudo game to be executed. The CPU 41a determines in which of the reel states of the pseudo-variable state, pseudo-stop state, actual variation state, and actual stop state the shaking effect will be executed, based on whether or not a pseudo game is to be executed and the pattern of the pseudo game to be executed. In other words, the CPU 41a determines the execution timing of the shaking effect. Therefore, in the gaming machine 10, when one variation game is executed, the shaking effect can be executed in some of the reel states of the pseudo-variable state, pseudo-stop state, actual variation state, and actual stop state.
[0144] When a pseudo game is not being executed, the CPU 41a determines to execute a swing effect in the actual stopped state. When a pseudo game of the pseudo game pattern GP12 is being executed, the CPU 41a determines to execute a swing effect in either the pseudo-variable state or the pseudo-stopped state. The CPU 41a determines whether to execute a swing effect in either the pseudo-variable state or the pseudo-stopped state by conducting a swing effect lottery. The CPU 41a acquires a random number for the swing effect lottery generated by the sub-board 41. When the value obtained by subtracting a predetermined effect determination value from the acquired random number for the swing effect lottery is a negative value, the CPU 41a determines to execute a swing effect in the pseudo-variable state. When the value obtained by subtracting the predetermined effect determination value from the acquired random number for the swing effect lottery is zero or a positive value, the CPU 41a determines to execute a swing effect in the pseudo-stopped state.
[0145] When a pseudo game of the pseudo game pattern GP12 is executed, the CPU 41a performs a swing effect lottery so that the probability of deciding to execute a swing effect is lower in the pseudo-variable state than in the pseudo-stop state. When a pseudo game of the pseudo game pattern GP12 is executed, the probability of executing a swing effect in the pseudo-variable state is 10 / 100. When a pseudo game of the pseudo game pattern GP12 is executed, the probability of executing a swing effect in the pseudo-stop state is 90 / 100. Note that a "-" in the figure indicates that the probability of executing a swing effect is 0%. In this specification, the "probability of executing" an effect includes 0%. Also, in this specification, the "probability of executing" an effect includes 100%. In other words, in this specification, the "probability of executing" an effect is any probability between 0% and 100%.
[0146] When a pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a determines whether to execute a swing effect in the actual variation state or the actual stop state. The CPU 41a determines whether to execute a swing effect in the actual variation state or the actual stop state by holding a swing effect lottery. The CPU 41a acquires a random number for the swing effect lottery generated by the sub-board 41. The CPU 41a determines to execute a swing effect in the actual variation state when the value obtained by subtracting a predetermined effect determination value from the acquired random number for the swing effect lottery is a negative value. The CPU 41a determines to execute a swing effect in the actual stop state when the value obtained by subtracting the predetermined effect determination value from the acquired random number for the swing effect lottery is zero or a positive value.
[0147] When a pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a performs a swing effect lottery so that the probability of deciding to execute a swing effect is lower in the actual variable state than in the actual stop state. When a pseudo game of the pseudo game pattern GP11 is executed, the probability that a swing effect will be executed in the actual variable state is 1 / 100. When a pseudo game of the pseudo game pattern GP11 is executed, the probability that a swing effect will be executed in the actual stop state is 99 / 100.
[0148] When the CPU 41a decides to execute a rocking effect, it controls the rocking device 27 to execute the rocking effect at the determined execution timing through processing separate from the rocking effect processing. When it decides to execute a rocking effect in the pseudo-fluctuation state, the CPU 41a controls the rocking device 27 to start the rocking effect when it inputs a first pseudo-stop command. Thereafter, the CPU 41a controls the rocking device 27 to end the rocking effect when a first rocking effect time has elapsed since the start of the rocking effect. Note that when the CPU 41a inputs a pseudo-fluctuation end command before the first rocking effect time has elapsed since the start of the rocking effect, it controls the rocking device 27 to end the rocking effect.
[0149] When it is decided to execute a swing effect in the pseudo-stop state, the CPU 41a controls the swing device 27 to start the swing effect when it inputs a pseudo-fluctuation end command. After that, the CPU 41a controls the swing device 27 to end the swing effect when a second swing effect time has elapsed since the swing effect started. Note that when the CPU 41a inputs a pseudo game end command before the second swing effect time has elapsed since the swing effect started, it controls the swing device 27 to end the swing effect.
[0150] When it is decided to execute the swing effect in this fluctuation state, the CPU 41a controls the swing device 27 to start the swing effect when the first stop command is input. After that, the CPU 41a controls the swing device 27 to end the swing effect when the third swing effect time has elapsed since the swing effect started. Note that, when the CPU 41a inputs a swing game end command before the third swing effect time has elapsed since the swing effect started, the CPU 41a controls the swing device 27 to end the swing effect.
[0151] When it is decided to execute a swing effect in the main stop state, the CPU 41a controls the swing device 27 to start the swing effect when a variable game end command is input. Thereafter, the CPU 41a controls the swing device 27 to end the swing effect when a fourth swing effect time has elapsed since the start of the swing effect. Note that, when the CPU 41a inputs a start bet number command before the fourth swing effect time has elapsed since the start of the swing effect, it controls the swing device 27 to end the swing effect. As a result, in a situation where a swing effect is being executed in the main stop state, if the set bet number matches the specified bet number and the start lever 25 is operated, the swing effect ends before the main swing state is entered.
[0152] In this embodiment, the swing performance time, which is the execution time of the swing performance, is in the following order: "Third swing performance time" < "First swing performance time" < "Second swing performance time" < "Fourth swing performance time". The third swing performance time is shorter than the total transparent section displacement time. The first swing performance time is longer than the total transparent section displacement time. The second swing performance time is longer than the total transparent section displacement time. The fourth swing performance time is longer than the total transparent section displacement time.
[0153] Next, we will explain the state of reels 16a to 16c when the reel state is pseudo-variable state, pseudo-stop state, real variable state, and real stop state, the state of transparent portion 17 during the swinging effect, the execution probability of the swinging effect, and the execution time of the swinging effect.
[0154] 12, in the gaming machine 10, when the reel state is in the pseudo-variable state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the swing effect is executed while the reel state is in the pseudo-variable state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is a displacement amount Y2 (2 mm).
[0155] In the gaming machine 10, when the reel state is in the pseudo-stop state, the reels 16a to 16c are rotationally displaced. As a result, in the gaming machine 10, when the reel state is in the pseudo-stop state, the symbols are oscillating. The amount of displacement that the reels 16a to 16c can be displaced at this time is displacement Y1 (5 mm). In the gaming machine 10, when a oscillating effect is executed in the pseudo-stop state, the transparent portion 17 oscillates. The amount of displacement that the transparent portion 17 can be displaced at this time is displacement Y2.
[0156] In the gaming machine 10, when the reel state is in the main variation state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the swing effect is executed while the reel state is in the main variation state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0157] In the gaming machine 10, when the reel state is in the main stop state, the reels 16a to 16c are stopped without displacement. As a result, in the gaming machine 10, when the reel state is in the main stop state, the symbols are definitely stopped. In the gaming machine 10, when a swing effect is executed in the main stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the displacement amount Y2.
[0158] In the gaming machine 10, the probability of a rocking effect being executed increases in the order of "lowest" < "low" < "high" < "highest" shown in the figure. Regarding a predetermined effect executed in the gaming machine 10, the fact that "the probability of the effect being executed when a predetermined state is in effect is higher than the probability of the effect being executed when a state other than the predetermined state is in effect" is realized by performing various processes in the gaming machine 10. In other words, the comparison of the probabilities of a predetermined effect being executed is realized by setting the respective probabilities of a predetermined effect being executed in each state (each situation) so as to satisfy the relationship. For example, the comparison of the probabilities of a rocking effect being executed in each reel state is realized by performing various processes including a winning combination lottery, an advantageous combination lottery, a pseudo game lottery, and a rocking effect lottery so as to satisfy the relationship. In other words, the comparison of the appearance rate (occurrence rate) of a rocking effect in each reel state is realized by performing various processes including a winning combination lottery, an advantageous combination lottery, a pseudo game lottery, and a rocking effect lottery so as to satisfy the relationship. Comparison of the frequency of appearance (occurrence frequency) of the shaking effect in each reel state is realized by performing various processes including role lottery, advantageous lottery, pseudo-game lottery, and shaking effect lottery so as to satisfy the relationship.
[0159] The probability that a swing effect will be executed can be calculated by the role lottery, the advantageous lottery, the pseudo game lottery, and the swing effect lottery. Specifically, the probability that a swing effect will be executed can be calculated by multiplying 1 / 100, which is the probability of winning the advantageous lottery according to the role lottery, the probability that the pseudo game pattern shown in Figure 6(b) will be determined, and the execution probability of a swing effect shown in Figure 11. For example, the probability that a swing effect will be executed when in a pseudo-variable state can be calculated by multiplying 1 / 100, which is the probability of winning the advantageous lottery according to the role lottery, by 19 / 100, which is the probability that the pseudo game pattern GP12 will be determined in the pseudo game lottery, and 10 / 100, which is the probability that a swing effect will be executed when in a pseudo-variable state in the swing effect lottery.
[0160] Therefore, in this embodiment, the probability that a rocking effect will be executed when in a pseudo-fluctuation state is approximately 1 / 5263. The probability that a rocking effect will be executed when in a pseudo-stop state is approximately 1 / 585. The probability that a rocking effect will be executed when in a real fluctuation state is 1 / 1,000,000. The probability that a rocking effect will be executed when in a real stop state is 1 / 123. Furthermore, the combined probability of the probability that a rocking effect will be executed when in a pseudo-fluctuation state and the probability that a rocking effect will be executed when in a real fluctuation state is approximately 1 / 5235. The combined probability of the probability that a rocking effect will be executed when in a pseudo-stop state and the probability that a rocking effect will be executed when in a real stop state is approximately 1 / 102.
[0161] In this way, when a predetermined number of variation games (for example, 10,000 times) have been played, the probability that a swing effect will be executed when in a variation state (pseudo-variation state and actual variation state) is lower than the probability that a swing effect will be executed when in a stopped state (pseudo-stop state and actual stop state). For this reason, assuming that a predetermined number of variation games have been played, the number of times a swing effect will be executed when in a variation state is likely to be less than the number of times a swing effect will be executed when in a stopped state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when in a variation state than when in a stopped state.
[0162] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed in the pseudo-variation state is lower than the probability that a swing effect will be executed in the actual stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed in the pseudo-variation state is likely to be lower than the number of times that a swing effect will be executed in the actual stop state. In other words, in the gaming machine 10, it is more difficult to execute a swing effect in the pseudo-variation state than in the actual stop state. In other words, in the gaming machine 10, it is more likely to execute a swing effect in the actual stop state than in the pseudo-variation state.
[0163] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when the machine is in a pseudo-stop state is lower than the probability that a swing effect will be executed when the machine is in a real-stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed when the machine is in a pseudo-stop state is likely to be lower than the number of times that a swing effect will be executed when the machine is in a real-stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when the machine is in a pseudo-stop state than when the machine is in a real-stop state.
[0164] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when the game is in the main variation state is lower than the probability that a swing effect will be executed when the game is in the main stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed when the game is in the main variation state is likely to be lower than the number of times that a swing effect will be executed when the game is in the main stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when the game is in the main variation state than when the game is in the main stop state.
[0165] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed in the actual variation state is lower than the probability that a swing effect will be executed in the pseudo-variation state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed in the actual variation state is likely to be lower than the number of times that a swing effect will be executed in the pseudo-variation state. In other words, in the gaming machine 10, it is more difficult to execute a swing effect in the actual variation state than in the pseudo-variation state. In other words, it is more likely to execute a swing effect in the pseudo-variation state than in the actual variation state.
[0166] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in the actual variation state is lower than the probability that a swing effect will be executed when in the pseudo-stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed when in the actual variation state is likely to be lower than the number of times that a swing effect will be executed when in the pseudo-stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when in the actual variation state than when in the pseudo-stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when in the pseudo-stop state than when in the actual variation state.
[0167] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variable state is lower than the probability that a swing effect will be executed when in a pseudo-stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that a swing effect will be executed when in a pseudo-variable state is likely to be lower than the number of times that a swing effect will be executed when in a pseudo-stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when in a pseudo-variable state than when in a pseudo-stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when in a pseudo-stop state than when in a pseudo-variable state.
[0168] In the gaming machine 10, the execution time of the rocking effect increases in the order of "shortest" < "short" < "long" < "longest" as shown in the figure. The execution time of the rocking effect when in a pseudo-fluctuation state is shorter than the execution time of the rocking effect when in a real stop state. The execution time of the rocking effect when in a pseudo-stop state is shorter than the execution time of the rocking effect when in a real stop state. The execution time of the rocking effect when in a real fluctuation state is shorter than the execution time of the rocking effect when in a pseudo-stop state. The execution time of the rocking effect when in a real fluctuation state is shorter than the execution time of the rocking effect when in a pseudo-stop state. The execution time of the rocking effect when in a real fluctuation state is shorter than the execution time of the rocking effect when in a pseudo-stop state. The execution time of the rocking effect when in a real fluctuation state is shorter than the execution time of the rocking effect when in a pseudo-fluctuation state.
[0169] The effects of the first embodiment will be described. (1-1) In the gaming machine 10, the reels can be stopped by operating the stop buttons 26a-26c in the variable state (pseudo variable state and actual variable state). Here, if the transparent portion 17 of the gaming machine 10 oscillates in the variable state, the visibility of the rotating reels may be reduced. Therefore, if the transparent portion 17 oscillates in the variable state, it becomes difficult to accurately grasp the position of the rotating reels, preventing the player from operating the stop buttons 26a-26c to stop the reels at the intended stop position. In contrast, in the gaming machine 10, when a predetermined number of variable games are played, the probability of the oscillation effect being executed in the variable state is lower than the probability of the oscillation effect being executed in the stopped state (pseudo stopped state and actual stopped state). In other words, in the gaming machine 10, the transparent portion 17 oscillates less frequently when the reels are spinning. As a result, the gaming machine 10 can prevent a decrease in visibility of the spinning reels while providing enjoyment to the swinging effect, and can prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the intended stop position. In this way, the gaming machine 10 can appropriately execute the swinging effect.
[0170] (1-2) In the gaming machine 10, the reels can be stopped by operating the stop buttons 26a to 26c during the variable state. In the pseudo-stop state, the variable game has not yet ended, and the reels 16a to 16c can rotate again. Meanwhile, in the actual stop state, the variable game has ended. In the pseudo-stop state, the reels 16a to 16c start spinning again without the variable game ending, and the player operates the stop buttons 26a to 26c to stop the rotating reels. This makes it easier for the player to focus on the reel movement. Meanwhile, in the actual stop state, the variable game has ended, making it harder for the player to focus on the reel movement than in the pseudo-stop state. In the gaming machine 10, if the transparent portion 17 oscillates during the pseudo-stop state, in which the player is more likely to focus on the reel movement, the reel movement may appear unnatural. However, in the gaming machine 10, when a predetermined number of variable games are executed, the probability that a shaking effect will be executed when the reels are in a pseudo-stop state is lower than the probability that a shaking effect will be executed when the reels are in a real stop state. In other words, in the gaming machine 10, when the reels 16a to 16c are stopped, the transparent portions 17 shake less frequently when the reels 16a to 16c start to spin again. As a result, the gaming machine 10 can prevent the reel movement from feeling strange while still providing enjoyment from the shaking effect. In this way, the gaming machine 10 can appropriately execute the shaking effect.
[0171] (1-3) In the pseudo-stop state, the reels may repeatedly displace by a displacement amount Y1. On the other hand, in the actual stop state, the reels stop without displacing. Then, when a swing effect is being executed, the transparent portion 17 may repeatedly displace by a displacement amount Y2. In the gaming machine 10, if the transparent portion 17 repeatedly displaces in the actual stop state, it may be mistaken for a pseudo-stop state. In other words, if the transparent portion 17 swings when the reels are stopped without displacing after the variable game has ended, it may be mistaken for a variable game not having ended, even though it has ended. However, in the gaming machine 10, the displacement amount Y2 of the transparent portion 17 due to the swing effect is smaller than the displacement amount Y1 of the reels in the pseudo-stop state. As a result, the gaming machine 10 can prevent the player from being mistaken for a pseudo-stop state even when a swing effect is executed in the actual stop state. Therefore, according to the gaming machine 10, it is possible to prevent the player from mistaking that the variable game has not ended, while allowing the player to enjoy the swing effect.
[0172] (1-4) In the pseudo-variable state, players are more likely to pay attention to the stop positions at which the reels 16a to 16c will stop. That is, in the pseudo-variable state, players are more likely to pay attention to the reel movement from when the reels start spinning until they stop. On the other hand, in the actual stop state, since the reels 16a to 16c are stopped, players are less likely to pay attention to the reel movement than in the pseudo-variable state. In the gaming machine 10, if the transparent portion 17 oscillates in the pseudo-variable state, the reel movement may feel unnatural. However, in the gaming machine 10, when a predetermined number of oscillating games are played, the probability of the oscillating effect being executed in the pseudo-variable state is lower than the probability of the oscillating effect being executed in the actual stop state. That is, in the gaming machine 10, the transparent portion 17 oscillates less frequently when at least some of the reels are rotating. As a result, the gaming machine 10 can prevent the reel movement from feeling unnatural while providing an enjoyable swing effect. In this way, the gaming machine 10 can appropriately execute the swing effect.
[0173] (1-5) In the gaming machine 10, the rotating reels can be stopped by operating the stop buttons 26a to 26c in the pseudo-variable state. Here, if the transparent portion 17 oscillates in the pseudo-variable state, the visibility of the rotating reels may be reduced. Therefore, if the transparent portion 17 oscillates in the pseudo-variable state, it becomes difficult to accurately determine the position of the rotating reels, preventing the player from operating the stop buttons 26a to 26c to stop the reels at the intended stop position. In contrast, in the gaming machine 10, the probability of a oscillating effect being executed in the pseudo-variable state after a predetermined number of oscillating games is lower than the probability of a oscillating effect being executed in the actual stop state. In other words, in the gaming machine 10, the transparent portion 17 oscillates less frequently when the rotating reels are stopped by operating the stop buttons 26a to 26c. As a result, the gaming machine 10 can prevent a decrease in visibility of the reels while they are spinning, while still allowing the player to enjoy the swinging effects, and does not prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the desired stopping position.
[0174] (1-6) In the main variation state, the variable game ends when the reels 16a-16c stop. A slot machine is a gaming machine in which a prize is awarded based on the combination of symbols displayed on the pay lines of each reel when the variable game ends. In the gaming machine 10, if the transparent portion 17 oscillates in the main variation state, it becomes difficult to accurately determine the position of the spinning reels, preventing the player from operating the stop buttons 26a-26c to stop the reels at the intended stopping position. This prevents the player from operating the stop buttons 26a-26c to stop the reels at the appropriate stopping position, which may affect the player's chances of winning a prize. On the other hand, in the main stop state, the reels 16a-16c are stopped, and whether or not a prize will be awarded has already been determined. Therefore, even if the transparent portion 17 oscillates, it does not affect the player's chance of winning a prize. In the gaming machine 10, when a predetermined number of variable games are played, the probability that a swing effect will be executed when the game is in the main variable state is lower than the probability that a swing effect will be executed when the game is in the main stopped state. In other words, in the gaming machine 10, the frequency with which the transparent portion 17 swings when performing the pressing required to win a prize is reduced. As a result, the gaming machine 10 allows the player to enjoy the swing effect while not interfering with the player's operation of the reels 16a to 16c so that the reels stop at the intended stopping position. In this way, the gaming machine 10 allows the swing effect to be executed appropriately.
[0175] (1-7) In the actual variation state, the stop buttons 26a-26c are operated to stop the spinning reels, so the reels tend to attract more attention than in the pseudo-stop state. In particular, in the gaming machine 10, if the transparent portion 17 oscillates in the actual variation state, it becomes difficult to accurately grasp the position of the spinning reels, preventing the player from operating the stop buttons 26a-26c to stop the reels at the intended stop position. This prevents the player from operating the stop buttons 26a-26c to stop the reels at the appropriate stop position, which may affect the player's chances of winning a prize. On the other hand, in the pseudo-stop state, the stop buttons 26a-26c are not in a state where they can be operated, and even if the transparent portion 17 oscillates, it does not affect the player's chance of winning a prize. However, in the gaming machine 10, when a predetermined number of variation games are played, the probability of the oscillation effect being executed in the actual variation state is lower than the probability of the oscillation effect being executed in the pseudo-stop state. In other words, in the gaming machine 10, the frequency with which the transparent portions 17 oscillate is reduced when at least some of the reels are spinning. As a result, the gaming machine 10 can prevent a decrease in the visibility of the spinning reels while providing an enjoyable oscillating effect, and can prevent a player from operating the stop buttons 26a to 26c to stop the reels at the intended stop position. In this way, the gaming machine 10 can appropriately execute the oscillating effect.
[0176] (1-8) Even if a swing effect is executed in the main stop state, the gaming machine 10 ends the swing effect before the main change state is entered. Therefore, the gaming machine 10 can prevent the transparent portion 17 from swinging in the main change state, making it difficult to accurately grasp the position of the spinning reel. Furthermore, the gaming machine 10 can prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the intended stop position.
[0177] (1-9) Even if a swing effect is executed during the actual stop state, the gaming machine 10 ends the swing effect before the reels can be stopped by operating the stop buttons 26a to 26c. Therefore, the gaming machine 10 does not prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the stop positions intended by the player.
[0178] (1-10) In both the pseudo-variable state and the actual variable state, players tend to pay attention to the positions at which the reels 16a-16c stop. In the pseudo-variable state, the variable game does not end even if all reels stop. On the other hand, in the actual variable state, the variable game ends when all reels stop. A slot machine awards prizes based on the combination of symbols displayed on the pay lines of each reel when the variable game ends. In the gaming machine 10, if the transparent portion 17 oscillates in the actual variable state, it becomes difficult to accurately determine the position of the spinning reels, preventing the player from operating the stop buttons 26a-26c to stop the reels at the intended stopping positions. This prevents the player from operating the stop buttons 26a-26c to stop the reels at the appropriate stopping positions, potentially affecting the player's chances of winning a prize. In contrast, in the gaming machine 10, when a predetermined number of variable games are played, the probability of a swing effect being executed in the actual variable state is lower than the probability of a swing effect being executed in the pseudo variable state. In other words, in the gaming machine 10, the transparent portion 17 swings less frequently when a player performs a push operation required to win a prize. As a result, the gaming machine 10 allows the player to enjoy the swing effect without interfering with the player's operation of the operating means to stop the reels at the intended stopping position. In this way, the gaming machine 10 allows the swing effect to be executed appropriately.
[0179] (1-11) The prize that can be awarded according to the operation timing of the stop buttons 26a-26c (so-called "eye-pressing") is greater when the reels 16a-16c stop in the real fluctuation state than when the reels 16a-16c stop in the pseudo-fluctuation state. In other words, in the gaming machine 10, eye-pressing is more important in the real fluctuation state than in the pseudo-fluctuation state. According to the gaming machine 10, when a predetermined number of fluctuation games are played, the probability that a swing effect will be executed in the real fluctuation state is lower than the probability that a swing effect will be executed in the pseudo-fluctuation state. As a result, the gaming machine 10 can provide enjoyment to the swing effect while suppressing obstruction to eye-pressing in situations where eye-pressing is highly important.
[0180] (Second embodiment) The second embodiment will be described below. In the following description, the same components as those in the already described embodiment will be denoted by the same reference numerals, and redundant description will be omitted or simplified.
[0181] The gaming machine 10 of the first embodiment is configured so that the reels 16a to 16c stop when the stop buttons 26a to 26c are operated in the simulated game. The gaming machine 10 of the second embodiment differs from the first embodiment in that the reels 16a to 16c do not stop even when the stop buttons 26a to 26c are operated in the simulated game. The gaming machine 10 of the second embodiment differs from the first embodiment in that the simulated game does not transition from a simulated variable state to a simulated stopped state when the stop buttons 26a to 26c are operated. This will be explained in detail below.
[0182] In step S202 of FIG. 7, when the CPU 40a starts the rotation of the reels 16a to 16c to start the pseudo game, it sets a pseudo-variation time for measuring the time that has elapsed since the pseudo-variation state was established. The set pseudo-variation time is measured in a count subtraction process executed as a timer interrupt process. In this embodiment, the pseudo-variation time is 7 seconds, which is longer than the pseudo-stop time. However, the pseudo-variation time may be less than 7 seconds or may exceed 7 seconds. The pseudo-variation time may be shorter than the pseudo-stop time.
[0183] In step S203, when the rotation speed of the reels 16a to 16c reaches a specified speed, the CPU 40a determines whether or not the pseudo-variation time has elapsed, instead of determining whether a stop operation has been received using any of the stop buttons 26a to 26c. The CPU 40a makes a positive determination if the pseudo-variation time has elapsed. On the other hand, the CPU 40a makes a negative determination if the pseudo-variation time has not elapsed. If the pseudo-variation time has not elapsed, the CPU 40a waits until the pseudo-variation time has elapsed.
[0184] When the pseudo-variation time has elapsed, the CPU 40a executes a pseudo-reel stop process to stop the rotation of all of the reels 16a to 16c. In the pseudo-reel stop process, the CPU 40a stops the rotation of the reels to effect a pseudo-stop. That is, when the pseudo-variation time has elapsed, the CPU 40a stops the rotation of all of the reels 16a to 16c to effect a pseudo-stop. After the pseudo-stop of the reels 16a to 16c, the CPU 40a sets a pseudo-stop time. After that, the CPU 40a determines whether or not the pseudo-stop state has been reached and the condition for ending the pseudo game has been met (step S206).
[0185] As described above, in this embodiment, in the pseudo-variation state, the rotating reels cannot be stopped by operating the stop buttons 26a to 26c. In other words, in the pseudo-variation state, stopping the rotating reels by operating the stop buttons 26a to 26c is restricted. On the other hand, in the actual variation state, the rotating reels can be stopped by operating the stop buttons 26a to 26c. In other words, in the actual variation state, stopping the rotating reels by operating the stop buttons 26a to 26c is permitted.
[0186] In this embodiment, the pseudo-variable state is an example of a variable state, and corresponds to a specific variable state in which stopping the reels while they are spinning by operating the stop buttons 26a to 26c is restricted. This variable state is an example of a variable state, and corresponds to a predetermined variable state in which stopping the reels while they are spinning by operating the stop buttons 26a to 26c is permitted.
[0187] As shown in Figure 11, in the gaming machine 10, if the advantageous lottery is not won, the shaking effect is not executed. On the other hand, in the gaming machine 10, if the advantageous lottery is won, the shaking effect can be executed. Even if the advantageous lottery is won, the probability that the shaking effect will be executed when the game machine 10 is in the actual variation state is lower than the probability that the shaking effect will be executed when the reel state is different from the actual variation state. In this way, when the game machine 10 is in the actual variation state, the shaking effect is not executed at least in a situation where the game machine 10 is not controlled to the advantageous state.
[0188] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variable state is lower than the probability that a swing effect will be executed when in a pseudo-stop state. Also, when a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variable state is lower than the probability that a swing effect will be executed when in a real stop state. When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variable state is different from the probability that a swing effect will be executed when in a stop state (pseudo-stop state and real stop state).
[0189] The effects of the second embodiment will be described. According to the second embodiment, in addition to the effects (1-1) to (1-4) and (1-6) to (1-11) of the first embodiment, the following effects can be obtained.
[0190] (2-1) In the pseudo-variable state in which the stopping of the reels by the operation of the stop buttons 26a to 26c is restricted among the variable states, the swinging effect is executed, so that the frequency of the swinging effect execution can be increased to provide enjoyment without affecting the performance of the button press. On the other hand, in the real variable state in which the stopping of the reels by the operation of the stop buttons 26a to 26c is permitted among the variable states, the swinging effect is not executed at least in situations that are not controlled to an advantageous state, so that the effect on the performance of the button press can be suppressed.
[0191] (2-2) In the gaming machine 10, the swing effect can be executed in any of the pseudo-variable state, pseudo-stop state, and actual stop state, which are states in which the reels 16a-16c are restricted from stopping. Therefore, the swing effect can be executed more frequently, providing enjoyment without affecting the player's ability to press the reels. Furthermore, according to the gaming machine 10, even in the reel state in which the reels 16a-16c are restricted from stopping, the swing effect can be executed with a probability corresponding to the reel state. For example, if the probability of the swing effect being executed in the pseudo-stop state and the actual stop state is higher than the probability of the swing effect being executed in the pseudo-variable state, the player can enjoy the swing effect more often without being distracted by the reel rotation. In this way, the gaming machine 10 can create anticipation about whether or not the swing effect will be executed depending on the reel state, thereby enhancing the player's interest.
[0192] (Third embodiment) The third embodiment will be described below. In the following description, the same components as those in the already described embodiments will be denoted by the same reference numerals, and redundant description will be omitted or simplified.
[0193] In the gaming machine 10 of the first embodiment, when the stop buttons 26a to 26c are operated in a pseudo game, the symbols that stop on the pay line NL may differ depending on the operation timing of the stop buttons 26a to 26c. The gaming machine 10 of the third embodiment differs from the first embodiment in that when the stop buttons 26a to 26c are operated in a pseudo game, the symbols that stop on the pay line NL are the same regardless of the operation timing of the stop buttons 26a to 26c. The gaming machine 10 of the third embodiment differs from the first embodiment in that, in a pseudo game, the stop positions of the reels 16a to 16c are the same regardless of the operation timing of the stop buttons 26a to 26c for stopping the reels 16a to 16c. This will be explained in detail below.
[0194] In step S204 of Fig. 7, the CPU 40a executes a pseudo-reel stop process. The pseudo-reel stop process of this embodiment will be described. The CPU 40a stops the rotation of the reels 16a to 16c so that the reels 16a to 16c come to a pseudo-stop at a predetermined stop position, regardless of the timing (spin position) at which the stop button is operated. When the first stop operation, second stop operation, or third stop operation is performed, the CPU 40a executes a pseudo-reel stop process, thereby displaying a combination of symbols corresponding to the pseudo game pattern.
[0195] For example, in the pseudo game pattern GP11, regardless of the operation timing of the stop buttons 26a to 26c, seven symbols are pseudo-stopped on the pay lines NL of the reels 16a and 16b, while replay symbols are pseudo-stopped on the pay lines NL of the reel 16c. In this case, seven symbols with symbol number LZ17 are stopped on the left reel 16a, seven symbols with symbol number CZ17 are stopped on the center reel 16b, and replay symbols with symbol number RZ18 are stopped on the right reel 16c on the pay lines NL.
[0196] For example, in the pseudo game pattern GP12, regardless of the operation timing of the stop buttons 26a to 26c, seven symbols are pseudo-stopped on the pay line NL of the reels 16a to 16c. In this case, on the pay line NL, seven symbols with symbol number LZ17 are stopped on the left reel 16a, seven symbols with symbol number CZ17 are stopped on the center reel 16b, and seven symbols with symbol number RZ17 are stopped on the right reel 16c.
[0197] In this manner, in this embodiment, when a spinning reel is stopped in the pseudo-variable state, the stop position of the reel can be the same regardless of the timing of the operation of the stop button to stop the reel. On the other hand, as described above, when a spinning reel is stopped in the real-variable state, the stop position of the reel can be varied depending on the timing of the operation of the stop button to stop the reel. In addition, in a situation where a spinning reel is stopped by the operation of the stop buttons 26a to 26c, the prize that can be awarded depending on the timing of the operation of the stop buttons 26a to 26c is greater when the spinning reel transitions to the real-variable state in response to the operation of the stop buttons 26a to 26c than when the spinning reel transitions to the pseudo-variable state in response to the operation of the stop buttons 26a to 26c.
[0198] The effects of the third embodiment will be described. According to the third embodiment, in addition to the effects (1-1) to (1-11) of the first embodiment, the following effects can be obtained.
[0199] (3-1) When stopping the spinning reels in the pseudo-variable state, it is possible to stop the reels at the same position regardless of the operation timing (so-called "eye-pressing") of the stop buttons 26a to 26c. On the other hand, when stopping the spinning reels in the real-variable state, it is possible to stop the reels at different positions depending on the eye-pressing. In other words, in the gaming machine 10, eye-pressing is more important in the real-variable state than in the pseudo-variable state. According to the gaming machine 10, when a predetermined number of variation games are played, the probability of executing the swing effect in the real-variable state is lower than the probability of executing the swing effect in the pseudo-variable state. As a result, the gaming machine 10 can provide enjoyment to the swing effect while suppressing the obstruction of eye-pressing in situations where eye-pressing is highly important.
[0200] The above-described embodiments can be modified as follows: The above-described embodiments and the following modifications can be combined with each other within the scope of technical compatibility. The behavior of the reels 16a to 16c in the pseudo-variation state may be different from the behavior of the reels 16a to 16c in the actual variation state. For example, the rotation direction of the reels 16a to 16c in the pseudo-variation state may be different from that of the reels 16a to 16c in the actual variation state. The reels 16a to 16c in the actual variation state may rotate so that the symbol row scrolls vertically from top to bottom. On the other hand, the reels 16a to 16c in the pseudo-variation state may rotate so that the symbol row scrolls vertically from bottom to top. For example, the rotation speed of the reels 16a to 16c in the pseudo-variation state may be different from that of the reels 16a to 16c in the actual variation state. The rotation speed of the reels 16a to 16c in the pseudo-variation state may be faster than the rotation speed of the reels 16a to 16c in the actual variation state. The rotation speed of the reels 16a to 16c in the pseudo-variable state may be slower than the rotation speed of the reels 16a to 16c in the actual variable state.
[0201] The state of the reels 16a to 16c in the pseudo-stop state may be the same as the state of the reels 16a to 16c in the actual stop state. For example, the reels 16a to 16c in the pseudo-stop state may not be displaced, just like the state of the reels 16a to 16c in the actual stop state. In this case, the reel bands of the reels 16a to 16c visible through the display window 12a do not displace from the first reel stop position RTa. The symbols visible through the display window 12a do not displace from the first symbol position ZTa.
[0202] The probability of a shaking effect being executed in each reel state may be changed as appropriate. That is, the execution probability of the shaking effect shown in FIG. 11 may be changed as appropriate. For example, when a favorable win command is input and a pseudo game is not being executed, the probability of a shaking effect being executed in the actual stopped state is not limited to 100 / 100 and may be a probability other than 100 / 100. For example, when a favorable win command is input and a pseudo game of pseudo game pattern GP12 is being executed, the probability of a shaking effect being executed in the actual stopped state is not limited to 0% (shown as "-" in the figure) and may be a probability greater than 0%. In this modified example, in the gaming machine 10, the probability of a shaking effect being executed in each reel state may increase in the order of "lowest" < "low" < "high" < "highest" as shown in FIG. 12.
[0203] When an advantageous non-winning command is input, the CPU 41a may execute a swing effect. For example, when an advantageous non-winning command is input and a pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a may execute a swing effect in the actual stopped state.
[0204] In the above modified example, when an advantageous non-winning command is input, the CPU 41a may not execute a swing effect when in the actual fluctuation state. On the other hand, when an advantageous winning command is input, the CPU 41a may execute a swing effect when in the actual fluctuation state. In this way, when in the actual fluctuation state, the swing effect may not be executed, at least in a situation where the game is not controlled to the advantageous state. When an advantageous non-winning command is input, the CPU 41a may execute a swing effect when in the pseudo-fluctuation state. Also, when an advantageous winning command is input, the CPU 41a may execute a swing effect when in the pseudo-fluctuation state. In this way, the swing effect may be executed when in the pseudo-fluctuation state.
[0205] In the actual variation state, the oscillation effect may not be executed. For example, when an advantageous winning command is input and the pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a may not execute the oscillation effect in the actual variation state. In other words, the probability that the oscillation effect will be executed in the actual variation state is zero, and the oscillation effect may not be executed in the actual variation state.
[0206] In the pseudo-fluctuation state, the oscillation effect may not be executed. For example, when an advantageous winning command is input and the pseudo game of the pseudo game pattern GP12 is executed, the CPU 41a may not execute the oscillation effect in the pseudo-fluctuation state. In other words, the probability that the oscillation effect will be executed in the pseudo-fluctuation state is zero, and the oscillation effect may not be executed in the pseudo-fluctuation state.
[0207] In the pseudo-stop state, the shaking effect may not be executed. For example, when an advantageous winning command is input and the pseudo game of the pseudo game pattern GP12 is executed, the CPU 41a may not execute the shaking effect in the pseudo-stop state. In other words, the probability that the shaking effect will be executed in the pseudo-stop state is zero, and the shaking effect may not be executed in the pseudo-stop state.
[0208] In both the actual fluctuation state and the pseudo-fluctuation state, the swing effect may not be executed. In other words, the probability that the swing effect will be executed in the fluctuation state is zero, and the swing effect may not be executed in the fluctuation state.
[0209] The probability of a swing effect being executed when a predetermined number of swing games are played in any one of the pseudo-fluctuation state, pseudo-stop state, actual fluctuation state, and actual stop state may differ from that in another state different from the one state. In this case, the probability of a swing effect being executed when a predetermined number of swing games are played in another state may be constant and the same for all other states. In other words, the probability of a swing effect being executed may differ when comparing one state with another state. Furthermore, the probability of a swing effect being executed may be the same when comparing other states. For example, if the probability of a swing effect being executed in the actual stop state is a predetermined probability, the probability of a swing effect being executed in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may each be lower than the predetermined probability. In this case, the probability of a swing effect being executed in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may be the same when compared. The probability of a swing effect being executed in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may all be zero. In other words, in the gaming machine 10, when a predetermined number of variable games have been executed, a swing effect may be executed when the machine is in the actual stop state, but the swing effect may not be executed when the machine is in the pseudo-variable state, pseudo-stop state, or actual variable state.
[0210] The execution time of the rocking effect may differ between any one of the pseudo-fluctuation state, pseudo-stop state, actual fluctuation state, and actual stop state and another state different from the one state. In this case, the execution time of the rocking effect in the other states may be constant and the same for all other states. In other words, the execution time of the rocking effect may differ when comparing one state with another state. Furthermore, the execution time of the rocking effect may be the same when comparing other states. For example, if the execution time of the rocking effect in the actual stop state is a predetermined time, the execution time of the rocking effect in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may each be shorter than the predetermined time. In this case, the execution time of the rocking effect in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may be the same when compared. The execution time of the rocking effect in the pseudo-fluctuation state, pseudo-stop state, and actual fluctuation state may all be as close to zero as possible, so that a player may not easily notice that the rocking effect has been executed. On the other hand, the execution time of the shaking effect in this stopped state may be long enough for the player to recognize that the shaking effect has been executed.
[0211] The pseudo game may include a first pseudo game that can transition from a pseudo-variable state to a pseudo-stop state in response to the operation of the stop buttons 26a to 26c, and a second pseudo game that can transition from a pseudo-variable state to a pseudo-stop state as the pseudo-variable time elapses. In other words, the gaming machine 10 may be capable of executing both the pseudo games of the first and third embodiments and the pseudo game of the second embodiment. For example, when executing a pseudo game of the pseudo game pattern GP12, the CPU 40a may execute the first pseudo game. For example, when executing a pseudo game of the pseudo game pattern GP11, the CPU 40a may execute the second pseudo game. In the following description, the pseudo-variable state in the first pseudo game will be referred to as the "first pseudo-variable state," and the pseudo-stop state in the first pseudo game will be referred to as the "first pseudo-stop state." In addition, in the following description, the pseudo-fluctuating state in the second pseudo game is referred to as the "second pseudo-fluctuating state," and the pseudo-stop state in the second pseudo game is referred to as the "second pseudo-stop state."
[0212] Figure 13 shows an example of the state of reels 16a to 16c when the reel state is the first pseudo-changing state, the first pseudo-stopping state, the second pseudo-changing state, the second pseudo-stopping state, the actual changing state, and the actual stopping state, the state of the transparent portion 17 during the rocking effect, the execution probability of the rocking effect, and the execution time of the rocking effect.
[0213] In the gaming machine 10, when the reel state is the first pseudo-variable state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when a swing effect is executed when the reel state is the first pseudo-variable state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is a displacement Y2 (2 mm). In the gaming machine 10, when the reel state is the first pseudo-stop state, the reels 16a to 16c are rotationally displaced. As a result, in the gaming machine 10, when the reel state is the first pseudo-stop state, the symbols swing. The amount of displacement that the reels 16a to 16c can undergo at this time is a displacement Y1 (5 mm). In the gaming machine 10, when a swing effect is executed when the reel state is the first pseudo-stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is a displacement Y2.
[0214] In the gaming machine 10, when the reel state is the second pseudo-variable state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when a swing effect is executed while the reel state is the second pseudo-variable state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is the amount of displacement Y2. In the gaming machine 10, when the reel state is the second pseudo-stop state, the reels 16a to 16c are stopped without being displaced. In the gaming machine 10, when a swing effect is executed while the reel state is the second pseudo-stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is the amount of displacement Y2.
[0215] In the gaming machine 10, when the reel state is in the regular variation state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when a swing effect is executed while the reel state is in the regular variation state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is the amount of displacement Y2. In the gaming machine 10, when the reel state is in the regular stop state, the reels 16a to 16c are stopped without being displaced. In the gaming machine 10, when a swing effect is executed while the reel state is in the regular stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can undergo at this time is the amount of displacement Y2.
[0216] In the gaming machine 10, the probability of executing the shaking effect increases in the order of "lowest" < "low" < "medium" < "high" < "highest" as shown in the figure. In the gaming machine 10, the execution time of the shaking effect increases in the order of "shortest" < "short" < "medium" < "long" < "longest" as shown in the figure.
[0217] In the above modified example, the probability of executing a swing effect when a predetermined number of swing games are played may differ between any one of the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, the main fluctuation state, and the main stop state and another state different from the first state. In this case, the probability of executing a swing effect when a predetermined number of swing games are played in another state may be constant and the same for all other states. In other words, the probability of executing a swing effect may differ when comparing one state with another state. Furthermore, the probability of executing a swing effect may be the same when comparing other states. For example, if the probability of executing a swing effect in the main stop state is a predetermined probability, the probability of executing a swing effect in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state may each be lower than the predetermined probability. In this case, the probability of executing the swing effect in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state may be the same when compared with each other. The probability of executing the swing effect in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state may all be 0. In other words, in the gaming machine 10, when a predetermined number of fluctuation games have been executed, the swing effect may be executed in the main stop state, but the swing effect may not be executed in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state.
[0218] The execution time of the rocking effect may differ between any one of the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, the actual fluctuation state, and the actual stop state and another state different from the first state. In this case, the execution time of the rocking effect in the other states may be constant and the same for all other states. In other words, the execution time of the rocking effect may differ when comparing one state with another state. Furthermore, the execution time of the rocking effect may be the same when comparing other states. For example, if the execution time of the rocking effect in the actual stop state is a predetermined time, the execution time of the rocking effect in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the actual fluctuation state may each be shorter than the predetermined time. In this case, the execution time of the rocking effect in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the actual fluctuation state may be the same when compared. The execution time of the rocking effect in the first pseudo-fluctuating state, the first pseudo-stopping state, the second pseudo-fluctuating state, the second pseudo-stopping state, and the actual fluctuation state is all close to zero, and may be a time that makes it difficult for a player to recognize that the rocking effect has been executed. On the other hand, the execution time of the rocking effect in the actual stop state may be a time that allows a player to recognize that the rocking effect has been executed.
[0219] When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variation state may be higher than the probability that a swing effect will be executed when in a pseudo-stop state. When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variation state may be higher than the probability that a swing effect will be executed when in a real stop state. When a predetermined number of variation games have been executed, the probability that a swing effect will be executed when in a pseudo-variation state may be different from the probability that a swing effect will be executed when in a stop state (pseudo-stop state and real stop state).
[0220] In the gaming machine 10 of the second embodiment, the swing effect can be executed in any of the pseudo-variable state, pseudo-stop state, and actual stop state, which are states in which the reels 16a-16c are restricted from stopping. Therefore, the swing effect can be executed more frequently without affecting the player's ability to press the reels. Furthermore, according to the gaming machine 10, even in the reel state in which the reels 16a-16c are restricted from stopping, the swing effect can be executed with a probability depending on the reel state. For example, if the probability of the swing effect being executed in the pseudo-variable state is higher than the probability of the swing effect being executed in the pseudo-stop state and the actual stop state, this can increase the chances of the player being surprised by the swing of the transparent portion 17 when their attention is focused on the reel rotation. In this way, the gaming machine 10 can create anticipation as to whether the swing effect will be executed depending on the reel state, thereby enhancing the player's interest.
[0221] The CPU 41a may control the swinging device 27 to end the swinging effect when a command other than the starting bet number command is input instead of or in addition to the starting bet number command after the swinging effect has started and before the fourth swinging effect time has elapsed while in the main stop state. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a bet command is input before the fourth swinging effect time has elapsed after the swinging effect has started. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a settlement command is input before the fourth swinging effect time has elapsed after the swinging effect has started. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a variable game start command is input before the fourth swinging effect time has elapsed after the swinging effect has started. As a result, in a situation where a swinging effect is being performed in the actual stopped state, if the set bet number matches the specified bet number and the start lever 25 is operated, the swinging effect ends before the state becomes such that the rotating reels can be stopped by operating the stop buttons 26a to 26c in the actual variable state.
[0222] Even if a swing effect is executed while the reels are in the main stop state, the gaming machine 10 ends the swing effect before the reels can be stopped by operating the stop buttons 26a to 26c thereafter. Therefore, the gaming machine 10 does not prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the stop positions intended by the player.
[0223] The timing of starting the rocking effect in the pseudo-fluctuation state may be changed as appropriate. When it is determined that a rocking effect is to be executed in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect in response to input of a command different from the first pseudo-stop command, instead of or in addition to the first pseudo-stop command. For example, when it is determined that a rocking effect is to be executed in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect when a second pseudo-stop command is input. For example, when it is determined that a rocking effect is to be executed in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect when a pseudo-start command is input. The CPU 41a may control the rocking device 27 so that the rocking effect starts and ends during the pseudo-fluctuation state.
[0224] The timing of starting the rocking effect in the pseudo-stop state may be changed as appropriate. When it is determined to execute a rocking effect in the pseudo-stop state, the CPU 41a may control the rocking device 27 to start the rocking effect in response to input of a command different from the pseudo-fluctuation end command, instead of or in addition to the pseudo-fluctuation end command. For example, when it is determined to execute a rocking effect in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect when a third pseudo-stop command is input. The CPU 41a may control the rocking device 27 so that the rocking effect starts and ends during the pseudo-stop state.
[0225] The timing of starting the rocking effect in the main fluctuation state may be changed as appropriate. When it is determined that a rocking effect is to be executed in the main fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect in response to input of a command different from the first main stop command, instead of or in addition to the first main stop command. For example, when it is determined that a rocking effect is to be executed in the main fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking effect when the second main stop command is input. The CPU 41a may control the rocking device 27 so that the rocking effect starts and ends during the main fluctuation state.
[0226] The timing of starting the shaking effect in the main stop state may be changed as appropriate. When it is determined to execute the shaking effect in the main stop state, the CPU 41a may control the shaking device 27 to start the shaking effect in response to input of a command other than the variable game end command, instead of or in addition to the variable game end command. For example, when it is determined to execute the shaking effect in the main stop state, the CPU 41a may control the shaking device 27 to start the shaking effect when a payout number command is input. The CPU 41a may control the shaking device 27 so that the shaking effect starts and ends during the main stop state.
[0227] The swing performance time may be changed as appropriate. For example, the order may be "first swing performance time" < "third swing performance time" < "second swing performance time" < "fourth swing performance time". For example, the order may be "third swing performance time" < "first swing performance time" < "fourth swing performance time" < "second swing performance time". For example, the order may be "first swing performance time" < "third swing performance time" < "fourth swing performance time" < "second swing performance time".
[0228] The third rocking performance time may be longer or shorter than the total transparent portion displacement time. The first rocking performance time may be longer or shorter than the total transparent portion displacement time. The second rocking performance time may be longer or shorter than the total transparent portion displacement time. The fourth rocking performance time may be longer or shorter than the total transparent portion displacement time.
[0229] In the pseudo reel stop process, the symbols that are stopped on the pay lines NL of the reels 16a to 16c may be changed as appropriate. That is, in the pseudo reel stop process, the stop positions of the reels 16a to 16c may be changed as appropriate.
[0230] In step S203 of FIG. 7 in the first and third embodiments, when the rotation speed of the reels 16a to 16c reaches a predetermined speed, the CPU 40a may determine whether a stop operation has been received using any of the stop buttons 26a to 26c, and may also determine whether the pseudo-variation time has elapsed. The CPU 40a may execute a pseudo-reel stop process to pseudo-stop the rotating reels when the pseudo-variation time has elapsed. The conditions for transitioning from the pseudo-variation state to the pseudo-stop state may include one or both of a first condition in which a predetermined operation means is operated and a second condition in which a predetermined time (e.g., the pseudo-variation time) has elapsed. The predetermined operation means may include one or more of the 1 BET button 19, the MAX BET button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c. For example, the predetermined operation means may include the stop buttons 26a to 26c. In the gaming machine 10, one or both of a first condition and a second condition may be set as the conditions for pseudo-stopping the spinning reels. The gaming machine 10 may be configured so that the spinning reels are pseudo-stopped when either the first condition or the second condition is met.
[0231] The conditions for ending the pseudo game in step S206 of FIG. 7 may include one or both of a first condition that a predetermined operation means is operated and a second condition that a predetermined time (e.g., a pseudo stop time) has elapsed. In other words, the conditions for transitioning from the pseudo stop state to the actual variable state may include one or both of the first condition and the second condition. The predetermined operation means may include one or more of the 1 bet button 19, the MAX bet button 20, the settlement button 21, the start lever 25, and the stop buttons 26a-26c. For example, the predetermined operation means may include the MAX bet button 20 and the start lever 25. In the gaming machine 10, one or both of the first condition and the second condition may be set as conditions for starting the rotation of the reels 16a-16c. The gaming machine 10 may be configured so that the rotation of the reels 16a-16c starts when either the first condition or the second condition is met.
[0232] The pseudo game may be executed by causing the reels 16a to 16c to enter a pseudo-stop state without rotating. That is, the gaming machine 10 may transition from the main stop state to the pseudo-stop state without passing through the pseudo-variable state. For example, when executing a pseudo game of the pseudo game pattern GP12, the CPU 40a may transition to the pseudo-stop state via the pseudo-variable state. For example, when executing a pseudo game of the pseudo game pattern GP11, the CPU 40a may transition from the main stop state to the pseudo-stop state without passing through the pseudo-variable state. When transitioning from the main stop state to the pseudo-stop state without passing through the pseudo-variable state, the CPU 40a may start timing the pseudo-stop time when it determines in step S201 of FIG. 7 that a pseudo game is to be executed. The CPU 40a may control the operation of the reels 16a to 16c to remain in the pseudo-stop state until the pseudo-stop time has elapsed. Thereafter, the CPU 40a may end the simulated game when the simulated stop time has elapsed.
[0233] The displacement amount Y1 may be a value less than 5 mm or a value greater than 5 mm. The displacement amount Y2 may be a value less than 2 mm or a value greater than 2 mm. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y1 is preferably a displacement amount that does not cause the user to mistakenly recognize that the device is in a stopped state. The displacement amount Y2 is preferably a displacement amount that allows the user to recognize that the transmission section 17 is swinging.
[0234] The displacement amount Y1 may be the average displacement amount by which the reels 16a to 16c can be displaced. The displacement amount Y2 may be the average displacement amount by which the transparent portion 17 can be displaced as the swing effect is executed. The displacement amount Y2 may be smaller than the displacement amount Y1.
[0235] The rocking effect is not limited to being performed by the rocking device 27 rocking in the up-down direction. In other words, the rocking effect is not limited to the transparent portion 17 rocking in the up-down direction. The rocking effect may be in a manner that allows the player to recognize that the transparent portion 17 is moving. For example, the rocking effect may be in a manner in which the transparent portion 17 rocks in the left-right direction. For example, the rocking effect may be in a manner in which the transparent portion 17 rocks in the depth direction. For example, the rocking effect may be in a manner in which the transparent portion 17 rocks in the up-down direction and the left-right direction. The rocking effect may be in a manner in which the transparent portion 17 rocks in one or more directions.
[0236] The oscillation effect may be executable across some or all of the pseudo-fluctuation state, pseudo-stop state, actual fluctuation state, and actual stop state. For example, the oscillation effect may be executable across the pseudo-fluctuation state and the pseudo-stop state. In this case, after the oscillation effect is started in the pseudo-fluctuation state, it may continue to be executed even after the pseudo-fluctuation state ends and the pseudo-stop state is established. For example, the oscillation effect may be executable across the actual fluctuation state and the actual stop state. In this case, after the oscillation effect is started in the actual fluctuation state, it may continue to be executed even after the actual fluctuation state ends and the actual stop state is established.
[0237] The rocking effect may be executable when the gaming state is favorable. When the CPU 41a inputs an instruction information command, the CPU 41a may control the effect display device 15 to execute a navigation effect suggesting or informing the player of the operation mode of the stop buttons 26a to 26c that can be identified from the instruction information command. The CPU 41a may lower the probability of the rocking effect being executed when the navigation effect is executed compared to when the navigation effect is not executed. In other words, the gaming machine 10 may be configured to reduce the frequency of the rocking effect being executed while the navigation effect is being executed. For example, the CPU 41a may control the rocking device 27 not to execute the rocking effect when the navigation effect is executed. In other words, the gaming machine 10 may be configured not to execute the rocking effect while the navigation effect is being executed. When a predetermined number of variable games have been executed, the probability of the rocking effect being executed while the navigation effect is being executed may be lower than the probability of the rocking effect being executed when the navigation effect is not being executed.
[0238] In the gaming machine 10, a navigation effect that allows the player to identify the operation mode of the stop buttons 26a to 26c that is advantageous to the player is visible through the transparent portion 17. Therefore, in the gaming machine 10, if the transparent portion 17 oscillates while the navigation effect is being executed, there is a risk that the visibility of the navigation effect will be obstructed. However, in the gaming machine 10 of this modified example, the execution of the oscillation effect can be suppressed when the navigation effect is executed in an advantageous state. As a result, the gaming machine 10 allows the player to understand the operation mode of the stop buttons 26a to 26c that is advantageous to the player while preventing the oscillating effect from being obstructed.
[0239] The gaming machine 10 may be configured to display a warning about addiction on the effect display device 15 in some or all of the pseudo-fluctuation state, pseudo-stop state, actual fluctuation state, and actual stop state. The warning about addiction may be displayed on the effect display device 15 across some or all of the pseudo-fluctuation state, pseudo-stop state, actual fluctuation state, and actual stop state. The CPU 41a may lower the probability of executing a swing effect when displaying a warning about addiction compared to when a warning about addiction is not displayed. In other words, the gaming machine 10 may be configured to lower the frequency of executing a swing effect while a warning about addiction is displayed. For example, the CPU 41a may control the swing device 27 not to execute a swing effect when displaying a warning about addiction. In other words, the gaming machine 10 may be configured not to execute a swing effect while a warning about addiction is displayed. When a predetermined number of variable games have been executed, the probability that the swing effect will be executed when a warning about addiction is displayed may be lower than the probability that the swing effect will be executed when a warning about addiction is not displayed.
[0240] The gaming machine 10 can warn against excessive addiction to gaming. In the gaming machine 10, if the transparent portion 17 oscillates while a warning about addiction is displayed, there is a risk that the warning about addiction will be obstructed from being seen. However, the gaming machine 10 of this modified example can suppress the execution of the oscillation effect when a warning about addiction is displayed. As a result, the gaming machine 10 can appropriately warn against addiction by suppressing obstruction to the visibility of the warning about addiction while allowing the player to enjoy the oscillation effect.
[0241] In the gaming machine 10, when power supply starts, the initial operation of the rocking device 27 may be performed or may not be performed. If the power supply is cut off while a rocking effect is being performed, the CPU 41a may control the rocking device 27 to perform the initial operation when power supply is subsequently started. On the other hand, if the power supply is cut off while a rocking effect is not being performed, the CPU 41a may not cause the rocking device 27 to perform the initial operation even if power supply is subsequently started. As a result, in the gaming machine 10, when power supply starts, the initial operation of the transparent unit 17 may be performed or may not be performed. The rocking effect being performed is an example of the execution condition for the initial operation of the rocking device 27 being met. The rocking effect not being performed is an example of the execution condition for the initial operation of the rocking device 27 not being met.
[0242] The execution condition for the initial operation of the rocking device 27 may be satisfied when the number of times the power supply is interrupted reaches a predetermined number, instead of or in addition to the rocking effect being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 27 every time the power supply is interrupted a predetermined number of times. The number of times the power supply is interrupted reaches a predetermined number is an example of the execution condition for the initial operation of the rocking device 27 being satisfied.
[0243] The execution condition for the initial operation of the rocking device 27 may be satisfied when the RWM 41c is initialized, instead of or in addition to the rocking effect being executed. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 27 when various pieces of information stored in the RWM 41c are initialized. The initialization of various pieces of information stored in the RWM 41c is an example of the execution condition for the initial operation of the rocking device 27 being satisfied.
[0244] The pseudo game may be executed without the wait time having elapsed. After completing the instruction information processing (step S110), the CPU 40a may execute the pseudo game processing. After completing the pseudo game processing, the CPU 40a may determine whether the wait time has elapsed. If the wait time has not elapsed, the CPU 40a waits until the wait time has elapsed. If the wait time has elapsed, the CPU 40a sets a wait time for determining whether the wait time has elapsed next time. After setting the wait time, the CPU 40a controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start spinning (step S113). In this way, the pseudo variable state and the pseudo stopped state may be transitioned to without waiting for the wait time to elapse. On the other hand, the actual variable state and the actual stopped state may be transitioned to after the wait time has elapsed. In this case, the simulated game can be regarded as a game different from the variable game.
[0245] In the gaming machine 10, when the reels 16a to 16c are stopped in response to the operation of the stop buttons 26a to 26c during a pseudo-game state, a predetermined benefit may be awarded. The predetermined benefit may be achieved by controlling the reels to a favorable state. The predetermined benefit may be achieved by awarding a prize. The predetermined benefit may be achieved by adding a predetermined number to the number of wins possible during a favorable state (i.e., by adding on). For example, in a pseudo-game of the pseudo-game pattern GP12, when a seven symbol pseudo-stops on the payline NL of the reels 16a to 16c, a predetermined benefit may be awarded. On the other hand, for example, in a pseudo-game of the pseudo-game pattern GP12, when a seven symbol pseudo-stops on the payline NL of the reels 16a to 16c, a predetermined benefit may not be awarded. Furthermore, the predetermined payout that can be awarded when the reels 16a-16c stop in the pseudo gaming state may be smaller than the predetermined payout that can be awarded when the reels 16a-16c stop in the actual gaming state. In other words, in a situation where the rotating reels are stopped by operating the stop buttons 26a-26c, the predetermined payout that can be awarded depending on the timing of operating the stop buttons 26a-26c may be larger when the stop buttons 26a-26c are operated in the actual variable state to transition to the actual stopped state than when the stop buttons 26a-26c are operated in the pseudo variable state to transition to the pseudo stopped state. The predetermined payout that can be awarded when the reels 16a-16c stop in the pseudo gaming state may be larger than the predetermined payout that can be awarded when the reels 16a-16c stop in the actual gaming state. In other words, in a situation where the rotating reels are stopped by operating the stop buttons 26a to 26c, the predetermined benefit that may be awarded depending on the timing of operating the stop buttons 26a to 26c may be smaller when the stop buttons 26a to 26c are operated in the pseudo-variable state to transition to the real stopped state than when the stop buttons 26a to 26c are operated in the pseudo-variable state to transition to the pseudo-stopped state.
[0246] The type of payout role may be changed as appropriate. The number of game medals paid out according to the payout role may be changed as appropriate. There may be multiple types of replay roles. The gaming machine 10 may be equipped with a bonus role (a so-called continuous role activation device) that awards a bonus game as a prize. There may be one or multiple types of bonus roles. The type of winning number may be changed as appropriate. The winning roles that can be won in the variable game associated with the winning number may be changed as appropriate. For example, for winning numbers 04 to 09, the bell spill role may not be defined as a winning role in the variable game, and only the bell role may be defined. In this case, if any of winning numbers 04 to 09 is selected and the reels are stopped in any one of the predetermined push sequences from the first to sixth push sequences, the reels will be stopped so that the bell role will be won, regardless of the push position. On the other hand, if the reels are stopped in a push sequence other than the one push sequence, no winning role may be won, regardless of the push position. The combination determination value for each winning number may be changed as appropriate. In other words, the probability of winning for each winning number in the combination lottery process may be changed as appropriate.
[0247] The CPU 40a may execute the settlement process even when the replay is activated. The gaming machine 10 may be configured to be able to pay back credits as gaming medals when the settlement button 21 is operated when the replay is activated. In this case, the gaming machine 10 may be configured to be unable to pay back the bet amount as gaming medals even when the settlement button 21 is operated when the replay is activated.
[0248] The value for determining whether a winning number will be advantageous may be changed as appropriate. In other words, the probability of winning the advantageous lottery may be changed as appropriate. The gaming machine 10 may have a function to set one of a plurality of setting values (for example, 1 to 6). The gaming machine 10 may vary the winning probability of various lotteries performed by the CPU 40a according to the set setting value. For example, the gaming machine 10 may vary the probability of winning each winning number in the role lottery according to the set setting value. For example, the gaming machine 10 may vary the probability of winning an advantageous lottery according to the set setting value.
[0249] The left stop button 26a is configured to enable a stop operation that triggers stopping the rotation of the left reel 16a. The center stop button 26b is configured to enable a stop operation that triggers stopping the rotation of the center reel 16b. The right stop button 26c is configured to enable a stop operation that triggers stopping the rotation of the right reel 16c. Therefore, the left stop button 26a, the center stop button 26b, and the right stop button 26c can each be considered as operation means that can be operated by a player. In this case, it can be said that the gaming machine 10 is equipped with multiple operation means that can be operated by a player, and that a spinning reel can be stopped by operating one of the multiple operation means that corresponds to the spinning reel.
[0250] The transmission portion 17 may be configured to be displaceable together with the support portion 17a, or the transmission portion 17 alone may be configured to be displaceable without the support portion 17a being displaceable. The gaming machine 10 may include an elastic member between the transparent portion 17 and the support portion 17a. The support portion 17a and the elastic member may be configured separately. The support portion 17a and the elastic member may be configured integrally. The transparent portion 17 and the elastic member may be configured integrally.
[0251] The gaming machine 10 may be provided with a plurality of oscillating devices 27. For example, the gaming machine 10 may be configured so that the number of oscillations varies depending on the number of oscillating devices 27 to be oscillated. For example, the gaming machine 10 may be configured so that the number of oscillations varies depending on the type of oscillating device 27 to be oscillated. For example, the gaming machine 10 may be configured so that the oscillation amplitude varies depending on the number of oscillating devices 27 to be oscillated. For example, the gaming machine 10 may be configured so that the oscillation amplitude varies depending on the type of oscillating device 27 to be oscillated.
[0252] "Swing" and "vibration" both mean "to move or shake." Therefore, swinging can be understood as vibrating. Therefore, the swinging device 27 may function as a vibration means capable of vibrating. In this case, the number of swings corresponds to the number of vibrations, and the swing width corresponds to the amplitude. The swing effect can be understood as a vibration effect. In this way, the gaming machine 10 may be configured so that the transparent section 17 can vibrate as the vibration effect is executed.
[0253] The position at which the swinging device 27 is provided may be changed as appropriate. The swinging device 27 may be provided at a position where the swinging device 27 swings to swing the transparent portion 17. The swinging device 27 may be provided at a position where the swinging device 27 can come into contact with the transparent portion 17 and where the swinging of the swinging device 27 directly transmits the swinging motion to the transparent portion 17. The swinging device 27 may be provided at a position where the swinging device 27 does not come into contact with the transparent portion 17 but where the swinging of the swinging device 27 indirectly transmits the swinging motion to the transparent portion 17. For example, the gaming machine 10 may be configured such that a predetermined member is provided between the swinging device 27 and the transparent portion 17 and the swinging motion is transmitted to the transparent portion 17 via the predetermined member. For example, the gaming machine 10 may be configured such that the swinging of the front door 12 causes the transparent portion 17 to swing. That is, the gaming machine 10 is preferably configured so that the transmitting portion 17 swings as a result of the swinging device 27 swinging.
[0254] The gaming machine 10 may be equipped with a performance operation means that can be operated by a player. The performance operation means may be a button type that can be pressed, a touch sensor type, or a lever type. The performance operation means may be provided on the front door 12. The CPU 41a may be capable of inputting a detection signal that is output when the performance operation means is operated. In the gaming machine 10, a rocking device 27 may be provided near the performance operation means, or the rocking device 27 may be built into the performance operation means. The gaming machine 10 may be configured so that the rocking device 27 can rock not only the transparent section 17 but also the performance operation means.
[0255] The reels 16a to 16c are not limited to being cylindrical members as long as they are rotatable. For example, the reels 16a to 16c may be elliptical cylindrical (elliptical column) members or square cylindrical members.
[0256] The functions of the main board 40 may be divided among multiple boards, and the CPU 40a may be composed of multiple CPUs mounted on a single board. The functions of the sub-board 41 may be divided and realized on multiple boards. For example, a lamp board dedicated to controlling the decorative lamps 13, a sound board dedicated to controlling the speakers 14, a display board dedicated to controlling the performance display device 15, and a swing board dedicated to controlling the swing device 27 may be provided, and a master board for overall control of these boards may also be provided. Furthermore, the CPU 41a may be composed of multiple CPUs mounted on a single board.
[0257] The gaming machine 10 may be embodied as a slot machine in which virtual media composed of electronic data are awarded when gaming media are awarded. That is, the above embodiment may be embodied as a slot machine in which physical gaming media are not paid out (so-called medalless gaming machine). In such a slot machine, when virtual media are awarded in connection with a winning payout combination, it may be possible to set a bet amount from the awarded virtual media by operating the 1 BET button or the MAX BET button. That is, the slot machine may be configured to be able to execute a variable game using virtual media.
[0258] The gaming machine 10 may be embodied as a pachinko gaming machine. The pachinko gaming machine may be configured to be able to start a special symbol variation game (hereinafter referred to as a special game) when a gaming ball is shot and enters a predetermined starting hole. The pachinko gaming machine may be equipped with a reel unit having multiple reels as a presentation device. The pachinko gaming machine may be configured to be able to execute a variation game using multiple reels in conjunction with the execution of a special game. The pachinko gaming machine may be configured to be able to stop a spinning reel by operating an operating means that is operable by a player. The pachinko gaming machine may be configured to end the variation game when multiple reels stop without being displaced.
[0259] A pachinko gaming machine may be configured to store the number of gaming media (so-called owned balls) held by a player as data and to convert the gaming media stored as data into physical gaming media (gaming balls) and launch the gaming balls. In other words, the above modified example may be embodied in a pachinko gaming machine that does not dispense physical gaming media (so-called managed gaming machine). In a pachinko gaming machine as a managed gaming machine, the number of owned balls can be increased when gaming media are loaned from a management device (management unit). In a pachinko gaming machine as a managed gaming machine, the management of owned balls can be transferred from the pachinko gaming machine to the management device, and the number of owned balls can be decreased.
[0260] The technical ideas that can be understood from each embodiment and modified example will be described. (Appendix 1-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprising: an operating means operable by a player; a swinging means capable of swinging; and a performance control means capable of executing control relating to the execution of performances; each of the plurality of reels has a plurality of types of symbols arranged thereon; the states of the plurality of reels include a variable state in which at least some of the plurality of reels are rotating, and a stopped state in which all of the plurality of reels are stopped; it is possible to stop a reel that is rotating by operating the operating means; the performances include a swinging performance that can be executed by swinging the swinging means; the transparent portion can swing as the swinging performance is executed; and when a predetermined number of variable games have been executed, the probability of the swinging performance being executed when in the variable state is lower than the probability of the swinging performance being executed when in the stopped state.
[0261] (Appendix 1-2) The fluctuation state includes a specific fluctuation state and a predetermined fluctuation state, and the specific fluctuation state is a state in which stopping the reel while spinning by operating the operating means is restricted, and the predetermined fluctuation state is a state in which stopping the reel while spinning by operating the operating means is permitted, and when in the predetermined fluctuation state, the swinging effect is not executed in a situation where at least a predetermined benefit is not awarded, and when in the specific fluctuation state, the swinging effect can be executed (Appendix 1-1).
[0262] (Appendix 1-3) The fluctuation state includes a specific fluctuation state, which is a state in which stopping the rotating reel by operating the operating means is restricted, and when a predetermined number of fluctuation games have been played, the probability that the shaking effect will be executed when in the specific fluctuation state is different from the probability that the shaking effect will be executed when in the stopped state. (Appendix 1-1) or (Appendix 1-2) A gaming machine as described in.
[0263] (Supplementary Note 2-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprises an operation means operable by a player, a swinging means capable of swinging, and an effect control means capable of executing control relating to the execution of effects, wherein a plurality of types of symbols are arranged on each of the plurality of reels, and the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating and a stopped state in which all of the plurality of reels are stopped, and it is possible to stop the rotating reels by operating the operation means, and the variable states include a first variable state in a first period and a second variable state in a second period, and the first period is during the execution of the variable game. a gaming machine characterized in that, even if all the rotating reels stop during the second period while the variable game is being executed, the variable game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variable game is being executed, the variable game ends, the stopped states include a first stopped state to which the first variable state can be transitioned to and a second stopped state to which the second variable state can be transitioned to, and the effects include a swinging effect that can be executed by swinging the swinging means, and the transparent part can swing as the swinging effect is executed, and when a predetermined number of variable games have been executed, the probability that the swinging effect will be executed when the first stop state is in effect is lower than the probability that the swinging effect will be executed when the second stop state is in effect.
[0264] (Appendix 2-2) A gaming machine described in (Appendix 2-1), in which, when a predetermined number of variable games have been played, the probability that the shaking effect will be executed when in the second variable state is lower than the probability that the shaking effect will be executed when in the first stop state.
[0265] (Appendix 2-3) A gaming machine described in (Appendix 2-1) or (Appendix 2-2), wherein when in the first stopped state, the reel may repeat displacement of a first displacement amount, and when in the second stopped state, the reel does not displace, and when the swinging effect is being executed, the transparent portion may repeat displacement of a second displacement amount, the second displacement amount being smaller than the first displacement amount.
[0266] (Supplementary Note 3-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprises an operation means operable by a player, a swinging means capable of swinging, and an effect control means capable of executing control relating to the execution of effects, wherein a plurality of types of symbols are arranged on each of the plurality of reels, and the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating and a stopped state in which all of the plurality of reels are stopped, and it is possible to stop the rotating reels by operating the operation means, and the variable states include a first variable state in a first period and a second variable state in a second period, and the first period is during the execution of the variable game. a gaming machine characterized in that even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the effects include a swinging effect that can be executed by swinging the swinging means, and the transparent part can swing as the swinging effect is executed, and when a predetermined number of variation games have been executed, the probability of the swinging effect being executed when the first variation state is in effect is lower than the probability of the swinging effect being executed when the second stop state is in effect.
[0267] (Appendix 3-2) A gaming machine described in (Appendix 3-1) in which, when a predetermined number of fluctuation games have been played, the probability that the fluctuation effect will be executed when the second fluctuation state is in effect is lower than the probability that the fluctuation effect will be executed when the first fluctuation state is in effect.
[0268] (Appendix 3-3) A gaming machine described in (Appendix 3-1) or (Appendix 3-2), wherein the first stop state is a state to which transition can be made from the first variable state as the operating means is operated.
[0269] (Appendix 4-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprises an operation means operable by a player, a swinging means capable of swinging, and an effect control means capable of executing control relating to the execution of effects, wherein a plurality of types of symbols are arranged on each of the plurality of reels, and the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating and a stopped state in which all of the plurality of reels are stopped, and it is possible to stop the rotating reels by operating the operation means, and the variable states include a first variable state in a first period and a second variable state in a second period, and the first period is during the execution of the variable game. a gaming machine characterized in that even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the effects include a swinging effect that can be executed by swinging the swinging means, and the transparent part can swing as the swinging effect is executed, and when a predetermined number of variation games have been executed, the probability of the swinging effect being executed when the game is in the second variation state is lower than the probability of the swinging effect being executed when the game is in the second stop state.
[0270] (Appendix 4-2) When a predetermined number of fluctuation games have been played, the probability that the shaking effect will be executed when the second fluctuation state is in effect is lower than the probability that the shaking effect will be executed when the first stop state is in effect, the probability that the shaking effect will be executed when the second fluctuation state is in effect is lower than the probability that the shaking effect will be executed when the first fluctuation state is in effect, and the probability that the shaking effect will be executed when the first stop state is in effect is lower than the probability that the shaking effect will be executed when the second stop state is in effect (Appendix 4-1).
[0271] (Appendix 4-3) A gaming machine described in (Appendix 4-1) or (Appendix 4-2), in which, when a predetermined number of variable games have been played, the probability that the swinging effect will be executed when in the first variable state is lower than the probability that the swinging effect will be executed when in the second stopped state.
[0272] (Supplementary Note 5-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprises an operation means operable by a player, a swinging means capable of swinging, and an effect control means capable of executing control relating to the execution of effects, wherein a plurality of types of symbols are arranged on each of the plurality of reels, and the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating and a stopped state in which all of the plurality of reels are stopped, and it is possible to stop the rotating reels by operating the operation means, and the variable states include a first variable state in a first period and a second variable state in a second period, and the first period is during the execution of the variable game. a gaming machine characterized in that, even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the effects include a swinging effect that can be executed by swinging the swinging means, and the transparent part can swing as the swinging effect is executed, and when a predetermined number of variation games have been executed, the probability that the swinging effect will be executed when the game is in the second variation state is lower than the probability that the swinging effect will be executed when the game is in the first stop state.
[0273] (Appendix 5-2) A gaming machine as described in (Appendix 5-1), in which if a predetermined condition is met when the machine is in the second stop state, the machine enters the second variable state, and if the predetermined condition is met when the rocking effect is being executed when the machine is in the second stop state, the rocking effect ends before the machine enters the second variable state.
[0274] (Appendix 5-3) When a predetermined condition is met while the machine is in the second stop state, the machine enters the second variable state, and when the predetermined condition is met while the rocking effect is being executed while the machine is in the second stop state, the rocking effect ends before the machine enters the second variable state where the rotating reel can be stopped by operating the operating means (Appendix 5-1).
[0275] (Supplementary Note 6-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprises an operation means operable by a player, a swinging means capable of swinging, and an effect control means capable of executing control relating to the execution of effects, the plurality of reels each having a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating, and a stopped state in which all of the plurality of reels are stopped, the rotating reels can be stopped by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a gaming machine characterized in that, even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the effects include a swinging effect that can be executed by swinging the swinging means, and the transparent part can swing as the swinging effect is executed, and when a predetermined number of variation games have been executed, the probability that the swinging effect will be executed when the game is in the second variation state is lower than the probability that the swinging effect will be executed when the game is in the first variation state.
[0276] (Appendix 6-2) The first stop state is a state that can be transitioned from the first variable state as the operating means is operated, and the second stop state is a state that can be transitioned from the second variable state as the operating means is operated, and in a situation where a rotating reel is stopped by operating the operating means, the specified profit that can be awarded depending on the operation timing of the operating means is greater when the operation means is operated when the operation state is in the second variable state and the reel transitions to the second stop state than when the operation means is operated when the reel is in the first variable state and the reel transitions to the first stop state. (Appendix 6-1)
[0277] (Appendix 6-3) The first stop state is a state that can be transitioned to from the first variable state as the operating means is operated, and the second stop state is a state that can be transitioned to from the second variable state as the operating means is operated, and when a rotating reel is stopped in the first variable state, the stopping position of the reel can be made the same regardless of the operation timing of the operating means to stop the reel, and when a rotating reel is stopped in the second variable state, the stopping position of the reel can be made different depending on the operation timing of the operating means to stop the reel. [Explanation of symbols]
[0278] 10... Gaming machine 11... Main cabinet 11a... Opening 12... Front door 12a... Display window 12b... Opening 13... Decorative lamp 14... Speaker 15... Performance display device 16... Reel unit 16a... Left reel 16b... Middle reel 16c... Right reel 17... Transparent part 17a... Support part 18... Medal insertion slot 19... 1 bet button 20... MAX bet button 21... Settlement button 22... Medal payout outlet 23... Receiving tray 24... Hopper unit 25... Start lever 26a... Left stop button 26b... Middle stop button 26c... Right stop button 27... Oscillating device 30... Information display unit 40... Main board 40a... CPU 40b... ROM 40c... RWM 41... Sub board 41a... CPU 41b... ROM 41c... RWM 50...Power supply unit 50a...Power switch GTa...First transparent section position GTb...Second transparent section position RTa...First reel stop position RTb...Second reel stop position SE1...Left reel sensor SE2...Middle reel sensor SE3...Right reel sensor SE4...Opening sensor Y1...Displacement amount Y2...Displacement amount
Claims
[Claim 1] In a gaming machine capable of executing a variable game using a plurality of symbol rows and configured so that the variable game can be viewed through a transparent portion, an operating means operable by a player; A swingable swing means; A performance control means capable of executing control relating to the execution of the performance, A plurality of types of symbols are arranged in each of the plurality of symbol rows, The states relating to the plurality of symbol sequences include a variable state in which at least some of the symbol sequences are variable, and a stop state in which all of the symbol sequences are stopped, The sequence of symbols that is changing can be stopped after the operation means is operated, The fluctuation state includes a first fluctuation state in a first period and a second fluctuation state in a second period, The stop state includes a first stop state to which a transition can be made from the first variable state, and a second stop state to which a transition can be made from the second variable state, After the first stop state is reached during the first period during the execution of the variable game, the plurality of symbol rows can be varied again without the variable game ending, After the second stop state is reached during the second period during execution of the variation game, the variation game ends, The effects include a swing effect that can be performed by swinging the swing means, The transparent portion can be swung as the swinging effect is executed, The probability that the shaking effect is executed when the machine is in the first stop state is lower than the probability that the shaking effect is executed when the machine is in the second stop state, A gaming machine characterized in that the swinging effect is not executed in the second stop state when a predetermined profit is not awarded after the variable game ends.
Citation Information
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