Slot machines
The slot machine employs N reels and stop instruction units to dynamically stop reels based on a lottery, addressing monotony in pseudo-games by offering varied winning and losing combinations, enhancing player engagement.
Patent Information
- Application Number
- JP2024172125
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-01
- Publication Date
- 2025-11-27
- Estimated Expiration
- 2044-10-01
AI Technical Summary
Conventional slot machines with pseudo-games that do not require player timing for reel stopping can be monotonous, leading to player irritation due to repetitive tasks.
A slot machine with N reels and corresponding stop instruction units that temporarily stop reels based on a specific lottery result, allowing for varied entertainment by displaying winning or losing symbol combinations through predetermined operation sequences.
Enhances entertainment value by providing diverse reel stopping scenarios in pseudo-games without requiring precise timing, offering engaging gameplay experiences.
Smart Images

Figure 0007776901000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a slot machine. [Background technology]
[0002] In conventional slot machines, after the start lever is operated, the reels are spun and an internal lottery is conducted, and the reels are stopped based on the winning combination determined by the internal lottery and the operation of the stop buttons.Then, it is determined whether the combination of symbols displayed on the stopped reels is the winning combination determined by the internal lottery, and if it is determined to be a winning combination, a bonus corresponding to the selected combination is awarded to the player.This series of steps is provided to the player as one game (hereinafter referred to as a normal game).
[0003] Some slot machines temporarily suspend the progress of the normal game to provide the player with a simulated game (hereinafter referred to as a simulated game), and the results of the simulated game, i.e., the results of the reels stopping in the simulated game, suggest game-related information. For example, Patent Document 1 discloses that a pseudo-game is generated at the start or end of the normal game, the results of this pseudo-game are stored as a history, and a bonus is awarded to the player based on the history. Furthermore, since pseudo-games are merely effects using reels and are not subject to the same restrictions as reel operation in normal games, reel control that does not require eye-pressing is becoming mainstream in pseudo-games, stopping symbols according to the game-related information to be suggested regardless of the timing of the player's stop operation (Patent Document 2). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-168180 [Patent Document 2] Japanese Patent Application Publication No. 2020-194292 Summary of the Invention [Problem to be solved by the invention]
[0005] However, a pseudo game that does not require the player to perform eye-pressing merely forces the player to perform the monotonous task of stopping all the reels, which may be irritating to the player.
[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a slot machine that can provide various entertainment value by changing the manner in which the reels are stopped in a simulated game that does not require timing. [Means for solving the problem]
[0007] The present invention will be described below. In order to facilitate understanding of the invention, reference numerals in the accompanying drawings are given in parentheses, but the present invention is not limited to the form of the drawings.
[0008] The slot machine (1) of the present invention is N (N is an integer greater than or equal to 2) reels (R1, R2, R3) and N stop instruction units (left stop button 15L, center stop button 15C, right stop button 15R) are provided corresponding to the N reels, respectively, and are operated to stop the corresponding reels; pseudo-game execution means (S1506, S1507) for transitioning to a freeze state in which the progress of the game is temporarily suspended in response to a game start operation, and for executing a pseudo-game in the freeze state in which the result of a specific lottery (S1502) is notified to the player; Instructing means for instructing a target symbol (yellow bar symbol) to be aimed at when operating each stop instruction unit in the pseudo game at the start of the pseudo game; a reel temporary stopping means for temporarily stopping the corresponding reels in response to an operation of each stop instruction unit during the pseudo game, when the result of the specific lottery (S1502) is a win, so as to display a winning symbol combination (yellow bar symbol alignment) formed by combining the eye-pressing symbols, and when the result of the specific lottery is a loss, so as to display a losing symbol combination different from the winning symbol combination; In a slot machine comprising: The reel temporary stopping means is When the stop instruction unit is operated, it is determined whether the operation sequence matches one or more predetermined specific operation sequences (S2004, S2013). If it is determined that there is a match, the reel corresponding to the operated stop instruction unit is temporarily stopped, and then, if the result of the specific lottery (S1502) is at least one of a win and a loss, the reels that are still spinning and have not accepted the operation of the stop instruction unit are also temporarily stopped (S2007, S2016), and either the winning symbol combination (yellow bar symbol combination) or the losing symbol combination is displayed based on the result of the specific lottery (S1502), while If it is determined that there is no match, the corresponding reels are temporarily stopped in accordance with the operation of the stop instruction unit up to the (N-1)th operation so as to form part of the winning pattern combination, and in accordance with the Nth operation of the stop instruction unit, the corresponding reels are temporarily stopped in accordance with the result of the specific lottery (S1502) so as to display either the winning pattern combination (yellow bar pattern alignment) or a losing pattern combination. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a slot machine that can realize various types of entertainment depending on the manner of reel stopping operation in a pseudo game that does not require timing. [Brief explanation of the drawings]
[0010] [Figure 1]1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. [Figure 2] FIG. 2 is an enlarged view of the dual-purpose display of the slot machine 1. [Figure 3] 1 is a block diagram showing the electrical configuration of the slot machine 1. FIG. [Figure 4] A diagram showing the arrangement of symbols on the left reel, center reel, and right reel. [Figure 5] 10 is a diagram for explaining the symbol stop positions and winning lines. FIG. [Figure 6] 10 is a flowchart showing the flow of a game process executed by the main control device of the slot machine 1. [Figure 7] 1 is a transition diagram of the RT state of the slot machine 1. FIG. [Figure 8] 10 is a table showing the lottery categories, types, and winning symbol combinations that are the subject of the lottery in the internal lottery process of the slot machine 1. [Figure 9] 10 is a table showing the lottery values for each lottery category for each set value in the internal lottery process of the slot machine 1. [Figure 10] 1 is a transition diagram showing the game flow of the slot machine 1. FIG. [Figure 11] 10 is a flowchart showing the processing flow during a non-advantageous period of the slot machine 1. [Figure 12] A flowchart showing the processing flow during the advantageous zone of slot machine 1. [Figure 13] 10 is a flowchart showing the flow of processing in the normal state of the slot machine 1. [Figure 14] A diagram showing the lottery values for the AT state transition lottery of slot machine 1. [Figure 15] 10 is a flowchart showing the processing flow during the AT state of the slot machine 1. [Figure 16] A diagram showing the lottery values for the AT stock number lottery of slot machine 1. [Figure 17] 10 is a diagram showing the lottery values of the pseudo game occurrence lottery of the slot machine 1. FIG. [Figure 18]10 is a flowchart showing the flow of a pseudo game process 1 in the slot machine 1. [Figure 19] (a) is a diagram showing the temporary stop table when the AT stock number lottery of slot machine 1 is won, (b) is a diagram showing the temporary stop table when the pseudo-game occurrence lottery is won, and (c) is a diagram showing the temporary stop pattern number when an automatic temporary stop occurs. [Figure 20] 10 is a flowchart showing the flow of a pseudo game process 2 of the slot machine 1. DETAILED DESCRIPTION OF THE INVENTION
[0011] <1. Definition of Terms>
[0012] The terms used in this specification are explained below.
[0013] "Gaming media" refers to medals or gaming balls used in gaming machines. Information indicating the number of gaming media stored electrically or magnetically in a gaming machine is called "credits," and this number is called the "number of credits."
[0014] A "bet" refers to placing a bet on gaming media to start a game. The bet gaming media are consumed when the game begins. The number of gaming media bet to start a game is called the "number of bets." A "bet button" refers to a device that a player operates to place a bet.
[0015] A "game" refers to the entire process from operating the start lever, through the rotation and stopping of the reels, to the completion of processing based on the result of the winning determination. "One game" or "one game" refers to one of the entire process. Also, "game" may be written instead of "game."
[0016] A "win line" refers to a combination of predetermined symbol positions that is the basis for determining whether a winning combination will be won. The determination of whether a winning combination will be won changes from an invalid state to a valid state depending on the bet. "On the win line" refers to the symbol position on the win line.
[0017] A "win" refers to a symbol combination corresponding to a winning combination being stopped and displayed on a winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0018] <2. Appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front, and a front door 3 that is provided on the front of the main body 2 so as to be able to open and close. Inside the main body 2, the left reel R1, center reel R2, and right reel R3 are arranged side by side slightly above the vertical center. The left reel R1, center reel R2, and right reel R3 each have a reel band wound around the periphery of a drum-shaped reel frame, and are rotatable around an axis extending left and right at the center of the reel frame. Each reel band has 20 symbols arranged circumferentially.
[0019] A display panel unit 5 is disposed on the front door 3 at a position facing the left reel R1, the center reel R2, and the right reel R3. The display panel unit 5 is formed with reel windows 8 that allow a portion of the circumferential surfaces of the left reel R1, the center reel R2, and the right reel R3 to be viewed. While the left reel R1, center reel R2, and right reel R3 are spinning, the symbols of the left reel R1, center reel R2, and right reel R3 appear one after another in the reel window 8 (variable symbol display). When the left reel R1, center reel R2, and right reel R3 stop, three symbols each of the left reel R1, center reel R2, and right reel R3 are displayed in the reel window 8, for a total of nine symbols (stop symbol display).
[0020] The display panel unit 5 is also provided with various displays for displaying basic information related to the game. These displays include, for example, a dual-purpose display 23a and a payout number display 23b. The dual-purpose display 23a and the payout number display 23b are arranged side by side below the reel window 8. The dual-purpose display 23a and the payout number display 23b are each configured by horizontally arranging two-digit seven-segment displays with dots.
[0021] FIG. 2 is an enlarged view of the dual-purpose display 23a of the slot machine 1. As shown in FIG. The dual-purpose display 23a is configured as a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the dual-purpose display 23a is used as both the credit number display CR and the indication monitor NM.
[0022] The instruction monitor NM displays identification information according to the type of command when a command instructing the operation order (hereinafter referred to as the stop operation order) of the left stop button 15L, middle stop button 15C, and right stop button 15R is sent from the main control device 100a (described later) to the performance sub-control device 100b.
[0023] Returning to Figure 1, the operation unit 6 is disposed below the display panel unit 5. The operation unit 6 protrudes forward from the front surface of the display panel unit 5, and has a flat upper surface and a front surface that is gently convexly curved forward. A medal insertion slot 10, a MAX BET button 11, and a 1-coin BET button 12 are provided on the top surface of the operation unit 6, and a start lever 14, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 16 are provided on the front surface of the operation unit 6.
[0024] When medals are inserted into the medal insertion slot 10, if the number of bets is less than the maximum of three medals, the inserted medals are bet. If the number of bets is three medals and medals are inserted into the medal insertion slot 10, the inserted medals are credited to the slot machine 1, up to a maximum of 50 medals. The current number of credits is displayed on the credit number display CR (multipurpose display 23a).
[0025] The MAX BET button 11 is a button that is operated to make the number of bets the maximum of three by deducting medals from the credits.
[0026] The 1 coin bet button 12 is a button that is operated to subtract one medal from the credit and add one to the number of bets.
[0027] The number of medals required to play one game is called the "prescribed number." After the prescribed number of medals have been bet, operating the start lever 14 starts one game (one game), and the left reel R1, center reel R2, and right reel R3 begin to spin. The left stop button 15L, center stop button 15C, and right stop button 15R are provided corresponding to the left reel R1, center reel R2, and right reel R3, respectively. After the left reel R1, center reel R2, and right reel R3 begin to spin, pressing the left stop button 15L, center stop button 15C, or right stop button 15R stops the left reel R1, center reel R2, and right reel R3, respectively.
[0028] In the following description, operating the stop buttons in the order of left stop button 15L → middle stop button 15C → right stop button 15R will be referred to as "left → middle → right." Operating the stop buttons in the order of left stop button 15L → right stop button 15R → middle stop button 15C is called "left → right → middle." Operating the stop buttons in the order of center stop button 15C → right stop button 15R → left stop button 15L is called "center → right → left." Operating the stop buttons in the order of center stop button 15C → left stop button 15L → right stop button 15R is called "center → left → right." Operating the stop buttons in the order of right stop button 15R → left stop button 15L → middle stop button 15C is called "right → left → middle." Operating the stop buttons in the order of right stop button 15R → middle stop button 15C → left stop button 15L is called "right → middle → left."
[0029] When all reels R1, R2, and R3 have stopped, if a predetermined combination of symbols lines up on the activated winning line in the reel window 8, the winning combination corresponding to that combination of symbols will be awarded. Depending on the winning combination, medals may be paid out as a payout. The number of medals paid out for this winning combination is displayed on the payout number indicator. Furthermore, medals paid out for winning combinations are credited to the slot machine 1 up to a maximum of 50, and any medals exceeding 50 are ejected into the medal tray 41 from the medal ejection port 40 located at the bottom of the front door 3. This completes one game.
[0030] When the settlement button 16 is pressed, the medals credited to the slot machine 1 are discharged from the medal discharge port 40 to the medal tray 41.
[0031] A liquid crystal display 30 for displaying effect images and the like in accordance with the progress of the game is provided above the display panel unit 5. In addition, a pair of speakers 31, 31 for outputting sound effects and the like to liven up the atmosphere during the game are arranged to the left of the dual-purpose display 23a of the display panel unit 5 and to the right of the payout number display 23b.
[0032] In addition, a display panel 42 is attached to the front door 3 between the operation unit 6 and the medal tray 41 to display the model name of the slot machine 1 and the like.
[0033] <3. Electrical configuration of gaming machine>
[0034] <3-1. Electrical configuration of gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1.
[0035] The slot machine 1 is equipped with a main control device 100a that performs central control of the game, a performance sub-control device 100b that controls the performances associated with the game, and an illumination control board 100c that controls illumination using light and sound.
[0036] The main control device 100a includes a CPU 101, a ROM 102, a RAM 103, an input / output port 104, a random number generating circuit 105, and a signal sending circuit 106.
[0037] The CPU 101 is electrically connected to the ROM 102, the RAM 103, the input / output port 104, the random number generating circuit 105, and the signal sending circuit .
[0038] The ROM 102 stores various programs executed by the CPU 101. The ROM 102 also stores a lottery table 107 and a stop control table 108.
[0039] The RAM 103 is used as a work area when the CPU 101 executes a program.
[0040] The input / output port 104 is connected to, as control targets, stepping motors 51L, 51C, and 51R for rotating the dual-purpose display 23a, the payout number display 23b, the left reel R1, the center reel R2, and the right reel R3, respectively; a medal block solenoid 52 for switching the destination of medals inserted from the medal insertion port 10 between a medal storage section (not shown) in the main body 2 and the medal tray 41; a medal payout drive motor 53 for discharging medals from the medal storage section to the medal tray 41 through the medal ejection port 40; and an external centralized terminal board 57.
[0041] The external centralized terminal board 57 outputs a signal (external signal) output from the CPU 101 to the data lamp in accordance with the gaming state described below. Specifically, when the gaming state transitions to a bonus game state, the CPU 101 outputs external signal 1 to the external centralized terminal board 57 via the input / output port 104. Furthermore, when the gaming state transitions to an AT state, the CPU 101 outputs external signal 2 to the external centralized terminal board 57 via the input / output port 104. The external centralized terminal board 57 outputs the external signals 1 and 2 output via the input / output port 104 to the data lamp.
[0042] The stepping motors 51L, 51C, 51R, the medal block solenoid 52, the medal payout drive motor 53, and the external central terminal board 57 are provided inside the main body 2 (see FIG. 1).
[0043] In addition, the input / output port 104 is connected to a MAX bet button 11, a 1 coin bet button 12, a start lever 14, a left stop button 15L, a middle stop button 15C, a right stop button 15R, a settlement button 16, reel position detection sensors 54L, 54C, 54R, a medal insertion sensor 55, and a medal payout sensor 56.
[0044] When the MAX BET button 11, 1 BET button 12, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 16 are pressed, an operation signal is output from the switch (not shown) built into each button, and the operation signal is input to the CPU 101 via the input / output port 104.
[0045] Each time the left reel R1, center reel R2, and right reel R3 make one rotation, a detection signal is output from the reel position detection sensors 54L, 54C, and 54R, respectively, and the detection signal is input to the CPU 101 via the input / output port 104.
[0046] When the start lever 14 is operated, the CPU 101 outputs a drive pulse signal to the stepping motors 51L, 51C, and 51R, causing the left reel R1, center reel R2, and right reel R3 to start rotating. The CPU 101 constantly monitors the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the number of steps of the stepping motors 51L, 51C, and 51R and the detection signals of the reel position detection sensors 54L, 54C, and 54R.
[0047] When the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the CPU 101 refers to the stop control table 108 and stops the output of drive pulse signals to the stepping motors 51L, 51C, and 51R based on the rotation positions of the left reel R1, the center reel R2, and the right reel R3, thereby controlling the stopping of the left reel R1, the center reel R2, and the right reel R3 (reel stop control).
[0048] In the reel stop control, after the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the left reel R1, the center reel R2, and the right reel R3 are stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames), respectively.
[0049] Every time a medal is inserted through the medal insertion slot 10, a detection signal is output from the medal insertion sensor 55, and this detection signal is input to the CPU 101 via the input / output port 104.
[0050] Each time a medal is discharged onto the medal tray 41 by the medal payout drive motor 53, a detection signal is output from the medal payout sensor 56, and this detection signal is input to the CPU 101 via the input / output port 104.
[0051] The number of credits is stored in RAM 103. CPU 101 controls credit number display CR (multipurpose display 23a) and causes the credit number display CR (multipurpose display 23a) to display the number of credits stored in RAM 103. CPU 101 controls medal block solenoid 52 to cause medals inserted from medal insertion slot 10 to be ejected to the medal storage section until the number of credits reaches 50, and then to be ejected to medal tray 41 when the number of credits reaches 50. Furthermore, after the number of credits reaches 50, if a winning combination that results in a dividend (payout of medals) is achieved, CPU 101 controls medal payout drive motor 53 to eject medals to medal tray 41.
[0052] Random number generation circuit 105 includes an increment counter that counts up in response to clock pulses output from an oscillator (not shown), and generates 16-bit random numbers and 8-bit random numbers. The range of generated random numbers is 0 to 65535 for 16-bit random numbers and 0 to 255 for 8-bit random numbers.
[0053] When the start lever 14 is operated, the CPU 101 obtains a random number from the random number generation circuit 105 and executes an internal lottery in which multiple winning combinations are included in the lottery targets. In the internal lottery, one lottery table is read out from the lottery table 107 in the ROM 102, and a winning combination or a losing combination in the internal lottery is determined based on the lottery table and the 16-bit random number obtained from the random number generation circuit 105.
[0054] If no winning combination is achieved by the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning pattern, and no winning combination will be achieved. When a minor winning combination is achieved, the CPU 101 controls the payout number indicator to display the number of medals to be paid out as the payout.
[0055] Furthermore, the CPU 101 sends signals necessary for control as commands to the performance sub-control device 100b and the illumination control board 100c via the signal sending circuit 106.
[0056] In addition, in the slot machine 1, by selecting a setting value from six setting values from 1 to 6, it is possible to set the payout rate of the slot machine 1. The higher the setting value, the higher the payout rate. Although not shown in the figure, a setting change switch and a setting change button that are provided inside the main body 2 and are operated when selecting (changing) a setting value are connected to the input / output port 104. The setting change switch is a key switch that is turned on by inserting a setting key and turning it clockwise, and the setting change button is a push button.
[0057] To select (change) a setting value, first, with the front door 3 open, insert a setting key into the setting change switch and rotate it clockwise to change the operation mode of the slot machine 1 to the setting change mode. When the setting change mode is entered, the current setting value is displayed on the dual-purpose display 23a. In addition, each time the setting change button is pressed in the setting change mode, the setting value displayed on the dual-purpose display 23a is incremented by one if it is between 1 and 5, and returns to 1 if it is 6. In this way, the desired setting value can be selected by operating the setting change button while checking the setting value displayed on the dual-purpose display 23a. With the desired setting value displayed on the dual-purpose display 23a, the selection (change) of the setting value is completed by operating the start lever 14. Then, the setting key inserted in the setting change switch is rotated counterclockwise to return the operation mode to the normal (game) mode, and the setting selection (change) process is completed by removing the setting key from the setting change switch.
[0058] <3-2. Electrical configuration of gaming machine (effect sub-control device, etc.)> The performance sub-control device 100b includes a CPU 200, a ROM 201, a RAM 202, a signal input circuit 203, a drive circuit 204, and a random number generation circuit 205.
[0059] The CPU 200 is electrically connected to a ROM 201 , a RAM 202 , a signal input circuit 203 , a drive circuit 204 , and a random number generation circuit 205 .
[0060] The ROM 201 stores various programs executed by the CPU 200 .
[0061] The RAM 202 is used as a work area when the CPU 200 executes a program.
[0062] A signal is input to the signal input circuit 203 from the signal transmission circuit 106 of the main control device 100a.
[0063] The random number generation circuit 205 includes an increment counter that counts up in response to clock pulses output from an oscillator (not shown), and generates 16-bit random numbers. The generated random numbers range from 0 to 65535.
[0064] The CPU 200 executes a program stored in the ROM 201, performs a performance lottery based on the signal input from the signal input circuit 203 and the random number obtained from the random number generation circuit 205, and controls the display of the LCD display 30 via the drive circuit 204 based on the result of the lottery.
[0065] The illumination control board 100c controls the lighting of the LEDs 32 built into the left stop button 15L, the center stop button 15C, the right stop button 15R, etc. based on commands sent from the main control device 100a. It also controls the output of sound effects from the speakers 31.
[0066] <4. Reel arrangement and stop position explanation> FIG. 4 is a diagram showing the arrangement of symbols on the left reel R1, the center reel R2, and the right reel R3.
[0067] The reel bands of the left reel R1, the center reel R2, and the right reel R3 each have 20 symbols (20 frames) arranged on them, and the 20 symbols on each of the reels R1 to R3 are each assigned a symbol number from "1" to "20."
[0068] The reel band of the left reel R1 has the following symbols arranged in this order: "Cherry," "Blue 7," "Lip," "Bell A," "Watermelon A," "Lip," "Cherry," "Lip," "Bell B," "Black Bar," "Watermelon B," "Red 7," "Lip," "Bell B," "Watermelon A," "Lip," "Yellow Bar," "Lip," "Bell A," and "Watermelon A," and each of these symbols is assigned a symbol number from "1" to "20."
[0069] The reel band of the middle reel R2 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Lip", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Lip", "Red 7", "Bell A", "Black Bar", "Cherry", "Lip", "Blue 7", "Bell A", "Watermelon A", and "Cherry", and each of these symbols is assigned a symbol number from "1" to "20".
[0070] The reel band of the right reel R3 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Lip", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Lip", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Lip", "Black Bar", "Cherry", "Watermelon A", and "Bell B", and each of these symbols is assigned a symbol number from "1" to "20".
[0071] FIG. 5 is a diagram for explaining the symbol stop positions and the pay line NL.
[0072] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8. When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8. When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.
[0073] The slot machine 1 is a so-called one-line machine in which a middle line L1 connecting the symbol stop positions PL2, PC2, and PR2 is set as a pay line NL. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, PR1 aligned in a horizontal row on the upper row within the reel window 8 will be referred to as the upper line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 aligned in a horizontal row on the lower row will be referred to as the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 aligned on a diagonal line sloping downward to the right will be referred to as the downward-to-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 aligned on a diagonal line sloping upward to the right will be referred to as the upward-to-right line L5.
[0074] <5.1 Game Description> FIG. 6 is a flowchart showing the flow of the game process executed by the main control device of the slot machine 1. Details of the internal lottery processing (S104), AT-related lottery processing (S105), and reel performance processing (S106) shown in Figure 6 will be described later, so we will omit the description of these (S104 to S106) and only provide an overview.
[0075] <5-1. Processing flow>
[0076] <5-1-1. Medal reception process>
[0077] When a medal is inserted into the medal insertion slot 10, the slot machine 1 either accepts the inserted medal and takes it into the slot machine 1, or does not accept the inserted medal and returns it to the medal tray 41 (S101).
[0078] Specifically, when three medals have been bet on a game and the number of credits is less than 50, if a medal is inserted into the medal insertion slot 10, the CPU 101 takes the inserted medal into the slot machine 1 and adds the number of credits equal to the number of inserted medals. Also, when three medals have been bet on a game and the number of credits is 50, if a medal is inserted into the medal insertion slot 10, the CPU 101 drives the medal block solenoid 52 and returns the inserted medal to the medal tray 41.
[0079] <5-1-2. Betting Processing> The slot machine 1 sets the number of bets in response to the insertion of medals into the medal insertion slot 10, the operation of the MAX BET button 11, or the winning of a replay combination (S102).
[0080] Specifically, when medals are inserted into the medal insertion slot 10 when the number of bets is less than 3, the CPU 101 adds the number of bets by the number of inserted medals. Also, when the MAX BET button 11 is operated when the number of bets is less than the specified number, the CPU 101 subtracts the number of credits and adds the number of bets so that the number of bets becomes the specified number. Also, when a re-play combination is won, the CPU 101 executes an automatic bet process in which the number of bets that was bet in that game is bet again without subtracting the number of credits.
[0081] <5-1-3. Lever reception process> The slot machine 1 starts a game when it receives an operation of the start lever 14 when three medals have been bet (S103). Specifically, when the start lever 14 is operated when the number of bets is set to a specified number, the CPU 101 executes game processing from the internal lottery processing (S104). On the other hand, when the start lever 14 is operated when the number of bets is less than the specified number, the CPU 101 does not execute game processing from the internal lottery processing.
[0082] <5-1-4. Internal lottery processing> When a game starts, the slot machine 1 acquires a 16-bit random number value from the random number generation circuit 105, and executes an internal lottery process to determine information for deriving the game result by lottery based on the random number value (S104).
[0083] <5-1-5. AT-related lottery processing> The slot machine 1 acquires an 8-bit random number value from the random number generation circuit 105, and executes various lottery processes related to the AT, i.e., AT-related lottery processes, based on the random number value, the game status, and the results of the internal lottery process (S105).
[0084] <5-1-6. Slot machine effect processing> After the AT-related lottery process is executed, the slot machine 1 executes a reel effect using each of the reels R1 to R3 based on the result of the AT-related lottery process (S106). The reel effect initiates a freeze state that temporarily suspends the progress of the game, and during this freeze state, controls the execution of a pseudo-game process that spins each of the reels R1 to R3 and allows the player to perform a stopping operation to stop each of the reels R1 to R3.
[0085] <5-1-7. Display process on the indicator monitor> When the instruction function is activated, the slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S107). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the activation lottery of the instruction function. The activation of the instruction function will be described later.
[0086] <5-1-8. Reel rotation processing> After executing the instruction monitor display process, the slot machine 1 rotates each of the left reel R1, the center reel R2, and the right reel R3 to variably display the symbols arranged on each of the reels R1 to R3 (S108). Specifically, after executing the instruction monitor display process, the CPU 101 continuously supplies pulses to each of the stepping motors 51L, 51C, and 51R, thereby rotating each of the left reel R1, the center reel R2, and the right reel R3.
[0087] In addition, the reel effects and reel spinning process for the left reel R1, center reel R2, and right reel R3 in the next game will not start until 4.1 seconds have passed since the start of rotation of the left reel R1, center reel R2, and right reel R3 in the previous game. This ensures that the time required for one game is kept at 4.1 seconds or more.
[0088] <5-1-9. Reel stop processing> When the stop buttons 15L, 15C, and 15R are operated while the left reel R1, center reel R2, and right reel R3 are spinning, the slot machine 1 stops the rotation of the left reel R1, center reel R2, and right reel R3 (S109). When the left stop button 15L, center stop button 15C, or right stop button 15R is operated while the left reel R1, center reel R2, and right reel R3 are spinning, the CPU 101 stops the rotation of the corresponding reel R1 to R3 by supplying a predetermined pulse to the stepping motor (stepping motor 51L corresponding to the left reel R1, stepping motor 51C corresponding to the center reel R2, and stepping motor 51R corresponding to the right reel R3) to which the reel corresponding to the operated stop button (left reel R1 corresponding to the left stop button 15L, center reel R2 corresponding to the center stop button 15C, and right reel R3 corresponding to the right stop button 15R) is fixed.
[0089] <5-1-10. Pattern determination process> After the left reel R1, center reel R2, and right reel R3 have all stopped, the slot machine 1 determines the symbol combination stopped and displayed on the pay line NL (S110). After the left reel R1, center reel R2, and right reel R3 have all stopped, the CPU 101 determines whether the symbol combination stopped and displayed on the pay line NL is a predetermined symbol combination. For example, it determines whether the symbol combination stopped and displayed on the pay line NL is a symbol combination corresponding to a winning combination.
[0090] <5-1-11. Display monitor off process> After executing the symbol determination process, if the identification information is displayed on the instruction monitor NM, the slot machine 1 executes the process of turning off the instruction monitor NM (S111). That is, the instruction monitor NM is a monitor that is displayed during a game in which the instruction function is activated, and is turned off when the game ends.
[0091] <5-1-12. Medal payout process> When it is determined that a symbol combination corresponding to a small winning combination is stopped and displayed on the pay line NL, the slot machine 1 executes a medal payout process (S112).
[0092] <5-1-13. State transition processing> When the slot machine 1 determines that a state transition condition for transitioning the gaming state has been met as a result of the AT-related lottery process or the pattern determination process, it transitions the gaming state.
[0093] <5-2. Details of internal lottery process> The following describes details of the internal lottery process in the slot machine 1. The internal lottery process is a process for determining, by lottery, a winning combination that allows a win from a plurality of predetermined winning combinations.
[0094] In the slot machine 1, the combinations that are the subject of the internal lottery include a bonus combination, a replay combination, and a small combination. A bonus role is a role in which even if a winning game is won and then lost, the winning state is carried over from the next game onwards until a winning is made, and if a winning is made, a bonus game state (bonus game state) is started from the next game. In contrast, the replay role and the small role are roles that do not carry over the winning state even if a winning game is won and then lost. The replay role is a role that allows the next game to be played without a bet in response to a winning game, and the small role is a role that pays out medals in response to a winning game.
[0095] Although the slot machine 1 is equipped with multiple types of RT states with different internal lottery processing modes, i.e., different lottery tables 107, the slot machine 1 is an AT machine that basically stays in RT state 1 in pachinko halls. Therefore, the internal lottery process will be described in detail for this one RT state (hereinafter referred to as the normal RT state), but the description for the other RT states will be simplified.
[0096] <5-2-1.RT state>
[0097] First, the normal RT state and other RT states in the slot machine 1 will be explained. FIG. 7 is a diagram showing the RT state transition of the slot machine 1. As shown in FIG. 7, the slot machine 1 has three RT states: RT0 state, which is an RT state in which a bonus role has not been won; RT1 state, which is an RT state in which a bonus role has been won but no bonus role has been awarded; and RT2 state, which is an RT state indicating that a bonus game is in progress when a bonus role has been awarded; of these, the RT1 state is designed as the normal RT state.
[0098] In the slot machine 1, if a setting change process is executed in an RT state other than the normal RT state, the slot machine 1 is initialized to the RT0 state, whereas if a setting change process is executed in the normal RT state, the normal RT state is maintained.
[0099] During the RT0 state, the bonus role is won with a high probability, specifically, with a probability of 1 / 12.4, and the duration of the RT0 state is designed to be 12.4 games on average.
[0100] If a bonus role is won during RT0 state and no bonus role is won in that game, the state will transition to the normal RT state. On the other hand, if a bonus role is won in a bonus role winning game, or if a bonus role is won during the normal RT state, the state will transition to RT2, which is the RT state indicating that a bonus game is in progress.
[0101] The RT2 state is a bonus game state that continues until the cumulative number of medals paid out exceeds a predetermined number, and when the predetermined number is exceeded, the bonus game state ends and the state transitions to the RT0 state. The above is the transition of the RT state in the slot machine 1.
[0102] Next, the internal lottery process in the normal RT state will be described.
[0103] <5-2-2. Lottery Division>
[0104] In the internal lottery process of the slot machine 1 in the normal RT state, as shown in FIG. 8, a total of 10 types of lottery categories are set: replay role, push order bell role 1 to 6, common bell role, watermelon role, and cherry role.
[0105] The lottery category replay role is a replay role. In a game (game) in which the lottery category replay role is won, regardless of the order and timing of the operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, the "Replay" symbols will line up and stop on one of the lines L1 to L5, and the replay role will always be won. When the replay role is won, the next game can be played without placing a bet.
[0106] The lottery division push order bell roles 1 to 6 are small roles. The lottery division push order bell roles 1 to 6 are so-called push order small roles in which the winning small role differs depending on the operation order of the stop operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R.
[0107] Specifically, in a game in which the result of the internal lottery is a winning combination of any of the lottery division push order bell combinations 1 to 6, if the stop buttons 15L, 15C, and 15R are operated in the correct operation order, a small combination with a payout of 9 coins will be won regardless of the operation timing. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in an operation order other than the correct operation order, a small combination with a payout of 1 coin will be won on any of the lines L1 to L5, or the winning combination will be lost, depending on the operation timing.
[0108] The correct operation order for lottery section push order bell role 1 is set to "left → center → right", and in a game in which lottery section push order bell role 1 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 9 coins is won, the bell symbols will line up on the middle line L1, but if the stopping operation is performed in an operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0109] The correct operation order for the lottery section push order bell role 2 is set to "left → right → center." In a game in which the lottery section push order bell role 2 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 9 coins is won, the bell symbols will line up on the upper line L2, but if the stopping operation is performed in an operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0110] The correct operation order for lottery section push order bell role 3 is set to "center → left → right", and in a game in which lottery section push order bell role 3 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 9 coins is won, the bell symbols will line up on the lower line L3, but if the stopping operation is performed in an operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0111] The correct operation order for lottery section push order bell role 4 is set to "center → right → left", and in a game in which lottery section push order bell role 4 is won, when the stopping operation is performed in the correct operation order and a small role of 9 coins is won, the bell symbols will line up on the downward-sloping right line L4, but if the stopping operation is performed in an operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0112] The correct operation order for lottery section push order bell role 5 is set to "right → left → center." In a game in which lottery section push order bell role 5 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 9 coins is won, the bell symbols will line up on the upward-sloping line L5 to the right, but when the stopping operation is performed in an operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0113] The correct operation order for the lottery section push order bell role 6 is set to "right → center → left", and in a game in which the lottery section push order bell role 6 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 9 coins is won, the bell pattern will stop on one of the lines L1 to L3, but if the stopping operation is performed in an operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.
[0114] In a game in which the common bell symbol for the lottery category is won, a small symbol with a payout of 9 coins will be won regardless of the operation timing and operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the bell symbol will be aligned on one of the lines L1 to L5.
[0115] In a game in which the lottery category watermelon role is won, a small role with a payout of 3 coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the watermelon pattern (watermelon A or watermelon B) will be lined up on one of the lines L1 to L5.
[0116] In a game in which the lottery category cherry role is won, a small role with a payout of one coin is won depending on the operation timing of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the cherry symbol stops at the upper symbol stop position PL1 or the lower symbol stop position PL3 of the left reel in the reel window 8.
[0117] <5-2-3. Lottery value in normal RT state> FIG. 9 is a table showing the winning probabilities for multiple types of lottery categories in the internal lottery in the normal RT state for each set value.
[0118] The lottery category replay role sets the lottery value to 8978 regardless of the set value, i.e., the winning probability to 1 / 7.30. For the lottery category push order bell roles 1 to 6, the lottery value is set to 8084 regardless of the setting value, that is, the winning probability is set to 1 / 8.11. The lottery category common bell role has a lottery value of 1200 regardless of the setting value, that is, the winning probability is set to 1 / 54.61.
[0119] For the watermelon lottery role, if the setting value is 1, the lottery value is 660 and the winning probability is 1 / 99.30, if the setting value is 2, the lottery value is 690 and the winning probability is 1 / 94.98, if the setting value is 3, the lottery value is 720 and the winning probability is 1 / 91.02, if the setting value is 4, the lottery value is 750 and the winning probability is 1 / 87.38, if the setting value is 5, the lottery value is 780 and the winning probability is 1 / 84.02, and if the setting value is 6, the lottery value is 810 and the winning probability is 1 / 80.91. The lottery category cherry role has a lottery value of 130 regardless of the set value, that is, the winning probability is set to 1 / 504.12. In addition, for so-called losers who do not win any lottery category, if the setting value is 1, the lottery value is set to 6064 and the probability is 1 / 10.81, if the setting value is 2, the lottery value is set to 6034 and the probability is 1 / 10.86, if the setting value is 3, the lottery value is set to 6004 and the probability is 1 / 10.92, if the setting value is 4, the lottery value is set to 5974 and the probability is 1 / 10.97, if the setting value is 5, the lottery value is set to 5944 and the probability is 1 / 11.03, and if the setting value is 6, the lottery value is set to 5914 and the probability is 1 / 11.08. In the slot machine 1, if a bonus combination is won in a game that results in a loss as a result of the internal lottery, the slot machine 1 transitions to the RT2 state. Therefore, in a game that results in a loss as a result of the internal lottery, the effect sub-control device 100b controls the liquid crystal display 30 to display an effect display that prompts a stop operation that avoids the symbol combination that constitutes the bonus combination, so that the bonus combination is not won.
[0120] As described above, the result of the internal lottery is determined to be one of 11 lottery categories, including a losing result, as shown in FIG. In addition, the slot machine 1 is set with a favorable zone transition role that transitions to the favorable zone on the condition of winning in the non-favorable zone. As shown in Figure 9, the lottery zones other than the lottery zone replay role and the loss role are set as favorable zone transition roles, and the lottery zone replay role is set as a non-favorable zone transition role that cannot transition the zone state to the favorable zone even if the lottery zone is won. Furthermore, even if a role that does not allow transition to an advantageous zone is won during an advantageous zone, the zone state will not be transitioned to a non-advantageous zone. Depending on the results of the internal lottery, various lottery processes related to the AT are carried out.
[0121] <6. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be explained.
[0122] <6-1. Section status (non-advantageous section, advantageous section)> FIG. 10 is a transition diagram showing the game flow of the slot machine 1.
[0123] In this slot machine 1, the non-advantageous zone is a play zone in which the instruction function that notifies the player of information that makes it easier to win a prize does not operate. On the other hand, the advantageous zone is a play zone in which the instruction function can operate. In other words, the non-advantageous zone is a play zone in which instruction information that makes it easier to win a prize cannot (is not) transmitted from the main control device 100a to the performance sub-control device 100b, while the advantageous zone is a play zone in which instruction information can be transmitted from the main control device 100a to the performance sub-control device 100b. Specifically, in a non-advantageous section, in a game in which the result of the internal lottery is that one of the lottery section push order bell roles 1 to 6 is won, information that can identify the correct push order (hereinafter referred to as correct push order identification information) is not sent from the main control device 100a to the performance sub-control device 100b. The correct push order identification information includes so-called instruction information that directly instructs the operation order of the stop buttons 15L, 15C, and 15R, as well as information related to the lottery section that was won. Therefore, in a non-advantageous section, in a game in which the result of the internal lottery is that one of the lottery section push order bell roles 1 to 6 is won, the performance sub-control device 100b cannot know the correct push order, and therefore cannot notify it.
[0124] On the other hand, the advantageous zone is a game zone in which the main control device 100a can transmit correct push order identification information to the performance sub-control device 100b. When the main control device 100a transmits a command instructing the correct operation order to the performance sub-control device 100b in the advantageous zone, the main control device 100a displays identification information corresponding to the type of the command on the instruction monitor NM. In this slot machine 1, when the gaming state is in the normal state, it is possible to stay in both the non-advantageous zone and the advantageous zone. On the other hand, when the gaming state is in the AT state, it is set to a gaming state where it is possible to stay only in the advantageous zone, and it is configured so that it is not possible to stay in the non-advantageous zone. In addition, in this slot machine 1, even during the advantageous zone, if the gaming state is normal, the instruction function is set not to be activated.
[0125] <6-1-1. Non-advantageous areas> FIG. 11 is a flowchart showing the flow of processing in the non-advantageous zone of the slot machine 1.
[0126] During the non-advantageous section, first, an internal lottery process (S1101) is executed. The internal lottery process in the following description includes the internal lottery process (S104) shown in FIG. Returning to Figure 11, depending on the result of the internal lottery process (S1101), it is determined (S1102) whether or not the advantageous zone transition role has been won, and if it is determined that the role has not been won (NO in S1102), the process returns to step S1101, whereas if it is determined that the role has been won (YES in S1102), various initial settings (S1103) associated with the start of the advantageous zone include setting the number of advantageous zone games, number of advantageous zone IN coins, number of advantageous zone OUT coins, and advantageous zone difference coins to 0, and processing is performed to set the zone state to the advantageous zone, and processing during the advantageous zone (S1104) is started and the process returns.
[0127] <6-1-2.Advantageous Zone> FIG. 12 is a flowchart showing the processing flow during the advantageous zone of the slot machine 1.
[0128] In the processing during the advantageous zone, first, as the game is executed, the process of updating various variables (S1201) is executed. In the process of updating various variables, for each game, the number of advantageous zone games is incremented by 1, the number of bets at the time of execution of the game is added to the number of advantageous zone IN coins, the number of payouts at the time of execution of the game is added to the number of advantageous zone OUT coins, and the value obtained by subtracting the number of advantageous zone IN coins from the current number of advantageous zone OUT coins is updated as the advantageous zone difference number.
[0129] Next, it is determined whether the current game state is the normal state (S1202). As a result of the determination, if it is determined that the current game state is the normal state (YES in S1202), the process for the normal state (S1203) is executed and the process returns. The process for the normal state will be described later.
[0130] As a result of the judgment, if it is judged that the current gaming state is not the normal state (NO in S1202), the process related to the AT state (S1204) is executed and the process returns. The process related to the AT state will be described later.
[0131] Next, the processing in each game state will be described.
[0132] <6-2.Normal state> FIG. 13 is a flowchart showing the flow of processing in the normal state of the slot machine 1.
[0133] In the processing during the normal state, first, the AT state transition lottery process (S1301) is executed. The AT state transition lottery process is a process of drawing lots to determine whether or not to transition to the AT state based on the lottery category won in the game.
[0134] The contents of the AT state transition lottery process are shown in Figure 14. As shown in Figure 14, in the AT state transition lottery process, it is decided whether to transition to the AT state based on the lottery category won in the game. As shown in Figure 14, the lottery category replay role and push order bell role 1 to 6, which are lottery categories with a high probability of winning, are unlikely to win the AT state transition lottery, while the lottery category common bell role, watermelon role, and cherry role, which are so-called rare roles with a low probability of winning, are set to be more likely to win the high AT state lottery.
[0135] 13, an AT state transition lottery is executed, and it is determined whether or not the AT state transition lottery has been won (S1302). If it is determined that the AT state transition lottery has been won (YES in S1302), the game state is set to the AT state, the number of AT games indicating the number of games remaining in the AT state is set to 50 (S1304), and the process returns.
[0136] If it is determined that the AT state transition lottery has not been won (NO in S1302), it is determined whether the number of games in the advantageous zone is 777 or more (S1303). If the result of the judgment is that the number of games in the advantageous zone is 777 or more (YES in S1303), the game state is set to the AT state, the number of AT games indicating the number of games remaining in the AT state is set to 50 (S1304), and the process returns. If the result of the judgment is that the number of games in the advantageous zone is not 777 or more (NO in S1303), the process returns without performing any processing.
[0137] As explained above, during processing in the normal state, an AT state transition lottery is held based on the lottery category that is won in each game, and even if the AT state transition lottery is not won, the system is set to transition to the AT state after 777 games have passed in the advantageous zone.
[0138] <6-3.AT state> FIG. 15 is a flowchart showing the flow of processing in the AT state of the slot machine 1.
[0139] In the processing during the AT state, first, the number of AT games indicating the number of games remaining in the AT state is subtracted by 1 (S1501). Next, the AT stock number lottery process is executed (S1502). The AT stock number lottery process is a process of drawing lots to determine whether or not to award an AT stock number, and if so, how many to award, based on the lottery category that was won in the game.
[0140] The details of the AT stock number lottery process are shown in Figure 16. As shown in Figure 16, based on the winning lottery category, a lottery is held to determine whether or not to award an AT stock number, and if so, the number to award. The lottery value for whether or not to award AT stocks, and if so, the number to award, is set to 251 for 0 (not awarded), 4 for 1, and 1 for 2 for the lottery category replay role. For lottery category push order bell roles 1 to 6, 0 (not awarded) is set to 254, 1 is set to 1, and 2 is set to 1. For the common bell role in the lottery category, 0 (not awarded) is set to 238, 1 is set to 16, and 2 is set to 2. For the lottery category watermelon role, 0 (no award) is set to 220, 1 is set to 32, and 2 is set to 4. For the cherry lottery role, 0 (no prize) is set to 188, 1 is set to 64, and 2 is set to 4. The number of AT stocks awarded by lottery will be added to the current number of AT stocks.
[0141] 15, it is determined whether or not the AT stock number lottery process has been won (S1503). As a result of the determination, if it is determined that the AT stock number lottery has been won (YES in S1503), that is, if the number of AT stocks to be awarded in the AT stock number lottery process is 1 or 2, pseudo game process 1 (S1506) is executed. The pseudo game process 1 will be described later.
[0142] As a result of determining whether or not the AT stock number lottery process has been won, if it is determined that the AT stock number lottery has not been won (NO in S1503), that is, if the number of AT stocks to be awarded in the AT stock number lottery process is won to be 0, then a pseudo-game occurrence lottery process (S1504) is executed. The pseudo game occurrence lottery process is a process of drawing lots to determine whether or not to execute the pseudo game process 2 (S1507).
[0143] The contents of the pseudo-game generation lottery process are shown in Fig. 17. As shown in Fig. 17, a lottery is performed to determine whether or not the pseudo-game process is to be executed based on the lottery category that has been won. In the case of the lottery category replay role, the probability of winning is 4 / 256, or 1 / 64; in the lottery category push order bell roles 1 to 6, the probability of winning is 1 / 256; in the lottery category common bell role, the probability of winning is 16 / 256, or 1 / 16; in the lottery category watermelon role, the probability of winning is 32 / 256, or 1 / 8; and in the lottery category cherry role, the probability of winning is 64 / 256, or 1 / 4.
[0144] 15, the pseudo game occurrence lottery process determines whether or not the pseudo game occurrence lottery process has been won (S1505). If it is determined that the pseudo game occurrence lottery has been won (YES in S1505), pseudo game process 2 (S1507) is executed. The pseudo game process 2 will be described later.
[0145] The probability of awarding one or more AT stocks through the AT stock number lottery process is set to be approximately the same as the probability of pseudo game process 2 being executed through the pseudo game occurrence lottery process. Therefore, when a pseudo game occurs through pseudo game process 1 and pseudo game process 2, pseudo game process 1, in which the AT stock number is awarded, will be executed with a probability of approximately 1 / 2.
[0146] After the execution of pseudo game process 1 (S1506), after the execution of pseudo game process 2 (S1507), or as a result of the pseudo game occurrence lottery process, if it is determined that the pseudo game occurrence lottery was not won (NO in S1505), it is determined whether or not the lottery category won in the game was any of the push order bell roles 1 to 6 (S1508). If it is determined as a result of the determination that the lottery category won in the game was any of the push order bell roles 1 to 6 (YES in S1508), as a process related to the operation of the instruction function (S1509), a display corresponding to the correct operation order corresponding to the lottery category won in the game, the push order bell role 1 to 6, is displayed on the instruction monitor NM as identification information corresponding to the operation of the instruction function, and the correct push order identification information is sent from the main control device 100a to the performance sub-control device 100b, and the next process (S1510) is executed. If it is determined that the winning role in the game is not one of the lottery division push order bell roles 1 to 6 (NO in S1508), the process for activating the instruction function (S1509) is not performed and the next process (S1510) is executed.
[0147] Next, it is determined whether the number of AT games is 0 or less (S1510). If the result of the determination is that the number of AT games is 0 or less, that is, the number of games stayed in the AT state is 50 or more (YES in S1510), it is determined whether the number of AT stocks is 1 or more (S1511). On the other hand, if it is determined that the number of AT games is not 0 or less (NO in S1510), it is determined that the number of games stayed in the AT state is less than 50 games, and the process returns.
[0148] If it is determined that the AT stock number is 1 or more as a result of determining whether the AT stock number is 1 or more (YES in S1511), the AT stock number is decremented by 1, the AT game number is set to 50 (S1512), and the process returns. On the other hand, if the result of the judgment is that the AT stock number is not 1 or more (NO in S1511), it is determined that the AT state has ended, the number of games in the advantageous zone is set to 0, the number of coins IN the advantageous zone is set to 0, the number of coins OUT the advantageous zone is set to 0, the number of coins difference in the advantageous zone is set to 0, the zone state is changed from the advantageous zone to the non-advantageous zone, and the game state is changed from the AT state to the normal state (S1513).
[0149] As explained above, in the processing during the AT state, the AT stock number is acquired during the 50 games granted at the start of the AT state, and the AT state is maintained to increase the number of balls put out. If the number of AT games is 0 (after 50 games), and there is no AT stock number, the information about the advantageous zone is cleared, and the game moves to the non-advantageous zone and normal state.
[0150] <6-3-1. Pseudo-game processing 1> FIG. 18 is a flowchart showing the flow of the pseudo game process 1 of the slot machine 1.
[0151] The simulated game of the slot machine 1 executes a so-called "aim" effect in which the player aims for a yellow bar symbol on the winning line L1. The pseudo-game process 1 is executed at the stage of the reel effect process (S106) when the AT stock number lottery process (S1503) is won in the AT-related lottery process (S105) in the flow of one game shown in Fig. 6. In other words, it is an effect executed before the reel rotation process (S108) is executed.
[0152] In the pseudo-game process 1, first, a freeze state is initiated to temporarily suspend the progress of the game (S1801). Next, each of the reels R1 to R3 is spun for the pseudo-game (S1802). The reel spinning process may be the same as the reel spinning process for the base game (S108), or may be a different spinning process. For example, the left reel R1, center reel R2, and right reel R3 may not be spun simultaneously, but may be spun in order starting with the left reel R1. Furthermore, the reel rotation speed may be different from that in the reel rotation process (S108). For example, the reel rotation speed may be faster or slower than the reel rotation speed in the reel rotation process (S108).
[0153] Furthermore, the main control device 100a spins the reels R1 to R3 for the pseudo game, and at the same time transmits information indicating the start of the pseudo game to the effect sub-control device 100b. Based on the information indicating the start of the pseudo-game sent from the main control unit 100a, the presentation sub-control unit 100b displays instructions regarding the stop operation, specifically a message such as "Aim for the yellow bar!!", on the LCD display 30 as a presentation of the start of the pseudo-game.
[0154] Next, the operation of all stop buttons is enabled (S1803). By enabling the operation of all stop buttons (left stop button 15L, middle stop button 15C, right stop button 15R), it becomes possible to operate each stop button during the simulated game.
[0155] After enabling the operation of all stop buttons (S1803), it is determined whether any stop button has been operated (S1804). If it is determined that any stop button has been operated (YES in S1804), the operation of the remaining stop buttons that have not been operated is disabled (S1805), and a temporary stop control process for the reel corresponding to the operated stop button is executed (S1806). On the other hand, if it is determined that none of the stop buttons have been operated (NO in S1804), the current state is maintained until any of the stop buttons is operated.
[0156] The temporary stop control process (S1806) of the reel corresponding to the operated stop button is a reel control process that temporarily stops the predetermined patterns arranged on each reel that are fluctuating during the simulated game on the winning line L1, and after the temporary stop, performs a temporary stop process that performs a swinging movement that fluctuates slightly up and down at a regular interval.
[0157] FIG. 19(a) is a diagram showing a temporary stop table when the AT stock lottery of the slot machine 1 is won. In the slot machine 1, in the pseudo game that is executed when the AT stock lottery is won, the symbols of each reel that are temporarily stopped on the winning line L1 are preset according to the order in which the stop buttons are operated. For example, when the left stop button 15L is operated in the first stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 17, is set to temporarily stop regardless of the timing of operation of the left stop button 15L; when the middle stop button 15C is operated in the first stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the middle stop button 15C; and when the right stop button 15R is operated in the first stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the right stop button 15R.
[0158] Therefore, for example, if the left stop button 15L is operated at the timing when the lip pattern of pattern number 18 on the left reel R1 is positioned on the winning line L1 (PL2), the left reel R1 will temporarily stop when pattern number 17 is positioned on the winning line L1 (PL2), and after the temporary stop, it will perform a swinging movement that fluctuates slightly up and down at a regular interval.
[0159] Returning to FIG. 18, a temporary stop control process (S1806) is executed for the reel corresponding to the operated stop button, and after executing the swing fluctuation in the temporary stop state, the operation of the remaining stop buttons that have not been operated is set to valid (S1807). Therefore, until the movement of the reel corresponding to the operated stop button is temporarily stopped, it is not possible to perform the stop operation on the other reels, so the player can operate the remaining stop buttons only after confirming whether or not the yellow bar has temporarily stopped on the winning line L1 of the reel corresponding to the operated stop button. This prevents the player from accidentally operating the stop button corresponding to another reel, allowing the player to operate the stop button with peace of mind.
[0160] Next, it is determined whether any of the remaining stop buttons has been operated (S1808). If it is determined that any of the remaining stop buttons has been operated (YES in S1808), the operation of the last stop button that has not been operated is set to invalid (S1809), and a temporary stop control process (S1810) is executed for the reel corresponding to the operated stop button. On the other hand, if it is determined that none of the remaining stop buttons have been operated (NO in S1808), the current state is maintained until any of the stop buttons is operated.
[0161] The reel control by the temporary stop control process (S1810) is the same as the temporary stop control process (S1806), and is a process for temporarily stopping the temporary stop symbol number at the time of the second stop operation on the pay line L1. For example, when the left stop button 15L is operated in the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 17, is set to temporarily stop regardless of the timing of operation of the left stop button 15L; when the middle stop button 15C is operated in the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the middle stop button 15C; and when the right stop button 15R is operated in the second stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the right stop button 15R.
[0162] Therefore, for example, if the left stop button 15L is operated at the first stop and the middle stop button 15C is operated at the second stop, the yellow bar symbol with symbol number 17 on the left reel R1 will temporarily stop at position PL2 on the winning line L1, and the yellow bar symbol with symbol number 2 on the middle reel R2 will temporarily stop at position PC2 on the winning line L1, resulting in a yellow bar symbol ready state.
[0163] Returning to FIG. 18, the temporary stop control process (S1810) is executed, and after the swing variation in the temporary stop state is executed, the operation of the last stop button that has not been operated is set to valid (S1811).
[0164] Next, it is determined whether the last stop button has been operated (S1812). If it is determined that the last stop button has been operated (YES in S1812), a temporary stop control process for the reel corresponding to the last stop button is executed (S1813). On the other hand, if it is determined that the final stop button has not been operated (NO in S1812), the current state is maintained until the final stop button is operated.
[0165] The reel control by the temporary stop control process (S1813) is similar to the temporary stop control process (S1806, S1810), and is a process for temporarily stopping the temporary stop symbol number at the time of the third stop operation on the pay line L1. For example, when the left stop button 15L is operated in the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 17, is set to temporarily stop regardless of the timing of operation of the left stop button 15L; when the middle stop button 15C is operated in the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the middle stop button 15C; and when the right stop button 15R is operated in the third stop operation, as shown in Figure 19(a), the yellow bar, which is the symbol number 2, is set to temporarily stop regardless of the timing of operation of the right stop button 15R.
[0166] Therefore, for example, if the left stop button 15L is operated at the first stop, the middle stop button 15C is operated at the second stop, and the right stop button 15R is operated at the third stop, the yellow bar pattern with pattern number 17 on the left reel R1 will temporarily stop at position PL2 on the winning line L1, the yellow bar pattern with pattern number 2 on the middle reel R2 will temporarily stop at position PC2 on the winning line L1, and the yellow bar pattern with pattern number 2 on the right reel R3 will temporarily stop at position PR2 on the winning line L1, and the yellow bar patterns will be aligned on the winning line L1.
[0167] As a result, in the pseudo game that is executed when the AT stock lottery is won, reel control is executed so that the yellow bar symbol always temporarily stops on the winning line L1 regardless of the timing or order of the player's stop operation, so even beginners who are not good at pressing the buttons by eye can play the pseudo game with confidence.
[0168] Returning to FIG. 18, temporary stop control processing (S1813) is executed, and after executing swing fluctuation in the temporary stop state, pseudo game ending processing (S1814) is executed.
[0169] The pseudo-game ending process is a process in which each reel starts to rotate irregularly, such as by rotating the left reel R1, the center reel R2, and the right reel R3 in order. By starting the rotation of each reel irregularly, the results of the game after the end of the pseudo game are not affected, such as by assisting the player in pressing the buttons with their eyes. In this slot machine 1, the pseudo-game ending process involves starting each reel to rotate irregularly, but it may also be a process of returning the reels to the state before the pseudo-game started (the position where the symbols stopped before the pseudo-game started).
[0170] After the pseudo-game termination process (S1814) is executed, the frozen state that temporarily halts the progress of the game is released, and the progress of the game is resumed (S1815) before returning.
[0171] As described above, the pseudo game process 1 controls a pseudo game in which the progress of the game is interrupted and the player is allowed to execute the pseudo game. The symbols are temporarily stopped in response to the operation of each stop button during the simulated game, and the simulated game ends when all the reels have temporarily stopped.
[0172] <6-3-2. Pseudo-game processing 2> FIG. 20 is a flowchart showing the flow of the pseudo game process 2 of the slot machine 1.
[0173] Like pseudo game process 1, pseudo game process 2 of slot machine 1 is a process that executes the so-called "aim effect" in which the player aims for the yellow bar pattern on the winning line L1, but ultimately the yellow bar pattern does not line up on the winning line L1.
[0174] In FIG. 20, the processing from temporarily pausing the game progress (S2001) to enabling the operation of the all stop button (S2003) is the same as steps S1801 to S1803 in FIG. 18, and therefore a description thereof will be omitted.
[0175] In the slot machine 1, in the so-called "aim performance" in which the player aims for the yellow bar symbol on the winning line L1, a 1-sure operation is implemented which can determine whether or not the yellow bar symbol will line up at the first stop, and a 2-sure operation which can determine whether or not the yellow bar symbol will line up at the second stop. The 1-sure operation is designed so that by first operating the middle stop button 15C, it can be determined whether or not the yellow bar symbol will line up in the pseudo game. Therefore, in the pseudo game process 2, after the operation of all stop buttons is set to be valid (S2003), it is determined whether the first stop button operated is the middle stop button 15C or not (S2004).
[0176] If it is determined that the first operated stop button is the middle stop button 15C (YES in S2004), the remaining stop buttons, the left stop button 15L and the right stop button 15R, are disabled (S2005), and reel control is performed (S2006) to temporarily stop the watermelon A symbol of symbol number 4 on the pay line L1 (PC2), as shown in Figure 19(b). The reel control for the temporary stop is the same as the temporary stop control process (S1806, S1810, S1813) in Figure 18, so a description thereof will be omitted.
[0177] When the watermelon A symbol with symbol number 4 is temporarily stopped on the winning line L1 (PC2), the cherry symbol with symbol number 5 is temporarily stopped on PC1 and the bell B symbol with symbol number 3 is temporarily stopped on PC3, so the yellow bar symbol with symbol number 2 is not temporarily stopped in the reel window 8. Therefore, the player can recognize that the yellow bar symbols will not line up on the winning line L1 or any of the lines L2 to L5. In other words, in the pseudo game, if the center stop button 15C is operated first and the yellow bar symbols provisionally stop within the reel window 8 (on the winning line L1), it is confirmed that the yellow bar symbols will line up, and if the yellow bar symbols do not provisionally stop within the reel window 8, it is confirmed that the yellow bar symbols will not line up, which is a one-sure operation.
[0178] In slot machine 1, if it is determined that the yellow bar pattern will not be aligned by the one-sure operation, an automatic temporary stop process is implemented that temporarily stops the remaining fluctuating reels without operating the remaining stop buttons.
[0179] The automatic temporary stop process (S2007) for the remaining fluctuating reels, the left reel R1 and the right reel R3, temporarily stops the center reel R2 at the temporary stop pattern number shown in Figure 19(c) after the watermelon pattern number 4 has temporarily stopped on the winning line L1 (PC2). For example, if the watermelon pattern number 4 on the middle reel R2 is temporarily stopped on the winning line L1 (PC2) and the lip pattern number 6 on the winning line L1 (PL2) of the left reel R1 is the bell B pattern number 9, which is the closest pattern number to that pattern number in the forward rotation direction, the left reel R1 will temporarily stop when pattern number 9 is positioned on the winning line L1 (PL2), and after the temporary stop, it will perform a swinging fluctuation that fluctuates slightly up and down at a regular interval. Similarly, when the watermelon pattern number 4 on the middle reel R2 temporarily stops on the winning line L1 (PC2) and the winning line L1 (PR2) on the right reel R3 has the watermelon A pattern number 14, the lip pattern number 16 closest to that pattern number in the forward rotation direction will be the temporary stopping pattern number, and the right reel R3 will temporarily stop when pattern number 16 is positioned on the winning line L1 (PR2), and after the temporary stopping, it will perform a swinging movement that fluctuates slightly up and down at a regular interval.
[0180] Returning to Fig. 20, if it is determined that the first-operated stop button is not the center stop button 15C (NO in S2004), it is determined whether the first-operated stop button is the right stop button 15R (S2008). If it is determined that the first-operated stop button is the right stop button 15R (YES in S2008), the remaining stop buttons, the left stop button 15L and the center stop button 15C, are disabled (S2009), and reel control is performed (S2010) to temporarily stop the yellow bar symbol of symbol number 2 on the pay line L1 (PR2), as shown in Fig. 19(b). The reel control for temporarily stopping is the same as the temporary stop control process (S1806, S1810, S1813) in Fig. 18, so a description thereof will be omitted.
[0181] A temporary stop control process (S2010) is executed, and after the swing fluctuation in the temporary stop state is executed, the operation of the stop button of the left stop button 15L and the middle stop button 15C that have not been operated is set to be valid (S2011).
[0182] The slot machine 1 is designed so that, as a two-confirmation operation, the right stop button 15R is first operated and then the left stop button 15L is operated, a so-called reverse scissors operation, so that it is possible to determine whether or not the yellow bar pattern is aligned in the pseudo game. Therefore, it is then determined whether the second stop button operated is the left stop button 15L (S2012). If it is determined that the second stop button operated is the left stop button 15L (YES in S2012), the operation of the last stop button, the center stop button 15C, is set to be invalid (S2013), and reel control (S2014) is performed to temporarily stop the lip symbol of symbol number 18 on the pay line L1 (PL2), as shown in Figure 19(b). The reel control for temporary stopping is the same as the temporary stop control process (S1806, S1810, S1813) in Figure 18, so a description thereof will be omitted.
[0183] If the lip symbol with symbol number 18 is temporarily stopped on the winning line L1 (PL2), the yellow bar symbol will temporarily stop on PL3, so the yellow bar symbol will not be in a ready state on the winning line L1. Therefore, the player can recognize that the yellow bar symbols will not line up on the winning line L1 or any of the lines L2 to L5. In other words, in the pseudo game, if a so-called reverse scissors operation is performed and the yellow bar symbols are completed on the winning line L1, it is confirmed that the yellow bar symbols will line up, and if the yellow bar symbols are not completed on the winning line L1, it is confirmed that the yellow bar symbols will not line up, which is a two-confirmed operation.
[0184] In slot machine 1, if it is determined that the yellow bar pattern will not be aligned due to the two-confirmation operation, an automatic temporary stop process is implemented that temporarily stops the remaining fluctuating reels without operating the remaining stop buttons.
[0185] The automatic temporary stop process (S2015) for the center reel R2, which is the remaining fluctuating reel, temporarily stops the left reel R1 at the temporary stop pattern number shown in Figure 19(c) after the lip pattern with pattern number 18 has temporarily stopped on the winning line L1 (PL2). For example, if the lip symbol with symbol number 18 is temporarily stopped on the winning line L1 (PL2) of the left reel R1 and the black bar symbol with symbol number 9 is on the winning line L1 (PC2) of the middle reel R2, the red 7 symbol with symbol number 12, which is closest to that symbol number in the forward rotation direction, will be the temporary stopped symbol number, and the middle reel R2 will temporarily stop when symbol number 12 is positioned on the winning line L1 (PC2), and after the temporary stop, it will perform a swinging movement that fluctuates slightly up and down at a regular interval.
[0186] If it is determined that the second stop button operated is not the left stop button 15L (NO in S2012), or if it is determined that the first stop button operated is not the right stop button 15R (NO in S2008), the processing thereafter is the same as the processing flow in Figure 18, and the pattern number to be temporarily stopped is determined according to the temporary stop table and stop operation order when the pseudo-game occurrence lottery (b) shown in Figure 19 (b) is won, and a temporary stop is performed when the pattern number to be temporarily stopped is located on the winning line L1, so detailed explanation will be omitted.
[0187] As described above, the pseudo-game processing 2 controls the pseudo-game by suspending the progress of the game and allowing the player to execute the pseudo-game. The same processing as pseudo-game processing 1 is performed, but if the operations are performed in a predetermined order, an automatic temporary stop processing is executed in which the moving reels are automatically stopped temporarily without prompting the player to perform any stopping operations after that operation.
[0188] By configuring it like slot machine 1, the player is not forced to perform the unnecessary task of pressing the stop button after it has been determined that the yellow bar symbols will not line up through the 1st and 2nd confirmation operations, and the player can recognize that the yellow bar symbols will line up at any timing (1st confirmation operation, 2nd confirmation operation, and 3rd stop operation). Therefore, even in a monotonous pseudo-game that does not require eye-pressing, the player can change the operation method depending on his or her mood, and the task is no longer monotonous, so the player's interest is not lost.
[0189] Furthermore, in the slot machine 1, in a pseudo game in which the yellow bar symbols are not aligned, an automatic temporary stop process is executed at the time of a 1-determined operation or a 2-determined operation, but conversely, in a pseudo game in which the yellow bar symbols are aligned, an automatic temporary stop process may be executed at the time of a 1-determined operation or a 2-determined operation, and the control may be such that the yellow bar symbols are aligned. By performing this control, after it is confirmed that the yellow bar pattern will be aligned during the 1st or 2nd sure operation, the yellow bar pattern can be aligned automatically without performing any stopping operation on the remaining reels. In addition, in both the pseudo game in which the yellow bar patterns are aligned and the pseudo game in which the yellow bar patterns are not aligned, an automatic temporary stop process may be executed when a 1-confirmed operation or a 2-confirmed operation is performed.
[0190] Furthermore, in the slot machine 1, automatic temporary stop processing is executed in a pseudo-game that does not require the player to press the buttons by eye. However, by providing multiple temporary stop pattern numbers for each stop operation in Figures 19(a) and (b) as shown in Figure 19(c) and making the spacing between each pattern less than the maximum number of pull-in frames, it is also possible to apply this to a slot machine with a pseudo-game that requires the player to have the skill to press the buttons by eye, just like a normal game. For example, when this control is applied to a simulated game requiring skill in hitting the target, the remaining fluctuating reels may be automatically temporarily stopped when it is determined that the target has been hit and no winning combination has been achieved. In addition, when a specific result (a so-called 1st or 2nd sure result) is stopped by pressing the button, the remaining fluctuating reels may be automatically temporarily stopped.
[0191] Furthermore, a predetermined time may be set in the simulated game. If there are still reels that are moving after the predetermined time has elapsed, the reels may be automatically temporarily stopped in a predetermined order.
[0192] Furthermore, the slot machine 1 is a slot machine that uses medals as game media, a so-called medal machine, but it may also be a slot machine that can be played using only electronic media without using medals, a so-called smart pachislot.
[0193] Although one embodiment of the present invention has been described above, various design modifications can be made to the present invention within the scope of the claims. [Explanation of symbols]
[0194] 1. Slot Machine R1 Left reel R2 middle reel R3 Right reel 14 Start lever 15L Left stop button 15C Middle stop button 15R Right Stop Button 30 LCD display 100a Main control unit 100b Sub-performance control device
Claims
[Claim 1] N reels (N is an integer of 2 or more); N stop instruction units are provided corresponding to the N reels, respectively, and are operated to stop the corresponding reels; a pseudo-game execution means for transitioning to a freeze state in which the progress of the game is temporarily suspended in response to a game start operation, and executing a pseudo-game in the freeze state in which the result of a specific lottery is notified to the player; an instruction means for instructing a target symbol to be aimed at when each stop instruction unit is operated in the pseudo game at the start of the pseudo game; a reel temporary stopping means for temporarily stopping the corresponding reels in response to operation of each stop instruction unit during the pseudo game, when the result of the specific lottery is a win, so as to display a winning symbol combination formed by combining the eye-pressing symbols, and, when the result of the specific lottery is a loss, temporarily stopping the corresponding reels in response to operation of each stop instruction unit during the pseudo game, so as to display a losing symbol combination different from the winning symbol combination; In a slot machine comprising: The reel temporary stopping means is When the stop instruction unit is operated, it is determined whether the operation sequence matches one or more predetermined specific operation sequences; If it is determined that there is a match, the reel corresponding to the operated stop instruction unit is temporarily stopped, and then, if the result of the specific lottery is at least one of a win and a loss, the reels that are still spinning and have not accepted the operation of the stop instruction unit are also temporarily stopped, and either the winning symbol combination or the losing symbol combination is displayed based on the result of the specific lottery, If it is determined that there is no match, the slot machine provisionally stops the corresponding reels so as to form part of the winning symbol combination in response to the operation of the stop instruction unit up to the (N-1)th operation, and provisionally stops the corresponding reels so as to display either the winning symbol combination or the losing symbol combination based on the result of the specific lottery in response to the operation of the Nth stop instruction unit.
Citation Information
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