gaming machines
The gaming machine incorporates a translucent panel with a decorative sheet and strategic markings to address the lack of visual appeal in conventional designs, offering a distinctive and engaging user experience.
Patent Information
- Application Number
- JP2024052236
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-27
- Publication Date
- 2026-01-07
- Estimated Expiration
- 2044-03-27
AI Technical Summary
Conventional gaming machines lack distinctive and visually appealing panels.
The gaming machine features a translucent panel with a decorative sheet having a rougher surface area along its edge, visible through the translucent panel, and marked with specific markings and intellectual property-related marks positioned to enhance visual appeal.
The solution provides a gaming machine with a distinctive and visually engaging panel design, enhancing user experience and brand recognition.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]
[0002] BACKGROUND ART Conventionally, gaming machines equipped with panels have been widely known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-237513 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in the panels of conventional gaming machines.
[0005] An object of the present invention is to provide a gaming machine with a distinctive panel. [Means for solving the problem]
[0006] The gaming machine according to the present invention is a gaming machine equipped with a translucent panel having translucency, and is equipped with a decorative sheet, the translucent panel having a first area and a second area on a front surface, the second area having a rougher surface than the first area, the second area being provided along the edge of the translucent panel, the decorative sheet being smaller than the translucent panel, the decorative sheet being arranged behind the translucent panel in a position overlapping both at least a part of the first area and at least a part of the second area, the decorative sheet being visible from the front through the translucent panel, the decorative sheet being provided with a first marking and a second marking, the first marking being a marking of the second area, the first display is a character display, the second display is a warning display, the warning display is disposed closer to a second end of the decorative sheet than to a first end of the decorative sheet, the first end is one of the left and right ends of the decorative sheet, the second end is the other of the left and right ends of the decorative sheet, the distance from the second end to the warning display is greater than the left and right width of a predetermined area of the second area, and the predetermined area is an area located to the left of the first area or an area located to the right of the first area. Of , an area near the second end; This is a gaming machine characterized by the above. Furthermore, the gaming machine according to the present invention is a gaming machine equipped with a translucent panel having translucency, and is equipped with a decorative sheet, the translucent panel having a first area and a second area on a front surface, the second area having a rougher surface than the first area, the second area being provided along the edge of the translucent panel, the decorative sheet being smaller than the translucent panel, and the decorative sheet being arranged behind the translucent panel in a position overlapping both at least a portion of the first area and at least a portion of the second area, and the decorative sheet being visible from the front through the translucent panel. a first mark and a second mark are provided on the decorative sheet, the first mark is provided in a position overlapping at least a part of the second area, and the second mark is provided in a position not overlapping the second area, the first mark is a character mark, the second mark is an intellectual property-related mark, the intellectual property-related mark is located closer to a second end of the decorative sheet than a first end of the decorative sheet, the first end is one end of the left and right ends of the decorative sheet, the second end is the other end of the left and right ends of the decorative sheet, and a distance from the second end to the Intellectual Property The distance to the display is greater than the width in the left-right direction of a predetermined area of the second area, and the predetermined area is an area located to the left of the first area or an area located to the right of the first area. Of , an area near the second end; This is a gaming machine characterized by the above. [Effects of the Invention]
[0007] An object of the present invention is to provide a gaming machine with a distinctive panel. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 2] 1 is a front view of a slot machine according to an embodiment of the present invention with the front door open. [Figure 3] 1A to 1C are diagrams showing the pay lines of a slot machine according to an embodiment of the present invention and diagrams showing the operation of a liquid crystal display device. [Figure 4] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 5] 1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [Figure 6] This is a table showing the display mode and payout number for each operation content of some of the winning roles (mainly push order roles) of a slot machine according to one embodiment of the present invention. [Figure 7] FIG. 1 is a transition diagram of a gaming state of a slot machine according to an embodiment of the present invention. [Figure 8] (a) is a diagram showing the probability of winning the transition lottery to the pull-back zone, and (b) is a diagram showing the probability of winning the AT lottery during the pull-back zone, which is carried out in the pull-back zone. [Figure 9] 10 is a graph showing an example of an increase or decrease in the difference in number of coins when passing through a pullback zone. [Figure 10] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 11] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 12] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 13] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 14] This is a diagram to point out a problem in an example where a continuous performance is started and then the machine transitions to an AT state in a conventional slot machine. [Figure 15]14A and 14B are diagrams showing detailed timing charts of the (N+2)th and (N+3)th periods explained with reference to FIG. 14A, and showing display screens of the liquid crystal display device 157 at each timing. [Figure 16] 14B. FIG. 14B shows a detailed timing chart of the (N+2)th and (N+3)th periods explained with reference to FIG. 14B, and a display screen of the liquid crystal display device 157 at each timing. [Figure 17] This figure shows a detailed timing chart of N+2G and N+3G, where irregular button presses were performed but no penalty was incurred, and the display screen of the liquid crystal display device 157 at each timing. [Figure 18] This figure shows an example of an irregular button press during a continuous performance, and an example of an irregular button press during a non-continuous performance. [Figure 19] This is a diagram showing the relationship between the ceiling counter and the game count display GMV when settings are changed or when power is lost and restored. [Figure 20] (a) is a schematic diagram of what happens when a penalty occurs during a continuous performance, as explained above; (b) is a diagram showing an example of the display of the game count display GMV when a penalty occurs, as explained above; (c1) is a conceptual diagram of an example in which a waiting game is played differently from the examples so far when a penalty occurs during a continuous performance; and (c2) is a diagram for explaining an example in which a waiting game is played differently from that shown in (c1) of the same figure when a penalty occurs during a continuous performance. [Figure 21] 10A to 10C are diagrams showing several examples of display modes of an operation recommendation display REC displayed on the display screen of a liquid crystal display device 157. [Figure 22] 10A and 10B are diagrams showing examples of when an error message ERR is displayed or when a power outage occurs and is restored while an operation recommendation message REC is displayed. [Figure 23] 10A is a diagram showing winning combination data stored in the ROM 306 of the main control unit 300, and FIG. 10B is a flowchart of the advantageous zone transition process executed by the CPU 304 of the main control unit 300. FIG. [Figure 24]10 is a diagram illustrating an instruction monitor controlled by the CPU 304 of the main control unit 300. FIG. [Figure 25] FIG. 23(b) is a diagram showing another example of the winning combination data shown in FIG. 23(a). [Figure 26] This figure shows an example in which a continuous performance is performed, a confirmation announcement performance is performed, and the game transitions to the AT state. [Figure 27] This is a diagram explaining the flow of this premonition performance when transitioning from the normal state (non-AT state) to the AT state. [Figure 28] This is a diagram explaining the flow of the Gaze premonition performance executed in normal state (non-AT state). [Figure 29] 10A and 10B are diagrams showing a timing chart when an anticipation effect is performed and a display screen of the liquid crystal display device 157 at each timing. [Figure 30] 10A and 10B are diagrams showing a timing chart in which a penalty occurs in the 100th game in which an expectation effect is performed, and a display screen of the liquid crystal display device 157 at each timing. [Figure 31] 10 is a diagram for explaining the anticipation effect and the small win icon announcement effect. [Figure 32] This figure shows examples of operation response effects when recommended presses and irregular presses are performed while an operation promotion effect is being executed. [Figure 33] 10A and 10B are timing charts showing a case where no penalty operation is performed after the confirmation effect, and diagrams showing the display screen of the liquid crystal display device 157 at each timing. [Figure 34] 10 is a timing chart showing a case where a penalty operation is performed after a confirmation effect, and a display screen of the liquid crystal display device 157 at each timing. FIG. [Figure 35] 1A is a diagram showing an example of an old man's lines presentation, which is one of the anticipation presentations, and FIG. 1B is a diagram showing an example of a princess's lines presentation, which is one of the anticipation presentations. [Figure 36] 10A is a diagram showing a modified example of an old man's line effect, which is one of the effects for creating a sense of expectation. FIG. 10B is a diagram showing an example of a small win icon announcement effect, which is one of the effects for creating a sense of expectation. [Figure 37]10 is a timing chart showing a case where a penalty operation is performed in stage A, and a display screen of the liquid crystal display device 157 at each timing. FIG. [Figure 38] 10 is a timing chart showing a case where a penalty operation is performed in stage B, and a display screen of liquid crystal display device 157 at each timing. FIG. [Figure 39] FIG. 10 is a diagram showing the arrangement of symbols on each reel in the slot machine of the second embodiment, expanded in a plane. [Figure 40] 10A is a table showing all the internal winning combinations in the slot machine of the second embodiment, and FIG. 10B is a table showing the number of coins paid out for each achieved push order bell combination and operation content. [Figure 41] (a) is a diagram showing the table selection table stored in ROM 306 of the main control unit 300, (b) is a flowchart showing the flow of the push order guess bonus award determination process, and (c) is a diagram showing each of the two types of add-on number determination tables. [Figure 42] FIG. 10 is a diagram showing the button press order guessing game. [Figure 43] A diagram to explain a modified example of the push order guessing game. [Figure 44] FIG. 10 is a diagram for explaining a simulated game. [Figure 45] FIG. 11 is a diagram showing the arrangement of symbols on each reel in the slot machine of the third embodiment, expanded in a plane. [Figure 46] 11 is a flowchart showing the flow of main processing by a main control unit in the slot machine of the third embodiment. [Figure 47] 47 is a flowchart showing the process related to the pseudo game in step S128 shown in FIG. 46. [Figure 48] 48 is a flowchart showing the process of starting reel rotation in a pseudo game in step S1282 shown in FIG. [Figure 49] 48 is a flowchart showing the process of controlling reel stop in the pseudo game in step S1283 shown in FIG. [Figure 50]48 is a flowchart showing the flow of the pseudo-next game start processing in step S1284 shown in FIG. [Figure 51] 47 is a flowchart showing the process of starting reel rotation in step S133 shown in FIG. 46. [Figure 52] 52 is a flowchart showing the process flow of starting random delay rotation in step S1336 shown in FIG. 51. [Figure 53] 47 is a flowchart showing the process of the bonus awarding lottery in step S143 shown in FIG. 46. [Figure 54] 47 is a flowchart showing the process of pseudo game reservation in step S145 shown in FIG. 46. [Figure 55] This is a diagram showing the flow in which, in a reserved play, the recommended operation is performed when an internal win has been achieved for a rare role, and in the next play, a pseudo-play is executed, the BB symbol is successfully pseudo-stopped, and a BB play (AT state) in which push order navigation is executed is started. [Figure 56] This is a diagram showing the flow of events in which, during a reserved game, an internal win for a rare role was achieved, but an irregular operation was performed, and although a pseudo game was executed in the next game, it was a fake pseudo game, and the actual game began without transitioning to the AT state. [Figure 57] Continuing from Figure 56, this figure shows the flow in which the recommended operation is performed in the actual game following the pseudo game, and in the second reserved game, a pseudo game with pseudo game number 3 is reserved, and the BB pattern is successfully pseudo-stopped in that pseudo game, and a BB game (AT state) in which push order navigation is executed is started. [Figure 58] This figure shows the flow of play when recommended buttons are pressed and when irregular buttons are pressed in a reserved game. [Figure 59] This is a diagram showing the flow of play when irregular button presses are performed each time a reserved play is made. [Figure 60] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 61] 1 is a circuit block diagram of a control unit. [Figure 62]1A is an exploded perspective view showing the main components of the panel unit 750. FIG. 1B is an external perspective view of the panel unit 750 as seen from the front side. FIG. 1C is an external perspective view of the panel unit 750 as seen from the rear side. [Figure 63] 10A is a side view of the panel unit 750. FIG. 10B is a perspective view of the panel unit 750 from which the panel 652 has been removed, as seen obliquely from below. FIG. 10C is a perspective view of the panel unit 750 from which the panel 652 has been removed, as seen obliquely from above. [Figure 64] (a) A front view of the panel unit 750. (b) A side cross-sectional view along line AA shown in (a) and an enlarged view of the main part. (c) A partially enlarged view of the panel unit 750 attached to the upper performance unit 650, omitting the illustration of the panel 652. [Figure 65] FIG. 11 is a front view of a slot machine 1100 according to a fifth embodiment, as seen from the front side (player side). [Figure 66] 10 is an exploded perspective view showing the components that make up the lower panel unit 800. FIG. [Figure 67] (a) is a front view of the cover member 812, showing an example of the smooth surface area 812aF and the rough surface area 812aS of the main body 812a. (b) is a front view of an example of the decorative sheet 830. (c) is a partially enlarged view showing the area indicated by the symbol A in (b). (d) is a partially enlarged view showing the area indicated by the symbol B in (b). [Figure 68] 11 is a schematic diagram showing the positional relationship between the slot machine 1100 and the player USR. [Figure 69] 10(a) is a front view of the slot machine 1200 according to the sixth embodiment as seen from the front side (player side), and FIG. 10(b) is a side view of the slot machine 1200 according to the sixth embodiment. [Figure 70] 10(a) is a front view of the certificate stamp panel unit 910. FIG. 10(b) is a front view of the side panel unit 920. FIG. [Figure 71] FIG. 1 is a perspective view of the appearance of the slot machine 100 and the lending machine 700 as seen from the front side (player side). [Figure 72]FIG. 2 is a circuit block diagram of a control unit. [Figure 73] 10A and 10B are diagrams illustrating examples of connections between each board and each unit. [Figure 74] FIG. 74 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 73 and the reel unit 109 also shown in FIG. [Figure 75] FIG. 72 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. [Figure 76] This is a table summarizing gaming machine status information, gaming machine performance information, and gaming machine installation information. [Figure 77] 10 is a diagram showing a communication sequence when a game control state command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 78] A diagram showing details of communication between the medal count control unit 350 and the lending machine 700. [Figure 79] (a) is a diagram showing details of the hall control and fraud monitoring information, and (b) is a list of error codes. [Figure 80] 10 is a table showing game control state commands. [Figure 81] 10 is a table showing medal count control state commands. [Figure 82] 10 is a diagram showing a communication sequence when a game control priority command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 83] 10A is a diagram showing details of the game control priority command, and FIG. 10B is a diagram showing details of the response command returned from the medal count control unit 350 to the game control unit 302. FIG. [Figure 84] 10 is a diagram showing a communication sequence when a game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350. FIG. [Figure 85] 10 is a flowchart showing the flow of a game control unit main process. [Figure 86] 86 is a flowchart of the medal insertion / start lever reception process (step S102) in FIG. 85. [Figure 87]87 is a flowchart of the medal insertion process (step S1011) in FIG. 86. [Figure 88] 88 is a flowchart of the settlement button process (step S1102) in FIG. 87. [Figure 89] This is a flowchart of the process of sending change information to the medal count control unit (steps S1111, S1205, and S1605) in Figures 87, 88, and 92. [Figure 90] 89. FIG. 89 is a flowchart of a triple command transmission process (step S1307). [Figure 91] 86 and 90. This is a flowchart of the process of sending a priority command to the medal count control unit (steps S1014, S1403, S1406, and step S1409) in FIG. [Figure 92] 86 is a flowchart of the medal awarding process (step S109) in FIG. 85. [Figure 93] 10 is a flowchart showing the flow of a game control unit timer interrupt process. [Figure 94] 94 is a flowchart of a disconnection determination process, which is one of the error monitoring processes (step S203) in FIG. 93. [Figure 95] 94 is a flowchart of the medal count control command reception process (step S206) in FIG. 93. [Figure 96] 94 is a flowchart of the game control command transmission process (step S207) in FIG. 93. [Figure 97] 10 is a flowchart showing the flow of a medal count control unit main process. [Figure 98] 98 is a flowchart of the RAM abnormality determination process (step S302) in FIG. 97. [Figure 99] 10 is a table showing the target range of RAM clear processing. [Figure 100] 98 etc. is a flowchart of the error request setting process (step S3022). [Figure 101] 98 is a flowchart of the preparation process (step S303) in FIG. 97. [Figure 102] 98 is a flowchart of the gaming machine information notification transmission process (step S304) in FIG. 97. [Figure 103] 103 is a flowchart of the gaming machine information type acquisition process (step S3305) in FIG. [Figure 104] 98 is a flowchart of the counting notification transmission process (step S305) in FIG. 97. [Figure 105] 98 is a flowchart of the lending notification reception confirmation process (step S306) in FIG. 97. [Figure 106] 98 is a flowchart of the loan acceptance result response transmission process (step S308) in FIG. 97. [Figure 107] 10 is a flowchart showing the flow of medal count control unit timer interrupt processing. [Figure 108] 108 is a flowchart of the lending notification receiving process (step S404) in FIG. [Figure 109] 109 is a flowchart of the lending number determination process (step S4004) in FIG. [Figure 110] 108 is a flowchart of the process of updating the number of coins to be counted (step S405) in FIG. [Figure 111] 108 is a flowchart of the game control unit command receiving process (step S406) in FIG. [Figure 112] This is a flowchart of the game control state command receiving process (step S4304) in Figure 111. [Figure 113] 112 is a flowchart (first half) of the game control priority command receiving process (step S4305) in FIG. [Figure 114] 112 is a flowchart (second half) of the game control priority command receiving process (step S4305) in FIG. [Figure 115] 115 is a flowchart of the input command reception process (step S4517) in FIG. [Figure 116] 115 is a flowchart of the settlement command receiving process (step S4519) in FIG. [Figure 117] 115 is a flowchart of the start lever acceptance command reception process (step S4521) in FIG. [Figure 118] This is a flowchart of the game information setting process (steps S4806, S4A19) in Figures 117 and 119. [Figure 119] 115 is a flowchart of the payout command receiving process (step S4523) in FIG. [Figure 120] 119. This is a flowchart of the game medal number overflow confirmation process (step S4A11) in FIG. [Figure 121] 115 is a flowchart of the error occurrence command reception process (step S4524) in FIG. [Figure 122] 108 is a flowchart of the error monitoring process (step S407) in FIG. [Figure 123] 108 is a flowchart of the medal count control command transmission process (step S408) to the game control unit in FIG. [Figure 124] 108 is a flowchart of the display device display process (step S409) in FIG. [Figure 125] 88 is a flowchart showing a modified example of the processing during medal insertion in FIG. 87. [Figure 126] 91 is a flowchart showing a variation of the triple-command transmission process of FIG. 90. [Figure 127] 116 is a flowchart showing a modified example of the input command reception process of FIG. [Figure 128] 111 is a flowchart showing a modified example of the scheduled count number update process of FIG. [Figure 129] 111 is a flowchart showing a modified example of the scheduled count number update process of FIG. [Figure 130](a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400, and (d) is a flowchart of the command processing (step S307) in (a). [Figure 131] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 132] FIG. 10 is a diagram showing a first example in which the count button 171 is operated. [Figure 133] 10 is a timing chart showing a first example of a presentation when counting is being performed. [Figure 134] 10 is a timing chart showing an example in which a bet operation has been performed before the count button 171 is operated and the number of bets is not 0. [Figure 135] 10 is a timing chart showing an example of a counting end effect. [Figure 136] 10 is a timing chart showing an example of when the settlement button 134 is operated. [Figure 137] FIG. 10 is a diagram showing an example in which the number of counted sheets increases as the operation time of the count button 171 becomes longer. [Figure 138] (a) is a timing chart showing an example of a continuation of the example shown in Figure 137(c), and (b) is a timing chart showing an example of the case in which a power outage occurs when the number of sheets to be counted is set to 30 in the example shown in Figure 137(c) and then power is restored. [Figure 139] 13 is a timing chart showing an example in which the process of updating the number of coins to be counted in FIG. 129 is adopted. [Figure 140](a) is a timing chart showing an example in which automatic counting ends when the value of the "number of game medals" stored in RAM 358 reaches a certain value, and (b) is a timing chart showing an example in which power is interrupted during automatic counting and then restored. [Figure 141] FIG. 10 is a diagram showing an example of a display indicating that automatic counting is in progress. [Figure 142] FIG. 10 is a diagram showing an example of a sound output indicating that automatic counting is in progress. [Figure 143] 10 is a timing chart showing an example of a case where power is interrupted before 0.5 seconds, which is the determination time for a long press operation, has elapsed after the start of operation of the count button 171. [Figure 144] 144 is a timing chart showing a modified example of the example shown in FIG. 143. [Figure 145] 144 is a timing chart showing another modified example of the example shown in FIG. 143. [Figure 146] 10A is a diagram showing an example of a change display (subtraction) on the game medal count display device 170, and FIG. 10B is a diagram showing an example of a change display (addition) on the game medal count display device 170. FIG. [Figure 147] 10A and 10B are diagrams showing other examples of change display in the game medal count display device 170. [Figure 148] 13 is a diagram showing an example in which the "number of game medals played" stored in the RAM 358 is displayed not only on the game medal number display device 170 but also on the effect image display device 157. FIG. [Figure 149] FIG. 149 is a diagram showing a modified example of the example shown in FIG. 148. [Figure 150] FIG. 149 is a diagram showing another example that is completely different from the example shown in FIG. 148. [Figure 151] 10A is a timing chart showing a case where a dispense is attempted in excess of the dispensing threshold, and FIG. 10B is a diagram showing another example of an over-upper-limit error notification. [Figure 152] 10A is a timing chart showing a case where a dispense is about to be made when the amount exceeds the second threshold for dispensing, and FIG. 10B is a diagram showing another example of a notification that the upper limit is approaching. [Figure 153]10A and 10B are diagrams illustrating an example in which a highly urgent error notification overlaps with a notification prompting counting. [Fig. 154] 10A is a diagram showing an example in which the notification prompting counting continues even after transitioning to the demonstration display, and FIG. 10B is a diagram showing an example of the notification after the count button 171 is operated during the demonstration. [Figure 155] (a) is a diagram showing an example of a notification when the "number of game medals" exceeds a certain specified number, such as a payout threshold or a second payout threshold, and then falls below that specified number, and (b) is a diagram showing an example of a notification that prompts counting when the "number of game medals" exceeds the second payout threshold over multiple games. [Figure 156] (a) is a diagram showing an example of a notification prompting the player to count each time the "number of game medals" increases by a predetermined number, (b) is a diagram showing an example of a case where the counting button 171 is operated in a state advantageous to the player, and (c) is a diagram showing an example of a case where the counting button 171 is operated in a state disadvantageous to the player. [Figure 157] (a) is a diagram showing a modified example of the example shown in Figure 156(b), (b) is a diagram showing an example in which counting that was forcibly terminated is restarted, and (c) is an example of the modified example described using (a) and (b) when the player is in a disadvantageous state (for example, a normal state). [Figure 158] This is a timing chart showing an example of when the VL signal from the rental machine 700 is turned off. [Figure 159] FIG. 10 is a diagram showing a second modified example in which the operation differs depending on whether the "number of game medals" is less than a certain threshold value. [Figure 160] 10 is a timing chart showing another example of when the VL signal from the rental device 700 is turned off. [Figure 161] FIG. 10 is a diagram showing the change in the number of game medals when the count button 171 is pressed and held. [Figure 162] FIG. 10 is a diagram showing an example of effects executed according to the number of game medals. [Figure 163] A figure showing an example of a presentation executed depending on the number of medals acquired in the AT state. [Fig. 164]FIG. 10 is a diagram showing an example of the operation when an overflow of the number of game medals occurs. [Figure 165] FIG. 10 is a diagram showing an example of the operation when a medal count control wire break error (error code E0) occurs. [Figure 166] This is a diagram showing an example of the operation when an error in which the number of game medals exceeds the upper limit and an error in which the medal number control is disconnected (error code E0) occur simultaneously. [Figure 167] A diagram showing an example of operation when a medal count control unit wire break error occurs. [Figure 168] 10A and 10B are diagrams illustrating an example of an operation in which, when a counting sound is output in response to a counting process, an output permission period for the sound is set. [Figure 169] FIG. 168(b) shows the state of the slot machine 100 during the operation of FIG. 168(a). [Figure 170] FIG. 168(b) shows the state of the slot machine 100 during the operation shown in FIG. [Figure 171] FIG. 2 is a diagram illustrating an example of a communication cycle between each control unit and the device. [Fig. 172] 98 is a flowchart showing an example of the counting notification transmission process (step S305) in the medal count control unit main process of FIG. 97. [Figure 173] 130(a) is a flowchart showing an example of sound control processing (step S511) in the main processing of the first sub-control unit 400. FIG. [Fig. 174] FIG. 174 is a diagram showing an example of counting sounds set in the processing of FIG. 173. [Figure 175] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 176] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 177] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 178] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 179] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 180] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 181] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 182] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 183] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 184] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 185] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 186] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 187] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 188] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 189] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 190] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 191] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 192] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 193] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 194] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 195] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 196] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 197] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 198] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 199] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 200] FIG. 175 is a diagram showing an example of the operation based on FIGS. 171 to 174. [Figure 201] This figure shows an example of the operation when no bet operation or start lever operation is made when the count-up display is being executed in the AT gaming state. [Figure 202] A figure showing an example of the operation when a bet operation is performed while a count-up display is being executed in the AT gaming state. [Figure 203] This figure shows an example of the operation when a bet operation and a lever operation are performed while a count-up display is being executed in the AT gaming state. [Figure 204] This figure shows an example of the operation that occurs when power is interrupted and restored while a count-up display is being executed in the AT game mode. [Figure 205] An example of the operation from when an internal bonus is won to when the game transitions to the bonus state is shown. [Figure 206] An example of the operation from when an internal bonus is won to when the game transitions to the bonus state is shown. [Figure 207] An example of the operation when a demo screen is displayed from the bonus type selection display is shown. [Figure 208] An example of the operation when a demo screen is displayed from the bonus type selection display is shown. [Figure 209] An example of the operation when a demo screen is displayed from the bonus type selection display is shown. [Figure 210] An example of the operation when a menu screen is displayed from the bonus type selection display is shown. [Figure 211] 10A and 10B are diagrams showing an example of the operation when the number of game medals is 0, and an example of the operation when a replay is won. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the pattern combination when the multiple reels stop meet the predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.
[0011] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a front view showing the slot machine 100 with the front door 102 open. Figure 3(a) is a diagram showing the pay lines.
[0012] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0013] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to form each reel 110-112. When viewed from the player, the symbols on the reels 110-112 are displayed in roughly three columns vertically through a reel window 113 provided in front of each reel 110-112, so that a total of nine symbols can be seen. Specific explanation using FIG. 3(a) will be given below. The symbol displayed on the top row of the left reel 110 (position 1 shown in the figure; also called symbol position 1) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure; also called symbol position 2) is the left reel middle row symbol, and the symbol displayed on the left reel 110 (position 3 shown in the figure; also called symbol position 4) is the left reel middle row symbol. The symbol displayed on the bottom row of the reel 110 (position 3 shown in the figure; also called symbol position 3) is the left reel bottom symbol, the symbol displayed on the top row of the middle reel 111 (position 4 shown in the figure; also called symbol position 4) is the middle reel top symbol, the symbol displayed on the middle row of the middle reel 111 (position 5 shown in the figure; also called symbol position 5) is the middle reel middle symbol, the symbol displayed on the bottom row of the middle reel 111 (position 6 shown in the figure; also called symbol position 6) is the middle reel bottom symbol, and the symbol displayed on the top row of the right reel 112 (position 7 shown in the figure; also called symbol position 8) is the middle reel top symbol. The symbol displayed at the position 7 in the figure (also referred to as symbol position 7) on the right reel 112 is called the upper right reel symbol, the symbol displayed at the middle of the right reel 112 (position 8 in the figure (also referred to as symbol position 8)) is called the middle right reel symbol, and the symbol displayed at the bottom of the right reel 112 (position 9 in the figure (also referred to as symbol position 9)) is called the lower right reel symbol. Each of the symbols on the reels 110-112 is displayed vertically on each of the reels 110-112, three symbols in total, through the reel window 113. By spinning each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0014] A reel backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel window 113. It is desirable that the reel backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is disposed near each of the reels 110-112 within the slot machine 100, and a light-shielding piece of a certain length attached to the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0015] In this embodiment, one pay line 114 is provided: a middle pay line L1 consisting of the middle symbol (symbol position 2) on the left reel, the middle symbol (symbol position 5) on the middle reel, and the middle symbol (symbol position 8) on the right reel. The pay line 114 is a line set at the stop position of symbols visible through the reel window 113, and is the line used to determine whether a symbol combination corresponding to a winning combination is displayed. FIG. 3(a) shows this pay line L1. The number of active pay lines (hereinafter simply referred to as "active lines") 114 is predetermined based on the number of medals bet as gaming media. The slot machine 100 of this embodiment is a three-coin betting machine. If fewer than three medals are inserted, the pay line 114 is inactive. However, if three medals are inserted, the pay line 114 is active. Once the pay line 114 is active, a game can be started by operating the start lever 135.
[0016] The active lines (winning lines) are not limited to the single middle winning line L1 described above, but may be, for example, a single upper active line consisting of the upper symbol on the left reel (symbol position 1), the upper symbol on the middle reel (symbol position 4), and the upper symbol on the right reel (symbol position 7), or a single lower active line consisting of the lower symbol on the left reel (symbol position 3), the lower symbol on the middle reel (symbol position 6), and the lower symbol on the right reel (symbol position 9). Also, it may be a single downward-sloping active line consisting of the upper symbol on the left reel (symbol position 1), the middle symbol on the middle reel (symbol position 5), and the lower symbol on the right reel (symbol position 9), or a single upward-sloping active line consisting of the lower symbol on the left reel (symbol position 3), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Also, it may be one irregular pay line consisting of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the top symbol on the right reel (symbol position 7). The number of pay lines 114 is not limited to one. For example, in addition to the middle pay line L1, there may be a pay line consisting of the top symbol on the left reel, the middle symbol on the middle reel, and the bottom symbol on the right reel. A total of three lines may be set as valid winning lines: a downward-sloping winning line to the right, and a right-sloping winning line consisting of the bottom pattern on the left reel, the middle pattern on the middle reel, and the top pattern on the right reel, or a number of winning lines according to the number of bets may be set as valid winning lines.
[0017] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in an internal lottery for winning combinations, which will be described later, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay combination (details of which will be described later), which is one of the winning combinations, was won in the previous game.
[0018] The medal insertion buttons (also referred to as bet buttons) 130-132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, operations on the bet buttons 130-132 are also referred to as bet operations, and the bet button 132 is also referred to as a MAX bet button. In this embodiment, light-emitting elements (referred to as bet button lamps) are provided inside the bet buttons 130-132, and when the bet buttons 130-132 can be operated, the light-emitting elements are lit to notify the player. The game medal insertion lamp 129 lights up the number of lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to notify the player that a game can be started.
[0019] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0020] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0021] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called a game start operation.
[0022] The stop button unit 136 is provided with stop buttons 137 to 139, which are made up of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. do.
[0023] Hereinafter, the operations on the stop buttons 137-139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the last stop operation being referred to as the third stop operation. The reel targeted for the first stop operation will be referred to as the first stop reel, the reel targeted for the second stop operation as the second stop reel, and the reel targeted for the third stop operation as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are spinning will be referred to as the operation sequence or press order. The operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the center reel 111 is called the "forward push operation sequence" or simply "forward push", the operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the right reel 112 is called the "forward sandwich", the operation sequence for the stop operation in which the first stop reel is the center reel 111 is called the "center push operation sequence" or simply "center push", the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the center reel 111 is called the "reverse push operation sequence" or simply "reverse push", and the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the left reel 110 is called the "reverse sandwich". In this embodiment, a light emitting element (called a stop button lamp) is provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitting element is lit to notify the player.
[0024] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout opening 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for paying out medals.
[0025] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached. Below the title panel 162, there are provided a medal payout outlet 155 and a medal tray 161. The sound hole 145 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. A title panel 160 and sound holes 143 are provided at the top of the front door 102.
[0026] The area including the reel window 113 and its surroundings is provided with a liquid crystal display device (effect image display device) 157. Of these, the area inside the reel window 113 (the area covering the reel window 113) is a so-called transmissive liquid crystal display that allows the reels 110 to 112 to be seen through the reel window 113.
[0027] The PUSH button 192 is a button that can be operated when a predetermined effect is to be executed. In this embodiment, the history of the number of coins won in the AT state up to now can be displayed based on the operation of the PUSH button 192. In this embodiment, an illuminant (called a PUSH button lamp) is provided inside the PUSH button 192, and when the PUSH button 192 can be operated (can be accepted as a valid operation), the illuminant can be lit to notify the player.
[0028] FIG. 2 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped body that is surrounded by an upper panel 261, a left side panel 260, a right side panel 260, a lower panel 264, and a rear panel 242, and is open at the front. Inside the main body 101, a main control board storage case 210 that stores a main control board is disposed at a position that does not overlap with the ventilation opening 249 provided at the top of the rear panel 242, and below this main control board storage case 210, three relays are provided. The first sub-control board storage case 220, which houses the first sub-control board that constitutes the first sub-control unit 400, is disposed to the side of the main control board storage case 210 and the reels 110-112, i.e., on the left side panel 260 as viewed from the front, is provided. In addition, an external centralized terminal board 248 is attached to the right side panel 260 as viewed from the front, and is connected to the main control board to output information from the slot machine 100 to an external device.
[0029] A medal payout device 180 (a device that pays out medals accumulated in a bucket) is disposed on the lower panel 264, and a power supply device 252 having a power supply board is disposed above this medal payout device 180, i.e., below the reels 110 to 112, and a power switch 244 is disposed in front of the power supply device 252. The power switch 244 can be operated by opening the front door 102, and is difficult or impossible to operate when the front door is closed.
[0030] The power supply device 252 converts AC power supplied from outside to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300, first sub-control unit 400, and second sub-control unit 500, which will be described later. Furthermore, it is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0031] An auxiliary medal storage 240 is disposed on the right side of the medal payout device 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0032] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the liquid crystal display device 157 are provided a second sub-board case 230 that houses the second sub-control board that constitutes the second sub-control unit 500, and an upper speaker 272. Below the liquid crystal display device 157 are provided a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 145.
[0033] 1 and 2, the liquid crystal display device 157 is a liquid crystal display including a transmissive color liquid crystal panel 157A equipped with a color filter and a backlight 157B that illuminates the color liquid crystal panel 157A with white light from the rear side. The liquid crystal panel 157A is a rectangular panel extending both inside and outside the reel window 113, and a well-known liquid crystal panel can be used. The liquid crystal panel 157A includes, for example, R, G, and B (red, green, and blue) filters for each pixel. A liquid crystal layer is formed by sealing liquid crystal between transparent substrates such as glass on which signal lines, switching elements, pixel electrodes, etc. are formed, and this liquid crystal layer is sandwiched between polarizing plates. The liquid crystal panel 157A, which indicates the winning line, may be a normally white type, but in this embodiment, it is a normally black type.
[0034] The backlight 157B includes a light guide plate, a light source such as an LED that irradiates the light guide plate, and optical members such as a diffusion sheet. The light source is arranged, for example, along the edge of the light guide plate, and light propagating inside the light guide plate is reflected to the liquid crystal panel 157A. In this embodiment, the backlight 157 has an opening 157b formed in the area inside the reel window 113, penetrating through the thickness direction, so that the player can view each of the reels 110 to 112 without going through a light guide plate or the like. In this embodiment, the backlight provided on each of the reels 110 to 112 is used to illuminate the area behind the overlapping portion of the liquid crystal panel 157A and the opening 157b. Because the reel strips are white (or milky white), each reel 110 can receive illumination that is not significantly different from that of the backlight 157. The backlights of the reels 110 to 112 can be realized by a part of the backlight 157 or the whole of the backlights can be called a backlight unit.
[0035] In this embodiment, opening 157b is a single rectangle whose outline matches the reel window 113, but it may also be three rectangles corresponding to each of reels 110 to 112 so as to fill the gaps between reels 110 to 112. This improves the clarity of the image displayed in the gaps between the reels.
[0036] By blocking light transmission through the liquid crystal panel 157A, a black image appears to be displayed to the player. Also, by transmitting backlight light equally in R, G, and B, a white image appears to be displayed to the player. When a white image is displayed, it can be said that the liquid crystal panel 157A has increased transmittance, and when R, G, and B are each controlled to their maximum brightness, it can be said that the panel has the highest light transmittance. Such black, white, or other color display can be controlled on a pixel-by-pixel basis.
[0037] 3(b) to 3(d), which are diagrams showing an example of the operation of the liquid crystal display device 157.
[0038] 3(b) shows the state of the liquid crystal display device 157 when no power is supplied to the slot machine 100. As described above, in this embodiment, the liquid crystal display device 157 is a normally black liquid crystal display, and when the power is off, a black image appears to be displayed to the player, making it difficult to see the reels 110 to 112.
[0039] FIG. 3(c) shows an example of the operation of the liquid crystal display device 157. This figure shows that an image is displayed using the entire liquid crystal display device 157. At this time, in the area inside the reel window 113, light from the reels 110 to 112 and the like acts as a backlight, and the image on the liquid crystal display device 157 becomes visible in this area. However, due to the image display on the liquid crystal display device 157, the visibility of the symbols on the reels 110 to 112 decreases (they become hard to see).
[0040] FIG. 3(d) shows an example of the operation of the liquid crystal display device 157 that is different from that shown in FIG. 3(c). In this figure, the area inside the reel window 113 is different from that shown in the example of (c). Specifically, a white image is displayed in the area inside the reel window 113, thereby ensuring the visibility of the reels 110 to 112. In this embodiment, this state is established after a medal is inserted in one game. That is, in order to ensure the visibility of the reels 110 to 112, the state shown in FIG. 3(d) is maintained at least from the start of rotation until the reels 110 to 112 stop.
[0041] In an example of the effect display of the liquid crystal display device 157 described later, the display is performed in the upper part of the liquid crystal panel 157A above the reel window 113.
[0042] A stored coin number display section 125L is provided on the left side of the reel window 113, and a payout coin number display section 127L is provided on the opposite right side. The stored coin number display section 125L displays the same value as the stored coin number displayed on the stored coin number display 125, and the payout coin number display section 127L displays the same value as the payout coin number displayed on the payout coin number display 127.
[0043] As described above, in this embodiment, the liquid crystal display device 157 is provided with an area that covers the reel window 113, and displays a white image to make the reels 110 to 112 visible, while displaying an image other than white reduces the visibility of the reels 110 to 112. Note that, in order to improve the visibility of the reels 110 to 112, it is possible to set the transmittance of each pixel that constitutes the image in the area that covers the reel window 113, and to set the transmittance to 100% (transparent state).
[0044] The device for displaying images is not limited to a liquid crystal display device, and any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0045] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 4. This figure is a circuit block diagram of the control unit.
[0046] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in accordance with command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.
[0047] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, and reel symbol arrangements, a RAM 308 for temporarily storing data, an I / O 310 that controls input and output of various devices, a counter timer 312 that measures time, number of times, and the like, and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. However, in this embodiment, a ROM, which is a storage device with a storage area for non-volatilely storing data, and a RAM, which is a storage device with a storage area for temporarily storing data, are used in combination.
[0048] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors the sensors and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0049] The main control unit 300 includes a random number generating circuit 316 which is used as a hardware random number counter that varies a numerical value within a range of 0 to 65535 based on a clock signal input from a crystal oscillator 315a, and an activation signal output circuit 338 which outputs an activation signal (reset signal) when the power is turned on. The CPU 304 receives the activation signal from the activation signal output circuit 338. When the button is pressed, game control is started (the main control unit main processing, which will be described later, is started).
[0050] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, index sensor for left reel 110, index sensor for middle reel 111, index sensor for right reel 112, PUSH button 192 sensor, etc.) at each interrupt time.
[0051] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0052] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0053] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding medal insertion buttons 130-132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0054] The index sensors of the left reel 110, center reel 111, and right reel 112 are installed at predetermined positions on the mounting bases of each reel 110-112, and turn low each time a light-shielding piece attached to the reel frame passes over them. Rotational position information, which indicates how far the reel has rotated from the reference position between the time it first turns low and the time it next turns low, is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the low signal, it determines that the reel has rotated once and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0055] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 339 (announcement lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0056] An information output circuit 334 is also connected to the basic circuit 302, and the main control unit 300 receives information from an external hall computer (not shown) or the like via this information output circuit 334. The information input circuit 652 outputs game information of the slot machine 100 (for example, information indicating the game status).
[0057] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0058] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0059] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0060] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0061] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0062] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, game medal insertion possible lamp 124, bet button lamp, reel backlight, stop button 137-139 lamp, PUSH button lamp, etc.) are connected to the drive circuit 422 via an input / output interface.
[0063] The first sub-control unit 400 is also provided with a sensor circuit 423, and the CPU 404 monitors the detection result of a door sensor 421 that detects whether the front door 102 is open.
[0064] The CPU 404 also transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 controls the display of the liquid crystal display device 157.
[0065] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0066] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0067] The second sub-control unit 500 is also provided with a VDP 534 (video display processor), which is connected to the ROM 506 and VRAM 536 via a bus. The VDP 534 reads image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 536, and displays the image on the liquid crystal display device 157.
[0068] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 5. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a two-dimensional layout.
[0069] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 0-19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0-19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "bell symbol" is arranged on the symbol number 0 on the left reel 110, a "replay symbol" is arranged on the symbol number 1 on the center reel 111, and a "watermelon 1 symbol" is arranged on the symbol number 1 on the right reel 112.
[0070] Note that the "Blue Seven 2 Design" and the "Watermelon 2 Design" are marked with a star, which means that the "Blue Seven 2 Design" and the "Watermelon 2 Design" have the same design as the "Blue Seven 1 Design" and the "Watermelon 1 Design" but are different designs (also called designs of the same type). "Similar designs" refers to designs where the characters depicted are the same but have different expressions, or the object depicted (watermelon) is the same but has different patterns. In this embodiment, star marks are added to make it easier to distinguish between designs of the same type.
[0071] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described.
[0072] The winning combinations of the slot machine 100 include a replay combination and a small combination. The types of winning combinations are not limited to these combinations, and any combination can be adopted. Among the winning combinations in this embodiment, the replay combination is a combination that allows a player to play again without inserting a new medal, and is sometimes called an "operation combination" as distinguished from the winning combination. In this embodiment, the "winning" includes a case where a symbol combination of an operating role that does not involve a medal payout (does not involve the payment of medals) is displayed on an active line, and also includes, for example, a winning of a replay role.
[0073] A replay is a winning combination (operating combination) that allows a player to play the next game without inserting medals (game media) upon winning, and allows the player to play the next game with the number of bets set for that game, without any medals being paid out. A minor combination is a winning combination that pays out a predetermined number of medals upon winning.
[0074] The winning combination in a game is one of the combinations corresponding to the internal winning combinations. These internal winning combinations are determined by lottery (winning combination internal lottery) at the start of the game.
[0075] FIG. 6(a) is a diagram showing all the internal winning combinations of the slot machine 100 shown in FIG.
[0076] The winning probability of an internal winning role is calculated by dividing the numerical data corresponding to the range of lottery data associated with each internal winning role by the numerical data (65536 in this embodiment) of the range of random numbers obtained during the internal lottery described below. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a respective internal winning role or loss. In the winning role internal lottery process described below, it is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to any of the internal winning roles, and the internal winning role is determined. In practice, this lottery data is provided with settings 1 to 6, each with a different winning probability for at least one internal winning role, and a gaming facility attendant or the like can arbitrarily select and set any of the settings.
[0077] Regarding the setting values, the probability of winning the internal winning role may be the same for each setting value, while the probability of winning the AT (ease of transitioning to the AT), which will be described later, may be different for settings 1 to 6. For example, in setting 1, the probability of drawing the AT when a certain internal winning role is determined may be probability A, while in setting 6, the probability of drawing the AT when a certain internal winning role is determined may be probability B, which is higher than probability A.
[0078] In Figure 6(a), the range of lottery data (lottery value) is indicated by letters. Replay 4 to Replay 7 all show (g), which indicates that the lottery value is the same. For example, (g) = 3000 / 65535. 1-piece role 1 to 1-piece role 8 all show (m), which also indicates that the lottery value is the same. Bell CLR1 to Bell RCL3 all show (n), which also indicates that the lottery value is the same.
[0079] The relationship between the lottery values indicated by the letters is (a)+(b)+(c)+(d)<(e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n).
[0080] In addition, the watermelon and cherry roles are rare roles with small lottery values.
[0081] <Types of internal winning roles> Next, the internal winning combination (condition device) of the slot machine 100 will be described with reference to FIG. 6(b).
[0082] FIG. 6(b) is a table showing the display mode and payout number for each operation content of the common bell and push order role among the internal winning roles. The push order role is the content of the stop operation (in this embodiment, the first stop operation The internal winning combination (the display pattern of the reels 110 to 112) differs depending on the operation sequence from the first to the third stop operation.
[0083] In this embodiment, (1) the stop operation of left, center, and right (the stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112) is called an LCR operation, (2) the stop operation of left, right, and center (the stop operation in which the first stop reel is the left reel 110, the second stop reel is the right reel 112, and the third stop reel is the center reel 111) is called an LRC operation, and (3) the stop operation of center, left, and right (the stop operation in which the first stop reel is the center reel 111, the second stop reel is the left reel 110, and the third stop reel is the right reel 112) is called a CLR operation. (4) A stop operation of center right left (a stop operation in which the first stop reel is the center reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110) may be referred to as a CRL operation, (5) a stop operation of right left center (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the left reel 110, and the third stop reel is the center reel 111) may be referred to as an RLC operation, and (6) a stop operation of right center left (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the center reel 111, and the third stop reel is the left reel 110) may be referred to as an RCL operation.
[0084] For example, if Push Order Bell_CLR1-3 is internally selected in the internal lottery for winning roles, (1) if an LCR operation or an LRC operation is performed, the result is a miss or a 1-coin winning role, and 0 or 1 medal is paid out; (2) if a CLR operation is performed, the result is a bell winning role, and 9 medals are paid out; (3) if a CRL operation is performed, the result is a 1-coin winning role, and 1 medal is paid out; and (4) if an RLC operation or an RCL operation is performed, the result is a miss or a 1-coin winning role, and 0 or 1 medal is paid out. In other words, if a CLR operation is performed, Push Order Bell_CLR1-3 will result in a bell winning role, and the maximum number of medals will be paid out. Hereinafter, the operation content that results in the maximum number of medals being paid out when an internal win for a push order role is performed may be referred to as the "correct operation." In this embodiment, the correct operation refers to the correct operation sequence from the first stop operation to the third stop operation.
[0085] Similarly, for Push Order Bell_CRL1-3, the correct operation is CRL operation, and if CRL operation is performed, the bell will be won and 9 medals will be paid out. Also, for Push Order Bell_RLC1-3, the correct operation is RLC operation, and if RLC operation is performed, the bell will be won and 9 medals will be paid out, and for Push Order Bell_RCL1-3, the correct operation is RCL operation, and if RCL operation is performed, the bell will be won and 9 medals will be paid out.
[0086] On the other hand, for example, if the common bell is internally selected in the winning role internal lottery, the bell wins regardless of the operation, and nine medals are paid out. Hereinafter, the above-mentioned push order bells_CLR1-3, push order bells_CRL1-3, push order bells_RLC1-3, and push order bells_RCL1-3 will be collectively referred to as "push order bells." Of these "push order bells," push order bells_CLR1-3 and push order bells_CRL1-3 will be referred to as "middle first bells" for ease of explanation, and push order bells_RLC1-3 and push order bells_RCL1-3 will be referred to as "right first bells." Furthermore, the number of common bells paid out is set to nine, the same as the push order bells, but this is not limited to this, and the number may be fewer than the push order bells. By reducing the number of common bells, medal payouts under normal conditions can be reduced.
[0087] In this embodiment, there is no push order bell where the correct answer is an LCR operation or an LRC operation (forward push or forward sandwich), but there is a push order bell where the correct answer is a CLR operation or a CRL operation (middle push) and an RLC operation or an RCL operation (reverse push or reverse sandwich). In other words, this is a specification called a biased bell. By using a biased bell, the number of balls released in the normal state (non-AT state) can be reduced and the number of balls released in the AT state can be increased. Note that a biased bell is a specification where a push order other than the first left stop is more advantageous for play than the first left stop (for example, the number of payouts is greater or the probability of winning is higher).
[0088] The display mode and payout amount for each operation when the internal winning combination (condition device) is 1-coin combinations 1-8 and replays 1-7 are as shown in Figure 6(b). "S Blue 7 / BAR" in Figure 6(b) means that the "Blue Seven 1" symbol will line up on a single (1-line) winning line, or the "BAR" symbol will line up. "Fake" means that even if the target symbol is announced and you press the button, the announced symbol will not line up. "Replay (Peach 7 / W Blue 7 Fake)" means that you are informed to aim for the Pink Seven symbol or the Blue Seven symbol on a double (2-line) winning line, but the replay symbol will line up even if you press the button.
[0089] <Types of game status> Next, we will explain the types and transitions of the gaming states of the slot machine 100. Figure 7 is a transition diagram of the gaming states (specifically, AT-related gaming states) of the main control unit 300 of the slot machine 100. The AT-related gaming states are gaming states related to effects.
[0090] The gaming state of the slot machine 100 is broadly divided into a normal state and an AT state. The normal state is a state in which operation navigation is not executed, and the AT state is a state in which operation navigation may be executed. Here, operation navigation is a notification effect that notifies the player of the stop operation mode (information regarding the content of the stop operation), and performing the stop operation according to the notification content of the operation navigation brings about a favorable result for the player. Operation navigation can be broadly categorized into (1) push order navigation that notifies information including the operation order (push order) of the stop operation, and (2) pattern navigation that notifies information including operation timing (e.g., the symbol of the stop target). In other words, push order navigation is operation navigation that does not include timing for pressing buttons, and pattern navigation is operation navigation that includes timing for pressing buttons. In this embodiment, for example, if an internal win occurs on the push order bell in the AT state, the correct operation content (operation order) may be notified.
[0091] The normal state includes a normal stage, a challenge zone (hereinafter abbreviated as CZ), and a pullback zone. The AT state includes a bonus state, an AT normal state, an added zone, and an ending state.
[0092] In addition to the seven game states described above, the concepts of advantageous and non-advantageous zones are also defined. The non-advantageous zone consists of a portion of the normal stage and a portion of the withdrawal zone, while the advantageous zone is the remaining period. Therefore, the AT state is an advantageous zone mode. In this embodiment, the advantageous zone is a period in which an upper limit on the difference in coin count is set. Specifically, the upper limit on the difference in coin count is 2,400 coins. Here, the difference in coin count is the cumulative value of the difference between the number of medals inserted and the number of medals paid out in a single game (number paid out minus number inserted). The upper limit on the difference in coin count for an advantageous zone is a value used to determine the end of the advantageous zone, and the difference in coin count is updated based on the results of a single game. Note that the advantageous zone may be a period in which both the upper limit on the difference in coin count and the upper limit on the number of games played are set, but the advantageous zone in the slot machine 100 of this embodiment does not have an upper limit on the number of games played. Furthermore, although the advantageous zone must end when the upper limit on the difference in coin count is reached, it can also end without reaching the upper limit on the difference in coin count. Furthermore, although an upper limit on the difference in number of coins is set as the advantageous zone, the technical concept of this embodiment can also be applied to medal-less gaming machines that do not use gaming media such as medals.
[0093] In non-advantageous zones, a lottery is not held to determine whether or not to transition from normal state to AT state. Therefore, this is a zone in which operation navigation is not executed. On the other hand, in advantageous zones, a lottery is held to determine whether or not to transition from normal state to AT state. Therefore, if the lottery is won and the transition to AT state occurs, operation navigation may be executed. An advantageous zone is a zone in which it is possible to transition to AT state, and a non-advantageous zone is a zone in which it is not possible to transition to AT state.
[0094] When the setting is changed, it will be set to a non-advantageous zone and will enter the normal stage. If you win a role other than a loss in the normal stage of the non-advantageous zone, you will move to the advantageous zone. If you reach either the upper limit number of games or the upper limit difference number in the advantageous zone, you will move to the non-advantageous zone. Even in the non-advantageous zone (pull-back zone) that you have moved from the advantageous zone, if you win a role other than a loss, you will move to the advantageous zone.
[0095] Generally, in order to realize a gameplay that increases medal payouts in a state advantageous to the player, such as an AT state, it is necessary to suppress medal payouts in the normal state. Furthermore, with regard to the stop operation of a gaming machine, players are often encouraged to perform stop operations (forward pushes or forward sandwiching) in which the first stop operation is to the left. Therefore, in this embodiment, when a push order role is provided, a push order bell with a biased bell specification, as shown in FIG. 6, is adopted as a method of realizing a gameplay that suppresses medal payouts in the normal state (there is no push order bell in which the first stop operation is to the left, but there is a push order bell in which the first stop operation is to the right or in the middle of the first stop operation).
[0096] In this embodiment, there is no push order bell that indicates the first stop operation left as the correct answer, but it may be provided separately. In this case, the internal winning probability of the push order bell that indicates the first stop operation left as the correct answer may be set lower than the sum of the internal winning probability of the push order bell that indicates the first stop operation is the correct answer and the internal winning probability of the push order bell that indicates the first stop operation right as the correct answer.
[0097] In addition, this embodiment adopts a gameplay feature in which the game transitions to the AT state when the number of games in the normal state after the AT state ends reaches a predetermined threshold (hereinafter referred to as the ceiling number of games).
[0098] Furthermore, in this embodiment, stop operations (forward pushes or sequential sandwiching) with the first stop operation being left are recommended in the normal state. In a game in which an internal win occurs on the push order bell in the normal state (non-AT state) of the advantageous zone, a penalty is imposed if a stop operation other than the first stop operation being left (specifically, the first stop operation being right during the first stop operation) is performed. Here, the penalty is specifically a penalty related to the transition from the normal state to the AT state. In this embodiment, (1) a lottery is not held to determine whether or not to transition from the normal state to the AT state in the game. Note that even if a lottery is held, the penalty may be that the transition to the AT state is not won. Also, (2) the value of a counter (hereinafter referred to as the ceiling counter) that counts the number of games in the normal state up to the ceiling game number is not updated (does not add). In this embodiment, the contents of the penalties (1) and (2) are adopted, but are not limited to these, and other penalties related to the transition from the normal state to the AT state may be used. For example, when a stock lottery is held according to an internal winning role during a premonition in which the AT has already been determined (i.e., during the main premonition), the stock lottery may not be held, or when an AT upgrade lottery is held during the main premonition to transition to a better AT according to an internal winning role, the upgrade lottery may not be held. Furthermore, although a penalty is described regarding transition to the AT state, a penalty regarding transition to the CZ may also be provided. In this way, when irregular button presses are performed, some unfavorable processing that would not be performed with the recommended button presses is performed, or processing that would be performed with the recommended button presses is not performed (processing that does not follow the processing route that should be performed).
[0099] 7 shows the seven game states described above, with their transition conditions written on arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of the arrow.
[0100] The normal stage is the initial state after the setting change. In this case (more specifically, after winning a role other than a miss in the normal stage of the non-advantageous zone, which is the initial state, and transitioning to the advantageous zone, the player wins a specific effect lottery based on winning a rare role (for example, a strong cherry) in the normal stage of the advantageous zone, and the specific effect begins, and when the specific effect ends, the player transitions to the AT normal state. In this embodiment, the specific effect is a continuous effect that spans multiple games. The continuous effect may be, for example, a duel effect or a freeze effect. Furthermore, the continuous effect may be an effect that spans multiple games, and is sometimes called a premonition effect because it occurs before transitioning to the AT state. The specific effect lottery may be 100% successful, or it may be a form in which transitioning to the AT normal state is confirmed when a rare role is won.
[0101] If condition B is met in the normal stage (more specifically, if you win a role other than a losing role in the normal stage of the non-advantageous zone, which is the initial state, and move to the advantageous zone, and then win the CZ transition lottery based on the winning role in the normal stage of the advantageous zone), you will transition to the CZ. The CZ is a gaming state with a finite period in which the number of games is fixed (for example, 10 games). If condition D is met in the CZ (more specifically, if you win the bonus transition lottery based on the winning role in the CZ), you will transition to the bonus state, and if condition C is met in the CZ (more specifically, if you do not win the bonus transition lottery in the CZ), you will transition to the normal stage.
[0102] The bonus state is a gaming state with a fixed number of games (for example, 30 games) for a finite period of time. The bonus referred to here is a pseudo-bonus. If condition F is met in the bonus state (more specifically, if the AT lottery based on the winning role is won in the bonus state), the game will transition to the normal AT state. If the AT lottery is won, the number of games that can be played in the normal AT state (hereinafter referred to as the number of AT-granting games) will be awarded. On the other hand, if condition E is met in the bonus state (more specifically, if the AT lottery is not won in the bonus state), the game will transition to the normal stage.
[0103] The slot machine 100 of this embodiment is designed to increase the number of balls dispensed in the normal AT state. When condition G is met in the normal AT state (specifically, when the player wins the lottery to transition to the extra zone based on a winning combination), the machine transitions to the extra zone. The extra zone is a state in which an extra lottery is executed to add the number of games to be awarded with the AT. That is, in the normal AT state, the player can play a number of games equal to the initial number of games to be awarded with the AT immediately after winning the lottery, plus the number of games awarded in the extra zone. The extra zone is a gaming state for a finite period in which the number of games is fixed (e.g., 10 games). When condition H is met in the extra zone (specifically, when the extra zone ends due to the number of games consumed), the machine transitions to the normal AT state. Note that the number of games to be awarded with the AT may not be awarded immediately after winning the lottery, and the initial number of games in the normal AT state may be determined in the extra zone.
[0104] Furthermore, if condition J is met in the normal AT state (more specifically, if the ending transition condition is met), the game will transition to the ending state. Here, the ending transition condition is met when the difference in the number of sheets in the advantageous zone becomes equal to or greater than the specified difference in sheets (here, 2200 sheets). In other words, condition J is met when the remaining number of sheets until the upper limit difference in sheets (here, 2400 sheets) at which the advantageous zone ends becomes equal to or less than the specified number (here, 200 sheets).
[0105] The ending state is the final state of the AT state (advantageous zone). When condition L is met in the ending state (more specifically, when the advantageous zone end condition is met and the lottery to move to the pullback zone is won), the game moves to the pullback zone. The advantageous zone end condition is met when the difference in the number of sheets in the advantageous zone reaches the upper limit of 2400 sheets. Since the maximum number of coins is 2,400, it is possible for the advantageous period to end at more than 2,400 coins, taking into account the negative amount lost up to the AT state.
[0106] FIG. 8(a) is a diagram showing the winning probabilities of the transfer to the return zone transfer lottery.
[0107] The RAM 308 of the main control unit 300 is equipped with a difference number counter that counts the upper limit difference number in the advantageous zone, the above-mentioned ceiling counter, a counter that counts the number of games that will award the AT, and an AT winning number counter that counts the number of winning coins in the normal AT state. When the AT winning number counter reaches a predetermined second value (here, 500 coins), the CPU 304 of the main control unit 300 executes a lottery to transition to the return zone. In this case, as shown in FIG. 8(a), the probability of winning the lottery to transition to the return zone is approximately 10%, and there is a possibility of transition to the return zone. Strictly speaking, the probability of winning the lottery to transition (probability of transition) is 25 / 256, and the probability of not transitioning is 231 / 256. If the lottery to transition to the return zone is won at this stage, condition K is met when the number of games that will award the AT is consumed in the normal AT state before the upper limit difference number that will end the advantageous zone is reached, and the player transitions to the return zone. If the player transitions to the return zone in this way, the player remains in the advantageous zone. On the other hand, if the number of coins won in the normal AT state does not reach the predetermined second value (500 coins), the lottery to transition to the return zone will not be executed. Therefore, in this case, the probability of winning the lottery to transition to the return zone is 0%. Condition I is met when all AT-granting games are consumed before the number of coins won in the normal AT state reaches the predetermined second value (500 coins), and the game returns to the normal stage. When the game returns to the normal stage in this way, the advantageous zone remains.
[0108] Furthermore, when the AT winning number counter reaches a predetermined second value (here, 500 coins), the lottery for transitioning to the return zone is unsuccessful. However, when the AT winning number counter reaches a predetermined first value (a value less than the upper limit difference number at which the advantageous zone ends, here 1000 coins), the lottery for transitioning to the return zone is executed again. As shown in Figure 8(a), the probability of winning when 1000 coins is reached is 100%. After the number of coins won in the normal AT state reaches the predetermined first value (1000 coins) (winning the lottery for transitioning to the return zone), condition K is met when all AT-granting games are consumed in the normal AT state before the upper limit difference number at which the advantageous zone ends is reached, and the player transitions to the return zone. Even when transitioning to the return zone in this way, the player remains in the advantageous zone. Furthermore, when transitioning to the ending state and reaching the upper limit difference number at which the advantageous zone ends (2400 coins), condition L is met and the player transitions to the return zone. When transitioning from the ending state to the return zone, the player transitions to the non-advantageous zone. If the difference in the number of coins in the advantageous zone reaches the upper limit of 2,400 coins, it means that the number of coins won in the normal AT state has reached 1,000 coins, and the game will definitely move from the ending state to the pullback zone.
[0109] Also, when the number of coins acquired in the normal AT state reaches the second value (500 coins), there is a 90% chance of losing the lottery to move to the return zone. If the number of coins acquired in the normal AT state reaches the second value and the lottery is lost, and all AT games are consumed before reaching the first value, condition I is met and the game returns to the normal stage. Even when returning to the normal stage in this way, the advantageous zone remains.
[0110] As explained above, the lottery to move to the pull-back zone is not executed if the number of coins won in the normal AT state has not reached 500, but is executed if it has reached 500, and if it has reached 1000, the player will definitely move to the pull-back zone. This allows the player to have a game goal during the normal AT state, and also gives the player a sense of expectation that "if a lot comes out, maybe even more will come out." Note that the AT winning number counter here counts the number of coins won in the normal AT state, but it also counts the number of coins won in both the normal AT state and the bonus state. The number of coins won may be counted, or the number of coins won throughout the entire AT state may be counted. Also, the winning probability of the return zone transition lottery may be made different depending on the setting value, and the winning probability of the return zone transition lottery may be made higher for a high setting (e.g., setting 6) than for a low setting (e.g., setting 1). In this way, it is possible to make it possible to win even more game value with a high setting. On the other hand, it is also possible to make it possible to make it possible to win even with a low setting (e.g., setting 1).
[0111] Also, in the normal AT state, a message such as "Reaching 1000 coins may confirm the return zone" may be displayed so that the game target during the AT can be visually confirmed. Alternatively, in the normal AT state after winning the return zone transition lottery and gaining the right to transition to the return zone, a display that allows the player to identify that they will transition to the return zone in the future can be displayed, thereby increasing the player's motivation to continue playing.
[0112] The lottery for transitioning to the return zone may be executed when the upper limit difference in coins is reached, which marks the end of the advantageous zone, or when all AT-granting games have been played. In this case, the probability of winning the transition will differ depending on whether the number of coins won at the time of execution in the normal AT state has reached a predetermined second value (500 coins) or a predetermined first value (1,000 coins), as shown in Figure 8(a). Alternatively, the lottery for transitioning to the return zone may be executed when the number of coins won in the normal AT state has reached the predetermined second value, the predetermined first value, or when all AT-granting games have been played.
[0113] Furthermore, when the player transitions to the withdrawal zone after playing all the games that grant the AT after reaching the predetermined second value (500 coins) or the predetermined first value (1000 coins), the advantageous zone continues without transitioning to the non-advantageous zone. However, when all the games that grant the AT are played, the player may decide whether to terminate the advantageous zone and transition to the non-advantageous zone depending on whether a sufficient number of coins can be acquired during the remaining period of the advantageous zone. A sufficient number of coins may be, for example, 2400 coins or, less than 2400, 1500 coins. In other words, if a sufficient number of coins cannot be acquired, the current advantageous zone may be terminated and transitioned to the non-advantageous zone, allowing a new advantageous zone to begin. This is to prevent the occurrence of an incident in which a player wins the AT in the withdrawal zone and returns to the AT, but immediately transitions to the ending state despite winning only a small number of coins in the returned AT, causing dissatisfaction among the player.
[0114] The withdrawal zone is a finite game state with a fixed number of games (for example, 15 games). The number of games in the withdrawal zone is less than the number of games in the bonus state, but more than the number of games in the bonus zone.
[0115] FIG. 8(b) is a diagram showing the AT winning probability of the AT lottery held in the pullback zone.
[0116] If the AT is won in the AT lottery, which is conducted for all roles within 15 games (condition M shown in Figure 7 is met), the game will transition back to the normal AT state after the end of the pull-back zone, and if the AT is not won (condition N shown in Figure 7 is met), the game will transition to the normal stage. If the game has just transitioned to the pull-back zone, it has returned to the non-advantageous zone, so if a losing combination is won, the AT lottery will not be held. Alternatively, even if the AT lottery is held and the AT is won, it will be treated as invalid. If the game has already been won with a combination other than a losing combination and transitioned to the advantageous zone, there is a possibility of winning the AT even if a losing combination is won. The diagram shown in Figure 8(b) is one example, and other combinations are possible, with watermelon and weak cherries being weak rare combinations, strong cherries and chance eyes being strong rare combinations, and the probability of winning the AT being 45% for weak rare combinations, For strong rare roles, the allocation may be 100%, etc. Also, the AT lottery during the pull-back zone may be different depending on the setting value, and the probability of winning the AT may be higher for a high setting (for example, setting 6) than for a low setting (for example, setting 1). By doing this, it is possible to make it possible to acquire even more gaming value with a high setting. On the other hand, it is also possible to make it possible to make it possible to acquire even more gaming value with a low setting (for example, setting 1) than for a high setting (for example, setting 6). By doing this, it is possible to acquire a lot of gaming value even with a low setting.
[0117] Even if the AT is won, the pull-back zone will remain in place until 15 games have been played, but the AT may transition to the normal state from the game following the AT win. Also, before transitioning from the ending to the pull-back zone, a pull-back zone preparation state may be set up for several games, and an opportunity may be given to return from the non-advantageous zone to the advantageous zone during this pull-back zone preparation state. In this case, a preparation effect may be executed that identifies or suggests that the pull-back zone is in preparation. Then, when transitioning to the advantageous zone in the preparation state, the pull-back zone will begin.
[0118] FIG. 9 is a graph showing an example of an increase or decrease in the difference in the number of coins when passing through the pullback zone.
[0119] In Figure 9, the vertical axis represents the number of game media (number of medals), and the horizontal axis represents the passage of time. As mentioned above, the difference in number of medals shown in the graph in Figure 9 is the cumulative difference between the number of medals inserted and the number of medals paid out in one game (number paid out - number inserted). The setting is changed, and the difference in number of medals is reset to 0. Furthermore, as a result of the setting change, the game state returns to the normal state. The difference in number of medals decreases during the normal state, but begins to increase when the game transitions to the AT state (first time). When the number of AT-granting games in the normal AT state is consumed, the number of medals won in the normal AT state reaches 500, and a lottery to transition to the withdrawal zone is executed. However, the winning probability of approximately 10% shown in Figure 8(a) is lost (condition I shown in Figure 7 is met), and the game transitions to the second normal state. The difference in number of medals also decreases during the second normal state, but when the game transitions to the AT state (second time), the difference in number of medals begins to increase, and the difference in number of medals increases to a positive value. Eventually, the number of AT-granting games is consumed even in the AT state (second time). The number of winning coins in the normal AT state exceeds 1,000 (condition K shown in Figure 7 is met), and the game moves to the pull-back zone. The pull-back zone is in the normal state, where the operation navigation is not executed, so the difference in coins decreases. The AT lottery is won during the pull-back zone, and after the 15-game pull-back zone ends, the game moves to the AT state (third time). In the AT state (third time), the difference in coins reaches the upper limit of 2,400 coins. As a result, condition L shown in Figure 7 is met, and the game moves to the pull-back zone. In addition, the advantageous zone is reset and becomes a non-advantageous zone. In the pull-back zone, the difference in coins decreases, the AT lottery cannot be won during the pull-back zone, and after the 15-game pull-back zone ends, the game moves to the normal state.
[0120] As explained above, in the slot machine 100 of this embodiment, if the number of winning coins in one AT state reaches 1,000 or more, the player will always transition to the withdrawal zone. The withdrawal zone transition lottery is executed when the advantageous zone end condition is met or when the number of AT-granting games is consumed in the normal AT state. However, the withdrawal zone transition lottery may also be executed when the player transitions to the normal AT state or when the number of winning coins reaches 500, and if the winning coin is won, the right to transition to the withdrawal zone may be reserved until the number of AT-granting games is consumed. This increases the chances of winning the right to transition to the withdrawal zone even if the number of winning coins does not reach 1,000, making it easier to perform exciting effects during the AT state or when the number of AT-granting games is consumed. As an exciting effect, for example, an effect may be executed that makes it possible to identify or suggests that the player will be transferred to the pull-back zone if the player wins the lottery to transfer to the pull-back zone. Also, when the number of winning coins approaches 500 (for example, when it reaches 450 coins), the display of the number of winning coins on the screen in the AT state may be made to flash or change color, and when it reaches 500 coins, it may be made to flash or change color. good.
[0121] In addition, instead of the number of coins won in one AT state, the number of coins won in one advantageous zone may be used. Also, if the number of AT-granting games is consumed without any increase, the probability of winning the return zone transition may be increased to around 10%.
[0122] The number of coins won may refer to the virtual difference in coins rather than the actual number won. The virtual difference in coins here refers to the expected number of coins if the gaming machine had won the gaming value expected. For example, in the normal state (non-AT state), the number of coins actually won by pressing the buttons in order is counted. The number of coins won by pressing the buttons in an irregular order in the normal state is treated as 0 (not counted). Since gaming value gained by non-recommended pressing methods is not counted, a fair gaming machine can be provided. Even if the operation navigation is not followed in the AT state, the number of coins that can be won by operating in the correct order is counted. In other words, even if the button press navigation is ignored, the number of coins will be counted as if the button press navigation had been followed. Even if the button press sequence is incorrect during the AT state, the lottery for transition to the pull-back zone will still consider the operation to have been correct and will draw the transition lottery. As a result, it is possible to prevent a situation in which a player actually has more than 1000 coins but only gets 990 coins because of pressing the wrong button order, loses the lottery for moving to the pull-back zone, and is unable to move to the pull-back zone, thereby preventing the player from being disadvantaged.
[0123] In addition to a difference number counter that counts the pure difference in number of coins, a gaming machine is also provided with a counter (virtual difference number counter) that counts the virtual difference in number of coins. The initial value of this virtual difference number counter is greater than 0. Even if the count value falls below the initial value during gameplay, there is still a margin of error before it reaches the negative range, and the counting period without taking the negative into consideration is extended. Furthermore, the absolute value of the virtual difference number counter on the negative side of its initial value (second absolute value) is greater than the absolute value on the positive side of the initial value (first absolute value). Even if the acquired difference exceeds the value obtained by subtracting the first absolute value from the initial value depending on the player's gameplay, there is still room for the player to make up for the loss.
[0124] Furthermore, the difference number counter counts the difference in the positive range (counting only the positive amount, ignoring the negative difference between the number of coins paid out and the number of coins inserted), and there is also an actual counter that counts the actual number of coins paid out minus the number of coins inserted for that day, including the negative amount. The difference number counter and virtual difference number counter are not initialized when power is restored after a power outage, but the actual counter is initialized when power is restored. By preventing the difference number counter and virtual difference number counter from being initialized when power is restored after a power outage, they will not be initialized even when the power is turned on before opening, and by carrying over the count value from the previous day, it is expected that the operation of the gaming machines will improve immediately after opening.
[0125] According to the above description, "The reels that stop spinning by the stop operation [for example, the left reel 110, the center reel 111, the right reel 112], Notification means (e.g., a liquid crystal display device 157); A control means (e.g., a main control unit 300) for controlling the transition of the game state; A gaming machine equipped with The control means is a means capable of transitioning the gaming state to an informing gaming state [for example, an AT state (AT normal state, ending state)] in which the informing means can notify an operation mode advantageous to the player in the stopping operation [for example, a stopping operation in which the first stop reel is the center reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110], The control means is a means for transitioning to a special gaming state (e.g., a pull-back zone) that can transition to the notification gaming state after the notification gaming state ends, when a first condition (e.g., the number of game media acquired in the AT state is 1,000 or more) is satisfied in the notification gaming state. A gaming machine characterized by the above. He explained about:
[0126] With this gaming machine, the player may aim to achieve the first condition in the notification game state, which is expected to increase the player's motivation to participate. Furthermore, since the special game state is available even after the notification game state ends, the player is motivated to continue playing, and the player's motivation to play can be actively increased.
[0127] Also, "The control means is a means for transitioning to the special gaming state when the notification gaming state ends, even if the first condition is not satisfied in the notification gaming state (for example, even if the number of gaming media acquired in the AT state is less than 1,000, if the number is 500 or more, the transition lottery may be won). A gaming machine characterized by the above. He also explained.
[0128] Also, The first condition is established when the game value (for example, medals) acquired in the game state is a predetermined first condition (for example, 1,000 or more medals). A gaming machine characterized by the above. He also explained.
[0129] If the situation of acquiring game value is the predetermined first situation, it is possible to give the player a sense of expectation that he may be able to further increase the number of balls he wins.
[0130] Also, "The control means is a means for transitioning to the special game state when the first condition is not satisfied in the notification game state but the second condition is satisfied, and the notification game state ends, The second condition is a condition that is met when the acquisition status of the game value in the notified game state is a predetermined second status [for example, 500 or more but less than 1000] that does not satisfy the predetermined first status, and the transition lottery [for example, the pullback zone transition lottery] is won [for example, about 10% winning probability shown in FIG. 8(a)]. A gaming machine characterized by the above. He also explained.
[0131] Since an opportunity to transition to the special game state is given even if the predetermined first condition is not met, loss of interest in the game can be prevented.
[0132] Also, "It has advantageous zones that are advantageous to players, The notification game state is one of the game states in the advantageous zone, The advantageous zone may end when the gaming value acquisition status in the advantageous zone reaches a predetermined third status (for example, 2,400 coins or more), The notification game state is a state that may end when the acquisition status of the game value in the advantageous zone reaches the predetermined third status, the predetermined third situation is a situation exceeding the predetermined first situation, When the advantageous zone ends and the notification game state transitions to the special game state [for example, the pull-back zone] [for example, when the condition L shown in FIG. 7 is established], the special game state may be a game state in a new advantageous zone [for example, when an internal win is made on a hand other than a losing hand]. selection], A gaming machine characterized by the above. He also explained.
[0133] If a new advantageous zone is started in the special gaming state, the amount of gaming value that can be obtained in the advantageous zone can be guaranteed to the maximum extent.
[0134] <Slot machine operation> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained using the drawings.
[0135] <Main processing in the main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 10. This figure is a flowchart showing the flow of the main control unit main processing.
[0136] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 10 in accordance with a control program previously stored in the ROM 306.
[0137] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0138] In step S103, a game start process is executed. In this process, whether or not medals have been inserted (by hand or by operating the bet buttons 130 to 132) is checked, and if medals have been inserted, preparations are made to send an insertion command indicating this. If a replay was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. In addition, a check is made to see if the start lever 135 has been operated when the specified number of medals (2 or 3) have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning lines are confirmed, and the game begins.
[0139] In step S105, various lottery processes including the lottery process for internal winning combinations are executed.
[0140] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0141] In step S109, the reels 110-112 start to rotate, provided that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0142] In step S111, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S113.
[0143] In step S113, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0144] In step S115, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0145] In step S117, a state update process is executed to update various states in the slot machine 100. For example, the difference number counter that counts the upper limit difference number in the advantageous zone, which is provided in the RAM 308 of the main control unit 300, the above-mentioned ceiling counter, the counter that counts the number of games that the AT is awarded, the above-mentioned AT acquisition number counter, etc. are updated.
[0146] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0147] <Main control unit 300 timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 11. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0148] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start the main control unit timer interrupt processing at the predetermined period.
[0149] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0150] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0151] In step S205, an input port state update process is performed. In this input port state update process, the detection of the sensor circuit 320 of each sensor 318 is performed via the input port of the I / O 310. The presence or absence of a detection signal is monitored by inputting a signal, and the signal status is stored in a signal status storage area provided in RAM 308 and partitioned for each of the various sensors 318. The status of the optical sensor is confirmed in this process.
[0152] In step S207, various game processes are executed, and processes according to the interrupt status are executed.
[0153] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0154] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with stopping reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, item addition command, acquired point command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0155] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0156] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0157] In step S215, device monitoring processing is performed. In this device monitoring processing, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are first read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, settings are made for the medal blocker 171, various lamps 339, and various 7-segment (SEG) indicators according to the current game status.
[0158] In step S217, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0159] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0160] On the other hand, in step S221, information that needs to be saved, such as specific variables and stack pointers for restoring the state at the time of power outage when power is restored, is saved in a predetermined area of the RAM 308, and a checksum value for the predetermined area including at least the used area of the RAM 308 is derived and saved in the RAM 308. and sets a power flag to ON, indicating that power has been cut off.
[0161] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 12. Figure 12(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 12(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 12(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0162] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 12(a).
[0163] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0164] In step S302, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S303.
[0165] In step S303, 0 is substituted into the timer variable.
[0166] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0167] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.
[0168] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.
[0169] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes commands for the various lamps 420, these commands are output to the drive circuit 422.
[0170] In step S309, an information output process is performed based on the processing result of step S305 to set up sending a command to the second sub-control unit 500. For example, if the performance data read in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0171] Next, using Figure 12(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0172] Next, referring to FIG. 12(c), the first sub-control unit 400 executes the second sub-control operation. The first sub-control unit timer interrupt processing will now be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of timer interrupt processing at a predetermined period.
[0173] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 12(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0174] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values for performance are updated.
[0175] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 13. Figure 13(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 13(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 13(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 13(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0176] First, in step S601 of Fig. 13(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 518, etc.
[0177] In step S602, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.
[0178] In step S603, 0 is substituted into the timer variable.
[0179] In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.
[0180] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0181] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.
[0182] Next, using Figure 13 (b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.
[0183] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0184] Next, using Figure 13(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0185] In step S801, 1 is added to the value of the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 13(a) and stored in the original timer variable storage area. Therefore, in step S602, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0186] In step S802, the random number values for effect are updated.
[0187] Next, the image control processing of step S606 in the main processing of the second sub-control unit 500 will be described with reference to Figure 13(d). This figure is a flowchart showing the flow of the image control processing.
[0188] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas, display area A and display area B, of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0189] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0190] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S901. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0191] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0192] In step S905, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation completion interrupt signal to be input.
[0193] In step S906, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0194] Next, we will explain an example of a transition from a continuous performance to an AT state.
[0195] The RAM 308 of the main control unit 300 is provided with a premonition G number A counter, and the RAM 408 of the first sub-control unit 400 is provided with a premonition G number B counter. Under condition A shown in FIG. 7, the transition to the AT state (normal AT state) occurs when the continuous effect ends. Here, the continuous effect becomes a duel effect, which is executed over four games, and when the duel effect ends, the transition to the AT state occurs. The game during which the continuous effect is being executed corresponds to the game that is a premonition for the transition to the AT state. Both the premonition G number A counter and the premonition G number B counter count the remaining number of games that are premonitions before the transition to the AT state. The premonition G number A counter is a counter for managing the transition to the AT state to earn payout balls, and is managed by the main control unit 300. On the other hand, the premonition G number B counter is a counter for effect management, and is managed by the first sub-control unit 400.
[0196] Figure 14 is a diagram for pointing out problems in an example in which a continuous performance begins in a conventional slot machine and then transitions to an AT state. In Figure 14, both the upper Figure 14(a) and the lower Figure 14(b) progress from left to right. Figure 14 shows the number of plays (number of games), winning combinations, push order, the display screen of the liquid crystal display device 157, the occurrence of penalties, performance progress, the count value of the premonition G number A counter, and the count value of the premonition G number B counter. The display screen of the liquid crystal display device 157 is controlled based on the value of the premonition G number B counter managed by the first sub-control unit 400.
[0197] In the upper part of FIG. 14(a), a rare combination (e.g., a strong cherry) is won, and a continuous performance is started from the NG game. That is, performance 1 of the continuous performances is executed, and an announcement image (a mission image of "Defeat the Swordsman") announcing that a duel performance will start is displayed on the display screen of the liquid crystal display device 157. When a rare combination (e.g., a strong cherry) is won, the value of "4" is set in both the premonition G number A counter and the premonition G number B counter. The count value of the premonition G number A counter for this NG game is updated from "4" to "3", and the count value of the premonition G number B counter is also updated from "4" to "3".
[0198] In the N+1th game, the effect 2 of the consecutive effects is executed, and a scene in which the enemy swordsman appears is displayed on the display screen of the liquid crystal display device 157. The count value of the premonition G number A counter in this N+1th game is "2" after being updated by one, and the count value of the premonition G number B counter is also "2".
[0199] In the N+2th game, performance 3 of the consecutive performances is executed, and a scene in which the lord, the protagonist, and the master swordsman, the villain, face off against each other, is displayed on the display screen of the liquid crystal display device 157. The count value of the premonition G number A counter in this N+2th game is further decremented by one due to updating to "1", and the count value of the premonition G number B counter is also "1". Note that the winning role here is the push order bell, whereas the previous winning roles were misses, but since it is in the normal state (not the AT state), the operation navigation is not executed, and the push order stop operation is performed with the first stop operation being the left.
[0200] In the N+3 game (the fourth game after the start of the continuous performance), the performance 4 (corresponding to the final performance) of the continuous performance is executed, and the display screen of the liquid crystal display device 157 displays a scene in which the lord, the hero, wins against the swordsman, the enemy, and the transition to AT is announced. The count value of the precursor G number A counter at the third G has been updated to "0", and the count value of the precursor G number B counter has also been updated to "0".
[0201] In the N+4th game, the game has transitioned from the normal state to the AT state (AT normal state). Based on the count value of the premonition G number B counter being "0", the liquid crystal display device 157 displays a notification screen (AT start screen displaying "AT start") notifying the transition to the AT state. Also, based on the count value of the premonition G number A counter being "0", the main control unit 300 is permitted to send information regarding the operation order of the winning role to the first sub-control unit 400. As a result, the display screen of the liquid crystal display device 157 displays "321" (reverse push operation navigation display) notifying the correct operation of the push order bell, which is the winning role.
[0202] The lower part of Figure 14(b) shows an example in which a consecutive effect is executed in the same manner as the upper part of Figure 14(a), but a penalty occurs in a game midway through the consecutive effect. The following will focus on the differences from the example shown in the upper part of Figure 14(a).
[0203] Let's summarize the penalties once again. First, an action is subject to a penalty when all of the following conditions (a) through (c) are met: (a) the game is in a normal advantageous zone (not a non-advantageous zone, not an automatic timer), (b) the game is an internally selected push order bell, and (c) a stop operation (so-called irregular push) other than the first left stop operation (specifically, during the first stop operation, or the first right stop operation) is performed. In other words, merely performing irregular pushes does not result in a penalty. This prevents players from repeatedly finding a strategy by performing irregular pushes and also prevents excessive penalties. However, a penalty may be imposed regardless of a winning combination, such as a push order bell (penalty imposed when (a) + (c) is combined). Furthermore, as will be described later, when an irregular push is performed, regardless of whether a penalty is imposed, a recommended operation message such as "Left push recommended" is displayed on the LCD display 157 to inform the player of the recommended push. The timing at which the operation recommendation display starts to be displayed may be the timing of the first stop operation when the irregular button press is performed, or may be the timing after the irregular button press is performed (for example, the timing of the third stop operation). The operation recommendation display may be hidden after a predetermined time has elapsed since the display started, or may be hidden after a predetermined time has elapsed since the third stop operation. These "predetermined times" are shorter than the time it takes to transition to a demo screen after the final stop operation, and the operation recommendation display is hidden when the demo screen ends and the game screen is restored. The operation recommendation display may be displayed until the transition to the demo screen is performed, and may be hidden when the demo screen ends and the game screen is restored. Alternatively, the operation recommendation display may be hidden after acceptance of the operation to start the next game (operation of the start lever 135) is enabled, or may be hidden after the operation to start the next game is performed.
[0204] Furthermore, no penalty is incurred in non-advantageous zones. This is intended to prevent players from transitioning to advantageous zones when irregular button presses are made in non-advantageous zones, because this would allow players to repeatedly press irregular buttons in non-advantageous zones and win more medals. A possible timing for transitioning from a non-advantageous zone to an advantageous zone is the first game after a setting change, which is often when the gaming parlor opens. First thing in the morning, the reels are not warmed up, so it takes time for the reels to accelerate, and the timing at which the stop operation can be accepted tends to be slightly delayed. Therefore, even if a player presses the left stop button 137 in the first operation, the timing may be off, and the middle stop button 138 may actually be pressed. Since imposing a penalty in such cases would be harsh on players, no penalty is incurred in non-advantageous zones.
[0205] When an act subject to a penalty is committed, (1) a lottery is not held to determine whether or not the game will transition from normal state to AT state. (2) The value of the ceiling counter, which counts the number of games in normal state up to the ceiling number of games, is not updated. Furthermore, in this example, (3) the count value of the premonition G number A counter is not updated. The following penalties are incurred. Note that in some cases, a penalty may be imposed by not actively performing processing due to the lottery not being held or the value not being updated.
[0206] In the example shown in Figure 14(b), in the N+2nd game (performance 3 of the consecutive performances), a stop operation is performed with the first stop operation being to the right. A stop operation with the first stop operation being to the right is an irregular push. Here, since an internal win occurs on the push order bell in the normal state of the advantageous zone, this becomes an action subject to a penalty, and a penalty occurs. Even when the N+3rd game of the next game starts, the count value of the premonition G number A counter remains at "1". Meanwhile, the count value of the premonition G number B counter is updated to "0".
[0207] In this example, too, the game transitions from the normal state to the AT state (AT normal state) during the N+4th game. The LCD display device 157 displays the AT start screen based on the fact that the count value of the premonition G number B counter was "0." Meanwhile, since the count value of the premonition G number A counter was not "0," information regarding the operation sequence for the winning role was not transmitted from the main control unit 300 to the first sub-control unit 400, and the LCD display device 157 does not display the operation navigation display that notifies the user of the correct operation for the push order bell, which is the winning role. Thus, in conventional slot machines, there is a problem in that the occurrence of a penalty can cause a discrepancy between the start of the operation navigation and the performance.
[0208] The slot machine 100 of this embodiment is devised to solve this problem.
[0209] FIG. 15 is a detailed timing chart of the (N+2)th and (N+3)th events explained with reference to FIG. 14(a), and shows the display screen of the liquid crystal display device 157 at each timing.
[0210] In FIG. 15, time passes from left to right. Also, in FIG. 15, "game progress" is indicated by the "start operation," "first stop," "second stop," and "third stop" operations of the start lever 135. Below these, the respective acceptable states of the "left stop Sw" (the left stop button 137 sensor), the "center stop Sw" (the center stop button 138 sensor), and the "right stop Sw" (the right stop button 139 sensor) are also shown. Each Sw enters an acceptable state after a start operation, and the acceptable state ends when a stop operation is accepted in the acceptable state. Below these, the respective rotation states of the left reel 110, the center reel 111, and the right reel 112 are also shown. Further below these, the display contents of the "liquid crystal display" (the liquid crystal display device 157) are also shown. In this example, during the continuous effect, there is a period (the period from the third stop to the start of the next game) during which the word "NEXT" (NTG), indicating that the effect continues to the next game, is displayed in the lower right portion of the display screen of the liquid crystal display device 157. Furthermore, the game count display GMV is displayed in the lower left corner of the display screen of the liquid crystal display device 157. The value of this game count display GMV is the number of games managed by the first sub-control unit 400, and is a value that increases by 1, for example, every time a start lever acceptance command is received from the main control unit 300 after power-on. The matters described above also apply to Figures 16 and 17.
[0211] The timing when the start operation is performed is the timing (A1), the N+2nd game starts, and the execution of the performance 3 of the continuous performance starts. At the N+2nd game, an internal win occurs in the push order bell. At the timing (A1), a close-up of the main character, the lord, is displayed on the display screen of the liquid crystal display device 157. Also, with the start of the game, the number of games displayed GMV The number of games will be updated from "99G" to "100G". From then on, the number of games displayed in GMV will continue to show "100G" until further notice.
[0212] In the N+2 game under normal conditions, the left stop button 137 is operated first, causing the first stop. Because the left stop button 137 is operated first, it is not an irregular press, and the first stop action here is not subject to a penalty. The timing at which the first stop operation is performed is timing (A2), and the left reel 110 stops. At timing (A2), a close-up of the enemy swordsman is displayed on the display screen of the liquid crystal display device 157.
[0213] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. The third stop operation is performed at timing (A3), and the right reel 112 stops. The display screen of the liquid crystal display device 157 at timing (A3) displays a scene in which the main character, a lord, and the antagonist, a swordsman, face off against each other, the same scene shown on the display screen of the liquid crystal display device 157 at the N+2Gth position in FIG. 14. Furthermore, in this example, the third stop operation triggers the addition of the word "NEXT" (NTG) in the lower right corner.
[0214] The timing after the third stop until the start of the next game is timing (A4). The display screen of the liquid crystal display device 157 at timing (A4) is the same as the display screen of the liquid crystal display device 157 at the previous timing (A3).
[0215] Then, the start lever 135 is operated to perform a start operation, which starts the next game (N+3 game), and this time, effect 4 of the consecutive effects is started to be executed. The timing when the N+3 game starts is timing (A5). In the N+3 game, an internal win occurs for a replay. At timing (A5), the display screen of the liquid crystal display device 157 displays the main character, a lord, in the upper half and the antagonist, a swordsman, in the lower half. Also, with the start of the game, the "NEXT" character display NTG disappears, and the game count display GMV is updated from "100G" to "101G."
[0216] In the N+3rd game, the left stop button 137 is operated first to perform the first stop. The timing at which the first stop operation is performed is timing (A6), and the left reel 110 stops. At timing (A6), the display screen of the liquid crystal display device 157 displays a scene after the hero, the lord, and the villain, the swordsman, have fought with swords. In addition, the game count display GMV of "101G" continues to be displayed.
[0217] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. The third stop operation is performed at timing (A7), and the right reel 112 stops. At timing (A7), the display screen of the liquid crystal display device 157 shows a scene in which the enemy swordsman is slashed. Even though the third stop is performed, since this N+3rd game is the last game (fourth game) of the consecutive effects, there is no subsequent consecutive effect, and the text display "NEXT" NTG is not additionally displayed. However, the game count display GMV of "101G" continues to be displayed.
[0218] The timing after the third stop until the next game starts (until the transition to the AT state) is timing (A8). At timing (A8), the display screen of the liquid crystal display device 157 displays the same scene as shown on the display screen of the liquid crystal display device 157 for the N+3G in Figure 14, in which the main character, the lord, defeats the villain, the swordsman, and the transition to the AT is announced. Note that even here, the game count display GMV of "101G" continues to be displayed.
[0219] 16 is a detailed timing chart of the N+2Gth and N+3Gth periods explained using FIG. 14(b), and shows the display screen of the liquid crystal display device 157 at each timing. The following explanation will focus on the differences from FIG. 15, and redundant explanations may be omitted.
[0220] The N+2nd game begins, and performance 3 of the consecutive performances begins. At this N+2nd game, an internal win occurs on the push order bell. The number of games displayed (GMV) on the display screen of the liquid crystal display device 157 is updated to "100G." In this example, at the N+2nd game in the normal state, the right stop button 139 is first operated to perform the first stop. This first stop action is an irregular press, and since it results in an internal win on the push order bell in the normal state of the advantageous zone, it is an action subject to penalty. At the time (A2) when the first stop operation is performed, an operation recommendation display REC such as "Left push recommended" is displayed on the display screen of the liquid crystal display device 157, overlapping with a close-up of the enemy swordsman. At the time when the operation recommendation display REC is displayed, the number of games displayed (GMV) remains at "100G."
[0221] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111. Finally, the right stop button 139 is operated to perform the third stop. At the timing (A3) when the third stop operation is performed, a blackout is added to the display screen of the liquid crystal display device 157. That is, as in (A3) in FIG. 15 , the display screen of the liquid crystal display device 157 displays a scene in which the lord, the protagonist, and the swordsman, the antagonist, face off against each other, but the blackout makes the scene difficult to see. The blackout suggests that a penalty has occurred in that game. Furthermore, the "NEXT" character display NTG is not additionally displayed, or even if it is, it is difficult to see due to the blackout. On the other hand, the operation recommendation display REC and the game count display GMV are not blacked out, and these displays REC and GMV are easily visible. At the time the third stop occurs (when the blackout display is added), the number of games managed by the first sub-control unit 400 is reduced by one game, and the game number display GMV is switched to display "99G".
[0222] After the third stop, the display screen of the liquid crystal display device 157 at the timing (A4) until the start of the next game is the same as the display screen of the liquid crystal display device 157 at the previous timing (A3). That is, the black display continues, but the operation recommendation display REC and the game count display GMV of "99G" are visible.
[0223] Then, the start lever 135 is operated to perform a start operation, and the next game (game N+3) begins. At the timing (A5) when game N+3 begins, the display screen of the liquid crystal display device 157 stops displaying the blackout display and also stops displaying the operation recommendation display REC. As described above, the number of games managed by the first sub-control unit 400 is set back by one game, and the game number display GMV is updated to "100G". In other words, it is set back by one in the game in which the penalty occurred and advanced by one at the start of the next game. Therefore, effect 3 of the continuous effects is also re-executed in accordance with the number of games managed by the first sub-control unit 400. The same display screen as at the timing (A1) is displayed on the display screen of the liquid crystal display device 157.
[0224] In the N+3rd game, an internal replay win occurs, and the left stop button 137 is operated first to perform the first stop. This first stop action is not subject to a penalty. At the time (A6) when this first stop operation is performed, the display screen of the liquid crystal display device 157 shows the same screen as at the time (A2), but the operation recommendation display REC is not displayed.
[0225] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing (A7) when the third stop operation is performed, the display screen of the liquid crystal display device 157 displays the same display screen as at the timing (A3) in FIG. 15. That is, a scene is displayed in which the lord, the protagonist, and the swordsman, the antagonist, face off against each other, and the letters "NEXT" NTG are added to the bottom right. Also, the number of games played (GMV) of "100G" is continuously displayed at the bottom left.
[0226] After the third stop, the display screen of the liquid crystal display device 157 at timing (A8) until the next game starts (until the transition to the AT state) is the same as the display screen of the liquid crystal display device 157 at the previous timing (A7).
[0227] In the slot machine 100 of this embodiment, as described above, the number of games managed by the first sub-control unit 400 is decremented by one for the game in which a penalty occurred and incremented by one for the start of the next game. As a result, the number of games in the game in which a penalty occurred and the number of games in the next game are the same. This is the same as the premonition G number A counter managed by the main control unit 300, as described with reference to FIG. 14. Re-executing the effects of the game in which a penalty occurred eliminates the problem of a discrepancy between the start of the subsequent operation navigation and the effects. Furthermore, during the game in which a penalty occurred, the display is darkened and the game number display GMV is decremented by one, making it easy to identify the game in which a penalty occurred. This prevents the player from mistaking the next game for a penalty, and reduces the player's interest in the game.
[0228] The timing at which the blackout display starts may be the same as the timing at which the operation recommendation display REC starts. Alternatively, the timing at which the blackout display starts may be the timing (A2), and the timing at which the operation recommendation display REC starts may be the timing (A3). Furthermore, the timing at which the blackout display starts may be the timing of the second stop, or the timing at which the operation recommendation display REC starts may be the timing of the second stop. The timing at which the blackout display ends is not limited to the timing (A5), but may be the timing a while after the third stop operation of the game in which the irregular button press was performed, or the timing at which the bet number setting operation for the next game is performed. The timing at which the game count display GMV is decremented by 1 may be within the game in which the penalty occurred, and may be the timing (A2), the timing (A4), or the timing of the second stop. Even if the game count display GMV is decremented by 1 in the game in which the penalty occurred, the presentation itself continues as described below, and a waiting game for the number of games in which the penalty occurred may occur after the series of presentations ends, or may occur before the AT state begins.
[0229] 17 shows a detailed timing chart of N+2G and N+3G, where irregular button presses were performed but no penalty was incurred, and the display screen of the liquid crystal display device 157 at each timing. The following explanation will focus on the differences from FIG. 16, and duplicate explanations may be omitted.
[0230] The N+2nd game begins, and performance 3 of the consecutive performances begins. In this N+2nd game, an internal win occurs not for the push order bell but for a miss. In this example, in the N+2nd game under normal conditions, the right stop button 139 is first operated to perform the first stop. The first stop action here is an irregular press, and although it is in the normal state of the advantageous zone, it is not an action subject to penalty because it does not result in an internal win for the push order bell. At the time (A2) when the first stop operation is performed, due to the irregular press, an operation recommendation display REC such as "Left push recommended" is displayed on the display screen of the liquid crystal display device 157, overlapping with a close-up of the enemy swordsman.
[0231] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. Since no penalty has occurred, the display screen of the liquid crystal display device 157 at the time of the third stop operation (A3) does not go dark, and instead displays a scene of the lord, the protagonist, facing off against the master swordsman, just like in (A3) of FIG. 15. However, the operation recommendation display REC is displayed overlapping the screen. Furthermore, the number of games displayed (GMV) remains "100G" at the bottom left, and the word "NEXT" (NTG) is added to the bottom right in response to the third stop operation.
[0232] At timing (A4) after the third stop and before the start of the next game, the operation recommendation display REC disappears (is hidden) on the display screen of the liquid crystal display device 157, and the same display screen as that at timing (A4) in FIG. 15 is displayed. The operation recommendation display REC may disappear some time after the third stop, simultaneously with the third stop, or simultaneously with the second stop. Alternatively, the operation recommendation display REC may disappear after a predetermined time has elapsed since its display start, regardless of the operation. However, because the operation recommendation display REC is indistinguishable from a stop operation trigger effect if it is displayed only for a moment, it is preferable that the operation recommendation display REC continue to be displayed at least until the third stop. Furthermore, when irregular button presses are performed during a continuous effect, the display mode of the operation recommendation display REC differs depending on the winning combination. That is, as in the example shown in FIG. 17, when the push order bell does not win, the operation recommendation display REC is displayed when irregular button presses are performed, but the effect triggering the third stop is executed, and the operation recommendation display REC is hidden some time after the third stop. On the other hand, in the case of winning the push order bell as in the example shown in Figure 16, when irregular pushes are made, the operation recommendation display REC is displayed, the effect that triggers the third stop is not executed (it is difficult to see due to the blackout display), and the operation recommendation display REC continues to be displayed until just before the next game starts.
[0233] The subsequent steps (timings (A5) to (A8)) are the same as the example in FIG.
[0234] As in this example, when irregular button presses are performed, the operation recommendation display REC is displayed regardless of whether a penalty occurs. If a penalty occurs, the operation recommendation display REC continues to be displayed until the game in which irregular button presses were performed ends (until the next game starts), as in the example shown in FIG. 16, but if no penalty occurs, it disappears earlier than when a penalty occurs. Alternatively, the length of the display period for the operation recommendation display REC is fixed, and it disappears even if the player does not perform an operation. Also, even if irregular button presses are performed, if no penalty occurs, the number of games managed by the first sub-control unit 400 does not change (it is not returned by 1), and the value of the game number display GMV also continues to be displayed unchanged.
[0235] Next, a comparison is made between the case where irregular button presses are performed during a continuous performance and the case where irregular button presses are performed during a non-continuous performance.
[0236] FIG. 18 is a diagram showing an example of a case where irregular button presses are made during a continuous effect, and an example of a case where irregular button presses are made during a non-continuous effect.
[0237] The upper figure 18(a) is a diagram showing an example of when irregular pressing is performed during a continuous effect, and the lower figure 18(b) is a diagram showing an example of when irregular pressing is performed during a non-continuous effect. In both the upper figure 18(a) and the lower figure 18(b), the progression is from left to right. Also, in both the upper figure 18(a) and the lower figure 18(b), 18 shows the number of plays (number of games), winning combinations, push order, display screen of the liquid crystal display device 157, occurrence of penalty, progress of effects, and the value of the number of games displayed GMV displayed at the bottom left of the display screen of the liquid crystal display device 157. The value of the number of games displayed GMV is , becomes the value of the number of games managed by the first sub-control unit 400.
[0238] The example shown in the upper part of Figure 18(a) is the same as the examples explained so far, and the continuous effects are duel effects. A rare combination (for example, a strong cherry) is won, and the continuous effects start from the NG game. That is, effect 1 of the continuous effects is executed, and an announcement image (a mission image of "Defeat the Swordsman") announcing that the duel effect will start is displayed on the display screen of the liquid crystal display device 157. The number of games displayed (GMV) is "98G."
[0239] In the N+1 game, the second of the consecutive effects is executed, and a scene in which the enemy swordsman appears is displayed on the display screen of the liquid crystal display device 157. The number of games played (GMV) is updated to show "99G."
[0240] In the N+2 game, an internal win occurs on the push order bell, and the right stop button 139 is operated first to perform the first stop. The first stop action here is an irregular button press. Because the internal win occurs on the push order bell in the normal state of the advantageous zone, it is an action subject to a penalty, and a penalty is incurred. In the N+2 game, effect 3 of the consecutive effects is executed, and a scene in which the protagonist, a lord, and the antagonist, a swordsman, confront each other is displayed on the display screen of the LCD display 157. Furthermore, because the irregular button press was performed, an operation recommendation display REC such as "Left button press recommended" is displayed overlapping the display of the scene. Furthermore, because a penalty occurred, the number of games managed by the first sub-control unit 400 is reversed by one game, and the value of the game count display GMV changes from "100G" to "99G." Note that, although a blackout display is not displayed in this example, it may be displayed after this, or a variation in which the blackout display is not displayed may also be used.
[0241] The N+3rd game is the fourth game since the start of the consecutive effects, but because the number of games managed by the first sub-control unit 400 was reduced by one game at the N+2nd game, the value of the game count display GMV is updated and "100G" is displayed once again. Furthermore, in the consecutive effects, effect 3 of the consecutive effects is executed again according to the number of games managed by the first sub-control unit 400. The display screen of the liquid crystal display device 157 displays the same scene as at the N+2nd game, in which the lord, the protagonist, and the master swordsman, the antagonist, face off against each other. The operation recommendation display REC is not displayed.
[0242] In addition, when an effect is re-executed, the exact same effect may be executed, but in the case where a plurality of types of effects are prepared and an effect is selected by lottery, the effect may be re-selected by lottery.
[0243] In the N+4th game, the fourth game (the final game) of the series is executed, and the LCD display 157 displays a scene in which the lord, the protagonist, defeats the swordsman, the villain, and the transition to the AT is announced. The number of games displayed (GMV) is updated to show "101G."
[0244] The example of Figure 18 (b) shown in the lower part is a state in which continuous effects are not being executed in the normal state of the advantageous zone (a state in which non-continuous effects are being executed). More specifically, it is an example in the normal stage shown in Figure 7.
[0245] In the NG game, an internal win occurs for a cherry, one of the small wins, and small win performance 1 is executed. The display screen of the liquid crystal display device 157 shows a scene in which the lord is surprised by the appearance of a cherry. The number of games played (GMV) is displayed as "99G."
[0246] When the N+1G game starts, the number of games displayed (GMV) is updated to "100G." In this N+1G, the push order bell is internally selected and the normal performance is executed. In the game, an irregular press is performed with the first stop operation being to the right, and the operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. Here, since the push order bell is internally won in the normal state of the advantageous zone, this irregular press becomes an act subject to a penalty, a penalty is incurred, the number of games managed by the first sub-control unit 400 is set back by one game, and the value of the game number display GMV changes from "100G" to "99G".
[0247] When the N+2th game begins, the number of games played (GMV) is updated to "100G" again. In this N+2th game, an internal win occurs for a watermelon, one of the small prizes, and small prize performance 2 is executed. Since this is not a continuous performance, the performance itself is not executed again (it is not returned to the normal performance of the N+1st game), and the display screen of the liquid crystal display device 157 displays a scene in which the lord is surprised by the appearance of a watermelon.
[0248] When the N+3rd game begins, the game count display GMV is updated to "101G." In this N+3rd game, an internal win occurs on the cherry, and small win effect 1 is executed. In this game, an irregular push is performed with the first stop operation being to the right, and the operation recommendation display REC is displayed on the display screen of the LCD display device 157. Here, although the game is in the normal state of the advantageous zone, an internal win occurs on the cherry instead of the push order bell, so this irregular push is not subject to penalty, and no penalty is incurred. Therefore, the number of games managed by the first sub-control unit 400 is not returned, and the value of the game count display GMV does not change.
[0249] When the N+4th game begins, the game count display GMV is updated to "102G." In this N+4th game, an internal win occurs on a miss, and the normal performance is executed. Note that there is no penalty for pressing the N+3rd game irregularly, and it is not a continuous performance, so the performance itself will not be executed again (it will not be returned to the N+3rd game small role performance 1).
[0250] When the N+5th game begins, the game count display GMV is updated to "103G." In this N+5th game, an internal win occurs on the replay, and the normal presentation is executed. In this game, an irregular button press is performed with the first stop operation performed to the right, and the recommended operation display REC is displayed on the display screen of the LCD display device 157. In this game, although the game is in the normal advantageous zone, an internal win occurs on the replay, not the push order bell, and therefore this irregular button press is not subject to penalty, and no penalty is incurred. Therefore, the number of games managed by the first sub-control unit 400 is not restored, and the value of the game count display GMV does not change.
[0251] The N+2G operation recommendation display REC in the example of FIG. 18(a) shown in the upper row, and the N+1G operation recommendation display REC, the N+3G operation recommendation display REC, and the N+5G operation recommendation display REC in the example of FIG. 18(b) shown in the lower row are all displayed in a common manner. The operation recommendation display REC is displayed in a common manner regardless of the type of effect being executed. Furthermore, the operation recommendation display REC is displayed in a common manner even if the effect stage is different. This makes it possible to prevent the operation recommendation display REC from being mistaken for a type of anticipation effect.
[0252] As compared above, under normal circumstances, pressing irregular buttons in a game in which the push order bell is won is an act subject to a penalty, and if it is during a continuous performance, the performance will be re-executed in the next game, but if it is during a non-continuous performance, the performance will not be re-executed in the next game. In the continuous performance (premonition performance) immediately before the transition to the AT state, as explained using Figure 14(b), there is a problem of a discrepancy between the start of the operation navigation and the performance, but if it is not during a continuous performance (premonition performance), such a problem does not occur, so the performance will not be re-executed. However, if a penalty occurs, the value of the ceiling counter managed by the main control unit 300 is not updated, so the number of games managed by the first sub-control unit 400 is also not updated at the stage of the next game in accordance with the ceiling counter. The ceiling counter is updated at the third stop. On the other hand, the first sub-control unit 40 The number of games managed by the first sub-control unit 400 is updated when a reel spin start command indicating the start of a game is received. Therefore, the number of games managed by the first sub-control unit 400 is temporarily set back by one game in the game in which the penalty occurred, and in the next game, the number of games is updated at the start of the game as usual, and as a result, it will match the value of the ceiling counter at the third stop of the next game.
[0253] Next, we will explain the relationship between the ceiling counter and the game count display GMV when settings are changed or when power is lost and restored.
[0254] Figure 19 shows the relationship between the ceiling counter and the number of games played GMV when a setting change is made or when power is restored after a power outage. In this Figure 19, the thick white arrow indicates the flow when the buttons are pressed in order (recommended operation), and the thick black arrow indicates the flow when the buttons are pressed in an irregular order (non-recommended operation).
[0255] The ceiling counter determines whether to update the count value at the third stop. Note that this is not limited to the third stop, and can be any time after the first stop within a game. The CPU 304 of the main control unit 300 can determine whether a penalty has occurred and decide whether to update the count value after the first stop. The ceiling counter does not update the count value if a penalty has occurred (the count value remains the same), but updates the count value if no penalty has occurred (the count value is incremented by +1). Meanwhile, the CPU 404 of the first sub-control unit 400 updates the game count display GMV (incremented by +1) when it receives a reel spin command from the main control unit 300.
[0256] FIG. 19(a) shows an example in which a setting change is made and it is decided to move to the advantageous zone from the first game.
[0257] When the setting is changed, the ceiling counter provided in the main control unit 300 becomes 0G, and the number of games displayed GMV on the liquid crystal display device 157 also becomes 0G. Also, the gaming state is the gaming state of the non-advantageous zone.
[0258] The first game begins, a non-missing role is won, and the game transitions to the advantageous zone from the second game. Hereinafter, a game in which a transition to the advantageous zone is determined will be referred to as an advantageous zone transition game. Note that advantageous zone transition games are games played in non-advantageous zones. The ceiling counter is not updated in non-advantageous zones, but if the game is in an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the third stop. The game count display GMV is also not updated in non-advantageous zones, but if the game is in an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the game start.
[0259] When regular button presses are performed during a game that transitions to a favorable zone, the ceiling counter is updated to 1G at the third stop, as indicated by the thick white arrow, and the number of games displayed GMV remains at 1G. When irregular button presses are performed, the ceiling counter is updated to 1G at the third stop, as indicated by the thick black arrow, and the number of games displayed GMV remains at 1G. The winning combination may or may not be a push order bell. During a game that transitions to a favorable zone, there is no penalty for irregular button presses. As a result, the ceiling counter is updated normally at the third stop. Also, the number of games displayed GMV, which was updated at the start of the game, remains at 1G at the third stop.
[0260] When the second game starts, the game moves to the advantageous zone, but it is in the normal state. At the start of the second game, the number of games displayed (GMV) is updated to 2G. If the buttons are pressed in order, as shown by the thick white arrow, the ceiling counter is updated to 2G at the third stop, and the number of games displayed (GMV) remains at 2G. If irregular pressing is performed after winning the push order bell, a penalty occurs, and the ceiling counter is updated at the third stop, as shown by the thick black arrow. It is not updated and remains at 1G. Also, the number of games displayed GMV is set back by 1G to 1G. If an irregular press is performed when a bell other than the push order bell is won, the ceiling counter is updated to 2G at the third stop, and the number of games displayed GMV remains at 2G.
[0261] FIG. 19(b) shows an example in which the setting is changed and the first game is not a game that transitions to an advantageous zone.
[0262] The first game begins, a losing role is won, and the game remains in the non-advantageous zone in the second game. The ceiling counter is not updated in the non-advantageous zone except when the game transitions to the advantageous zone. The number of games displayed GMV is also not updated in the non-advantageous zone except when the game transitions to the advantageous zone. Also, no penalty occurs in the non-advantageous zone, and even if an irregular button press is performed, as shown by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G, and the number of games displayed GMV also remains at 0G.
[0263] The second game begins, and if a non-losing combination is won, the second game will transition to a favorable zone. The GMV (Game Count) is updated to 1G at the start of the second game. If the buttons are pressed in order, the ceiling counter is updated to 1G at the third stop, as indicated by the bold white arrow, and the GMV (Game Count) remains at 1G. As mentioned above, during favorable zone transition play, there is no penalty for pressing buttons in an irregular sequence regardless of the winning combination, so the ceiling counter is updated to 1G at the third stop, as indicated by the bold black arrow, and the GMV (Game Count) remains at 1G.
[0264] FIG. 19(c) is a diagram showing an example in which the ceiling counter is equal to or greater than 1G at the time of power outage and restoration.
[0265] In this example, the ceiling counter is at 100G when the power is restored. On the other hand, when the power is restored, the number of games displayed (GMV) becomes 0G. Note that the game status at the time of power restoration is the normal status in the advantageous zone.
[0266] The first game begins, and the GMV for the number of games displayed is updated to 1G. If the buttons are pressed in order, the ceiling counter is updated to 101G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games displayed remains at 1G. If irregular buttons are pressed after winning the push order bell (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 100G, as indicated by the thick black arrow. On the other hand, the GMV for the number of games displayed, which was updated at the start of the game, remains at 1G. Even if a penalty occurs in the first game after power is restored, the GMV for the number of games displayed will not be reset. If irregular buttons are pressed after winning something other than the push order bell, the ceiling counter is updated to 101G at the third stop, and the GMV for the number of games displayed remains at 1G.
[0267] When the second game begins, the GMV for the number of games increases by 1G. If the buttons are pressed in order, the ceiling counter increases by 1G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games remains at 1G. If irregular buttons are pressed after winning the push order bell (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 100G, as indicated by the thick black arrow. The GMV for the number of games is also set back by 1G to 1G. If irregular buttons are pressed after winning something other than the push order bell, the ceiling counter is updated to 101G at the third stop, and the GMV for the number of games remains at 2G.
[0268] 19(d) is a diagram showing an example in which the ceiling counter is 0G at the time of power outage and power recovery. Note that the game state at the time of power outage and power recovery is the normal state of the advantageous zone.
[0269] The first game begins, and the GMV for the number of games displayed is updated to 1G. If the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the GMV for the number of games displayed remains at 1G. If an irregular button press is performed after winning the push order bell (when a penalty occurs), the ceiling counter is not updated at the third stop, and remains at 0G, as indicated by the thick black arrow. On the other hand, as mentioned above, even if a penalty occurs in the first game after power is restored, the GMV for the number of games displayed remains at 1G because the value is not reset. Note that if an irregular button press is performed after winning something other than the push order bell, the ceiling counter is updated to 1G at the third stop, and the GMV for the number of games displayed remains at 1G.
[0270] When the second game begins, the GMV for the number of games increases by 1G. If the buttons are pressed in order, the ceiling counter increases by 1G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games remains at 1G. If irregular buttons are pressed after winning the push order bell (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 0G, as indicated by the thick black arrow. The GMV for the number of games is also set back by 1G to 1G. If irregular buttons are pressed after winning something other than the push order bell, the ceiling counter is updated to 1G at the third stop, and the GMV for the number of games remains at 2G.
[0271] If the setting is changed before opening, the result will be as shown in Figure 19(a) or (b). On the other hand, if the setting is not changed before opening, the machine will simply be powered on, resulting in the result shown in Figure 19(c) or (d). Because players may notice that the setting has not been changed, the operation of the slot machine immediately after opening may decrease. Therefore, it is preferable to display the same GMV for both cases where the setting has been changed and where it has not. Therefore, if a store clerk plays a game in the advantageous zone transition game before opening on a gaming machine where the setting has been changed, the GMV will not be 0G, and players will not know whether the setting has been changed. On the other hand, if the setting is changed, the difference number counter (including the virtual difference number counter) in the advantageous zone is reset, which reduces the expected number of coins that can be won in the advantageous zone. Therefore, some players may perceive the setting change as a negative impression, which may result in a decrease in operation of the gaming machine immediately after opening. Even in such cases, by matching the behavior of the game count display GMV when a setting change is made and when it is not, it becomes difficult to tell whether a setting change has been made or not, and a drop in operation immediately after opening can be prevented.
[0272] Next, an example different from the examples described so far will be described.
[0273] FIG. 20(a) is a schematic diagram of the case where a penalty occurs during the continuous effects described above.
[0274] If a penalty occurs during a continuous performance, the performance is re-executed in the next game. In this mode, when the number of games until the transition to the AT state is managed by both the main control unit 300 and the first sub-control unit 400 (so-called game number management type / mode management type), the number of games managed by the main control unit 300 can be adjusted to the number of games managed by the first sub-control unit 400. This mode is also compatible with Gaze's continuous performance (a continuous performance that does not transition to the AT state even after the continuous performance ends) when game number management is performed.
[0275] FIG. 20(b) is a diagram showing an example of the display of the number of games played GMV when a penalty occurs, as explained above.
[0276] The Game Count Display GM is updated at the start of the game, and the game count increases by 1. When a penalty occurs, the game count display GM moves back by one game at the timing of the third stop of the game in which the penalty occurred. Then, when the next game starts, the game count display GM increases by one. Here, even when a penalty occurs, the game count display GM may remain unchanged, and when the next game starts, the game count display GM increases by one. However, when a penalty occurs, the ceiling counter controlled by the main control unit 300 is not updated, resulting in a discrepancy with the ceiling counter. Also, it is possible that the game count display GM does not advance when the next game starts. However, this may lead to the misunderstanding that a penalty was imposed in the next game. In response to these issues, if the game count display GM is set to move back by one game within the game in which the penalty occurred, it is possible to suggest that the penalty is resolved in that game, and there is no discrepancy with the ceiling counter.
[0277] FIG. 20(c1) is a conceptual diagram of an example in which, unlike the previous examples, a waiting game is performed when a penalty occurs during a continuous effect.
[0278] In the example shown in Figure 20 (c1), even if a penalty occurs, the continuous performance continues to the end, and the final performance (the performance that displays the AT final screen) that follows the continuous performance is repeatedly executed. In other words, by inserting a standby game in which an extra performance is executed just before transitioning to the AT state (at the end of the normal state), this is a mode in which the discrepancy with the ceiling counter is eliminated. While the extra final performance is being executed (during the standby game), the display screen displays the word "Waiting" or the like.
[0279] FIG. 20(c2) is a diagram for explaining an example in which a waiting game different from that shown in FIG. 20(c1) is performed when a penalty occurs during a continuous effect.
[0280] In the example shown in Figure 20 (c2), even if a penalty occurs, the consecutive effects are executed to the end, and the last effect 4 of the consecutive effects (victory effect) is executed repeatedly. In other words, by inserting a waiting game in which the effects (victory effects) in the consecutive effects are repeated instead of a confirmation effect, the deviation from the ceiling counter is eliminated. While the extra victory effects are being executed, the display screen of the liquid crystal display device 157 displays a message such as "Waiting"
[0281] In the case of Gaze's continuous performance, the continuous performance is similarly executed to the end, but no extra performances are performed at any point.
[0282] In addition, this mode is well suited to cases where the number of games played before transitioning to the AT state is managed only by the main control unit 300 out of the main control unit 300 and the first sub-control unit 400, or where the number of games is not managed in the continuous Gaze performance. Also, this mode is well suited to specifications where the transition to the AT state is not determined depending on the number of games or mode, but where the AT lottery is conducted based on the winning combination.
[0283] In addition, when an irregular button press causes a penalty, if a rare role is internally won in the next game after the penalty, a special process (rare role avoidance navigation) may be executed to guide the button press order so that the rare role does not win. If a player who recognizes the occurrence of a penalty by a blackout display or the like wins a rare role immediately after the penalty, he or she may be disappointed that the previous penalty has affected the profit that could have been obtained from the rare role and caused a loss, so the rare role avoidance navigation is executed to prevent the player from becoming disappointed.
[0284] In addition, the AT lottery will not be held in the game where the penalty occurred, but the AT lottery will be held in the next game. However, the preferential treatment process for the AT (for example, the lottery for adding the number of games to be awarded with the AT) that may be executed when the AT lottery is won will not be held in the game following the game where the penalty occurred.
[0285] Next, the display mode of the operation recommendation display REC will be described.
[0286] FIG. 21 is a diagram showing several examples of the display mode of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157.
[0287] FIG. 21(a) shows the display screen of the liquid crystal display device 157 before the reels 110 to 112 start to spin, and an image is displayed using the entire display screen.
[0288] 21(b), which is a continuation of FIG. 21(a), shows the display screen of the liquid crystal display device 157 when the start lever 135 is operated and all three reels 110 to 112 are spinning. This display screen shows a normal effect image (a scene in which an old man reads a letter to the lord in the castle tower).
[0289] In FIG. 21(c1), which continues from FIG. 21(b), the lord's line display SPE is displayed, saying, "There is a sign of a good opportunity." All three reels 110 to 112 continue to spin.
[0290] In FIG. 21(c2), which is a continuation of FIG. 21(c1), only the center reel 111 of the three reels 110-112 is stopped. That is, the center stop button 138 is operated as the first stop operation, and irregular pressing is performed. On the display screen of the liquid crystal display device 157 shown in FIG. 21(c2), the operation recommendation display REC is displayed above the prompt display SPE, such as "There's a good chance." That is, the operation recommendation display REC and the prompt display SPE do not overlap. Furthermore, the operation recommendation display REC does not overlap the number of stored coins display area 125L on the left, and the operation recommendation display REC does not overlap the number of payout coins display area 127L on the right.
[0291] The display mode of the operation recommendation display REC is a common display mode regardless of the type of effect being executed (for example, normal effect, small win effect, duel effect, freeze effect, etc.).
[0292] 21(c3) is a diagram showing another display mode of the operation recommendation display REC. The operation recommendation display REC shown in this figure is displayed on the entire screen except for the three reels 110 to 112. That is, the text "Push left recommended" is displayed on a gray background.
[0293] FIG. 21(c4) is a diagram showing the relationship between the operation recommendation display REC and the error display.
[0294] The error display ERR, which displays the word "ERROR" on a gray background, is displayed on the entire screen except for the three reels 110-112. Whether the operation recommendation display REC is displayed before the error display ERR or after the error display ERR, the error display ERR overlaps the operation recommendation display REC, making it difficult to see. In FIG. 21(c4), the operation recommendation display REC overlapping the error display ERR is indicated by a dotted line. In this example, the operation recommendation display REC is completely overlapped by the full-screen error display ERR, but it may also be at least partially overlapped. Specific examples of the error display ERR include a door open error, a hopper clog error, a hopper empty error, and a medal passing number error (the same applies in the following explanations).
[0295] As explained above, the operation recommendation display REC is displayed in an area that overlaps with the error display ERR but does not overlap with the dialogue display SPE, so that part of the effect can be grasped. In addition, the operation recommendation display REC is displayed approximately in the center of the display screen.
[0296] In addition, in medal-less gaming machines, counting is possible at any time, so counting is possible even when the operation recommendation display REC is displayed, and the operation recommendation display REC may be displayed during counting.
[0297] Next, an example will be described in which an error message ERR is displayed while an operation recommendation message REC is displayed, and the error is resolved.
[0298] Fig. 22 is a diagram showing an example in which an error message ERR is displayed or a power outage occurs while an operation recommendation message REC is displayed. Fig. 22 shows the display screen of the liquid crystal display device 157 in chronological order from left to right.
[0299] As explained above, the operation recommendation display REC is a display that appears when irregular button presses are detected, but irregular button presses may or may not result in a penalty. If a penalty occurs, the operation recommendation display REC continues to be displayed after the third stop and disappears when the next game starts (see the example shown in FIG. 16), but if no penalty occurs, it disappears earlier than when a penalty occurs (see the example shown in FIG. 17).
[0300] FIG. 22(a1) is a diagram showing an example in which a penalty occurs when irregular button presses are performed.
[0301] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping the display of the normal effects. When an error is detected while the operation recommendation display REC is displayed, the error display ERR is displayed over the entire display screen, and the operation recommendation display REC becomes invisible (hides). In other words, the error is detected in the game in which the penalty occurred. After that, the error is resolved in the game in which the penalty occurred, the error is resolved, the error display ERR disappears, and the state returns to one in which the operation recommendation display REC is displayed again. When the start lever 135 is operated to start the next game, the operation recommendation display REC disappears, and the display screen shows the effects of the next game (display of the small winning effects).
[0302] FIG. 22(a2) shows an example in which irregular button presses are performed but no penalty is incurred.
[0303] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping the display of the normal effect. If an error is detected before the third stop is made, the error display ERR is displayed over the entire display screen, and the operation recommendation display REC becomes invisible (hides). After that, the third stop is made, and if the error is resolved and the system recovers from the error before a predetermined time has elapsed since the third stop, the error display ERR disappears and the system returns to a state where the operation recommendation display REC is displayed again. On the other hand, if the error is resolved and the system recovers from the error after a predetermined time has elapsed since the third stop, the operation recommendation display REC is not displayed on the display screen after the error display ERR disappears.
[0304] In this example, the error detection may be performed within a period after the third stop and before the predetermined time has elapsed.
[0305] As explained above, if an error occurs while the operation recommendation display REC is being displayed, the error display ERR is displayed on the entire screen, and if the error is resolved within the display period of the operation recommendation display REC, the operation recommendation display REC remains, but if the error is resolved after the display period has expired, the operation recommendation display REC does not remain.
[0306] Next, an example will be described in which power is restored after a power outage while the operation recommendation display REC is displayed.
[0307] FIG. 22(b1) is a diagram showing an example in which power interruption and restoration occurs after the third stop and before the start of the next game.
[0308] The display screen of the liquid crystal display device 157 shown at the far left is the display screen after the third stop (while the reels are stopped), and an operation recommendation display REC is displayed overlapping the display of the normal effects. A power outage and restoration occurs before the start lever 135 is operated (before the next game is started), and a startup screen (a screen displaying the words "Starting Up") is displayed on the display screen after power is restored. This example shows an example in which a demo screen is displayed after the startup screen when a power outage and restoration occurs while the reels are stopped and the operation recommendation display REC is displayed. In the demo screen, the operation recommendation display REC is disappeared, and when the start lever 135 is operated while the demo screen is displayed, the next game starts, and the display screen displays the effects of the next game (display of a small winning effect). Therefore, the operation recommendation display REC that was displayed immediately before the power outage is not displayed after power is restored. Note that a dedicated screen for when power is restored (for example, a restoration screen displaying the words "Restore") may be displayed instead of the demo screen.
[0309] FIG. 22(b2) is a diagram showing a first example of a case where power interruption and restoration occurs before the third stop when the operation recommendation display REC is displayed.
[0310] The display screen of the liquid crystal display device 157 shown on the far left is the display screen after the irregular press and before the third stop (while the reels are spinning), and the operation recommendation indicator REC is displayed overlapping the normal effect display. A power outage occurs while the reels are spinning, and the display screen after power is restored shows a startup screen. This first example is an example in which, when a power outage occurs while the reels are spinning and the operation recommendation indicator REC is displayed, a recovery screen, which is a screen dedicated to when power is restored, is displayed after the startup screen. On the recovery screen, the operation recommendation indicator REC is hidden, and when the start lever 135 is operated while the recovery screen is displayed, the next game starts, and the display screen shows the effect for the next game. Therefore, even in this first example, the operation recommendation indicator REC that was displayed immediately before the power outage is not displayed after power is restored.
[0311] FIG. 22(b3) is a diagram showing a second example of a case where power interruption and restoration occurs before the third stop when the operation recommendation display REC is displayed.
[0312] In this second example, if a power outage occurs and power is restored while the reels are spinning with the operation recommendation indicator REC displayed, the display of the effect immediately before the power outage is displayed after the start-up screen. Here, the normal display of the effect is displayed. In the display of the effect after the start-up screen, the operation recommendation indicator REC is gone, and when the start lever 135 is operated in this state, the next game starts, and the display of the effect for the next game is displayed on the display screen. Therefore, in this example as well, the operation recommendation indicator REC immediately before the power outage is not displayed after power is restored.
[0313] FIG. 22(b4) is a diagram showing a third example in which power interruption and restoration occurs before the third stoppage when the operation recommendation display REC is displayed.
[0314] In this third example, if a power outage occurs and power is restored while the reels are spinning with the operation recommendation display REC displayed, the screen displayed immediately before the power outage is displayed after the start-up screen. Here, the operation recommendation display REC is displayed overlapping the normal effect display. Therefore, in this third example, after power is restored, the operation recommendation display REC displayed immediately before the power outage is displayed. Note that when the next game starts, the operation recommendation display REC disappears and the effect display for the next game is displayed.
[0315] According to the above description, "A second process that is advantageous to the player [for example, AT transition lottery, ceiling counter update] a control means (for example, a main control unit 300) capable of executing the above steps; A display means (e.g., a liquid crystal display device 157) capable of displaying a value display (e.g., a game number display GMV) that represents a value based on the progress of a game; A gaming machine equipped with The control means is a means for executing a first process that is disadvantageous to the player [for example, a penalty process (not performing an AT transition lottery, not updating the ceiling counter)] when a predetermined execution condition [for example, an irregular push is performed while the push order bell has been won in the normal state (non-AT state) of the advantageous zone] is established, The display means is a means capable of displaying the value display in a first manner (e.g., a display manner updated every 1G) at a first timing (e.g., at the start of a game) in a certain game, the display means may display the value display in a second manner (e.g., a display manner set back by 1 G) at a second timing (e.g., a third stop timing) that is later than the first timing when the predetermined execution condition is met after displaying in the first manner, the display means is means for not displaying the value display in the second manner even at the second timing if the predetermined execution condition is not met after displaying in the first manner (for example, continuing to display in the first manner); The second aspect is different from the first aspect. A gaming machine characterized by the above. He explained about:
[0316] According to this gaming machine, when the first processing is less advantageous than the second processing, at the second timing after the first timing in the certain game, the value display that was displayed in the first manner is displayed in the second manner, thereby allowing the player to understand that the first processing has been completed in the certain game, and preventing the player from worrying that the first processing will extend to the next game.
[0317] In addition, processing that is disadvantageous to the player may be processing that prevents the transition to the advantageous gaming state, or processing that does not perform preferential processing that is advantageous to the player (for example, an additional lottery, processing that gives preferential treatment to the initial number of Gs awarded in the AT, processing that acquires the right to transition to a specialized zone in the AT state, etc.).
[0318] When a predetermined execution condition is met, it means that all of the following conditions are met: (a) it is in the normal state of the advantageous zone (it is not in the non-advantageous zone, it is not in the AT state), (b) it is a game in which a predetermined role (for example, a push order bell) is internally won, and (c) an operation other than the recommended operation is performed. Note that it may also be the case that one or more of the conditions (a) to (c) are met. The value display may be a display that has a one-to-one relationship with the number of games (for example, a display of the number of games played), or may be a display that does not have a one-to-one relationship with the number of games played.
[0319] If the specified execution condition is not met after displaying in the first mode, the display means may display the value display even at the second timing, but may not display it in the second mode, or may not display it in the first mode, or may not display the value display at all.
[0320] Also, "The first mode refers to a mode in which the value display is displayed by performing a first update display (for example, an update display of +1G), The second mode is a second update display of the value display [for example, an update display of -1G]. The manner in which the information is displayed is as follows: A gaming machine characterized by the above. He also explained.
[0321] When the first processing is involved, the second update display is displayed after the first update display is displayed within the certain game, allowing the player to understand that the first processing has been carried out within the certain game.
[0322] The second update display may be an update display that returns the value updated in the first update display to the value before the update.
[0323] Also, "The first update display is a display that updates the value represented by the value display [e.g., the number of games] displayed on the display means by a predetermined number [e.g., one game], The second update display is a display that returns the value updated in the first update display to the value before the update. A gaming machine characterized by the above. He also explained.
[0324] If the number of games updated by a predetermined number at the first timing involves the disadvantageous first processing, the number of games is returned to the number of games before the update, thereby making it possible to understand that the disadvantageous processing has been completed with that certain game.
[0325] Also, "One of the predetermined execution conditions is a condition that is met when a specific event (e.g., irregular pressing) occurs. A gaming machine characterized by the above. He also explained.
[0326] The specific event may be a certain operation by the player, or may be an operation other than the operation recommended by the gaming machine (a non-recommended operation).
[0327] Also, "The reels [e.g., reels 110-112] are provided which stop rotation by a stop operation, The stop operation includes a recommended stop operation (for example, a stop operation of pressing buttons in order), The specific event is that a stop operation different from the recommended stop operation (for example, an irregular press stop operation) has been performed. A gaming machine characterized by the above. He also explained.
[0328] By determining stop operations that may be disadvantageous, it is possible to encourage players to play using recommended stop operations.
[0329] Also, "When a predetermined transition condition [for example, an internal win for a role other than a losing combination] is met, the game will transition from a non-advantageous zone [for example, a zone in which it is not possible to transition to the AT state] to an advantageous zone that is more advantageous to the player than the non-advantageous zone [for example, a zone in which it is possible to transition to the AT state]. The control means is a means for not executing the first process in the non-advantageous section even if the one condition is met. A gaming machine characterized by the above. He also explained.
[0330] For example, the timing for transitioning from the non-advantageous zone to the advantageous zone could be the first game after a setting change, but the first game after a setting change is often when the store opens. First thing in the morning, the reels are not warmed up, so they take time to accelerate, slightly delaying the timing at which they can accept a stop operation. Therefore, even if a player presses the left stop button in the first operation, the timing may be off and the middle stop button may actually be pressed. Imposing a penalty in such a case would be harsh on the player. Therefore, by not executing the first process in the non-advantageous zone even if the first condition is met, the player can be prevented from suffering any disadvantages.
[0331] In addition, the advantageous zone refers to a zone in which it is possible to transition to an annunciation game state (AT state) that notifies the player of an operation mode that is advantageous to the player during the stop operation, and the non-advantageous zone may be a zone in which it is not possible to transition to the annunciation game state.
[0332] The control means may be a means for managing a value based on the progress of a game. More specifically, the control means may be a means having a counter (ceiling counter) for counting the number of games played in the advantageous zone until the game state is transitioned to the notification game state.
[0333] In addition, the control means may be a means for updating the value of the counter during play in the non-advantageous zone immediately before transitioning from the non-advantageous zone to the advantageous zone [for example, advantageous zone transition play], and the display means may be a means for updating and displaying the value display in accordance with the start of the play [for example, see the thick white arrow during advantageous zone transition play in Figure 19(a)].
[0334] Also, "The display means does not display the value display in the second manner in the first game even if the predetermined execution condition is met in the first game after power is restored [for example, Figure 19(c) and Figure 19(d)]. A gaming machine characterized by the above. He also explained.
[0335] It is possible to prevent the player from knowing whether or not a setting change has been made.
[0336] Next, the winning combination data stored in the ROM 306 of the main control unit 300 will be described.
[0337] FIG. 23(a) is a diagram showing winning combination data stored in the ROM 306 of the main control unit 300. As shown in FIG.
[0338] The winning combination information on the left side of Figure 23(a) is the same as the winning combination information shown in Figure 6(a). The push order combination, Bell (Push Order Bell), has four patterns (CLR, CRL, RLC, RCL) with different stop operation modes (push order). Furthermore, three combinations (1 to 3) are prepared for each pattern. That is, three combinations are prepared for each of the same push order. The player's profit is the same for combinations with the same push order, but by preparing three combinations, the results can be more varied. For example, if there is only one combination for one push order, only specific combinations are displayed for a specific push order, which can lead to monotony. However, by providing multiple combinations for one push order, the combinations can be displayed differently even for the same push order, preventing the results from becoming monotonous.
[0339] Each winning combination is assigned a consecutive natural number (winning combination number) such as "00" to "34" that corresponds one-to-one with the winning combination.
[0340] In the explanation so far, the transition from the non-advantageous zone to the advantageous zone was made by winning a combination other than a losing combination. In other words, if you win an internal combination of "01" or higher, which corresponds to Replay 3, you will move to the advantageous zone.
[0341] In this example, if an internal win occurs for a combination of "04" or more associated with Replay 1, the player will move to the advantageous zone. Winning combination numbers of "04" or more, i.e., winning combination numbers in the range of "04" to "34", are advantageous zone numbers. On the other hand, winning combination numbers less than "04", i.e., winning combination numbers in the range of "01" to "03", are non-advantageous zone numbers. In this way, by determining winning combination numbers by separating combinations that allow a move to the advantageous zone from combinations that do not allow a move to the advantageous zone, the advantageous zone transition process described below can be implemented with simple processing.
[0342] The winning combination data shown in FIG. 23(a) includes information on the small combination group and information on the rare combination group in addition to the winning combination information on the left side.
[0343] The information on the minor role group includes a push order role group consisting of all push order bell roles, 1-coin roles 7, and 1-coin roles 8 among the push order roles. Minor roles not included in this push order role group are assigned consecutive numbers (natural numbers) for each minor role. That is, minor role numbers from "01" to "21" are assigned in a one-to-one correspondence with the minor roles. Therefore, minor roles can be identified by the minor role number. On the other hand, in the push order role group, a group number ("00") is assigned to the entire group, and no number is assigned to each bell role or 1-coin role. Therefore, while the type of push order role can be identified by the group number, it is not possible to distinguish between minor roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, 1-coin role 7, 1-coin role 8), and the stop operation mode (push order) cannot be identified. In other words, the group number can tell whether or not it is a push order role, but it cannot tell which is the correct operation (the operation mode that may be most advantageous to the player). Furthermore, it can be said that this information can identify a push order role, but cannot identify the type of push order role (e.g., Bell_CLR1, Bell_CRL1). In the AT state, when the main control unit 300 sends an internal winning command to the first sub-control unit 400, it also sends winning role information (winning role number), and the CPU 404 of the first sub-control unit 400 uses the winning role information (winning role number) to perform a lottery for effects such as AT effects. Furthermore, the main control unit 300 may send information that identifies the push order to the CPU 404 of the first sub-control unit 400 instead of, or together with, the winning role information (winning role number). On the other hand, in the normal state (non-AT state), the CPU 404 of the first sub-control unit 400 does not need to perform AT effects, and referencing the 22 winning role numbers from "00" to "21" rather than the 35 winning role numbers from "00" to "34" results in faster processing and requires a smaller program capacity. For this reason, when the main control unit 300 sends an internal winning command to the first sub-control unit 400 in the normal state (non-AT state), it does not include winning role information (winning role number), but does include information on the small role group, and the CPU 404 of the first sub-control unit 400 uses the information on the small role group to perform processing such as drawing lots for effects (for example, drawing lots to determine whether or not a suggestive effect can be executed, or announcing the level of expectation, etc.).Furthermore, the CPU 404 of the first sub-control unit 400 may generate new information from the information on the small winning group (the information on the small winning group is further grouped, but information that identifies the push order role, replay, common bell, cherry, watermelon, and chance eye) and perform the performance lottery and performance processing using this new information, and even with such specifications, it can be said that the information on the small winning group is being used.
[0344] The rare role group is a further grouping of the small role group, and its information is divided into a group of weak rare roles, a group of strong rare roles, and a group that is not a rare role (other group). The group of weak rare roles has a group unique to the whole group. A number ("01") is assigned to each group, and no number is assigned to each rare role (watermelon, weak cherry). A group of strong rare roles is assigned a group number ("02") that is unique to the entire group, and no number is assigned to each rare role (strong cherry, chance eye). Other groups are assigned a group number ("03") that is unique to the entire group, and no number is assigned to each role. Therefore, the group number can be used to distinguish between rare roles and non-rare roles, and can also identify the type of rare role, such as weak rare role or strong rare role. However, the group number cannot identify minor roles, and it cannot tell which symbol to press by eye. When the CPU 304 of the main control unit 300 performs an AT lottery or a lottery for transition to a high probability state, which will be described later, in accordance with the result of the lottery, the CPU 304 may perform lottery processing using a rare role group, since the processing is lighter if the lottery processing is "Other? → Weak rare role? → Strong rare role?" rather than a lottery processing such as "Replay? → Bell? → Weak cherry? → Strong cherry → Watermelon? → Chance eye?" The same is true for the lottery processing in the CPU 404 of the first sub-control unit 400, and the main control unit 300 may send an internal winning command to the first sub-control unit 400 by including information on the rare role group in the internal winning command.
[0345] The main control unit 300 may perform the AT lottery to determine whether to transition to the AT state, the lottery to transition to the high probability state, and the CZ lottery to determine whether to transition to the CZ using winning combination information, or may perform the lottery using a small combination group or a rare combination group, or may use a small combination group or a rare combination group depending on the lottery target. For example, if the AT lottery is a win (transition to the AT state) only when a strong cherry is won, the CPU 304 of the main control unit 300 can perform the lottery processing using a small combination group, and if it is a win (transition to the AT state) only when a strong cherry or a chance eye is won, the CPU 304 of the main control unit 300 can perform the lottery processing using a rare combination group.
[0346] The winning combination number, minor combination number, and group number explained above are expressed in binary or hexadecimal numbers in the program (the same applies to the following explanations).
[0347] Figure 23(b) is a flowchart of the advantageous zone transition processing executed by the CPU 304 of the main control unit 300.
[0348] This advantageous zone transition process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.
[0349] First, the CPU 304 sets a winning combination number (winning combination information) of any one of "00" to "34" shown in FIG. 23(a) that is associated with the winning combination in the game in question in a register, and determines whether the winning combination number is equal to or greater than "04," which is the winning combination number associated with Replay 1 (step S251). As a determination method, a comparison instruction such as a "CP instruction" can be used, and a transition determination process for a favorable zone can be performed depending on whether the carry flag is set (if the carry flag = 1, there is no transition to the favorable zone). In the case of a numerical value without a sign, such as winning combination information, it is only necessary to perform processing depending on whether the carry flag is set, so by using a comparison instruction, the processing load can be reduced while using a simple instruction.
[0350] If the winning combination number associated with the winning combination is "04" or more, the game state is set to an advantageous zone (step S252). Here, there are a high probability state where the probability of winning the AT lottery is relatively high, and a low probability state where the probability is relatively low, and during the advantageous zone, there is a transition from the low probability state to the high probability state, or a transition from the high probability state to the low probability state. In addition, the ceiling game number may be set to a first number of games (for example, 1000 games) or a second number of games (for example, 500 games). There are multiple types of advantageous zones prepared that combine the timing of transition to the high probability state and the ceiling game number, and the advantageous zone set in step S252 is one of these. The advantageous zone will be selected by lottery from among multiple types of advantageous zones.
[0351] On the other hand, if the winning role number associated with the winning role is less than "04", the advantageous zone transition process ends and the non-advantageous zone continues.
[0352] As explained above, the CPU 304 of the main control unit 300 only needs to determine whether the winning combination is a winning combination that falls within the range of "04" to "34", that is, whether the winning combination number corresponding to the winning combination is 4 or more. In terms of program instructions, this requires a simple program in which, when a non-advantageous zone continues, the winning combination number is set in a predetermined register (for example, register A), the contents of the predetermined register are compared with the contents of replay 1 ("04"), and the program ends when the winning combination number is less than 4, which can reduce the program capacity compared to determining whether each winning combination is a combination that shifts to an advantageous zone. Furthermore, it is possible to reliably eliminate combinations that are not combinations that shift to an advantageous zone.
[0353] FIG. 24 is a diagram illustrating the instruction monitor controlled by the CPU 304 of the main control unit 300. As shown in FIG.
[0354] In the AT state, the CPU 304 of the main control unit 300 may use the game information display 126 shown in Fig. 1 to display the order in which the stop buttons 137 to 139 should be pressed. The game information display 126, which may display the number of medals paid out during a bonus game, functions as an instruction monitor.
[0355] FIG. 24(a) is a diagram showing a game information display 126 in which seven-segment displays are arranged side by side.
[0356] On the far left of Figure 24(a) is shown an instruction display (displaying the number 7) for instructing the CLR (center left right) operation, to the right of that is shown an instruction display (displaying the number 8) for instructing the CRL (center right left) operation, in the center is shown an instruction display (displaying the number 9) for instructing the RLC (right left center) operation, to the right of that is shown an instruction display (displaying the number 10) for instructing the RCL (right center left) operation, and on the far right is shown a common push order display (displaying the number 11) corresponding to both the 1-coin role 7 and the 1-coin role 8, indicating that the player's profit will be the same regardless of which push order is used.
[0357] FIG. 24B is a flowchart of the instruction monitor setting process executed by the CPU 304 of the main control unit 300.
[0358] This instruction monitor setting process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.
[0359] First, the CPU 304 determines whether the winning combination belongs to the push order combination group of the small combination group shown in FIG. 23(a) (step S261). In terms of program instructions, it determines whether the number of the small combination group corresponding to the winning combination (small combination number of "01" to "21" or group number of "00") is the group number "00" associated with the push order combination group. The CPU 304 must refer to 35 numbers such as "00" to "34" for the winning combination number, but only needs to refer to 22 numbers for the small combination group, which increases the processing speed. In addition, the program capacity is also reduced.
[0360] If the winning combination does not belong to the group of push order combinations, this instruction monitor setting process ends. On the other hand, if the winning combination belongs to the group of push order combinations, it is determined whether the current game state is in the AT state (step S262). Of the various game states shown in Figure 7, "01" is for the normal stage, "02" is for the CZ, "03" is for the pull-back zone, and " A game state number is assigned to each game, such as "04" for the AT normal state, "05" for the add-on zone, and "06" for the ending state. A game state number representing the current game state is set in a register (e.g., register A) of CPU304. In step S262, it is determined whether the game state number set in the register is "04" or greater, and if it is less than "04", this instruction monitor setting process is terminated, and if it is "04" or greater, an instruction information value is calculated in step S263. In other words, if the current game state is the AT state, proceed to step S263.
[0361] In step S263, processing is performed using the winning combination information (winning combination number) instead of the information on the minor combination group used in step S261. That is, the winning combination number associated with the winning combination is divided by 3, and the quotient value of the division is determined as the instruction information value. For example, if Bell_CLR2 is won, the winning combination number "22" is divided by 3, and the quotient value is "7", so this "7" is determined as the instruction information value. The "3" used here corresponds to the number of combinations prepared for the combination with the same push order. That is, in order to diversify the results, three combinations with the same push order are prepared, so there are three winning combination numbers. In order to perform common processing for these three winning combination numbers, the division is performed by 3, and the quotient value is determined as the instruction information value without considering the remainder. This simplifies the processing.
[0362] In the following step S264, the instruction monitor information is set based on the instruction information value calculated in step S263, and the instruction monitor setting process ends. The set instruction monitor information is displayed on the game information display 126 functioning as the instruction monitor.
[0363] In addition, the CPU 304 processes AT lotteries and lotteries in high probability states where the probability of winning the AT lottery is relatively high, using information on small role groups and rare role groups, due to the above-mentioned fast processing speed and small program capacity.
[0364] FIG. 24(c) is a modified example of the flowchart of the instruction monitor setting process shown in FIG. 24(b).
[0365] In the explanation so far, the game information display 12 functioning as an instruction monitor displayed the numbers 7 to 11 as shown in Figure 24(a), but in this modified example, the numbers 0 to 4 are displayed.
[0366] Steps S271 and S272 are the same as steps S261 and S262 described above, and therefore a description thereof will be omitted.
[0367] If the winning combination is a push-order combination and the current gaming state is the AT state, in step S273, the CPU 304 subtracts "21," which is the value of the winning combination number associated with Bell_CLR1, which is the push-order combination at the top of the push-order combination group of the minor combination groups shown in FIG. 23(a), from the value of the winning combination number (winning combination information) associated with the winning combination to obtain a winning combination information subtraction value. In step S274, the winning combination information subtraction value is divided by 3, and the quotient obtained as the winning combination information subtraction division value is used. In step S275, the value "1" is added to the winning combination information subtraction division value. If the value obtained as a result of the addition exceeds "4," 0 is determined as the instruction information value. If the value obtained as a result of the addition does not exceed "4," 0 is determined as the instruction information value. For example, if Bell_CLR2 is won, first, "21" is subtracted from the winning combination number "22" to obtain a winning combination information subtraction value of "1" (step S273). Next, "1" is divided by 3, and since the quotient is "0", this "0" is set as the winning combination information subtraction division value (step S274). Finally, "1" is added to "0", and since the added value does not exceed "4", "1" is determined as the instruction information value. On the other hand, if the 1-piece combination 7 is won, first, "21" is subtracted from the winning combination number "33" to obtain the winning combination information subtraction value of "12" (step S275). Next, "12" is divided by 3, and since the quotient is "4", this "4" is set as the winning combination information subtraction division value (step S274). Finally, "1" is added to "4", and since the added value exceeds "4", "0" is determined as the instruction information value.
[0368] In the following step S276, the instruction monitor information is set based on the instruction information value determined in step S275, and this instruction monitor setting process ends. As a result, the game information display 126 functioning as the instruction monitor shows the number 1 when instructing a CLR operation, the number 2 when instructing a CRL operation, the number 3 when instructing an RLC operation, and the number 4 when instructing an RCL operation. In addition, the number 0 is shown as the common push order display corresponding to the 1-piece role 7 and the 1-piece role 8, indicating that the player's profit is the same regardless of which push order is used.
[0369] In the instruction monitor setting process shown in FIG. 24(b) described above, the quotient obtained by the division process is displayed directly on the instruction monitor, and the information to be displayed on the instruction monitor is determined by a single division process, making the processing lighter. Meanwhile, depending on the number of winning combinations and types of winning combinations, the instruction monitor information displayed on the game information display 126 will be displayed starting from a number other than "1." In this example, it is displayed starting from "7" as shown in FIG. 24(a). In contrast, in the instruction monitor setting process shown in FIG. 24(b), the instruction monitor information displayed on the game information display 126 can be displayed starting from "1," making it easier for the player to understand.
[0370] Figure 25 is a diagram showing another example of the winning combination data shown in Figure 23(a). Below, differences from the winning combination data shown in Figure 23(a) will be mainly described, and overlapping descriptions may be omitted.
[0371] Figure 25(a) shows another example 1 of the winning combination data. In this another example 1, the winning combination information is the same as the winning combination information of the winning combination data shown in Figure 23(a). That is, the same 35 winning combinations (small combinations) as the winning combination information shown in Figure 23(a) are lined up in the same order, and natural number consecutive numbers (winning combination numbers) such as "00" to "34" that correspond one-to-one to the winning combinations are assigned.
[0372] Among the 35 winning combinations (small combinations) in this example 1, the relationship between the display mode and payout number for each operation content of the common bell and push order combination is the same as the relationship shown in FIG. 6(b).
[0373] In Alternative Example 1, if an internal win occurs for a combination of "05" or more associated with Replay 2, the player moves to the advantageous zone. Winning combination numbers of "05" or more, i.e., winning combination numbers belonging to the range of "05" to "34", are advantageous zone numbers. On the other hand, winning combination numbers less than "05", i.e., winning combination numbers belonging to the range of "01" to "04", are non-advantageous zone numbers.
[0374] The information on the small winning combination group in the modified example 1 includes not only the same push order combination group as the push order combination group of the information on the small winning combination group in the winning combination data shown in FIG. 23(a), but also a group of replay groups, which are different push order combinations. Small winning combinations that are not included in either the push order combination group or the replay group group are assigned small winning combination numbers of "01" to "04" and "06" to "16" that correspond one-to-one to the small winning combinations. Therefore, it is possible to identify small winning combinations by the small winning combination number. On the other hand, in the replay group group, a unique group number ("05") is assigned to the entire group, and no number is assigned to each replay combination. Therefore, although the group number can identify the type of combination, such as a replay combination, it is not possible to distinguish between each replay combination, and it is not possible to identify the stop operation mode (push order).
[0375] In Alternative Example 1, Replay 1, which does not transition to the advantageous zone, is also grouped into the replay group ("05"). Therefore, in the advantageous zone transition process shown in Figure 23(b), it is more convenient to refer to the winning role information rather than the small role group.
[0376] Although not shown, the winning combination data of the first modification also includes the same rare combination group as the rare combination group in the winning combination data shown in FIG. 23(a).
[0377] Figure 25(b) shows another example 2 of the winning combination data. In this another example 2, the winning combination information is the same as the winning combination information of the winning combination data shown in Figure 23(a). That is, the same 35 winning combinations (small combinations) as the winning combination information shown in Figure 23(a) are lined up in the same order, and natural number consecutive numbers (winning combination numbers) such as "00" to "34" that correspond one-to-one to the winning combinations are assigned.
[0378] Among the 35 winning combinations (small combinations) in this example 2, the relationship between the display mode and payout number for each operation content of the common bell and the push order combination is the same as the relationship shown in FIG. 6(b).
[0379] In Alternative Example 2, if you internally win a role of "21" or more associated with Push Order Bell_CLR1, you will move to the advantageous zone. Winning role numbers of "21" or more, that is, winning role numbers belonging to the range of "21" to "34", are advantageous zone numbers. On the other hand, winning role numbers less than "21", that is, winning role numbers belonging to the range of "01" to "20", are non-advantageous zone numbers.
[0380] The information on the small role group in Alternative Example 2 includes a push order role group consisting of all push order bell roles and 1-piece role 6, 1-piece role 7, and 1-piece role 8 among the push order roles. Small roles that are not included in this push order role group are assigned consecutive numbers (natural numbers) for each small role. In other words, small role numbers from "01" to "20" that correspond one-to-one to the small roles are assigned. Therefore, it is possible to identify small roles by the small role number. On the other hand, in the push order role group, a group number ("00") is assigned to the entire group, and numbers are not assigned to each bell role or 1-piece role. Therefore, although it is possible to identify types such as push order roles by the group number, it is not possible to distinguish between small roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, 1-piece role 6, 1-piece role 7, 1-piece role 8), and it is not possible to identify the stop operation mode (push order). That is, it is not possible to know from the group number which is the correct operation (the operation mode that may be most advantageous to the player).
[0381] In Example 2, since the 1-piece role 6 that does not transition to the advantageous zone is also grouped in the push order role loop ("00"), it is more convenient to refer to the winning role information rather than the small role group in the advantageous zone transition process shown in Figure 23(b).
[0382] Although not shown, the winning combination data of the second example also includes the same rare combination group as the rare combination group in the winning combination data shown in FIG. 23(a).
[0383] According to the above description, "A means for determining whether a transition condition for transitioning to an advantageous zone advantageous to the player (for example, a miss, replay 3, one coin during RB, or a winning combination other than a bell during RB) is satisfied, and for setting the advantageous zone if the transition condition is satisfied (for example, a CPU 304 for executing the advantageous zone transition process shown in FIG. 23(b)); A winning result determination means for determining one of a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); A gaming machine equipped with Each of the plurality of winning results (for example, the winning combination of the winning combination information shown in FIG. 23(a)) is associated with first numerical information (for example, the winning combination number of the winning combination information shown in FIG. 23(a)), The advantageous zone setting means is a means for setting a winning zone corresponding to the winning result determined by the winning result determination means. If the first numerical information is equal to or greater than a specific value [for example, "04" or "0100" expressed in binary or 4 expressed in hexadecimal] [for example, a Yes determination result in step S251 shown in FIG. 23(b)], the transition condition is satisfied and the advantageous zone is set [for example, step S252 shown in FIG. 23(b)]. The advantageous zone setting means is a means for not setting the advantageous zone because the transition condition is not satisfied if the first numerical information corresponding to the winning result determined by the winning result determination means is less than the specific value [for example, a judgment result of No in step S251 shown in FIG. 23(b)] [for example, the end of the advantageous zone transition process shown in FIG. 23(b)]. A gaming machine characterized by the above. He explained about:
[0384] According to this gaming machine, the advantageous zone can be set by determining whether the first numerical information corresponding to the winning result determined by the winning result determination means is equal to or greater than a specific value, which reduces the capacity of the processing program compared to determining whether or not a winning result is a transition to an advantageous zone for each winning result. Also, the data capacity does not become huge.
[0385] The plurality of first numerical information corresponding to each of the plurality of winning results may be consecutive values, or may be values arranged at intervals. Alternatively, they may be discrete values. However, it is necessary that the plurality of first numerical information corresponding to each of the plurality of winning results be associated so that winning results that set the advantageous zone and winning results that do not set the advantageous zone can be distinguished at the boundary of the specific value.
[0386] moreover, an advantageous zone setting means for determining whether a transition condition for transitioning to an advantageous zone that is advantageous to a player is satisfied, and for setting the advantageous zone if the transition condition is satisfied; A winning result determination means for determining a winning result; A gaming machine equipped with First information is associated with the winning result, the advantageous zone setting means is a means for setting the advantageous zone if the first information corresponding to the winning result determined by the winning result determination means satisfies a predetermined condition; the advantageous zone setting means is a means for not setting the advantageous zone if the first information corresponding to the winning result determined by the winning result determination means does not satisfy the predetermined condition, The first information is information that is classified into information that satisfies the predetermined condition and information that does not satisfy the predetermined condition. A gaming machine characterized by the above. may be.
[0387] Also, "The number of winning results in which the first numerical information is equal to or greater than the specific value [for example, 31 in FIG. 23(a)] is greater than the number of winning results in which the first numerical information is less than the specific value [for example, 4 in FIG. 23(a)]. A gaming machine characterized by the above. He also explained.
[0388] This allows the advantageous zone to be set at an early stage, speeding up processing.
[0389] Also, "A gaming machine characterized in that the total value of the winning probability of a winning result in which the first numerical information is equal to or greater than the specific value [for example, (a)+(b)+(c)+(d) in FIG. 6(a)] is higher than the total value of the winning probability of a winning result in which the first numerical information is less than the specific value [for example, (e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n) in FIG. 6(a)]." He also explained.
[0390] This also allows the advantageous zone to be set at an early stage, thereby speeding up processing.
[0391] Also, "Reels that stop spinning when stopped [for example, reels 110-112], A reward granting means (e.g., the main control unit 300); Equipped with The plurality of winning results include operation mode results [for example, push order roles] of a plurality of types [for example, Bell CLR, Bell CRL, Bell RLC, Bell RCL, 1-piece role 7, 1-piece role 8] associated with operation modes [for example, so-called correct operations] advantageous to the player in the stop operation, The bonus granting means is a means for performing processing related to the granting of a bonus [for example, an AT state] [for example, an AT state transition lottery] using second information [for example, information on a small winning group] different from the first numerical information [for example, in the case of a normal state (non-AT state)], The second information is information that can identify that the winning result determined by the winning result determination means is the operation mode result [for example, a push order role], but cannot identify whether it is one of the multiple types [for example, whether it is a bell CLR, a bell CRL, a bell RLC, a bell RCL, a 1-piece role 7, or a 1-piece role 8]. A gaming machine characterized by the above. He also explained.
[0392] From the viewpoint of the lottery means, there may be a game state in which the advantageous operation mode is not necessary, and conversely, there may be a case in which a lottery using the second information requires a smaller processing program capacity.
[0393] According to the above description, "Reels that stop spinning when stopped [for example, reels 110-112], A winning result determination means for determining one of a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); notification information determination means (for example, a CPU 304 that executes an instruction monitor setting process) that determines notification information (for example, instruction monitor information) corresponding to the operation mode in the stop operation; Notification means for notifying the notification information (for example, a game information display 126 functioning as an instruction monitor); A gaming machine equipped with The winning result determination means may determine a specific winning result of any one of a plurality of specific winning results [for example, push order combinations] associated with an operation mode advantageous to the player [for example, a so-called correct operation] [for example, bell CLR1-3, bell CRL1-3, bell RLC1-3, bell RCL1-3, 1 coin combination 7, 1 coin combination 8], The notification information determination means is a means for determining the notification information based on a calculation result (e.g., an instruction information value) obtained by a predetermined calculation process (e.g., a calculation process of dividing a winning combination number by 3) when any of the plurality of specific winning results is determined. A gaming machine characterized by the above. He explained about:
[0394] With this gaming machine, regardless of which of the specific winning results is determined, the notification information is determined based on the calculation results obtained by a specified calculation process, thereby standardizing the processing and reducing the capacity of the processing program related to notifying the player of operation details that are advantageous to the player.
[0395] Also, "The winning result [for example, the winning combination of the winning combination information shown in FIG. 23(a)] is associated with first information [for example, the winning combination number of the winning combination information shown in FIG. 23(a)], the notification information determination means is means for determining the notification information based on a calculation result obtained by the predetermined calculation processing using the first information. A gaming machine characterized by the above. He also explained.
[0396] The notification information can be determined according to the winning result.
[0397] Also, "A first control means (e.g., a main control unit 300) for controlling the progress of a game; A second control means (e.g., a first sub-control unit 400) for controlling the performance; Equipped with the notification information determining means is a means controlled by the first control means, The first control means is a means for transmitting second information [for example, information of a small winning group] different from the first information to the second control means, The second information is information that can identify that the winning result determined by the winning result determination means is the specific winning result (for example, a push order role), but cannot identify which of the multiple types it is (for example, whether it is Bell CLR1, Bell CLR2, Bell CLR3, etc.), The second control means is a means for controlling a performance using the second information. This is a gaming machine that is characterized by this. He also explained.
[0398] From the perspective of the second control means, there may be game states in which the advantageous operating mode is not necessary, and conversely, there may be cases in which controlling the presentation using the second information requires less processing program capacity.
[0399] The first control means may be a means including the winning result determination means, and the first control means may be a means including the notification information determination means.
[0400] Also, "The predetermined calculation process is a division process, The first information is information including a corresponding value (for example, a value of a winning combination number) that corresponds one-to-one to the winning result, The notification information determination means is a means for determining the notification information based on a calculation result obtained by dividing the corresponding value by a predetermined value (e.g., 3) (e.g., by using the calculation result as is (step S264) or by further processing the calculation result (step S275)) (e.g., by the CPU 304 executing the instruction monitor setting process shown in FIG. 24(b) or (c)). A gaming machine characterized by the above. He also explained.
[0401] Regardless of which of the specific winning results is determined, the notification information is determined based on the calculation result obtained by performing division processing with a predetermined value, thereby standardizing the processing and reducing the capacity of the processing program.
[0402] Also, The notification information determining means is a means for determining, as the notification information, information representing a quotient value resulting from the division of the corresponding value by the predetermined value (for example, a CPU 304 that executes the instruction monitor setting process shown in FIG. 24(b)). A gaming machine characterized by the above. He also explained.
[0403] By using the quotient value resulting from the division process, the notification information can be determined without taking into consideration the remainder value of the division process, thereby making it possible to further reduce the capacity of the processing program.
[0404] Also, "The plurality of types of specific winning results include a first number [for example, 3] of winning results [for example, Bell_CLR] each having the same advantageous operation mode, the predetermined value is the first number; A gaming machine characterized by the above. He also explained.
[0405] The first number is a value of 2 or more, and multiple specific winning results with the same advantageous operation mode but different outcomes can be prepared. On the other hand, as the number of specific winning results increases, the value to be handled becomes larger, but since the division process is performed by the first number, the increase in the number of specific winning results can be canceled out, and it is possible to suppress an increase in the capacity of the processing program and a time required for processing.
[0406] In addition, "Reels that stop spinning by the stop operation [e.g., reels 110-112], A winning result determination means for determining a winning result from among a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); a notification means (for example, a game information display 126 functioning as an instruction monitor) for making a notification corresponding to the operation mode of the stop operation; A gaming machine equipped with The winning result determination means may determine a specific winning result from among a plurality of specific winning results (e.g., push order combinations) associated with an operation mode (e.g., a so-called correct operation) advantageous to the player, the plurality of specific winning outcomes includes a first specific winning outcome [e.g., Bell_CLR1] and a second specific winning outcome [e.g., Bell_CLR2]; The first specific winning result is associated with a first operation mode (for example, a pressing order of center, left, right) as the advantageous operation mode, The second specific winning result is associated with the first operation mode (for example, a pressing order of center, left, right) as the advantageous operation mode, the notification means is means for notifying first information corresponding to the first operation mode when the first specific winning result is determined as the winning result by the winning result determination means, the notification means is means for notifying second information corresponding to the first operation mode when the second specific winning result is determined as the winning result by the winning result determination means, The first information and the second information are the same information (for example, the number "7" shown on the far left of FIG. 24(a)). A gaming machine characterized by the above. may be.
[0407] Next, the standby game explained with reference to Figures 20(c1) and 20(c2) will be described in detail. The state in which the standby game is being executed is the standby state.
[0408] Figure 26 shows an example in which a continuous effect is performed, followed by a confirmation notification effect and a transition to the AT state, with the upper Figure 26(a) showing an example in which no penalty occurs, and the lower Figure 26(b) showing an example in which a penalty occurs. In both the upper Figure 26(a) and the lower Figure 26(b), the progression proceeds from left to right. Figure 26 shows the number of plays (number of games), winning combination, push order, display screen of the LCD display device 157, occurrence of a penalty, performance progress, count value of the premonition G number A counter, and value of the game number display GMV.
[0409] In the upper part of Figure 26(a), a rare combination (for example, a strong cherry) is won, and a continuous performance is started. In Figure 26(a), the continuous performance is shown from the middle, and Performance 1 (see Figure 14) is omitted.
[0410] In the (N+1)th game, effect 2 of the consecutive effects is executed, and a scene in which a swordsman villain appears is displayed on the display screen of the liquid crystal display device 157. The value of the number of games displayed GMV is 98, and "98G" is displayed in the lower left corner of the display screen of the liquid crystal display device 157. Also, the value of the premonition G number A counter (not shown here) managed by the main control unit 300 is "3" in the (N+1)th game. In the (N+1)th game, an internal win occurs on a miss, and the left stop button 137 is operated first, and the stop operation of the recommended left, center, and right operations is performed.
[0411] In the N+2nd game, performance 3 of the consecutive performances is executed, and the display screen of the liquid crystal display device 157 displays a scene in which the lord, the protagonist, and the master swordsman, the antagonist, face off against each other. The value of the number of games displayed GMV is 99, and "99G" is displayed in the lower left corner of the display screen. The value of the premonition G number A counter of the main control unit 300 is decreased by one to "2" in the N+2nd game. In the N+2nd game, an internal win occurs in the push order bell, but since it is in the normal state (not the AT state), the operation navigation is not executed, and the left stop button 137 is operated first, and the stop operation of the recommended left, center, and right operations is performed.
[0412] In the N+3rd game, the final consecutive performance, Performance 4, is executed, and the LCD display 157 displays a scene in which the lord, the protagonist, defeats the villain, the master swordsman, suggesting a transition to the AT. The consecutive performance ends in the N+3rd game. The number of games displayed (GMV) is 100, and "100G" is displayed in the lower left corner of the display screen. The value of the premonition game number A counter is further decremented by one in the N+3rd game to "1." In the N+3rd game, an internal win occurs in the replay, and the recommended left, center, and right operations are stopped. When the consecutive performance ends, the number of games displayed (GMV) that had been displayed in the lower left corner of the display screen disappears.
[0413] In the N+4th game when the continuous effects have finished, a confirmation notification effect is executed, and the display screen of the LCD display device 157 displays the word "AT Confirmed" above the character of the main character, the lord, so that the player can identify that they will be moving to the AT state. The value of the premonition G number A counter becomes "0" in the N+4th game. In the N+4th game, an internal win occurs in the replay, and the left The recommended operation shown in the middle right will be stopped.
[0414] At the start of game play on the N+5th game, the value of the premonition G number A counter is "0", so the game transitions from the normal state to the AT state (AT normal state). The liquid crystal display device 157 displays a notification screen (AT start screen displaying the text "AT start") notifying the player of the transition to the AT state. On the N+5th game, an internal win occurs on the push order bell. The value of the premonition G number A counter managed by the main control unit 300 is "0", and the game state is in the AT state, so information regarding the operation order of the winning role is sent from the main control unit 300 to the first sub-control unit 400. The display screen of the liquid crystal display device 157 displays "312" (operation navigation display) notifying the player of the correct operation for the push order bell, which is the winning role.
[0415] The lower part of Figure 26(b) shows an example in which a consecutive effect is executed in the same way as the upper part of Figure 26(a), but a penalty occurs in a game midway through the consecutive effect. The following will focus on the differences from the example shown in the upper part of Figure 26(a).
[0416] In the example shown in Figure 26(b), in the N+1th game (performance 2 of the consecutive performances), the value of the game number display GMV is 98, and the value of the premonition G number A counter managed by the main control unit 300 (not shown here) is "3".
[0417] In the next (N+2)th game (the third game of the consecutive games), an internal win occurs on the push order bell. That is, an internal win occurs on the push order bell in the normal state of the advantageous zone. Here, an irregular push operation is performed in which the first stop operation is performed to the right, resulting in a penalty. In the (N+2)th game, as shown in FIG. 26(a), the display screen of the liquid crystal display device 157 displays a scene in which the protagonist, a lord, and the antagonist, a swordsman, face off against each other. Furthermore, the number of games played (GMV) displayed in the lower left corner of the display screen indicates "99G." At the time of the first stop operation that caused the penalty, the display screen of the liquid crystal display device 157 displays an operation recommendation display REC, such as "Push left recommended," overlapping the scene. Furthermore, in the game in which the penalty occurred, the display screen of the liquid crystal display device 157 blacks out at the time of the third stop operation, making the scene difficult to see. However, the operation recommendation display REC is not blacked out and is therefore easily visible. Meanwhile, the game count display GMV is dimmed, making it difficult to see. In this example, even if a penalty occurs, the value of the game count display GMV is not reversed by one game at the timing of the third stop operation, but remains at 99G (no change). Therefore, even if the game count display GMV is made difficult to see by dimming, there is no effect because there is no change. However, the value of the premonition G number A counter of the main control unit 300 is not updated at the timing of the third stop operation, and remains at "3." Note that, as with the operation recommendation display REC, the game count display GMV may also be dimmed to make it easier to see. Furthermore, the operation recommendation display REC may be displayed without dimming, or the operation recommendation display REC may be displayed full screen.
[0418] When the N+3rd game of the next game begins, the blackout display ends, the operation recommendation display REC also ends, and effect 4, the final effect of the continuous effects, is executed. In other words, even if a penalty occurs during the continuous effects, effect 3, which was executed during the game in which the penalty occurred, is not executed again, but the effect scheduled to be executed (in this case, effect 4), is executed, and the continuous effects proceed to completion. As a result, the display screen of the liquid crystal display device 157 displays a scene in which the main character, the lord, defeats the villain, the swordsman, suggesting a transition to AT. The value of the game count display GMV is 100, and "100G" is displayed in the lower left corner of the display screen. Meanwhile, the value of the premonition G number A counter has decreased by one to "2."
[0419] In the N+4th game when the continuous effects have finished, a confirmation announcement effect is executed, and on the display screen of the liquid crystal display device 157, the value of the premonition G number A counter is further decreased by one to "1" above the display of the character of the main character, the lord, but it does not become "0".
[0420] At the start of the N+5th game, the value of the premonition G number A counter is "1," so the game does not transition to the AT state (normal AT state) and remains in the normal state. Furthermore, if the value of the premonition G number A counter is still "1" or greater even after the confirmation notification effect has ended, the main control unit 300 executes a standby game. During this standby game, the liquid crystal display device 157 executes a standby effect in which the same display as the confirmation notification effect is displayed, but with the addition of the text display "Preparing" PRE. While the text display "Preparing" PRE is displayed along with the confirmation notification effect, it does not have to be displayed along with the confirmation notification effect. A screen specific to the standby effect (standby state) may be displayed. During the standby effect, the player is not informed of how many more games the standby effect will continue. Therefore, during the final game of the standby effect, the "Preparing" display may be slightly brighter or darker to indicate that the standby effect (standby state) will end with that game. The display mode before the final game of the standby effect and the display mode during the final game of the standby effect may be different. For example, the "Preparing" display may be displayed in the first stage until the final game of the waiting effect, then in the second stage upon the start operation of the final game of the waiting effect, then in the third stage and fourth stage upon the subsequent first and second stop operations, and finally in the fifth stage (final stage) upon the final stop operation. This indicates that the AT state will begin from the next game, allowing the player to prepare mentally and preventing the AT state from being unexpectedly initiated. The waiting effect is executed when the main control unit 300 instructs the first sub-control unit 400 to execute it. Note that if the first sub-control unit 400 determines that the value of the premonition G number A counter from the main control unit 300 is not "0" even though the value of the game count display GMV is "0" (if it determines that there is a discrepancy between the G number from the main control unit and the G number from the first sub-control unit), the first sub-control unit 400 may execute the waiting effect. As shown in the example of Figure 26(a), instead of displaying the AT start screen just because the confirmation notification effect has ended, a standby game is executed, and during that standby game, an effect is performed to stop the progress of the effect.When the standby game is played, the value of the premonition game number A counter becomes "0." In this example, a penalty occurred in only one game, the N+2th game, but if a penalty occurs in multiple games, standby games will be played for the number of games in which the penalty occurred.
[0421] At the start of the N+6th game, the value of the premonition G number A counter is "0", so the game transitions from the normal state to the AT state (AT normal state). The AT start screen is displayed on the liquid crystal display device 157, and an internal win has been achieved on the push order bell. In addition, information regarding the operation order of the winning role is sent from the main control unit 300 to the first sub-control unit 400. The display screen of the liquid crystal display device 157 displays "312" (operation navigation display) to notify the player of the correct operation for the push order bell, which is the winning role.
[0422] In the example of executing the standby game described above, the discrepancy between the value of the premonition G number A counter and the progress of the performance is not corrected during the continuous performance, but the standby game is performed to correct the discrepancy before the continuous performance ends and the AT start screen is displayed. In other words, the correction is made at the end, not during the performance.
[0423] Also, the character display PRE "preparing" displayed in standby play indicates that the value of the premonition G number A counter is in preparation for becoming "0", but the character display PRE "preparing" may be displayed even if no penalty occurs. For example, the character display PRE "preparing" may be displayed in the confirmation notification performance in FIG. 26(a). In this case, the character display PRE "preparing" is a character display that indicates preparation for the AT state. In this way, by displaying the character display PRE "preparing" even if no penalty occurs, the penalty can be avoided. This makes it difficult to tell that the waiting game is a penalty game, thereby preventing players from feeling disappointed. While the waiting game period is set to the number of games in which a penalty has occurred, this is not limited to this. The number of games to remain in the waiting game may be determined by lottery. In this case, if a waiting game is inserted even when no penalty has occurred, a "preparing" message may be displayed regardless of whether a penalty has occurred, making it difficult to tell that the penalty is being used to balance the books. Furthermore, the number of games to remain in the waiting game may be determined according to the number of game values obtained by irregular button presses. For example, the more game values obtained by irregular button presses, the longer the waiting game, and the less game value obtained by irregular button presses, the shorter the waiting game. This allows the game value obtained by irregular button presses to be consumed, thereby preventing players from gaining profits through irregular button presses. Furthermore, if a player presses irregular buttons but does not obtain game value, the waiting game will be reduced, preventing such players from wasting more game value than necessary.
[0424] Next, the flow of the premonition effects will be explained.
[0425] The premonition effects include the true premonition effect and the false premonition effect. The true premonition effect is an effect that is executed over one or more games when it has already been determined that the game state will shift to a game state that is more advantageous to the player than the current game state, and is an effect that builds excitement for the shift to the advantageous game state even before the shift.
[0426] Below, we will explain the advantageous gaming state using the AT state (normal AT state) as an example.
[0427] Figure 27 is a diagram explaining the flow of this premonition effect when transitioning from the normal state (non-AT state) to the AT state. In both the upper Figure 27(a) and the lower Figure 27(b), the process progresses from left to right.
[0428] 27(a) is a diagram showing the flow when no penalty occurs during the execution of this premonition effect. In this FIG. 27(a), the display screen of the liquid crystal display device 157 is shown in simplified form.
[0429] In this example, condition A is met from the normal stage shown in Figure 7, and the AT transitions to the normal state. The normal stage is an advantageous zone, and the background image of the normal effect is displayed on the LCD display device 157. In this state, an internal win occurs for a rare combination (for example, a strong cherry), and the main premonition effect lottery based on that internal win is won, and the main premonition effect begins. In this example, if the main premonition effect lottery is won, the AT transitions to the normal state. In other words, the AT transitions to the normal state after the main premonition effect ends.
[0430] The main control unit 300 manages the start timing of this premonition effect and the number of plays of this premonition effect. The number of plays of this premonition effect is 32. In addition, the number of plays of the final announcement effect that starts when this premonition effect ends is 1. When the start timing of this premonition effect arrives, the premonition G number A counter is set to "33", which is the sum of the number of plays of this premonition effect and the number of plays of the final announcement effect.
[0431] When this premonition effect starts, in the first game, a premonition effect start image (an image displaying the text "Premonition Zone") is displayed on the liquid crystal display device 157 to notify the user that this premonition effect has started. The value of the premonition G number A counter is updated when the third stop operation is performed, and is decremented by one from "33" to "32." Note that this premonition effect as a whole includes a one-game development effect and a four-game continuous effect at the end, so the premonition scene effect before that lasts for 27 games (N=27).
[0432] In the 28th game of this premonition effect, a development effect is performed, and it is determined whether or not the premonition scene effect will develop into a continuous effect. In other words, it is determined whether this premonition effect will end or continue. Here, it develops into a continuous effect (this premonition effect continues), and the continuous effect described using Figure 26 is executed. When the continuous effect of four games ends, this premonition effect ends. As mentioned above, in effect 4 of the continuous effect, a scene is displayed in which the main lord wins against the enemy swordsman, suggesting a transition to AT.
[0433] When this premonition effect ends, the value of the premonition G number A counter becomes "1", followed by one game of the confirmation announcement effect. As mentioned above, in the confirmation announcement effect, the text "AT confirmed" is displayed, allowing the player to identify that they are moving to the AT state. When the confirmation announcement effect ends, the value of the premonition G number A counter becomes "0".
[0434] In addition, in a game in which a confirmation notification effect is performed, an additional lottery may be held to add to the number of games to be awarded with an AT based on the internal winning role in that game.
[0435] The gaming state of the slot machine 100 transitions from the normal state to the AT state (AT normal state), and the AT start screen is displayed on the liquid crystal display device 157. When an internal win occurs on the push order bell, the value of the premonition G number A counter managed by the main control unit 300 is "0", and the gaming state is in the AT state, so information regarding the correct operation order for the push order bell is sent from the main control unit 300 to the first sub-control unit 400, and an operation navigation display is displayed on the liquid crystal display device 157.
[0436] The lower part of Figure 27(b) shows the flow when a penalty occurs during the execution of this premonition effect. The following mainly explains the differences from the example shown in Figure 27(a).
[0437] First, penalties in the normal stage of the advantageous zone before the start of this premonition effect are not subject to waiting play. This is because the premonition G number A counter of the main control unit 300 is not activated, and the discrepancy between the value of the premonition G number A counter and the progress of the effect is not an issue. However, penalties in the normal stage of the advantageous zone before the start of this premonition effect may also be subject to waiting play. The above discrepancy is not an issue, but if a penalty is imposed, the timing at which the AT start screen begins to be displayed will be delayed, which serves as a measure to prevent penalties.
[0438] The penalty occurs on the second game after the start of this premonition effect. The value of the premonition G number A counter is not updated when the third stop operation is performed and remains at "32", but the effect continues.
[0439] In addition, a continuous effect is started, and a penalty occurs during the execution of effect 2. The value of the premonition G number A counter is not updated at the timing when the third stop operation is performed, and remains at "5".
[0440] In the end, in this example, two penalties occur, and the value of the premonition G number A counter is "2" when the final announcement performance ends.
[0441] When the confirmation notification effect ends, waiting games are executed for the number of games equal to the value of the premonition G number A counter. In this case, two games of waiting games are executed. As mentioned above, during waiting games, a waiting effect is executed in which the same display as the confirmation notification effect is displayed, with the word "preparing" PRE added. After two waiting games are executed, the value of the premonition G number A counter becomes "0." Note that penalties may also occur during waiting games. Even if a penalty occurs during waiting games, the value of the premonition G number A counter is not updated when the third stop operation is performed, and the waiting games are extended by the number of games in which the penalty occurred.
[0442] While a standby game is being executed, an additional lottery for adding the number of AT-granting games may or may not be performed based on the internal winning combination in that game. Alternatively, while a standby game is being executed, an additional lottery may not be performed for replays or bells, and an additional lottery may be performed only for rare combinations (e.g., cherries). By performing an additional lottery for rare combinations even in a standby game, in a specification where a standby game is performed even when no penalty has occurred, it is possible to make it difficult to tell that the standby game is due to a penalty, and the game can be presented in a natural flow regardless of the occurrence of a penalty.
[0443] Also, during standby play, the first sub-controller 400 is not sent information about the operation order for winning roles from the main controller 300, so the LCD display 157 does not display an operation navigation display, but an effect related to the operation mode (push order) may be executed. For example, it may only be announced that the first stop is left, and an effect may be executed in which the second stop is a "?" and the third stop is also a "?", or an effect of a push order quiz may be executed. If the operation navigation display is included in the effect related to the operation mode (push order), the frequency of execution of effects related to the operation mode (push order) will decrease during standby play compared to play in the AT state. For example, it may decrease to half, or may not be executed at all. In addition, instead of effects related to the operation mode, effects suggesting a winning role may be executed. If a rare role such as a cherry or watermelon is won, a display saying "opportunity" or a display including a color corresponding to the winning role (for example, red or green) may be displayed. If a replay or push order bell is won, a display saying "minor role" or a display including a color corresponding to the winning role (for example, light blue, yellow, or gray indicating that some role has been won) may be displayed.
[0444] When the standby game ends, the value of the premonition G number A counter is "0" and the game state is in the AT state, so information regarding the correct operation order of the push order bell is sent from the main control unit 300 to the first sub-control unit 400, and an operation navigation display is displayed on the liquid crystal display device 157.
[0445] As explained above, if a penalty occurs during the main premonition effect, all scheduled main premonition effects are completed to the end, and then, after completion and before the AT start screen is displayed, standby play is performed for the number of games for which the penalty was incurred. Then, after the standby play ends, a transition to the AT state is notified, and the operation navigation display becomes available. By completing all scheduled main premonition effects to the end, the player feels that the occurrence of the penalty has not had any adverse effects, and the player can be introduced into the AT state without becoming discouraged. Furthermore, if a penalty occurs due to a mistake, the player may feel disappointed and lose motivation to continue playing. However, if the display is not blacked out even if a penalty occurs, the game can proceed naturally, and the player can be prevented from realizing that a penalty has occurred. Furthermore, by performing standby play, the visual progress of the effect and the internal game situation can be aligned. Furthermore, because the standby effect is executed after the confirmation notification effect is executed, the player knows that the transition to the AT state will soon occur, and this can prevent the player from abandoning the game (leaving the seat). In addition, the same display as "AT confirmed" is displayed during the waiting display as during the confirmation notification display, which can more reliably prevent players from stopping playing.
[0446] 27 is an example of the main premonition effect in the transition from the normal stage to the AT normal state, but it can also be applied to the main premonition effect in the transition from the normal stage to the CZ. Also, an example has been described in which the main premonition lottery is won in response to a rare combination and the value of the premonition G number A counter is set, but this is not limited to this. The number of Gs at which the next AT state starts may be determined at the end of the previous AT state (at the start of a new normal stage), and the premonition start timing may be determined thereafter, or the premonition start timing may be determined at the end of the previous AT state (at the start of a new normal stage), or the main premonition lottery may be performed when a specific number of Gs has passed, and the value of the premonition G number A counter may be set.
[0447] A false premonition effect is an effect that is executed over one or more games when it has not been decided that the game state will transition to a game state that is more advantageous to the player than the current game state, and is an effect that creates the expectation of a transition to a more advantageous game state, but it only creates the expectation and does not actually transition to a more advantageous game state, and the current game state remains.
[0448] Figure 28 is a diagram explaining the flow of the Gaze precursor effect executed in the normal state (non-AT state). In both the upper Figure 28(a) and the lower Figure 28(b), the effect progresses from left to right.
[0449] The upper part of Figure 28(a) shows the flow when no penalty occurs during the execution of the false premonition effect. Figure 28(a) shows a simplified display screen of the liquid crystal display device 157. The following mainly explains the differences from the flow when no penalty occurs during the execution of the real premonition effect shown in Figure 27(a).
[0450] In the normal stage, which is an advantageous zone, the LCD display 157 displays a background image of the normal effect. The execution, effect content, and effect duration of the false premonition effect are determined by the results of the false premonition effect lottery. The false premonition effect lottery is executed when a predetermined number of games have been played or when a predetermined combination (e.g., a replay or a bell) is internally won. Even if the false premonition effect is executed through the false premonition effect lottery, the premonition G number A counter does not start. The effect content and effect duration of the false premonition effect here are the same as those of the main premonition effect described using FIG. 27(a). That is, the premonition scene effect is executed for 27 games, and on the 28th game, a development effect is executed. In the development effect, even if it is a false premonition effect, it develops into a continuous effect, and the continuous effect described using FIG. 26 is executed. In effect 4 of the continuous effect, a scene in which the protagonist, the lord, defeats the villain, the swordsman, is displayed, suggesting a transition to the AT. When the four-game consecutive performance ends, the false premonition performance will end.
[0451] When the Gaze premonition effect ends, the confirmation notification effect is not executed, and when the next game starts, the background image of the normal effect is displayed on the LCD display device 157. At this point, the player realizes for the first time that the premonition effect up to that point was the Gaze premonition effect. Note that a message such as "Sorry" may be displayed in the next game after the Gaze premonition effect ends.
[0452] The lower part of Figure 28(b) shows the flow when a penalty occurs during the e...
Claims
1. A gaming machine equipped with a translucent panel having translucency, Equipped with decorative sheets, The light-transmitting panel has a first area and a second area on a front surface thereof, the second area has a rougher surface than the first area; the second area is provided along an edge of the light-transmitting panel, The decorative sheet is smaller than the light-transmitting panel, the decorative sheet is disposed behind the translucent panel at a position overlapping at least a portion of the first area and at least a portion of the second area; the decorative sheet is visible from the front through the light-transmitting panel, The decorative sheet has a first marking and a second marking, the first display is provided at a position superimposed on at least a portion of the second area, the second display is provided at a position that does not overlap the second area, the first display is a character display, The second display is a warning display, the warning sign is disposed at a position closer to a second end of the decorative sheet than to a first end of the decorative sheet, the first end is one of the left and right ends of the decorative sheet, the second end is the other of the left and right ends of the decorative sheet, a distance from the second end to the attention-calling display is greater than a width in the left-right direction of a predetermined area of the second area; the predetermined area is an area located to the left of the first area or an area located to the right of the first area, the area being close to the second end; A gaming machine characterized by the above.
2. A gaming machine equipped with a translucent panel having translucency, Equipped with decorative sheets, The light-transmitting panel has a first area and a second area on a front surface thereof, the second area has a rougher surface than the first area; the second area is provided along an edge of the light-transmitting panel, The decorative sheet is smaller than the light-transmitting panel, the decorative sheet is disposed behind the translucent panel at a position overlapping at least a portion of the first area and at least a portion of the second area; the decorative sheet is visible from the front through the light-transmitting panel, The decorative sheet has a first marking and a second marking, the first display is provided at a position superimposed on at least a portion of the second area, the second display is provided at a position that does not overlap the second area, the first display is a character display, the second notice is an intellectual property-related notice, the intellectual property-related mark is disposed at a position closer to a second end of the decorative sheet than to a first end of the decorative sheet, the first end is one of the left and right ends of the decorative sheet, the second end is the other of the left and right ends of the decorative sheet, the distance from the second end to the intellectual property-related indication is greater than the width in the left-right direction of a predetermined area of the second area; the predetermined area is an area located to the left of the first area or an area located to the right of the first area, the area being close to the second end; A gaming machine characterized by the above.
3. 3. The gaming machine according to claim 1 or 2, The light-transmitting panel is configured to have a first member and a second member, the decorative sheet is disposed between the first member and the second member, the light-transmitting panel includes a fixing portion for fixing the first member and the second member, The fixing portion is provided on an edge of the translucent panel. A gaming machine characterized by the above.
4. 3. The gaming machine according to claim 1 or 2, It has a front door, the light-transmitting panel includes an attachment portion for attaching the light-transmitting panel to the front door, The mounting portion is provided on an edge of the translucent panel. A gaming machine characterized by the above.
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