gaming machines
The gaming machine with controlled sound and display effects ensures appropriate game progression and enhanced player interaction, addressing the need for improved gameplay in smart pachislot and pachinko machines.
Patent Information
- Application Number
- JP2023093682
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-07
- Publication Date
- 2025-12-25
- Estimated Expiration
- 2043-06-07
AI Technical Summary
Smart pachislot and smart pachinko machines eliminate the need for physical gaming media, reducing design and manufacturing costs, but require improved gameplay management and mechanisms to ensure appropriate game progression.
Incorporating a gaming machine with a start switch, stop switch, sound output means, and display means, controlled by effect control means to perform auxiliary effects such as voice and image outputs, and implementing a presentation state control to manage game progression and enhance player interaction.
The solution allows for appropriate game progression and enhanced gameplay experience, preventing cheating and fraud while reducing costs and managing electronic gaming media effectively.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Smart pachislot machines are being considered that can play without the use of actual medals while maintaining the playability of slot machines (for example, Patent Document 1).Smart pachinko machines are also being considered that use a sealed circulation system to allow players to play without touching the game balls (for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-134014 [Patent Document 2] Japanese Patent Publication No. 2020-156551 Summary of the Invention [Problem to be solved by the invention]
[0004] Such smart pachislots and smart pachinko machines eliminate the need for a path outside the gaming machine for distributing gaming media such as medals and gaming balls, and physical gaming media are unnecessary in smart pachislots. In this way, smart pachislots do not use gaming media themselves, and smart pachinko machines use non-magnetic gaming balls, making it possible to prevent cheating that requires the use of metallic gaming media. Furthermore, since there is no need to provide a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, centralized management of the lending of gaming media to players and the counting of acquired gaming media can prevent fraud and curb gambling.
[0005] It is necessary to improve the gameplay by incorporating new initiatives such as the management of electronic gaming media and by implementing new mechanisms to ensure that games proceed appropriately.
[0006] In view of the above problems, the present invention aims to provide a gaming machine that allows the game to proceed appropriately. [Means for solving the problem]
[0007] In order to solve the above problems, the gaming machine of the present invention comprises a start switch, a stop switch, sound output means, display means, and effect control means for controlling the effects performed by the sound output means and the display means, and the effect control means causes the sound output means and the display means to perform predetermined auxiliary effects related to the operation order and operation results of the stop switch, and in the auxiliary effects, the sound output means outputs a plurality of auxiliary voices and a plurality of auxiliary effects, and the display means displays a plurality of auxiliary images, and in the auxiliary effects, when the stop switch to be operated second is turned on, the sound output means outputs a third auxiliary voice and a third auxiliary effect. When the stop switch to be operated third is turned ON, the display means starts outputting a fourth auxiliary effect, and when the stop switch to be operated third is turned OFF, the display means starts outputting a fourth auxiliary voice, and in the auxiliary performance, when the stop switch to be operated second is turned ON, the display means starts displaying the second auxiliary image that was displayed gradually disappearing, and when the stop switch to be operated third is turned ON, the display means starts displaying the third auxiliary image that was displayed gradually disappearing, and when the stop switch to be operated third is turned OFF, the display means starts displaying the fourth auxiliary image, and in the auxiliary performance, the sound output means The step is If the time from when the second stop switch to be operated is turned on until the third stop switch to be operated is turned on does not reach the first predetermined time, the output of the third auxiliary effect is interrupted and the output of the fourth auxiliary effect is started in response to the turning on of the third stop switch to be operated. Start do. In the auxiliary performance, if the time from when the second stop switch to be operated is turned on until the third stop switch to be operated is turned off does not reach a second predetermined time, the sound output means and the display means may interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice in response to the third stop switch being turned off, without interrupting the output of the fourth auxiliary effect, and without interrupting the display of gradually disappearing the third auxiliary image. In order to solve the above problems, another gaming machine of the present invention comprises a start switch, reels, a stop switch, sound output means, display means, and effect control means for controlling the effects performed by the sound output means and the display means, and the effect control means causes the sound output means and the display means to perform a predetermined auxiliary effect related to the operation order of the stop switch, and in the auxiliary effect, the sound output means outputs a rotation start sound, a plurality of auxiliary voices, and a plurality of auxiliary effects, and the display means displays a plurality of auxiliary images, and in the auxiliary effect, the sound output means starts outputting the first auxiliary voice and the first auxiliary effect when the start switch is turned on, and starts outputting the rotation start sound when the reels start to rotate. In the auxiliary performance, when the start switch is turned ON, the display means starts displaying an enlarged first auxiliary image, a second auxiliary image, and a third auxiliary image, and in the auxiliary performance, if the time from when the start switch was turned ON in the previous game to when the start switch is turned ON in the current game does not meet a third predetermined time, the sound output means and the display means complete enlarging the first auxiliary image, the second auxiliary image, and the third auxiliary image after completing output of the first auxiliary voice and the first auxiliary effect in response to turning ON the start switch, and start outputting the rotation start sound after completing enlarging the first auxiliary image, the second auxiliary image, and the third auxiliary image. The device is provided with a presentation state control means for determining one of presentation states including an AT presentation state in which auxiliary presentations can be executed and a non-AT presentation state in which auxiliary presentations cannot be executed, and the rotation start sound in the AT presentation state may be different from the rotation start sound in the non-AT presentation state, and the volume of the rotation start sound in the AT presentation state may be larger than the volume of the rotation start sound in the non-AT presentation state. In the auxiliary performance, after the enlargement of the first auxiliary image is completed, the display means may start a display that periodically changes the first auxiliary image, and when the stop switch that is to be operated first is turned on while the first auxiliary image is periodically changing, the display means may stop the change of the first auxiliary image, and when the change of the first auxiliary image has stopped, may start a display that gradually erases the first auxiliary image that was displayed. [Effects of the Invention]
[0008] According to the present invention, it is possible to appropriately progress the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Figure 5] 10 is a flowchart showing the main processing of the main / sub-control board. [Figure 6] 10 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 10 is a flowchart showing medal processing of the medal number control board. [Figure 8]FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 10 is a diagram showing a winning type lottery table. [Figure 10] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 11] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] FIG. 2 is an explanatory diagram illustrating layers provided in an audio circuit. [Figure 13] This is a timing chart to explain the switching of sounds in a non-AT performance state. [Figure 14] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 15] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 16] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 17] An explanatory diagram to explain an example of an auxiliary effect in the AT effect state. [Figure 18] This is a timing chart to explain the switching of sounds and images in the AT performance state. [Figure 19] This is a timing chart to explain the switching of sounds and images in the AT performance state. DETAILED DESCRIPTION OF THE INVENTION
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0011] (Mechanical configuration of slot machine 100) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which the game is played without the use of real medals. The latter is sometimes called a smart pachislot. Here, the slot machine 100 will be described using a smart pachislot as an example. In a smart pachislot, electronic medals are used as electronic game value for playing the game, instead of real medals.
[0012] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, where Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.
[0013] 1 and 2, the slot machine 100 is provided with a cabinet 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the cabinet 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided in the cabinet 102 at positions corresponding to the symbol display window 108 so that they can rotate independently. As shown in the symbol arrangement in Figure 3(a), the outer periphery of the left reel 110a, center reel 110b, and right reel 110c is divided into 20 equal areas, each of which has a plurality of types of symbols arranged in each area, and the player can see a total of nine symbols, three consecutive symbols each located in the upper, middle, and lower rows of the left reel 110a, center reel 110b, and right reel 110c, through the symbol display window 108. The left reel 110a, center reel 110b, and right reel 110c are sometimes collectively referred to simply as reels 110.
[0014] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal number display device 128, a main segment display unit 130, etc.
[0015] The bet switch 116 is a push switch that detects the insertion (betting) of electronic medals available for play that are electronically held in the slot machine 100 (subtracting them from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bets) a specified number of electronic medals required for one game, and a 1 bet switch that inserts one additional electronic medal within the specified number. Here, the total number of electronic medals available for play that are electronically held in the slot machine 100 is referred to as the "number of game medals," and the storage area that stores the number of game medals is sometimes referred to as the "medal holding unit." The term "betting" includes both inserting a specified number of electronic medals from the number of game medals held in the medal holding unit through the operation of the bet switch 116 and automatically inserting electronic medals based on the display of a replay combination (described in more detail below) on a pay line. The entity that places such bets is sometimes referred to as the insertion means.
[0016] The start switch 118 is configured, for example, by a lever that can detect tilting operation, and detects the start operation of a game by the player.
[0017] Stop switches 120a, 120b, and 120c are push-button switches provided at positions corresponding to left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to as stop switches 120. Here, when the stop switch 120 is in a state where it can be stopped, the player's first stop operation of one of stop switches 120a, 120b, or 120c is referred to as a first stop operation. After the first stop operation, the player's second stop operation of one of the two remaining stop switches 120 is referred to as a second stop operation. After the second stop operation, the player's third stop operation of the remaining stop switch 120 is referred to as a third stop operation.
[0018] The settlement switch 122 detects an operation to return all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).
[0019] The effect switch 124 is configured, for example, as a push switch or a cross switch, and detects the pressing operation or rotation operation by the player.
[0020] The counting switch 126 is a push switch that detects an operation to transfer (subtract from) a portion or all of the number of game medals electronically held in the slot machine 100 to the dedicated unit 300 (described later). The counting switch 126 can be operated in two ways: a "short press" (a press time of less than 500 msec) and a "long press" (a press time of 500 msec or more). A short press of the counting switch 126 counts (transfers) one electronic medal from the number of game medals. A long press of the counting switch 126 counts 50 electronic medals from the number of game medals at the timing of the count notification every 300 msec after the press time of 500 msec. Note that if the number of game medals is less than 50 when the counting switch 126 is long pressed, all remaining game medals will be counted. Note that if the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game status at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a player can borrow electronic medals, play games on the slot machine 100, and perform a series of operations to count the results of the game). Note that if the slot machine 100 is powered on but the dedicated unit 300 is not, or if the slot machine 100 and the dedicated unit 300 are not connected, the slot machine 100 may accept operation of the counting switch 126 but the counted medal count may be lost. Therefore, operation of the counting switch 126 is invalid, and this period is not included in "while play is possible." Furthermore, periods in which the slot machine 100 is unable (or unable to) play games on its own, such as during initialization processing after power-on, during setting changes and setting confirmations, and during error states requiring recovery processing such as resetting, are not included in "while play is possible."
[0021] The medal count display 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of digitized medals held in the medal holding section, i.e., the number of medals held. However, the number of medals bet is not included in the medal count. Therefore, the medal count display 128 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The medal count range is expressed as 0 to 16,382 (16,368 medals + maximum payout number per game (15 medals) - minimum insertion number (1 medal)), taking into account the maximum difference in medal count per day. If the most significant digit is 0, that number is displayed as blank (off). If the number exceeds a predetermined warning value, e.g., 15,000, a medal count warning is issued to prompt the player to count the medals held. The medal lending process (described later) is restricted, and a test count signal is output for approximately 3,500 msec. The warning value is not limited to 15,000 and can be set to various values. However, even if the medal count warning is issued, the player can continue playing. Therefore, the medal count may increase. If the medal count exceeds a predetermined upper limit, e.g., 16,369, an error notification (medal over error notification) is issued and the so-called complete function is activated to limit the progress of the game. Specifically, the bet switch 116, start switch 118, and settlement switch 122 are prohibited from being operated. When the complete function is activated (a play-stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display 132 (described later), and a complete activation sound indicating that the complete function is activated is output from the speaker 134 (described later). The medal count display device 128 reflects the updated medal count and displays it within approximately 300 msec after the number of medals held in the slot machine 100 is updated.
[0022] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that automatically recovers when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the LCD display unit 132 (described later), and an error sound is output from the speaker 134 (described later).
[0023] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the top of the upper front door 104. Speakers 134 that provide auditory performances using sound effects, musical sounds, etc. are provided at left and right positions on the back surface of the lower front door 106. Also, performance lamps 136 formed, for example, by high-intensity light-emitting diodes (LEDs) and a performance prop device 138 that drives performance props by a motor are provided at the top and left and right of the upper front door 104.
[0024] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, enabling the setting value to be changed (also simply referred to as a setting change) by turning on the power via the power switch 144a of the power supply 144. The setting value indicates the player's advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six levels. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, enabling play. The setting can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.
[0025] Such a slot machine 100 eliminates the need for actual medals, making it possible to prevent cheating by inserting fake medals or using illegally brought medals. Furthermore, since there is no need to install a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, centralized data management can curb gambling and ultimately strengthen measures against addiction.
[0026] FIG. 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a gaming ball dispenser connection terminal board 280. The slot machine 100 is provided with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the presentation according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (number of gaming medals) held in the medal holding unit. Note that transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, to prevent fraud, etc. However, transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0027] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and performs overall control of the entire slot machine 100. Note that even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and RAM clearing is executed.
[0028] The main control board 200 also has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.
[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0030] The initialization means 210 executes initialization processing on the main control board 200. The betting means 212 bets electronic medals to be used in games. The win type lottery means 214, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.
[0031] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0032] Furthermore, in response to the operation of the start switch 118, the reel control means 216 may extend the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player to display the lottery result of the win type lottery (which was disabled upon completion of the operation of the stop switch 120 in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time.
[0033] In this embodiment, as a reel effect, the basic game is interrupted in response to operation of the start switch 118 in the basic game, and the progress of the basic game is delayed. During this time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a winning type lottery is executed and a one-time payout is received upon the winning combination. The pseudo game ends when the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of a pseudo game, the reel control means 216 can automatically temporarily stop predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. Such a pseudo game can enhance the excitement of the game by implementing effects using rotation control and stop patterns similar to or different from those used in the basic game. Although the temporary stop appears to be stopped at first glance, the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c are continuously changed within 500 msec to indicate that the reels are not completely stopped. The temporary stop control temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in accordance with the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in accordance with the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0034] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.
[0035] The determining means 218 determines whether a symbol combination corresponding to a winning combination is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning combination on the pay line A may be simply referred to as a win. Here, the pay line A is a line for determining whether a winning combination has been achieved, and in this embodiment, there is only one pay line A. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, the pay line A is a line (one line extending upward to the right) connecting the positions corresponding to the symbols stopped on the bottom row of the left reel 110a, the middle row of the center reel 110b, and the top row of the right reel 110c. The inactive lines are lines other than the pay line A that are not used to determine whether a winning combination has been achieved, and display other symbol combinations that make it easier to determine the winning combination when it is difficult to determine the winning combination based on the symbol combination displayed on the pay line A alone. In this embodiment, four inactive lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. The payout control means 220 pays out electronic medals to the medal holding section in the number (value amount) corresponding to the winning role (adds them to the number of game medals) based on the fact that a pattern combination corresponding to the winning role is displayed on the valid line A (a prize is won).
[0036] The gaming state control means 222 refers to the result of the lottery for determining the winning type and the determination result of the determination means 218, and transitions the gaming state to one of a plurality of gaming states. As will be described later, the gaming states include a non-internal gaming state, an internal gaming state to which a game is transitioned by winning a bonus combination in a non-internal gaming state, and a bonus gaming state to which a game is transitioned by displaying a symbol combination corresponding to a bonus combination on an active line in the internal gaming state.
[0037] The presentation state control means 224 transitions the presentation state to one of several presentation states based on the results of the winning type lottery, the determination result of the determination means 218, and the game state transition information. The presentation states include an AT (assist time) presentation state, which executes an auxiliary presentation (assisting the winning of a specific role) when a specific role (correct role) overlaps with another winning role (incorrect role) (selection winning type), to notify the player of the operation mode (correct operation mode) that constitutes the winning condition for the specific role (to assist the winning of the specific role), and a non-AT presentation state, in which no auxiliary presentation is executed. In addition, a so-called ART game state may be executed in which the AT presentation state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, not only in terms of the payout of electronic medals resulting from the winning of the winning role, but also in terms of all game benefits that can be obtained by winning the winning role. Furthermore, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient if they notify the player of an operation mode that is advantageous to the player.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, winning type lottery means 214, reel control means 216, judgment means 218, payout control means 220, game status control means 222, presentation status control means 224, etc. to the sub-control board 240 and medal count control board 260.
[0039] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number by extracting a count value from the random number generator 200d at a predetermined time point. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 214. Specific processing in the main control board 200 will be described below with reference to a flowchart.
[0040] (Main processing of the main control board 200) 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described in accordance with the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.
[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change settings. Setting changes involve changing a setting value that indicates a level of advantageousness (e.g., six levels). Setting changes also include replaying to the same setting value (a process of changing (overwriting or maintaining) the current setting value to the same setting value). The initialization means 210 generates backup data as needed while the power is on and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are spinning, the game will start again with each reel 110 spinning after a recovery operation. Therefore, the initialization process does not generally involve initializing the main RAM 200c (RAM clearing). Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Furthermore, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmitting / receiving means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmitting / receiving means 226 transmits the generated medal insertion command to the medal count control board 260.
[0043] (Step S120) Next, when a predetermined number of electronic medals are bet, the win type lottery means 214 enables a game start operation on the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the win type lottery means 214 obtains one win type lottery random number at the time the start switch 118 is operated from the win type lottery random numbers updated by the random number generator 200d of the main control board 200. Then, the win type lottery means 214 determines one win type lottery table corresponding to the currently set game state from the win type lottery table, determines which winning area in the determined win type lottery table the obtained win type lottery random number corresponds to, and determines the win type or no win for the determined winning area as the lottery result. In addition, when a win type including the winning combination "RBB" is determined in the win type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, center reel 110b, and right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed (wait) from the start of rotation of the left reel 110a, center reel 110b, and right reel 110c in the previous game, the left reel 110a, center reel 110b, and right reel 110c in that game begin to rotate, and when all of the left reel 110a, center reel 110b, and right reel 110c have reached a steady rotation, the process proceeds to step S140.
[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and upon receiving a player's operation of the stop switches 120a, 120b, or 120c, controls the reel to stop one of the left reel 110a, center reel 110b, or right reel 110c corresponding to the operation. Furthermore, upon operation of one of the stop switches 120a, 120b, or 120c, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, or third stop operation command) indicating information about the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stop process until all of the stop switches 120a, 120b, and 120c have been operated.
[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying the game depending on the symbol combination. For example, the determination means 218 updates the net increase counter if the game is in a favorable zone and a small winning combination has been achieved. Here, the favorable zone is a game zone that is advantageous to the player, including a game zone that has the capability related to the instruction function, i.e., a game zone that executes an auxiliary effect (instruction function). A game zone that is exclusive to the favorable zone and in which the auxiliary effect cannot be executed is called a non-favorable zone. The favorable zone is a game zone in which, when an auxiliary effect is activated as a result of a lottery or the like related to the activation of the auxiliary effect on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the main control board 200 displays the content of the instruction on the notification means so that it can be identified. Furthermore, the gaming state control means 222 transitions the gaming state from the RBB internal gaming state to the RBB operating gaming state if the symbol combination displayed on the active line A in the RBB internal gaming state is a symbol combination corresponding to the winning combination "RBB." Furthermore, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the active line A or the symbol combination corresponding to the minor winning combination is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0047] (Step S160) Furthermore, the payout control means 220 executes a payout process of electronic medals corresponding to the minor winning combination based on the symbol combination displayed on the active line A (stopping state of the reels 110). For example, when a symbol combination corresponding to a minor winning combination is displayed on the active line A, the payout control means 220 executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay winning combination is displayed on the active line A. Furthermore, when the payout process of electronic medals is executed, the payout control means 220 generates a payout command indicating that the payout process has been executed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout end command including transmission information indicating the number of medals to be paid out, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.
[0048] (Step S170) When a predetermined number of electronic medals are paid out in the RBB-operated gaming state, the gaming state control means 222 transitions the gaming state from the RBB-operated gaming state to a non-internal gaming state. Furthermore, the presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. Furthermore, when the gaming state or presentation state is changed, a gaming transition command including the changed gaming state or presentation state is generated, and the command transmission / reception means 226 transmits the generated gaming transition command to the sub-control board 240. In this way, the completion of the gaming transition process S170 ends the relevant game.
[0049] One game is executed through a series of processes from step S110 to step S170. Thereafter, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the number of game medals held in the medal holding section is inserted through operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are each controlled to stop in response to the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, 120c, and if a winning role that allows for the payout of electronic medals is achieved, the payout of the electronic medals is executed. Furthermore, if a player does not win a prize type that can be awarded with a digital medal, or if a player wins but does not win, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a digital medal or winning a replay. The number of times one game is repeated is defined as the number of games. Here, whether a basic game, which is a single game in which a prize type lottery is executed and a single payout can be awarded, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be counted as the number of games, depending on the specifications.
[0050] (Sub-control board 240) Like the main control board 200, the sub-control board 240 has various semiconductor integrated circuits, including a sub-CPU 240a, which is a central processing unit; a sub-ROM 240b storing programs and the like; and a sub-RAM 240c, which functions as a work area. Based on commands from the main control board 200, the sub-control board 240 controls the effects of the game, particularly generating effect patterns that indicate a series of effects. Like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), so data is retained even if the power is cut off. Like the main control board 200, the sub-control board 240 is also equipped with a random number generator 240d. The random number values generated by the random number generator 240d (hereinafter referred to as "effect lottery random numbers") are primarily used to determine the type of effect. The sub-control board 240 also has an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.
[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can specify image data based on a presentation pattern (data corresponding to an image to be displayed on the LCD display unit 132 among the presentation patterns indicated by the presentation pattern). Upon receiving the image command, the image IC reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs the image data to the LCD display unit 132. The image RAM has multiple different layers, each of which can store different image data. The image IC then superimposes the image data stored in the multiple layers and outputs the superimposed image data to the LCD display unit 132. Each layer has a priority order. When an image in a higher-priority layer overlaps with an image in a lower-priority layer, the image in the higher-priority layer is superimposed closer to the player than the image in the lower-priority layer and is visible to the player.
[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives a voice command that can identify audio data based on an effect pattern (data corresponding to sounds, including audio, to be output to the speaker 134 from the effects indicated by the effect pattern), it reads the audio data identified by the voice command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the multiple layers and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data at the same time.
[0053] When the performance circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting modes of the performance lamps 136 in the performance indicated by the performance pattern) and a drive pattern (content indicating a series of drive modes of the performance prop devices 138 in the performance indicated by the performance pattern) based on the performance pattern, it generates information regarding light emission (light emission information) and information regarding motor drive (drive information) in accordance with the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance prop devices 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify handling. In this way, the lighting of each of the multiple performance lamps 136 is independently controlled, and the drive of each of the multiple performance prop devices 138 is independently controlled. Furthermore, the performance circuit 240g acquires input information (whether or not an operation is performed, the timing of operation, the number of operations, the length of operation, etc.) from the performance switches 124 and the like via serial communication.
[0054] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into a single integrated circuit as an SoC (System-on-a-Chip). However, it is possible to arbitrarily set which functional units are integrated into the SoC.
[0055] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c based on the program stored in the sub-ROM 240b.
[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200 and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124 and determines a performance pattern for the game performance performed by each device of the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance prop device 138 based on the received command.
[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs sound output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.
[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereinafter, the notification means for executing the auxiliary effects, such as the LCD display unit 132, the speaker 134, and the effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state.
[0059] (Sub-processing of the sub-control board 240) 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, the processing related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.
[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes initialization processing in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data as needed and stores the backup data in the sub-RAM 240c.
[0061] (Step S210) The command receiving means 252 determines whether or not a submission command has been received. If a submission command has been received, the process proceeds to step S212, and if a submission command has not been received, the process proceeds to step S220.
[0062] (Step S212) If it is determined in step S210 that a throw-in command has been received, the presentation control means 254 determines a presentation pattern based on the throw-in command, assuming that preparations for starting the next game have been completed.
[0063] (Step S220) Next, the command receiving means 252 determines whether or not a win type command has been received. As a result, if a win type command has been received, the process proceeds to step S222, and if a win type command has not been received, the process proceeds to step S240.
[0064] (Step S222) If it is determined in step S220 that a win type command has been received, the effect control means 254 determines an effect pattern based on the win type command. Also, if the effect state is the AT effect state and the win type indicated in the win type command is the selection win type, the effect control means 254 determines an auxiliary effect that notifies the correct operation mode.
[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.
[0066] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, and whether the stop operation indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.
[0067] (Step S250) Next, the command receiving means 252 determines whether or not a winning command has been received. If a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.
[0068] (Step S252) If it is determined in step S250 that a winning command has been received, the effect control means 254 determines an effect pattern based on the winning command.
[0069] (Step S260) Next, the command receiving means 252 determines whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.
[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.
[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and includes various semiconductor integrated circuits, including a medal CPU 260a (central processing unit), a medal ROM 260b (storing programs, etc.), and a medal RAM 260c (functioning as a work area), and manages the electronic medals used in games. Like the main RAM 200c, the medal RAM 260c is also connected to a backup power supply (not shown), allowing data to be retained without being erased even if the power is cut off. A portion of the memory area of the medal RAM 260c serves as a medal holding unit. The medal count control board 260 is also integrally formed with a medal segment display unit 140. The medal segment display unit 140 is composed of a single seven-segment display and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to the dedicated unit 300 via a gaming ball dispenser connection terminal board 280. Here, the gaming ball etc. dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic medals, transmits the results of the dispensing of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the slot machine 100. For example, the gaming ball etc. dispensing device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine whether power is being supplied from the dedicated unit 300, in other words, whether the dedicated unit 300 is powered on and properly connected to the dedicated unit 300, based on the ON / OFF state of the VL connection signal.
[0072] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c based on the program stored in the medal ROM 260b.
[0073] The initialization means 270 executes initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing in response to those commands. In addition, the command transmission / reception means 272 repeatedly transmits and receives gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals after startup is complete. Specifically, the command transmission / reception means 272 transmits a gaming machine information notice to the dedicated unit 300, including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information as gaming machine information, and 100 msec after transmitting the gaming machine information notice, transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time). The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.
[0074] The medal count updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal count updating means 274 also displays the number of game medals updated in this manner on the game medal number display device 128.
[0075] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.
[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 enters a powered state, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data as needed while the power is on and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the medal count is being stored in the medal storage unit, the game will start from a state where the electronic medals are stored after the restoration operation. Therefore, the initialization process does not generally involve initialization of the medal RAM 260c (RAM clearing).
[0077] (Step S310) When the initialization process is completed, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding unit has occurred, and if an update event for the number of game medals has occurred, executes an update process to update the number of game medals in accordance with the update event. First, the medal count update means 274 determines whether a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, proceeds to step S312, and if a game medal insertion command has not been received, proceeds to step S320.
[0078] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal count update means 274 determines whether the medal insertion command indicates the insertion of electronic medals, and if so, executes insertion processing to subtract the number of medals from the number of medals. Furthermore, if the medal insertion command indicates the settlement of electronic medals rather than the insertion of electronic medals, the medal count update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operations differ between the settlement processing and the insertion processing, the processing corresponding to the operations is the same. Therefore, in the following, where the insertion processing is used, it is also possible to replace the explanation with the settlement processing, assuming that negative electronic medals are inserted.
[0079] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.
[0080] (Step S322) When the payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the number of game medals.
[0081] (Step S330) Next, the medal count update means 274 determines whether or not a notification of loan of an electronic medal has been received from the dedicated unit 300, and if a notification of loan has been received, the process proceeds to step S332, and if a notification of loan has not been received, the process proceeds to step S340.
[0082] (Step S332) When receiving a loan notification from the dedicated unit 300, the medal count update means 274 determines whether loan processing is possible, and if loan processing is possible, executes loan processing to add the loaned electronic medals to the number of gaming medals, and generates a loan receipt result response including "normal." On the other hand, if loan processing is not possible, i.e., if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the counted medal number in the counting notification is "1" or more, if the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers in the received loan notification are not consecutive, if the loaned medal number in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control or fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal."
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.
[0084] (Step S342) When the player operates the counting switch 126, the medal count update means 274 notifies the dedicated unit 300 of the count and executes a counting process to subtract the counted electronic medals from the number of game medals, and then repeats the process from step S310.
[0085] When a loan notification is received or the count switch 126 is operated, the medal count update means 274 executes the loan process or count process for the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a. The main CPU 200a, upon receiving the command, transmits the command to the sub-CPU 240a. Then, as the electronic medals are actually loaned or counted during the loan process or count process, the sub-CPU 240a outputs a predetermined loan sound or count sound from the speaker 134, indicating the movement of the electronic medals. In this way, the player can auditorily confirm that the loan process or count process is being performed appropriately. The sub-CPU 240a may also notify the player that the loan process or count process is being performed not only through the speaker 134 but also through other devices, such as the LCD display 132 or the performance lamp 136.
[0086] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic medals to players and count the electronic medals that players have won. The dedicated unit 300 is provided with a dedicated unit control board 310 that sends and receives electronic medals to and from the slot machine 100. A cash insertion unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a point display unit 322, and an acquired medal count display unit 324 are connected to the dedicated unit control board 310.
[0087] The cash insertion unit 312 functions as an insertion slot for inserting cash. The card insertion unit 314 allows the insertion and withdrawal of card media capable of accumulating electronic medals. The lending switch 316 is a push switch that detects an operation to transfer electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to a card medium and withdraw the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to the slot machine 100. The point display unit 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted through the cash insertion unit. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held in the dedicated unit 300.
[0088] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type lottery table.
[0089] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 222 in the main ROM 200b. The win type lottery means 214 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting values stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table the win type lottery random number acquired in response to the operation signal of the start switch 118 corresponds to.
[0090] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can transition the gaming state managed by the gaming state control means 222 to a bonus gaming state (a gaming state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.
[0091] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of "RBB." In addition, the replay combinations are "REPLAY 1" to "REPLAY 23." In addition, the small combinations are "SMALL BEAM 1" to "SMALL BEAM 20." In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following, the winning combinations "SMALL BEAM 1" to "SMALL BEAM 4" may be abbreviated as "8-coin combination," the winning combinations "SMALL BEAM 5" and "SMALL BEAM 6" as "3-coin combination," and the winning combinations "SMALL BEAM 7" to "SMALL BEAM 20" as "1-coin combination."
[0092] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 216 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is kept rotating for a number of sliding frames so as to reel onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 216 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 216 controls the reels to stop the symbol combination corresponding to the winning combination so as to be displayed on the pay line A according to the player's operation mode.
[0093] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3," "Replay 11" to "Replay 13," "Replay 16," "Replay 18," "Replay 21" to "Replay 23," and the winning roles "Small Role 1" to "Small Role 4," "Small Role 6" to "Small Role 10," and "Small Role 17" are arranged on each reel 110 by the above-mentioned stop control so that they can always be displayed on the activated line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", and the winning combinations "Small combination 5", "Small combination 11" to "Small combination 16", and "Small combination 18" to "Small combination 20" are not necessarily arranged so as to be displayed on the pay line A by the above-mentioned stop control on each reel 110, so that so-called misses may occur. Such winning combinations may be expressed as PB≠1.
[0094] As shown in Figure 9, the win type lottery table divides multiple win areas, and the win types that are the subject of the lottery vary depending on the gaming state, and the presence or absence of non-wins (misses) also varies. In Figure 9, the win areas (win types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (internal RBB), RBB operating gaming state (operating RBB)) are represented by "◎" or "○", but in reality, win type lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 200b. Note that "◎" indicates a win type that allows the lottery to be drawn for a favorable zone and allows the lottery for auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT performance state, and ending the favorable zone), and "○" indicates a win type that does not allow the lottery to be drawn for a favorable zone, but allows the lottery for auxiliary effects.
[0095] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. The sum of the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is the value obtained by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. The win type lottery means 214 obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number, based on the game state at that time, and subtracts that number from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the win area at that time is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onwards is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.
[0096] Here, we will provide additional information about the winning combination "RBB." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a device, or activation of a device continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.
[0097] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the valid line A, and no electronic medals will be paid out, etc.
[0098] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination is to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).
[0099] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."
[0100] For example, if the winning type "batting order bell A1" in winning area 5, which is a selected winning type, is won and an operation is performed in the correct operation mode (batting order 3), the symbol combination corresponding to the winning role "small role 1" (winning role "8-piece role"), which is a correct role with a payout of 8 coins (as a result, the symbols "bell", "bell", and "bell" line up in a straight line on the invalid line B1), is stopped by what is called number priority control so that it is preferentially displayed on the valid line A. Also, if an operation is performed in the batting order 1, 2, 4 to 6, the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is stopped by what is called number priority control so that it is preferentially displayed on the valid line A.
[0101] The winning probability (number of places) of the selected winning types in winning areas 5 to 8 (winning types "batting order bell A1" to "batting order bell A4") and the winning probability of the selected winning types in winning areas 9 to 12 (winning types "batting order bell B1" to "batting order bell B4") are set to be equal. Since a player usually does not know which winning type he / she has won, providing the above winning areas makes it difficult to win with a correct combination. Also, as described above, even if the stop switch 120 is operated in an operation mode that prioritizes the display of incorrect combinations, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB≠1). In the following, the eight winning types in winning areas 5 to 12 may be simply referred to as the winning type "batting order bell."
[0102] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. When an internal winning flag corresponding to a winning type including a replay role is established, a symbol combination corresponding to one of the replay roles included in that winning type is always displayed on the valid line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal winning flag is turned off.
[0103] (Game state transition) Here, the transition of the game state will be explained using FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in FIG. 9.
[0104] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the probability of winning a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The gaming state control means 222 transitions the gaming state in response to the winning role "RBB." For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the gaming state control means 222 transitions the gaming state to an RBB operating gaming state (1).
[0105] In the RBB operating gaming state, the probability of winning a replay role is set to 0. In this RBB operating gaming state, the possible winning types are set as "small role ALL" in winning area 1 and "1 coin ALL" in winning area 2. When the winning type "small role ALL" is won, the symbols corresponding to any of the winning roles "small role 1" to "small role 20" are stopped and controlled to be displayed on the active line A. When the winning type "1 coin ALL" is won, the symbols corresponding to any of the winning roles "small role 7" to "small role 20" are stopped and controlled to be displayed on the active line A. Here, the expected number of coins won per unit of play in the RBB operating gaming state is reduced by the configuration of such small roles.
[0106] When the termination condition of the RBB operation gaming state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 shifts the gaming state to a non-internal gaming state (2).
[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 shifts the game state to the RBB internal game state (3).
[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.
[0109] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning the correct combination. As a result, for example, auxiliary effects are performed in the AT performance state in the RBB internal game state, making it easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, reducing the chances of winning the correct combination. This reduces the chances of winning the correct combination compared to the AT performance state in other game states, making it more difficult for the player to increase their electronic medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (acceleration RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of electronic medal winning performance.
[0110] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining transitions in presentation states. The following describes in detail the presentation states transitioned by the presentation state control means 224 in the main control board 200. Note that multiple presentation states belong to either advantageous or non-advantageous sections, which are game sections. In this embodiment, almost all presentation states belong to advantageous sections, and non-advantageous sections are realized in some presentation states (non-advantageous presentation states in this case). Note that while staying in an advantageous section, a section indicator (not shown) may be turned on to notify the player of this.
[0111] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.
[0112] Therefore, the presentation state control means 224 manages transitions between non-advantageous zones and advantageous zones in addition to managing transitions between presentation states. Regardless of this management, advantageous zones are forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, advantageous zones are forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (e.g., when the number of games played while staying in a game reaches 4,000 or when MY exceeds 2,400). MY indicates the difference in the number of medals since the advantageous zone began. Therefore, if 1,000 electronic medals are inserted (consumed) after the advantageous zone begins, it is possible to acquire 3,400 electronic medals during the advantageous zone. Since the smart pachislot of this embodiment does not require a limit on the number of games played while staying in a game, there is no need to terminate the advantageous zone even when the number of games played while staying in a game reaches 4,000. Instead, the advantageous zone is forcibly terminated when MY exceeds 2,400 during the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.
[0113] (Non-advantageous section, advantageous section) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0114] In the advantageous zone, by having the auxiliary effect execution means execute an auxiliary effect when a selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous zone, the player can progress through the game more advantageously than in the non-advantageous zone. Here, the advantageous zone has the following effect states, each with different gameplay characteristics: normal effect state, premonition effect state, normal AT effect state, allocation effect state, special premonition effect state, and special effect state. Note that, as shown below, the normal AT effect state and the special effect state can be considered AT effect states in that auxiliary effects are executed. Furthermore, the other effect states, namely, the non-advantageous effect state, normal effect state, premonition effect state, allocation effect state, and special premonition effect state, can be considered non-AT effect states in that auxiliary effects are not executed. Each effect state will be explained individually below.
[0115] (Normal performance state) The normal presentation state belongs to the advantageous zone and is the presentation state that is most likely to be in at the start of play among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery determines whether to transition to the normal AT presentation state, and the presentation state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to a premonition presentation state (1), which corresponds to the stage preceding the normal AT presentation state, and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that a transition to the normal AT presentation state has been determined. Furthermore, even if the AT lottery is not won, the presentation state control means 224 may maintain the normal presentation state and cause the presentation control means 254 to execute a premonition presentation, which can make the player anticipate that a transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1).
[0116] (Premonition effect state) The premonition effect state belongs to the advantageous zone and is a presentation state in which a premonition effect is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 or less). The premonition effect executed in the premonition effect state (real premonition effect) and the premonition effect executed in the normal presentation state (false premonition effect) are similar in display mode and number of continuous games. Therefore, a player cannot tell which presentation state he / she is in just by watching the premonition effect. However, the premonition effect executed in the premonition effect state differs from the premonition effect executed in the normal presentation state in that the result that a transition to the normal AT presentation state has been decided is finally announced. Therefore, a player will hope for a premonition effect state in which the result that a transition to the normal AT presentation state has been decided is announced in the premonition effect. Then, when the premonition effect state ends, the presentation state control means 224 always transitions the presentation state to the normal AT presentation state (2). In other words, when the premonition effect is being executed in the premonition effect state, the game will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.
[0117] (Normal AT performance state) The normal AT presentation state belongs to the advantageous zone and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined termination condition is met, for example, until the number of plays remaining in the normal AT presentation state reaches the determined number of continued plays (e.g., 50 plays). Furthermore, in the normal AT presentation state, the presentation state control means 224 performs a lottery to add the number of continued plays with a probability corresponding to the winning type determined by the winning type lottery. If the additional lottery is won, the presentation state control means 224 adds the number of games won to the number of continued plays, which is the termination condition. In this way, the termination condition of the normal AT presentation state changes. Then, when the predetermined termination condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).
[0118] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal AT presentation state, and when the premonition presentation starts, the player hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the normal AT presentation state is not announced in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is announced in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.
[0119] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone in order to realize gameplay such as continuing the normal AT presentation state. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.
[0120] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines a transition to the advantageous section with a probability of about 1 / 2 for each play, and when a transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of plays in the non-advantageous presentation state is often short-term (a few plays).
[0121] (Distribution performance status) The allocation presentation state belongs to the advantageous zone and is always passed through when transitioning from a non-advantageous zone to an advantageous zone, remaining in this state for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224 determines a transition to the premonition presentation state with a probability of 7 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 3 / 10 and transitions the presentation state to the normal presentation state (7). By using such allocation ratios, the following gameplay can be achieved. That is, if the advantageous zone is reset before MY reaches 2,400 coins in the advantageous zone (forcibly resetting), the normal AT presentation state can continue with a probability of 7 / 10. This effectively eliminates the upper limit on MY. However, the allocation ratio is not limited to the premonition presentation state:normal presentation state = 7:3 and can be determined arbitrarily. For example, a transition to the premonition selection state may occur with a 100% probability.
[0122] If a premonition presentation state is determined in the allocation presentation state, the presentation state will always transition to the normal AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if a premonition presentation state is not determined in the allocation presentation state, the presentation state will become the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery varies depending on the path to the normal presentation state. For example, as described above, if the presentation state transitions directly from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 will conduct an AT lottery with a low probability (e.g., 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).
[0123] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the distribution presentation state to the normal presentation state (7) as a result of transitioning from the non-advantageous section to the advantageous section, the presentation state control means 224 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will eventually be won. Note that here, two patterns of winning probability for the AT lottery have been described: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8), but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if the normal presentation state transitioned from a non-advantageous presentation state is easier to determine as a transition to the normal AT presentation state than the normal presentation state not transitioned from a non-advantageous presentation state. For example, if the winning probability of the AT lottery in the normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in the normal presentation state not transitioned from a non-advantageous presentation state, then the winning probability can be set arbitrarily.
[0124] However, even if the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 does not immediately transition to the premonition presentation state. Instead, it remains in the normal presentation state for, for example, a block period of 96 plays after the allocation presentation state ends, and prohibits transition to the normal AT presentation state. Specifically, the presentation state control means 224 turns on the premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The premonition permission flag indicates whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the premonition permission flag is turned on, it remains on until transition to the premonition presentation state. Therefore, even if the AT lottery is subsequently won, the premonition permission flag remains on. Note that, when transitioning from the allocation presentation state to the normal presentation state, the presentation state control means 224 determines the number of plays within 96 plays by lottery, and sets this as the block period. However, the block period is set so that 96 plays are often selected.
[0125] The presentation state control means 224 counts the number of plays since the allocation presentation state ended, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON. Then, when the block period has elapsed (a predetermined number of plays corresponding to the block period has been reached) and the premonition permission flag is ON, the presentation state control means 224 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the presentation state will not transition to the premonition presentation state until at least 96 plays corresponding to the block period have been played.
[0126] In this way, by passing through the non-advantageous presentation state (non-advantageous section), the player can obtain the following benefits. That is, with a 7 / 10 probability, the game immediately transitions to the premonition presentation state, then transitions to the normal AT presentation state via the premonition presentation state, or with a 3 / 10 probability, the game transitions to the normal presentation state, and after the block period has elapsed, the premonition presentation is executed, then transitions to the premonition presentation state, and then transitions to the normal AT presentation state. Then, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game transitions to the normal AT presentation state. Winning the AT lottery with a high probability over a predetermined number of plays is sometimes referred to as "heaven" or "heaven mode." Therefore, players will desire a transition to the non-advantageous presentation state (non-advantageous section), i.e., a reset of the advantageous section.
[0127] Here, when a non-advantageous presentation state is passed, that is, when a non-advantageous section is shifted to an advantageous section, a normal presentation state is adopted, which has a high probability of transitioning to the normal AT presentation state, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the normal AT presentation state ends and the state is demoted to the normal presentation state, there is a high possibility that the normal AT presentation state will be executed again (returned) until 128 games have elapsed. Therefore, the player will continue playing in the hope of returning to the normal AT presentation state after the end of the normal AT presentation state, and the operating rate of the slot machine 100 can be improved.
[0128] Furthermore, even in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 executes a chance zone, which increases the probability of winning the AT lottery, across multiple plays each time a predetermined number of plays are played, just as in the normal presentation state transitioned from the normal AT presentation state. If the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to the premonition presentation state, regardless of whether the block period is in effect. Note that in the normal presentation state transitioned from the non-advantageous presentation state, transition to the premonition presentation state should normally be possible after the block period has elapsed. In this case, by independently deciding to transition to the normal AT presentation state, the normal AT presentation state that would have been achieved is lost, which may reduce the player's motivation to play. Therefore, if the player independently wins the AT lottery in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 again transitions the presentation state to the non-advantageous presentation state after the normal AT presentation state ends (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the normal AT presentation state to be executed at least twice.
[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is winning the AT lottery to transition to a normal AT presentation state with a predetermined gaming profit. For example, the normal AT presentation state includes multiple types of normal AT presentation states with different probabilities of adding the number of continued plays or the difference in the number of coins. When a specific normal AT presentation state is selected, the presentation state control means 224 always transitions the presentation state to a non-advantageous presentation state after the normal AT presentation state ends (4). Furthermore, even if a specific normal AT presentation state is not selected, the presentation state control means 224 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).
[0130] Furthermore, in this embodiment, as described above, after the normal AT presentation state ends, if the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to an indication presentation state (1). However, if the number of games played in the normal presentation state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 224 ultimately decides to transition to a non-advantageous presentation state, and, without transitioning the presentation state to an indication presentation state, performs an indication presentation (false indication presentation) to notify that the presentation state has not been directly transitioned to the normal AT presentation state, and then first transitions to a special indication presentation state (9). Here, the predetermined transition condition for determining a transition to a non-advantageous presentation state (non-advantageous zone) has been described as winning the AT lottery in the normal presentation state after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1000 games), but this is not limited to this case. The predetermined transition condition may also be winning the AT lottery in the normal presentation state after the number of games played while in the advantageous zone reaches a predetermined number of games. Furthermore, instead of or in addition to the above, the predetermined transition condition may also be winning the AT lottery again after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the AT lottery again after not winning the AT lottery in the chance zone (CZ).
[0131] (Special premonition effect state) The special premonition effect state belongs to a favorable zone and is an effect state that lasts for a predetermined number of plays (e.g., 10 plays). A special effect state lottery is conducted, and premonition effects indicating the expected probability of transition to the special effect state are executed. Here, the special effect state lottery is a lottery for adding the number of continued plays, and transition to the special effect state is determined when the number of plays is added one or more times. The effect state control means 224 conducts the special effect state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special effect state lottery is designed so that the gaming profit varies steadily and gradually depending on the setting value. For example, among two arbitrarily selected setting values, the higher setting value is designed to have a higher probability of adding the number of plays through the special effect state lottery than the lower setting value. Therefore, for example, the number of added plays is 30 plays at setting 1 and 60 plays at setting 6, creating a gameplay in which the higher setting value makes it easier to obtain gaming profits. When the special effect state lottery is won, the effect state control means 224 sets the cumulative number of added plays (number of continued plays) as the condition for ending the special effect state, and transitions the effect state to the special effect state (10). Furthermore, if the special effect state lottery is not won, the effect state control means 224 transitions the effect state directly to the non-advantageous effect state (11). While an example of adding the number of continued plays in the special effect state by the special effect state lottery has been described here, it is not limited to this case; a predetermined number of continued plays may be added, or the number of continued plays may be added by a lottery when a so-called rare combination, such as a "reach eye" or "cherry" win, is won. Furthermore, while an example of adding the number of continued plays in the special effect state has been described here, it is not limited to this case; it is also possible to add the number of acquired coins (number of paid out coins) or the difference between the number of inserted electronic medals (number of bets) and the number of paid out coins.
[0132] (Special performance state) The special effect state belongs to the advantageous zone, and auxiliary effects are executed until a predetermined termination condition is met. Such a termination condition is, for example, that the awarding of the game profit determined before the start of the special effect state is completed during the special effect state, such as the number of games remaining in the special effect state reaching the number of continued games. For example, at the end of the special premonition effect state (the start of the special effect state), the number of continued games is determined by a special effect state lottery in the special premonition effect state. Then, when the number of games remaining in the special effect state reaches the number of continued games in the special effect state, the termination condition is satisfied, and the special effect state ends. Here, the termination condition is not changed in the special effect state, and no additional lottery is executed. Then, when the predetermined termination condition is met, the effect state control means 224 transitions the effect state to a non-advantageous effect state (12).
[0133] If the player wins the AT lottery after the number of plays during the normal presentation state exceeds a predetermined number of plays (for example, 1000 plays), the player will always transition to a non-advantageous presentation state via a special precursor presentation state (11), (12), and as a result, the player can transition to the normal AT presentation state.
[0134] In addition, in the normal presentation state that has passed through the special presentation state, non-advantageous presentation state, and distribution presentation state, the probability of winning the AT lottery is higher than in the normal presentation state that has been transitioned to directly from the normal AT presentation state, so that the player can understand this, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state.
[0135] However, even though the advantageous zone is reset, the gaming profit is not significantly different between winning the AT lottery after the number of games played in the normal presentation state exceeds a predetermined number of games (e.g., 1,000 games) and winning the AT lottery before the predetermined number of games, given that the normal AT presentation state can be executed once. Furthermore, in the latter case, the normal AT presentation state begins after the end of the premonition presentation state, i.e., within 32 games, while in the former case, the normal AT presentation state may begin after a further block period has elapsed. In this case, it can be said that the gaming profit is smaller in the former case, since electronic medals are consumed in the normal presentation state until the transition to the normal AT presentation state. Therefore, if the AT lottery is won after the number of games played in the normal presentation state exceeds the predetermined number of games, the game transitions to a special premonition presentation state, and a special presentation state lottery is executed. If the special presentation state is won, additional gaming profits are awarded through the special presentation state. In this way, if the player wins the AT lottery after the number of stay-time games in the normal presentation state exceeds the predetermined number of games, the gaming profit will be larger than if the player wins the AT lottery before the number of stay-time games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay-time games in the normal presentation state increases, the player can expect the gaming profit to increase and will continue playing. In this way, the operating rate of the slot machine 100 can be improved.
[0136] In the special effect state executed here, as mentioned above, the higher the set value, the easier it is to obtain stable gaming profits. Also, only the gaming profit determined before the special effect state is started is awarded in the special effect state, and gaming profits are not added (topped up) during the special effect state. Therefore, in the special effect state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT effect state.
[0137] In addition, since the special effect state is entered after the number of games played in the normal effect state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the normal AT effect state, and it is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins in the normal AT effect state becomes large, the special effect state can absorb the fluctuation, and the fluctuation range of the expected number of coins in the normal AT effect state can be further suppressed according to the set value, while the design value of the expected number of coins in the normal AT effect state can be increased.
[0138] Furthermore, after the normal AT presentation state ends, the game transitions directly to the normal presentation state (3). If the number of plays remaining in the normal presentation state reaches a predetermined number of plays (e.g., 1,500 plays) without transitioning to the normal AT presentation state, the presentation state control means 224 resets the advantageous zone and transitions the presentation state to the non-advantageous presentation state (13). As described above, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game can transition to the normal AT presentation state. Therefore, if play continues in the normal presentation state without transitioning to the normal AT presentation state, the game will transition to the normal AT presentation state within a predetermined number of plays (e.g., 1,628 plays). This ceiling function allows players to feel secure knowing that they can receive relief measures even if they are unlucky enough to consume a large number of electronic medals. In addition, once the normal presentation state has been exhausted to a certain extent, the number of coins that can be expected to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 1628 games), thereby improving the operating rate of the slot machine 100.
[0139] The predetermined number of plays (e.g., 96 to 1628 plays) for such a ceiling function is determined at the following timing. For example, when a normal AT presentation state is directly transitioned to a normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the normal AT presentation state to the normal presentation state. Also, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state (7), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the distribution presentation state to the normal presentation state. However, unlike when transitioning from the normal AT presentation state to the normal presentation state, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state, there is a high probability of winning the AT lottery, so the transition to the premonition presentation state often occurs after the block period has elapsed, and the ceiling function is rarely executed.
[0140] Furthermore, in the above-described embodiment, an example was given in which the probability of winning the AT lottery in the normal presentation state is high (for example, 1 / 8) when transitioning from a non-advantageous presentation state to a normal presentation state, and low (for example, 1 / 4000) when transitioning directly from the normal AT presentation state to the normal presentation state, but this is not the only case. For example, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery at the start of the normal presentation state is low, but it may change to a high probability through a promotion lottery, or it may change to a low probability through a demotion lottery. Furthermore, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.
[0141] (Sound output mode) Incidentally, the effect control means 254 outputs operation sounds based on the operation of the operation means such as the bet switch 116, the start switch 118, the stop switch 120, etc., through the speaker 134 in accordance with the progress of the game. Specifically, the effect control means 254 outputs a setting sound (insertion sound indicating insertion) indicating the setting of the number of bets (number of inserted coins) when an electronic medal is inserted or when the bet switch 116 is operated, outputs a standby sound (wait sound) indicating that the reels 110 are waiting to rotate when the start switch 118 is operated, and also outputs a start sound indicating the start of rotation of the reels 110, outputs a stop sound indicating that the rotation of the reels 110 corresponding to each stop switch 120 has stopped when each stop switch 120 is operated, and outputs a winning sound (payout sound) indicating that a predetermined winning combination has been achieved when electronic medals are paid out in response to the completion of the operation of all stop switches 120 (when all stop switches 120 are turned off). When the bet switch 116, start switch 118, and stop switch 120 are turned on (operated), an ON edge is detected, which changes the switch from OFF to ON. A process corresponding to each switch (e.g., output of an operation sound) is executed in response to the ON edge. When the stop switch 120 is turned off (operation is released), an OFF edge is detected, which changes the switch from ON to OFF. A predetermined process (e.g., output of a winning sound) is executed in response to the OFF edge. The effect control means 254 outputs sounds in the following order: first, a setting sound; second, a standby sound; third, a start sound; fourth, a stop sound; and fifth, a winning sound. The setting sound, standby sound, start sound, stop sound, and winning sound associated with the basic game operations are managed separately from the effect sounds and background music sounds as system sounds associated with the game progress. The effect control means 254 can output a system sound different from the winning sound when no electronic medals are paid out, i.e., when a small winning combination is not won, when a bonus combination or replay combination is won, or when a non-winning combination is won.
[0142] Here, the output of sound based on the audio data will be described in detail. As described above, when the performance control means 254 determines audio data by lottery, the performance control means 254 transmits the determined audio data to the audio circuit 240f, thereby causing the speaker 134 to output sound based on the audio data.
[0143] The audio circuit 240f can store multiple pieces of audio data, such as FM timbre data and ADPCM audio data, in storage areas assigned to each access code (SAC: Simple Access Code). The audio circuit 240f can receive a command indicating an access code from the sub-CPU 240a, assign the audio data identified by the access code to a layer in accordance with the command, and output the audio data at an appropriate volume through the speaker 134. Furthermore, when multiple access codes are specified, the audio circuit 240f can assign the audio data corresponding to the multiple access codes to different layers (tracks). The audio circuit 240f starts outputting sound from the time when the audio data is assigned to a layer, and completes the sound output when the predetermined output time for the audio data is reached. When the audio circuit 240f assigns audio data to the same layer, it terminates the output of the audio data that it had been outputting.
[0144] FIG. 12 is an explanatory diagram illustrating the layers provided in the audio circuit 240f. The audio circuit 240f reads out audio data corresponding to each access code and assigns it to a layer provided in the audio circuit 240f itself. At this time, the audio circuit 240f is provided with multiple layers, and the audio data is assigned to one of these layers. The layers are divided into multiple layer types, such as system, BGM, sound effects (SE), voice effects (VO), composite, auxiliary effects (VO), and auxiliary effects (SE), and one or more layers are associated with each layer type. Here, the system refers to a confirmation sound that accompanies the progress of a game. BGM is background music that is maintained in the background for a relatively long period of time. Sound effects (SE) and voice effects (VO) are sounds that are mainly emitted in conjunction with the effects. Sound effects (VO) and voice effects (SE) refer to sound effects that accompany the auxiliary effects.
[0145] Here, we will explain 10 layers related to six layer types: system, BGM, sound effects (SE), sound effects (VO), auxiliary sound effects (VO), and auxiliary sound effects (SE), as shown in Fig. 12. For example, system audio is assigned to layers 0 and 1, BGM audio to layers 2 and 3, sound effects (SE) to layers 5 to 7, sound effects (VO) to layer 8, auxiliary sound effects (VO) to layer 14, and auxiliary sound effects (SE) to layer 15.
[0146] As shown in FIG. 12, various sound data are assigned to each layer at various triggers based on the progress of the game. For example, when an electronic medal is inserted by the insertion means, i.e., when an electronic medal is inserted from the number of game medals held in the medal holding unit through operation of the bet switch 116, or when an electronic medal is automatically inserted based on the winning of a replay combination, the effect control means 254 assigns a setting sound to layer 0 of the sound circuit 240f. When the start switch 118 is operated by the player, the effect control means 254 assigns a standby sound to layer 1 of the sound circuit 240f. When the reel 110 starts to spin in response to operation of the start switch 118, the effect control means 254 assigns a start sound to layer 1 of the sound circuit 240f. When the stop switch 120 is operated by the player to perform a first stop operation, the effect control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of the stop operation. Furthermore, when the player performs a second stop operation on the stop switch 120, the presentation control means 254 assigns a stop sound to layer 0 of the audio circuit 240f at the start of the stop operation. Furthermore, when the player performs a third stop operation on the stop switch 120, the presentation control means 254 assigns a stop sound to layer 0 of the audio circuit 240f at the start of the stop operation. Furthermore, when the player releases the third stop operation on the stop switch 120 and the determination means 218 determines that a winning combination involving the payout of electronic medals has been achieved, the presentation control means 254 assigns a winning sound to layer 1 of the audio circuit 240f at the release of the stop operation. Note that audio data is not necessarily assigned to layer 0 or layer 1 at each trigger based on the progress of the game. For example, in a non-AT presentation state, when the start switch 118 is operated by a player, the presentation control means 254 assigns a standby sound to layer 1 of the audio circuit 240f, but in an AT presentation state, it does not assign a standby sound to layer 1 of the audio circuit 240f. Also, instead of not assigning a standby sound, the presentation control means 254 may assign a standby sound but set its volume to 0. This configuration makes it easier for the player to hear sounds specific to the AT presentation state, such as the first auxiliary voice and first auxiliary effect described below, thereby improving the presentation effect.
[0147] As described above, in a non-AT performance state such as a normal performance state, the setting sound, standby sound, start sound, stop sound, and winning sound are output in that order in response to triggers such as switch operation and payout. The relationship in loudness (volume) of each sound is set as follows: winning sound > start sound > stop sound > setting sound > standby sound. Here, the start sound, stop sound, and winning sound after the reels 110 start spinning are louder than the setting sound and standby sound before the reels 110 start spinning. By gradually increasing the performance effect from the start to the end of a single game, it is possible to increase the player's motivation to play. Furthermore, by making the setting sound > standby sound before the reels 110 start spinning, it is possible to emphasize to the player that the game has started. Furthermore, by playing the winning sound > start sound > stop sound after the reels 110 start to spin, it is possible to emphasize to the player that the reels 110 have started to spin, and to emphasize with an even louder sound that a winning combination accompanied by the payout of electronic medals has been won, or that a so-called rare combination has been won. In this way, it is possible to excite the player that he or she has won a profit, and to excite the player more effectively.
[0148] In the AT performance state, sound effects associated with auxiliary performances are assigned to layers 14 and 15 in addition to layers 0 and 1. For example, when the start switch 118 is operated by the player, the performance control means 254 assigns the first auxiliary voice to layer 14 of the sound circuit 240f and the first auxiliary effect to layer 15. Here, the first auxiliary voice and the second and third auxiliary voices described below are performance sounds indicating the stop switch 120 to be operated or the position where the stop switch 120 to be operated is located, for example, sounds of "left," "center," and "right" that represent the relative positions of the stop switches 120a, 120b, and 120c. The first auxiliary effect is a performance sound indicating that the start switch 118 has been operated, for example, a "ping" sound. As mentioned above, in the AT performance state, even if the start switch 118 is operated, a standby sound is not assigned to layer 1. When the player performs a first stop operation on the stop switch 120, the effect control means 254 assigns a second auxiliary voice to layer 14 of the audio circuit 240f and a second auxiliary effect to layer 15 at the start of the first stop operation. The second auxiliary effect assigned to layer 15 is an effect sound indicating that the stop switch 120 has been operated. The second and third auxiliary effects when the stop switch 120 is operated to the first or second stop are short sounds such as "bang," and the fourth auxiliary effect when the stop switch 120 is operated to the third stop is a long sound such as "boom." When the player performs a second stop operation on the stop switch 120, the effect control means 254 assigns a third auxiliary voice to layer 14 of the audio circuit 240f and a third auxiliary effect to layer 15 at the start of the stop operation. Furthermore, when the stop switch 120 is operated to perform the third stop by the player, the performance control means 254 assigns the fourth auxiliary effect to the layer 15 at the start of the stop operation.At the timing when the stop switch 120 is operated to the third stop, there is no further stop switch 120 to be operated, and therefore no auxiliary voice indicating the stop switch 120 to be operated is assigned. Furthermore, when the player releases the third stop operation of the stop switch 120 and the determination means 218 determines that a winning combination accompanied by the payout of electronic medals has been achieved, the presentation control means 254 assigns a fourth auxiliary voice to layer 14 of the audio circuit 240f at the time of release of the third stop operation. Here, the fourth auxiliary voice is a sound that notifies the player of the winning combination, and is, for example, a voice such as "You did it!" that notifies the player that the correct combination has been achieved by operating the stop switch 120 in accordance with the auxiliary presentation.
[0149] Furthermore, regardless of whether the AT presentation state is in effect or not, at each trigger based on the progress of the game, the presentation control means 254 may assign background BGM to layer 2 of the audio circuit 240f, presentation BGM to layer 3, presentation SE to layers 5 to 7, and presentation VO to layer 8, in addition to layers 0 and 1 of the system. For example, when a winning type of winning area 33 to 36 is won, if the pattern "white 7" is displayed linearly on the invalid line B1 for two reels 110 in response to the operation of the stop switch 120 by the player (first stop operation, second stop operation), the presentation control means 254 assigns a stop sound to layer 0 of the audio circuit 240f at the start of the second stop operation, and assigns a presentation sound different from the stop sound (for example, a ready sound) to layers 5 and 8, thereby enhancing the presentation effect in response to the operation of the stop switch 120.
[0150] Here, the multiple layers in the audio circuit 240f have the following characteristics. First, all sounds assigned to different layers are output in parallel. Regarding sound output, as described above, audio data from multiple layers can be output in parallel at the same time, so there is no priority between layers. Therefore, even if background BGM is assigned to layer 2, a stop sound is assigned to layer 0, a second auxiliary voice is assigned to layer 14, and a second auxiliary effect is assigned to layer 15, all of the sounds will be output in parallel. The player can simultaneously listen to sounds based on the audio data assigned to each of the multiple layers.
[0151] On the other hand, only one piece of audio data can be assigned to the same layer. Therefore, for example, if background BGM has already been assigned to layer 2, and you try to assign new background BGM, the background BGM will be overwritten, and the background BGM before the overwrite will be interrupted.
[0152] Therefore, if sound effects are simply managed in one layer, there is a risk that the output of another sound will begin before the output of a specific sound is completed, causing the specific sound to be interrupted. On the other hand, if multiple sounds are simply distributed across multiple layers, there is a risk that the sounds will overlap unnecessarily, making it difficult for the player to hear each sound. Therefore, by appropriately managing the output mode of sound effects, the player's motivation to play will be improved.
[0153] As the game progresses and electronic medals are acquired, the player may count the acquired electronic medals. The player adjusts the pressing time of the counting switch 126, selectively performing an operation such as a "short press" or a "long press." When the counting switch 126 is operated, the command transmitting / receiving means 272 of the medal count control board 260 transmits information indicating that the counting switch 126 has been operated to the main control board 200, and the command transmitting / receiving means 226 of the main control board 200 transmits information indicating that the counting switch 126 has been operated to the sub-control board 240. In this way, in response to the operation of the counting switch 126, the performance control means 254 of the sub-control board 240 displays on the liquid crystal display unit 132 that the counting process is being performed, and outputs a counting sound from the speaker 134 indicating that the counting process is being performed.
[0154] Such counting sounds include a counting update sound that is continuously output while the counting process is being executed, such as a "ringing" sound, and a counting completion sound that is output after the counting process is completed, such as a voice saying "Thank you for your hard work." Here, the relationship in loudness (volume) of each sound is set so that the counting completion sound is greater than the counting update sound. Here, by making the counting completion sound louder than the counting update sound, it is possible to emphasize to the player that the counting process has ended, and therefore that the game has ended or that the game has reached a certain point.
[0155] Furthermore, the relationship in volume (volume) between the counting completion sound and the above-mentioned setting sound, standby sound, start sound, stop sound, and winning sound may be set, for example, as follows: counting completion sound > stop sound > setting sound > standby sound. Alternatively, the relationship may be set as follows: counting completion sound > start sound > stop sound > setting sound > standby sound. Furthermore, the relationship may be set as follows: counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound. The above-mentioned setting sound, standby sound, start sound, and stop sound are merely effects produced during one game, and even the winning sound indicating the winning combination accompanied by the payout of electronic medals is merely an effect indicating the outcome of one game. In contrast, the counting completion sound indicates a major milestone, such as the completion of the counting process and, ultimately, the determination of the player's final gaming profit. Here, for example, by setting the order of the counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to the player that the counting process has ended, and therefore that the game has ended or that the game has reached a certain stage. Generally, a player will not perform the counting process while the number of game medals is small, but will perform the counting process when the number of game medals has increased to a certain extent. In other words, the fact that the counting process has been performed is an indicator that a certain amount of gaming profit has been obtained in the slot machine 100 in which the counting process was performed. Here, by setting the order of the counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to those around that the counting process has been performed in the slot machine 100, and other players will be able to easily recognize the slot machine 100 that may be obtaining a large gaming profit (and consider playing with the slot machine 100).
[0156] As mentioned above, the counting process is always executed when the counting switch 126 is operated while play is possible. Therefore, regardless of whether the game state is a non-internal game state, an RBB internal game state, or an RBB active game state, or whether the presentation state is a normal presentation state, a premonition presentation state, a normal AT presentation state, a distribution presentation state, a special premonition presentation state, a special presentation state, or a non-advantageous presentation state, the player can execute the counting process. However, even when these game states or presentation states differ, the volume (volume) of the counting sound (counting update sound, counting completion sound) is set to be the same. Therefore, whether the player operates the counting switch 126 in a normal presentation state or a normal AT presentation state, the player will hear the counting sound at the same volume. Furthermore, the player can execute the counting process even when an error occurs. However, as mentioned above, even if an error occurs, the volume (sound volume) of the counting sounds (counting update sound, counting completion sound) is set to be the same as when no error occurs. Therefore, even if a player operates the counting switch 126 under circumstances in which an error such as a door open error (error code "E8") or a play stop error (error code "Ey") has occurred, the player will hear the counting sound at the same volume as when the counting switch 126 is operated under circumstances in which no error has occurred. In this way, by not changing the volume of the counting sound depending on the game state (game state or presentation state) or the presence or absence of an error, it is possible to prevent players and managers from feeling uncomfortable due to differences in the volume of the counting sound.
[0157] FIG. 13 is a timing chart for explaining the switching of sounds in a non-AT performance state. Here, the switching of sounds between layers 0 and 1 will be particularly described. For example, when a computerized medal is inserted by the insertion means, a setting sound is assigned to layer 0. Subsequently, when the start switch 118 is operated by the player, a standby sound is assigned to layer 1. Subsequently, when the reel 110 starts to rotate in response to the operation of the start switch 118, a start sound is assigned to layer 1. Subsequently, when the stop switch 120 is operated to the first stop, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is operated to the second stop, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is operated to the third stop, a stop sound is assigned to layer 0. Subsequently, when a winning combination involving the payout of a computerized medal is achieved and the third stop operation of the stop switch 120 is released, a winning sound is assigned to layer 1.
[0158] Here, the setting sound and each stop sound are assigned to the same layer 0. Therefore, when a stop sound is already assigned to layer 0 and another stop switch 120 is operated, the stop sound based on the operation of that stop switch 120 is overwritten, and the stop sound before the overwrite is interrupted. This allows the stop sounds to be output exclusively at different timings. This effectively prevents stop sounds that have the same characteristics in terms of the operation of the stop switch 120 from overlapping and sounding annoying. Furthermore, although the setting sound and the stop sound are assigned to the same layer 0, at least a wait time is included between them, so that they do not overlap. Therefore, the player can properly grasp through their hearing that the insertion of the electronic medal and the operation of the stop switch 120 have been accepted. In this way, by assigning sound data whose output trigger timings are separated to the same layer, it is possible to prevent an increase in the number of layers.
[0159] Furthermore, in this example, the standby sound, start sound, and winning sound are assigned to the same layer 1. Therefore, when a standby sound is already assigned to layer 1 and the reels 110 start spinning, the start sound is overwritten, and the standby sound before the overwrite is interrupted. This allows the standby sound and the start sound to be output exclusively at different timings. This effectively prevents the standby sound and the start sound, which have similar characteristics in terms of the start of a game, from overlapping and sounding annoying. Note that if the player is not playing in a so-called full wait state, as described below, the reels 110 start spinning immediately upon operation of the start switch 118. In this case, the start sound starts immediately after the standby sound starts, so the standby sound is output for only a short time, allowing the player to continue playing without being aware of the standby sound. Furthermore, although they are assigned to the same layer 1, there is at least a wait time, a player's operation time of the stop switch 120, and the two do not overlap. Therefore, the player can properly understand through hearing that the reel 110 has started to spin and that the operation of the stop switch 120 has been accepted. In this way, by assigning sound data whose output trigger timing is far apart to the same layer, it is possible to prevent an increase in the number of layers.
[0160] Here, the setting sound is assigned to layer 0, and the standby sound and start sound are assigned to layer 1. Therefore, even if the output of the standby sound or start sound starts before the output of the setting sound is completed, the setting sound will not be overwritten by the standby sound or start sound, and the setting sound and the standby sound can be output simultaneously, allowing the player to properly understand through their hearing that the insertion of the electronic medal and the operation of the start switch 118 have been accepted. Here, the start sound is assigned to layer 1, and the stop sound is assigned to layer 0. Therefore, for example, even if an effect (so-called delay) is performed in which the start sound is delayed from the start of reel rotation as an effect, and the output of the stop sound starts before the output of the start sound is completed, the start sound will not be overwritten by the stop sound, and the start sound and the stop sound can be output simultaneously, allowing the player to properly understand through their hearing that the reel 110 has started spinning and the operation of the stop switch 120 has been accepted. Here, the stop sound is assigned to layer 0, and the winning sound is assigned to layer 1. Therefore, even if the output of the winning sound starts before the output of the stop sound is completed, the stop sound will not be overwritten by the winning sound, and the stop sound and the winning sound can be output simultaneously, allowing the player to properly grasp through their hearing that the stop switch 120 has been accepted and that an electronic medal has been paid out.
[0161] 14 to 16 are timing charts for explaining sound switching in the AT performance state. The switching of sounds for layers 0 and 1 is the same as that in FIG. 13 except that a standby sound is not output, so a detailed explanation thereof will be omitted. Here, the switching of sounds for layers 14 and 15 will be particularly described. For example, when the start switch 118 is operated by the player, the first auxiliary voice is assigned to layer 14, and the first auxiliary effect is assigned to layer 15. Subsequently, when the stop switch 120 is operated to the first stop in response to the first auxiliary voice, the second auxiliary voice is assigned to layer 14, and the second auxiliary effect is assigned to layer 15. Subsequently, when the stop switch 120 is operated to the second stop in response to the second auxiliary voice, the third auxiliary voice is assigned to layer 14, and the third auxiliary effect is assigned to layer 15. Subsequently, when the stop switch 120 is operated to the third stop in response to the third auxiliary voice, the fourth auxiliary effect is assigned to layer 15. Subsequently, when the player releases the third stop operation of the stop switch 120 and the determination means 218 determines that a winning combination accompanied by the payout of electronic medals has been achieved, the fourth auxiliary voice is assigned to the layer 14.
[0162] In this example, the first, second, third, and fourth auxiliary voices are assigned to the same layer 14. Therefore, when an auxiliary voice is already assigned to a layer 14 and another stop switch 120 is operated, the auxiliary voice based on the operation of that stop switch 120 is overwritten, and the auxiliary voice before the overwrite is interrupted. This allows the auxiliary voices to be output exclusively at different timings. Also, in this example, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. Therefore, when an auxiliary effect is already assigned to a layer 15 and another stop switch 120 is operated, the auxiliary effect based on the operation of that stop switch 120 is overwritten, and the auxiliary effect before the overwrite is interrupted. This allows the auxiliary effects to be output exclusively at different timings.
[0163] 15(a), if the player operates the stop switch 120 to the first stop, assigning the second auxiliary voice to layer 14 and the second auxiliary effect to layer 15, and then operates the stop switch 120 to the second stop before the output of the second auxiliary voice and the second auxiliary effect is completed, i.e., if the time from the first stop operation of the stop switch 120 to the second stop operation of the stop switch 120 is less than the predetermined time (the time until the output of either the second auxiliary voice or the second auxiliary effect is completed), the second auxiliary voice in layer 14 will be overwritten (converted) to the third auxiliary voice, and the second auxiliary effect in layer 15 will be overwritten (converted) to the third auxiliary effect, and the second auxiliary voice and second auxiliary effect before being overwritten will be interrupted. This makes it possible to effectively prevent the overlapping of auxiliary voices and auxiliary effects that are the same in terms of the results of operating the stop switch 120, resulting in an annoying sound.
[0164] 15(b), if the player operates the stop switch 120 to the second stop position, assigning the third auxiliary voice to layer 14 and the third auxiliary effect to layer 15, and then operates the stop switch 120 to the third stop position before the output of the third auxiliary voice and the third auxiliary effect is complete, i.e., if the time between the second stop operation of the stop switch 120 and the third stop operation of the stop switch 120 is less than the predetermined time (the time until the output of the third auxiliary effect is completed), the third auxiliary effect in layer 15 will be overwritten with the fourth auxiliary effect, and the third auxiliary effect before being overwritten will be interrupted. This effectively prevents the overlapping of auxiliary effects with the same properties in terms of the operation of the stop switch 120, which can be heard as an annoyance. However, when the player operates the stop switch 120 to the third stop position, the sound in layer 14 is not overwritten, so the third auxiliary voice will continue to be output.
[0165] 16(a), if the player performs a third stop operation on the stop switch 120, assigns the fourth auxiliary effect to layer 15, and then releases the third stop operation on the stop switch 120 before the fourth auxiliary effect is completed, i.e., if the time from the third stop operation on the stop switch 120 to the release of the third stop operation on the stop switch 120 does not reach the predetermined time (the time until the output of the fourth auxiliary effect is completed), the fourth auxiliary voice is output in layer 14. Here, since a new sound is not overwritten in layer 15, the fourth auxiliary effect continues to be output. Therefore, even if the output of the fourth auxiliary voice begins before the output of the fourth auxiliary effect is completed, the fourth auxiliary effect is not overwritten by the fourth auxiliary voice, and the fourth auxiliary effect and the fourth auxiliary voice can be output simultaneously, allowing the player to appropriately grasp through their hearing that the operation of the stop switch 120 has been accepted and that a digitalized medal has been paid out.
[0166] 16(b), if the player performs a second stop operation on the stop switch 120, assigns the third auxiliary voice to layer 14, assigns the third auxiliary effect to layer 15, and then performs a third stop operation on the stop switch 120 and releases it before the third auxiliary voice is completed, i.e., if the time from the second stop operation on the stop switch 120 to the release of the third stop operation on the stop switch 120 is less than the predetermined time (the time until the output of either the third auxiliary effect or the third auxiliary voice is completed), first, in response to the player's initiation of the third stop operation on the stop switch 120, the fourth auxiliary effect is overwritten in layer 15, and the third auxiliary effect before being overwritten is interrupted. Next, in response to the player's release of the third stop operation on the stop switch 120, the third auxiliary voice is overwritten with the fourth auxiliary voice in layer 14, and the third auxiliary voice before being overwritten is interrupted. This effectively prevents the overlapping and annoying sound of auxiliary effects or auxiliary voices that have the same properties in the sense that they are the result of operating the stop switch 120. Also, the fourth auxiliary voice, which indicates that the player has earned a profit, can be properly notified to the player.
[0167] However, there is at least a wait time between the first and second auxiliary voices, and between the first and second auxiliary effects, and they do not overlap. Therefore, the player can properly understand through their hearing that the operation of the start switch 118 and the operation of the stop switch 120 have been accepted. In this way, by assigning sound data whose output trigger timings are far apart to the same layer, it is possible to prevent an increase in the number of layers.
[0168] Furthermore, the first auxiliary voice, second auxiliary voice, third auxiliary voice, and fourth auxiliary voice correspond to the first auxiliary effect, second auxiliary effect, third auxiliary effect, and fourth auxiliary effect, respectively, and the former and latter are assigned to different layers. Therefore, even if the second auxiliary voice and the second auxiliary effect are output simultaneously, the player can hear both sounds, and can appropriately grasp through their hearing that there has been a notification of the stop switch 120 that should be operated for the second stop, and that the operation of the stop switch 120 has been accepted.
[0169] It has been explained that the first auxiliary voice and the first auxiliary effect correspond to each other and are assigned to different layers, allowing the player to hear both sounds. Although both the first auxiliary voice and the first auxiliary effect are triggered by the start switch 118, strictly speaking, the start timing of the first auxiliary voice is set to be later than the start timing of the first auxiliary effect, for example, by about two frames. Therefore, the player first hears the first auxiliary effect, such as a "ping" sound, and then hears the first auxiliary voice, such as "middle," indicating the position of the stop switch 120 that should be operated for the first stop. In this way, by outputting both the first auxiliary voice and the first auxiliary effect in response to the operation of the start switch 118 but setting their start timings differently, the player can clearly recognize the position of the stop switch 120 that should be operated for the first stop while understanding that the start switch 118 has been operated. This type of sound output mode allows the first auxiliary voice to properly fulfill its role as a sound that complements the auxiliary performance.
[0170] Furthermore, in the AT performance state, the second auxiliary effect corresponds to the stop sound corresponding to the first stop operation of the stop switch 120, and each is assigned to a different layer. The third auxiliary effect corresponds to the stop sound corresponding to the second stop operation of the stop switch 120, and each is assigned to a different layer. The fourth auxiliary effect corresponds to the stop sound corresponding to the third stop operation of the stop switch 120, and each is assigned to a different layer. The fourth auxiliary voice corresponds to the winning sound corresponding to the release of the third stop operation of the stop switch 120, and each is assigned to a different layer. Therefore, for example, even if the fourth auxiliary voice and the winning sound are output simultaneously, the player can hear both sounds, and can appropriately grasp through their hearing that a predetermined winning combination has been won and the winning result of the winning combination.
[0171] It has been explained that the fourth auxiliary voice corresponds to the winning sound and is assigned to different layers, allowing the player to hear both sounds. However, although both the fourth auxiliary voice and the winning sound are triggered by the release of the third stop operation of the stop switch 120, strictly speaking, the start timing of the fourth auxiliary voice is set to be, for example, about two frames later than the start timing of the winning sound. Therefore, the player first hears the winning sound, such as "dadadadadadadada," and then hears the fourth auxiliary voice, such as "Ya ja nai" (Go for it), which notifies the player that the correct combination has been won by operating the stop switch 120 in accordance with the auxiliary effect. In this way, by outputting both the fourth auxiliary voice and the winning sound at different start timings in response to the release of the third stop operation of the stop switch 120 after a predetermined winning combination has been won, the player can clearly recognize that the correct combination has been won while understanding that the predetermined winning combination has been won. This type of sound output allows the fourth auxiliary voice to properly fulfill its role as a sound that complements the winning sound.
[0172] In the above example, the effect control means 254 assigns a start sound to layer 1 of the audio circuit 240f when the reels 110 start spinning in response to the operation of the start switch 118, regardless of whether the reels 110 are in an AT effect state or a non-AT effect state. The volume of the start sound may be different between the AT effect state and the non-AT effect state. For example, in the AT effect state, the volume of the background music or effect BGM may be higher than in the non-AT effect state to emphasize that a game advantageous to the player is being played. In this case, by increasing the volume of the start sound assigned to layer 1 in the AT effect state compared to the volume of the start sound assigned to layer 1 in the non-AT effect state, the start sound is not drowned out by the background music or effect BGM, allowing the player to properly understand the start sound. With this configuration, even if a so-called delayed effect sound is generated, intentionally delaying the start sound from the actual start of spinning of the reels 110, the player can easily hear the delayed effect sound, improving gameplay.
[0173] Also, in the AT performance state, the fourth auxiliary voice corresponds to the winning sound, and since the fourth auxiliary voice and the winning sound are assigned to different layers, the player can hear both sounds. The volume relationship between the fourth auxiliary voice and the winning sound is set so that the winning sound is greater than the fourth auxiliary voice. Therefore, the player hears the winning sound, for example, "dadadadadadadada," at a loud volume. In this way, by outputting both the fourth auxiliary voice and the winning sound but at different volumes in response to the release of the third stop operation of the stop switch 120 after a predetermined winning combination is achieved, the player can clearly recognize that they have won a predetermined number of electronic medals as a gaming profit by the volume of the sound and the number of repetitions of the sound ("da"), and that they have won a correct winning combination. This sound output mode allows the winning sound to appropriately fulfill its role of emphasizing gaming profits.
[0174] Also, it has been explained that in the AT presentation state, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. The volume relationship between the first auxiliary effect and the other auxiliary effects is set so that the first auxiliary effect is larger than the second, third, and fourth auxiliary effects. Therefore, the player hears the first auxiliary effect, for example, a loud "ping" sound, at a high volume. In the slot machine 100, a lottery for determining a winning type is conducted based on the operation of the start switch 118. A lottery for transitioning to the AT presentation state is also conducted based on the operation of the start switch 118. Furthermore, in the AT presentation state, if the winning type "batting order bell" is won based on the operation of the start switch 118, an auxiliary presentation is executed, and it is determined that a large gaming profit will be obtained if the auxiliary presentation is followed. As such, whether or not a gaming profit is obtained during the game largely depends on the operation of the start switch 118. Therefore, the player can recognize from the volume of the sound that he has operated the start switch 118, which performs various lotteries, at the desired timing. This type of sound output mode makes it possible to appropriately liven up a game from the start.
[0175] In the AT presentation state, when the player operates the start switch 118, the first auxiliary voice and the first auxiliary effect are output. Then, when the player operates the stop switch 120 in accordance with the auxiliary presentation, the respective auxiliary voices and auxiliary effects are output, while the output of the respective stop sounds is limited (silenced or reduced). Specifically, consider an example in which the player operates the start switch 118 to win the winning type "Batting Order Bell A1," and the presentation control means 254 notifies the correct operation mode "Batting Order 3" as the auxiliary presentation. At this time, the first auxiliary voice and the first auxiliary effect are output in response to the player's operation of the start switch 118, the second auxiliary voice and the second auxiliary effect are output in response to the player's first stop operation of the stop switch 120b, the third auxiliary voice and the third auxiliary effect are output in response to the player's second stop operation of the stop switch 120a, and the fourth auxiliary effect is output in response to the player's third stop operation of the stop switch 120c. Here, the stop sound is limited to emphasize the second, third, and fourth auxiliary effects. However, if the player does not follow the auxiliary effect, the output of subsequent auxiliary voices and effects is limited, and a stop sound is output instead. For example, if a player mistakenly performs the first stop operation on the stop switch 120a, this is considered to be an operation mode different from the correct operation mode, and the output of the second auxiliary voice and second auxiliary effect that should be output in response to the first stop operation is limited, and only the stop sound corresponding to the first stop operation, which should not be output, is output. In this way, by limiting the output of the second auxiliary voice and second auxiliary effect, the player recognizes that they may have performed an operation different from the correct operation mode and lost the gaming profit that they should have obtained. Here, a sense of disappointment is given to the player from the moment they operate the stop switch 120, encouraging them to perform the operation in the correct operation mode. Note that even in the AT mode, if the player does not win the win type that is the target of the auxiliary effect and the auxiliary effect is not executed, the auxiliary voices and auxiliary effects are not output, and instead the stop sounds are output.
[0176] (Display mode) In the AT performance state, the performance control means 254 performs auxiliary performance through the image circuit 240e in addition to the audio circuit 240f.
[0177] 17 is an explanatory diagram for explaining an example of an auxiliary effect in the AT effect state. Here, it is assumed that the winning type "batting order bell A1" in the winning area 5 is determined in the winning type lottery in response to the player's operation of the start switch 118. The effect control means 254 notifies the player of the correct operation mode, batting order 3, by the auxiliary effect, and the player can win the winning role "minor role 1", which is the correct role, by operating the stop switch 120 in accordance with the auxiliary effect.
[0178] In the auxiliary performance, the performance control means 254 displays a first auxiliary image 410, a second auxiliary image 412, a third auxiliary image 414, and a fourth auxiliary image 416 on the liquid crystal display unit 132 via the image circuit 240e. Here, the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 indicate the order in which the stop switch 120 should be operated. Specifically, the first auxiliary image 410 indicates that the stop switch 120 is to be operated for the first stop, and is represented by, for example, the numerical value "1," and is placed on the liquid crystal display unit 132 at a position corresponding to the stop switch 120 (here, for example, stop switch 120b) that should be operated for the first stop in the correct operation mode. Furthermore, the second auxiliary image 412 indicates that the stop switch 120 is to be operated for the second stop, and is represented by, for example, the numerical value "2," and is placed on the liquid crystal display unit 132 at a position corresponding to the stop switch 120 (here, for example, stop switch 120a) that should be operated for the second stop in the correct operation mode. The third auxiliary image 414 is represented by, for example, the number "3," which indicates that the stop switch 120 is to be operated to the third stop, and is placed in a position on the liquid crystal display unit 132 corresponding to the stop switch 120 (here, for example, stop switch 120c) that is to be operated to the third stop in the correct operation mode. The fourth auxiliary image 416 is an image that notifies the player of the winning combination, and is, for example, the letter "GET" that notifies that the player has operated the stop switch 120 in accordance with the auxiliary effect and has won the correct combination.
[0179] When the start switch 118 is operated by the player, as shown in FIG. 17(a), the effect control means 254 starts displaying the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, and then enlarges the first auxiliary image 410 to a predetermined first size and the second auxiliary image 412 and the third auxiliary image 414 to a predetermined second size. Here, the first size is larger than the second size. Therefore, the player can visually recognize the relatively large first-size first auxiliary image 410 and perform the first stop operation of the stop switch 120. Then, the effect control means 254 varies the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 until the stop switch 120 is operated. Here, the variation means periodically swinging the front faces of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 left and right without changing their actual sizes. However, this is not limited to such a case; it is sufficient that the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 are recognized as not stationary, and various variations can be applied, such as changing the size or shape of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, swinging them up and down, rotating them left and right or up and down, rotating or swinging them clockwise or counterclockwise around the center of the image as the central axis, or even combining these.
[0180] As shown in FIG. 17(b), when the player performs a first stop operation on the stop switch 120b, the effect control means 254 stops the fluctuation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. By stopping the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, the player can properly understand that the operation of the stop switch 120 has been accepted. Then, the effect control means 254 transitions the first auxiliary image 410 from a displayed state to a hidden state (a state where it is not displayed). This transition of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 from a displayed state to a hidden state (gradual erasure) over a predetermined period of time is sometimes referred to as "hiding." Here, an example of hiding is given in which the transparency of the first auxiliary image 410 is gradually increased until it finally reaches 100% transparency, and the first auxiliary image 410 is erased. In parallel with the hiding of the first auxiliary image 410, the effect control means 254 enlarges the second auxiliary image 412 to the first size while maintaining the size of the third auxiliary image 414. Here, by hiding the first auxiliary image 410 corresponding to the operated stop switch 120b and enlarging the second auxiliary image 412 corresponding to the next stop switch 120a, the player can properly identify the stop switch 120a to be operated without repeatedly operating the stop switch 120b. Note that, although an example of gradually increasing the transparency has been given as a mode of hiding the first auxiliary image 410, this is not limiting and various modes may be adopted as long as the image gradually becomes less noticeable and is eventually erased. For example, the image may gradually decrease in size, become gradually rounder in shape, become smaller overall by splitting the image, switch to another image, or even combine these. For example, the effect control means 254 may switch the first auxiliary image 410 to another image that abstracts the concept of the slot machine 100, temporarily enlarge the other image, and then gradually increase its transparency. Then, the effect control means 254 again changes the second auxiliary image 412 and the third auxiliary image 414 until the stop switch 120 is next operated.
[0181] As shown in Figure 17(c), when the player performs a second stop operation on the stop switch 120a, the performance control means 254 stops the variation of the second auxiliary image 412 and the third auxiliary image 414. Then, the performance control means 254 gradually increases the transparency of the second auxiliary image 412 until it is finally erased. In parallel with this, the performance control means 254 enlarges the third auxiliary image 414 to the first size. Then, the performance control means 254 causes the third auxiliary image 414 to vary again until the stop switch 120 is next operated.
[0182] 17(d), when the player performs the third stop operation on the stop switch 120c, the presentation control means 254 stops the variation of the third auxiliary image 414, gradually increases its transmittance, and finally erases it. Then, when the player releases the third stop operation on the stop switch 120, the presentation control means 254 displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0183] 18 and 19 are timing charts for explaining the switching of sounds and images in the AT presentation state. The switching of sounds for layers 0, 1, 14, and 15 is the same as in FIGS. 14 and 15(b), so detailed explanations will be omitted. Here, we will particularly explain the switching of the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416. Again, let us assume that the player operates the start switch 118 and wins the winning type "batting order bell A1" in winning area 5 in the winning type lottery. The presentation control means 254 notifies the player of batting order 3, which is the correct operation mode, through the auxiliary presentation, and the player can win the winning role "minor role 1," which is the correct role, by operating the stop switch 120 in accordance with the auxiliary presentation.
[0184] 18 , when the player operates the bet switch 116, the effect control means 254 outputs a setting sound from the speaker 134. Subsequently, when the player operates the start switch 118, the effect control means 254 outputs a first auxiliary voice and a first auxiliary effect from the speaker 134 and starts displaying a first auxiliary image 410 on the liquid crystal display unit 132. Then, the effect control means 254 enlarges the first auxiliary image 410, stops the enlargement when the first auxiliary image 410 reaches a first size, and starts displaying a second auxiliary image 412 on the liquid crystal display unit 132. Then, the effect control means 254 enlarges the second auxiliary image 412, stops the enlargement when the second auxiliary image 412 reaches a second size, and starts displaying a third auxiliary image 414 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the third auxiliary image 414 until the third auxiliary image 414 reaches the second size. When the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is complete, the performance control means 254 starts changing the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. At this time, the timing at which the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed is set to be later than the timing at which the output of the first ancillary voice and the first ancillary effect is completed. Note that, here, the timing at which the enlargement of the first auxiliary image 410 is completed is earlier than the timing at which the output of the first ancillary voice and the first ancillary effect is completed, but the timing at which the enlargement of the first auxiliary image 410 is completed may also be set to be later than the timing at which the output of the first ancillary voice and the first ancillary effect is completed.
[0185] Incidentally, a player cannot start the next game until a predetermined waiting time (e.g., 4.1 seconds) has elapsed since the previous game. Here, the player can play in a so-called full waiting mode by shortening the intervals between the operation of the bet switch 116, start switch 118, and stop switch 120 so that the playing time for one game does not exceed the waiting time (4.1 seconds). In this way, when a player plays in a full waiting mode, the reel 110 starts spinning after the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 have all been enlarged. The effect control means 254 outputs a start sound from the speaker 134 when the reel 110 starts spinning.
[0186] In this way, when the start switch 118 is operated at the timing of full wait, the effect control means 254 starts outputting the first auxiliary effect and the first auxiliary voice and starts enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. After completing output of the first auxiliary effect and the first auxiliary voice, the effect control means 254 completes enlarging all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. The effect control means 254 starts outputting the start sound after completing enlarging all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. This configuration allows the player to appropriately understand, both audibly and visually, that the start switch 118 has been accepted and that the reel 110 has started spinning in response.
[0187] Next, when the player performs a first stop operation on the stop switch 120, the presentation control means 254 outputs a stop sound, a second auxiliary voice, and a second auxiliary effect from the speaker 134, stops the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, gradually increases the transmittance of the first auxiliary image 410, and enlarges the second auxiliary image 412 to the first size. Then, the presentation control means 254 again varies the second auxiliary image 412 and the third auxiliary image 414. Furthermore, when the player performs a second stop operation on the stop switch 120, the presentation control means 254 outputs a stop sound, a third auxiliary voice, and a third auxiliary effect from the speaker 134, stops the variation of the second auxiliary image 412 and the third auxiliary image 414, gradually increases the transmittance of the second auxiliary image 412, and enlarges the third auxiliary image 414 to the first size. Then, the performance control means 254 again changes the third auxiliary image 414. Furthermore, when the player performs a third stop operation on the stop switch 120, the performance control means 254 outputs a stop sound and a fourth auxiliary effect from the speaker 134, stops the change of the third auxiliary image 414, and gradually increases the transmittance of the third auxiliary image 414.
[0188] Next, when the player releases the third stop operation of the stop switch 120, the performance control means 254 outputs the winning sound and the fourth auxiliary voice from the speaker 134 and displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0189] 18 has been described with an example in which the transmittance of the second auxiliary image 412 is gradually increased in response to the operation of the stop switch 120, and after the second auxiliary image 412 has disappeared, the transmittance of the third auxiliary image 414 begins to gradually decrease in response to the next operation of the stop switch 120. However, if the interval between operations of the stop switch 120 by the player is short and the next stop switch 120 is operated before the second auxiliary image 412 has completely disappeared, the gradual increase in the transmittance of the second auxiliary image 412 may be interrupted and the image may immediately be hidden.
[0190] 19, if the player operates the stop switch 120 to the second stop, and the transmittance of the second auxiliary image 412 begins to gradually increase, and then the player operates the stop switch 120 to the third stop before the transmittance of the second auxiliary image 412 reaches 100% (becomes invisible), that is, if the time from the stop switch 120 being operated to the second stop until the stop switch 120 being operated to the third stop is less than the predetermined time (the time until the display of the second auxiliary image 412 ends), the performance control means 254 stops the change in the third auxiliary image 414, starts the gradual increase in the transmittance of the third auxiliary image 414, and, as shown by the dashed circle in FIG. 19, interrupts the gradual increase in the transmittance of the second auxiliary image 412 and immediately hides the second auxiliary image 412. In this way, by immediately hiding the second auxiliary image 412 corresponding to the operated stop switch 120, the player can properly grasp the stop switch 120 that was most recently operated. Furthermore, as shown in Figure 19, the stopping sound of layer 0 and the interruption of the third auxiliary effect of layer 15 occur at the same time as the interruption of the gradual increase in transparency of the second auxiliary image 412, so that the sound and image presentation can be balanced.
[0191] However, unlike when the player performs the first stop operation or the second stop operation of the stop switch 120, when the player performs the third stop operation of the stop switch 120, the player's operation for one game is completed, and the player does not need to operate another stop switch 120. Therefore, after the player performs the third stop operation of the stop switch 120 and the transmittance of the third auxiliary image 414 begins to gradually increase, even if the player releases the third stop operation of the stop switch 120 before the transmittance of the third auxiliary image 414 reaches 100% (becomes invisible), the presentation control means 254 does not interrupt the gradual increase in the transmittance of the third auxiliary image 414, but continues to gradually increase it.
[0192] Here, we have given an example in which the gradual increase in the transmittance of the second auxiliary image 412 is interrupted when the player performs the third stop operation on the stop switch 120, but this is not limited to such a case, and the gradual increase in the transmittance of the second auxiliary image 412 may continue regardless of the player performing the third stop operation on the stop switch 120.
[0193] In this way, the slot machine 100 includes the start switch 118, the stop switch 120, sound output means (e.g., the audio circuit 240f, the speaker 134), display means (e.g., the image circuit 240e, the liquid crystal display unit 132), and an effect control means 254 that controls the effects performed by the sound output means and the display means, and the effect control means 254 causes the sound output means and the display means to perform predetermined auxiliary effects related to the operation order of the stop switch 120 (e.g., effects related to the first stop operation, the second stop operation, and the third stop operation) and the operation result (e.g., effects related to the release of the third stop operation). In the auxiliary performance, the sound output means outputs a plurality of auxiliary voices (for example, a first auxiliary voice, a second auxiliary voice, a third auxiliary voice, and a fourth auxiliary voice) and a plurality of auxiliary effects (for example, a first auxiliary effect, a second auxiliary effect, a third auxiliary effect, and a fourth auxiliary effect), and the display means displays a plurality of auxiliary images (for example, a first auxiliary image 410, a second auxiliary image 412, a third auxiliary image 414, and a fourth auxiliary image 416). In the auxiliary performance, when the stop switch 120 to be operated second is turned on, the sound output means outputs the third auxiliary button. and starts outputting the third auxiliary effect, and when the stop switch 120 which should be operated third is turned ON, starts outputting the fourth auxiliary effect, and when the stop switch 120 which should be operated third is turned OFF, starts outputting the fourth auxiliary voice, and in the auxiliary performance, when the stop switch 120 which should be operated second is turned ON, the display means starts displaying to gradually erase the second auxiliary image 412 which was displayed, and when the stop switch 120 which should be operated third is turned ON, starts displaying to gradually erase the third auxiliary image 414 which was displayed, and when the stop switch 120 which should be operated third is turned OFF, starts displaying the fourth auxiliary image 416, and in the auxiliary performance, if the time from when the stop switch 120 which should be operated second is turned ON to when the stop switch 120 which should be operated third is turned ON is less than the first predetermined time (the time until the announcement of the third auxiliary effect or the second auxiliary image 412 which ends first) the sound output means and display means suspend output of the third auxiliary effect and start output of the fourth auxiliary effect in response to the stop switch 120 which should be operated third being turned ON,The gradually disappearing display of the second auxiliary image 412 is interrupted and the second auxiliary image 412 is disappeared, and the gradually disappearing display of the third auxiliary image 414 is started.
[0194] Also, in the slot machine 100, in the auxiliary performance, if the time from when the stop switch 120 to be operated second is turned on until the stop switch 120 to be operated third is turned off is less than the second predetermined time (the time until the third auxiliary voice ends when the notification of the fourth auxiliary effect has not ended and the notification of the third auxiliary image has not ended, which is longer than the first predetermined time), the sound output means and display means may interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice in response to the stop switch 120 to be operated third being turned off, without interrupting the output of the fourth auxiliary effect, and without interrupting the display of gradually disappearing the third auxiliary image 414.
[0195] The slot machine 100 also includes a start switch 118, reels 110, a stop switch 120, sound output means (e.g., an audio circuit 240f, a speaker 134), display means (e.g., an image circuit 240e, a liquid crystal display unit 132), and an effect control means 254 that controls the effects performed by the sound output means and the display means. The effect control means 254 causes the sound output means and the display means to perform a predetermined auxiliary effect related to the operation sequence of the stop switch 120 (e.g., effects related to the first stop operation, the second stop operation, and the third stop operation). In the auxiliary effect, the sound output means outputs a rotation start sound (e.g., a start sound), a plurality of auxiliary voices (e.g., a first auxiliary voice, a second auxiliary voice, and a third auxiliary voice), and a plurality of auxiliary effects (e.g., a first auxiliary effect, a second auxiliary effect, a third auxiliary effect, and a fourth auxiliary effect), and the display means displays a plurality of auxiliary images (navigation "1", "2", and "3"). When the start switch 118 is turned ON, the stage starts outputting the first auxiliary voice and the first auxiliary effect, and when the reel 110 starts to rotate, starts outputting a rotation start sound, and in the auxiliary performance, when the start switch 118 is turned ON, the display means starts displaying an enlarged first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414, and in the auxiliary performance, if the time from when the start switch 118 was turned ON in the previous game to when the start switch 118 is turned ON in the current game is less than the third predetermined time (the so-called wait time (4.1 seconds) for full wait), in response to the start switch 118 being turned ON, after completion of outputting the first auxiliary voice and the first auxiliary effect, the sound output means and the display means complete enlarging the first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414, and start outputting the rotation start sound after completion of enlarging the first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414.
[0196] In addition, the slot machine 100 is provided with a presentation state control means for determining one of presentation states including an AT presentation state in which auxiliary presentations can be executed and a non-AT presentation state in which auxiliary presentations cannot be executed, and the rotation start sound in the AT presentation state may be different from the rotation start sound in the non-AT presentation state, and the volume of the rotation start sound in the AT presentation state may be larger than the volume of the rotation start sound in the non-AT presentation state.
[0197] Furthermore, in the slot machine 100, in the auxiliary performance, after the first auxiliary image 410 has been enlarged, the display means may start displaying the first auxiliary image 410 in a periodically varying manner, and when the stop switch 120, which is to be operated first, is turned ON while the first auxiliary image 410 is periodically varying, the display means may stop the variation of the first auxiliary image 410, and when the variation of the first auxiliary image 410 has stopped, the display means may start displaying the first auxiliary image 410 being gradually erased.
[0198] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0199] Furthermore, in the above-described embodiment, an example was given in which there are three stop switches 120 and three reels 110 (left reel 110a, center reel 110b, right reel 110c), but this is not limited to this case, and the present invention can also be applied to cases in which there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the final stop operation is the fourth stop operation, and the processing corresponding to the start and release of the third stop operation in the above-described embodiment is performed in response to the start and release of the fourth stop operation.
[0200] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.
[0201] Furthermore, in the above-described embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, so-called pachinko machine, that includes a gaming board on which a gaming area into which gaming balls flow down is formed, a large prize opening that is provided in the gaming area and into which gaming balls can enter, an opening / closing member that opens and closes the large prize opening, and a large prize opening control means that, when a predetermined condition is met, controls the opening and closing of the opening / closing member to execute a large role game that includes multiple rounds of play in which the large prize opening is opened.
[0202] Furthermore, each process performed on the above-mentioned main control board 200, sub-control board 240, and medal count control board 260 does not necessarily have to be performed chronologically in the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0203] 100 slot machines (gaming machines) 110 reels 116 Bet Switch 118 Start switch 120 Stop switch 200 Main control board 200a Main CPU 222 Game status control means 224 Production state control means 240 Sub-control board 240a Sub-CPU 224 Production state control means 254 Production Control Means 260 Medal count control board 260a Medal CPU 274 Medal count update method 300 dedicated unit
Claims
[Claim 1] The start switch and Stop switch and a sound output means; A display means; a performance control means for controlling the performances performed by the sound output means and the display means; Equipped with the effect control means causes the sound output means and the display means to perform a predetermined auxiliary effect relating to the operation sequence and operation result of the stop switch, In the auxiliary performance, the sound output means outputs a plurality of auxiliary voices and a plurality of auxiliary effects; the display means displays a plurality of auxiliary images; In the auxiliary performance, the sound output means When the second stop switch is turned on, the third auxiliary voice and third auxiliary effect start to be output. When the third stop switch is turned on, the fourth auxiliary effect starts to be output. When the third stop switch is turned off, the fourth auxiliary voice starts to be output. In the auxiliary performance, the display means When the second stop switch is turned on, the second auxiliary image is gradually erased. When the stop switch, which is the third switch to be operated, is turned on, the third auxiliary image that was displayed starts to be gradually erased. When the third stop switch is turned off, the display of the fourth auxiliary image begins. In the auxiliary performance, the sound output means When the time from when the stop switch to be operated second is turned on to when the stop switch to be operated third is turned on does not reach a first predetermined time, the game machine interrupts the output of the third auxiliary effect and starts the output of the fourth auxiliary effect in response to the turn on of the stop switch to be operated third.
Citation Information
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